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  • Solitary, Magical, Intelligent, Hoarder, Amorphous
    (d10 damage) 15 HP 5 armor
    Close, Ignores Armor

    Instinct:

    • Necromantic Bolt
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  • Horde, Amorphous
    (d6 damage) 10 HP 1 armor
    Close

    Instinct:

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  • Horde, Amorphous
    Claws (d4 damage) 6 HP 1 armor
    Close

    Instinct:

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  • an Ancient Council member Solitary, Magical, Divine, Organized, Intelligent, Hoarder
    Their bending(d12+4 damage 1 piercing) 25 HP 4 armor
    Close, Forceful, Reach, Ignores Armor, Far

    The Council began before you, before I, before everything but sky, fire, earth, water, gods, and plant life. The Council originally were 6 children, mystically brought here on a falling star. Their names were Airinnenitys (air-in-ta-thys), Fira, Terra, Wankkekinliin (wan-kek-kin-lin), Lifimtha (life-mitha) and The Divine Link (aka Link). They all had a power. Airinnenitys got Airbending, Fira gained Firebending, Terra harnessed Earthbending, and Wankkekinliin was given Waterbending. Lifmtha could bring mobile life (as life itself i.e. crystals not Crystal Gems in Frybo in Steven Universe) into trees and constructs, and Link could fully access the divine land. One day they decided to create others to rule over. So they created a group called The Council and became the rulers of the ancient world.Then they made us. Their legend ended during a fight with each other. They tethered the others to a rock. To save themselves, they sunk beneath the earth. Everyone knows their tale ended there----- -----or did it? P.S. Do NOT fight Fira on the day you see a comet becausse everyone will "last breath it." Also NEVER fight Lifmtha in a forest because you will also fight an army of treants. Try to fight Wankkikinliin in a desert and not an island or swamp. Enough said! Instinct: to rule all

    • Enforce the ancient ways
    • Use bending to punish those who follow the
    • Summon other council members
    • Take advantage of surroundings
    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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  • Horde of Undead Solitary, Devious, Terrifying, Simple Minded
    Claws,Swords,Clubs (d6 damage) 30 HP 0 Armor
    Close
    Special Qualities: Disfigured, Undead, Foul Stench, Overwhelming Numbers, Fearless

    Alone, the undead aren't difficult to deal with some may say. But together, uncountable and unrelenting these hordes of the once living can destroy entire countrysides if not culled. The slain are added to their numbers, making this not a simple task. Instinct: Destory, Devour

    • Quantity over Quality
    • Devour
    • Burst forth from the ground
    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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  • Shadow Fiend Solitary, Magical, Stealthy, Planar, Terrifying
    Life Drain (d10 damage) 16 HP 4 armor
    Close, Ignores Armor
    Special Qualities: This creature travels in shadow and exists as a shadow., Seeing a Shadow Fiend reflects our inner evil.

    The Shadow Fiend is a creature of the plane of shadow. It's essence is dark evil energy, that which exists outside the light. They can move within shadows without being seen and with concentration, can take possession of a creatures shadow, becoming part of it. This allows it to drain the lifeforce of that creature whose shadow it has become. They reject and recoil from shadowless rooms. Instinct: To drain the life force of those it shadows

    • Replace a creatures shadow with itself
    • Attack you with your own shadow
    • From the Plane of shadow it feeds on our essence via our shadows
    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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  • Cobbled Skeleton Group, Construct
    Boney Limbs (d6 damage) 8 HP 1 armor or 3 armor vs. pierce/slash
    Close
    Special Qualities: To bring bodies and bones back to its cobbler

    The Cobbled Skeleton is like a normal skeleton but it's shape is nonsensical and disturbing. Three legs and 5 arms is common. Multiple heads and ribcages are told of in rumor and whisper. The cobbled skeleton appears as a pile of bones until called upon by its cobbler, when it awakens and forms into a frightful chassis of death, attacking with unrelenting furver. Edged weapons are less effective than crushing blows as the cobbled skeletons have little or nothing that can be cut. Instinct: To obey its cobbler

    • Swarm the living
    • Break bone with bone
    • Reform after dying
    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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  • Bone Cobbler Solitary, Large, Hoarder, Terrifying
    Bone Hammer (d10+2 damage) 20 HP 3 armor
    Forceful, Close
    Special Qualities: Freakish Bone Construct, Vulnerable to crushing weapons

    The Bone Cobbler is a large creature of rotting flesh and bone that seeks to collect bones and shape them into odd creations that it can eventually control. The Bone Cobbler can "wake" its creations and will them to fight for it. These creations are generally weak and unthinking, but can be reawakened even after being "destroyed" by using more bones from other sources. Instinct: Cobble bone creatures for random skeletal parts.

    • Summon contorted skeletal warriors.
    • Swing and hurl bones as weapons
    • Hide itself in heaps of bone
    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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  • Mind Flayer (Illithid) Group, Stealthy, Intelligent, Planar, Terrifying
    Mind blast (d6 damage) 6 HP 1 armor
    Close, Ignores Armor, Far
    Special Qualities: Telepathy, Darkvision, Squid head with grasping mouth-tentacles

    The illithid, or mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as drow and kuo-toa. Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Instinct: To dominate

    • Devour your brain
    • Use the darkness
    • Disturbing bioscience
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  • Rock Wyrm Solitary, Large, Construct
    Stone body (d10+2 damage 2 piercing) 20 HP 2 armor
    Forceful, Ignores Armor, Near
    Special Qualities: It has a runic collar

    A large stone wyrm which is ferociously territorial (its territory is clearly marked by smashed up trees). When it senses intruders into its territory, it will burrow up from underground to attack. Instinct: Protect its territory

    • Burrows through the ground until it senses interlopers
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