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  • Mastermind Beast Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar, Terrifying
    Armored Pseudopod (d10 damage) 16 HP 2 armor
    Reach, Near
    Special Qualities: Swim and breathe water

    This creature is From Beyond, sent to this plane of existence as a harbinger of the coming of the Gods Before Time. Semi-aquatic, it spawns thousands of fist-sized biting tadpole-horrors, which swarm the surrounding waterways. They retrieve parts of unlucky creatures and return them for genetic assimilation. The Beast can then give birth to seemingly-normal versions of the absorbed creatures. If the victim was an intelligent being, then the Beast forms pale likenesses and sends them out to get information and new genetic material. The Beast appears as a mound of armored flesh, with multiple pseudopods, eyes, and mouths. Instinct: to expand its influence

    • Command its minions to attack
    • Misdirect with the Brotherhood minions
    • Telepathic control at great distance
    • Exert its vast, alien intelligence
    • Stun an opponent with visions of madness
    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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  • Shoggoth Group, Huge, Intelligent, Construct, Amorphous
    Chaotic Tide (b[2d10+3] damage) 25 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: Immune to being blinded, cold and sound, Resist acid, electricity and fire, Chimera

    Shoggoths are ancient, artificial beings, most of the created eons ago as slave labor by an unknown race. When the shoggoth's grew intelligent, they rebelled, slew the creators and seeped out to find their own place in the world. Certain rituals can create shoggoths, but those born this way tends to be as mindless as the shoggoths initially created long ago. Instinct: To be free

    • Emit a maddening cacophony, which can cause the confused debility
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  • Lizardfolk Horde, Intelligent
    Spear (d6 damage 1 piercing) 3 HP 2 armor
    Close, Reach

    Lizardfolk are reptilian humanoids. They are most at home in warmer climates and swampy environs, where they thrive. They are known for the great hunters, their community and their frequent protests for the preservation of nature. Instinct: To protect its tribe

    • Hold its breath for a long time
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  • Chaos Beast Solitary, Devious, Planar, Amorphous
    Unstable Growths (d8 damage) 23 HP 2 armor
    Close

    Chaos beasts are bizarre beings not of this world. Chaos incarnate, they can barely be described as having form, constantly shifting, growing and shrinking, a horrible condition they can pass on to others. If they are even capable of having an agenda, no one knows what it is, as the unnatural beings seem wholly incompatible with conventional reality. Instinct: ???

    • Recover instantly from transformation
    • Infect a creature with chaos, causing the confused and shaky 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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  • Nabasu Solitary, Magical, Intelligent, Planar
    Black Dagger (b[2d10] damage) 12 HP 0 armor
    Close
    Special Qualities: Immune to electricity, stun and poison, Resistant to acid, cold and fire, Darkvision, Telepathy, Flight

    Nabasu are demons specifically created to go to the mortal world on a mission. Uniquely, they can enhance and empower their body by devouring corpses, improving their abilities as necessary on the go. This limits the need for them to return to the Abyss to have their body altered in case a problem arises. Instinct: To grow

    • Consume a corpse
    • Grant -1 forward with its gaze
    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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  • Spider Eater Horde, Large, Devious
    Stinger (b[2d4]+1 damage 4 piercing) 7 HP 3 armor
    Spider Bane
    Special Qualities: Hard to catch

    Spider eaters are large insects. Their name comes from their preferred diet, giant spiders. The oversized arachnids are also favored for another reason, as spider eater eggs must be injected into a live host, which the young devours upon hatching. But when there's no spiders to be found, the insectoid creatures gladly go for other prey. Instinct: To breed

    • Implant its egg in a paralyzed target
    • Inject paralytic 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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  • Ankheg Group, Large
    Acid Covered Mandibles (d8+2 damage 2 piercing) 10 HP 3 armor
    Acid Elemental
    Special Qualities: Darkvision, Tremorsense

    Ankhegs are vicious predatory insects that hunts just about anything that steps foot in their territory, dissolving their prey with gobs of acidic goo. Instinct: To eat

    • Spit acid with the Acid Elemental and Ignore Armour tags
    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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  • Drow Demon Bound Solitary, Divine, Magical, Intelligent
    Demonic Weapon (d10+4 damage 2 piercing) 18 HP 2 armor
    Close

    A drow demon bound is a drow cleric who has devoted themselves body and soul to a specific demon lord. At this point finely attuned to their patron's will and power, they are empowered and hard to kill, often serving as a commander of summoned forces. Instinct: To secure revenge for the drow empire

    • Call upon the power of the patron demon
    • Nearby demons deal +2 damage.
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  • Xacarba Solitary, Gargantuan, Magical, Stealthy, Devious, Intelligent, Planar
    Triple Fangs (d8+7 damage 2 piercing) 24 HP 4 armor
    Reach
    Special Qualities: Immune to Electricity and Poison, Resistant to Cold, Acid and Fire, Can see magic, Telepathy

    Xacarba's a massive, sapient serpents from the Abyss, who look like three snakes merged together. They have an innate connection to magic making them superb natural spellcasters, combined with a potent body. Instinct: To achieve control

    • Redirect magical attacks
    • Take on harmless form
    • Bite can inflict either weakness, shaky, confused or dispel a magical effect
    • See through any illusion
    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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  • Tuunbaq Solitary, Large, Planar
    Bite (b[2d12] damage) 20 HP 1 armor
    Near
    Special Qualities: Impervious to non-magical weapons, Demon, Immune to cold

    The Tuunbaq is a Inuit Demon, a devourer of souls and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and is impervious to non-magical weapons.The Tuunbaq can be pacified by the throat singing of a Sixam Ieua (special Inuit shamans), rendering it as close to docile as it can be made. The Tuunbaq was created by the Inuit Goddess Sedna to murder the other Inuit pagan gods, when it failed she exiled it to the far north and taught special shamans how to confine it there. Instinct: Consumes souls

    • Haunts
    • Ancient Demon of Frozen Wastes
    • Players killed by Tuunbaq may not be restored unless it is destroyed
    • Inspired by Dan Simmons novel
    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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