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  • Slender Man Solitary, Stealthy, Terrifying
    Tentacle (d8 damage) 16 HP 0 armor
    Close
    Special Qualities: Undead, Teleports

    A mysterious and new type of ghoul the Slender man is most commonly described as very tall and thin with unnaturally long, tentacle arms; which he can extend to intimidate or capture prey. In most stories his face is white and featureless, but occasionally his face appears differently to anyone who sees it. He appears to be wearing a dark suit and tie. The Slender Man is often associated with the forest and/or abandoned locations and has a limited ability to teleport within anywhere within its gaze. Proximity to the Slender Man is often said to trigger a "Slender sickness"; a rapid onset of paranoia, nightmares and delusions accompanied by nosebleeds. Instinct: Devour the weak

    • Mimics voices
    • Face changes
    • Teleports
    • Summon Kinder Ghul
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Mark Solitary, Magical, Stealthy, Divine, Intelligent, Planar
    Playing cards (d12+2 damage 1 piercing) 14 HP 4 armor
    Close, Far

    Mark is the Dreamspawn in human form. He can only take this shape in dreams. He will interrogate and attack through playing cards. Instinct: To control

    • Dreams
    • Cheats at cards
    • Change the dream
    • Create nightmare
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  • Demilich Solitary, Tiny, Magical, Intelligent, Hoarder, Terrifying
    Blood-curdling Howl (d10-2 damage) 20 HP 4 armor
    Hand, Reach, Ignores Armor, Near, Far
    Special Qualities: Disembodied floating skull

    When a Lich has not rejuvenated its phylactery with souls, its body slowly erodes and falls away, leaving only the skull of its former carcass. Still dwelling in the labarynthine corridors and rooms that the former Lich called its lair, it seeks to merely exist, having forgotten to ply its phylactery with souls. When disturbed, the skull activates to defend its sanctum, rising wraith-like to ward off intruders by emitting a howl that can kill the weak-hearted. So long as the demilich's phylactery remains intact, it cannot be permanently destroyed. But, even by committing one soul to its phylactery, its body and memories of spells begins to return as it takes on some semblance of its Lich form once more. Instinct: To survive

    • Emits a blood-curdling howl. If Defy Danger +Con role failed, HP drops to 0. If successful, target is frightened for a moment
    • Steals the vitality of its' target within 10ft of it, gaining the life points it takes from the target.
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  • Death Knight Group, Magical, Organized, Intelligent, Hoarder
    Longsword (b[2d8+2] damage) 14 HP 3 armor
    Close, Reach

    Once a follower of truth and justice, now fallen to the depths of darkness through the failing actions made in life. Now this Paladin shall roam the plains as a hateful undead creature. Clad in plate-mail, its skeletal form brings forth war from the darkness to blot out the living. The only true way known to stop a Death Knight for good is for it to atone for the life of wickedness or to find redemption from the evil acts committed in life. Sometimes commanding lesser undead, and still wielding its divine magic, staring into those intensely burning points it calls eyes, its hard to think of any kind of salvation or redemption... Instinct: To spread darkness and evil

    • Rises again after being defeated
    • Casts divine spells (from Clerics Spell List)
    • Calls forth a squad of undead
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  • Spectator Solitary, Divine, Magical, Devious, Intelligent, Planar
    Central Magical Eye (d8+2 damage) 16 HP 1 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Levitates, Telepathic

    The Spectator is a creature that is summoned using 4 eye-stalks of a beholder by a wizard of some power. With only the 4 eyes surrounding its central eye, the Spectator will guard whatever its summoner wishes for exactly 101 years. Once this time ends, it typically takes up shelter in the plce it was defending, taking on the mannerisms of its former master, it now has time to develop and pursue the madness of its contributing beholder, amplified by its loneliness. Instinct: To Guard

    • Eye Ray: 2d4 of Magical effects (if duplicate, only one opponent targetted)
    • Spell Reflection: Reflects any failed spell aimed at it to a target of its' choice.
    • Magically creates enough food and water for it to sustain itself for 24hrs.
    • It carries with it the knowledge of the beholder whose eye-stalks were used to summon it.
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  • Beholder Solitary, Large, Divine, Magical, Intelligent, Hoarder, Terrifying
    Central Magical Eye (d10+2 damage) 20 HP 1 armor
    Ignores Armor, Near, Far
    Special Qualities: Levitates, Ever-watching eyes

    The flying, all-seeing terror, a beholder fills those who see it with terror! Making it's lair in frigid hills, abandoned ruins, or the rare occasion under large cities it seeks to control through subtle & coercive means. Any underground cavern it creates with its disintegrating ray is a series of large caverns with only vertical routes between each. Each beholders' lair is festooned with trophies and the occasional petrified adventurer unfortunate enough to have crossed its' path. Instinct: To control

    • Uses its Eye Ray to create 3 of the 10 possible effects
    • Anti-Magic Cone: Stops any magic from working in a large conical area.
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  • Cleric of the Reptile god Solitary, Divine, Magical, Devious, Organized, Intelligent, Cautious
    Smite with holy mace (d6 damage) 12 HP 1 armor
    Close, Reach, Far

    White mud stained robes frame a crazed face covered in fleshy scales. Serpent eyes flash yellow as it calls heretics to, "fall before the might of the Reptile God! Even in death shall you serve." Instinct: Spread the glory of the Reptile God

    • Raise the dead to capture new initiates
    • Raise the dead and hold heritics
    • Raise the dead to capture the living
    • Calls the faith to righteous duty
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Captain Gavern, Clockwork Constable Group, Organized, Intelligent, Cautious, Construct
    Baton Spear (b[2d8] damage) 14 HP 4 armor
    Close, Reach
    Special Qualities: Full of clockwork gears, perfect sense of timing

    Captain of the Nessian city guard, Gavern is a legend. Unflappable, upstanding, and utterly loyal to the clockwork men and their role as servants of the high council. Indeed, when she was still living she fought alongside the high Council during the revolution. Threaten those loyalties or the sacrifices she's made because of them, and you will not live to regret it Instinct: Protect the constables at all costs

    • Maintain the thin brass line
    • Sound the alarm, or the all-clear
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  • Ageless Tub Solitary, Large, Divine, Magical, Intelligent, Cautious, Planar, Construct, Amorphous
    Fists (d12+4 damage 2 piercing) 29 HP 6 armor
    Forceful
    Special Qualities: Dense, thick armor plating

    Instinct: To flatten

    • Rolls when cornered
    • Shoots a beam from its belly that creates a gap in time and space
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  • Ageless Guard Solitary, Intelligent, Cautious
    Fists (d12+2 damage) 20 HP 5 armor
    Close, Forceful, Reach

    Instinct: To contain prisoners

    • Absorbs magic attacks and can fire them back.
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