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  • Bane Wisp Group, Tiny, Magical, Stealthy, Intelligent, Construct, Amorphous
    Phase Through (d8-2 damage) 13 HP 5 armor
    Hand, Ignores Armor
    Special Qualities: Accidentally created, disembodied soul

    The end result when an ALLIN (Artificial Ley Line Induction Node) Battery is overcharged and it's casing ruptures. The coalesced mana fuses and becomes a Bane Wisp (Blight Wisp, Bane Light, ALLIN Specter, etc). Bane Wisps are glowing balls of life force that range between sickly green and malevolent purple hues with silently moaning, eyeless faces. Instinct: To possess, to exact revenge, to bring pain

    • It possesses the bodies of the living and the dead, using them as puppets.
    • Wink Out
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  • Spirit of the Forest Solitary, Small, Magical, Amorphous
    Magical Shards (w[2d10] damage) 19 HP 3 armor
    Close, Ignores Armor, Far

    The spirit of the forest can be found in many shape or form, but its neutral appearance is a softly glowing sphere with a bright light coming from its very center. Anything damaged by an unnatural cause will make the spirit try to restore or heal it back to its original state. Rarely, as a last resort action, it will engage greater threads to the forest in combat with its magical powers. Instinct: to restore Instinct: to restore Instinct: to restore

    • Restore nature
    • Heal an animal
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  • Beholder Solitary, Large, Magical, Stealthy, Devious, Intelligent, Planar, Terrifying
    Magical Eyestalks (d10+10 damage) 20 HP 4 armor
    Reach, Ignores Armor, Far
    Special Qualities: Viciously gazing eyes, Large sharp toothed mouth, Floating

    The beholder is a giant floating orb of flesh with a large mouth, a single centered eye on the front and eyestalks on top of its body. Every eyestalk has its own magical properties. They are driven by pure hatred, especially towards anything unfamiliar. From dispelling magic, to controlling other creatures, simply killing them with magical rays of death or just crushing them into the ground, Beholders should never be fought head on, as they are one of the most fearsome creature known to existence and even the most well known adventurers throughout the lands would not engage them in combat. Instinct: to destory

    • Charm and control creatures
    • Dispell magic
    • Shoot magical rays of death
    • Magically move objects
    • Terrify others inflicting fear
    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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  • Siren Group, Stealthy, Devious, Intelligent
    claws (d4+1 damage) 9 HP 0 armor
    Close

    Sirens are beautiful, but dangerous creatures, who try to lure in sailors and males in general with their enchanting songs and seductive appearance. They work in smaller groups up to five sirens. Once fooled by them, it becomes very hard of making it out alive again. They will either just follow their sadistic nature, letting their victim starve to death or rip it apart with their claws up close if necessary. Instinct: to manipulate

    • Seduce someone by appearance
    • Lure in with the song of the siren
    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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  • Leomen Diplomat Group, Organized, Intelligent, Hoarder
    Claws (b[2d8+4] damage 2 piercing) 10 HP 4 armor
    Close, Forceful

    The Leomen were once a world power. Capable in both magic and martial arts they are quicker, stronger and smarter than the general human populace. They lack luck and a healthy love of water. Their pride made the God of water very angry and in his anger he took their women. It took years for the female children to come of age. By the time they recovered their populace the damage had been done. Traditions of fear and hate were produced. The Loemen no longer care to take the world for fear of the water God. Though some wonder weather a God might be overthrown. Instinct: to uphold tradition at all costs.

    • Concern itself with the matters of the tribe.
    • Roar for your brothers
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  • Giant of the pass Solitary, Huge, Terrifying
    Fists (d12+7 damage) 24 HP 1 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Looks like part of the mountains is moving.

    "That pass there? No, don't go that way. Better to take the month long journey around the south, into the marshes with the insects the size of your head, through the forest of death and then over the lake of blood." The giant of the pass is a giant of giants. Some say he was the love child of a giant and a Titan. All the same, he's taken a liking to this pass since before men where in these parts. For reasons of his own choosing, some get to pass and some don't. Those that get to pass are perplexed by their own choosing, those that don't have it easy. They just become food to a creature that doesn't like to hunt. Instinct: hinders progress through the pass

    • protect the pass
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  • Herald Knight Group, Intelligent, Cautious
    One-handed Arming Sword (b[2d8+2] damage 1 piercing) 16 HP 6 armor
    Close

    Herald Knights are the elite guard that work devotedly to the Superior of Targus. Sworn not to speak unless delivering a message to or from the Superior, these holy knights are unyielding in their obedience. All orphans, they are trained in the arming sword since childhood. Their faces are covered with winged helms. Golden plate armour and a large tower shield makes it difficult to overcome any Herald. However, without their horses, they become very slow. Heralds are very capable in single combat as most work alone. However, if brought all together in a time of urgency, Herald Knights are said to become invincible. Instinct: Complete obedience of the Superior.

    • Be the Superior's Sword and Word.
    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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  • Belmont Solitary, Stealthy, Devious, Intelligent
    Martial Arts (b[2d6] damage 1 piercing) 16 HP 1 armor
    Close

    Belmont is a dark cloaked assassin of the Two Thorns Cult. Utilizing his punches and kicks, he blasts through opponents in a whirlwind of martial arts. He tends to neutralize each threat by knocking them out. When all threats are unconscious, he kills each one by smashing their heads in with his brutal kicks. Belmont is tall and lean with sinewy muscles. He has dark hair and manages to hide his face under the shadow of his hood. Instinct: To follow Gath's will.

    • Belmont (Two Thorn Cult Assassin)
    • Uses smart battle tactics.
    • Intelligence
    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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  • Vengeful Spirit Solitary, Tiny, Magical, Stealthy, Hoarder, Amorphous
    icy projectiles (d10-2 damage) 23 HP 5 armor
    Hand, Far

    Some people just can't let go. Most people, upon death, pass beyond the veil never to be seen again. But others, whether by some magic, attachment to this life. or indomitable will become Vengeful Spirits. They often have a specific item or situation that keeps them bound to the world of the living; a lost possession of value, a grudge held against someone, and so on. They can be tricky to defeat by conventional means due to their common manifestation as mist and cold temperatures, so the simplest way is to either force them to coalesce into their icy physical form or to resolve whatever is keeping them here. Instinct: to resolve unfinished business

    • seek out its target
    • control a past belonging
    • manipulate ice, frost or cold
    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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  • Ignacio the planewalker Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Planar
    Claws (d10+6 damage) 26 HP 4 armor
    Forceful, Reach, Ignores Armor, Near, Far

    Formerly an understudy for an ancient wizard that time itself has forgotten. Ignacio was the target for many magical experiments and rituals warping his mind and body alike. One night whilst being subjected to a ritual something went greatly wrong, the mix of raw unfiltered magic and the presence of a demonic entity caused a temporary merge of power creating an great unbalance followed my a massive explosion. The wizard casting the ritual was destroyed, yet after the smoke cleared and the ritual site was all but dust the only thing left standing that remained was Ignacio, merged with the demonic presence and the magic power of the ritual. He is now more then a simple mortal, shifting his form in and out of the mortal plane, his mind warped to the edge of sanity his craving for blood and power became stronger. Yet somewhere set back in his mind the thought that his master was only destroyed in body not in mind and still lingered somewhere. He has since his "rebirth" been hunting and manipulating any creature mortal or otherwise, he thinks will aid him in seizing control of the planes, willing or otherwise... Instinct: To seize power

    • Manipulate others into subordination
    • Offer power in return for something...
    • Call forth dark magic
    • Shift in and out of planes
    • Summon more underlings from the Abyss
    • Absorb souls to grow in power
    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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