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  • Olgoth Lord Of Orcs Solitary, Intelligent, Hoarder
    Jagged Sword (b[2d12+4] damage 2 piercing) 12 HP 2 armor
    Close, Forceful, Reach

    Instinct: To Rule

    • Commands Armies
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  • Sandman Solitary, Magical, Divine, Devious, Amorphous
    Sleep Sand (d8+2 damage) 21 HP 5 armor
    Close, Ignores Armor

    Taller than a man and leaving a trail of coarse, brown sand behind it as it moves, the Sandman is relentless in its desire to put creatures to sleep. Its unknown if this creature can even be killed. Instinct: Put everyone to permanent sleep

    • Smother with sand
    • Put to sleep
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  • Siege Boar Solitary, Large, Intelligent, Construct
    Goring tusks (b[2d10+4] damage 1 piercing) 20 HP 1 armor
    Forceful
    Special Qualities: Obeying the whip, Mind cannibal

    During the dark days of the five crest war, one of the kingdoms brought out a terrible new weapon. A massive boar, that learns from each foe it consumes. It has an arsenal of blades growing from it's back, so the army never goes without weapons. The skull of the beast is so thick that battering rams have lost their purpose. But the worst quality of this alchemical beast is its absolute loyalty to whoever carries the whip. No matter how dire the situation, the beast will never falter, and never turn back. Bring one of these into battle and they'll win you the war. Now, what will be your first bid on this mighty weapon? Instinct: Wage War

    • Shoot out growing blades from its back
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  • Goatscorpion Solitary, Large, Stealthy, Devious, Intelligent, Planar
    Pincers, Sting (b[2d8] damage 1 piercing) 16 HP 3 armor
    Special Qualities: Immune to poison, flame and fear

    Goat’s head, giant scorpion’s body. It despises innocence and will attack the most virtuous party member first. Sting poison: 10d6 dmg Instinct: to destroy the virtuous and innocent

    • Spit vile black fluid
    • Poison them
    • Grab and snap 'em
    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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  • Demonic Fly Solitary, Large, Intelligent, Planar
    Claws (b[2d10] damage) 16 HP 2 armor
    Special Qualities: Wings, Immune to poison, flame and fear

    Huge insect body, head like a bug-eyed caricature of a human face. It is dumb and vicious, but has an intricate knowledge of politics. They can emit a sound causing collective hallucinations (all PCs hallucinate the same thing). GM should not tell players they are hallucinating and hallucinations will generally be of things that would cause the PCs to expend resources (water, spells, arrows, etc.) to “destroy” them or things which would make them remove their armor. Instinct: to topple power

    • Corrupt them
    • Cause hallucinations
    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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  • Vorkuta, the Nephilidian Group, Stealthy, Devious, Intelligent, Hoarder
    claws, bite (b[2d6] damage 1 piercing) 14 HP 1 armor
    Close
    Special Qualities: Amphibious, Immune to Poison, Immune to Mind Control

    Floating palely in a small topless tank (5’ across, 15’ deep), Vorkuta is quite mad. She has gills in her neck and pale blue eyes. She babbles parts of old conversations and snatches of fairy tales. She will attack anyone who doesn’t humor her, however, and will try to swallow any jewelry she sees. She can transform into a small, mobile pool of black blood, or an aquatic form resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points within the zoo, Vorkuta will revert to the former form and escape, regenerating 1hp per hour. If grievously wounded in the water, Vorkuta will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive her completely. Sunlight or a stake through the heart will slay her permanently. Holy water causes 2 – 7hp damage. She is immune to poison and all forms of mind control. Turns as a vampire. So decadent are these creatures that they fear equally the sun, the sea, dry land, and, indeed any surface not hewn by an intelligent hand. Most prefer never to leave their half-drowned empire of Nephilidia. Inside its tarnished palaces and rotting halls they sit--forever knee-deep in black and stagnant water, with strange algaes stretched like cobwebs from the surface to the once-ornate walls and crumbling statuary--endlessly elaborating cruel and languid intrigues, attended by salamander men and eyeless fish. This amphibious species can change into a small, mobile pool of black blood, or take the form of a strange, darting, long-tendrilled aquatic animal resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points on land, the creature will revert to the former form. Consequently, if sufficiently injured, the Nephilidian vampire often sinks into the soil and becomes hopelessly trapped and intermingled with the earth. If grievously wounded in the water, this bizarre creature will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive the creature. Due to these vulnerabilites, the Nephilidian vampire prefers to travel via subterranian aquaducts, sewers, or other shallow, watertight, artificial constructions. They despise, but can--with an effort of will--tolerate clean running water. In their humanoid form, they are distinguishable from ordinary vampires by the gills on their necks and their glassy blue eyes. Instinct: to feed

    • Grapple them
    • Swallow their jewelry
    • Turn them and enthrall them
    • Shapeshift
    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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  • Thrace, the Nagadusa Solitary, Large, Stealthy, Devious, Intelligent
    Claws (d10+2 damage) 16 HP 1 armor
    Forceful, Reach

    20’ (6m) long python’s body, woman’s head, smaller snakes instead of hair. Thrace is the sister of Eshrigel, gone mad long ago. Cage is 15’ cube. She may aid the PCs if they convince her they can help her escape but she will turn on them immediately after passing the front gate. She admires her sister, Eshrigel, and will make any deal to be reunited with her, but again, will turn on anyone aware of her existence immediately upon escaping. If she is paralyzed by her own gaze, that counts as death. If the myths are true, about 1/12 of the stone on the planet (and 1/12th of the planet itself) should revert to flesh upon her death. The GM may interpret this however s/he wishes. Instinct: to reunite with sister

    • Constrict them
    • Make a false promise
    • Petrify them with your gaze
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  • Giant White Octopus Solitary, Large
    Tentacle Mouths (b[2d10] damage 1 piercing) 16 HP 1 armor
    Forceful, Reach, Near
    Special Qualities: Amphibious

    30 feet (9m) across, tiny mouths embedded in each sucker. The circular well in the cage is 15’ across and 40’ deep. If it is a moonless night, Raxia and Danica – two mad sisters from great houses who frolic with the octopus – will be visiting. The nightingale knows they are harmless and ordinarily lets them in and out at will. They possess no valuable information and the nightingale will not let them out while the PCs are in the Zoo. The octopus has a 12’ reach. It can survive outside of water for about an hour.It can walk on land and will do so to look for food Instinct: to eat

    • Grapple/entangle them
    • Disarm them
    • Drown them
    • Devour them
    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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  • Mottled Fungi Solitary, Huge, Stealthy, Devious, Amorphous
    Lashing Tendril (d6+2 damage) 16 HP 0 armor
    Reach, Far

    Gudge throws organic waste into this room where this brightly-colored fungi consumes it, as it long ago devoured whatever once lived in the ruined cage. The fungi covers the entire room, including the north wall, obscuring the secret door there. It is nonintelligent, but it can sense heat and will not attack until at least three creatures are standing in it. (Maybe less if there are fewer PCs in the party.) Lashing tendril – save vs. poison or become infected. The infection makes the victim feel intoxicated and will begin to fully incubate in two (rounds/minutes/hours/days – roll d4). Full incubation causes a random body part to distend, distort, and pulse with lurid colors beneath the skin. All nearby carnivorous creatures will attack the victim. Also: The victim’s allies will have to make a successful wisdom roll every hour to recognize the victim – otherwise they will be unable to recognize the victim for who s/he truly is and will believe s/he is a stranger. Instinct: to feed

    • Poison them
    • Disarm them
    • Entangle Them
    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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  • Unsettling Toad Group, Tiny, Devious
    Burning Tongue (d4-2 damage) 6 HP 0 armor
    Hand

    A small and unnatural-looking beast. This small toad is so disturbing to look at that its victims go blind. It cannot speak but can sing with the voice of a young girl. Instinct: to terrify

    • Blind them for 2 days
    • Unsettle them with creepy children songs
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