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  • Great Songflower Solitary, Large, Cautious
    Vine Whip (d10 damage) 1000 HP 0 armor
    Reach
    Special Qualities: Crystal Core: 10x Damage Received

    Instinct: To prevent passage.

    • It lashes out vines at any outsiders that encroach the path it guards
    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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  • Lovecraft Deep One Group, Intelligent, Planar, Amphibious
    Talons (d8 damage) 6 HP 2 armor
    Close

    The Deep Ones are creatures in the Cthulhu Mythos of H.P. Lovecraft. They made their debut in Lovecraft's 1931 novella "The Shadow Over Innsmouth". They are described as being an ocean-dwelling race, as evidenced by their name, with an affinity for mating with humans. The Deep Ones are humanoid beings with fish, human, and amphibian-like traits. In The Shadow Over Innsmouth they are described as having grey-ish green, glossy and slippery skin with white stomachs. They have scaled, ridged backs, as well as webbed hands and gilled necks. Notably, they have a head similar to that of a fish, with eyes incapable of blinking. They move about in an inhuman fashion, by hopping oddly, and occasionally move on all fours. The narrator, Robert Olmstead, describes them as having abhorrent, croaking voices that spoke a language other than English. As part of their pact with the Deep Ones, many Cthulhu cultists are forced to interbreed with them. Although the Deep One hybrid offspring are born with the appearance of a normal human being, they gradually assume the appearance of their Deep One ancestors. These traits ("The Innsmouth Look") include: shrunken/nonexistent ears, glassy, bulging, unblinking eyes, narrow, hairless head, rubbery, blue-gray skin, folds on the neck which eventually become functional gills, and webbing between fingers. When the hybrid becomes too obviously non-human, they go into seclusion in ostensibly abandoned buildings until fully capable of living solely underwater. The rate of progression varies with each individual, however it normally does not reach completion until the human middle age. Once this transformation is complete they are also functionally immortal. Apart from the physical change they also feel a scorn for humanity, an affinity for the Non-euclidean artwork of the Deep One race, and an increasingly powerful desire to abandon the human world and go to a Deep One city beneath the waves. Instinct: Corrupts

    • Enslaves
    • Cthulhu Servant Race
    • Alien and Evil
    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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  • Efreeti Flamecarver Solitary, Large, Intelligent, Planar
    Heated Scimitar (b[2d10+5] damage 2 piercing) 16 HP 3 armor
    Forceful
    Special Qualities: Immune to fire

    Mightiest of efreeti warriors, the flamecarvers lead hosts of lesser efreeti to secure the dominion of their kind. Instinct: To dominate

    • Alter size
    • Grants wishes
    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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  • Brass Golem Solitary, Huge, Construct
    Heated Brass Falchion (d10+3 damage 2 piercing) 24 HP 3 armor
    Fire Elemental
    Special Qualities: Cannot be disarmed, Immune to fire and non-cold magic, Construct, Can see the invisible

    Brass golems are towering battle constructs first created by the efreeti. the design has spread since and proves potent for those that can afford it. Instinct: To serve its creator

    • Breathes a cloud of cinders that deals D6 damage with the Fire Elemental tag and gains the Ignore Armour tag on a 6-
    • Explodes when killed for D12/D8 damage 3 piercing with the Fire Elemental tag
    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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  • Nightmare Cauchemar Solitary, Huge, Planar
    Flaming Hooves (d10+5 damage 4 piercing) 20 HP 0 armor
    Reach, Forceful
    Special Qualities: Immune to Fire, Flight

    Cauchemar nightmares a bread for combat and are much larger and tougher than their smaller cousin species. Instinct: To eat

    • Release sickening smoke
    • Can shift it and its rider between worlds
    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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  • Wasp Monkey Warrior Group, Small, Devious, Planar
    Huge Stinger (b[2d4+2] damage 2 piercing) 6 HP 1 armor
    Close

    Instinct: To defend the hive

    • Carry a foe into danger
    • Paralyzing venom
    • Never quite where you think they are
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  • Wasp Monkey Horde, Tiny, Devious, Organized, Hoarder, Planar
    Stinger (b[2d4] damage 2 piercing) 3 HP 0 armor
    Hand
    Special Qualities: Flight

    Instinct: To protect its territory against all comers

    • Make incredible leaps and jumps
    • Paralyzing venom
    • Call out the hive
    • Never quite seem where you think they are
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  • Vitrum Spledidor Rex Solitary, Large, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar
    Gaze of Power (d8 damage) 20 HP 4 armor
    Far
    Special Qualities: Shielded magically with forces from outside the world

    Instinct: Bring all into harmony

    • Rewrite intelligence to its will
    • Seemingly immovable
    • Control items with its intellect
    • Compel immobility
    • Mutate time and spatial relationships
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  • High End Servant Automaton Group, Devious, Organized, Intelligent, Hoarder, Construct, Terrifying
    Batter with exquisite fists (d6+2 damage) 10 HP 1 armor
    Close, Forceful
    Special Qualities: Intricate mechanisms, gruesome life-like mask

    Instinct: perform as instructed

    • Obsequious flattery
    • Recombine even when destroyed
    • Ring for more service
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  • Automaton Guards Group, Large, Divine, Intelligent, Cautious, Construct
    Massive metal staff (d8 damage) 16 HP 6 armor
    Reach, Near
    Special Qualities: Immune to fire and heat, Eerie coordination

    Instinct: Defend the master

    • Throw a foe aside
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