• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Krakens Solitary, Huge, Stealthy, Intelligent, Terrifying
    Its tentacles (b[2d10+5] damage 3 piercing) 20 HP 0 armor
    Reach, Far
    Special Qualities: It is a giant ugly squid.

    Krakens are huge eight-tentacled monsters that live in every ocean, and hunt down ships to eat people. They prefer fogs when ships are more isolated, and more easily targeted. Instinct: To eat

    • Sink ships
    • It sneaks up on prey
    Tweet
  • Sinister Kings Solitary, Huge, Magical, Stealthy, Intelligent, Cautious, Construct, Terrifying, Amorphous
    Its arms (b[2d10+7] damage 4 piercing) 31 HP 8 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: It can fly, Can be controlled using soulslavery, They are huge, and obviously very predatory

    Sinister Kings are white tallmen without eyes, hair, horns, or wings, and with nine lyzard-like tails instead of fox-like tails. They are intelligent so they can fly. They are actively very violent. Instinct: To destroy

    • Destroys villages
    • About as intelligent as a human, willing to set traps, hide, trip its opponents
    Tweet
  • Thylycaons Horde, Organized, Intelligent
    Its fangs (b[2d4] damage 3 piercing) 3 HP 0 armor
    Close, Near

    They are thylacines, striped wolf-like creatures that organize into packs, and go after single humans or small groups. Instinct: To eat

    • Eats people
    • They howl to attract more thylycaons
    Tweet
  • Sandworms Solitary, Huge, Stealthy, Devious, Intelligent, Terrifying
    Its mouth (d8+7 damage 4 piercing) 20 HP 0 armor
    Reach, Forceful
    Special Qualities: Can swim in sand, can camouflage its skin, It is a giant tower of worm flesh, bony claws, and eyes

    Sandworms are giant worms that can swim in sand, and surprise their prey by burrowing underneath them, and jumping up to eat them. They set traps, and are known to run away if their initial attacks don't work. Instinct: To eat

    • Eat people
    • It surprises its victims by burrowing under them or setting traps for them
    • It surprises you and is hard to fight because it runs away
    Tweet
  • Thylions Group, Large
    Its Claws (b[2d8+2] damage 4 piercing) 10 HP 2 armor
    Reach, Near

    Thylions are masupial lions, lion-like and tiger-like. Instinct: To eat

    • Eats people
    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
  • Sayerthenner Scoripions Solitary, Large, Devious, Cautious
    Its stinger (b[2d8+2] damage 4 piercing) 16 HP 6 armor
    Reach, Near

    Giant yellow scorpions. They are solitary, and tend to live in small burrows or caves. Some of them live in the sea, while others live on land. Instinct: To be left alone

    • Poisons people
    • Its injects you with venom
    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
  • Burningjaws Solitary, Huge, Intelligent
    Fire (b[2d10+5] damage 3 piercing) 24 HP 0 armor
    Reach, Forceful, Ignores Armor, Far

    Burningjaws are large spinosaurus-like dragons with the ability to glide short distances, and spit huge columns of fire not unlike giant flamethrowers. They are however susceptible to fire attacks, "fight fire with fire," and all that. Instinct: To eat

    • Burns villages
    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
  • Tallmen Group, Huge, Construct, Terrifying, Amorphous
    Its fists (d8+7 damage 2 piercing) 25 HP 1 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Tallmen can be controlled through soulslavery, It has no soul, and since eyes are the window into the soul, its eyes are mindbreaking

    Tallmen are humans whose souls have been ripped out of them, used to fuel lychgates. This causes them to transform into black giants (10 meters tall), with black antler-like horns, dry stringy hair, black-yet-bright eyes, no noses or ears (they don't produce cartilage), no lips, white fangs, claws, and talons, and huge paper-thin wings. They can't fly with these wings because they are too stupid to use them. They also have nine dry stringy fox-like tails. The humans that were the tallmen are still alive within the monster, and are aware of all their actions, unable to do anything about it. Instinct: To wander aimlessly

    • Accidentally destroys things with its huge body
    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
  • Moravlogn- The demon of lies Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying
    Scream of many tongues (d12+5 damage) 20 HP 4 armor
    Reach, Ignores Armor, Far
    Special Qualities: True Form- The demons true form is a huge creature of liquid silver, with many open gaping mouths over its liquid-serpentine form all speaking different languages at once

    Moravlogn wasn't always a demon, once she was known as the mother of all things, a giver of bounty and provider of peace, a source of reason amongst the other bickering and violent brethren of her pantheon. Her words were said to be able to calm the heart of any creature and her beatific smile to make the stars weep. But that was long ago, her faith, her people, her children, the ones who sustained her have been lost, ground into dust by the steady and ineffable onslaught of time and so she has lost her godhood. In rage and anguish at this upheaval, she with the last of her power took the last child of her people and imbued her with the remainder of her pantheon's power. Now she hides within the crumbling remains of her own demesne, sealed at the bottom of a well, sustaining herself and what little she can of her realm by leeching power from the young child. Instinct: To keep it's prisoners

    • Tempt and Charm
    • Shapeshifter
    • Demon- God-being displaced from its seat of power
    Tweet
  • Fishman Captain Group, Cautious
    Scimitar (b[2d8] damage) 10 HP 1 armor
    Close

    Instinct: to conquer

      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
    Previous
    Next