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  • The Dungeon Master of Daunting Castle Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying
    Searing Iron Brand (d10+4 damage) 18 HP 4 armor
    Close, Near
    Special Qualities: Its eyes are orbs of perfect evil.

    Nobody knows whether the dungeons or the castle were built first; none the less, it is to the Daunting's advantage to have such a devil haunt the halls beneith their floors. The Dungeon Master is trapped within the dungeons; but within those walls he is the master, and his will bends to no one. For as long as the Dauntings have ruled this land, they have used these dungeons to dispose of anyone unsavory, or troublesome... so far, none have escaped to tell tale of the horrors below. Instinct: to imprison

    • Appear anywhere in the dungeon, at any time.
    • Morph or rearrange the dungeon on a whim.
    • Weave magics of torture and inquisition.
    • Capture a soul for currency.
    • Ask them 'What are you willing to sacrifice to escape this place?'
    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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  • Nocticula Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Hoarder, Planar
    Close, Near
    Special Qualities: Shapechange at will; Seductive presence; True Seeing; Regenerates health; Flying; Immune to charm & compulsion effects, death effects, electricity, fire, petrification & poison; Half-damage from acid & cold;

    Nocticula is the demon lord of assassins, darkness, and lust. Having been the first succubus and then having ascended to become a demigoddess, Nocticula now sets her eyes at a greater prize—full divinity. What kind of deity she might become is anyone’s guess—some believe that Nocticula is secretly seeking redemption from her demonic nature. Others say these rumors were seeded by Nocticula herself as a grand lie to distract her enemies from her true goal of becoming an assassin and seducer of gods. Instinct: to become a deity

    • Seduce & Beguile
    • Pretend to be someone else
    • Weave abyssal magicks
    • Drain life energy during an act of passion
    • Summon lesser demons
    • Unleash the symbol of death
    • Dominate a mind
    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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  • Piranha Ant Swarm Horde, Tiny, Stealthy, Organized
    Serrated Mandible (b[2d4-2] damage) 3 HP per 1000 0 armor
    Hand, Messy
    Special Qualities: Vulnerability to fire, Ignores Armor, Swarm Tactics

    About the size of a toddlers thumb the Piranha Ant is often disregarded as a harmless insect. Piranha Ants are not dangerous individually but are deadly as a swarm of thousands that are fearless and can strip a victim to its bones in a few minutes.

    With a head larger than most other ants, the Piranha Ants most deadly feature is its serrated mandibles that can tear flesh in chunks. Its body is similar in color to stone and dirt allowing the Piranha Ant to seamlessly blend with its surroundings. The Piranha Ant can communicate with others in its colony. A colony is mobile and can most often be found in large buildings and abandoned structures.

    There are several types of Piranha Ants. The most common and most deadly are Workers, these are infertile females who's purpose is to provide for the colony. After an attack the Piranha Ants will eat their own dead leaving only the victims skeleton behind

    The Scouts have wings and scour a steading for a likely victim, most often a human living alone. When a victim is found the Scouts Summon the Swarm [Roll 1d20*1000 to determine the size of the swarm]

    The Queen is in charge of laying eggs and growing the colony. She will not be found away from the colony.

    Instinct: Swarm and Consume them

    • Leave nothing but bones
    • Attack when they are least suspecting
    • Summon the Swarm
    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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  • Lemure Horde, Planar, Terrifying, Amorphous
    Dripping claws (d6 damage) 10 HP 1 armor
    Close
    Special Qualities: A body of filth and diabolical flesh

    The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. Instinct: destroy all non-infernal life

    • Claw messily
    • Cry out for more of its kind
    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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  • Group, Cautious
    spear (d8 damage) 6 HP 3 armor
    Close, Reach

    Instinct:

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  • Tamarisk Solitary, Huge, Divine, Intelligent, Planar, Terrifying
    mandible crush (d12+5 damage 1 piercing) 26 HP 1 armor
    Reach, Near
    Special Qualities: human-like face

    Tamarisk, the Youngling God aka the Shadow Walker Instinct: To overrun the planet

    • Instill terror
    • Instill madness
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  • Bonetree Group, Huge
    Stinging Vines (b[2d6+5] damage 1 piercing) 18 HP 3 armor
    Reach, Near
    Special Qualities: Poisonous, Immune to mind influence, Blindsight, Resistance to fire

    Standing as tall as a hill giant, this tree is pale brown with scores of branches that grow upward from its trunk, its branches are leafless giving it a skeletal appearance. Its trunk is covered in knots and jagged holes. The bonetree can be found in the stinking mire, the river delta and other suitable areas. The bonetree can often be found in glades with others of its kind. Its putrid odor is masked by the decay surrounding it.

    When prey nears the bone tree it begins to rattle its branches creating a sound similar to a nest of rattle vipers. Stinging vines lash out of its trunk extending far out into the surrounding area to grasp prey and satiate its appetite.

    When struck by a bonetree roll + Con on a 10+ there is no additional effect from its stinging vines. On a 7-9 choose 1

  • The Bonetree has ensnared you and you are unable to flee, but can still make normal attacks
  • The Bonetree has embedded its stinging vines into your skin take -1 forward to DEX
  • The Bonetree poison has weakened you -1 forward to STR
  • The Bonetrees poison has inflicted you with the Sickness debility

    For each additional hit received by the Bonetree choose an additional effect.

    The bonetree’s trunk is charged with mystical energy. When the bonetree is struck forcefully this energy is released in a flash of blinding light causing you to flinch and avert your eyes roll Defy Danger On a 10+ you are not blinded. On a 7-9 take –1 forward to your next attack.

    Instinct: Extract elements from bones

    • Ensnare all within reach
    • Blinding Flash when struck
    • Sprout razor sharp spurs from stinging vines
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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  • Gargantuan Solitary, Huge, Construct, Terrifying
    Slam (d12+7 damage 2 piercing) 28 HP 3 armor
    Reach, Near, Forceful, Messy
    Special Qualities: Cyborg Gaurdian, Giant Beast

    Legends tell of enormous beasts tasked with guarding the most sacred and powerful of places on earth. Each has the form of a familiar animal, but is taller than most water towers. No one remembers how they came to be or if they even still exist. If the gargantuans are real, they are beings of the old world, for certain, and likely as run-down, twisted, and dangerous as anything else from that time period. Instinct: to Destroy in a Blind Rage

    • Crush the insignificant
    • Give a deafening roar
    • Knock over obstacles
    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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  • Giant Tick Solitary, Small
    proboscis (d4+1 damage 1 piercing) 6 HP 1 armor
    Close, Reach

    Giant ticks are dog-sized ambush predators that drop from above or rush their prey from debris piles. Blood Drain: The Giant Tick attaches to the target, and while attached, the giant tick doesn't attack or defend. Instead, the target loses (1d4+1) HP due to blood loss. If a target loses 1/2 of their HP or more from blood loss, take the weakness debility until the person makes camp for the night and rests. Instinct: to feed on blood

    • attach to victim
    • drain blood
    • cause weakness
    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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  • The Red Fox Solitary, Stealthy, Intelligent, Hoarder
    Throwing Daggers (b[2d10+2] damage 1 piercing) 12 HP 1 armor
    Close, Near

    More myth than man, the Red Fox is a moniker used only by the best thieves in the business... or by some up and comer who wants to spit on the rules. Instinct: steals the shiny things

    • steal from the best
    • Smoke Cloud Bombs
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