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  • Goblin hordes Horde, Small, Organized
    Spear (d6 damage) 3 HP 1 armor
    Close

    Instinct: to pillage

    • Charge forward!
    • Call for aid
    • Retreat and regroup
    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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  • Ozruk, the Goblin Chief Solitary, Intelligent
    Battleaxe (b[2d10+2] damage) 12 HP 2 armor
    Close

    He is twice as tall and twice as smart as any normal goblin Instinct: to lead goblins to prosperity

    • Command goblins
    • Fight without fear
    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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  • Firewhale Group, Huge
    Bite, flamejet (instead of blowhole) (b[2d8+7] damage) 18 HP 1 armor
    Reach, Forceful, Ignores Armor, Near

    The firewhale is a large aquatic creature renowned for its ferocity and ill temper. Firewhales are often used as guardians of underwater domains, islands, and atolls by other intelligent sea-based beings.Over the course of time and evolution, the firewhale has developed a flamejet where a whale’s blowhole would normally be. A firewhale can use this flamejet as a secondary attack, spewing a fiery stream of magma over 50’. Water will not wash off the magma once contact has been made. Instinct: To defend underwater domains

    • Bite and try to swallow the victim
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  • Carroc Group, Intelligent, Cautious
    Claw/Bite (d8+4 damage) 6 HP 2 armor
    Close, Forceful, Near

    Carrocs are reptilian bipeds that have evolved (or mutated) from crocodiles and/or alligators. They are covered with a thick scaly hide that acts as a natural armor. They have a long reptile’s tail, jet-black eyes, sharp claws, and a strong wide jaw filled with razor-sharp teeth. Carrocs are incredibly strong, able to lift five times their own weight with ease. Even through they look like they come from a watery and/or swampy area, carrocs cannot breathe underwater and do not swim very well. Carrocs are quick to anger and are very vicious fighters, preferring to slash and bite an opponent, even if they have a weapon in hand. Carrocs are a slaver race, capturing humans to work in their fields and/or to be sold off as slaves for profit. It is rumored that carrocs will eat a slave that no longer pulls his weight, so being captured by a carroc tribe is considered to be a fate worse than death. (This entire description was copied and pasted from Tim Snider's The World of Thundarr the Barbarian sourcebook) Instinct: to enslave

    • Force its victims to work as a slave in the Death Flower fields
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  • Mutated Beast Group, Terrifying
    claws (d8 damage 1 piercing) 10 HP 0 armor
    Close
    Special Qualities: mutated

    Instinct: to hunt

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  • Groundling Horde, Stealthy, Organized, Intelligent, Hoarder
    Club and/or Claw (b[2d6] damage) 3 HP 0 armor
    Close

    Groundlings are “rat-men” that are devious, cowardly, and untrustworthy. They are covered in fine grey hair, and they have the elongated snout and ears of a rodent. Groundlings attack the weak and shy away from the strong, so they are often found tormenting and robbing weaker mutants they encounter. Because of their cowardice, they are often found working as minions for more powerful villains. Groundlings live underground in massive caverns and cave complexes. Most groundling lairs have one leader, who is the strongest and/or most intelligent of the clan. This leader can be identified by the human finery he chooses to outfit himself with (robes, jewelry, a crown perhaps). Groundlings are fairly clever and dexterous. They are able to use most advanced weapons and some have even been seen driving vehicles. It isn't unusual to see groundlings armed with lasers or other firearms. In combat, they are very quick and nimble, so hitting them can be problematic. However, they aren't very physically strong, so they won’t stand toe-to-toe with an enemy, preferring to either attack from a distance or run in, attack, and dash away. They are also quite cowardly, choosing to ambush a party from the shadows and then run if the tide turns against them. (This entire description was copied and pasted from Tim Snider's World of Thundarr sourcebook) Instinct: to take what's not theirs

    • Ambush
    • Ambush
    • Group Attack
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  • Grizagrath Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Terrifying
    Dagger (b[2d8] damage 1 piercing) 12 HP 0 armor
    Close, Near
    Special Qualities: Shark teeth, war paint, demonic yellow eyes

    An elf of the Korohai, a tribe of savage cannibals living in the depths of the mountains. Expert hunters that live for the thrill of the kill. Grizagrath has mastered the arts of blood magic to aid his killing, using it to teleport and cloak himself. Instinct: To hunt

    • Strike from the darkness
    • Cloaks
    • Uses dimensional blood magic to teleport
    • Poison
    • Hunting horn
    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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  • Gremlin Scout Horde, Small, Stealthy, Organized, Hoarder
    Fists (d3 damage) 3 HP 0 armor
    Close

    The gremlin scout is a smaller monster, about 4 feet tall. It is part of the Gremlin Army, and will scout ahead. It also has an uncanny love for jewels, and will steal them though trickery, speed, and stealth. Gremlin scouts tend to hang out at taverns, drink lots of rum, and overall are an annoyance. That being said, their fighting skills are quite weak, tending to run in confronted. Instinct: To Steal

    • Loots dead bodies
    • Jumps from cover to cover
    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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  • Bakak Solitary, Magical, Devious, Intelligent, Planar
    Piercing Screech (d8 damage) 16 HP 1 armor
    Close, Ignores Armor, Far

    Like a cadaver stretched on the rack, its pale skin drawn tight over skeletal bones, the flesh stretched from hand to foot to form bat-like wings. The Bakak is a harbinger of doom - the tribes tell of its piercing shriek, that it is a servant of death. Pray it never comes for you. Instinct: Send mortals to their final rest.

    • Prophesize Another's Death
    • Shriek with Skin-Splitting Force
    • Bring Death on Swift Wings
    • Summon Energy from the Black Gates
    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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  • Giwakwa Solitary, Stealthy
    Claws and Fangs (d10+2 damage 1 piercing) 12 HP 0 armor
    Close

    Once a man, now little more than a slavering beast, the Giwakwa is a creature that stalks the dark woods and jungles of the world. Cursed by the gods for a great crime, usually allowing someone else to starve when they could have been saved, the Giwakwa is always hungry, and will stalk prey for days before finally swooping down from the trees to feast on their flesh. Instinct: Sate its hunger with manflesh

    • Stealthily Move from Tree to Tree
    • Hide Amongst the Leaves
    • Attack from Hiding
    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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