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  • Spirit Shark Group, Large, Devious, Spirit, Magical
    Spirit Bite (2d4 damage) 10 HP 1 armor
    Ignores Armor

    The spirit of a shark that was revived by someone or something. Blueish and ethereal, it seeks to swim near where its body lay, and will attack anyone that dares come close. If its soul is bound to a magic item, it will also try to protect it.

    When rolling for its damage, if any of the dice lands on a 4, it will also reduce the time left until its opponent runs out of air underwater.

    Art by Michal Ivan

    Instinct: to watch

    • Suffocate its victims
    • Bite the soul of its 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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  • Lurch Solitary, Stealthy, Devious, Terrifying
    Short raking nails (d6 damage) 20 HP 0 armor
    Close
    Special Qualities: Gaunt, drooping melting skin, sack of body parts

    Humanoid, horrible rotting melting skin. Carries large sack full of body parts Can teleport to wherever its body parts are, actively tears them off and throws. Stores pre-torn ones in sack. Only vulnerable spot is its heart right at the bottom of the sack. Mirrors any damage done right back to damage dealer, then heals the damage to itself. Instinct: To pursue

    • Tear off body part, throw, teleport to location.
    • Reach into sack of body parts
    • Mirror damage, regenerate
    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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  • Stone Homunculus Group, Small, Stealthy
    Claws (d6 damage) 6 HP 2 armor
    Close

    A small, winged creature made from stone. It's only instinct is to guard a spot or item of its makers choosing. It uses its quick reflexes and powers over the minds of the weak willed to fend off any intruders. Instinct: Guard

    • Mind Touch, target is dazed and takes d4 damage
    • Redirect, WIS save or attacker must attack someone adjacent.
    • Obscured, the Homunculus is invisible to anyone dazed.
    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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  • Tana Baire, Lunar Over-Sorceress Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Hoarder
    Moonbolts (d10+2 damage) 14 HP 4 armor
    Close, Reach, Ignores Armor, Near, Far
    Special Qualities: Winged, weak to silver

    Those that represent the New Moon amongst the Lunar Cult have their own leader. As expected, Tana Baire is the most learned of them all - and the most puissant. Having pried great and terrible secrets from entities far beyond mortal ken. Sequestered away in her own pocket plane she is very difficult to oppose. Despite all this she still serves Laravathan within the cult however, which begs an even bigger question: Why? Instinct: To grow in power

    • Utilise arcane secrets to great effect
    • Reveal your true form
    • Unleash overwhelming lunar magics
    • Beckon forth champions and monsters under your thrall from portals
    • Blow Llirigal, the Outer Wind
    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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  • Jala Krung, Lunar Cult Spymaster Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder
    Silvery blades (b[2d10+2] damage 4 piercing) 14 HP 1 armor
    Close
    Special Qualities: Many masks, Weak to silver

    A living legend amongst the Lunar Cult, Jala Krung is said to be a werefox but who would truly know? Other rumours abound that she heavily uses illusions to conceal her presence, and uses traps and tricks to an infuriating degree. All this is a smokescreen however for her greatest trick: Her masks, nine in total, each of which create a nearly completely perfect clone of her that only reveals itself to be the case when it dies and it disappears in a puff of greasy smoke. All of this misdirection inevitably leads to a knife in your back or across your throat, of course. Not to mention her networks of contacts that means she knows exactly where to strike to hurt you the most... Instinct: To discover

    • Turn out to have been a mask-clone!
    • Vanish into nothing or appear from nowhere
    • Deploy an insufferable amount of illusion magic
    • Reveal an unwanted trap
    • Use poisons to ruin your foes
    • Get several steps ahead of your opposition
    • Reveal... a form, but is it the true one?
    • Blow Praypition, the East Wind
    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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  • Llika Fazzaq, High Judge Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder
    Two-handed warhammer (d10+4 damage) 14 HP 2 armor
    Close, Reach, Forceful
    Special Qualities: Winged, weak to silver

    The moon itself knows justice - even beneath the pale moonlight there are laws and oaths and power. It is the waning moon that dispenses such things, and Llika is its highest judge. More worrisome is this werecrow's storied ability to use what is known by the less poetic as the "Justice Field", some sort of manner of self-enforcing law, and when you also create the laws that enforce themselves... the opportunity to abuse it is great. Thankfully it is said Llika is just and fair... unless of course she made a law that made it illegal to doubt her... Instinct: To judge

    • Judge crimes and enforce their sentence
    • Reveal your true form
    • Sense disorder and injustice
    • Summon the Justice Field
    • Blow Kernewys, the West Wind
    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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  • Korron Tavash, Archpriest of the Lunar Infinities Solitary, Large, Stealthy, Divine, Magical, Intelligent, Hoarder, Terrifying
    Triple-Headed Hooked Flail (d10+4 damage 1 piercing) 18 HP 3 armor
    Reach
    Special Qualities: Aura of magnificence, Weak to silver

    Although not the true leader of the cult, Korron is a force to be reckoned with. The most charismatic member of the cult outside of its true leader, and Archpriest of the Lunar Infinities - this intimidating werelion will rarely ever need to fight - having broken the wills of those that dare oppose him, but when forced to fight he is able and willing to unleash terrifying miracles or cut any who manage to close with him to ribbons. But very few get remotely that far. Instinct: To lead

    • Muddle minds and control thoughts with your silver tongue
    • Reveal your true form
    • Unleash overwhelming lunar miracles
    • Blow Kyrratis, the North Wind
    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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  • Sirrys Hange, Warden of the Full Moon Solitary, Huge, Stealthy, Divine, Intelligent, Hoarder, Terrifying
    Huge falchion (b[2d10+9] damage 3 piercing) 26 HP 3 armor
    Reach, Forceful
    Special Qualities: Ursine ferocity, Weak to silver

    The full moon is the moon at its strongest. Sirrys Hange is consequently an agent of the full moon part of the lunar cult at its strongest - its leader. A terrifying sight to behold - a giant before he became a lycanthrope, his werebear status makes him even tougher than would have been believed. His enchanted armour reshapes itself to his changing form, and the huge, silvery falchion that he wields not only cleaves throngs of fools in twain but tears straight through any fortifications that might try to bar his entrance. Practically a living siege weapon. Instinct: To lead

    • Smash through anything in your way
    • Reveal your terrifying true form
    • Blow Sibyllar, the South Wind
    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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  • Vampire Reynold Fortuity Group, Stealthy, Intelligent, Hoarder
    Dagger Throw (b[2d6] damage 1 piercing) 22 HP 3 armor
    Close, Far
    Special Qualities: Arrow Catch / Parry, Speedy

    Vampire Reynold Fortuity has pre-Cognition and cannot be hit by normal means. Any danger heading to him or his allies he can sense. He Secretly has preternatural dexterity and fighting ability Instinct: Survive and play with victims

    • Pre-Cognition
    • Hard - Slice parts off - not limbs
    • Take and throw weapon
    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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  • Vampire Duplicity Horde, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Sword (d8+2 damage) 22 HP 2 armor
    Close
    Special Qualities: Counter Magic, Multiply, Group Attack, Speedy

    Duplicity is able to multiply himself at very little cost to effectiveness. His hit points are distributed throughout his many beings. He is himself in all of them. One for all and all for one. Instinct: Toy with

    • Hard - Group Attack
    • Taunt
    • Multiply roll D10
    • Hard - grab limbs
    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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