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Monsters

A collection of monsters you can use in your campaigns. For help creating your own, see Creating Quick Monsters.

  • Alligator

    2D6 · 10 HP · 4 DR (13 for D20 variant)

    Swims. If attack hits, succeed on DR Medium Strength roll or grappled. Grappled players cannot move unless they pass a DR Medium Strength check, and suffer D6 slashing damage each turn.

  • Bandit

    D6 · 5 HP · 3 DR (10 for D20 variant)

    Mostly interested in money. Can be bribed.

  • Bat

    D6WR · 2 HP · 3 DR (10 for D20 variant)

    Flying. Attacks in swarms.

  • Basilisk

    D6 · 8 HP · 4 DR (15 for D20 variant)

    If player and basilisk can see each other, player must succeed on DR Medium Speed roll or half of body is turned to stone. Will attack its own reflection.

  • Bear

    2D6 · 10 HP · 3 DR (10 for D20 variant)

    MA2: Bite & Claws

  • Carnivorous Plant

    D6 · 3 HP · 3 DR (10 for D20 variant)

    Cannot move. Look like normal plants until they attack. Vulnerable: Slashing

  • Centaur

    2D6 · 13 HP · 4 DR (13 for D20 variant)

    MA2: Ram with Hooves & Use Sword

  • Centipede (Giant)

    D6 · 7 HP · 3 DR (10 for D20 variant)

    Only attacks if cornered. Can burrow.

  • Clockwork Golem

    D6 · 5 HP · 3 DR (10 for D20 variant)

    Robotic humanoid. Very strong. Follows commands of a creator. Vulnerable: Lightning.

  • Coconut/Pinecone Monster

    D6WR · 3 HP · 4 DR (13 for D20 variant)

    Preferring to attack from afar, they resemble coconuts or pinecones (depending on location) and have a natural armor. Resistant: Slashing. Vulnerable: Fire.

  • Cyclops

    2D6 · HP · 4 DR (12 for D20 variant)

    Very strong. Throws rocks. Horrible vision up-close.

  • Crab

    D6 · 4 HP · 3 DR (10 for D20 variant)

  • Crab (Giant)

    2D6 · 12 HP · 5 DR (16 for D20 variant)

    Crushing Pinch: Does 3D6 damage. Resistant: Bludgeoning, Slashing. Vulnerable: Fire, Lightning.

  • Dragon

    3D6 · 18-20 HP · 5 DR (16 for D20 variant)

    Flying. Breathes fire. MA2: Fire-Breath & Claws. Resistant: Fire

  • Eagle (Giant)

    2D6 · 10 HP · 4 DR (13 for D20 variant)

    Flying. Swoop attack with talons.

  • Elf

    D6 · 7 HP · 4 DR (13 for D20 variant)

    Quick and agile. Expert with bows and swords.

  • Enchanted Objects

    D6WR · 3 HP · 3 DR (10 for D20 variant)

  • Fairy/Pixie

    D6WR · 3 HP · 4 DR (13 for D20 variant)

    Sneaky. Usually doesn't attack outright but sets traps and uses magic to create problems.

  • Gnome

    D6WR · 5 HP · 3 DR (10 for D20 variant)

    Secretive. Master of illusion. Avoid conflict, but will attack in groups if threatened.

  • Gargoyle

    D6 · 8 HP · 4 DR (13 for D20 variant)

    Flying. Appears to be a statue until attacks. Immune: Fire. Resistant: Lightning, Cold

  • Goblin

    D6 · 5 HP · 3 DR (10 for D20 variant)

    Attacks in swarms. Does 2D6 when attacking in a group.

  • Hydra

    2D6 · 15 HP · 4 DR (13 for D20 variant)

    MA3-5 (one for each head). Heads randomly grow back. Resistant: Fire.

  • Ice Monster

    3D6 · 15 HP · 4 DR (13 for D20 variant)

    Throws ice. Can merge into the snow and ice. Immune: Cold. Vulnerable: Bludgeoning, Slashing, Fire.

  • Knight

    D6 · 8 HP · 5 DR (16 for D20 variant)

    Slow in armor. Resistant: Bludgeoning, Slashing. Vulnerable: Fire, Lightning.

  • Kobold

    D6WR · 3 HP · 3 DR (10 for D20 variant)

    Can see in the dark. Hates the sunlight.

  • Kraken

    3D6 · 18 HP · 5 DR (16 for D20 variant)

    Swims. If attack hits, succeed on DR Medium Strength roll or grappled. Grappled players cannot move unless they pass a DR Medium Strength check, and suffer D6 bludgeoning damage each turn.

  • Lava Monster

    3D6 · 15 HP · 4 DR (13 for D20 variant)

    Throws lava balls. Immune: Fire. Vulnerable: Cold.

  • Lizardfolk

    D6 · 4 HP · 4 DR (13 for D20 variant)

    MA2: Weapon & Bite

  • Mammoth

    2D6 · 10 HP · 4 DR (13 for D20 variant)

    Rams with tusks. If attack hits, succeed on DR Medium Strength roll or get knocked down. Resistant: Cold

  • Ogre

    2D6 · 13 HP · 3 DR (10 for D20 variant)

    Smashes things with club. Easy to confuse.

  • Piranha

    D6WR · 3 HP · 3 DR (10 for D20 variant)

    Attack in swarms. If player is injured, ignore WR.

  • Pirate

    D6 · 5 HP · 3 DR (10 for D20 variant)

    Obssessed with treasure. Unskilled fighter.

  • Pirate Captain

    2D6 · 10 HP · 4 DR (13 for D20 variant)

    Obssessed with treasure. Cunning and sneaky.

  • Rat

    D6WR · 2 HP · 3 DR (10 for D20 variant)

    Attacks in swarms.

  • Rock Monster

    3D6 · 15 HP · 5 DR (16 for D20 variant)

    Throws rocks. Resistant: Bludgeoning, Slashing, Fire.

  • Scorpion (Giant)

    2D6 · 12 HP · 4 DR (13 for D20 variant)

    Paralyzing tail sting. Resistant: Fire

  • Shark

    2D6 · 10 HP · 3 DR (10 for D20 variant)

    Swims. If attack hits, succeed on DR Medium Strength roll or grappled.

  • Skeleton

    D6 · 5 HP · 3 DR (10 for D20 variant)

    Move slow. Spring back to life shortly after being knocked out.

  • Slime/Ooze

    D6 · 13 HP · 3 DR (10 for D20 variant)

    Acidic residue does D6WR every turn if it gets on a player's skin. Immune: Acid. Resistant: Bludgeoning

  • Snake (Giant)

    2D6 · 10 HP · 3 DR (10 for D20 variant)

    Bites. Constricts. Constricted players cannot move unless they pass a DR Medium Strength check, and suffer D6 bludgeoning damage each turn.

  • Sorcerer

    2D6 · 10-15 HP · 4 DR (13 for D20 variant)

    Has a wide assortment of powerful spells. Resistant: Magic.

  • Sorcerer's Apprentice

    D6 · 7 HP · 3 DR (10 for D20 variant)

    Knows a limited selection of spells.

  • Spider

    D6WR · 4 HP · 3 DR (10 for D20 variant)

    Can climb walls. Can attack with webs. Can see in the dark.

  • Spider (Giant)

    D6 · 8-10 HP · 3 DR (11 for D20 variant)

    Can climb walls. Can attack with webs. Can see in the dark.

  • Toad (Giant)

    2D6 · 8 HP · 3 DR (10 for D20 variant)

    Can grapple players with strong bite.

  • Townspeople

    D6WR · 5 HP · 3 DR (10 for D20 variant)

    Easily frightened. Will flee rather than fight.

  • Troll

    2D6 · 13 HP · 4 DR (13 for D20 variant)

    Great sense of smell. Heals quickly.

  • Treefolk

    3D6 · 15 HP · 3 DR (10 for D20 variant)

    Move slowly. Vulnerable: Fire, Lightning. Resistant: Bludgeoning.

  • Wolf

    D6 · 7 HP · 3 DR (10 for D20 variant)

    Attack in packs. If attack hits, succeed on DR Medium Strength roll or get knocked down.

  • Yeti

    2D6 · 13 HP · 5 DR (13 for D20 variant)

    Good at stealth and camoflauge. Immune: Cold. Vulnerable: Fire.

  • Witch

    2D6 · 10-15 HP · 4 DR (13 for D20 variant)

    Has a wide assortment of powerful spells. Can shapeshift. Resistant: Magic.