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  • Paladin Squire Horde, Divine, Intelligent, Cautious
    Holy Weapon (d6+2 damage) 5 HP 4 armor
    Close

    Paladin squires have just recently been admitted into the circles of paladins and invested with a measure of power. Decked out in heavy amour, they are hard to break. Their damage die upgrades by one step against enemies of the faith. Instinct: To champions its deity

    • Call upon divine might
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  • Quasit Stalker Solitary, Tiny, Stealthy, Devious, Planar
    Silenced Uzi (d8-2 damage 1 piercing) 12 HP 0 armor
    Hand, Near
    Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire, Flies

    Quasits whose masters survive for long times usually start developing something resembling their own personality, though one always wholly devoted to their bonded soul. Given their small stature and abilities, they often develop personalities that emphasize subtlety and finesse. Instinct: To bring its bonded soul to Hell

    • Usher bonded soul to Hell
    • Turn invisible
    • Inflicts shakyness with its 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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  • Barlgura Group, Large, Intelligent, Planar
    Brutal Fist (d8+3 damage 3 piercing) 14 HP 0 armor
    Forceful, Ignores Magical Armour, Construct Bane
    Special Qualities: Immune to electricity and poison, Resistant to aci, cold and fire

    Barlguras are massive, ape-like demonic brutes that work as living battering rams, pounding enemies into paste. They are often deployed against mages, as they can even smash apart magic. Instinct: To crush Hell's foes

    • Uses smaller enemies as a weapon
    • Smash magic apart
    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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  • Janni Elemental Stalker Solitary, Stealthy, Magical, Intelligent, Planar, Evasive
    Scimitar (d10 damage 1 piercing) 12 HP 2 armor
    Close
    Special Qualities: Resistant to elemental damage

    Janni Elemental Stalkers use their connection to all the elements to infiltrate, pursue and even assassinate. Their ability to blend in just about anywhere, making them hard to detect before they strike and nearly impossible to pin down. Their damage die is upgraded by one step when they attack from ambush. Instinct: To protect their home

    • Grant wishes
    • Stealthily follow targets
    • Can transform into an elemental
    • Take on the form of another
    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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  • Sand Maw Solitary, Large, Stealthy, Cautious
    Crushing Tentacles (b[2d10+3] damage 1 piercing) 16 HP 2 armor
    Near

    Sand maws, a more sedentary cousin species of the dust digger, lives most of their lives in one place, shoveling whatever gets close into their mouth. Their teeth are a lot more dangerous than their tentacles, allowing the to use D12 for damage. Instinct: To eat

    • Grab people with its tentacles
    • Hides in sand
    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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  • Swamp polyp Solitary, Small
    Bite (d10 damage 1 piercing) 12 HP 0 armor
    Close, Near
    Special Qualities: Aquatic, Immobile

    Swamp Polyps have a columnar body with the beak uppermost surrounded by a ring of tentacles. They will often develop valuable "black pearls" in their guts like oysters, but have a nasty bite. Instinct: Grab

    • Creates black pearls
    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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  • Lady Mortinstend Solitary, Magical, Organized
    suffocation spell (d10 damage) 12 HP 4 armor
    Close, Reach, Ignores Armor, Near, Far

    Instinct: to secure immortality

    • talk down to those of lesser station
    • paralyze a target
    • command cult underlings
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  • Lamp Wraith Horde, Magical, Construct, Terrifying, Evasive
    Elemental Claws (d6 damage) 7 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Flight, Immune to its elemental, Rejuvenates, Weak to banishment, Undead, Terrifying Moaning

    Genies do not leave ghosts, their souls dissolving into the elemental plane upon death. But some bindings prevent this dissolution, trapping the genie in a state of horrid, painful unlife. Their existence is a tormented one, one they will gladly unleash on those who disturb them. When they die, they explode into a cloud of miasma, causing the sick debility. Instinct: To serve eternally

    • Control its element
    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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  • Rast Horde, Devious, Planar
    Sucking Maw (d4 damage 1 piercing) 3 HP 0 armor
    Close
    Special Qualities: Immune to fire, Vulnerable to cold, Flies

    Rasts a parasites from the elemental plane, primarily the areas that are on fire. They hunt by first paralyzing prey, then moving in to sip their blood. Instinct: To eat

    • Paralyze with a gaze
    • Sucks blood, causing the sick 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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  • Flind Mutagen Crafter Solitary, Intelligent
    Surgical Drill (d10 damage 3 piercing) 20 HP 1 armor
    Close

    Flinds who turn their intelligence towards the art of alchemy often seek ways to enhance the workings of the body, creating potions and poultices that boost the physical qualities of their fellow gnolls. Instinct: To lead the tribe

    • Laugh
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