Latest Submissions

  • Draconian, Baaz

    Baaz Draconian 2nd Level Troop (humanoid) Initiative: +3HP: 28 AC: 20, PD: 14, MD: 14 Hooked Longsword +7 vs AC: 8 damage Natural Even Miss: 2 damage Death Throe (Turn to Stone): When the creature reaches 0 hit points, it turns into a stone statue. The creature that struck the death blow must succeed on a normal saving throw (11+). On a failure, the weapon that struck the blow becomes stuck in the statue for 1d4+1 rounds. After that time, the statue crumbles to dust and the weapon may be retrieved.
  • Draconian, Bozak

    Bozak Draconian 4th level caster (humanoid)Initiative +5HP: 58AC: 18, PD: 13, MD: 18Warstaff +8 vs AC: 12 damage Spellbook:Magic Missile (At-Will) – Automatic Hit, 8 damage.Sleep (Daily) – Roll 3d20 + 45hp for max HP affected. 8 vs MD, target falls unconcious. (Hard save ends (16) or if target takes 10+ damage)Web (Daily) – 11 vs PD (1d3 enemies in a group) – Target is immobilized (Save ends (11)) Death Throe (Explode): When the creature reaches 0 hit points, it explodes. +10 vs PD to all creatures engaged with the Bozak. 15 damage.
  • Draconian, Kapak

    4th level leader (humanoid)Initiative +5HP: 50AC: 20, PD: 17, MD: 14 Longsword 10 vs AC: 14 damageNatural Even Hit: Contact Poison (Saliva on sword): 3 ongoing poison (save (11) ends) Death Throe (Dissolve): When the creature reaches 0 hit points, it dissolves into a 5-foot wide pool of acid that does 10 damage to any creature engaged with it or enters/remains in that area. The acid evaporates in 1d6 rounds.
  • Indescribable, Awful Horror

    Indescribable, Awful HorrorA pulsating, malodorous, greenish-yellow mass of glistening, slippery flesh that rears upwards on stunted, rubbery legs as you approach. A mass of thick tentacles - some tipped with eyes, and some with spikes and bone - reach out towards you with a demonic hunger. 9th Level Large Wrecker [abberation] Init: +4, HP: 360 AC: 25PD: 23MD: 19 Tentacle Slam: +14 vs AC, 80 damage. (2 attacks per round) Natural Even Hit: The Horror can grab the target.Natural 18-20: The Horror grabs the target and makes a Grasping Grope attack as a free action. Grasping Grope: +18 vs AC, 35 damage. Writhing Tentacles: The Horror can grab up to 1d3 adventurers at a time - roll this check at beginning of combat to reflect how many tentacle-weapons it has.
  • Phase Spider, Juvenile

    Juvenile Phase Spider (Written by Daniel Splitter on G+)Fading in and out of the woods like ghostly, too-many-legged wraiths, the phase spiders are neither here nor there in this world. Of course that means that when they eat you, you could end up only half-eaten... Level 5 Small BeastInitiative +3, 72 HP AC 21PD 15MD 19 Slashing Fang: Melee +11 vs. AC, 18dmg Web Shot: Ranged Quick Action +11 vs. AC, 9dmg and target is Stuck. Spring Back: When staggered immediately makes Web Shot attack against target that staggered it. Phase Spider may disengage freely before this attack.  
  • Phase Spider, Adult

    Juvenile Phase Spider (Written by Daniel Splitter on G+) Fading in and out of the woods like ghostly, too-many-legged wraiths, the phase spiders are neither here nor there in this world. Of course that means that when they eat you, you could end up only half-eaten... Level 7 Medium BeastInitiative +5, 108HP AC 23PD 21MD 17 Slashing Fang: Melee +12 vs. AC, 28dmg Web Shot: Ranged Quick Action +12 vs. AC, 18dmg and target is Stuck. Spring Back: When staggered immediately makes Web Shot attack against target that staggered it. Phase Spider may disengage freely before this attack.
  • Ratling Swarm

    Ratling Swarm (Courtesy of Aaron R, Ash Law, and Graham Poole on G+)Ratlings are like skaven, if you're familiar with Warhammer Fantasy. About 3 foot tall, look like a humanoid rat. They are the result of long ago magical experiments that managed to escape and breed true. Common to sewers, living dungeons, and other underground areas. Vermin, but very cunning and dangerous vermin as they have a super natural ability to control rats. Don't get along with wererats. Often speak broken common. Groups of tiny rats that flood over you and rip and tear, gnaw and nibble, and generally make female barmaids stand on tables and scream. Level 0 mookInitiative: +4, HP: 5 (mook)AC: 15 PD: 13 MD: 10 Frenzied Biting: +5 vs AC, 3 damageTide of Rats: Any enemy ending their turn engaged with the Rat Swarm takes 1 damage.  
  • Rats of Unusual Size

    Rats Of Unusual Size (ROUS') (Courtesy of Aaron R, Ash Law, and Graham Poole on G+)Ratlings are like skaven, if you're familiar with Warhammer Fantasy. About 3 foot tall, look like a humanoid rat. They are the result of long ago magical experiments that managed to escape and breed true. Common to sewers, living dungeons, and other underground areas. Vermin, but very cunning and dangerous vermin as they have a super natural ability to control rats. Don't get along with wererats. Often speak broken common. Larger than their swarming brethren, these ratlings haven't made the evolutionary jump to walking on two legs, and instead scurry around on all fours looking for food and whatever else it is they desire. Most folks don't actually believe they exist. Level 1 troopInitiative +5, HP: 27AC: 16PD: 15MD: 11 Snapping Jaws: +6 vs AC, 5 damageNatural Even Hit: +3 damageRat in a Corner: +1 to attack rolls and +1 to damage when staggered  
  • Ratling Adult

    Ratling Adult (Courtesy of Aaron R, Ash Law, and Graham Poole on G+)Ratlings are like skaven, if you're familiar with Warhammer Fantasy. About 3 foot tall, look like a humanoid rat. They are the result of long ago magical experiments that managed to escape and breed true. Common to sewers, living dungeons, and other underground areas. Vermin, but very cunning and dangerous vermin as they have a super natural ability to control rats. Don't get along with wererats. Often speak broken common. Bipedal ratlings of small size, they stand equal height to a halfling and can sometimes be found using arms and armor. Level 1 troopInitiative: +4, HP: 20AC: 17PD: 13MD: 14 Jagged Knife: +8 vs AC- 4 damageNatural Even Hit: 4 ongoing poisonNatural Even Miss: Ratling pops free of engagementNatural Odd Hit/Miss: Filthy Fever triggersFilthy Fever: If the d20 roll that triggered this is higher or equal to the victim's CON they contract Filthy Fever. Filthy Fever:Roll d6 when you first contract the disease.1. Slight temperature2-3. Shits. You have one less recovery than normal after a full heal-up (usually 7 recoveries) due to fluid loss.4-6. Giggles. You have a hacking cough that sounds like insane laughter, are losing fluids from both ends, and have no appetite You have two less recoveries after a full heal-up (usually 6 recoveries), and can't do anything strenuous and remain quiet. Each day after the first re-roll the effect with a -1. Healing magics give you a further -1. If you ever roll 0 or less you are cured.  
  • Umber Hulk

    Umber Hulk (By Aaron R on G+) Level 6 Large Wrecker (Aberrant)Init: +5HP: 190 AC: 23 PD: 21 MD: 14Rending Claws: +11 vs AC, 42 damage    Natural Even Hit - Gaping Wound: Target takes 10 ongoing damage, save endsGaze of Madness: +9 vs MD, target is Confused (Save ends). This is a quick action, but can only be used once per round.Burrower: The Umber Hulk may Burrow as per the rules on page 200Burrowing Strike: +11 vs AC, 35 damage and the target is Stuck (Save ends). Can only be used on turns after the Umber Hulk has Burrowed.Nastier SpecialsFor the Master: Once per round, the Umber Hulk may take half the damage from an attack that hits a nearby allyDeath Throes: Upon reaching zero HP, the Umber Hulk does 21 damage to all engaged enemies
  • Gibbering Mouther

    Gibbering Mouther (By David Eglington @ Dngns&Drgns) Level 3 (Aberration)Init: +1HP: 48  AC: 17  PD: 13  MD: 17Pseudopod: +8 vs AC - 10 acid damage, and 5 ongoing acid damage. Miss: 5 acid damage.Terrifying utterance: +9 vs MD (1d6 nearby enemies) - 8 psychic damage.Fear: While engaged with this creature, enemies that have 15hp or fewer are dazed (-4 attack) and do not add the escalation dice to their attacks.Amorphous: The Gibbering Mouther has resist weapons 12+Unnatural movement: The Gibbering Mouther can move unhindered through almost any terrain, as well as climb walls and other sheer surfaces with ease.   Icons No-one knows where the abomination that is the Gibbering Mouther came from, or why it was called into existence - one thing is clear to all however, it should not be. They can often be found in use as biological traps in the service of the Diabolist or even the Archmage,  however they are notoriously difficult to control and are ultimately kept at a very long arms length.
  • Flying Monkeys

    Flying Monkeys They fly through the air with the greatest of ease, screaming and howling and pelting you with last night's dinner. Level 2 mookInitiative: +5 AC: 17, PD: 15, MD: 11 HP: 10 (Mook) Bite +5 vs. AC - 4 damageR: Fling Poo +7 vs PD - 3 damage-- On a natural 18+, target is blinded (save ends)  Mook: Kill one mook for every 13 damage you deal to the mob.   
  • Bullywug Warrior

    Bullywug Warrior For maximum fun, have one of the bullywugs (or two of them!) ride the Giant Enemy Crab. Because that's awesome. Level 1 Troop (Humanoid)Init: +4HP: 19 AC: 17 PD: 15 MD: 11Jagged Spear: +9 vs AC, 5 damageNatural 16+: Bullywug pops freeInvisibility: Once per battle, turn invisible until the end of the next turn or until the bullywug attacks. Attacks that hit while invisible do +3 damage.
  • Bullywug Shaman

    Bullywug ShamanLevel 1 Caster (Humanoid)Init: +3HP: 27 AC: 16 PD: 12 MD: 16Staff Strike: +5 vs AC, 4 damagePoison Blast: +6 vs PD, 5 poison damageNatural Even Hit: Target is DazedInvisibility: Once per battle, turn invisible until the end of the next turn or until the bullywug attacks. Attacks that hit while invisible do +3 damage.
  • Giant Enemy Crab

    Giant Enemy CrabLevel 1 Wrecker (Beast)Init: +2HP: 27 AC: 17 PD: 17 MD: 9Claw Strike: +6 vs AC, 6 damageNatural 16+: Make another Claw Strike attackArmored Endurance: Ignore the first 3 damage done in each round.For Massive Damage: Giant Enemy Crab takes 3x damage from critical hits instead of 2x
  • Crab Swarm

    Crab SwarmLevel 1 Mook (Beast)Init: +3HP: 7 each (mook) AC: 16 PD: 16 MD: 11Oh Gods The Claws: +6 vs AC, 5 damage
  • Kuo Toa Warrior

    Kuo Toa WarriorLevel 1 Troop (Humanoid)Init: +3HP: 25  AC: 17  PD: 15  MD: 11 Trident Stab: +6 vs AC, 5 damageNatural Even Hit: Kuo-Toa Warrior can pop free Savage Charge: Do an additional 3 damage when the kuo-toa warrior moves and attacks a new enemy on its turn.  
  • Kuo Toa Monitor

    Kuo Toa MonitorLevel 2 Wrecker (Humanoid)Init: +6HP: 27 AC: 18 PD: 14 MD: 10 Thunder Fist: +10 vs AC, 7 lightning damageSkilled Combo: At the beginning of the Monitor’s turn, roll a d20. On a 15+, the Monitor may make two attacks in the round.Whirling Attack: Creatures engaged with the Monitor at the beginning of its turn take 2 damage Nastier SpecialsLightning Leap: Twice per battle, move twice (if desired) and make the following attack at the end: +9 vs AC, 9 lighting damage. This movement cannot be intercepted.  
  • Kuo Toa Whip

    Kuo Toa WhipLevel 3 Caster (Humanoid)Init: +4HP: 45 AC: 17 PD: 14 MD: 18 Pincer Staff: +7 vs PD, 7 damage and the target is Stuck    Natural 16+: Target is also ConstrainedSlime Salvo: +8 vs AC against 1 nearby target, 10 damageExcoriation of the Dark Gods: 1d3 times per battle, as a quick action, a nearby ally may regain 9 HP and take a +1 to their next attack roll or saving throw Nastier SpecialsLightning Blast: +8 vs PD vs 1d3 nearby enemies, +8 vs PD, 10 lightning damage and the target is dazed. For every 2 Whips nearby, one of them per turn may make this attack as a standard action. This attack may not be used if one of the Whips is Confused, Dazed, Hampered, or Stunned.
  • Oculus

    An anomaly created from one of the Archmage's efforts to create an all-seeing ward, the oculi (uh-kyuu-lai, plural form of oculus) are floating mass of eyeballs, with a giant eyeball and a large set of teeth for its central body.  It's known to fire a kaleidoscope of rays that spell death to those affected by them; an awesome sight to behold, thus they have eventually earned the nickname "Beholder".GM NOTE: Because of how this monster is designed, this creature plus its eyestalks is an average fight for four level 6 PCs. (Originally found here.) Dread OculusLevel 7 Large (Double-Strength) Caster (Aberrant)Init: +10HP: 216AC: 21PD: 18MD: 22Levitation: the dread oculus floats a few inches off the ground, and can fly to a nearby location as a move action, falling back to its normal levitation height at the end of its movement.Gaping Maw, one engaged enemy: +12 vs AC, 28 damage. On a natural 20, make one eyestalk attack as a free action.Central Eye: When an enemy targets the dread oculus with a spell, the dread oculus can roll a save; success means the spell has no effect on the oculus. If the level of the spell is lower than the dread oculus' level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dread oculus is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dread oculus has a save bonus from some other source).Self-Preservation: Once per round as a reaction to an attack while staggered, the dread oculus can redirect the damage it takes to its eyestalks instead.Eye Rays: As a standard action, cause one eyestalk (chosen at random) to attack a nearby enemy.  On a natural even with that eyestalk's attack, make a second eyestalk (chosen at random) attack as a free action.  On a 6+ with the second eyestalk's attack while the dread oculus is staggered, make a third and fourth eyestalk (both chosen at random) attack as a free action.  You cannot use the same stalk for each attack, and if the oculus has less than four eyestalks, all subsequent attacks after the last stalk that hasn't attacked will automatically fail to trigger.Nastier Specials:EyeforCarnage: After the last eyerays attack has been resolved, make a number of eyestalks equal to the escalation die attack as a free action.EyeforanEye: When reduced to 0 HP the dread oculus can cause all remaining eyestalks to become unstuck as a free action.  Once per day the dread oculus can also cause one eyestalk to become unstuck as a standard action while staggered.  The surviving eyestalks all retain the memory of the last creature that the dread oculus faced.GM Note: While this does nothing for the current session, after 1d4+1 sessions (or whenever you feel is appropriate), the eyestalks that survive that long would grow back to full-fledged dread oculi, and would take vengeance on the creatures whose memory they hold on to with utmost hatred.- - - - -Dread Oculus EyestalksTypically oculi have a total of 10 eyestalks, each one having a bit of sentience, although all are under the will of the main eye of the oculus. Each stalk has its own effect and in the face of multiple enemies the eyestalks will collectively try to attack as many as possible.GM Note: Rather than copy-paste the stats of each eyestalk to get 10 eyestalks, each number in the eyerayblast below describes the effect of each eyestalk's attack.  Also, the eyestalks can attack independently of the dread oculus; choose either to have them attack immediately before/after the dread oculus, or roll their initiative separately.Dread Oculus EyestalkLevel 7 Mook Caster (Aberrant)Init: +10HP: 27AC: 19PD: 19MD: 23Attached: Dread oculus eyestalks are stuck to the dread oculus, until unstuck.  Once unstuck, they gain the dread oculus' levitation ability.Eye Ray Blast (close-quarters), one nearby enemy: +12 to hit, target defense and other effects depends on which of the stalks attack.1: Searing: vs. PD, 18 positive energy damage2: Withering: vs. PD, ongoing 18 negative damage and weakened (save ends both)3: Sleep: vs. MD, if the target is staggered, they are unconscious (hard save ends), effect also ends when target takes 10+ damage.  Otherwise they are hampered, weakened and take a -4 penalty to disengage checks (save ends all).4: Telekinesis: vs. PD, target pops free if engaged, and they are forcibly moved to a nearby location5: Hold: vs. PD, target is stuck (save ends)6: Confusion: vs. MD, the target is confused until the end of their next turn7: Fear: vs. MD, 18 psychic damage, and the target is afraid until they move far away from the dread oculus8: Petrify: vs. PD, the target must start making last gasp saves as they turn to stone9: Death: vs. PD, 18 negative energy damage, and the target must start making last gasp saves as they fight for their life10: Disintegrate: vs. PD, 36 damage and 56 ongoing damage.
  • Dwarf Champion

    Dwarf Champion Double-strength 7th level wrecker [HUMANOID] Initiative: +12 AC 23 PD 21 MD 17 HP 220 Skull-splittin' axe +12 vs. AC (2 attacks)---42 damage. Natural 16+: the Champion Dwarf may perform a Demoralizing Shout as a free action. C: Demoralizing Shout: +14 vs. MD (1d3 nearby enemies)---28 ongoing psychic damage. Natural 16-18: While the target is taking the ongoing psychic damage, it is dazed (-4 attacks). Natural 19-20: While the target is taking the ongoing psychic damage, it is hampered and dazed. Escalation die is even:  As a free action, the Champion Dwarf may pop free from any enemy taking psychic damage.
  • Dwarf Honor Guard

    Dwarf Honor Guard 7th level mook [HUMANOID] Initiative: +15 AC 23 PD 21 MD 17 HP 27 (mook) Battle-axe +12 vs. AC---18 damage Natural 16+: the Honor Guard Dwarf may make a second attack as a free action against another target. R: Challenging taunt +15 vs. MD (one nearby or far away unengaged enemy)---As a free action, the target immediately moves toward the Honor Guard Dwarf, attempting to engage it or get as close as possible to it. Limited use: 1/round as a quick action. Nastier Specials: Superior Training: The Honor Guard Dwarf's crit range with melee attacks expands by a number equal to the escalation die.
  • Bat Swarm

    Bat Swarm High-pitched squeaks fill the air as lots of small, carnivorous bats darts forward. Large 2nd level spoiler [beast] Initiative: +4Vulnerability: fire Bites and Claws +7 vs. AC (all engaged enemies)—5 damage and 2 ongoing damage.Natural 16+: target is hampered until bat swarm next turn. AC 18PD 16MD 12HP 60
  • Dryad

    Dryad This beautiful woman has flesh that seems made of wood and green hair that resembles ivy. 2nd level spoiler [plant] Initiative: +4 Dagger +6 vs. AC—4 damage R: Charm Person: +7 vs. MD (one nearby creature) — The target believes the dryad is their friend. If the target is attacked by the dryad or her allies or is ordered to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round. Wildlife Empathy: Dryads can communicate with plants and animals. Tree Stride: A dryad can move into a tree and exit from another tree of the same kind (oak, for example). AC 16PD 16MD 16HP 36
  • Elvin

    Elvin [Faerie creature from Fighting Fantasy books.] They are secretive little beings, only half a metre tall, with delicate features – slanted eyes, pointed ears, thin limbs. They are immensely mischievous and magical, and seem to spend most of their time playing frivolous pranks on one another, and other unfortunate beings too. 1st level spoiler [humanoid] Initiative: +5 Dagger +6 vs. AC—4 damageNatural even hit or miss: The elvin can pop free from the target. R: Telekinesis: +7 vs. AC (one nearby creature)—4 damage R: Dazzle : +6 vs. MD (all nearby enemies)—the target becomes dazeduntil the end of the elvin’s next turn.Natural even hit or miss: 2 damage.Natural 16+: The elvin turns invisible until it becomes engaged or attacks. Flight: The elvin can magically fly and hover only if it is not wounded. AC 17PD 11MD 15HP 22
  • Gelatinous Cube, Lesser

    Gelatinous Cube, Lesser Bits of metal and stone debris are visible inside this quivering cube of slime. Large 2nd level blocker [ooze] Initiative: +1 Slam +7 vs. PD —15 acid damage, and the cube engulfs the target (functions like a grab; see below) if it’s smaller than the cube. Engulf and dissolve: Targets engulfed/grabbed (see page 172) by the cube take 15 acid damage at the start of the cube’s turn but the cube cannot this turn make any attacks. Multiple targets can be held within the cube simultaneously. Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it. Transparent: A DC 20 skill check is required to notice a motionless cube. AC 17PD 15MD 12HP 70
  • Darkmantle

    Darkmantle 1st level [aberration] Initiative: +4 Tentacle +5 vs. AC—6 damageNatural even hit: The darkmantlecan grab the target. Darkness: Once per day. Limited Flight AC 17PD 12MD 10HP 22
  • Witch's Cauldron

    Witch's Cauldron 2nd level blocker [construct] Initiative: +0 Bite +6 vs. PD —5 damageNatural even hit: The cauldron can grab the target.Natural 18 or 20: The cauldron can grab the target and Swallow Whole it as a free action. Swallow Whole +8 vs. PD (one enemy it’s grabbing)—5 damage and 4 ongoing.  Construct  immunity: Cauldron is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. Ignore attacks 11+: When an attack hits this creature, the attacker must roll a natural 11+ on the attack roll or it misses instead. AC 14PD 10MD 9HP 40
  • Tatzlwyrm

    Tatzlwyrm 2nd level troop [dragon] Initiative: +2 Claws and bite +6 vs. AC (2 attacks)—4 damageNatural 16+: The tatzlwyrm can make a poison breath attack as a free action. [Special trigger, no more than once per round] C: Poison breath +6 vs. PD—4 poison damage. Wall-crawler: A tatzlwyrm can climb on ceilings and walls as easily as it moves on the ground. AC 18PD 15MD 11HP 38
  • Demon-Touched Human Swordsman

    *I know it looks like a lot of text, but most of it is just fluff. Holding a blade cursed by a devil, this swordsman commands great and terrible power. The jagged and misshapen blade this swordsman wields is sharper than any razor. The blade wreaks a horrid miasma that kills plants and sickens those who breathe it in for too long. Normally, the blade is kept in a sealed state where it appears like any other long sword, but, when a dark prayer is uttered, it takes its horrid, true form. Level 5 [Humanoid] Initiative: +2 Demonic Blade +10 vs AC 19 Damage On a natural 16+: The target becomes poisoned for 1d3 rounds and takes 5 ongoing poison damage. Let the Hate Flow Through You: When the intensity of battle runs hot enough to bring the swordsman’s blood to a boil, the demon sword sprouts tendrils from its hilt that dig into the swordsman’s arm. These hellish needles inject the swordsman with demonic essence. The swordsman’s skin turns an unnatural red and tiny bumps form on his forehead as a result of this unholy union of man and demon. When the escalation die is at 4+, the damage of the Demonic Blade increases to 22 and it crits on an 18+. Demonic Possession: While the blade may be from hell itself, it cares for its master. Not in the same way that one would care for a friend. It’s more like how one cares for a customer with deep pockets. If its master begins to knock at deaths door, the blade takes over his body and tries it’s best to protect its host. The behavior of the swordsman becomes animal-like and can be best described as a “berserk rage.” When the swordsman’s HP hits 0, it immediately gains 4d6 Temporary HP. The Swordsman’s MD decreases to 13 while in this state. (Don’t be afraid to mention that its MD is lowered in this state, GM.) AC: 20 PD: 19                                              HP: 72 MD: 15