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  • Alpha Werewolf Solitary, Large
    Sharp Claws or Massive Teeth (b[2d10+4] damage 2 piercing) 20 HP 3 armor
    Forceful

    An Alpha is the single ruler of his pack of wolves. He is far stronger then any of his pack and could likely defeat a number of them all at once, by its lonesome. To be an Alpha is to be a ruler of your kind; but be careful. For to become an Alpha, A beta or Kin must first kill an Alpha. Instinct: To lead unchallenged

    • Rule over all Wolves of his pack.
    • Immune to Non-Magical Weapons
    • Silver Weapons Work.
    • Howl: Summon his Pack
    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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  • Beta Werewolf Group, Organized, Intelligent
    Claw or Fangs (b[2d8+4] damage) 6 HP 3 armor
    Close, Forceful

    A beta werewolf is typically much stronger then a Wolf-Kin, It can transform at will, but not often for the process is vary strenuous to do more then two or three times. During the Full Moon a beta is forcefully transformed in its wild Wolf state and typically lacks control, only following its Alpha and nothing more. Instinct: To Serve or Over throw

    • Follow the Alpha and Lead the Wolf Kin
    • Howl: Call for the Kin, other beta's, or Its master.
    • Immune to Non-Magical Weapons
    • Silver weapons work
    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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  • Wolf-Kin Horde, Organized
    Claw and Tooth (b[2d6+2] damage) 3 HP 2 armor
    Close

    The Wolf-Kin is a person infected with Lycanthropy or a Werewolf bite; They are the weakest among the Pack and instead of turning into a Werewolf or a Lycan they can turn into regular wolves. Every pack has a small amount of Kin in it; typically consisting of the females more often then the males. Instinct: To Serve the Alpha

    • Weaker then his Beta and Alpha siblings; he can take the form of an actual wolf instead of a werewolf or hybrid.
    • Howl: Call to other wolves or members of his pack.
    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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  • Pride-Cursed Lamia Ur-Priest Solitary, Huge, Divine, Intelligent, Hoarder
    Blasphemous blade (b[2d10+5] damage 3 piercing) 20 HP 3 armor
    Reach

    Pride-cursed lamias do not make for a good clergy. Their moodswings cause them to go from beseeching the deities to aid their wretched souls to stating that the gods are lucky that they can be bothered to show them attention, which is considered blasphemy in most religions. However, the ur-priests don't care about if the gods want to bless them. Through ancient rituals, they learn to steal the divine energy, which suits these temperamental creatures just fine. Instinct: To take revenge upon the gods

    • Suffer moodswings
    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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  • Denizen of Leng Horde, Devious, Intelligent, Hoarder, Planar
    Shredding whip (d4+2 damage) 7 HP 2 armor
    Close, Reach
    Special Qualities: Regeneration, Resistant to critical attacks

    The mysterious denzens of leng are weird, somewhat humanoid beings from beyond the realm of dreams. They are not particularly well-known and their purposes are often inscrutable, though their interests seem primarily in the stabilization and preservation of their odd realm of origin. Instinct: To pteserve Leng

    • Buy strange objects with rubies
    • Shred limbs, inflicting the shaky condition
    • Reform in Leng if killed
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  • Pride-Cursed Lamia Solitary, Huge, Intelligent, Hoarder
    Great blade (d10+3 damage 1 piercing) 20 HP 3 armor
    Reach

    Pride-cursed lamias are the descendants of ancient people cursed by the gods for their pride and hubris. They resemble a weird cross between human and deer, with impressive horns on their head. Their bizarre looks have nothing on their personality, however. These lamias suffer from extreme chemical imbalances and their mood drunkenly swings between supreme egotism and depression, making their personality schizophrenic at the best of times. Instinct: To prove it is the best/wallow in its misery

    • Suffer moodswings
    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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  • Rune Giant Champion Solitary, Huge, Magical, Organized, Intelligent, Hoarder, Construct
    Runeblade (b[2d12+7] damage) 24 HP 3 armor
    Reach, Forceful
    Special Qualities: Ward 4 against all magic, Mutant

    A champion rune giant is stronger and more powerful than its kin. Chosen by the very people that createdt hem to serve as personal bodyguards, they are filled with blind, undying devotion to their masters. Instinct: To serve master

    • Create blinding flash
    • Erupt with magical force
    • Dominate giants
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  • Rune Giant Horde, Huge, Magical, Organized, Intelligent, Hoarder, Construct
    Runeblade (b[2d6+5] damage) 11 HP 3 armor
    Reach, Forceful
    Special Qualities: Ward 4 against all magic, Mutant

    Rune giants are a ancient experiment in creating super soldiers. Infused with an artificial elemental spirit, teh rune giant owe loyalty to no spirits of nature, but gain all the benefits such a bonding would give. Infused with raw magical power, they are extremely resistant to magic and can erupt into a flurry of magic as a defensive reaction. Instinct: To dominate all giants

    • Create blinding flash
    • Erupt with magical force
    • Dominate giants
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  • Storm Giant Solitary, Huge, Organized, Intelligent, Hoarder
    Reaver Gun (b[2d10+5] damage 2 piercing) 20 HP 3 armor
    Reach, Forceful, Near

    Storm giants are a cultural offshot of hill giants. Sometime in the ancient past, they left the mainland and settled on larger isles, which they quickly mastered. The lack of competition and amount of goods allowed the storm giants to develop their own culture. From there, they proceeded to evolve their civilization, mastering the arts of beast taming, farming and diplomacy Instinct: To aid clan

    • Tame beasts
    • Command beasts
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  • Roper Group, Large, Stealthy
    Long tentacles (d6 damage 1 piercing) 10 HP 3 armor
    Reach, Near

    Ropers are vicious ambush predators that resemble stalagmites, right until their cyclopean eye and long tentacles reveal themself. Their tentacles are ill suited for combat and are mostly used to drag targets to its large mouth, with which it can deal considerably more damage. Therefore, the roper uses a d8 to determine damage at hand range. Instinct: To eat

    • Drag prey
    • Pretend to be stone
    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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