A friend of a friend has started writing a web comic about someone with scabies, and the friend asked me to write a monster called a Scabbie. So here it is.
Taking inspiration from scabies, the Scabbie of Yurtrus is a low ranking member of the cult of Yurtrus, infested rather than infected, and tasked with spreading infestation far and wide. The infestation is particularly irritating and can render the less willful or self controlled completely distracted with the ceaseless itching of its flesh-burrowing parasites. Even in treating the affliction, there is a risk of exposure. Pair that with its toolkit of evil cleric magic and some nasty physical changes, the Scabbie may only be a lowly cultist but it will certainly leave a group of adventurers feeling more than a little irritated.
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The Purplecap is a little bit of a nod to purpleman, but with its roots firmly founded in the underdark. The purplecap is an interesting creature to me, as it’s an evil being that lives peacefully alongside the neutral myconids which can create interesting if not tense social encounters.
The purplecap breeds through the destruction of an infested humanoid host, so it actively seeks out and murders sentient creatures to make a “nest” for its “eggs”. The purplecap need not kill the creature, simply infest it and hope that in its weakened condition it dies. Creatures immune to disease can interact with a purplecap without fear, as the purplecap poses no danger to a creature it cannot infect (once it realises this).
Your adventurers should notice the difference in colour between the various dull browns, reds and oranges of the myconids and the bright (aptly named) purplecaps, much like poisonous frogs and be wary of them from the start.
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Deep below the sea lurks Tamatoa, a crab of brobdingnagian proportions. Secure in the believe that external beauty is all important, he has adorned himself in treasures and artifacts, which he will gladly tell you about as the only thing Tamatoa loves more than treasure is himself.
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Occasionally a tabaxi bard gets a little too curious about the necromantic arts, and when they do, the Neko Romancer is the outcome. Able to summon dozens of skeletal cats made of blood, as well as being able to charm the unwitting, the Neko Romancer is also a potent spellcaster.
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This one deserves a shout out to Grimpoppet for the notion, and Matthias von Schwarzwald for the Luck Siphon ability.
Luckthieves are those who are born lucky. Sometimes this can be the influence of the fey, such as a Halfling with a Leprechaun in their family tree. Some mortals are chosen at birth to be pawns in a great game by gods of luck and chance, twisting their fates in unpredictable ways.
A luckthief finds that success is often fleeting, but they're never quite completely down and out. While their latest heist went well, surely enough all their accomplices are starting to get caught and luckthief’s good fortune is starting to look suspicious. Luckthieves can become habitual gamblers, never quite being wiped out but always pushing their luck too far when on a winning streak. A good night at the tables for a luckthief is when they walk out with a little more money than they started with and the house doesn’t chase them out.
Not all luckthieves are conmen or gamblers, and some try to live a normal life, hoping that those around them become accustomed to the frequency of unlikely events that surround their daily lives. If your adventurers need to get in contact with a luckthief things are surely going to be eventful.
Consider adding a luckthief to a group of bandits, your adventurers may wonder why the two bandits on the left of the road seem to be disparate in skill, but when they get closer they might just realise why that second bandit’s crossbow kept coming unstrung whilst the first’s keeps firing true.
I implore you to use “W.” the changeling luckthief with a lucky coin (Thrown weapon, like a dagger but bludgeoning, returns to his pocket). The chosen vagabond of Lady Luck and conman extraordinaire, whose exploits include successfully lying via body language to manhunters chasing him when they did not share a spoken tongue.
Perhaps use Captain Vash Weston, while only part luckthief, part bard and 100% pirate captain, when he boards enemy ships his sailors are relieved and something usually sinks.
Surprisingly Effective One Line Adventure: A luckthief with a wand of wonder is far Better Lucky than Good.
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Charybdis is the first part of a two part prize requested by Satan on our Discord server, as a reward for successfully guessing our Punday Monday competition. Unfortunately there won’t be any prizes for guessing what the other part of the request was!
Straight out of Greek mythology, Charybdis is a colossal sea monster capable of destroying entire ships that sail too close with her powerful whirlpool created by sucking hundreds of thousands of gallons directly into her deadly maw.
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Shark Bunnies are adorable killing machines. Should your adventurers be attacked by shark bunnies some of them are sure to be torn on whether to kill them or keep them, others will simply be torn limb from limb by the rows of powerful teeth.
Shark Bunnies can be native to a local area, due to being created hundreds of years ago by a mad wizard or perhaps a relatively new creation that has gotten out of hand. “Adventurers needed quick… local shark infestation, they’re multiplying like rabbits!”.
In my games there are monstrologists who theorise that magical hybridisation of animals at this point is as natural as evolution, and that sometimes just the right combination of animal shows up to hunt a species that is overpopulated or support a damaged ecosystem… hopefully.
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Beware the bandit with the elongated moustache or the mercenary with the handlebars. There is a reason why these men are disproportionately evil and it's right under their noses.
Consider sending your adventurers against a gang of moustached ne'er-do-wells, and allowing one to fall before the rest scarper. Your adventurers may be surprised when his facial hair flees... if they question the dying man then he can reveal his innocence and the nef-hair-eous plot that lays beneath the surface. Will your adventurers free these unwilling criminals or take a simpler approach?
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The fondooze is a culinary masterpiece, a delicious cheesy dish to be served between friends. If only the fondooze wasn’t a scalding hot sentient ooze. Once defeated the molten cheese can be enjoyed by all… assuming it hasn’t been ruined by dragging itself through soil, dirt and assorted grime.
The fondooze is crafted with a mix of cheese, dwarven fire-wine and a mix of secret seasoning. The ritual components are various fine pieces of cookware and the ritual is made up of cooking techniques. The fondooze can be created by accident, and is sometimes created on purpose by skilled chefs as either a defensive monster or an exotic meal.
Consider using a fondooze alongside a Crab Cake or Booze Ooze for a food themed dungeon, perhaps run by an evil chef?
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The tiger shark, a disturbing mix of two accomplished predators. Master of both land and sea, the tiger shark particularly enjoys pulling its prey into whichever terrain suits it the least, an advantage that lets it rip its victim to shreds.
Useful as an encounter on their own, I really like the idea of giving either a low level NPC or character one of these as a mount, or even better, as part of a sea campaign they could be used to silently close on a vessel, before both riders and tiger sharks prepare to ambush the crew.
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The Kushiel’s hands are obviously enchanted, giving it immense gripping strength and silencing and suffocating its targets (although it does try to grab the face/mouth too). It often switches fluidly between floating and walking, with its long trailing cloak flowing behind it. Faceless constructs that ebb with innate magical energy.
Our own take on an inevitable, the jailor of jailors, the Kushiel applies the law on those who seek to pervert it or circumvent it to imprison others. The Kushiel forces these people to right their wrongs, or it punishes them. A serious repeat offender will be captured and killed on sight, while others could be brought to the Hall of Concordance to plead their sentence. The guilty are then jailed in a prison that does not require them to eat, drink or sleep. Even a short sentence in such conditions can be maddening, but most who serve their time here come out for better than for worse.
The Kushiel is difficult to damage, let alone kill, an adventurer might need to bypass their damage immunities with a feat, class feature or magical item. Even if they are able to reduce the immunity to resistance, the Kushiel is difficult to hit and once it gets in close difficult to escape. Spells like thunderwave, freedom of movement and teleportation allows an adventurer to escape the grapple, but the Kushiel will keep coming until its target is caught. If a Kushiel believes it is in danger it attempts to teleport its target back to the Hall of Concordance, or simply escapes on its own with Plane Shift.
Your players should be made aware quickly the Kushiel is not a straightforward encounter where brute force can prevail. Trapping, petrifying, tricking, avoiding or negotiating with the Kushiel is often the best course of action.
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Dagon’s drowned are seafarer’s that chose to make a deal with Dagon, Prince of the Depths, rather than drown at sea.
Their eyes are used as payment, to become part of Dagon’s many red eyes, and their bodies are unwillingly transformed into sea creatures that Dagon’s ranks are made of. These servants are then sent forth to drag other seafarers into the depths to further bolster Dagon’s ranks in preparation of the next Wild Tide.
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A creature that looks like a reptilian centaur wielding a hammer, these fey are actually the original custodians of many great forests, the first druids whose innate attunement with the natural world preceded what many understand as a druid now.
I wanted to create something that would work well as a forest or woodland NPC, but with the added twist that its true form looks somewhat evil. The idea that ancient woodland caretakers would more likely look like the earliest animals than mammals may be missed in place of easier stereotypes, particularly where anything already done isn’t necessarily good.
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The initiative troll is a troll that was nearly obliterated by temporal magic. The residual energies binding with the regenerating troll gave it the ability to see things other trolls cannot, and with it, powers of alertness unknown to others of their kind.
Going into December, we’ll be featuring 8 Chanukah themed monsters from U/Corvasn. The first of these monsters, and also fitting into our punday theme is the proto-golem, the Dreidrill. This serious spinner has lore galore and can gain some truly monumental momentum.
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The Hair golem is another adventure in “Why Not? We’re Wizards!” where rituals have been researched and refined into hair raising conjurations that create hair based constructs. Perhaps your adventurers face a Sorcerous Stylist, whose hair golem protects their salon from meddling investigators. Perhaps your adventurers have discovered a neat and orderly wizard that has separated his victims into a Flesh Golem, Bone Golem and Hair Golem to keep them neat and orderly.
Whatever the reason, these troubling toupees are sure to tie-up your adventurers if they tangle with these tough tufts. While not the most deadly creature, the hair golem is a hardy foe. Adventurers that use fire will be rewarded with extra damage, but also a dense dark fog that chokes and blinds with the stench of burnt hair.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Latkenku, these fried potato pancake loving kenku are not to be trifled with, lest they share their burning hot oil with you. Don’t mention applesauce or sour cream without being prepared to defend your position with your life.
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It may be fuelled by coal, but it is given thought by the trapped torment souls of sacrifices burned to death in its furnace. The Coal Golem is a fearsome sight, and a guardian capable of terrifying those that may harm it.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Sufganiyooze. This oozing strawberry jelly-like creature has achieved the impossible; It could make someone not want to eat a doughnut. Or is the price are worth paying? Special shoutout to Matthias Von Schwarzwald on discord for helping with this creature design.
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I know it's very fashionable these days to focus more on renewable golems, but the simple fact is that you cannot defeat the coal golem until you kill off its subsidies first and they have a lot of resistances.
This beholder is suffering from a malediction of its own making, twisted and afflicted by its own foul thoughts. It’s sickness radiates from its body and permeates those nearby, poisoning them and ultimately killing you. If the pulsing aura of poison bring you to your knees, then you’ll still have to deal with the beholder’s now club-like eyestalks.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Headless Holofrenes. This negligent general was tricked and beheaded by the widow Judith, and now his ghostly form wanders clumsily in search of his head.
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The acid spitting zombie is exactly what it says on the tin, it’s a zombie, it spits acid. It spews acid all over the place. When it’s hit, it spits acid, when it’s wounded, acid. It’s got acidic reflexes and acid reflux. It’s an acid spitting zombie.
If you’re looking to spice up a large combat, give the players a horde of zombies with a couple of these in the mix. Smart players will be able to cause chaos in ranks by covering them in acid. Otherwise these zombies should provide a little change when battling the undead of a lich, necromancer or bonegrafter.
u/Corvasn’s 8 Chanukah themed monsters continue with the Gelt Golem. These Chocolate coin golems are often mistaken for a hoard golem, but on closer inspection are far tastier.
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It’s punday Monday and today’s one is pretty savage. The dumdum bulette is a feeble minded bulette with far, *far* more brawn than brains. It behaves like a wild animal, trapped in a corner, even when its out in the open, and elects to overrun its opponents rather than leaping on them.
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Today’s monster is the Scabbie of Yurtrus.
A friend of a friend has started writing a web comic about someone with scabies, and the friend asked me to write a monster called a Scabbie. So here it is.
Taking inspiration from scabies, the Scabbie of Yurtrus is a low ranking member of the cult of Yurtrus, infested rather than infected, and tasked with spreading infestation far and wide. The infestation is particularly irritating and can render the less willful or self controlled completely distracted with the ceaseless itching of its flesh-burrowing parasites. Even in treating the affliction, there is a risk of exposure. Pair that with its toolkit of evil cleric magic and some nasty physical changes, the Scabbie may only be a lowly cultist but it will certainly leave a group of adventurers feeling more than a little irritated.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Myconid Purplecap.
The Purplecap is a little bit of a nod to purpleman, but with its roots firmly founded in the underdark. The purplecap is an interesting creature to me, as it’s an evil being that lives peacefully alongside the neutral myconids which can create interesting if not tense social encounters.
The purplecap breeds through the destruction of an infested humanoid host, so it actively seeks out and murders sentient creatures to make a “nest” for its “eggs”. The purplecap need not kill the creature, simply infest it and hope that in its weakened condition it dies. Creatures immune to disease can interact with a purplecap without fear, as the purplecap poses no danger to a creature it cannot infect (once it realises this).
Your adventurers should notice the difference in colour between the various dull browns, reds and oranges of the myconids and the bright (aptly named) purplecaps, much like poisonous frogs and be wary of them from the start.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is Tamatoa.
Deep below the sea lurks Tamatoa, a crab of brobdingnagian proportions. Secure in the believe that external beauty is all important, he has adorned himself in treasures and artifacts, which he will gladly tell you about as the only thing Tamatoa loves more than treasure is himself.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Neko Romancer.
Occasionally a tabaxi bard gets a little too curious about the necromantic arts, and when they do, the Neko Romancer is the outcome. Able to summon dozens of skeletal cats made of blood, as well as being able to charm the unwitting, the Neko Romancer is also a potent spellcaster.
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Today’s monster is the Luckthief.
This one deserves a shout out to Grimpoppet for the notion, and Matthias von Schwarzwald for the Luck Siphon ability.
Luckthieves are those who are born lucky. Sometimes this can be the influence of the fey, such as a Halfling with a Leprechaun in their family tree. Some mortals are chosen at birth to be pawns in a great game by gods of luck and chance, twisting their fates in unpredictable ways.
A luckthief finds that success is often fleeting, but they're never quite completely down and out. While their latest heist went well, surely enough all their accomplices are starting to get caught and luckthief’s good fortune is starting to look suspicious. Luckthieves can become habitual gamblers, never quite being wiped out but always pushing their luck too far when on a winning streak. A good night at the tables for a luckthief is when they walk out with a little more money than they started with and the house doesn’t chase them out.
Not all luckthieves are conmen or gamblers, and some try to live a normal life, hoping that those around them become accustomed to the frequency of unlikely events that surround their daily lives. If your adventurers need to get in contact with a luckthief things are surely going to be eventful.
Consider adding a luckthief to a group of bandits, your adventurers may wonder why the two bandits on the left of the road seem to be disparate in skill, but when they get closer they might just realise why that second bandit’s crossbow kept coming unstrung whilst the first’s keeps firing true.
I implore you to use “W.” the changeling luckthief with a lucky coin (Thrown weapon, like a dagger but bludgeoning, returns to his pocket). The chosen vagabond of Lady Luck and conman extraordinaire, whose exploits include successfully lying via body language to manhunters chasing him when they did not share a spoken tongue.
Perhaps use Captain Vash Weston, while only part luckthief, part bard and 100% pirate captain, when he boards enemy ships his sailors are relieved and something usually sinks.
Surprisingly Effective One Line Adventure: A luckthief with a wand of wonder is far Better Lucky than Good.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is Charybdis.
Charybdis is the first part of a two part prize requested by Satan on our Discord server, as a reward for successfully guessing our Punday Monday competition. Unfortunately there won’t be any prizes for guessing what the other part of the request was!
Straight out of Greek mythology, Charybdis is a colossal sea monster capable of destroying entire ships that sail too close with her powerful whirlpool created by sucking hundreds of thousands of gallons directly into her deadly maw.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Shark Bunny.
Shark Bunnies are adorable killing machines. Should your adventurers be attacked by shark bunnies some of them are sure to be torn on whether to kill them or keep them, others will simply be torn limb from limb by the rows of powerful teeth.
Shark Bunnies can be native to a local area, due to being created hundreds of years ago by a mad wizard or perhaps a relatively new creation that has gotten out of hand. “Adventurers needed quick… local shark infestation, they’re multiplying like rabbits!”.
In my games there are monstrologists who theorise that magical hybridisation of animals at this point is as natural as evolution, and that sometimes just the right combination of animal shows up to hunt a species that is overpopulated or support a damaged ecosystem… hopefully.
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Today’s monster is the Moustachling.
Beware the bandit with the elongated moustache or the mercenary with the handlebars. There is a reason why these men are disproportionately evil and it's right under their noses.
Consider sending your adventurers against a gang of moustached ne'er-do-wells, and allowing one to fall before the rest scarper. Your adventurers may be surprised when his facial hair flees... if they question the dying man then he can reveal his innocence and the nef-hair-eous plot that lays beneath the surface. Will your adventurers free these unwilling criminals or take a simpler approach?
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Today’s monster is the Fondooze.
The fondooze is a culinary masterpiece, a delicious cheesy dish to be served between friends. If only the fondooze wasn’t a scalding hot sentient ooze. Once defeated the molten cheese can be enjoyed by all… assuming it hasn’t been ruined by dragging itself through soil, dirt and assorted grime.
The fondooze is crafted with a mix of cheese, dwarven fire-wine and a mix of secret seasoning. The ritual components are various fine pieces of cookware and the ritual is made up of cooking techniques. The fondooze can be created by accident, and is sometimes created on purpose by skilled chefs as either a defensive monster or an exotic meal.
Consider using a fondooze alongside a Crab Cake or Booze Ooze for a food themed dungeon, perhaps run by an evil chef?
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Tiger Shark.
The tiger shark, a disturbing mix of two accomplished predators. Master of both land and sea, the tiger shark particularly enjoys pulling its prey into whichever terrain suits it the least, an advantage that lets it rip its victim to shreds.
Useful as an encounter on their own, I really like the idea of giving either a low level NPC or character one of these as a mount, or even better, as part of a sea campaign they could be used to silently close on a vessel, before both riders and tiger sharks prepare to ambush the crew.
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Today’s monster is the Kushiel.
The Kushiel’s hands are obviously enchanted, giving it immense gripping strength and silencing and suffocating its targets (although it does try to grab the face/mouth too). It often switches fluidly between floating and walking, with its long trailing cloak flowing behind it. Faceless constructs that ebb with innate magical energy.
Our own take on an inevitable, the jailor of jailors, the Kushiel applies the law on those who seek to pervert it or circumvent it to imprison others. The Kushiel forces these people to right their wrongs, or it punishes them. A serious repeat offender will be captured and killed on sight, while others could be brought to the Hall of Concordance to plead their sentence. The guilty are then jailed in a prison that does not require them to eat, drink or sleep. Even a short sentence in such conditions can be maddening, but most who serve their time here come out for better than for worse.
The Kushiel is difficult to damage, let alone kill, an adventurer might need to bypass their damage immunities with a feat, class feature or magical item. Even if they are able to reduce the immunity to resistance, the Kushiel is difficult to hit and once it gets in close difficult to escape. Spells like thunderwave, freedom of movement and teleportation allows an adventurer to escape the grapple, but the Kushiel will keep coming until its target is caught. If a Kushiel believes it is in danger it attempts to teleport its target back to the Hall of Concordance, or simply escapes on its own with Plane Shift.
Your players should be made aware quickly the Kushiel is not a straightforward encounter where brute force can prevail. Trapping, petrifying, tricking, avoiding or negotiating with the Kushiel is often the best course of action.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is Dagon’s Drowned.
Dagon’s drowned are seafarer’s that chose to make a deal with Dagon, Prince of the Depths, rather than drown at sea.
Their eyes are used as payment, to become part of Dagon’s many red eyes, and their bodies are unwillingly transformed into sea creatures that Dagon’s ranks are made of. These servants are then sent forth to drag other seafarers into the depths to further bolster Dagon’s ranks in preparation of the next Wild Tide.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Zoat.
A creature that looks like a reptilian centaur wielding a hammer, these fey are actually the original custodians of many great forests, the first druids whose innate attunement with the natural world preceded what many understand as a druid now.
I wanted to create something that would work well as a forest or woodland NPC, but with the added twist that its true form looks somewhat evil. The idea that ancient woodland caretakers would more likely look like the earliest animals than mammals may be missed in place of easier stereotypes, particularly where anything already done isn’t necessarily good.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monsters are the Initiative Troll and The Dreidrill.
The initiative troll is a troll that was nearly obliterated by temporal magic. The residual energies binding with the regenerating troll gave it the ability to see things other trolls cannot, and with it, powers of alertness unknown to others of their kind.
Going into December, we’ll be featuring 8 Chanukah themed monsters from U/Corvasn. The first of these monsters, and also fitting into our punday theme is the proto-golem, the Dreidrill. This serious spinner has lore galore and can gain some truly monumental momentum.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monsters are the Hair Golem and the Latkenku.
The Hair golem is another adventure in “Why Not? We’re Wizards!” where rituals have been researched and refined into hair raising conjurations that create hair based constructs. Perhaps your adventurers face a Sorcerous Stylist, whose hair golem protects their salon from meddling investigators. Perhaps your adventurers have discovered a neat and orderly wizard that has separated his victims into a Flesh Golem, Bone Golem and Hair Golem to keep them neat and orderly.
Whatever the reason, these troubling toupees are sure to tie-up your adventurers if they tangle with these tough tufts. While not the most deadly creature, the hair golem is a hardy foe. Adventurers that use fire will be rewarded with extra damage, but also a dense dark fog that chokes and blinds with the stench of burnt hair.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Latkenku, these fried potato pancake loving kenku are not to be trifled with, lest they share their burning hot oil with you. Don’t mention applesauce or sour cream without being prepared to defend your position with your life.
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Today’s monsters are Coal Golem and the Sufganiyooze.
It may be fuelled by coal, but it is given thought by the trapped torment souls of sacrifices burned to death in its furnace. The Coal Golem is a fearsome sight, and a guardian capable of terrifying those that may harm it.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Sufganiyooze. This oozing strawberry jelly-like creature has achieved the impossible; It could make someone not want to eat a doughnut. Or is the price are worth paying? Special shoutout to Matthias Von Schwarzwald on discord for helping with this creature design.
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I know it's very fashionable these days to focus more on renewable golems, but the simple fact is that you cannot defeat the coal golem until you kill off its subsidies first and they have a lot of resistances.
"Not all those who wander are lost"
Today’s monsters are the Sickener Beholder and the The Headless Holofrenes.
This beholder is suffering from a malediction of its own making, twisted and afflicted by its own foul thoughts. It’s sickness radiates from its body and permeates those nearby, poisoning them and ultimately killing you. If the pulsing aura of poison bring you to your knees, then you’ll still have to deal with the beholder’s now club-like eyestalks.
Continuing with /u/Corvasn’s 8 Chanukah themed monsters is the Headless Holofrenes. This negligent general was tricked and beheaded by the widow Judith, and now his ghostly form wanders clumsily in search of his head.
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Today’s monsters are the Acid Spitting Zombie and the Gelt Golem.
The acid spitting zombie is exactly what it says on the tin, it’s a zombie, it spits acid. It spews acid all over the place. When it’s hit, it spits acid, when it’s wounded, acid. It’s got acidic reflexes and acid reflux. It’s an acid spitting zombie.
If you’re looking to spice up a large combat, give the players a horde of zombies with a couple of these in the mix. Smart players will be able to cause chaos in ranks by covering them in acid. Otherwise these zombies should provide a little change when battling the undead of a lich, necromancer or bonegrafter.
u/Corvasn’s 8 Chanukah themed monsters continue with the Gelt Golem. These Chocolate coin golems are often mistaken for a hoard golem, but on closer inspection are far tastier.
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Today’s monster is the Dumdum Bulette.
It’s punday Monday and today’s one is pretty savage. The dumdum bulette is a feeble minded bulette with far, *far* more brawn than brains. It behaves like a wild animal, trapped in a corner, even when its out in the open, and elects to overrun its opponents rather than leaping on them.
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