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  • Sitra Achra Marauder Group, Intelligent
    Sword (b[2d8+2] damage) 6 HP 1 armor
    Close

    Ashen skin, milky eyes, blackened veins, branded skin. Instinct: Opening the Obsidian Gates

    • Crazed Slashes
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  • Failed Demilich Solitary, Magical, Stealthy
    (b[2d10+2] damage) 26 HP 4 armor
    Close, Forceful
    Special Qualities: Human shell: It may bind to a humanoid and does not have to make a disguise roll, Lich regeneration, Phylactery, Soul Gems

    Made from a lich performing an incorrect ritual to ascend to demilich status where the soul gems merge with the phylactery on a physical and arcane level, the soul gems binding the soul of the lich to the gems as a graveknight is bound to his/her armor. The lich can never destroy these gems, and to do such is to reduce them to a mere ghost that will fade out of existence into the fauge plane. The lich however can use the newly made gems and set them into a piece of jewelry to take over a humanoid foolish enough to wear it. This action is negated by a successful roll adding wisdom modifier Instinct: To gain power

    • Dominate Person
    • Fireball
    • Polymorph
    • Dominate Magical/Beast
    • Dispel Magic
    • Summon Monster
    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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  • Bandit Horde, Stealthy, Organized, Intelligent, Hoarder
    Sword (b[2d4] damage) 3 HP 1 armor
    Close, Far

    Instinct: Money

    • Rob and pillage
    • Pickpocket
    • Ambush - Summon 2 more bandits once per encounter per group
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  • Greed Shadow Solitary, Magical, Divine, Hoarder, Amorphous
    Magic Daggers (d10 damage ignores armor) 25 HP 5 armor
    Close, Ignores Armor, Near, Far

    Instinct: Collect others personal wealth

    • Absorb Stats
    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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  • Water Drake Solitary, Huge, Divine, Magical, Intelligent, Hoarder
    tearing with claws (d12+7 damage 2 piercing) 26 HP 2 armor
    Reach, Forceful
    Special Qualities: draws power from standing water

    Commonly found in arid environments with little water, Water Drakes jealously guard their lake or oasis and will violently strike anyone who approaches, especially creatures it knows need great quantities of water (such as humanoids). Instinct: to protect its source

    • create a torrent of water
    • summon a downpour
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  • ManBearPig Solitary, Large, Divine, Terrifying
    claws, tusks (b[2d12+6] damage 1 piercing) 24 HP 1 armor
    Forceful
    Special Qualities: It's half man, half bear, half pig!

    The mythological creature known as ManBearPig is as old as time. Very rarely sighted, rumors revolving around the creature have been around for years. It's horrid stench and visage is enough to make any man cower and the sound it makes is that of a thousand men, pigs and bears screaming, squealing and roaring all at once. It is as big as the legendary giant bears of the deep forests but is also able to stand upright. It has two front paws and two back hoofs. It's face is half-bear and half pig, revealing some very nasty teeth and tusks in it's mouth. It's sole purpose is killing humans. Instinct: Attack and kill people without reason

    • Drive horses wild
    • Scare weak-willed people away
    • Tackle them and eat their face
    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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  • Stygian Watchdog Solitary, Large, Devious, Terrifying
    Icy Bite (d8+2 damage) 20 HP 2 armor
    Special Qualities: Hide of shadow, Deathly howl

    Prowling along the shores of the rivers of the underworld, these three-headed, giant canines have served as guardians of secret passages in the dark depths since times immemorial. Always bound by ancient chains, mortals should keep their distance. They breath the black ice of the river Styx, freezing flesh and memories alike - but the bite of their teeth is no thing to be trifled with, either. Instinct: To tear apart what comes in reach

    • Snap with three heads
    • Breath black ice
    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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  • Gnoll Imperial Guard Group, Cautious
    Spear and Claw (d8 damage 1 piercing) 10 HP 3 armor
    Close, Reach

    The Gnoll Imperial Guard are no simple canines. Imbued by the shadow shamans with demonic powers, they no longer age or die, need neither food nor sustenance. With their jagged shields they defend the crucial bastions of the empire, with their ironwrought spears they put down rebels and scoundrels - and the occasional foreign threat. Their fighting style is unique and iconic, a graceful dance on all their limbs; deadly instruments, savage claw and tail striking unrelentlessly and leaving no opening. Instinct: To defend the Empire

    • Halt their advance
    • Refuse to die
    • Dance like the hyena
    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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  • Weyland Corp Mechasuit Solitary, Large, Intelligent, Cautious, Construct
    Machine Gun (d10+2 damage 2 piercing) 20 HP 6 armor
    Forceful, Reach, Near
    Special Qualities: Psionic Attacks, Protect Weyland personnel

    This is a Weyland Co. mechasuit. Instinct: To protect Weyland interests

    • Crush and constrict
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  • Fungus ogre Group, Hoarder, Amorphous
    (d8+4 damage 1 piercing) 13 HP 2 armor
    Close, Forceful

    Instinct: to spread the fungus

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