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  • Savage Shadow Dweller Solitary, Large
    Claws at its enemies or anything in its path (d12+4 damage) 20 HP 2 armor
    Forceful, Ignores Armor

    A Savage Shadow Dweller lurks in the darker regions of the world (Caves, Dungeons, etc.) and is known rarely to surface. The first giveaway of its presence is its glowing red eyes, described to look like bright rubies fixated into the skull of the beast. Its massive size and power means it is able to chase its pray destroying mostly everything in its path; walls, trees, small buildings. Descriptions of the beast are scarce however it is rumoured to have thick, black scales with a hint of shining purple mixing throughout its colour covering its entire torso, legs and feet. Instinct: To seek revenge for an unknown cause

    • Strikes sharp, quickly and precise with its thick, black razor sharp claws
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  • The Griffon Lord Army Horde, Organized, Intelligent, Cautious
    Unified Advance (b[2d6+2] damage 1 piercing) 3 HP 6 armor
    Close

    The army of the Griffon Lords is a powerful force when brought to full muster. Heroes have mistakenly stepped in front of the Griffon Lord's goals and their names have been lost in history. On the ground the army is tactical, precise, and deadly. In the air, on the backs of their griffons, they are unmatched in skill and maneuverability. Instinct: Destroy something they see as a threat.

    • Follow the commands of the Griffon Lords
    • Regroup and call on Griffon Riders
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  • Pit Fiend Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying
    Flaming Sword. (b[2d12+6] damage 4 piercing) 22 HP 6 armor
    Forceful, Reach, Ignores Armor, Near
    Special Qualities: Doesn't need to breath, Flight, immune to fire., Looks like everyone you have ever wronged.

    The Pit fiend is the master of hell. He is what causes lesser demons to fear retribution or failure. Hate, anger, destruction, chaos, torment, and power. These are the tools of the Pit fiend, and they are his sustenance. If ever you should encounter such a creature, know that hope is lost. Instinct: To merge the planes.

    • Bring Chaos and destruction.
    • Disarm/weaken with Fire Whip.
    • Call power onto itself.
    • Act on visions from the pit.
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  • Sirrush Solitary, Huge
    Breathing Fire (d12+5 damage) 24 HP 2 armor
    Reach, Forceful, Ignores Armor, Far

    Instinct: To be the collector of tribute

    • Flies
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  • Blood Elemental Solitary, Large, Devious, Amorphous
    tentacles blows (d8 damage) 23 HP 1 armor
    Reach, Ignores Armor
    Special Qualities: immune to attacks that draw on its basic natural element

    A blood elemental can be called forth only from a large quantity of blood or from water drawn from the lungs of drowned men. Appears as a roughly humanoid creature composed entirely of blood. Blood dries in a trail behind it, and the air around it reeks with the scent of iron. Instinct: destroy the one who created it and free from slavery

    • drain blood
    • smother an opponent
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  • Titanic Warden (Bronze) Solitary, Huge, Divine, Intelligent, Construct
    Fists (d10+7 damage) 24 HP 3 armor
    Reach, Forceful
    Special Qualities: Created by Spirits of Nature

    Bronze Titanic Wardens are the most curious of Titanic Wardens, They often associate themselves with travelers who they meet (and who do not instantly attack them) to learn about their travels. They are the friendliest of all Metal Wardens as well as the most versed in interacting with other languages, however they are considered the weakest in terms of durability. Abilities. Minor Metal Warden: +1 Armor Combat For the most part Bronze Wardens use melee attacks hitting with fists and feet. Bronze Wardens wield the power of Lightning and can charge their bodies to deal 1D6 Extra Damage to anything that touches them. Instinct: obliterates offenders of nature.

    • Protector
    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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  • Gold Smilodon Solitary, Tiny, Magical, Construct
    Saber teeth (b[2d10] damage 3 piercing) 16 HP 4 armor
    Hand
    Special Qualities: Lurks in impossibly small places

    A small carved statue of a saber toothed tiger. Instinct: To hunt

    • Pounce from the shadows
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  • Blight Zombie Horde, Stealthy, Devious, Terrifying
    Vicious bite (d4 damage) 7 HP 0 armor
    Close
    Special Qualities: Uncanny Valley

    This is a corpse animated by the shadow blight that slew it. These creatures are smarter and more capable than your typical brain-eater, and can often pass themselves off as living beings. That said, there is often something very wrong with their appearance, a waxen appearance that terrifies mortals. Instinct: to devour and to spread the plague

    • Swarm the living
    • Pass itself off as a living being
    • Infect an opponent with the blight
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  • Titantic Warden Solitary, Huge, Divine, Intelligent
    Fists (d10+9 damage) 24 HP 3 armor
    Reach, Forceful

    Titanic Wardens are huge humanoid Constructs of Stone, Metal, or even Wood. They seem to have been borne of the material where they lived, and each seemed to have different abilities based on that they were made of. Wood: Word Wardens are Large Human-esque beings, Their bodies covered in various flowers, thorns and other forms of flora. They specialize in forests and bogs and are often friendly to visitors who pose no threat. They dislike Fire -Hands of Thorns +1D6 To damage. Stone: Found mostly in Caves and Deserts. Stone Wardens are watchful, stoic guardians of their homes and are not much on conversation. They dislike Water. Rock: +1 Armor Sand: Meld with Ground (instant action, heals 1 HP per round) Gem Stone: +1D6 Attack Metal: The Metal Crafted Wardens are some of the most powerful, Almost completely human looking in form these towering constructs are vast fonts of both physical and Divine power. They carry not only human intelligence but free will, and many wonder the world searching out things that harm land not just the one they were born in. They are as temperamental as a human but with the ability to squish you like you bug. They Dislike Magic. Bronze: +2 Armor Iron: +1 Armor +1D6 Damage Gold: Spawn 20g Goins per day for free. +2 to Damage after roll. Instinct: to protect.

    • Divine constructs dedicated to protecting the planet form unnatural harm.
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  • The Gardinel Solitary, Huge, Stealthy, Terrifying
    digestive secretions (d10+3 damage) 20 HP 3 armor
    Reach, Ignores Armor
    Special Qualities: Just like a stomach from the inside

    If the gardinel’s an old folks’ tale, I’m honest to tell you it’s a true one. Few words about them are best, I should reckon. They look some way like a shed or cabin, snug and rightly made, except the open door might could be a mouth, the two little windows might could be eyes. Never you’ll see one on main roads or near towns; only back in the thicketty places, by high trails among tall ridges, and they show themselves there when it rains and storms and a lone rarer hopes to come to a house to shelter him. The few that’s lucky enough to have gone into a gardinel and win out again, helped maybe by friends with axes and corn knives to chop in to them, tell that inside it’s pinky-walled and dippy-floored, with on the floor all the skulls and bones of those who never did win out; and from the floor and the walls come spouting rivers of wet juice that stings, and as they tell this, why, all at once you know that inside a gardinel is like a stomach. Down in the lowlands I’ve seen things grow they name the Venus flytrap and the pitcher plant, that can tole in bugs and flies to eat. It’s just a possible chance that the gardinel is some way the same species, only it’s so big it can tole in people. Gardinel. Why they’re named that I can’t tell you, so don’t inquire me. (c) Original Text from Manly Wade Wellman's "Why they're called that." Instinct: Lure in human prey

    • Digest the unsuspecting
    • look like secure shelter
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