• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Hollow Guardian (Basic) Group, Intelligent
    Talust Glaive (d8+2 damage 1 piercing) 6 HP 3 armor
    Close

    Low moaning sounds emanate from the mottled magenta blades of these soldiers. Faces hidden within deep helms the Hollow Guardians stand ready to crack down on any prisoner who steps out of line. Instinct: To keep the prisoners in line

    • Guards the Prison
    Tweet
  • Dread Governess Goldruga Solitary, Large, Divine, Planar, Terrifying
    Tooth and claw (d10+4 damage 2 piercing) 18 HP 1 armor
    Near
    Special Qualities: Gaping maw body

    A four-legged beast with arms and wings, who upper torso is a giant maw filled with man-sized teeth. Instinct: to protect the Child Who Repeats the Numbers

    • Trap a victim in its gaping maw
    • Can always locate the Child under its care
    Tweet
  • Nehwon Ice Gnome Horde, Small
    Crude Weapon (d6 damage) 3 HP 0 armor
    Close

    Tribes of wild ice gnomes roam the Cold Waste in numbers large enough to exterminate entire human tribes. Fafhrd’s own Snow Clan was wiped out by ice gnomes. They travel nomadically, living in skin tents or improvised lean-to’s. The tribes are ruled by hereditary chieftains, but these chieftains may be displaced through trial-by-combat.Like lemmings they consume all in their path and when all food is finally exhausted resort to cannibalism of their own tribe. Instinct: Consumes

    • Raids
    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.
    Tweet
  • Sleer Solitary, Magical, Construct, Terrifying
    Drains Life (w[2d10] damage) 12 HP 4 armor
    Close
    Special Qualities: Undead guardian, Incorporeal (only damaged by magic or magic weapons)

    A Sleer is an undead spirit created to guard a treasure by a terrible ritual involving mass human sacrifice. While it will fight until destroyed to guard its "treasure" (a single item) it is otherwise friendly and enjoys interaction with adventurers; often passing on valuable information. Inspired by the "Sleer" in Neal Gaiman's "Graveyard Book". Instinct: Guard

      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.
      Tweet
    • Kinder Ghul Group, Small, Terrifying
      Talons (d6 damage) 3 HP 0 armor
      Close, Ignore Armor
      Special Qualities: Undead child, Fast, May disarm with tongue, Inability to focus

      Children killed by the ghoul virus become Kinder Ghul; merry packs of gruesome black eyed children who combine childish games with cannibalism. Instinct: Devour

      • Swarm
      • Chant nursery rhymes
      • Prank
      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.
      Tweet
    • Muckling Horde, Small, Stealthy, Organized, Amorphous
      Muck (d6 damage) 10 HP 1 armor
      Close, Near
      Special Qualities: Made of mud

      Grubby little things, swamp-shards with little will but a vile sense of humor. Bogs and fens may be necessary, but why do their avatars have to be so gross? Instinct: Serve the swamp

      • Ensnare someone in fetid mud
      • Melt into mud
      • Call on vermin allies
      Tweet
    • Murkahl, swamp spirit Solitary, Large, Divine, Magical, Intelligent, Hoarder, Terrifying, Amorphous
      Toxic gas (d12+2 damage) 23 HP 1 armor
      Reach, Ignores Armor, Near
      Special Qualities: Made of swamp gas and muck,

      Look upon it and despair, ruin that lays empires bare. By rotting branch and fetid air, it'll take yer corpse to make it's lair. Murkahl. Instinct: To expand the swamp

      • Spread rot and disease
      • Conjure swampfire
      • Reveal something consumed by the swamp
      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.
      Tweet
    • Murkahl, swamp spirit Horde, Tiny
      (d6-2 damage) 3 HP 0 armor
      Hand

      Instinct: To protect and expand the fetid mire

      • Spread rot and disease
      Tweet
    • Ravuk Group, Large
      Double Maw (d8 damage) 14 HP 1 armor
      Reach
      Special Qualities: Sucker feet

      Bred by sothasian lizardfolk to serve as mounts, Ravuk are biddable, simple minded, and dangerous.Standing six feet at the shoulder and looking like the bastard child of a giant gecko and a lamprey, Ravuks are the favored patrol animal for guardsmen across all the faded lands. Instinct: To serve

      • Bear it's rider into battle
      Tweet
    • Lady Affront, Demonic Noblewoman Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Planar
      Telekinesis (d10 damage) 12 HP 1 armor
      Close, Ignores Armor, Near, Far
      Special Qualities: Can sense and eat souls, immune to fire

      Lady Affront is the most charming and beautiful demoness in all of Acheron. Lady Affront's generosity is unparalleled, her parties the talk of the town. Lady Affront's laughter breaks the hearts of gods, and her mind is as keen and sharp as an adamant blade. Lady Affront's servants worship the ground upon which she walks, and she repays their devotion with the utmost consideration and respect. Lady Affront is in fact, better than you. Everyone says so. Instinct: Acquire rare and beautiful things by any means necessary

      • Make a tempting offer to obtain or corrupt a soul
      • Undermine someone's reputation
      • Grab someone with telekinesis
      • Betray someone when it will hurt the most
      • Draw upon the resources and reputation that come with her station
      Tweet
    Previous
    Next