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Monsters by Seeonee

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  • Valkyrie Solitary, Divine, Intelligent, Undead
    cursed glaives (d8+4 damage ignores armor) 18 HP 4 armor
    Close, Necrotic, Reach
    Special Qualities: Terrifying, Six wings

    Six-winged angels of black glass. They wield longspears and glaives in their crusade to bring fresh souls before Herne the Hunter. Instinct: to gather souls

    • Dive through the Abyss
    • Necrotize living flesh
    • Predict a foe's actions
    • Claim a soul for Herne
    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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  • Unquiet Ghost Group, Divine, Undead
    cursed swords (d8 damage) 11 HP 1 armor
    Close
    Special Qualities: terrifying

    Ghosts of black glass, swearing allegiance to the god of death. Instinct: to linger

    • Haunt the living
    • Dive through the Abyss
    • Flock to death
    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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  • Ifrit Blade-dancer
    Enchanted rapiers (2d4 damage) 5 HP 7 armor
    Close, Near
    Special Qualities: Rune barrier

    Instinct: to strike down tyrants

    • Fight with many floating weapons
    • Recharge its barrier from a light source
    • Perform a floating rush
    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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  • Fliskerwill Solitary, Magical, Intelligent
    Bladed fins (w[2d8] damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: Vanish into the water

    Instinct: to infiltrate

    • Eavesdrop from a waterway
    • Summon or become a tidal wave
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  • Trow Solitary, Large, Divine, Magical, Intelligent, Planar
    Crystal boulders (d12 damage) 26 HP 1 armor
    Ignores Armor
    Special Qualities: Regeneration, Crystal hide

    Trolls that roam the spirit and mortal worlds. Huge, covered in lichen and veins of quartz. They speak a garbled, guttural tongue that few understand, but their meaning is often clear: to destroy and to take. Instinct: to take the home of another

    • Retreat to gather strength
    • Send will-o'-the-wisps to flank enemies
    • Raise a mist wall to teleport itself or enemies through
    • Terraform the environment with its blood
    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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  • Xeno the Tear Solitary, Magical, Stealthy, Intelligent
    Rune-tipped claws (w[2d10] damage 1 piercing) 5 HP 8 armor
    Close
    Special Qualities: Rune barrier

    Xeno is a crowned ifrit with a long history as an assassin and mercenary. His ability to open portals through water or mist means nothing can keep him from his victims. However, his work 18 years ago hunting down seers has left him with a distaste for blood. He doesn't have much empathy, but he will always search for solutions that let him keep his weapons at rest. His nickname derives from the tiny scar he carves into his victims (dead or alive). Instinct: to do the impossible without leaving a trace

    • Offer a nonviolent solution... for a price
    • Reach through mist to stab or steal
    • Teleport through water
    • Recharge his rune barrier from a nearby source of light
    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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  • Toldrammil, High-elf Mummy Solitary, Magical, Divine, Devious, Intelligent, Hoarder, Terrifying
    Spells of gnawing ice and sand (d8+2 damage) 18 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Withered skin and bones held together by arcane scrolls

    Once a prince of Brae, Toldrammil was slain during the Clouded War by a soothsayer. His family brought him back to his homeland and laid his magically-preserved body to rest, along with his favorite artifacts and relics. In a mark of honor, he and his crypt were enchanted to awaken and protect their funeral wealth against intruders. Instinct: to curse those who awakened it

    • Drain an item of its magic
    • Cast a spell to freeze metal and armor
    • Suck the breath from its foe's frozen lungs
    • Hang a sword of creeping doom over his 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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  • Trickster Solitary, Stealthy, Devious
    Knives, throwing daggers (d8 damage 1 piercing) 12 HP 0 armor
    Close, Ignores Armor

    Tricksters laugh as they watch you die, then roll you over to pluck their poisoned blades out of your back. Nowhere else will so much flowing silk conceal so many hard points and quick deaths. Instinct: to best by trickery

    • Attack from behind
    • Dash between foes to turn their attacks on each other
    • Poison her foes
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  • Skird Raider Group, Stealthy, Intelligent
    Spear, teeth, claws (2d4 damage 2 piercing) 6 HP 0 armor
    Close, Near
    Special Qualities: Wolf mount

    Raiders form close pacts with their wolves, and fight in perfect tandem. Whether scouting the veldt or rushing to the front line, the raiders' speed is unmatched. They will harry foes from a distance with nips and thrusts before dismounting to flank their quarry up close. Instinct: to outrun her prey

    • Pounce on a downed foe
    • Flank an enemy between her spear and her wolf
    • Race the 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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  • Skird Warchief Group, Organized, Intelligent, Cautious
    grandword, war banner, horn of command (b[2d6] damage) 8 HP 2 armor
    Close, Reach, Near

    When it comes to battlefield presence, warchiefs are second only to jarls. Adorned in massive pelts of wolves and ermine, they wield grandswords and blood-red banners of their clans. Most dangerous are the banded horns they wear at their hip; one trumpet blast, and their army arrives to repel any foe. Instinct: to fight for glory

    • Plant a banner that magically walls the battlefield
    • Blow his horn to summon aid
    • Trip and weaken an enemy
    • Fend off many foes at once
    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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