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  • Thief Group, Stealthy, Intelligent, Hoarder
    Short bow (b[2d8] damage 1 piercing) 6 HP 1 armor
    Close, Far

    Instinct:

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  • Djinni Group, Large, Intelligent, Planar
    Storm Slam (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Advantage against flying creatures, Flying, Immune to Electricity

    Djinns are the genies of air. Their demeanor can best be described as attentive flightiness. This gives them a reputation of being easily distracted, but those who think they can pull a fast one on these windy spirits are in for a surprise. Instinct: To experience

    • Grant wishes
    • Cast minor magic
    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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  • Dire Weasel Group, Large, Devious
    Latching bite (d6+1 damage 2 piercing) 10 HP 0 armor
    Special Qualities: Berserker

    Dire weasels are fearless predators with a species wide tendency to completely lose their fudge and go nuts Instinct: To feed

    • Bite onto things
    • Rips open gushing wounds, causing the sickened debility
    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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  • Steam Mephit Horde, Small, Intelligent, Planar
    Scalding Claw (d6 damage) 3 HP 0 armor
    Close
    Special Qualities: Heals in boiling water

    Steam mephits live in areas where the elements of fire and water meet. They draw on the power of both, striking enemies with scalding sprays. As a species, they tend towards being very brash. Instinct: To prove themselves

    • Breathe a spray of scalding water, causing D4 damage with the Fire Elemental tag and -1 forward on a 6-
    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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  • Abominable Snowman Solitary, Stealthy, Devious, Amorphous
    Chilling Punch (d8 damage 1 piercing) 23 HP 2 armor
    Close
    Special Qualities: Immune to Cold, Weak to Fire

    Abominable snowmen are frost and snow brought to life through stolen or misplaced life energy. They are rarely intentional creation and seek to perpetuate themselves by stealing more life energy from living beings. Creatures of cold, they lose a point of amour and the ability to shape-shift in any temperature above freezing. Instinct: To drain life

    • Take on the shape of a snow flurry
    • Rearrange itself into a facsimile of a person
    • Drains warms, causing the scarred debility
    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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  • Frost Wolf Group, Large, Magical
    Chilly Bite (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Moves easily through snow

    Frost wolves are a cousin species of the winter wolves, but unlike their cousins, frost wolves are non-sapient. They do still retain a link to the winter magic that their cousins are know for, freezing prey dead in their tracks. Instinct: To eat

    • Track prey in arctic enviroments
    • Breathe a swath of frost that deals D4 damage with the Cold Elemental and Ignore Armour tags. On a 6-, the target gets -1 forward.
    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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  • Carniflutterer Horde, Large, Devious
    Mandibles (d4+1 damage 2 piercing) 7 HP 3 armor
    Special Qualities: Flight, Releases toxic cloud upon death

    Carniflutterers are giant, flesh eating relatives of butterflies. While still beautiful, they are also a menace and when hungry attack both farm animals and travellers. Instinct: To eat

    • Emit a mindnumbing whine, causing the next attack to target somebody at random
    • Injects paralyzing 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.
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  • Star Trek Gorn Solitary, Planar
    Pummel (d12+2 damage) 12 HP 2 armor
    Close, Forceful

    The Gorn are a fictional extraterrestrial humanoid reptilian species in the American science fiction franchise Star Trek. They first appear in the original series episode, "Arena" and are hostile to humans; this may be due to in-universe territorial disputes as to which planets can be colonized by which species. Gorn were a cold-blooded, reptilian species with green, rubbery skin, red blood and an average height of approximately two meters. They tended to be many times stronger than most humanoids, albeit slower and less agile but with greater stamina and, like most cold-blooded species, preferred warmer temperatures. The Gorn's first contact with the prime reality Federation took place in 2267, when the Gorn attacked a Federation colony on Cestus III. The Gorn saw the strike as a preemptive move, since they regarded the Cestus system as part of their territory. The USS Enterprise pursued a Gorn starship from Cestus III into a previously unexplored region of the galaxy, near 2466 PM. There, both starships were immobilized by the Metrons, who transported James T. Kirk and the Gorn captain to a planet's surface, where the two captains were instructed to settle their differences in a "contest... of ingenuity against ingenuity, brute strength against brute strength." Although the Gorn captain was physically stronger than Kirk, Kirk was able to construct makeshift cannon out of materials on the planet's surface and defeat the Gorn. When Kirk showed mercy to his defeated opponent, the Metrons sent both captains back to their respective ships and transported the Enterprise out of the area. (Star Trek Episode: "Arena") Instinct: Dominate

    • Attack invaders!
    • Alien Lifeform
    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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  • Rushbee Solitary, Huge, Magical, Amorphous
    Krallen (w[2d12+7] damage 3 piercing) 23 HP 6 armor
    Reach, Forceful, Far
    Special Qualities: Flügel

    Ihr sehr vor euch eine kolossale Kreatur mit dem Kopf eines Falken und dem Körper eines Löwen. Die eigentlich friedliche Kreatur wurde erweckt, um die Intelligenz der Besucher ihres Meistern zu testen. Obwohl sie Gewalt verabscheut, wird sie nicht scheuen, sich zu verteidigen, sollte sie angegriffen werden. Beantwortet die 6 Fragen, die euch gestellt werden richtig, oder sterbt. Instinct: Die Intelligenz von Besuchern testen

    • Rätsel stellen, Antworten bewerten
    • magische Geschosse aus den Augen
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  • Blyed Solitary, Large, Construct
    Morgenstern und Axt (d10+4 damage) 16 HP 5 armor
    Forceful, Far
    Special Qualities:

    Ihr seht vor euch einen Gargoyle, größer als ein Wagen. Das einzige, das er von sich gibt ist sein Name: Blyet. Seine Fähigkeit zu fliegen und seine Bewaffnung machen ihn zu einem ernsthaften Gegner. Instinct: Seinen Meister schützen

    • Mit Morgenstern zerschmettern und mit Axt spalten
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