• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Sloth-Cursed Lamia Fanatic Horde, Large, Divine, Intelligent, Hoarder
    Ritual weapon (d6+2 damage) 9 HP 1 armor
    Reach

    While a lot of lamias tend towards agnosticism or even antitheism, some throw themselves into religion with frightening gusto. Either they hope that the curse will be undone through faithful service or that if nothing else, their next life will suck less. Instinct: To undo curse through divine work

    • Cast confusion magic
    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.
    Tweet
  • Sloth-Cursed Lamia Horde, Large, Intelligent, Hoarder
    Machinegun (d6 damage 2 piercing) 7 HP 2 armor
    Near

    Descendants of a curse people, these lamias are cursed with gluttony. They a hungry almost all the time and if they actually do manage to eat enough to stop being hungry, they immediately go into a food coma. As a result, these half lion people are almost all perpetually grumpy. Instinct: To take revenge upon the gods

    • Cast confusion spell
    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.
    Tweet
  • SANT-A-BOMINATION Solitary, Large, Stealthy, Intelligent, Hoarder, Terrifying
    m+c vomit, smashing fists, ribbon webbing, beard of needles (b[2d10+4] damage) 24 HP 1 armor
    Forceful, Reach, Near
    Special Qualities: wears a suit of human flesh (red) and bones (white)

    Instinct: punish the naughty

    • vomit acidic milk and cookies, wrap in web like ribbons
    • use illusions to trick attackers
    Tweet
  • Hill Giant Horde, Large, Intelligent
    Improvised club (d6+5 damage) 7 HP 0 armor
    Reach, Forceful

    Many giants surivve by binding their young to spirits, gaining extra power and capabilities. Hill giants are descendants of those who never figured out how to do that. Wihtout the benefits of spirits, hill giants are forced into a nomadic lifestyle, traveling from place to place eating whatever they can find. This has prevented them from developing a truly advanced civilization, something that ahs made them a target of mockery and scorn by more "civilized" societies. Instinct: To survive

    • Hurl rock
    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.
    Tweet
  • Nutcracker Puppets Horde, Small, Organized, Construct
    jaw, short sword, grapple (d6 damage) 3 HP 0 armor
    Close
    Special Qualities: Crushing jaw, wooden body, magical invisible strings

    Instinct: crush things in its mouth

    • move disturbingly and unnaturally
    • make drumming sound to summon friends
    Tweet
  • Redcap Horde, Small, Intelligent, Planar
    Farm implement (b[2d6+4] damage) 3 HP 1 armor
    Close, Forceful, Reach

    Redcaps are faeries of sadistic violence, incarnations of the very worst of war. They don't just inflict pain, they enjoy it. Nothing gets a redcap's jollies off like the sight of spilled blood and a victim in pain. And then they stomp on people with their iron boots. Not suprisingly, they also enjoy wielding impractical but horrifying weaponry, like scythes and chainsaws. Instinct: To cause injury and death

    • Bathe cap in blood
    • Gain power from blood
    Tweet
  • Stone Giant Commander Group, Large, Organized, Intelligent, Hoarder
    Oversized rifle (b[2d8+3] damage 2 piercing) 10 HP 2 armor
    Reach, Forceful, Far
    Special Qualities: Skin of stone

    Patient and cunning strategists, stone giant commanders organize their kin into unbrekable battalions, often with a focus on the terrain and small groups. Instinct: To serve clan

    • Bark Orders
    • Sound the alarm
    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.
    Tweet
  • Jeffrey Bleakwood Solitary, Intelligent
    Headman's axe (d10+4 damage 1 piercing) 20 HP 0 armor
    Close, Forceful

    Jeffrey Bleakwood appears as a headman wearing a scarlet hood and dragging a large, long-handled axe behind him. Instinct: To protect Bleakwood Manor from intruders

    • Strike from the darkness
    Tweet
  • Frost Giant Horde, Large, Organized, Intelligent, Hoarder
    Reaver Gun (b[2d6+4] damage 2 piercing) 10 HP 2 armor
    Forceful
    Special Qualities: Immune to cold

    Frost Giants have bonded with elemental spirits of ice, making them well suited for living in the colder northern reaches. Their elemental bond not only protectst hem from the cold, it also reduces their dependency on sustenance, a boon in the sparcely populated reaches they live in. Interclan theft of food is common, though not considered a particularly serious crime. Instinct: To serve clan

    • Throw clumps of ice
    • Battle call
    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.
    Tweet
  • Mammoth Horde, Huge, Organized
    Tusks (d6+7 damage) 11 HP 1 armor
    Reach, Forceful
    Special Qualities: Protection from cold

    Mammoths are relatives of the common elephant geared for survival in harsh climates by a notable layer of hair. Though herbivores, they can be quite vicious when defending their family. Some people train them as mounts and in older times, they made for fearsome living siege-engines. Instinct: To protect herd

    • Trample
    • Trumpet
    Tweet
Previous
Next