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  • Dog Yokai Solitary, Large
    Claws and Bite (d10 damage 2 piercing) 16 HP 1 armor

    Instinct: To find its food. People are its food.

    • It hides in the body of a dog and lures players away isolating them before they transform into a massive beast and attack.
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  • Salamammoth Solitary, Huge
    Stomp (d8+5 damage) 24 HP 2 armor
    Reach, Forceful, Ignores Armor

    The salamammoth is a tragic embodiment of conflicting drives. It constantly lights fires with it's living magma trunk, but can't resist stomping out the flames with it's massive scoria feet. Instinct: to smash to ash

    • Ignite fires and stomps them out
    • Melt weapons that strike it
    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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  • Mah Solitary, Large, Intelligent, Terrifying
    crushing grasp and bite (d10 damage) 16 HP 0 armor
    Near
    Special Qualities: Scuttle around like a spider with her six deformed limbs

    Instinct: to keep the family together

    • feign politeness while she brutalizes you
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  • Akaneburi Solitary, Stealthy, Intelligent
    Tongue Attack (d10 damage) 12 HP 0 armor
    Close, Far

    A humanoid being with red skin, mangy long black hair, and large creepy eyes. It has elongated claws on its hands and feet and a long sickly black tongue. Instinct: It wants to clean all filth in bathhouses with its tongue, but it also wants to clean the impurities of the soul.

    • Hides in bathrooms and licks characters with an elongated tongues.
    • If it licks players they become sickened and take disadvantage on all roles for the next couple turns.
    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 Stag Solitary, Large, Cautious, Construct, Terrifying
    Antlers (d10+2 damage 2 piercing) 16 HP 2 armor
    Reach
    Special Qualities: Transformed, Unnatural movement

    Once a peaceful creature of the woods, the animal that you see before you has a dark and sinister air about them. It moves in a manner most unnatural. Its legs and head twisted. Its muscles jerking back and forth against its own will, as if coerced by some demented puppet master. As it moves towards you, it emits a blood curdling holler. A noise no creature of divine creation would utter. A sound of pure anguish that chills you to your very bones. Instinct: Abide thy master will

    • Charge
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  • Hellknight Solitary, Intelligent, Planar
    Zweihander (b[2d10+4] damage) 16 HP 3 armor
    Close, Forceful, Reach
    Special Qualities: Can detect magic

    Graveknights who desire to live again occasionally entreat Hell for help. By injecting the armour that the grave knight is bound to with demonic protoplasm, the graveknight is given a powerful body, allowing it to somewhat live again. One weakness of this method, however, is that the hellknight has to reform in Hell if killed, which makes it harder for them to come back into play quickly. Instinct: To champion hell

    • Exhale a clouds that causes the Weak debility
    • See the invisible
    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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  • Maniacreep Swarm Horde, Tiny, Intelligent, Planar, Swarm
    Gnawing Maw (d8-6 damage) 3 HP 2 armor
    Hand, Ignores Armor
    Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire

    Maniacreeps a small, bizzare lizards from Hell. While intelligent, they seem to express said intelligence in a rather demented way, hunting for hosts they can posess and ride around, usually while hollering and screaming for the sheer fun of it. Instinct: To direct a host

    • Makes noises. Lots and lots of really annoying noises.
    • Burrow into and hijack a living being
    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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  • Fallen Angel Solitary, Stealthy, Divine, Intelligent, Planar, Amorphous
    Soul Cutting Wing (d10+2 damage) 17 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Immune to Mental Manipulation, Acid, Electricity and Fire, Resistant to Cold

    When angels commit to great a crime to be accepted, their connection to the divine is cut and they are cast out. Such angels keeps some spark of the divinity they once had, but not enough to sustain their form, causing them to fade into ghostly, broken things. Those who endeavor to thrive do so by taking control of mortals, especially holy people, and through them parasitise the divine energy they've been denied. Instinct: To destroy that which is sacred

    • Learn about the target with a touch
    • Can turn invisible at will
    • Possess mortals
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  • Paladin Templar Solitary, Divine, Intelligent, Cautious
    Holy weapon (b[2d10+2] damage) 14 HP 6 armor
    Close

    The most powerful paladins becomes battle-hardened saints, admired by all who follow their deity and their ideology. Like all paladins, their damage die upgrades by one step against enemies of the faith. Instinct: To champion its deity

    • Call upon divine might
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  • Paladin Crusader Group, Divine, Intelligent, Cautious
    Holy Weapon (b[2d8+2] damage) 8 HP 4 armor
    Close

    Crusaders are active frontline fighters, expected to go into the world and fight the good fight, however that is defined. As such, they are seasoned warriors and skilled with their weapons. Instinct: To champion its deity

    • Call upon divine might
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