Today’s monsters are the 1d6 Clerics, rolling above average, a 4
Clerics are tricky, as everyone views them similarly but differently. Most agree that their power comes from a divine entity, or principle; empowered by the very concept of Justice or perhaps by a Deity of Law for example. Others allow Clerics to have their power granted by raw faith in something that may not even exist, or perhaps just granted by a higher level spellcaster than they are. Others still have divine magic exist as a slightly different version of arcane magic, where the wizardly gestures become ritualistic gestures instead. Whatever your belief, here are a few NPCs that are open enough to be bent and twisted to your desire and inserted into your campaign.
A human who has spent his life in a city, learning it, and using that knowledge of it and the people in it as an ex-guard or law enforcer on hard times, making a living as a private detective.
A half mad gnome tinkerer, whose obsession with the creation of a weapon of mass destruction stems from his loss of everyone close to him and his burning desire for vengeance.
A fallen aasimar whose dedication to the eradication of undeath borders on compulsion. A stalwart follower of Kelemvor, he walks a fine line of life and death, and he is willing to do anything to ensure the sanctity of the natural order.
A goliath warrior, hell bent on protecting his tribe, his fellow soldiers and everything else he holds dear. In his mind his death would be an honourable one, and it is better to die to protect the things you care about than to live without them.
Side note: randomly generated URL ends in “Dope” and makes me smile.
Bag Hags, or the colloquially known “Bag Lady”, are more nuisance than threat. They smell bad, know magic, and are just generally an eye sore in any urban area. Normally robed in thick, black rags of all shapes and sizes, in the guise of various different items of clothing, they tend to make no effort to disguise their ugliness unless it serves a purpose. They steal, hoard, and squat in unused property, shed, and other locations where they expect to be left alone.
Only once a coven forms do Bag Hags become dangerous. Using their coven magic, and working together, Bag Hags can interfere with the running of a town. They ruin trade deals, spread curses, poisons, and diseases, enchant people to obey their will, and even insinuate themselves into position over power through social manipulation, or even kidnapping.
An effective antagonist for a low level campaign, a coven of Bag Hags will surely stick in your mind, and not just because of the smell.
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Awakened tree, created by a ton of magic converging on one spatiotemporal location, Magic Resistance, immunity to most damage types, prismatic spray 3/day, levitation, prismatic wall 1/day, immune to cantrips and 1st-level spells, a few other innate spells, Cha of 16, not evil, 20d[whatever] Hit Dice, regains 1 use of 1 limited-use spell whenever it would take fire damage, immune to fire damage, awaken at will (casting time 1 minute), inflicts Wild Magic Surge on spells cast within x feet, trees it awakens use its stat block, immune to antimagic field, blue leaves, green bark.
Also, straight from my spellchecker, the Wild Magic Surgeon!
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Servants of the Sandman, these fey beings of the Lord of Night’s Court will ensure you get a restful night’s sleep, they cannot however guarantee that you will awaken from your slumber.
The Lord of Night gains much of his power from belief and fear, subsequently the bedtime stories of the sandman have enriched him with both from the minds and hearts of children. His Knights are armed with deadly sand they use to disorientate their foes as they attempt to overwhelm them with their aura or sleep spells.
The Lord of Night keeps his prized adversaries in a grand chamber below his throne room where he holds court. All of his nemesis here are in an eternal slumber, only to be stirred should he have need of them. Whilst they sleep here, their nightmares power the Lord of Night’s magical wards and defenses. Should an intruder activate them, they will find themselves trapped in the nightmare, battling creatures from the depths of some of the darkest imaginations in the feywild.
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The Bugbear Totemic is a slightly more combat capable Bugbear, that can also drop totems that bolster its bugbear allies.
Considered blessed by Hruggek, Bugbear Totemics hold positions of note within Bugbear society, often acting as advisor, guard, and usually considered second-in-command to the chief. When bolstering its allies is not considered a priority (when the Bugbears fight amongst themselves), the Totemic will wade into the fray, swinging its imposing totem greatclub.
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The Bezekira are more commonly referred to as Hellcats. Beasts of fire, brimstone and ash, they are very rarely seen due to their invisible nature. Instead most only ever see an outline, an outline that very closely resembles a lion complete with mane. Hellcats are as strong and agile as their namesake, with a feline grace, but a fiendish cruelty and ferocious nature.
Native to Baator, these fiends sometimes form packs, but usually hunt alone. They are commonplace in Phlegethos, and as such the Pit Fiend Gazra often has his barbed devils head out and capture them, bringing them back to Abriymoch, to kill slaves in his fighting pits for entertainment. Devils enjoy nothing more than the confusion of mortals as they are torn apart by the invisible fiendish lions. Should a Hellcat be slain in the pits, the devils simply release more Hellcats into the arena.
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Today’s monsters are the 1d6 Druids, we’ve rolled another 3 for you all.
Druids lend themselves to being true neutral hippies. Which is fine, you’ve probably played with one and they’re nice enough… We however like to do things a little differently. You could have a Dragonborn Circle of Land Druid whose favoured terrain is Desert, much like our Storm Herald Barbarian, this uncaring Druid would believe in a simple rule “Survival of the Fittest”. As the desert environment is too much for most they would wander and give aid to any heat stricken or dehydrated travellers and urge them to return to safer climates. Any settlement brave enough to make their home in the desert deserves the chance to do so. Although they would surely step in if a desert oasis were being desecrated. Perhaps a Circle of the Moon druid that lives near a coral reef, using their skills to ward off those who seek to damage the reef by luring in and caring for a community dangerous marine life, and wildshaping into a shark if need be.
As for our Druids, today we have;
A Half Orc Druid who wishes for the forest to be left alone, exiled by people and slow to trust but quick to anger. A regular hermit who wishes to be left alone, but can be reasoned with.
An Elven Druid who seeks out the destruction of unnatural undead. Comfortable in urban and rural environments, an experienced slayer of ghouls, ghosts and zombies, this Druid is hunting a Vampire. Will the adventurers get in their way, or help despatch the abomination?
A Firbolg druid who understands nature is more than just trees and wind, that forces from the feywild influence our world as much as our world influences the feywild. They guard over both sides, knowing that if the balance were to tip it would be devastating for everyone.
The intention is that these NPCs can have their own complicated backstories, but obviously they serve as tools for a DM, and like all the best tools they are versatile. The firbolg is good, but if the adventurers are at odds with a powerful Fey the firbolg may seek to stop the adventurers, lest they destroy an entity that might disturb the natural order. In the same vein, the half-orc is evil because they are willing to kill without mercy, but perhaps the adventurers are investigating some missing lumberjacks the Druid has killed or captured, they may be able to come to a peaceful solution, broker peace between the druid and the town, or apologise and leave the woods, advising the villagers to seek their lumber elsewhere… or just kill the druid because adventurers amirite?
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Last night, for the first time, At just about half past ten, For the first time, in history, We had a request from our DM.
It’s raining lizardmen!
The Lizardfolk Brute was actually requested to fill the gap in Lizardfolk monsters for a slightly higher CR lizardfolk that isn’t a King/Queen, or magical.
The Brute is an opportunistic and adaptable fighter, choosing to subjugate the weak and injured rather than challenge a powerful but healthy adversary. Able to trade off damage for AC by using its shield, it can increase in survivability a little.
Arrow to the knee didn’t quite do the job? You’ll certainly be an ex-adventurer once you take a Lizardfolk warhammer to the knee.
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Peat Boggles are much like any other Boggle, small mischievous fey that enjoy nothing more than a laugh at something else’s expense. Peat Boggles however are far more powerful than the average Boggle. Scholars assume this is due to the King of the Peat, a Peat Boggle that is honoured by mortals in traditions and sacrifices. When a village finds itself experiencing bad harvests or bad luck, they know that fortune is just as fickle as the fey. Villagers will leave out milk, honey, meat and ale to appease the faerie folk and rather often, find their fortunes change for the better. Some have theorised that the Peat Boggles merely stop torturing villages with tricks and pranks once fed and watered, others believe the Peat Boggles keep worse things at bay.
Those few people who claim to have met the King of Peat describe him as a taller, slender and more intelligent Peat Boggle, wearing a dark hood. He was heard to have said *“Good and ill. We're like the wind. We blows both ways.”* which is as straightforward an answer as any of the fey lords or ladies may give.
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The Obsidian Golem is at it’s core, a stone golem. It is far more resistant to fire and damage, however, due to the nature of obsidian compared to stone as well as the more advanced construction techniques used in the process of obsidian masonry.
As such, only the wealthiest or most noble families can afford such an extravagant golem. Carved as giant Dwarves they may protect a Royal Dwarven Crypt. In the shape of a long forgotten god, an Obsidian golem may roam the halls of a collapsed pyramid. Deep in the jungles, an Obsidian golem may serve a race of lizardfolk as both protector and altar, as they use it for ritual sacrifice.
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The Hex Troll is a deadly combatant, a troll that blends brute force with pact magic. Twisted and shaped by their pact weapon or manipulated by a powerful entity. There is a lot of ways a Hex Troll can make an interesting encounter or villain for your campaign.
If you would like for the main antagonist for your campaign to be trapped inside a greatsword, the Hex Troll is a fantastic vessel. An ancient mage, unable to be killed for he would just re-emerge from a clone somewhere so an ancient order trapped him inside a sword carved from shadowfell. The sword was lost hundreds of years later, when being transported to a secure vault. The sword was discovered by a troll and the imprisoned mage was able to reach out to the troll’s mind, slowly forming a pact bond. The Troll now listens to the blade implicitly, impressed with it’s power. Perhaps the mage seeks a more powerful vessel, perhaps the mage seeks freedom or perhaps the mage seeks to take over the troll’s body completely.
Alternatively, the weapon may not be sentient, but it’s still magical blade wielded by a Troll; that is dangerous enough. These Hex Trolls have learned a few safe tactics, such as using their magical darkness on the party to disorient as they attack, using their Curse and casting Hex on their targets in order to overwhelm a single foe at a time, often surprising their foes at range with their Eldritch Blasts.
Today’s monsters are the 1d6 Fighters, hello high rollers, looks like we have a 6 today!
(Also, although it’s only day 83, today marks the release of our 100th monster! Hooray!).
Fighters are a naturally diverse bunch, masters of their own various styles. The one thing they have in common is that they usually strive to be the best in their own speciality. Fighters are naturally leaning toward combat, but it’s worth remembering that a cavalier is also an excellent candidate for a shepherd, animal breeder or horse whisperer. A Knight makes a superb diplomat. A scout is an amazing town guard, especially if the town guard deal with issues that happen within a territorial boundary.
Today amongst our NPCs you’ll find some inspiration, whether it be reinforcing some of Tucker’s Kobolds with some heavy artillery, or re-enacting a Knight’s tale.
A Kobold archer that has channeled their draconic magic into long range missiles, raining death and confusion from afar.
A Human cavalier who spends most of their time drinking and gambling in between competitions, preferring the journey from tournament to tournament more than the events themselves, but addicted to the prestige.
An Aasimar knight sworn to protect the weak, however believing the divide between their strength and most others wider than it is. Although well meaning, the arrogance could be their undoing.
A Dwarven monster hunter and survivor of a vampire attack. Having lost everyone to the masquerade of vampires they set about eradicating the thirteen blood sucking abominations, four remain.
A Dragonborn samurai that walks the earth, intervening where they see fit, lending their strength to the downtrodden. Having once served a master, but released of service upon a natural death, they seek the meaning of life, and the purpose of strength.
A Halfling scout who serves as both mascot and scout to a peaceful, yet ever vigilant Kingdom, almost paranoid about their territory being invaded once more by roving bands of undead.
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Another request from our DM for our current campaign, this monster has actually seen a playtest! Adjusted for balance and effectiveness, the Lizardfolk Voodoo Priest fills a niche for a slightly better magic user within the Lizardfolk stock.
Dressed in ceremonial robes, adorned with foul trophies, and wearing a wooden mask, the Voodoo Priest has a selection of magic at its disposal, with a very nasty trick up its arsenal.
The Voodoo Priest attempts to deter attacks against it by sharing its fate with those that threatened it.
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Where there are Lizardfolk tribes and Yuan-Ti Temples, you may even find some of the lesser known breeds of the snake folk. This particular breed, the Ignan, is found within tribes who make their homes near Volcanoes, or naturally occurring breaches to the elemental plane of fire.
Likened to the Salamander, the Yuan-Ti Ignan is a fiery brute that enjoys destruction for destruction's sake, to the point where they often don’t care who they’re inflicting pain upon. They are not popular allies amongst their kin, but begrudgingly respected for their prowess and usefulness. Though often outliving their usefulness causing the tribe to seek an alternative retirement for the cruel troublemakers.
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The Wrecker (or R.E.C.R - Ridiculously Explosive Crushing Robot) is a wizarding creation that started as a practical joke, and has evolved into an arms race.
When they were first created, Wreckers were tiny, designed to break chair and table legs, upset cauldrons, and make pops and bangs to wake up rivals wizards. Over time, they have grown in size and destructiveness.
In their current incarnation, Wreckers are huge siege weapons, and effective at destroying a wizard’s cauldron, tower, creations, and just about any other obstacle that might stand in its way.
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Today’s monster is pretty self explanatory. It’s a mouse, magically created to be a titanic size.
It’s vastness leaves the ground trembling in its wake, and considering the nip a tiny mouse can give, imagine the size of the teeth on this enormous monster. Furthermore, with a tail as thick as the most hardy rope, the mouse is more than equipped to defend itself should the need arise.
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Today’s monsters are the 1d6 Monks, and today we’ve rolled a 2.
Monks, a spiritual fighter, a calm-barian or an elemental bender. Whatever you think of these iron fisted individuals there are a lot of different ways to sit under a waterfall, and even more reasons to. A monk can be almost anyone who trains their mind at the same time as their body, anyone who realises the importance of balance between the two. After that, they specialise, and here our our two specialist NPCS;
A Half-Orc that has dedicated their life to the blade, learning stances, attacks, parries and philosophy. Knowing that half of the battle is the psychology of the opponent, and the other half is putting a sword through them.
A Goliath peace broker, the tribe’s representative to all who may approach for trade and the tribes first line of defense against anyone that will listen. As many wars have been avoided as their causes were misunderstandings, and differences were settled.
In a break from the norm, I decided to try and write a mini-boss monster using the paragon monster rules from the AngryDM (Article 1 & Article 2).
Presenting the Oozing Defender / Glooze. This hermit-crab style ooze coats the inside of a suit of armour and manipulated it amorphous body to control the armour. Slightly clumsy and wobbly on its feet, the armoured shell is deceptively agile and the ooze is wonderfully swift with a blade.
When it’s armour is destroyed the ooze comes forth, super sticky and strong in its own right, it is equally, if not more threatening without its armoured shell.
Serving equally well as a second-in-command or lieutenant for a low powered BBEG, just as well as a BBEG in its own right, or as a simple, challenging minion of Jubilex, loot whores should beware.
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Today’s monsters are the 1d6 Clerics, rolling above average, a 4
Clerics are tricky, as everyone views them similarly but differently. Most agree that their power comes from a divine entity, or principle; empowered by the very concept of Justice or perhaps by a Deity of Law for example. Others allow Clerics to have their power granted by raw faith in something that may not even exist, or perhaps just granted by a higher level spellcaster than they are. Others still have divine magic exist as a slightly different version of arcane magic, where the wizardly gestures become ritualistic gestures instead. Whatever your belief, here are a few NPCs that are open enough to be bent and twisted to your desire and inserted into your campaign.
A human who has spent his life in a city, learning it, and using that knowledge of it and the people in it as an ex-guard or law enforcer on hard times, making a living as a private detective.
A half mad gnome tinkerer, whose obsession with the creation of a weapon of mass destruction stems from his loss of everyone close to him and his burning desire for vengeance.
A fallen aasimar whose dedication to the eradication of undeath borders on compulsion. A stalwart follower of Kelemvor, he walks a fine line of life and death, and he is willing to do anything to ensure the sanctity of the natural order.
A goliath warrior, hell bent on protecting his tribe, his fellow soldiers and everything else he holds dear. In his mind his death would be an honourable one, and it is better to die to protect the things you care about than to live without them.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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I really want to see Fiendish Dire Giant Rodents-Of-Unusual-Size of Unusual Size.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Today’s monster is the Bag Hag.
Side note: randomly generated URL ends in “Dope” and makes me smile.
Bag Hags, or the colloquially known “Bag Lady”, are more nuisance than threat. They smell bad, know magic, and are just generally an eye sore in any urban area. Normally robed in thick, black rags of all shapes and sizes, in the guise of various different items of clothing, they tend to make no effort to disguise their ugliness unless it serves a purpose. They steal, hoard, and squat in unused property, shed, and other locations where they expect to be left alone.
Only once a coven forms do Bag Hags become dangerous. Using their coven magic, and working together, Bag Hags can interfere with the running of a town. They ruin trade deals, spread curses, poisons, and diseases, enchant people to obey their will, and even insinuate themselves into position over power through social manipulation, or even kidnapping.
An effective antagonist for a low level campaign, a coven of Bag Hags will surely stick in your mind, and not just because of the smell.
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Awakened tree, created by a ton of magic converging on one spatiotemporal location, Magic Resistance, immunity to most damage types, prismatic spray 3/day, levitation, prismatic wall 1/day, immune to cantrips and 1st-level spells, a few other innate spells, Cha of 16, not evil, 20d[whatever] Hit Dice, regains 1 use of 1 limited-use spell whenever it would take fire damage, immune to fire damage, awaken at will (casting time 1 minute), inflicts Wild Magic Surge on spells cast within x feet, trees it awakens use its stat block, immune to antimagic field, blue leaves, green bark.
Also, straight from my spellchecker, the Wild Magic Surgeon!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Today’s monster is the Sleepless Knight
Servants of the Sandman, these fey beings of the Lord of Night’s Court will ensure you get a restful night’s sleep, they cannot however guarantee that you will awaken from your slumber.
The Lord of Night gains much of his power from belief and fear, subsequently the bedtime stories of the sandman have enriched him with both from the minds and hearts of children. His Knights are armed with deadly sand they use to disorientate their foes as they attempt to overwhelm them with their aura or sleep spells.
The Lord of Night keeps his prized adversaries in a grand chamber below his throne room where he holds court. All of his nemesis here are in an eternal slumber, only to be stirred should he have need of them. Whilst they sleep here, their nightmares power the Lord of Night’s magical wards and defenses. Should an intruder activate them, they will find themselves trapped in the nightmare, battling creatures from the depths of some of the darkest imaginations in the feywild.
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Today’s monster is the Bugbear Totemic.
The Bugbear Totemic is a slightly more combat capable Bugbear, that can also drop totems that bolster its bugbear allies.
Considered blessed by Hruggek, Bugbear Totemics hold positions of note within Bugbear society, often acting as advisor, guard, and usually considered second-in-command to the chief. When bolstering its allies is not considered a priority (when the Bugbears fight amongst themselves), the Totemic will wade into the fray, swinging its imposing totem greatclub.
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Today’s monster is the Hellcat.
The Bezekira are more commonly referred to as Hellcats. Beasts of fire, brimstone and ash, they are very rarely seen due to their invisible nature. Instead most only ever see an outline, an outline that very closely resembles a lion complete with mane. Hellcats are as strong and agile as their namesake, with a feline grace, but a fiendish cruelty and ferocious nature.
Native to Baator, these fiends sometimes form packs, but usually hunt alone. They are commonplace in Phlegethos, and as such the Pit Fiend Gazra often has his barbed devils head out and capture them, bringing them back to Abriymoch, to kill slaves in his fighting pits for entertainment. Devils enjoy nothing more than the confusion of mortals as they are torn apart by the invisible fiendish lions. Should a Hellcat be slain in the pits, the devils simply release more Hellcats into the arena.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monsters are the 1d6 Druids, we’ve rolled another 3 for you all.
Druids lend themselves to being true neutral hippies. Which is fine, you’ve probably played with one and they’re nice enough… We however like to do things a little differently. You could have a Dragonborn Circle of Land Druid whose favoured terrain is Desert, much like our Storm Herald Barbarian, this uncaring Druid would believe in a simple rule “Survival of the Fittest”. As the desert environment is too much for most they would wander and give aid to any heat stricken or dehydrated travellers and urge them to return to safer climates. Any settlement brave enough to make their home in the desert deserves the chance to do so. Although they would surely step in if a desert oasis were being desecrated. Perhaps a Circle of the Moon druid that lives near a coral reef, using their skills to ward off those who seek to damage the reef by luring in and caring for a community dangerous marine life, and wildshaping into a shark if need be.
As for our Druids, today we have;
A Half Orc Druid who wishes for the forest to be left alone, exiled by people and slow to trust but quick to anger. A regular hermit who wishes to be left alone, but can be reasoned with.
An Elven Druid who seeks out the destruction of unnatural undead. Comfortable in urban and rural environments, an experienced slayer of ghouls, ghosts and zombies, this Druid is hunting a Vampire. Will the adventurers get in their way, or help despatch the abomination?
A Firbolg druid who understands nature is more than just trees and wind, that forces from the feywild influence our world as much as our world influences the feywild. They guard over both sides, knowing that if the balance were to tip it would be devastating for everyone.
The intention is that these NPCs can have their own complicated backstories, but obviously they serve as tools for a DM, and like all the best tools they are versatile. The firbolg is good, but if the adventurers are at odds with a powerful Fey the firbolg may seek to stop the adventurers, lest they destroy an entity that might disturb the natural order. In the same vein, the half-orc is evil because they are willing to kill without mercy, but perhaps the adventurers are investigating some missing lumberjacks the Druid has killed or captured, they may be able to come to a peaceful solution, broker peace between the druid and the town, or apologise and leave the woods, advising the villagers to seek their lumber elsewhere… or just kill the druid because adventurers amirite?
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Lizardfolk Brute.
Last night, for the first time,
At just about half past ten,
For the first time, in history,
We had a request from our DM.
It’s raining lizardmen!
The Lizardfolk Brute was actually requested to fill the gap in Lizardfolk monsters for a slightly higher CR lizardfolk that isn’t a King/Queen, or magical.
The Brute is an opportunistic and adaptable fighter, choosing to subjugate the weak and injured rather than challenge a powerful but healthy adversary. Able to trade off damage for AC by using its shield, it can increase in survivability a little.
Arrow to the knee didn’t quite do the job? You’ll certainly be an ex-adventurer once you take a Lizardfolk warhammer to the knee.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Peat Boggle.
Peat Boggles are much like any other Boggle, small mischievous fey that enjoy nothing more than a laugh at something else’s expense. Peat Boggles however are far more powerful than the average Boggle. Scholars assume this is due to the King of the Peat, a Peat Boggle that is honoured by mortals in traditions and sacrifices. When a village finds itself experiencing bad harvests or bad luck, they know that fortune is just as fickle as the fey. Villagers will leave out milk, honey, meat and ale to appease the faerie folk and rather often, find their fortunes change for the better. Some have theorised that the Peat Boggles merely stop torturing villages with tricks and pranks once fed and watered, others believe the Peat Boggles keep worse things at bay.
Those few people who claim to have met the King of Peat describe him as a taller, slender and more intelligent Peat Boggle, wearing a dark hood. He was heard to have said *“Good and ill. We're like the wind. We blows both ways.”* which is as straightforward an answer as any of the fey lords or ladies may give.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Obsidian Golem.
The Obsidian Golem is at it’s core, a stone golem. It is far more resistant to fire and damage, however, due to the nature of obsidian compared to stone as well as the more advanced construction techniques used in the process of obsidian masonry.
As such, only the wealthiest or most noble families can afford such an extravagant golem. Carved as giant Dwarves they may protect a Royal Dwarven Crypt. In the shape of a long forgotten god, an Obsidian golem may roam the halls of a collapsed pyramid. Deep in the jungles, an Obsidian golem may serve a race of lizardfolk as both protector and altar, as they use it for ritual sacrifice.
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Today’s monster is the Hex Troll.
The Hex Troll is a deadly combatant, a troll that blends brute force with pact magic. Twisted and shaped by their pact weapon or manipulated by a powerful entity. There is a lot of ways a Hex Troll can make an interesting encounter or villain for your campaign.
If you would like for the main antagonist for your campaign to be trapped inside a greatsword, the Hex Troll is a fantastic vessel. An ancient mage, unable to be killed for he would just re-emerge from a clone somewhere so an ancient order trapped him inside a sword carved from shadowfell. The sword was lost hundreds of years later, when being transported to a secure vault. The sword was discovered by a troll and the imprisoned mage was able to reach out to the troll’s mind, slowly forming a pact bond. The Troll now listens to the blade implicitly, impressed with it’s power. Perhaps the mage seeks a more powerful vessel, perhaps the mage seeks freedom or perhaps the mage seeks to take over the troll’s body completely.
Alternatively, the weapon may not be sentient, but it’s still magical blade wielded by a Troll; that is dangerous enough. These Hex Trolls have learned a few safe tactics, such as using their magical darkness on the party to disorient as they attack, using their Curse and casting Hex on their targets in order to overwhelm a single foe at a time, often surprising their foes at range with their Eldritch Blasts.
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Today’s monsters are the 1d6 Fighters, hello high rollers, looks like we have a 6 today!
(Also, although it’s only day 83, today marks the release of our 100th monster! Hooray!).
Fighters are a naturally diverse bunch, masters of their own various styles. The one thing they have in common is that they usually strive to be the best in their own speciality. Fighters are naturally leaning toward combat, but it’s worth remembering that a cavalier is also an excellent candidate for a shepherd, animal breeder or horse whisperer. A Knight makes a superb diplomat. A scout is an amazing town guard, especially if the town guard deal with issues that happen within a territorial boundary.
Today amongst our NPCs you’ll find some inspiration, whether it be reinforcing some of Tucker’s Kobolds with some heavy artillery, or re-enacting a Knight’s tale.
A Kobold archer that has channeled their draconic magic into long range missiles, raining death and confusion from afar.
A Human cavalier who spends most of their time drinking and gambling in between competitions, preferring the journey from tournament to tournament more than the events themselves, but addicted to the prestige.
An Aasimar knight sworn to protect the weak, however believing the divide between their strength and most others wider than it is. Although well meaning, the arrogance could be their undoing.
A Dwarven monster hunter and survivor of a vampire attack. Having lost everyone to the masquerade of vampires they set about eradicating the thirteen blood sucking abominations, four remain.
A Dragonborn samurai that walks the earth, intervening where they see fit, lending their strength to the downtrodden. Having once served a master, but released of service upon a natural death, they seek the meaning of life, and the purpose of strength.
A Halfling scout who serves as both mascot and scout to a peaceful, yet ever vigilant Kingdom, almost paranoid about their territory being invaded once more by roving bands of undead.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Lizardfolk Voodoo Priest.
Another request from our DM for our current campaign, this monster has actually seen a playtest! Adjusted for balance and effectiveness, the Lizardfolk Voodoo Priest fills a niche for a slightly better magic user within the Lizardfolk stock.
Dressed in ceremonial robes, adorned with foul trophies, and wearing a wooden mask, the Voodoo Priest has a selection of magic at its disposal, with a very nasty trick up its arsenal.
The Voodoo Priest attempts to deter attacks against it by sharing its fate with those that threatened it.
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Today’s monster is the Yuan-Ti Ignan.
Where there are Lizardfolk tribes and Yuan-Ti Temples, you may even find some of the lesser known breeds of the snake folk. This particular breed, the Ignan, is found within tribes who make their homes near Volcanoes, or naturally occurring breaches to the elemental plane of fire.
Likened to the Salamander, the Yuan-Ti Ignan is a fiery brute that enjoys destruction for destruction's sake, to the point where they often don’t care who they’re inflicting pain upon. They are not popular allies amongst their kin, but begrudgingly respected for their prowess and usefulness. Though often outliving their usefulness causing the tribe to seek an alternative retirement for the cruel troublemakers.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Wrecker.
The Wrecker (or R.E.C.R - Ridiculously Explosive Crushing Robot) is a wizarding creation that started as a practical joke, and has evolved into an arms race.
When they were first created, Wreckers were tiny, designed to break chair and table legs, upset cauldrons, and make pops and bangs to wake up rivals wizards. Over time, they have grown in size and destructiveness.
In their current incarnation, Wreckers are huge siege weapons, and effective at destroying a wizard’s cauldron, tower, creations, and just about any other obstacle that might stand in its way.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the “Size-of-a-Field” Mouse.
Today’s monster is pretty self explanatory. It’s a mouse, magically created to be a titanic size.
It’s vastness leaves the ground trembling in its wake, and considering the nip a tiny mouse can give, imagine the size of the teeth on this enormous monster. Furthermore, with a tail as thick as the most hardy rope, the mouse is more than equipped to defend itself should the need arise.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monsters are the 1d6 Monks, and today we’ve rolled a 2.
Monks, a spiritual fighter, a calm-barian or an elemental bender. Whatever you think of these iron fisted individuals there are a lot of different ways to sit under a waterfall, and even more reasons to. A monk can be almost anyone who trains their mind at the same time as their body, anyone who realises the importance of balance between the two. After that, they specialise, and here our our two specialist NPCS;
A Half-Orc that has dedicated their life to the blade, learning stances, attacks, parries and philosophy. Knowing that half of the battle is the psychology of the opponent, and the other half is putting a sword through them.
A Goliath peace broker, the tribe’s representative to all who may approach for trade and the tribes first line of defense against anyone that will listen. As many wars have been avoided as their causes were misunderstandings, and differences were settled.
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Today’s Monster is the Oozing Defender.
In a break from the norm, I decided to try and write a mini-boss monster using the paragon monster rules from the AngryDM (Article 1 & Article 2).
Presenting the Oozing Defender / Glooze. This hermit-crab style ooze coats the inside of a suit of armour and manipulated it amorphous body to control the armour. Slightly clumsy and wobbly on its feet, the armoured shell is deceptively agile and the ooze is wonderfully swift with a blade.
When it’s armour is destroyed the ooze comes forth, super sticky and strong in its own right, it is equally, if not more threatening without its armoured shell.
Serving equally well as a second-in-command or lieutenant for a low powered BBEG, just as well as a BBEG in its own right, or as a simple, challenging minion of Jubilex, loot whores should beware.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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I hope we'll get to see some of these in the homebrew section. ;)
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