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  • Brownie Horde, Small, Stealthy, Organized, Intelligent, Hoarder
    Rusty knives, wooden clubs (d4 damage) 3 HP 0 armor
    Close

    Brownies are shrunken, filthy goblins too primitive to form societies. They breed in warrens beneath swamp roots, emerging at dusk to raid the settlements of larger creatures in search of anything magical or reflective. They are more likely to retreat than attack if spotted, often rousing their entire warren and moving to a new location. If unseen, however, they will creep close and reach out with grasping fingers... and well-honed blades. Instinct: To steal from the shadows

    • Scavenge
    • Disguise itself in mud
    • Rouse the warrens
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  • Tinderfish Group, Large, Stealthy, Hoarder, Terrifying
    Fangs (d8+2 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Wide-opening jaws for swallowing huge prey, Golden lights glowing within it, Huge eyes to peer through darkness

    These shadows skulk in the deep dark ocean. Eyes like rotten eggs catch the moonlight when they surface. Even shut, their jaws are a thicket of fangs and stinging barbels. They hide in shoals and shipwrecks, luring new victims into danger with glittering golden lights. Instinct: To lure prey

    • Devour something whole
    • Lie in ambush within the remains of previous prey
    • Use light to attract prey
    • Regurgitate undigested treasure
    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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  • Trow Solitary, Large, Intelligent, Planar
    A petrified tree-club (d10+2 damage) 10 HP 2 armor
    Forceful, Reach, Ignores Armor
    Special Qualities: Its spectral sight allows it to navigate between worlds.

    A rock-knuckled creature the size of a bear, with lichen and veins of quartz encrusting its pebbly hide. Its slitted eyes glow with moonlight. When it speaks, its voice is soft and deep as an echo. Instinct: To take another's dwelling

    • Use something huge as a weapon.
    • Use mist gates to surprise prey.
    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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  • Lamentor Novice Group, Stealthy, Intelligent
    Hooked Knife (d6 damage) 6 HP 0 armor
    Close

    Dressed in the red robes of a novice, the apprentice Lamentors scurry to do the bidding of their masters, inflicting rote torture, preparing the food, disposing of the refuse and subject to only minor bodily modifications themselves. A nose here, an ear there, maybe a patch of flayed cheek. Instinct: To inflict pain

    • Obey the Lamentors
    • Bind with ropes
    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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  • The Brazen Bull Solitary, Large, Magical, Terrifying
    Brass Horns (d10+4 damage 2 piercing) 20 HP 2 armor
    Forceful, Reach
    Special Qualities: Powered by tormented victim roasting inside it, Wreathed in the smoke of human meat

    The brass bull, a nightmarish construct powered by the damned victim in its belly. The bull's mighty roars are the agonized screams of the person trapped inside, their pain fueling its fury, and the smoke billowing from its nostrils carries with it the perfume of roasting meat. Instinct: To roast them

    • Bellow rage and fire
    • Thunderous charge
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  • Pirate Scum Group, Stealthy, Intelligent, Hoarder
    Cutlass (d6 damage) 6 HP 0 armor
    Close

    Cowardly and fragile, the pirates of the Great Sea are an unfortunately common encounter for one just trying to get from place-to-place via boat. While weak on their own, the pirate scum tend to band together and overpower those stronger than them through sheer numbers. When it comes down to it, they'll rely on dirty tricks and deceit to get what they want. Instinct: To pillage

    • Swing cutlass wildly
    • Claiming surrender and then striking when an enemy draws close
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  • Great Colere Guard Group, Intelligent, Cautious
    Great sword (b[2d10+2] damage 1 piercing) 30 HP 4 armor
    Close, Near

    Defenders of their master Basal, the Colere Paladin Order appoints those with the greatest skills to the place of Great Colere Paladin. With heavy plate mail and a sword that can rip and tear through anything short of a dragon's hide, these Paladins are the toughest things encountered on the island of Colere sans their master himself. Extreme caution is advised when facing even one of them... and they like to travel in groups of three. Instinct: To protect

    • Slashes with great sword
    • Calls for back-up
    • Attempts unconvincing diplomacy
    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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  • Editor Solitary, Large, Magical, Intelligent, Hoarder, Terrifying
    He can make you think you're in the scene. But you aren't. (d10+2 damage 1 piercing) 20 HP 2 armor
    Reach
    Special Qualities: The editor looks into your soul and leaves it on the cutting room floor.

    The editor is ruthless. More concerned with timestaps and scene flow than actual performance. A true monster this one. Instinct: To over edit your performance.

    • Can remove you completely from the scene.
    • One minute you're there. Next you're not.
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  • Cinematographer Solitary, Devious, Intelligent
    It transports you to the perfect spot (d8 damage) 12 HP 1 armor
    Close, Reach
    Special Qualities: It can teleport to the perfect place

    The Cinematographer sees the big picture and if you don't hit your mark, he'll hit it for you. If you get my drift. Instinct: To put you in your place.

    • Helps others get in position
    • Position is everything. You may think yo'ure in position, but you aren't.
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  • Assistant Director Solitary, Stealthy, Devious, Intelligent
    Power of his words forces you to obey (d8 damage) 16 HP 2 armor
    Close, Reach, Far
    Special Qualities: Fake death

    The Assistant director thinks they are in charge. Looking over everyones shoulder micromanaging their projects. Instinct: To control the situation

    • To compel you to do as he says
    • Just when you think you're safe, they make a move
    • It can scatter your thoughts and concentration
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