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  • Inquisitor Solitary, Stealthy, Devious, Organized
    Dagger (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: Fanatic

    An inquisitor was an official (usually with judicial or investigative functions) in an inquisition – an organization or program intended to eliminate heresy and other things contrary to the doctrine or teachings of a repressive faith. Literally, an inquisitor is one who "searches out" or "inquires" (Latin inquirere < quaerere, 'to seek'). Inquisitors sought out the social networks that people used to spread "heresy". There were accounts where the Inquisition could not tell who was a heretic or devout, and they were killed anyway. Instinct: Enforce doctrine

    • Spread terror to maintain order
    • Torture
    • Summon unstable mob
    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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  • Mercane Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar
    Sword-cane (w[2d10] damage 1 piercing) 16 HP 4 armor
    Close

    Mercanes are tall, lanky beings resembling humans in shape, albeit with short bodies, exaggerated arms and legs, and blue skin. They are commonly found throughout the planes, buying and selling magical artifacts and trinkets. In fact, some grimoires even state that mercanes literally feed by exchanging money between parties, that they're markets personified... In any case, mercanes are fond of dressing in opulent clothing, though their fashion sense needs a bit of work. While they are certainly capable of putting up a fight, mercanes prefer to hire bodyguards and mercenaries instead of fighting on their own, relying on their warping abilities to get themselves out of trouble. Oh, yeah: they can do that. They also have access to an extradimensional space where they keep all the merchandise in. Helps with traveling without carrying a bunch of luggage. Instinct: To sell

    • Make an offer
    • Impress a potential buyer
    • Warp out of a fight
    • Pull something from seemingly nowhere
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  • Kemosh, Demon Lord of Slaughter Solitary, Large, Divine, Intelligent, Cautious, Planar, Terrifying
    Demonic maul (b[2d10+6] damage 2 piercing) 26 HP 4 armor
    Forceful, Ignores Armor, Near
    Special Qualities: Infernal visage

    One of many legendary demons to claim the title of "Demon Lord" is Kemosh, a violent being resembling a twisted blend of a warhorse and mastiff. Kemosh lays claim to a region of Hell known as the Infernal Battlefield, a place where demons, devils, and other evil beings from throughout the planes are locked in eternal warfare. Kemosh delights in wreaking havoc in this realm, carving a path of destruction through the battlefield and leaving many an infernal war machine in a scrapheap. Kemosh's mortal worshippers are fond of starting riots in cities, conspiring to get kingdoms to war against each other, and just straight up murdering as many people as they come across. The Lord of Slaughter cares not who spills blood in his name, only that it is done. Kemosh himself wields a colossal hammer named Skullcrusher, which he used to crush the skull of another fiend who formerly laid claim to his title. It is said by many a diabolist that whoever can defeat Kemosh in combat can claim Skullcrusher for their own, but be warned: the hammer has a tendency to corrupt the mind of its wielders, making them more like Kemosh himself... Instinct: To create war

    • Inspire others to violence
    • Call on the legions of Hell
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  • Undertow Solitary, Huge, Terrifying
    Paralyzing spines, serrated teeth (d10+4 damage 1 piercing) 25 HP 2 armor
    Reach
    Special Qualities: Bearing the face of the First Empress

    Beyond the picket fence of primordial sea anemone is Harpy territory. Know that as soon as your boot falls past those tentacles, you're being watched. An ancient predator lurks in the human debris. Undertow is a pet, but also the most feared and respected being for leagues. When it inevitably catches up to you, you're taken, dead or alive. Instinct: To capture assailants and bring them back to the Harpy Empress

    • To coil around you and squeeze
    • To paralyze you with its spines
    • To swallow you whole
    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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  • Death Dog Horde, Small, Terrifying
    Vicious twin bites (b[2d6+2] damage) 3 HP 0 armor
    Close
    Special Qualities: Carrier of the rotting death

    This creature appears to be a two-headed hound with rich black fur and yellow piercing eyes. Each head constantly drips a foul-smelling saliva. Death Dogs are nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Adapted from Tome of Horrors Revised Instinct: Hunt and Kill

    • Pack tactics
    • Maul
    • Overpower by numbers
    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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  • Desert Zombie Horde, Mindless, Terrifying
    Grasping rake attack (d4 damage) 7 HP 0 armor
    Close
    Special Qualities: Swim the desert sands, Horrific Visage

    Senmet sees and hears through the desert zombies, horrific undead that will relentlessly serve Senmet's commands, gliding under the desert sand as if it were water. When they rise, they rise as the legion of the dread sands, with relentless halting strides that bring terror to all. And they do so suddenly with no sound unless the dread moans are needed to instil horror and no odour of death or decay, so not even watchful animal companions can warn. Adapted from Touch of Death Instinct: Serve the whims of Senmet

    • Seize victims from beneath the sands
    • Unrelenting pursuit
    • Reach up through sand and grab legs of victim
    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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  • Warg (Dire Wolf) Group, Organized, Intelligent
    Bite (b[2d8+2] damage) 6 HP 1 armor
    Close

    The Warg, or Dire Wolf, is an animal with above-average intelligence and the capacity to wolfpack prey. While you're watching the big one, three smaller ones get you from the flanks. Don't run - you'll just die tired. Instinct: To harry prey

    • Track unceasingly
    • Howl for the pack
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  • Monstrous Spider Solitary, Tiny, Stealthy, Devious, Hoarder, Terrifying
    Bite (d8 damage) 12 HP 2 armor
    Hand
    Special Qualities: Web-walking, All the arachnophobia!

    Instinct: Capture and drag away

    • Poison prey
    • Attack from ambush
    • Paralytic poison
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  • Monstrous Toad Solitary, Large, Stealthy, Devious
    Sticky Tongue + Bite (d8 damage) 16 HP 1 armor
    Near
    Special Qualities: Amphibeous

    The Monstrous Toad is a horror to those who dwell in the marshes and dark places it calls home. Instinct: To consume large prey

    • Engulf prey whole
    • Attack from ambush
    • Grapple and drown prey
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  • called Solitary, Magical, Stealthy, Intelligent
    a type of weapon (d10 damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Describe the monster Instinct: causes problems for others

    • known to do
    • a move about dirty tricks
    • a move about its spells
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