Who doesn't love a good monster? I know there's a plethora of third-party publishers that have put out a wealth of creatures for DCC already, but one of my favorite parts of creating adventures is making new monsters from scratch. Players can get pretty jaded after fighting the same monsters for years, and while just changing the dressing on popular monsters--like taking the goblin stat, but calling the creature a 'snogling' and describing it as a small albino-like creature with little jagged razor teeth--can be a great tool, I have a blast making new stats, too.
However, it can be a bit tempting to throw in everything but the proverbial kitchen sink when creating a new creepy-crawly, so I like to both limit myself and give myself creative freedom at the same time. Below I will show my charts for both first- and second-level monsters. And, yes, I know that not all encounters should be tailored to the party's level; this is merely to keep creatures within a certain power level. The randomness of these charts inherently gives creatures both strengths and weaknesses. For example, they could have a really high AC, while having super-low HP, or a really good Fortitude save, but a crappy Will save, etc. I've also provided a few examples of monsters I've created using these charts to show you what you can come up with. The most important rule to remember is: DO NOT LET THE DICE DICTATE. If something doesn't appeal to your taste, fudge it. The main goal here is to create a new monster that, hopefully, you and your players enjoy. I hope you find this useful and have fun with it.
Monster Generation Charts
Creature Type (1d8): use for inspiration ONLY. DICE DO NOT DICTATE!
1: Humanoid; 2: Animal- / Insect-based; 3: Undead; 4: Elemental;
5: Demon/Devil (always has a 50% chance for magic and special ability);
6: Mythological;
7: Mixed (roll 1d6 twice; re-roll doubles. For example, undead insect-based)
7: Mixed (roll 1d6 twice; re-roll doubles. For example, undead insect-based)
8: Use your imagination and come up with something crazy!!!!!!!!!!!
For Level 1 Encounters:
Init: -2 to +1 (1d4)
Atk: -2 to +3 (1d6)
Dam: 1d3, 1d4, or 1d6 (1d3)
Damage bonus: -1 to +2 (1d4)
Monster AC: 10-15 (1d6)
Monster HD: 1-2 (1d2) (d6 for HP)
Act: 1d20 (unless special ability applies)
Magic Ability: 10% chance
Special Ability: 10% chance (Judge can create. Ex: fly, extra attack, fast move, etc.)
Saves--roll individually (Fort, Ref, Will): -1 to +2 (1d4)
Appearance: roll on p. 380 DCC Core book
Details: get creative and change any stats that would make it more applicable.
DON’T LET THE DICE DICTATE!
Example of Level 1:
Hyaline Devil Init +1; Atk -2; Dam 1d6+2; AC 14; (HD 2), HP 10
Act 1d20; Magic nil, Special Ability fly, transparent (50% miss chance).
Once hit, transparency is lost Fort +1, Ref +1, Will -1
Appearance: transparent, 2-foot-tall flying creature / blue devilish 2-foot-tall flying creature.
Details: Hylaline Devils are initially seen as small, transparent flying creatures unless struck by a weapon. Upon being struck, they appear as a blue devilish creature with small horns and wings and overly long, thin legs. They wield bows that shoot black demonfire arrows which deal 1d6+2 damage. Once slain, their bows turn to ash along with their bodies, but any leftover arrows (1d10) may be scavenged.
No Appearing: 1-3
Example of Level 1:
Redgills Init +1; Atk +2; Dam 1d4; AC 14; (HD 1), HP 3
Act 1d20; Magic nil, Special Ability amphibious
Fort -1, Ref +1, Will -1
Appearance: bright red, half fish half frog, amphibious, bipedal creatures.
Details: Redgills are halfling-sized creatures of slimy and scaly red. The upper torso is that of a trout with oversized fins, while the lower body is similar to that of a frog. Redgills generally live underwater, but can easily hop on land, standing erect.They are quite territorial and can be aggressive, especially if their young offspring are present. Their appearance is said to be comical, but laughter soon turns to panic when one is being beaten to death by their massive fins.
No. Appearing: 2-7
For Level 2 Encounters:
Init: -1 to +2 (1d4)
Atk: -2 to +3 (1d6)
Dam: 1d4, 1d6, or 1d8 (1d3)
Damage bonus: -1 to +2 (1d4)
Monster AC: 12-17 (1d6)
Monster HD: 1-2 (1d2) (d8 for HP)
Act: 1d20 (unless special ability applies)
Magic Ability: 20% chance
Special Ability: 20% chance (Judge can create. Ex: fly, extra attack, fast move, etc.)
Each save (Fort, Ref, Will): -1 to +4 (1d6)
Appearance: roll on p. 380 DCC Core book
Details: get creative and change any stats that would make it more applicable.
DON’T LET THE DICE DICTATE!
Example of Level 2:
Norg Init -1; Atk +1; Dam 1d6+2, AC 13 (HD 2), HP 14
Act 1d20 or 2d16 (two weapon fighting); Magic nil, Special Ability: 2 weapons
Fort +2, Ref -1, Will +0
Appearance: corpulent humanoids of yellow skin and rusty weapons for hands.
Details: Norgs are obese humanoids ranging from 7 to 8 feet tall. Instead of hands, a rusty cleaver has been sewn onto each stump at the wrists, and their swollen bodies of yellow flesh are covered in scars and scabs. Fortunately, at least for those unlucky enough to cross their paths, Norgs move awkwardly slow, dragging their jagged cleavers across the ground. It is said that Norgs were created long ago by a foul wizard who ruled this part of the world, using them to inflict terror upon his subjects. Many Norgs were eventually destroyed after the wizard was overthrown, but some still dwell in remote swamps, bogs, and moors.
No. Appearing: 1-4
Very creative,the Norg sounds like a mutant halfling on steroids!
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