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  • Imperial Crystal Living Statue Solitary, Magical, Construct
    Fists (d10 damage) 12 HP 2 armor
    Close
    Special Qualities: Relic of a forgotten empire

    Living statues are magically created and animated creatures similar to the enchanted golems. Living statues are almost always made in humanoid form, though other forms are possible. Unless it moves, a living statue looks just like a normal statue made from stone, crystal or metal. Living statues are not brilliant thinkers or tacticians; however, their modest intelligence allows them to fight sensibly and effectively. Left to their own wits, living statues usually stand stock still, pretending to be normal statues until they have a chance to ambush unwary opponents. Most statues recognize spellcasters and try to neutralize them first. Living statues also are capable of following reasonably complex orders and using their intelligence to alter them if the circumstances warrant. Most living statues use their fists to batter opponents. They are not dexterous enough to use weapons effectively but can be ordered to employ some implements if such are required to complete a task. Crystal living statues are the weakest of the living statues. Instinct: Eliminate intruders

    • Guards
    • Patient
    • Relentless
    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 Horde, Small, Organized, Construct
    Claws (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: Serve Master or Mistress

    More insane than goblins and as devious with traps as kobolds these troublesome, sexless and extremely chaotic monsters are created by alchemy to loyally serve as servants or cannon fodder for their evil master. If killed or exposed to sunlight, they dissolve into black goo. Slightly smaller that goblins, they are scaly and usually colored green or black with white underbellies and large yellow eyes and ears. They enjoy destroying things (that don't belong to their owner) and will often act like psychotic children on a sugar high. Instinct: Wreck Something

    • Serve
    • Summon Gremlin Horde
    • Experiment and play with dangerous things
    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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  • Umber Hulk Solitary, Large
    Mandibles (d10+4 damage 1 piercing) 16 HP 5 armor
    Forceful
    Special Qualities: Hypnotic gaze

    https://www.aidedd.org/dnd/monstres.php?vo=umber-hulk Instinct: Ambush the unsuspecting

    • Entrance prey with hypnotic eyes
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  • Umber Hulk Solitary, Large
    (d10+2 damage) 16 HP 5 armor
    Forceful
    Special Qualities: Hypnotic gaze

    Instinct: Ambush the unsuspecting

    • Entrance prey with hypnotic eyes
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  • Root Mole Group, Tiny, Organized, Hoarder
    Long claws (d8-2 damage) 6 HP 1 armor
    Hand
    Special Qualities: Night vision

    The size of a small pig, root moles are rarely seen and hardly known today, but once terrorized the bountiful orchards and wine cellars of Kaltos's zenith. Instinct: To burrow and forage

    • Burrow through earthen walls in search of food
    • Screech loudly, its call echoing back through the walls and floor
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  • The Undead Captain Solitary, Stealthy, Organized, Intelligent, Hoarder, Terrifying
    Scimitar, or vicarious attacks with animated items (b[2d10] damage 2 piercing) 16 HP 3 armor
    Close, Reach, Near, Far
    Special Qualities: Can animate his hoard items like a rug, table, chest etc, Rotting face and body, stench, no eyes, horrific undead appearance

    Instinct: Protect it's hoard at all costs especially his soul focus - his hat

    • Attack with antitheft object it animates in its hoard
    • Will use every opportunity and hit a man while he's down, fake his called shots
    • Animated objects in hoard fight for him
    • Driven by greed, everyone is a thief to him
    • Disloyal Captain died in a mutiny
    • Paranoid and suspicous -1 to all charisma rolls against him
    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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  • Dragonborn Ganger Boss Solitary, Magical, Stealthy, Divine, Devious, Intelligent
    Ray of acid (b[2d10+4] damage 2 piercing) 18 HP 6 armor
    Close, Forceful, Ignores Armor, Far

    A local cell leader of the Black Dragon gang, and suitably empowered to match. With alchemical concoctions and dark magic to empower them, these bosses are nothing to sneeze at by themselves. Leading an actual gang squad, they're formidable opponents indeed. Instinct: Coordinate violence

    • Lead the rabble-rousers
    • Invisibility cloaks its movements
    • The magic of shadow and alchemy empower its servants
    • Acid that burns more than flesh and steel
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  • Dragonborn Ganger Horde, Devious, Organized, Intelligent
    Acidic claws (b[2d4+4] damage 1 piercing) 10 HP 4 armor
    Close, Forceful, Ignores Armor
    Special Qualities: Acidic breath

    Dragonborn empowered by the Black Dragon attempting to conquer Al-Rakkah have greater strength than their ordinary cousins--the elemental power of acid within them has been kicked into overdrive. Their skin harder, their muscles stronger, their claws oozing the same acid as their breath, these dragonborn gangers are dangerous alone, but fearsome as a group, as their attacks are cumulative. Instinct: To cause violence

    • Rough up enemies of their master
    • Acid that burns more than flesh and steel
    • Strength in numbers (+1 damage for each attacker already engaged)
    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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  • Fungman Horde, Small, Devious, Amorphous
    Fungal grasp (d4 damage) 6 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Fungal anatomy

    These small humanoid beasts dwell in subterranean waterways and any other high-humidity environment. About as smart as your average goblin they can be a handful in large numbers. Thankfully so long as they have ample food and water they're usually friendly. When water is scarce they enter a dormant stage, covering themselves in a thick and durable shell. When water (or blood) become available once more they burst from these shells with all the rational and ferocity of a starving dog. Instinct: Absorb nutrients anyway it can

    • Wait for moisture before exploding forth
    • Release paralyzing spores
    • Spread to somewhere unwanted
    • Rot away clothes and supplies
    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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  • Amir of the Wind and Air Horde, Divine, Magical, Intelligent, Cautious
    Windrush Force Spell (2d6+2 damage 3 piercing) 23 HP 2 armor
    Close, Reach, Far

    Amir is a pretty Tiefling and former student of the Magis Enclave. A student of Da Yusifo, she believes in the virtues taught to her at Dolonae. She has grown her talent into an impressive grasp of the element of air, and has practiced to improve at its manipulation. Although a bit naive she is a loyal ally, although she is not nearly as graceful as the wind she wields. Instinct: Use Elemental Magic to protect her allies

    • The Wind and Air are her playground.
    • Calling on the element itself, air is what all of her spells are born from
    • Wind Twister: Briefly become wind to escape a foe
    • Last Breath: Siphon all the air out of a small space
    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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