Keeping up the killing floor love (the others haven’t told me to stop yet!), today we have the gorefast.
This angry undead will begin sprinting towards its enemies the moment it is damaged, or when it gets close to them. It will then begin swinging its long arm-blade with expert and furious accuracy. As it nears death, the gorefast’s attacks become faster and more furious, and only its death will halt its assault.
A combination of clots and gorefasts can make for a much more dynamic encounter with the undead rather than skeletons and zombies, as the varying speeds and different tactics of the monsters and the players will play a much greater part in their survival.
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Another Punday Monday, another day we’re too busy to come up with one! Continuing the Killing Floor theme, the bloat is an off-putting undead that likes to get near then vomit blinding acid on you. Though slow moving, the bloat can take a good deal of punishment and finds unnatural speed on death. Most threateningly, the bloat provides a big target for other smaller undead to advance behind.
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The Grave Siren is exactly what you’d think it is, a plant-like zombie that lures in creatures so it can eat them whole. There’s a joke in there about male zombies are from mars and female zombies are venus fly traps… but that’s not the point. The point is your adventurers will probably assume this singing zombie is just a sad, hapless undead that mourns a lost love… until it tries to eat them, and depending on how you describe its bites they might just assume one of the party is trying to make out with a hot zombie.
For the more genre-savvy adventurers, the grave siren comes equipped with several enchanting spells for dealing with would-be cockblockers. When all else fails, the grave siren relies on her impressive oral skills to cast spells like shatter. Be sure to combine spells like command to drop an important object with shatter for full nuisance effect when able. If the bard does manage to seduce this monster, feel free to inflict a severe case of crotch rot, the grave siren isn’t picky about partners.
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The soul keeper is ideal for a mid-level boss, able to hit and run by attacking the adventurers and then plane-shifting away to fight another day. The soul keeper has access to powerful magic that can severely alter your adventurers plans and whilst not the most powerful combatant directly, its healing abilities and spells make it a tougher customer than it first appears. Combined with its immensely lethal blade, the soul keeper has some built in motivations that make it easy to hate.
I’d suggest using it if a powerful necromancer has died, and giving them a number of souls they must take, or some specific souls belonging to particular people, before coming back as a later stage boss. The soul keeper’s reaping blade is also an interesting weapon for your adventurers, they might need to obtain it to resurrect someone slain by the soul keeper or perhaps a hexblade wants a unique pact weapon?
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The Decibrachi is one of those things that has too many limbs and moves in a creepy fashion, horror movie gold in other words. If you want your adventurers to fight the undead in an underground tomb where they are literally crawling on the walls (licker/alien style). It also steals life from the adventurers, making it unsettling and tougher to kill.
Lore wise, these are high quality bonegrafted undead. Difficult to make due to their specialist “parts” and finickity construction, not to mention the muscle and skin grafting. Animated by rituals similar to create undead, but with far more expensive components. Used as guards and traps, a Decibrachi with access to secret tunnels is both an excellent scout and active deterrent.
Be sure to play up the eerie way in which they move and click their teeth, just to give your players the chills.
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The soul keeper is ideal for a mid-level boss, able to hit and run by attacking the adventurers and then plane-shifting away to fight another day. The soul keeper has access to powerful magic that can severely alter your adventurers plans and whilst not the most powerful combatant directly, its healing abilities and spells make it a tougher customer than it first appears. Combined with its immensely lethal blade, the soul keeper has some built in motivations that make it easy to hate.
I’d suggest using it if a powerful necromancer has died, and giving them a number of souls they must take, or some specific souls belonging to particular people, before coming back as a later stage boss. The soul keeper’s reaping blade is also an interesting weapon for your adventurers, they might need to obtain it to resurrect someone slain by the soul keeper or perhaps a hexblade wants a unique pact weapon?
100% guarantee this guy will show up as the boss of one of my dungeon crawls. Thank you for this guy. CR9 is perfect.
It’s our 400 day anniversary and we wanted to put out some bonus content, so here are 6 monsters in one day for you all.
Rounding out(ish) the Killing Floor repertoire (with exemptions made for some monsters that are functionally very similar), the above monsters bolster the ranks of the undead.
The Crawler and an insectoid humanoid undead that while physically weak, typically appears in numbers and from where you least expect it, including above, below, the side, the window, and occasionally even a locked room.
The Stalker is an invisible menace, stalking its prey while near undetectable, attacking, then falling back to repeat the process. Listen for the laughs, they’ll tell you when they’re near.
The Flesh Banshee will scream until you have blood coming out of your ears. Her screams are loud enough to knock cannonballs out of the air, so you know its going to do some serious damage if you’re standing next to it.
The husk can bombard you with fireballs from up to 300 feet away, or more. Igniting people and objects like napalm, and exploding on death, they need to be killing quickly but also given plenty of space. Tactical positioning is advised.
The Scrake is the Bruce Campbell of the undead. Wielding a terrible grievous blade (because chainsaws don’t exist in high fantasy), the scrake will cut you and make you bleed. A lot. And then when you try and kill it, it will enter a blind rage and make everyone else bleed too.
The Fleshpound. Even the name sounds unpleasant. Whether it is exacting its pound of flesh from you, or simply pounding your flesh, never has a name been more apt.
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Come and tell us how the encounter goes, obviously we don't get a chance to play test much of what we write (or we'd never have time for anything else!)
Much love.
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As a creation, the Schmooze is a unique kind of monster, somewhere between an ooze and a doppleganger with features of other stuff in there too. It’s probably not going to cause a TPK but it could certainly upset a player or two, and should open up a lot of possibilities for some fun encounters.
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The Filcher is designed to annoy, not kill your ~~players~~ Adventurers. A conversion from 3.5e this little guy is tricky, because it doesn’t have an inbuilt risk of murdering anyone unless they’re already really weak, however for a lot of adventurers losing some gold is worse than losing some hit points. Hit points come back when you rest, gold doesn’t.
I’d advise using the Filcher sparingly, as it’s an easy monster to overdo. Most players won’t have fun if their stuff is stolen, especially not if they feel it’s just a DM trying to be a dick, or use an in game method to solve an out of game issue like accidentally giving the Paladin a Holy Avenger which makes everyone else jealous and then using this to steal it away. That is bad feels, compounded with bad feels. Instead, using this monster to steal away something plot sensitive is fine, as long as the intent is for the adventurers to track down the Filcher’s lair and regain the item (and some other things from its loot-pile too!).
Stealing a bag of coins is frustrating but fair if they have a chance to stop the Filcher’s escape. Stealing a bag of food during a long journey is funny, as it forces the players into a tight spot where they might have to forage and perhaps eat the wrong kind of berries. If you want to have a “travel session” I suggest having the adventurers encounter a Filcher or two, having their supplies stolen (especially if they have a ring of sustenance etc), and then allow them to forage for food. This would only work without a nature inclined party member, but if they find some “magic” mushrooms and go on a little LSD trip, it could be quite the adventure. I’d suggest ending it with the Adventurers arriving at their destination town, realising it is under attack from Marauding Treants. Once victorious, they’re so exhausted they pass out. Once conscious perhaps the town guard might explain that they charged out of the forest, turned around and started fighting the trees before they all collapsed and were brought in for their own safety.
Or you know… Steal the fighter’s heirloom sword and then make him chase a Filcher through an obstacle course before it goes Ethereal and then the party have to track it with great difficulty and then give the sword back along with a small stash of gold, bottlecaps, rusty daggers and a magic leather ring.
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Today's monster is a request from one of our punday winners. Ceranai's droplet of old god blood is in itself a far realm disease infecting the world.
The madness emanating from the Blood of Kassogtha allows its influence to spread throughout the world creating cultists and followers, even if they're not fully aware of this fact.
The blood of Kassogtha is ideal for a more subtle intrigue campaign. The blood itself isn't likely to kill your players but fighting it can drive them quite mad as every time they hurt it, they just spread its influence. If the blood makes its home in a sewer system expect the local residents to become careless, and the population will resemble a disease ridden Petri dish.
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While tempting to take today off and make a 404 not found joke, we thought it best to make a monster that instead your adventurers wouldn’t find. These powered up invisible stalkers are magical assassins and expert thieves. If you’re anything like me, you’ve got a few nobles who’ve been more than a little perturbed by the adventurers. Some of these nobles are able to afford the finest in summoners, and will set these greater invisible stalkers out to steal back a magical item or exact revenge on the party.
Even if you don’t, perhaps there is a rune or glyph with one of these elementals contained within acting as an invisible guard. Invisible stalkers are excellent foes for higher level parties that have resources or tricks to reveal or deal with their invisibility. I’d personally have a greater invisible stalker inside my vault, and when the adventurers break in, well the rush of air is just air escaping a locked vault right? The pressurised air attacks must simply be some sort of magical trap or extremely quick arrows. It might take the adventurers a moment to realize what the vaults defenses really are, which is always fun. (Although they might piece it together if they do some recon, because why else send a summoner to their vault every week to reinforce its defenses?)
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In every great library, it’s common to find a librarian that seems to have been residing in his post for longer than anyone can remember. Even when someone does remember the previous librarian, they find that they bear an uncanny resemblance to the new one, if not in appearance then certainly in their mannerisms.
The book wyrm is a dragon with a very unique goal in life. Content to live a quiet life, finding joy in the books and tomes that they collect, most book wyrms rarely reveal their true selves, and if they do, only to the most trusted of book lovers.
I love the idea of using this for a party who are searching for a book, or a certain piece of knowledge. A library to explore, and a treasure horde up of books.
Remember to scroll down, todays monster is actually four ages of dragon!
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It’s punday monday, and today’s pun is the unlikely fusion of an ooze and an elder god. Embodying a fraction of the mortal dread that only an elder god can really create, the Cubethulu terrifies is prey before advancing forward to engulf them.
Running this as a monster, it’s great for party control, the obvious solution is ranged attacks but pairing this with something that can take advantage of that, or even multiple cubethulus, should create an entertaining encounter that forces players to really think about how they resolve it.
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Grave slugs are gross, even when your adventurers defeat them it should be a pyrrhic victory because despite being victorious, they are covered in unmentionable goop and the smell is gutwrenching. Grave slugs only concerns are devouring flesh, in order to continue to secrete mucus. If a Grave slug begins to run low on mucus it will often imitate a corpse in order to get creatures to come close before it attacks them.
A Grave slug will grab and move any enemy to its mucus trail and either leave them to waste into the necrotic slime, or attempt to devour them if no other threats are nearby. The Grave slug will sometimes attempt to use its sticky trail to separate adventurers by laying sticky traps ahead of their movement.Often Grave slugs are by the side of their bonegrafters, acting as an eager unliving waste disposal unit.
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Continuing with this week’s theme of oozes and slimes, is the Ooze Spider. With a hard carapace this tiny ooze is tougher than your average ooze, however as is so often the case it’s real strength is in numbers, a swarm of these tiny beasts becoming a terrifying prospect, especially when it just looked like a stalactite just a second ago.
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It might sound like an unappetising flavour of jelly, or corn with terrible texture, but it’s actually the bones of a dead unicorn, animated by a wibbly wobbly ooze.
An update to the Jeleton, this is simply an ooze that won the corpse jackpot. The Unicorn’s natural magic fuels the oozes twisted version, and allows for a far smoother takeover of the host body. Obviously the jelecorn should be a rare encounter, but your adventurers could potentially be asked to make one if they’re learning to the side of evil and need some unicorns blood/horn anyway, as most alchemists dream of getting their hands on some necroradiant ooze.
Should your players encounter a jelecorn it will likely be close to an abandoned unicorn’s grove, in some sort of tomb or dungeon that the ooze escaped before latching onto the skeletal remains of the unicorn, or perhaps even killing a sleeping or wounded one.
By the way, first person to recount a story of using the Jelecorn against some players who decide to use the ooze as health potions and the die by impaling themselves on its horn trying to heal themselves and failing the saving throw wins a prize.
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The last of our slimy monsters, this tiny monster can prove to be a nasty shock in an underwater encounter. When a moment ago their biggest problem was the ink cloud impairing their sight, suddenly they are struggling with colleagues who don’t seem quite themselves.
I wanted this to be a nice low CR monster, something you could tag onto a giant or even normal octopus to give an encounter something different to play with.
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The illigator is not just some sick lizard, it’s a giant crocodile that has undergone ceremorphosis and now has a penchant for brain sucking. Connected to the elder brain’s hive mind, the twisted illithid perfects the art of ambushing and killing prey. Able to use its new form to burrow through the earth as easily as it swims through water; the illigator is an all-terrain predator that excels in the underground lakes, tunnels and swamps of the underdark.
The illithids preternatural intelligence allows it to cast psionic spells to assist in its hunt. While mind flayers prefer not to transform lowly beasts into their image, the illigator is a useful killing tool. In your campaigns, perhaps the illithids have captured and created an illigator as a guardian for their operations, akin to a guard drake. Alternatively maybe a tadpole has escaped into the wild and created an illigator which is upsetting the local ecosystem. This could be a fun consequence of the adventurers driving out and destroying a small illithid operation, having a tadpole escape or be stolen in the resulting chaos and power vacuum.
Alternatively if you’re running a lovecraftian campaign, perhaps reflavour the illigator as a servant of Sebek, the crocodile god. Either way, I hope your adventurers tread likely because despite the illigator’s whimsical name, it should be taken seriously… lest they suffer an extreme case of lightheadedness.
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Today’s monster is the Gorefast.
Keeping up the killing floor love (the others haven’t told me to stop yet!), today we have the gorefast.
This angry undead will begin sprinting towards its enemies the moment it is damaged, or when it gets close to them. It will then begin swinging its long arm-blade with expert and furious accuracy. As it nears death, the gorefast’s attacks become faster and more furious, and only its death will halt its assault.
A combination of clots and gorefasts can make for a much more dynamic encounter with the undead rather than skeletons and zombies, as the varying speeds and different tactics of the monsters and the players will play a much greater part in their survival.
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Today’s monster is the Bloat.
Another Punday Monday, another day we’re too busy to come up with one! Continuing the Killing Floor theme, the bloat is an off-putting undead that likes to get near then vomit blinding acid on you. Though slow moving, the bloat can take a good deal of punishment and finds unnatural speed on death. Most threateningly, the bloat provides a big target for other smaller undead to advance behind.
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Today’s Monster is the Grave Siren.
The Grave Siren is exactly what you’d think it is, a plant-like zombie that lures in creatures so it can eat them whole. There’s a joke in there about male zombies are from mars and female zombies are venus fly traps… but that’s not the point. The point is your adventurers will probably assume this singing zombie is just a sad, hapless undead that mourns a lost love… until it tries to eat them, and depending on how you describe its bites they might just assume one of the party is trying to make out with a hot zombie.
For the more genre-savvy adventurers, the grave siren comes equipped with several enchanting spells for dealing with would-be cockblockers. When all else fails, the grave siren relies on her impressive oral skills to cast spells like shatter. Be sure to combine spells like command to drop an important object with shatter for full nuisance effect when able. If the bard does manage to seduce this monster, feel free to inflict a severe case of crotch rot, the grave siren isn’t picky about partners.
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Today’s Monster is the Soul Keeper.
The soul keeper is ideal for a mid-level boss, able to hit and run by attacking the adventurers and then plane-shifting away to fight another day. The soul keeper has access to powerful magic that can severely alter your adventurers plans and whilst not the most powerful combatant directly, its healing abilities and spells make it a tougher customer than it first appears. Combined with its immensely lethal blade, the soul keeper has some built in motivations that make it easy to hate.
I’d suggest using it if a powerful necromancer has died, and giving them a number of souls they must take, or some specific souls belonging to particular people, before coming back as a later stage boss. The soul keeper’s reaping blade is also an interesting weapon for your adventurers, they might need to obtain it to resurrect someone slain by the soul keeper or perhaps a hexblade wants a unique pact weapon?
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Today’s Monster is the Decibrachi.
The Decibrachi is one of those things that has too many limbs and moves in a creepy fashion, horror movie gold in other words. If you want your adventurers to fight the undead in an underground tomb where they are literally crawling on the walls (licker/alien style). It also steals life from the adventurers, making it unsettling and tougher to kill.
Lore wise, these are high quality bonegrafted undead. Difficult to make due to their specialist “parts” and finickity construction, not to mention the muscle and skin grafting. Animated by rituals similar to create undead, but with far more expensive components. Used as guards and traps, a Decibrachi with access to secret tunnels is both an excellent scout and active deterrent.
Be sure to play up the eerie way in which they move and click their teeth, just to give your players the chills.
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100% guarantee this guy will show up as the boss of one of my dungeon crawls. Thank you for this guy. CR9 is perfect.
"Not all those who wander are lost"
Today’s monsters are as follows:
Crawler
Stalker
Flesh Banshee
Husk
Scrake
Fleshpound
It’s our 400 day anniversary and we wanted to put out some bonus content, so here are 6 monsters in one day for you all.
Rounding out(ish) the Killing Floor repertoire (with exemptions made for some monsters that are functionally very similar), the above monsters bolster the ranks of the undead.
The Crawler and an insectoid humanoid undead that while physically weak, typically appears in numbers and from where you least expect it, including above, below, the side, the window, and occasionally even a locked room.
The Stalker is an invisible menace, stalking its prey while near undetectable, attacking, then falling back to repeat the process. Listen for the laughs, they’ll tell you when they’re near.
The Flesh Banshee will scream until you have blood coming out of your ears. Her screams are loud enough to knock cannonballs out of the air, so you know its going to do some serious damage if you’re standing next to it.
The husk can bombard you with fireballs from up to 300 feet away, or more. Igniting people and objects like napalm, and exploding on death, they need to be killing quickly but also given plenty of space. Tactical positioning is advised.
The Scrake is the Bruce Campbell of the undead. Wielding a terrible grievous blade (because chainsaws don’t exist in high fantasy), the scrake will cut you and make you bleed. A lot. And then when you try and kill it, it will enter a blind rage and make everyone else bleed too.
The Fleshpound. Even the name sounds unpleasant. Whether it is exacting its pound of flesh from you, or simply pounding your flesh, never has a name been more apt.
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Great to know that our monsters are getting used!
Come and tell us how the encounter goes, obviously we don't get a chance to play test much of what we write (or we'd never have time for anything else!)
Much love.
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Today’s Monster is the Schmooze.
As a creation, the Schmooze is a unique kind of monster, somewhere between an ooze and a doppleganger with features of other stuff in there too. It’s probably not going to cause a TPK but it could certainly upset a player or two, and should open up a lot of possibilities for some fun encounters.
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I used the Booze? The OOze made of ale. It was hated hard for my players.
Hombrewing and roleplaying a lot.
Today’s Monster is the Ethereal Filcher.
The Filcher is designed to annoy, not kill your ~~players~~ Adventurers. A conversion from 3.5e this little guy is tricky, because it doesn’t have an inbuilt risk of murdering anyone unless they’re already really weak, however for a lot of adventurers losing some gold is worse than losing some hit points. Hit points come back when you rest, gold doesn’t.
I’d advise using the Filcher sparingly, as it’s an easy monster to overdo. Most players won’t have fun if their stuff is stolen, especially not if they feel it’s just a DM trying to be a dick, or use an in game method to solve an out of game issue like accidentally giving the Paladin a Holy Avenger which makes everyone else jealous and then using this to steal it away. That is bad feels, compounded with bad feels. Instead, using this monster to steal away something plot sensitive is fine, as long as the intent is for the adventurers to track down the Filcher’s lair and regain the item (and some other things from its loot-pile too!).
Stealing a bag of coins is frustrating but fair if they have a chance to stop the Filcher’s escape. Stealing a bag of food during a long journey is funny, as it forces the players into a tight spot where they might have to forage and perhaps eat the wrong kind of berries. If you want to have a “travel session” I suggest having the adventurers encounter a Filcher or two, having their supplies stolen (especially if they have a ring of sustenance etc), and then allow them to forage for food. This would only work without a nature inclined party member, but if they find some “magic” mushrooms and go on a little LSD trip, it could be quite the adventure. I’d suggest ending it with the Adventurers arriving at their destination town, realising it is under attack from Marauding Treants. Once victorious, they’re so exhausted they pass out. Once conscious perhaps the town guard might explain that they charged out of the forest, turned around and started fighting the trees before they all collapsed and were brought in for their own safety.
Or you know… Steal the fighter’s heirloom sword and then make him chase a Filcher through an obstacle course before it goes Ethereal and then the party have to track it with great difficulty and then give the sword back along with a small stash of gold, bottlecaps, rusty daggers and a magic leather ring.
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Today’s monster is the Blood of Kassogtha.
Today's monster is a request from one of our punday winners. Ceranai's droplet of old god blood is in itself a far realm disease infecting the world.
The madness emanating from the Blood of Kassogtha allows its influence to spread throughout the world creating cultists and followers, even if they're not fully aware of this fact.
The blood of Kassogtha is ideal for a more subtle intrigue campaign. The blood itself isn't likely to kill your players but fighting it can drive them quite mad as every time they hurt it, they just spread its influence. If the blood makes its home in a sewer system expect the local residents to become careless, and the population will resemble a disease ridden Petri dish.
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Today’s Monster is the Greater Invisible Stalker.
While tempting to take today off and make a 404 not found joke, we thought it best to make a monster that instead your adventurers wouldn’t find. These powered up invisible stalkers are magical assassins and expert thieves. If you’re anything like me, you’ve got a few nobles who’ve been more than a little perturbed by the adventurers. Some of these nobles are able to afford the finest in summoners, and will set these greater invisible stalkers out to steal back a magical item or exact revenge on the party.
Even if you don’t, perhaps there is a rune or glyph with one of these elementals contained within acting as an invisible guard. Invisible stalkers are excellent foes for higher level parties that have resources or tricks to reveal or deal with their invisibility. I’d personally have a greater invisible stalker inside my vault, and when the adventurers break in, well the rush of air is just air escaping a locked vault right? The pressurised air attacks must simply be some sort of magical trap or extremely quick arrows. It might take the adventurers a moment to realize what the vaults defenses really are, which is always fun. (Although they might piece it together if they do some recon, because why else send a summoner to their vault every week to reinforce its defenses?)
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Today’s Monster is the Book Wyrm.
In every great library, it’s common to find a librarian that seems to have been residing in his post for longer than anyone can remember. Even when someone does remember the previous librarian, they find that they bear an uncanny resemblance to the new one, if not in appearance then certainly in their mannerisms.
The book wyrm is a dragon with a very unique goal in life. Content to live a quiet life, finding joy in the books and tomes that they collect, most book wyrms rarely reveal their true selves, and if they do, only to the most trusted of book lovers.
I love the idea of using this for a party who are searching for a book, or a certain piece of knowledge. A library to explore, and a treasure horde up of books.
Remember to scroll down, todays monster is actually four ages of dragon!
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Today’s Monster is the Cubethulu.
It’s punday monday, and today’s pun is the unlikely fusion of an ooze and an elder god. Embodying a fraction of the mortal dread that only an elder god can really create, the Cubethulu terrifies is prey before advancing forward to engulf them.
Running this as a monster, it’s great for party control, the obvious solution is ranged attacks but pairing this with something that can take advantage of that, or even multiple cubethulus, should create an entertaining encounter that forces players to really think about how they resolve it.
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Today’s Monster is the Grave Slug.
Grave slugs are gross, even when your adventurers defeat them it should be a pyrrhic victory because despite being victorious, they are covered in unmentionable goop and the smell is gutwrenching. Grave slugs only concerns are devouring flesh, in order to continue to secrete mucus. If a Grave slug begins to run low on mucus it will often imitate a corpse in order to get creatures to come close before it attacks them.
A Grave slug will grab and move any enemy to its mucus trail and either leave them to waste into the necrotic slime, or attempt to devour them if no other threats are nearby. The Grave slug will sometimes attempt to use its sticky trail to separate adventurers by laying sticky traps ahead of their movement.Often Grave slugs are by the side of their bonegrafters, acting as an eager unliving waste disposal unit.
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Today’s Monster is the Ooze Spider.
Continuing with this week’s theme of oozes and slimes, is the Ooze Spider. With a hard carapace this tiny ooze is tougher than your average ooze, however as is so often the case it’s real strength is in numbers, a swarm of these tiny beasts becoming a terrifying prospect, especially when it just looked like a stalactite just a second ago.
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Today’s Monster is the Jelecorn.
It might sound like an unappetising flavour of jelly, or corn with terrible texture, but it’s actually the bones of a dead unicorn, animated by a wibbly wobbly ooze.
An update to the Jeleton, this is simply an ooze that won the corpse jackpot. The Unicorn’s natural magic fuels the oozes twisted version, and allows for a far smoother takeover of the host body. Obviously the jelecorn should be a rare encounter, but your adventurers could potentially be asked to make one if they’re learning to the side of evil and need some unicorns blood/horn anyway, as most alchemists dream of getting their hands on some necroradiant ooze.
Should your players encounter a jelecorn it will likely be close to an abandoned unicorn’s grove, in some sort of tomb or dungeon that the ooze escaped before latching onto the skeletal remains of the unicorn, or perhaps even killing a sleeping or wounded one.
By the way, first person to recount a story of using the Jelecorn against some players who decide to use the ooze as health potions and the die by impaling themselves on its horn trying to heal themselves and failing the saving throw wins a prize.
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Today’s monster is the Inkling.
The last of our slimy monsters, this tiny monster can prove to be a nasty shock in an underwater encounter. When a moment ago their biggest problem was the ink cloud impairing their sight, suddenly they are struggling with colleagues who don’t seem quite themselves.
I wanted this to be a nice low CR monster, something you could tag onto a giant or even normal octopus to give an encounter something different to play with.
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Today’s Monster is the Illigator.
The illigator is not just some sick lizard, it’s a giant crocodile that has undergone ceremorphosis and now has a penchant for brain sucking. Connected to the elder brain’s hive mind, the twisted illithid perfects the art of ambushing and killing prey. Able to use its new form to burrow through the earth as easily as it swims through water; the illigator is an all-terrain predator that excels in the underground lakes, tunnels and swamps of the underdark.
The illithids preternatural intelligence allows it to cast psionic spells to assist in its hunt. While mind flayers prefer not to transform lowly beasts into their image, the illigator is a useful killing tool. In your campaigns, perhaps the illithids have captured and created an illigator as a guardian for their operations, akin to a guard drake. Alternatively maybe a tadpole has escaped into the wild and created an illigator which is upsetting the local ecosystem. This could be a fun consequence of the adventurers driving out and destroying a small illithid operation, having a tadpole escape or be stolen in the resulting chaos and power vacuum.
Alternatively if you’re running a lovecraftian campaign, perhaps reflavour the illigator as a servant of Sebek, the crocodile god. Either way, I hope your adventurers tread likely because despite the illigator’s whimsical name, it should be taken seriously… lest they suffer an extreme case of lightheadedness.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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