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Lunatic Pathos's Up-voted Monsters

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  • Brainy Desert Lizard Group, Stealthy
    Claws and bite (d6 damage) 6 HP 0 armor
    Close
    Special Qualities: Psionic Antenna Ridges, Psychic Immunity Shielding

    These man-sized, stubby-headed, six-legged lizards may be found in one of two states: lazily basking, or in a cannibalistic frenzy. For much of the time, they eat and drink very little, and may be confused for strange rocks. The antenna ridges on their backs collect energy from their surroundings to feed their growing brains. But when they reach a plateau of mental maturity, they must feast on brains to continue to develop. Commonly, this is done via cannibalism. It takes a lot of work for them to crack open the protective casing surrounding the brains ensconced in each other's backs. Luckily, they are able to wield rocks in their forelimbs. It is said that ancient brainy lizards may outstrip human beings in intelligence if they are not first devoured by pteranodon. And rumors exist of lizards with strange powers, perhaps gained by devouring the brains of sorcerers! Instinct: to consume brains

    • Cannibalize its fellows to evolve its intellect
    • Understand and thwart enemy tactics
    • Wield a discarded 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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  • Silver Strand Being Solitary, Huge, Magical, Divine, Amorphous, Intelligent, Planar
    Blinding, searing light (w[2d8] damage) 25 HP 5 armor
    Reach, Ignores Armor, Near

    The Silver Plains are so named for the glittering, metallic pollen that often covers the grains and grasses of the wide fields. The effect is most pronounced when the cycles of life are exaggerated by succession of wildfires and flash floods. Sometimes villagers even report sightings of strand-like clouds drifting across an otherwise clear sky, glowing as though filled with silver-hued sunlight. Both of these phenomena are the product of rare elemental beings drawn to the place due to the astounding lifecycle of the area. These beings formed of the raw energies of creation are an amorphous web of strands of shining silver light, with dozens of malleable heads and limbs. They settle over the grasses to bask, and are quick to discharge their potential on those that disturb them. Though they do not seem to harm, their alien perspective gives them little regard for the will of others. (Use their moves in escalating sequence) Instinct: to revel undisturbed in cycles and growth

    • Heal their wounds and debilities with a gentle touch
    • Clasp them and pour overwhelming, unnerving energy into their form
    • Bond with them, overriding their being with glorious light
    • Wield the bonded living as joyful puppets
    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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  • Moss-slick Guardian Group, Large
    Huge stone pole (w[2d10+4] damage) 10 HP 3 armor
    Forceful, Reach
    Special Qualities: Slippery, Magical senses, Stone body

    These guardians can block a corridor or entryway on their own. A pair or trio can defend a pass or gate. They stand immobile, striking only to dissuade forceful or violent attempts to bypass them, though they've also been known to cripple vehicles. These guardians have spent the ages partly submerged and have gained a coating of slick moss, as well. It might be easy to mistake one for a shambling moss beast, until an attack is forestalled by solid stone. Instinct: To deny passage

    • Block the path with stone limbs and poles
    • Aggressively crush any true, demonstrated threat
    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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  • Good Knight Caellis Group, Intelligent, Cautious
    Glacial Broadsword (b[2d8] damage) 6 HP 5 armor
    Close

    Knight Caellis strives to be the epitome of the shining knight. His glittering mail and glacierglass arms certainly give him the appearance. Caellis rarely removes his helm, wishing to remain a superhuman symbol in the eyes of the peasantry. Instinct: To inspire others to chivalry

    • Fight honorably despite the opponent
    • Wait for them to strike, then parry and riposte!
    • Give quarter to the foe
    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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  • Knight Inquisitor Group, Magical, Organized, Intelligent, Cautious
    Thorny flail (d8 damage) 6 HP 3 armor
    Close

    The Inquisitorial Orders are a new branch of the church, and thus its members are overflowing with zeal. They are assured in their righteousness and apt at carrying others along with them. They bear the crest of their order proudly on tabards and shields. Watch out or they will turn the attention of the mob and true believers on you quite quickly. Instinct: Deliver sinners for trial

    • Bring sins to light with scornful accusations
    • Cast holy symbols of restraint and capture
    • Wield authority over believers
    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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  • Knight Malynn the Colossus Group, Magical, Intelligent
    Stoneskin fists (d8+2 damage 2 piercing) 6 HP 5 armor
    Close, Forceful
    Special Qualities: Permanent Stoneskin Blessing

    Malynn is called the Colossus for a reason. She stands about seven and a half feet tall, though she is lanky rather than bulky. She wears little armor for a knight, just enough to denote her standing and show her colors and heraldry. Likewise, she carries weaponry only as a practical or symbolic matter. A close look or knowledge of her exploits reveal the reason. Malynn has been blessed by her gods with skin and muscle hard as stone. It is quite a sight to see her block a broadsword with a bared forearm or dent armor and shields with a fist. Malynn isn't a fool, but is uncomfortable making important decisions for herself. Instinct: Defend those wiser than she

    • Bear the brunt of the foe's attack
    • Blunt, break, or peel apart the enemies' equipment
    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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  • Lemuel Manymouths Solitary, Large, Divine, Intelligent, Planar, Terrifying
    Biting appendages (b[2d10+4] damage) 22 HP 0 armor
    Reach
    Special Qualities: Several eel-like limbs, Biting mouths everywhere, Demonic fusion of aquatic creatures

    Lemuel has, in the end, been transformed by Sin into a demonic creature. He has melded with the creatures he once fed and now devours rather than butchers. His neck and chest sprout numerous eel-like appendages ending in the mouths of various fish: piranha, barracuda, lamprey, shark, angler. From his waist sprout the heads of monstrous sea lions with many rows of gnarled teeth. The rest of his form is a hybrid of limbs designed for amphibious movement. Instinct: To devour by a thousand nips

    • Attack with a dozen bites from all directions
    • Summon horrors with an offering of flesh
    • Draw them in by several biteholds
    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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  • Cannibal White Seal Solitary, Stealthy, Terrifying
    Vertical maw (d10+4 damage) 16 HP 1 armor
    Close, Forceful
    Special Qualities: Powerful Swimmer, Heat Sense, Uncanny Smell, Unnatural Maw

    This white seal was transformed by Lemuel's powerful Sin into a cannibal. It hunts its own kind, but will not hesitate to taste the viscera of humans that stray too near. It looks like a normal white seal of the Sunless Sea: about the size of a horse, eyeless, albino white, with dark heat sensing patches and a complex nose which gives it an excellent sense of smell in or out of water. Get too close, though, and it splits along its ventral side, revealing a foul-smelling maw made of the teeth and bones of its former meals. Bits of crimson-streaked blubber stick between teeth and bone spurs. Instinct: to taste blood

    • Hunt by smell and heat
    • Appear to be a normal white seal
    • Trap them in a man-sized maw.
    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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  • Lemuel the Butcher Solitary, Intelligent, Planar
    Flaying and butcher knives (d10 damage) 10 HP 1 armor
    Close
    Special Qualities: Inhuman Senses

    Lemuel was once a scout and guide for the nearby settlements. Unfortunately, he was too brash in his exploits, flouting the laws of the Gods as passed down in the ancient rites. Once denied their protection from the madness of the land, he began acting strangely. While transiting the Sunless Sea, he got into an argument with the expedition's cook. A dropped butcher's knife severed one of Lemuel's toes, which tumbled into the water. The guide's keen eyes were transfixed by the sight of a school of fish which tore the gobbet of flesh apart before he could recover it. Before the day was out, the rest of his expedition had been served up to the denizens of the sea. But a proper butcher tests his own wares, does he not? Lemuel's powerful Sin has infested the animals that fed on his compatriots. Instinct: to feed the fish

    • Savagely rend pieces from his foes
    • Feed the sea to summon more demons
    • Fight in the dark by sound and smell
    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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  • Maggot Spirit Solitary, Small, Magical, Devious, Planar, Amorphous
    Ethereal teeth (d6 damage) 19 HP 5 armor
    Close, Ignores Armor
    Special Qualities: Ethereal being.

    Have you lost someone in your life who was important to you? Why can't you remember what color their eyes were anymore? Why has their face become blurry over the months and years? Their smell- what was it? Tobacco? No, why can't you remember the precious details of those you loved? The maggot spirit is why. When the memories are no longer living and growing in your mind, the maggot spirit smells them. It nibbles slowly until the decaying memories are gone. But sometimes it's still hungry, and like its material cousin, sometimes it then bores into the living parts, and then there's pain and blood. Only the pain is mental anguish, the blood is leaking sanity. Only someone who can pierce the veil of the ethereal can help you then. Instinct: To nibble endlessly.

    • Eat away at memories of the dead.
    • When there's no decaying memories left, dig into living mind.
    • Latch onto the soul.
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