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  • Displacer Cubs Group, Small
    Teeth and Claws (d6 damage) 6 HP 0 armor
    Hand, Close
    Special Qualities: Blurry outline

    Displacer beast cubs are small and cute in appearance, often mistaken for ordinary cats as they do not yet have their distinctive tentacles. While the cubs lack the illusion capabilites of their parents they do blur their images. Instinct: To feed

    • Yowling for parents
    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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  • Phane Solitary, Large, Magical, Devious, Intelligent, Planar, Amorphous
    Rending claws (d10 damage) 23 HP 7 armor
    Ignores Armor

    Phanes are strange beings from a place between the moments of time. They wander the multiverse, sowing chaos wherever they go. They aren't necessarily malicious, mind you, but they are highly dangerous due to their powers over time itself. Very few have ever seen a phane in person and lived to talk about it. Those who have describe them as resembling clouds of black smoke, shaped vaguely like a feline centaur, with two blazing green eyes. Instinct: To meddle

    • Slip through time and space
    • Make something age
    • Meddle with time itself
    • Tell the past, present, or future
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  • Mortalitasi: Elite Hunter Group, Divine, Magical, Intelligent, Cautious
    Spiritual weapons (b[2d8+2] damage 1 piercing) 14 HP 2 armor
    Close, Ignores Armor, Far

    Un cazador de elite desplegado por los Mortalitasi para asegurarse de que ninguna nigromancia quede impune en el lugar. Como sirvientes del Ministro de la Muerte, cuentan con una pequeña fracción de los poderes de la deidad, y los usan para mantener a raya a los no-muertos o los enemigos de la facción. Instinct: to hunt necromancers or faction enemies

    • Call upon guardian spirits
    • Paralize the soul of a target
    • Mark targets to hunt 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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  • Lizardfolk Ranger Group, Stealthy, Intelligent
    Shooting normal and poisonous arrows, bite and claws if close (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close

    This lizardfolk serves green dragon of gluttony. They sacrifices other creatures to them. They are sneaky and using poison of their blood. They likes ambush others Instinct: Sacrifice lifes

    • Serve The Gluttony Dragon
    • Sneaking behind leaves and trees, Using poison
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  • Primitive Eyeless One Horde, Divine, Devious, Organized, Construct, Terrifying, Amorphous
    Fungal slam (b[2d4+6] damage 1 piercing) 10 HP 4 armor
    Close, Forceful
    Special Qualities: Spit fungal rot, Anything short of decapitation can be restored, The rotten flesh disgusts and terrifies

    The Eyeless Ones are created by the Dark Hunter at the behest of the Shadow-Druids. They are corpses infected with a fungus similar to the hive-mind fungus, but not quite the same. It keeps the bodies mostly intact for as long as possible and uses them as covert observers and attackers. Fortunately, these primitive Eyeless Ones are weak, both from being only experimental, and from having progressed much further into the rotten-meat stage than a "full" Eyeless One would be. Their fungal slams and spit attacks can spread mind-affecting spores, however, which a less-decayed Eyeless One could not yet do. Be wary. Instinct: To serve the Shadow Fungus

    • Observe and assault
    • Infectious spores that daze and confuse
    • Fungal harmony: Eyeless ones standing on natural surfaces can share health
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  • Rat Golem Solitary, Large, Construct, Terrifying, Amorphous
    Slam (d10+4 damage) 27 HP 1 armor
    Forceful, Reach
    Special Qualities: Summoned by a mad flautist, Terrifying

    Dozens of charmed rats climbing on top of each other into a roughly human shape. Most attacks will only kill one or two individual rats, leaving the rest to regroup into the golem. It can also hurl balls of rats, but this reduces its health Instinct: Defend the Nest

    • Horde Health
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  • Mad Flautist Solitary, Magical, Devious, Intelligent, Hoarder
    Flute Bash (d6 damage) 16 HP 0 armor
    Close

    A hermit who lives among a colony of rats. They play their flute to control the rats and charm people, The rats tend to collect shiny objects and stash them in the nest. Instinct: To protect it's horde

    • Call forth the swarm
    • Charm Person/Animal
    • Summon Rat Golem
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  • Minihomúnculos de sangre y cenizas Group
    Protuberancias (d6+2 damage) 17 HP 1 armor
    Cerca, Corrosivo, Escabroso

    Criatura deforme que se ha formado por la lluvia de sangre y cenizas que implantó El Sabio sobre la Ciudadela. Su moco es corrosivo y avanza sin control ni raciocinio. Instinto : Avanzar Instinct: Avanzar

    • Agarre
    • Ataque en grupo +3
    • Mucosa corrosiva: +1d4 daño corrosivo
    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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  • Homúnculo de sangre y cenizas Solitary, Huge, Amorphous
    Protuberancias (d10+3 damage) 31 HP 1 armor
    Largo alcance, Corrosivo, Escabroso

    Criatura deforme que se ha formado por la lluvia de sangre y cenizas que implantó El Sabio sobre la Ciudadela. Su moco es corrosivo y avanza sin control ni raciocinio. Instinct: Avanzar

    • Agarre
    • Mucosa corrosiva: +1d4 de daño corrosivo
    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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  • Druid of the mycelium Solitary, Magical, Intelligent, Hoarder
    exploding spore clouds (d12 damage) 12 HP 0 armor
    Close, Reach, Ignores Armor, Near
    Special Qualities: Surrounded by spores, Connected by the Mycelium

    After the big cataclysm most people of the civilized world fled the land in search of a new home. But not all of them. There are still those whose precursors stayed all this time ago to fight the blight of the demonic plane. Fighting corruption and demons alike to rebuild the natural ways. Those that are alive now, nearly 500 years later are organized in druidic circles, away from the town of the folks that came back all these centuries later. They still fight the demons and their blight, and they won't be stopped by the newcomers. As they are separated, travelling the lands fighting, they learned to contact the mycelium and use the huge fungus that grows everywhere to communicate and travel to far away places. And in turn, they pay the fungus with their service in fighting the demons, and once every while by helping it get a body or two to control as mycozobie, which they use for the most dangerous tasks, as restoring the nature in those places the bligh and corruption has taken a hold in. Instinct: To rebuild the natural ways

    • Create a veil of spores of the arcane fungus
    • Command the spores to inflict poisons and other negative effects
    • Influence someones mind
    • Reanimate a corpse into a mycozombie
    • Portal through the mycelium
    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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