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Monsters by A Person With No Name

  • Prophet of The Crushing Wave Solitary, Magical
    -Claw and (b[2d10] damage) 16 HP 0 armor
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    Special Qualities: -Master of water travel, -Prophet of elmental evil

    Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. Instinct: -Bring the destructive power of water

    • -Lead the cult of water
    • -Magic of water and lightning
    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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  • Shoalar Quanderil Group, Magical, Stealthy, Organized, Intelligent, Hoarder
    -Dagger attacks (d6 damage) 6 HP 4 armor
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    A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a highranking Crushing Wave cultist. He sees Olhydra’s power as a means to making himself as rich as possible. Instinct: -Secretly serve the cult of Water in

    • -Terrorize the river
    • -Lure enemies into ambushes
    • -Spells of utility and water control
    • -Call the Crew
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  • FAthomer Group, Magical, Intelligent
    -Constrict and drown enemies (d8 damage) 6 HP 0 armor
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    Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies Instinct: -Crush enemies to death

    • -Morph into a serpent of pure water
    • -Utility magic
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  • Crushing Wave Priest Group, Magical, Intelligent
    -Dagger (d6 damage) 6 HP 0 armor
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    cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Instinct: -Preach and support the cult

    • -Support cultists with magic
    • -Spells of ice and manipulation
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  • Evil Priest Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Cautious
    Strikes of a sinister mace (d10+4 damage) 12 HP 3 armor
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    Evil version of the classic D&D cleric, armed with both mace and magic. Instinct: Manipulate and subjugate

    • -Conjure evil spells
    • -Speak lies and false promises
    • -Magic of corruption and miasma
    • -Call the servants
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  • Crayfish Solitary, Large
    Deadly pincers (d10 damage) 16 HP 3 armor

    A giant crayfish. It hides under it's lake to attack anything that comes close. Instinct: to feed on those that approach it's lake

    • Attack from it's dark waters
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  • Bandit Lord Solitary, Organized, Intelligent, Hoarder
    Elite weapon (b[2d10+4] damage 2 piercing) 16 HP 1 armor
    Close, Forceful

    The leader of a bandit gang. Instinct: To destroy and plunder

    • Crush enemies with strength and will
    • Rally the band to war
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