THE BEAST

The Beast is an affront to the gods. Its hatred for light and life compels its cruel assault on the helpless villagers. It hides in the Dungeon, biding its time and sending its minions forth to terrorize the Villagers. What will slake its thirst for terror, blood, and murder?


Your sword.

RANDOM BEAST GENERATOR

The Beast is a purposeful enemy: it has a goal and works to achieve it. The Beast commands minions to do its bidding and terrify the Villagers into submission. The Beast has a secret weakness that can be used against it to great effect. If you could discover the weakness and use the knowledge against the Beast you might just stand a chance.

MONSTERS AND MINIONS

The wilds are vast and the cosmos ancient. Cursed beings malformed by the Eldritch Kings’ unholy experiments in the elder days wander still. They hunger for flesh and thirst for vengeance against those who walk in the light. These are the things that go bump in the night.


MONSTER NPCs

  • Monsters are defined by their Level

  • Monsters have Life points (LP) equal to their Level x 5

  • To attack or defend against a monster, a PC must make an Ability roll against a Target number (TN) of 10 + the monster’s Level

  • A standard monster attack does its Level damage (DAM) to the PC’s Life points

  • Some monsters have special attacks or abilities unique to them that may do more or less damage


Some monsters will have obvious goals and reactions to the PCS. For others, roll on the following table as needed:

MONSTER REACTION

1) Hostile/Kill/Eat: The monster will violently attack the PCs

2) Trick (Ally/Surrender): The monster will trick the PCs

3) Threaten: The monster will behave aggressively to scare the PCs.

4) Wait for PCs to act: The monster will react to the PCs actions.

5) Withdraw/Flee: The monster will try to flee the scene.

6) Ally/Surrender: The monster will join the PCs or surrender.

MONSTER MORALE

Most monsters value their lives! If it seems that they are in danger of being slain, the last player to damage the monster should make a CHA roll to test monster morale. On a failure, the monster may flee. Roll for monster morale when:

  • a single powerful monster loses more than half of its Life

  • the leader of a group of monsters is slain

  • more than half of a group of monsters is slain

MONSTER LOOT

Generally, a monster will carry its Level x 25 in coins as a standard prize. For unintelligent monstrous beasts, the GM may substitute pelts, horns, or claws of a similar value.

MONSTER LIST

KEY

# = Level LP = Life points TN = Target Number DAM = Attack damage Notes outline unique attacks or deviations from the above.


AQUATIC MONSTERS


1 Shark (1) (LP5) (TN11) (DAM1)

Predatory fish with endless hunger

Note: Feeding Frenzy: May attempt a second attack after a successful hit

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2 Merfolk (2) (LP10) (TN12) (DAM2)

Reclusive ancient civilization of the deep ocean.

Note: Net: DEX roll to avoid being bound in net. Roll DEX to untangle self.


3 Fish People (3) (LP15) (TM13) (DAM3)

Vile fish-headed followers of an ancient cosmic demon.

Note: May call ally shark 1 x battle


4 Giant Crocodile (4) (LP20) (TN14) (DAM4)

Prehistoric swamp denizen

Note: Tail Swipe: (DAM4) to all adjacent targets

5 Sea Serpent (6) (LP30) (DAM6)

Rage-filled, ship-eating sea dragon

Note: Breach: May submerge and surprise attack resulting in disadvantage to defender on alternate turns


6 Kraken (10) (LP50) (TN20) (DAM10)

Tentacled leviathan of legend

Note: Tentacles: 8 x per round; captures enemy until disadvantage STR roll made.


BEASTS


1 Swarm (1) (LP5) (TN11) (DAM1)

Small stinging, biting creatures like insects, bats, or rats.

Note: Sting DAM1 to all adjacent targets; double damage from area effects


2 Giant Rat (1) (LP5) (TN 11) (DAM1)

Cat-sized, disease-ridden vermin.

Note: CON roll vs. Disease (wound) at end of battle if damage suffered


3 Ape (2) (LP10) (TN12) (DAM2)

Huge semi-intelligent jungle primates

Notes: may attack at range by throwing rocks or debris


4 Dire Wolf (2) (LP10) (TN12) (DAM2)

Enormous, intelligent horror wolves

Note: May howl to call 1d4 Level 1 wolf allies once per battle


5 Bearhawk (3) (LP15) (TN13) (DAM3)

Enormous, ornery feathered bear creature

Note: STR roll vs. bearhug after taking damage; on failure may not defend or act until successful STR roll is made.


6 Giant Lizard (4) (LP20) (TN14) (DAM4)

Massive reptiles with slashing tails.

Note: Tail swipe: Knock down all adjacent targets (1/turn)


DEMONS

1 Imp (2) (LP10) (TN12) (DAM2)

Tiny and cruel tricksters that delight in tormenting innocents.

Note: Can turn invisible once per turn; reappears when attacking


2 Heckhound (3) (LP15) (T13) (DAM3)

Fire-eyed black dogs of heck.

Note: Tireless: never rolls morale; Keen Senses: cannot be surprised


3 Devil (4) (LP20) (TN14) (DAM4)

Horned humanoid messenger of the lower planes.

Notes: May hurl flame as a ranged attack 2 x per turn; May teleport to move normal distance.


4 Concubus (5) (LP25) (TN15) (DAM5)

Seductive shape-changing demons of deceit and guile.

Note: Enthralling Aura: all nearby roll CHA each turn vs. missing their action; Vampiric Kiss: steal 5LP from victim


5 Heck Fiend (7) (LP35) (TN17) (DAM7)

Cruel taskmasters, diabolic generals.

Note: Fireball - twice per battle all targets in 20’ radius roll DEX vs. fire damage (DAM8); Cruel: may make a second attack against a target if the first is successful


6 Royal Demon (10) (LP50) (TN20) (DAM10)

Demonic rulers of heck’s many layers.

Note: Heckstorm: once per battle all nearby enemies take fire DAM11 (duration 3 rounds); Terror Aura: all enemies roll CHA each turn vs. roll at disadvantage.


DRACONIC

1 Flying serpent (1) (LP5) (TN11) (DAM1)

Small bat-winged fire serpent

Note: Spit fire: Spray fire at nearby adjacent enemies for DAM2 once per battle


2 Dragonfolk (2) (LP10) (TN12) (DAM3)

Humanoid dragon war-mages

Note: Armor: May ignore one attack per battle; Control fire: may call nearby flames to attack enemies; Healing Flames: regain LP from fire


3 Drake (3) (LP15) (TN13) (DAM3)

Thick scaled, flightless dragon dogs

Note: Scaly armor: Takes only half damage on physical attacks


4 Wyvern (5) (LP25) (TN15) (DAM5)

Semi-intelligent mid-sized dragonling

Note: Fire breath: DAM5 to all facing enemies


5 Hydra (7) (LP35) (TN17) (DAM7)

Many-headed draconic monstrosity

Notes: Each head attacks for DAM4 bite or elemental DAM4 ranged attack per round


6 Great Wyrm (10) (LP50) (TN20) (DAM10)

Cruel, cunning ancient dragon.

Note: Gust of Wind: Roll STR vs. being knocked prone; Tail Whip: DAM5 vs all adjacent enemies; Fire Breath: DAM11 against all facing enemies (½ damage on success); Fear Aura: CHA start of battle vs. all rolls at disadvantage, reroll each round on failure to overcome fear.


MAGICAL CONSTRUCTS

1 Animated Object (1) (LP5) (TN11) (DAM1)

Magically animated odds ‘n ends

Note: Damage type based on object; Mindless: Never rolls morale


2 Gargoyle (2) (LP10) (TN12) (DAM2)

Living stone guardian demon

Note: Stoneskin: ½ damage from physical attacks; Mindless: never rolls morale


3 Animated Armor (2) (LP10) (TN12) (DAM2)

Magically animated suit of armor

Note: Shield & Pauldrons: ignore 1 physical attack per turn; Mindless: never rolls morale


4 Golem (3) (LP15) (TN13) (DAM3)

Semi-intelligent construct

Note: Smash: DAM6 attack; Stomp: adjacent enemies knocked prone; Mindless: never rolls morale


5 Elemental (4) (LP20) (TN14) (DAM4)

Beings of elemental energy

Note: Elemental form: regains LP from own elemental energy, deals elemental damage, travels through own element at will


6 Genie (7) (LP35) (TN17) (DAM7)

Conjured sorcerers of the elemental planes

Note: Elemental form: regains LP from own elemental energy, deals elemental damage, travels through own element at will; Magic wish: may grant a single wish to a character it is indebted to; Conjure items: can conjure an item once per battle



FAIRYFOLK

1 Pixie (1) (LP5) (TN11) (DAM1)

Tiny, chaotic forest sprites

Note: Nimble: disadvantage to hit; Tiny: DAM1; Sleep: CON vs sleep


2 Elf (2) (LP10) (TN12) (DAM2)

Icy stewards of the fey realms

Note: Rapid fire: Make two bow attacks per round; Elven accuracy: defend bow attacks at disadvantage; Misty step: may move as teleport once per battle


3 Dwarf (2) (LP10) (TN12) (DAM2)

Stout miners of elder mountains

Note: Berzerk: gain advantage to attack but disadvantage to defend; Spiked Armor: DAM1 on failed melee attacks against dwarf; Immune to poison


4 Hag (4) (LP20) (TN14) (DAM4)

Evil magic crones of the swamps

Note: Evil eye: CHA roll vs ongoing 2DAM per turn and random wound; Summon swarm: a swarm of creatures appears to harry enemies; Mask: the hag can appear to be another form


5 Pentacorn (6) (LP30) (TN16) (DAM6)

Mean-spirited five-horned cousins of the unicorn

Note: Rush: moves with lightning speed to charge attack every nearby enemy 3 x per battle; Poison: Horn attack does lingering 1DAM until successful CON roll made


6 Fairy Sovereign (8) (LP40) (TN18) (DAM8)

Cruel and beautiful fairy rulers

Note: Oakskin: ignore damage from attacks 3 x per battle; Enthralling Aura: all nearby roll CHA each turn vs. missing their action


GIANTKIN

1 Ogre (4) (LP20) (TN14) (DAM4)

10 foot tall primitive brutes

Note: Ill-tempered and easily enraged; fear magic


2 Ettin (4) (LP20) (TN14) (DAM4)

Two-headed, monstrous ogre

Note: Attacks twice per round


3 Cyclops (5) (LP25) (TN15) (DAM5)

20 foot tall, one-eyed giants

Note: Poor vision: advantage to Hide unseen


4 Hill Giant (5) (LP25) (TN15) (DAM5)

20 foot tall, ravenous giant

Note: dim-witted and easily tricked. Attacks with an uprooted tree.


5 Mountain Giant (6) (LP30) (TN16) (DAM6)

25 foot tall stone-skinned giant

Note: Boulder: Throws a boulder as ranged attack to damage adjacent foes


6 Frost Giant (7) (LP35) (TN17) (DAM7)

Pale skinned giant-gods of the northern wastes

Note: Immune to cold damage; attended by 1d4 polar bears


GOBLINOIDS

1 Goblin (1) (LP5) (TN11) (DAM1)

Small, stinking, tricksters that live underground and in closets

Note: Hide in shadows: disadvantage on WIS rolls to notice; Cowards: advantage on CHA morale rolls against them


2 Goblin Shaman (2) (LP10) (DAM2)

Magic-using goblin priests

Note: Sparks: nearby enemies roll WIS vs disadvantage to next roll; Poof: goblin shaman disappears and reappears nearby; Poison cloud: nearby enemies roll CON vs ongoing DAM1/turn until success


3 Bugbear (3) (LP15) (TN13) (DAM3)

Large, hairy and sneaky goblins

Note: Ambush: free surprise attack


4 Hobgoblin (3) (LP15) (TN13) (DAM3)

Larger, militaristic goblin leaders

Note: Armor: defend two successful attacks with armor and shield


5 Goblin Sovereign (4) (LP20) (DAM4)

Fey-touched rulers of Goblin Town

Note: Compelling Stare: roll WIS vs unable to attack Goblin Lord next round; Sacrifice: a goblin leaps in front of a successful attack against the Goblin Lord, 2 x per battle; Charm: roll WIS vs attacking on Goblin Lord’s behalf


6 Troll (5) (LP25) (TN15) (DAM5)

Huge, wicked goblinoids

Note: Regeneration: regain LP6 at the start of every turn; will return from death unless burned; Fire: max LP reduced by fire damage, roll morale whenever fire used to attack


HUMANS

1 Bandit (1) (LP5) (TN11) (DAM1)

Garden variety thief, raider, mercenary or ne’er-do-well

Note: May be brigands, deserters, fugitives, poachers, slavers, or outlaws


2 Cultist (2) (LP10) (TN12) (DAM2)

Zealous followers of evil gods

Note: Poisoned dagger: on successful hit, roll CON vs DAM1 ongoing until success; Vile blessing: heal an ally for LP3


3 Knight (3) (LP15) (TN13) (DAM3)

Well-armored soldiers and lords

Note: Armor: wears armor and a shield to defend against two successful PC attacks


4 Assassin (4) (LP20) (TN14) (DAM4)

Cruel and crafty professional killers

Note: Assassinate: always gets an initial surprise attack at double damage; Counter-attack: counterattacks for DAM1 against missed attacks


5 Druid (5) (LP25) (TN15) (DAM5)

Worshipers of the gods of the deep woods

Note: Animal shape: may take the shape of an animal at will; Summon beasts: may summon 1d6 L2 creatures to fight; Oakskin: as per spell


6 Warlock (5) (LP25) (TN15) (DAM5)

Wielders of immense arcane energy

Note: Elemental Bolt: as per spell; Counterspell: as per spell; Teleport: as per spell; Raise Dead: as per spell


INSECTOID

1 Tarnish Bug (1) (LP5) (TN11) (DAM1)

Dog-sized bugs that eat metal.

Note: Metal that touches a rust monster instantly crumbles to rust. Roll CHA for Magical Items.


2 Ember Beetle (1) (LP5) (TN11) (DAM1)

Large, heat producing beetles

Note: Antenna glow as torch for 1d6 days after being removed


3 Cadaver Centipede (3) (LP15) (TN13) (DAM3)

Human-sized centipedes

Note: roll CON vs paralysis for 2d4 turns


4 Giant Spider (3) (LP15) (TN13) (DAM3)

Human-sized, intelligent spider

Note: Poison: On successful hit target must roll CON vs double damage; Web: On successful hit must roll STR to break free


5 Giant Scorpion (4) (LP20) (TN14) (DAM4)

Horse-sized scorpion beast

Note: Combo: Attacks once with claw and once with sting; Poison sting: roll CON vs instant KO


6 Death Worm (9) (LP45) (TN19) (DAM9)

100-foot-long burrowing worm

Note: Swallow hole: Target is swallowed hole on a critical fail dodge taking damage every turn until worm is slain


MONSTROUS

1 Beastkin (2) (LP10) (TN12) (DAM2)

Lizardfolk, troglodytes, pig-faced orcs and sundry

Notes: Larger groups may include an L3 Leader


2 Copycat (3) (LP15) (TN13) (DAM3)

Shape changing, sticky monster that disguises itself as mundane objects in wait for prey

Note: Roll STR on successful hit to avoid being grappled and suffering disadvantage to rolls until free


3 Cubic Jelly (4) (LP20) (TN14) (DAM3)

10-foot cube of clear acidic jelly

Note: Invisible: Roll WIS to avoid surprise; Absorb: on successful hit roll STR vs being absorbed. If absorbed, roll STR at disadvantage to break free.


4 Manticore (6) (LP30) (TN16) (DAM6)

Man’s face, lion’s body, bat’s wings

Note: Tail spikes: May shoot 6 DAM3 tail spikes per round. 24 spikes total.


5 Basilisk (6) (LP30) (TN16) (DAM6)

Horse-sized magical lizard

Note: Petrifying gaze: If meeting gaze roll CON vs stiffen (round 1) and turn to stone (round 2). To avert gaze, all rolls against basilisk at disadvantage


6 Necrotic Goo (7) (LP35) (TN16) (DAM6)

Ravenous blob of mindless black goop

Note: Split: Successful melee attacks against pudding create L2 Goo; Acidic: Roll CHA after successful melee attack vs destroyed weapon, non-magical armor is destroyed when used; Sticky: the goo can climb walls


UNDEAD

1 Skeleton (1) (LP5) (TN11) (DAM1)

Reanimated skeletal remains

Note: Bony: half damage from arrows.


2 Zombie (2) (LP10) (TN12) (DAM2)

Mindless walking dead

Note: Initiative: always act last; Reanimate: reanimate unless brain destroyed as an action after death; Zombie Rot: roll CON vs disease


3 Ghoul (2) (LP10) (TN12) (DAM2)

Ravenous flesh eating undead

Note: Paralysis: on successful hit target paralysed for 1d6 turns


4 Shadow (4) (LP20) (TN14) (DAM4)

Evil haunting shadow ghosts

Note: Incorporeal: only damaged by magic; Vitality drain: roll CON vs wound lasting until Shadow is slain or dispelled; Surprise: always gains surprise attack in first round


5 Wraith (6) (LP30) (TN16) (DAM6)

Incorporeal undead monsters

Note: Incorporeal: only damaged by magic; Life Drain: roll CON vs permanent -1 to Ability score


6 Lich (10) (LP50) (TN20) (DAM10)

Corrupt, undead wizards

Note: Decaying Energy: DAM6 ranged attack vs all enemies, target takes wound; Summon undead: 4d6 skeletons or 2d6 zombies; Mage armor: ignore 3 attacks per battle; Counterspell: negate a single cast spell