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  • Redcap Fungus Queen Solitary, Large, Devious, Organized, Intelligent, Amorphous
    Telekinetic Slam (d8 damage) 15 HP 3 armor
    Reach, Ignores Armor, Far

    The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Queen is the absolute ruler of her fungal domain. In addition to the fungal spores available to her Workers and Soldiers, the Queen may also douse an opponent with controlling spores. This fungus insinuates itself into the nervous system of the creature, and puts it under the telepathic control of the Queen. Queens often surround themselves with controlled monsters or unlucky humanoids. Those controlled by the Queen usually perish by violence or when the Queen forgets to have them eat and drink. The Queen, like others of her ilk, cannot stand sunlight, and will perish with long exposure. Instinct: To expand and exert control

    • Coordinate attacks by her minions
    • Spray a foe with controlling spores
    • Summon *all* of the minions
    • Calm a foe with pacifying spores
    • Emit danger spores when threatened, wounded, or killed
    • Cover opponent in hallucinogenic spores
    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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  • Redcap Fungus Soldier Group, Organized, Intelligent, Amorphous
    Spray of Spores (d10) 9 HP 2 armor
    Close, Ignores Armor, Near

    The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Soldiers are the militant servants of the Queen, and attack with weapons or a burst of poisonous spores. They may also attempt to calm an attacking creature with pacifying spores; pacified opponents may make no offensive actions and are stunned. Soldiers communicate telepathically with Workers or the Queen, and can be quite dangerous in groups. Luckily, they cannot bear the touch of sunlight - an hour's exposure is enough to melt them into goo. Instinct: To defend the lair and Queen

    • Spray an attacker with calming spores
    • Send telepathic summons to the lair
    • Poison a foe
    • Emit danger spores when threatened, injured or killed
    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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  • Redcap Fungus Worker Horde, Small, Organized, Intelligent, Amorphous
    Spray of Spores (d4 damage) 6 HP 1 armor
    Close, Ignores Armor, Near

    The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Workers transplant mushrooms to suitable locations near their lair, expanding it. Beware of the Soldiers, or -- gods help you -- their Queen. Luckily, they cannot bear the touch of sunlight - an hour's exposure is enough to melt them into goo. Instinct: To spread the fungal bloom

    • Release poisonous spores
    • Release danger spores if threatened, wounded or killed
    • Send telepathic visions of horrific death
    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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  • Bog Hag Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Terrifying
    Hooked talons (d10+2 damage) 16 HP 0 armor
    Special Qualities: Hover and float, Stinking, rotten, ragged

    The Bog Hag is a devious and elemental creature which seeks to spread its wild domain and uproot and tear down the vestiges of civilisation. Its magic is drawn from a large cauldron of mysterious origin which it uses to spread the influence of the swamp and spawn sentient, obedient swamp-horrors which seek out a host to parasitically control. Instinct: To spread the swamp

    • Create and command animated swampstuff
    • Creates illusory swamp
    • Strike with wild, uncontrolled magic
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  • Vladimir, the Protector Solitary, Large, Intelligent, Cautious, Construct
    Greatsword or Automatic Rifle (b[2d10+4] damage 4 piercing) 20 HP 6 armor
    Reach, Near, Far, Forceful, Messy
    Special Qualities: Heavy Plating, Motorized

    Instinct: to Protect the Vault

    • Cut them apart with mechanical precision
    • Punch them out of commission for a few moments
    • Grab and throw them a large distance
    • Blast them with a heavy machinegun
    • Use gun and blade together and at the same time with ease
    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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  • Black Wyrm Solitary, Huge, Stealthy, Intelligent, Hoarder, Terrifying
    Corrosive Bite (b[2d12+2] damage, 1 piercing) 16 HP 3 armor
    Reach, Near
    Special Qualities: May crawl through narrow spaces, Fearsome Presence, May cast spells

    The black wyrm is obviously a relative of the greater drakes of lore. It lacks legs and wings, but may slither and swim at great speed. It has the corrosive saliva and acid attack of its cousins and also gathers a hoard to sleep upon. They are immune to poison and acid, and their scales can turn most blades. Fortunately, they usually dwell far from the ken of Man, Elf, Dwarf, or any of the other races. Kobolds have been known to worship and serve them. Instinct: To devour; to grow, to hoard

    • Spit a stream of potent acid
    • Corrupt with deceitful words
    • Cloak itself in magical darkness
    • Squeeze into a space that you thought was too small
    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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  • High Priest of the Black Heart Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Hoarder, Terrifying
    Curse of Undoing (d10+4 damage) 16 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Illusion of Spectral Undeath

    The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. This, the High Priest, is the highest authority of the cult. He or she speaks often with Mistress Death, and learns her chosen victims. The High Priest is the keeper of the Black Heart, an artifact of great power. When invoked, it raises all of the dead in the local area. Instinct: To bring death to all thinking creatures

    • Finish the ritual
    • Feign weakness, then explode into action
    • Curse with necromantic power
    • Summon the unliving
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  • Acolyte of the Black Heart Group, Stealthy, Magical, Organized, Intelligent, Hoarder
    Curse of Pain (d8 damage) 6 HP 1 armor
    Close, Ignores Armor, Far

    The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. These priests are learning the unwritten lore of the Black Heart; they tend the shrines, comfort the faithful, and help to perform the rituals of Death Eternal. Instinct: To assist the assassins in bringing death

    • Cast spells to further the cause
    • Feign helplessness, then strike
    • Heal the faithful, harm the foe
    • Sound the alarm
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  • Chief Assassin of the Black Heart Solitary, Stealthy, Organized, Intelligent, Cautious, Hoarder, Terrifying
    Poisoned Dagger or Blowgun (b[2d10+2] damage 1 piercing) 12 HP 4 armor
    Close, Far
    Special Qualities: The Mask of Black Death

    The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. This individual, the head of the death cult, has been chosen by the priesthood to lead. His word is law to the assassins in his band. Instinct: To organize the deaths of thousands

    • Set his minions upon intruders
    • Poison and subtlety
    • Rally the minions
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  • Assassin of the Black Heart Group, Stealthy, Organized, Intelligent, Hoarder
    Ash-covered Blade (b[2d8] damage 1 piercing) 6 HP 1 armor
    Close, Near

    The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. Instinct: To kill in their god's name

    • Track a target
    • Strike from the shadows
    • Whistle for assistance
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