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  • Bonemender Golem Solitary, Large, Construct, Skeletal
    Grafted Weapons (d10+4 damage) 16 HP 4 armor
    Forceful, Reach, Near
    Special Qualities: Immunity: Slashing and Piercing, Immunity: Magic Effects

    Bonemender golems are beasts created from an ancient and evil clan of dwarves that lived deep within the swamps of the Whispering Marsh. Crafted through magics and rituals, the things are designed in a variety of different forms. Made of nothing but bone, they are impervious to slashing and piercing weapons. The powerful magics that create them have also left them immune to nearly all magical effects. Perhaps, worst of all, is the bonemender golems ability to place things within its chest and encase it in solid bone. It is not uncommon to see capsules fitted together with hundreds of small bones laying about the chambers of the constructs. Many of the chambers where these things dwell will be littered with bones, allowing it to replace broken limbs and bones, essentially regenerating itself. Instinct: Follow orders

    • Replace broken bones
    • Encase in bone
    • Belch forth bone shrapnel
    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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  • Barghest Solitary, Large, Magical, Devious, Organized, Planar, Terrifying
    Claws/Bite (d8+1 damage) 16 HP 1 Armor
    Special Qualities: Immune to mundane weapons, Keen vision and scent

    This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf's paws. Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule. Instinct: To kill and eat souls

    • Charm or confuse a foe.
    • Leave no trace.
    • Travel between dimensions.
    • Fly into a lethal rage.
    • Devour a soul to become more powerful.
    • Custom Move: When a Bargest tries to charm you, Roll+WIS. On a 10+, you shrug his spell off. On a 7-9, choose 2: You are confused by his presence, You don't want to fight it anymore, You have to Defy Danger before attacking it. On a 6-, you obey his commands.
    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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  • Blue Palm Group, Stealthy, Intelligent
    dagger (d8 damage) 6 HP 0 armor
    Close

    Instinct: to protect

    • Slash
    • paralyze
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  • Thorn Monkey Group, Tiny, Stealthy, Devious, Organized
    Cannonball, thorn throw (d6 damage) 6 HP 0 armor
    Hand, Reach, Near
    Special Qualities: Thorny poisonous fur

    Thorn monkeys are more plant than animal, but they don't let that stop them. be careful walking or resting in the great woods of the realm, that surface you touch or fall upon could be the poisonous fur of a thorn monkey. If you don't find one, they'll probably find you, they're usually looking for fun anyway and a lost group of adventurers will do just fine. Instinct: to inflict thorny mischief

    • Shed thorns on enemies
    • Hide as foliage
    • Poison foes who touch you
    • Hoot an howl
    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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  • Hellaphant Group, Huge, Organized
    Fire Breath, talons (d8+3 damage) 14 HP 1 armor
    Reach, Ignores Armor, Near
    Special Qualities: Internal furnace

    A very territorial beasty, Males stomp the circumference of their range frequently, leaving flaming footprints that would hopefully dissuade would-be predators. Any threats to the herd are swiftly burned, or trampled, or both. The flames that jet from the end of it's trunk with each breath indicate its aggression level. Blue is docile, red means you're probably dead. Beware of the black flame Hellaphants. Your flesh isn't all they burn. Instinct: to protect its own

    • Mark it's territory with flames
    • Call the herd
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  • Bone Cleric Solitary, Huge, Magical, Intelligent, Amorphous
    Bone claw (d10+7 damage) 31 HP 4 armor
    Reach, Forceful, Near

    The Bone Cleric is a towering bone abomination, at the heart of which is a human cleric, cursed by the necromancer Belgorl himself, and preserved for eternity to protect the Unresting Isle. Instinct: To protect the Unresting Isle

    • Pummel
    • Summon skeletons
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  • Sperm Whale Solitary, Huge, Devious, Amorphous
    Blast cannon (d8+3 damage) 27 HP 2 armor
    Reach, Far
    Special Qualities:

    Instinct: To inseminate

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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Aztazor's Golem Solitary, Huge, Magical, Devious, Cautious, Construct
    Magically anhanced punches (b[2d10+7] damage) 28 HP 5 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Energy jewels protected by crystal

    Some say to protect, others to intimidate, the truth is that it was made a long time ago from the ruins of a temple dedicated to the god of the Arcane. This collossal construct resembles the looks of a soldier and it behaves like one,only following the commands of whoever possesses it's control wand. Instinct: Follow commands

    • Arcane Strikes
    • Magical shred
    • Golem endurance
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