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  • Tree Blight Horde, Tiny, Devious, Organized
    Strikes with whiplike roots (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Can be mistaken as a bush

    The Tree Blight is a small gnarled and twisted tree-like creature that appears slightly humanoid. Weak by itself, but it is known to swarm unwary travelers in large packs. Can take on the appearance of a particularly shriveled bush and draw nutrients from the ground, but naturally hungers for fresh blood. Instinct: to feast on the blood of the living

    • Sucks blood with taproots
    • Victims of the tree blights reanimate in a few hours.
    • When it spots the living, will call for reinforcements
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  • Deep Water Croc Solitary, Large
    Claws, Tail, Teeth (b[2d10] damage 1 piercing) 16 HP 2 armor

    A crocodile of the deep waters Instinct: To Devour

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  • Great Ape Solitary, Large
    Claws (d8+1 damage 2 piercing) 16 HP 1 armor
    Forceful

    A great ape of the forests Instinct: To devour

      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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    • Wolf Solitary, Small
      Claws, Teeth (d6 damage) 5 HP 1 armor
      Close

      Your normal run of the mill wolf Instinct: To Kill

      • When it bites, it sends a sting to a part of the body, making it go numb
      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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    • Devin the Mage Knight Solitary, Stealthy, Divine, Magical, Devious
      Sword (b[2d6+4] damage) 25 HP 1 armor
      Close, Forceful

      Devin is a powerful Mage Knight. He creates Ghost Knights to do his bidding. He also creates illusions of all kinds. He lives in a tower. Instinct: To control

      • He creates ghosts
      • It creates illusion
      • Illusions and ghosts
      • It creates illusions, be careful that might be your friend your attacking! Or is it?
      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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    • Ghost Knights Itself
      (b[2d8+4] damage) 14 HP 3 armor
      Forceful
      Special Qualities: Ghost Knights are created to create chaos and destruction. When one dies, another will soon take its place else where., It's a ghost!

      Ghost Knights range in several colors and each color has a meaning. Turquoise, Water, it uses water and creates water to attack, it can also summon creatures that live in the sea. Green, Plants, if you are in a forest it will use trees, plants, vines. Black, Death, Decay, it can also turn its victims to zombies. White, Life, Healing, Growth, if a player misses with an attack the knight heals itself. Gray, metal, rocks. Yellow, Gold, Jewels, you can find this knight mostly around treasure. Red, Fire, Smoke, Lightning, this knight loves to set things a blaze. Brown, Earth, Animals, it controls the earth, and it might summon animals of the earth to aid it. Blue, Wind, Birds, Storms, a knight of the sky, summons great birds, creates storms and wind. Pink, the knight that hears all. Orange, the knight that smells all. Purple, the knight that sees all. Be careful around them, they may not have alot of life, but they can be tough with their magic. Instinct: To make undead

        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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      • Levant the Air Druid Solitary, Stealthy, Divine, Devious, Intelligent
        Animal Parts (d8+4 damage) 25 HP 2 armor
        Close, Reach, Far

        Instinct: To Destroy

        • Transform
        • Transforming into Animals
        • It can change form
        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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      • Kappian Ant Group, Small, Organized, Hoarder
        Bite (w[2d8+2] damage 3 piercing) 6 HP 3 armor
        Close, Forceful
        Special Qualities: Alarm pheromones (attract more Kappian Ants when injured)

        Kappian Ants spend most of their lives preforming one task for the colony: hunter/gatherer, larval care, building tunnels, soldiering, and guarding the queen. The Kappian Ant most adventurers are familiar with are the hunter/gatherer variety which will often venture kilometers away from their colony to search for food. These ants are about the size of medium sized dog and are covered entirely in a hard black exoskeleton. Normally these ants will avoid contact with people but when their colony or queen is threatened they will defend their queen and colony until death. Kappian Colony tunnels can stretch thousands of meters underground and are normally home to anywhere between 1000 and 5000 ants (depending on colony size). When Kappian Ants are attacked they release alarm pheromones which attracts nearby Kappian Ants to fight any aggressors. If the alarm pheromones fail to attract enough help or if numerous Kappian Ants are killed by the aggressors one or all of them will screech loudly which is quite painful for anyone listening. This screech attracts even more Kappian Ants fight the aggressor. Instinct: To overrun

        • Bring supplies back to the nest
        • Call for colony
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      • Abomination Solitary, Large, Planar, Terrifying
        Bone-Covered Fists (b[2d10+4] damage) 24 HP 1 armor
        Forceful, Reach, Ignores Armor, Near
        Special Qualities: Its bones have grown out of its skin and shows as spines sticking out of its back and boney shells on its fists, elbows, etc.; its teeth have grown long and mangled; its eyes glow vivid green

        When the city was evacuated, a simple-minded ogre wandered into the castle and made it its home. However, the artifact hidden in the castle slowly poisoned the creature over time and caused it to go mad. The curse mutated the poor ogre in terrifying ways and it now only wishes to preserve its home. Instinct: To protect its home

        • Attack anyone who trespasses on its castle
        • The artifact's curse has driven it mad
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      • Bull Shark Solitary, Large
        Bite (d12+4 damage) 16 HP 2 armor
        Forceful
        Special Qualities: Freshwater Tolerance

        The Bull Shark is known for its aggressive nature, predilection for warm shallow water, and presence in brackish and freshwater systems including estuaries and rivers. The name "Bull Shark" comes from the shark's stocky shape, broad, flat snout, and aggressive, unpredictable behavior; its name does not come from it being half bull half shark. Female Bull Sharks are larger than male Bull Sharks but both top out at just under 4 meters (13.1 feet). The Bull Shark's most dangerous quality is its ability to survive for long periods of time in freshwater despite being a saltwater shark. The Bull Shark's diet consists mainly of bony fish and small sharks, including other Bull Sharks. Bull Sharks are also known to eat turtles, birds, dolphins, terrestrial mammals (including people), crustaceans, echinoderms, and stingrays. As part of their survival mechanism, bull sharks will regurgitate the food in their stomachs in order to escape from a predator. This is a distraction tactic, if the predator moves to eat the regurgitated food the bull shark can use the opportunity to escape. Bull Sharks mate during late summer and early autumn, during this time both the males and the females are much more aggressive. Bull Shark young gestate for 12 months and are born in "litters" of 1 to 13; they reach maturity at the age of 10 and are able to reproduce at the age of 15. Bull Sharks live longer than most breeds of sharks but rarely die of old age due to their aggressive tendencies. Instinct: To feed

        • Stalk Prey
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