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  • Jasper the Dark Angel Solitary, Large, Stealthy, Magical
    Shadow Breath (b[2d8] damage 1 piercing) 20 HP 2 armor

    Heron and Jasper are the same. Same powers, same life, same attack. Look at Heron for details. Instinct:

      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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    • Heron the Dark Angel Group, Large, Stealthy, Magical, Devious, Planar, Terrifying
      Shadow Breath (b[2d8] damage) 20 HP 2 armor
      Ignores Armor, Far
      Special Qualities: Fangs and Dark Red Eyes

      Heron is a Dark Angel along with Jasper. They rebelled against the maker of the world and were cast out of their place. They wander the world looking for whom they may devour. Do not under estimate this villain. If you are caught in Shadow Breath, take a D4 of damage as it will choke you. Instinct: To enslave

      • Wings of Darkness-If Heron spreads his wings out, total darkness comes upon the players.
      • Heron turns invisible every so often. Where will he pop up next.
      • Shadow Fire-Causes choking and darkness.D4 Damage on player from choking.
      • If it hits a player, the wound will cause poison and begin very slowly to enslave the character.
      • It has been around since the beginning of time
      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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    • Light Golem Solitary, Magical, Divine, Planar, Construct, Amorphous
      Blast With Divinity (d10+2 damage 2 piercing) 25 HP 5 armor
      Close, Near, Far
      Special Qualities: Stalwart

      Instinct: defend holy locations

      • Create Divine Light
      • Call Upon Divine Favor
      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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    • Hobgoblin Commander Solitary, Organized, Intelligent, Cautious
      Sword (b[2d10] damage) 12 HP 5 armor
      Close

      The hobgoblin commander wades into melee combat, attacking with its sword to lead from the front and inspire it's allies. They are intelligent, utilize tactics and logistics on the battlefield, battle in and make use of formations, designate sergeants and lieutenants to serve under them, and demonstrate a high proclivity for military organization. Instinct: To command

      • Devise tactics
      • Command the troops
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    • Hobgoblin Group, Organized, Intelligent, Cautious
      Sword or Spear (b[2d8] damage) 6 HP 3 armor
      Close

      Hobgoblins superficially resemble goblins in skin tone and facial features but stand straight and tall as a man, are intelligent, utilize manufactured armor and arms, and demonstrate a proclivity for military organization. They battle in formation, designating sergeants and lieutenants to serve under a general, with each officer commanding a band of conscripted goblins. Hobgoblins live for war and bloodshed, killing or enslaving creatures weaker than themselves. More aggressive and organized than their goblin and bugbear cousins, they see all other creatures as lesser beings to be subjugated, and they reserve a special loathing for all fey, especially elves. Hobgoblins prize their possessions and make their own weapons and armor. Hobgoblins rule the most civilized goblin tribes, sometimes building small settlements and fortresses that rival those of human construction. Instinct: To make war

      • Command lesser goblinoids
      • Form ranks
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    • Ogre Group, Large
      Large Club (b[2d8+4] damage, 1 piercing) 14 HP 1 armor
      Close, Reach, Forceful

      Brutally strong, and dumb as rocks. That's what makes ogres so useful...and so dangerous. Ogres kill for food and pleasure. Big, dumb, brutal, savage. These words hardly succeed in capturing the extent to which the massive humanoids embody these traits. An ogre smashes a creature's head for laughs and then eats it's victim raw after it forgets how to make fire. If enough parts remain after the brute has gorged itself, the ogre might make a loincloth from its quarry's skin and a necklace from any leftover bones. By the time it's finished, the ogre is probably hungry again. Few ogres can count to ten, even with their fingers in front of them. Most can barely speak a rudimentary form of Giant and know only a handful of Common words, with "smash," "gimme," and "food" being the most prevalent. Ogres are easy to fool or confuse, though they smash things they don't understand. Cruelty is an ogre's dominant trait. They are also lazy, surly, and easily cowed. The powerful often round up ogres as slaves or willing servants. Even weaker creatures can frighten an ogre into submission if their numbers are great enough. Ogres use pelts for clothing and uproot trees and boulders as crude tools and weapons. They prefer stone-tipped javelins for hunting and stone axes for fighting. They sleep in caves, animal dens, or under overhangs or trees. Instinct: To kill and eat, and not necessarily in that order

      • Smash something
      • Fly into a rage
      • Take something by force
      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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    • Bugbear Chief Solitary, Large, Stealthy, Organized, Intelligent, Cautious
      Morningstar (d10+4 damage) 16 HP 2 armor
      Forceful

      Bugbears are not overly intelligent but those that are smart enough become chiefs and install themselves as the rulers of varying goblinoid tribes, who they abuse and misuse as their personal slaves. Bugbear chiefs rule by brute strength from shabby throne rooms, sending their goblinoid slaves on raids against easy targets. If forced into direct combat, a threatened bugbear chief would usually rather retreat to find another easy life of ruling goblin slaves than stand and fight heroes. Instinct: To rule by force

      • Show'em who's boss
      • Ambush or flank a foe
      • Send the grunts first
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    • Gnoll, Shaman Solitary, Magical, Organized, Intelligent, Cautious
      Flail (d10 damage) 12 HP 2 armor
      Close
      Special Qualities: Scent

      Leaders of dark rituals and wielders of demonic magic, even alphas give way to the gnoll shaman. Gnoll shamans send forth wild-eyed gnolls on brutal raids in the name of the demon lord Yeenoghu the Destroyer, the Beast of Butchery, the Ruler of Ruin, and the Demon Prince of Gnolls. Yeenoghu appears as a massive gnoll and has acted as a patron to the race for as long as any can remember. Through ritual, gnoll shamans commune directly with Yeenoghu, and use his dark teachings to direct all gnolls, driving them toward the fulfillment of the demon prince's will. Instinct: To serve Yeenoghu, and see the fulfillment of the demon prince's will.

      • Spread demonic influence
      • Call forth dark magics through demonic pact
      • Drive the pack to a demonic ferver
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    • Gnoll Group, Organized, Intelligent
      Scavenged Weaponry (d8 damage) 6 HP 1 armor
      Close

      Gnolls are feral, demon-worshiping marauders, attacking communities without warning, and slaughtering without mercy. While the body of a gnoll is that of a large humanoid, the details are those of a hyena. They wear animal furs or patchwork armor, and wield weapons taken from the dead. Gnolls decorate their armor, lairs, and encampments with the bones of their victims. Tribes are led by alphas, or by shamans who send forth wild-eyed gnolls on brutal raids in the name of the demon lord Yeenoghu. When gnolls attack and pillage a settlement, they leave little behind but razed buildings, gnawed corpses, and befouled land. They drag captives back to deep caves for sacrificial rituals too horrible to describe. Gnolls detest physical labor, so a few captives may be kept as slaves. Guarded by merciless gnoll youths, these slaves' only hope of living to the next day is to show strength and to obey. Because nothing pleases a gnoll more than wanton slaughter, gnolls don't bargain or parley, and they can't be bribed. Instinct: To slaughter and destroy in the name of Yeenoghu

      • Show and enemy no quarter
      • Doggedly track bloodied prey
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    • Gnoll, Alpha Solitary, Organized, Intelligent, Cautious
      Battleaxe (b[2d10] damage) 12 HP 2 armor
      Close
      Special Qualities: Scent

      Usually the largest and strongest, alpha gnolls dominate and drive the pack. But it's not just about size and sharp teeth. It's also about cruelty. About a willingness to kill your brothers and eat them while the pack watches. Alpha gnolls lead feral packs of demon-worshiping, gnoll marauders, attacking communities along the borderlands without warning, and slaughtering without mercy. Because nothing pleases a gnoll more than wanton slaughter, gnolls don't bargain or parley, and they can't be bribed. Instinct: To slaughter and destroy in the name of Yeenoghu

      • Make a show of dominance
      • Whip the pack to a bloody frenzy
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