Continuing on in honour of Shark Week, today’s monster is the Ghost Shark.
Sharks are wonderful, terrifying creatures. The Ghost Shark is created when a shark is cruelly killed, and combines all the fun aspects of a shark, with all the fun aspects of a ghost. Flying, etherealness, invisibility, necrotic damage. You name it, the Ghost shark has it. Sleep with one eye open, Ghost Shark can get you anywhere.
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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!
Rounding out shark week, Today’s monster is the Bearshark.
Coming from the same school of thought that brought you the Owlbear and Slothshark, the Sharkbear is a deadly predator inspired by Hearthstone’s latest expansion.
The wild Sharkbear is a deadly combatant due to it’s ability to climb, swim and sprint, before clawing and biting into pieces whatever it catches. Any challenging encounter for your adventurers should have terrain that plays to the Sharkbear’s multiple modes of travel. Such as a river, steep bank and heavy treeline that the Sharkbear uses as a hunting ground.
Sharkbears can be placated, and even tamed by adventurers who are skilled enough, with enough fresh fish and careful training. This is not recommended though as wild Sharkbears often rebel against being made into pets, and a Sharkbear deciding it wants to live in the woods again in the middle of a town can become a major incident, and quickly.
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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!
Friend: I saw a pun monster name which is too bad even for you
Me: go on…
Friend: A plant which lies in wait for unsuspecting adventurers.
Friend: The Am Bush
Me: 'mazing
Presenting the Am Bush, a plant which lies in wait for unsuspecting adventurers. With a 10 foot wide mouth and a strange growth in the centre that looks very convincingly like a bushel of berries (I suggest DC 18 to find it suspicious), this weird plant is sure to be a thorn in the side of a low level party.
Able to digest one character while restraining up to 4 others, this relatively fragile monster can be used to guard an item of note, pose an environmental hazard, or for a really nasty DM, be used as an environmental hazard during another separate encounter.
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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!
Utilising our Maladous Magic we have a deceptive and deceitful cultist that enjoys spreading disease and despair in equal measure.
These are ideal candidates for a mysterious hidden evil spellcaster inside your towns. Whilst they don’t have the same skills to hide themselves as an illusionist, they still have insidious methods to get their hooks into the town. Sabotaging the crops, when the town does not worship their “harvest god” and allowing the crops to grow when they do, infecting key townsfolk with cysts and preparing to sacrifice the town in the name of great evil and personal gain.
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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 1d6 Warlocks, and we have another 3 NPCs for your adventurers to ~~murder before you’re able to give them the plothook~~ interact with.
Warlocks are an interesting bunch, willing to make all sorts of bargains for power. Some consider the consequences gravely, others do not. Regardless of the exact terms of a pact, the powers to be gained are considerable, even from some of the lesser creatures capable of offering such power.
Our Hexblade for example has found a magical greatsword and sworn themselves to it. This greatsword draws dark power from the shadowfell and imparts it into the Warlock’s curses. There may not be any particular creature that the warlock owes their allegiance to, but in my experience if someone takes too much they may draw more than power, they may draw attention. Attention from the type of creatures and powers of the shadowfell that may not be in our Hexblade’s best interest.
Our Raven Queen goliath was a scout, one who was close to the beasts of the area, using their movements to learn about disturbances to the natural order. When caught out of position by a tribe of bandits and slain, the goliath petitioned the Raven Queen and was found worthy. Given the gift of life, and the ability to shift into a Raven the warlock was able to return to his people and warn them of the coming bandits. Able to defend the village one last time before setting off on the Raven Queen’s orders.
Our Seeker water genasi has a fondness for books, and specialises in diving for sunken wreckage and restoring water damaged pages. This devotee to lost knowledge was granted the power to defend themselves from some particularly aggressive sharks when recovering a trove of books that the Seeker very much wanted restored. Now the proprietor of a port town library and rare books store, few recognise the Seeker’s holy symbols that adorn the shop’s sign.
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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!
The Ogres of Hook Mountain are brutish and barbaric, even by Ogre standards. Worshipping a god of destruction they pray in blood and sacrifice, Rovagug rewards their brutality with strength and the cycle of hatred continues.
The Ogres sourced their Hooks from human abattoirs originally, however they have since managed to capture smiths and have larger meat hooks forged for their brutal fighting style. Most travellers do not dare to travel through the Hook Mountain pass, but those who do travel with great care.
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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!
Lets me start by saying this worked out way higher CR (aimed for 14, ended up at 19) than intended, but hey, it’s a celestial dragon spirit, so it should be powerful!
Beings of great knowledge and power, Spirit Dragon’s are not actually dragons, though have the appearance of one. It is unknown why they take these forms, though it is speculated that due to the power true Dragons represent in the mortal realms, they take this appearance for representation of the power they wield and the reverence they deserve.
Coming in two variations, good and evil (ying and yang, black and white), the external appearance of a Spirit Dragon belies the nature within. Benevolent Spirit Dragons will contentedly trade information with those that can find them, whereas malevolent Spirit Dragons are more likely to subjugate mortals in order to expand their knowledge.
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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!
I don’t like mondays, but I do enjoy pun-days. Today is no exception, and we present to you the Hellephant. This mammoth monstrosity is what all the best devilish commanders are riding. If you want your Devil BBEG to really make a lasting first impression he should really come through his hellgate with an army of fiends, atop a Hellephant.
Alternatively, your adventurers may come across a wandering herd of Hellephants as they cross through Baator. These creatures are prone to violence due to the nature of their creation, so whilst the druid may want to tame them, it’s best reminding the fearless adventurer that these creatures stopped being a part of the natural order years ago. Though they can be encouraged to co-operate, they will never be "tame".
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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!
The oldest monster on our ideas page, finally given form! Also, the second attempt at writing a paragon monster using the AngryDM paragon monster rules Article 1 & Article 2.
The Training Golem is a sort-of sparring partner for aspiring soldiers. Created to do non-lethal damage, the Training Golem teaches vital lessons in combat. That isn’t to say that foul magic, or canny exporting can’t lead these constructs out of the city to be corrupted and employed for nefarious means.
A three stage boss monster with a nice array of tricks up its sleeve, this should pose a good challenge (or serious threat) to a low-ish level party.
It’s worth noting that the CR calculations gave the Attack Form a CR of 3, due to low defensive CR, but it has quite a good DPR, which compensates, plus i would expect a correct levelled group to have some resource fatigue by the third stage of the encounter. If anyone play tests this, please provide feedback!
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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 1d6 Wizards, and we have our final 3 NPCs at least for a while.
Wizards can be seen as old, dusty masters with a penchant for books, and this can be completely true, but there is more to the spell-slingers than that. Whilst everyone knows about the wizards who specialise in different schools of magic, some specialists are more akin to schools of thought than magic. Such as the War Magic Wizards, who focus on the practical application of magic to traditionally confrontational scenarios. (Sidenote; “practical application of magic to traditionally confrontational scenarios” is a very tough class to graduate at most Unseen Universities.) Other wizards focus on the spiritual, such as the Theurgy Wizard, who devote themselves to deities or ideals as much as the next Cleric or Paladin, but maintain their arcane arts. Further still there are the Lore Masters, a real wizard’s wizard, the academic heavyweights that can burn you with thunder, stun your personality and hypnotise your biceps; because when someone told them being a wizard was about bending reality, they starting working on breaking it.
Our NPCs consist of:
A Dwarven Wizard, a grand librarian in charge of all books, including some of the world’s most dangerous, seeking a flexible mind to impart a long career’s worth of knowledge onto and find a successor. An ability to think outside the rules allows this loremaster to use the best spells for any situation, and dwarven training allows this wizard to don armour and weapons beyond most.
A Half-Elven devotee to Shar, a peddler of perjury, a merchant of misstatements and shepherd to a small flock. This priest gives guidance and advice to all villagers who ask them for it, although sometimes they attempt to turn events to their own ends. Whilst they would defend the flock with admirable magical might, and perhaps even their own life, their true loyalty lies with the Goddess of darkness and loss.
A Human battlemage, once a soldier in a large battalion, magical talent began to manifest and the army’s battlemage took the fledgling wizard in and tutored the soldier into a War Magic Wizard. Now the blackstaff is a pacifist at heart, but has a soldier’s mind. Whilst advocating for peace, is on the front lines when it comes to defending the lands.
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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!
We’ve done very few dragons, and thought it would be nice to introduce some more. However, reluctant to play with the well established hierarchy of dragons, we present the Swamp Drake.
This simple creature drake that stumbled across he wrong swamp or bog, and found itself captive to a Bog Hag. The Hag’s magic has twisted the drake into a hardy, acid spitting, and amphibious dragonkin not unlike a Green Dragon lite.
Rollback Post to RevisionRollBack
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!
I love gnomish magitechnology, especially when it doesn’t work, or works too well, or “works” completely differently to what was intended. These spellbooks were originally supposed to help wizards copy spells into their tomes, but instead they copy everything that is said, copy spells to be cast however they desire and mock the user until they give up.
When they were rebranded mockingbooks, a phony paperback to trick thieves. They were instantly successful. The user could simply hide them and not be bothered by them, but a burglar would be beaten, bashed and belittled.
I recommend adding a mockingbook or four to your next wizard’s hideout. When your adventurers try to loot his workshop, they may be driven mad by incessant ridicule and flying books to the face.
Rollback Post to RevisionRollBack
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!
Move over Teacup Pigasus there’s a new designer pet in town.
Sometimes you just have to make lemonade out of lemons...or in this case, designer pets out of failed monster armies. Our pragmatic doctor has learned that all great insane evil geniuses find it difficult to qualify for funding, so they have to make do with what they have. Often what they have is mad science, and these mad scientists are not ones to be deterred.
The Corgeagle will fit right into your campaign as a random encounter, either they’re protecting their noble master, being dognapped, transported to an event but have gotten loose or they’re missing from their wealthy homes. This is a solid encounter to teach your adventurers the value of capturing beasts alive, for if they are missing from their wealthy owner there is sure to be a reward for their ***safe*** recovery.
The Corgeagle makes a great animal companion for your beastmaster rangers, there are more optimal choices, but they don’t allow Wolves or Panthers to compete at Krufts now do they?
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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!
Vinebeasts are dead creatures brought back by the forest. The exact nature of how this occurs is up to you. Vinebeasts can be natural, created by spores, plants and nature in general. Vinebeasts can be the product of an enchanted vine, perhaps a method of self defense by the local wood elves, or the will of the forest itself. Vinebeasts can also be unnatural, creation of plagued druids or necromantic rangers, as a tool of destruction.
The exact science is up to you, and whatever fits your game. Vinebeasts are a neat tool to ambush your adventurers in heavy forest, or a sign of a plagued forest when they venture out and attack nearby villages. Vinebeasts could be friendly guardians of a wood elven village, although these would be almost entirely plant based, as the original skeleton would have been laid to rest after the Vinebeast’s creation.
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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!
The Ivylash Zombie is a more natural spin on the traditional zombie. This “usual” zombie has a lattice of creeping ivy all over its body, and uses tendrils of this ivy to lash and poison its enemies, before it eats them.
The nature of the magic that creates these creatures is suspected to be druidic, and is most definitely evil in nature.
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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 could have quite easily dropped out of an Arabian Nights tale. The Sandstorm Elemental is created when an Air Elemental dies in a desert environment. Over time the elemental energy coalesces into this sentient sandstorm that can bide its time as a simple pile of sand.
Beware, an angered Sandstorm Elemental can do some permanent damage to adventurers, perforating them with sand, glass, and other debris.
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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!
Hi, EmpireofAzad here, avid gamer and newest member of 1d6Adventurers. Some of you may remember my Cinder Beast from the day 100 post, plus I’ve been a sounding board behind the scenes for some of the other stuff they’ve done. Hopefully I’ll be presenting a new monster each week, I’ve got a few ideas lined up so expect to see some stuff with similar themes on Fridays.
The Bullwug Mud King is the leader of each Bullywug tribe, second only to his queen. Although he’s bigger, smarter and has more shiny objects than most Bullwugs, the real threat of a Mud King is his ability to coordinate the tribe to do more than just attacking travellers or raiding settlements, and even to unite tribes into a larger force through a complex arrangement of tributes to each other, arranging a temporary hierarchy which can threaten entire kingdoms.
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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!
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Continuing on in honour of Shark Week, today’s monster is the Ghost Shark.
Sharks are wonderful, terrifying creatures. The Ghost Shark is created when a shark is cruelly killed, and combines all the fun aspects of a shark, with all the fun aspects of a ghost. Flying, etherealness, invisibility, necrotic damage. You name it, the Ghost shark has it. Sleep with one eye open, Ghost Shark can get you anywhere.
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!
Rounding out shark week, Today’s monster is the Bearshark.
Coming from the same school of thought that brought you the Owlbear and Slothshark, the Sharkbear is a deadly predator inspired by Hearthstone’s latest expansion.
The wild Sharkbear is a deadly combatant due to it’s ability to climb, swim and sprint, before clawing and biting into pieces whatever it catches. Any challenging encounter for your adventurers should have terrain that plays to the Sharkbear’s multiple modes of travel. Such as a river, steep bank and heavy treeline that the Sharkbear uses as a hunting ground.
Sharkbears can be placated, and even tamed by adventurers who are skilled enough, with enough fresh fish and careful training. This is not recommended though as wild Sharkbears often rebel against being made into pets, and a Sharkbear deciding it wants to live in the woods again in the middle of a town can become a major incident, and quickly.
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 Am Bush.
An actual conversation I had this morning:
Friend: I saw a pun monster name which is too bad even for you
Me: go on…
Friend: A plant which lies in wait for unsuspecting adventurers.
Friend: The Am Bush
Me: 'mazing
Presenting the Am Bush, a plant which lies in wait for unsuspecting adventurers. With a 10 foot wide mouth and a strange growth in the centre that looks very convincingly like a bushel of berries (I suggest DC 18 to find it suspicious), this weird plant is sure to be a thorn in the side of a low level party.
Able to digest one character while restraining up to 4 others, this relatively fragile monster can be used to guard an item of note, pose an environmental hazard, or for a really nasty DM, be used as an environmental hazard during another separate encounter.
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 Plaguecaster Cultist.
Utilising our Maladous Magic we have a deceptive and deceitful cultist that enjoys spreading disease and despair in equal measure.
These are ideal candidates for a mysterious hidden evil spellcaster inside your towns. Whilst they don’t have the same skills to hide themselves as an illusionist, they still have insidious methods to get their hooks into the town. Sabotaging the crops, when the town does not worship their “harvest god” and allowing the crops to grow when they do, infecting key townsfolk with cysts and preparing to sacrifice the town in the name of great evil and personal gain.
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 1d6 Warlocks, and we have another 3 NPCs for your adventurers to ~~murder before you’re able to give them the plothook~~ interact with.
Warlocks are an interesting bunch, willing to make all sorts of bargains for power. Some consider the consequences gravely, others do not. Regardless of the exact terms of a pact, the powers to be gained are considerable, even from some of the lesser creatures capable of offering such power.
Our Hexblade for example has found a magical greatsword and sworn themselves to it. This greatsword draws dark power from the shadowfell and imparts it into the Warlock’s curses. There may not be any particular creature that the warlock owes their allegiance to, but in my experience if someone takes too much they may draw more than power, they may draw attention. Attention from the type of creatures and powers of the shadowfell that may not be in our Hexblade’s best interest.
Our Raven Queen goliath was a scout, one who was close to the beasts of the area, using their movements to learn about disturbances to the natural order. When caught out of position by a tribe of bandits and slain, the goliath petitioned the Raven Queen and was found worthy. Given the gift of life, and the ability to shift into a Raven the warlock was able to return to his people and warn them of the coming bandits. Able to defend the village one last time before setting off on the Raven Queen’s orders.
Our Seeker water genasi has a fondness for books, and specialises in diving for sunken wreckage and restoring water damaged pages. This devotee to lost knowledge was granted the power to defend themselves from some particularly aggressive sharks when recovering a trove of books that the Seeker very much wanted restored. Now the proprietor of a port town library and rare books store, few recognise the Seeker’s holy symbols that adorn the shop’s sign.
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 Hook Mountain Ogre.
The Ogres of Hook Mountain are brutish and barbaric, even by Ogre standards. Worshipping a god of destruction they pray in blood and sacrifice, Rovagug rewards their brutality with strength and the cycle of hatred continues.
The Ogres sourced their Hooks from human abattoirs originally, however they have since managed to capture smiths and have larger meat hooks forged for their brutal fighting style. Most travellers do not dare to travel through the Hook Mountain pass, but those who do travel with great care.
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 Spirit Dragon.
Lets me start by saying this worked out way higher CR (aimed for 14, ended up at 19) than intended, but hey, it’s a celestial dragon spirit, so it should be powerful!
Beings of great knowledge and power, Spirit Dragon’s are not actually dragons, though have the appearance of one. It is unknown why they take these forms, though it is speculated that due to the power true Dragons represent in the mortal realms, they take this appearance for representation of the power they wield and the reverence they deserve.
Coming in two variations, good and evil (ying and yang, black and white), the external appearance of a Spirit Dragon belies the nature within. Benevolent Spirit Dragons will contentedly trade information with those that can find them, whereas malevolent Spirit Dragons are more likely to subjugate mortals in order to expand their knowledge.
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 Hellephant.
I don’t like mondays, but I do enjoy pun-days. Today is no exception, and we present to you the Hellephant. This mammoth monstrosity is what all the best devilish commanders are riding. If you want your Devil BBEG to really make a lasting first impression he should really come through his hellgate with an army of fiends, atop a Hellephant.
Alternatively, your adventurers may come across a wandering herd of Hellephants as they cross through Baator. These creatures are prone to violence due to the nature of their creation, so whilst the druid may want to tame them, it’s best reminding the fearless adventurer that these creatures stopped being a part of the natural order years ago. Though they can be encouraged to co-operate, they will never be "tame".
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 Training Golem.
The oldest monster on our ideas page, finally given form! Also, the second attempt at writing a paragon monster using the AngryDM paragon monster rules Article 1 & Article 2.
The Training Golem is a sort-of sparring partner for aspiring soldiers. Created to do non-lethal damage, the Training Golem teaches vital lessons in combat. That isn’t to say that foul magic, or canny exporting can’t lead these constructs out of the city to be corrupted and employed for nefarious means.
A three stage boss monster with a nice array of tricks up its sleeve, this should pose a good challenge (or serious threat) to a low-ish level party.
It’s worth noting that the CR calculations gave the Attack Form a CR of 3, due to low defensive CR, but it has quite a good DPR, which compensates, plus i would expect a correct levelled group to have some resource fatigue by the third stage of the encounter. If anyone play tests this, please provide feedback!
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 1d6 Wizards, and we have our final 3 NPCs at least for a while.
Wizards can be seen as old, dusty masters with a penchant for books, and this can be completely true, but there is more to the spell-slingers than that. Whilst everyone knows about the wizards who specialise in different schools of magic, some specialists are more akin to schools of thought than magic. Such as the War Magic Wizards, who focus on the practical application of magic to traditionally confrontational scenarios. (Sidenote; “practical application of magic to traditionally confrontational scenarios” is a very tough class to graduate at most Unseen Universities.) Other wizards focus on the spiritual, such as the Theurgy Wizard, who devote themselves to deities or ideals as much as the next Cleric or Paladin, but maintain their arcane arts. Further still there are the Lore Masters, a real wizard’s wizard, the academic heavyweights that can burn you with thunder, stun your personality and hypnotise your biceps; because when someone told them being a wizard was about bending reality, they starting working on breaking it.
Our NPCs consist of:
A Dwarven Wizard, a grand librarian in charge of all books, including some of the world’s most dangerous, seeking a flexible mind to impart a long career’s worth of knowledge onto and find a successor. An ability to think outside the rules allows this loremaster to use the best spells for any situation, and dwarven training allows this wizard to don armour and weapons beyond most.
A Half-Elven devotee to Shar, a peddler of perjury, a merchant of misstatements and shepherd to a small flock. This priest gives guidance and advice to all villagers who ask them for it, although sometimes they attempt to turn events to their own ends. Whilst they would defend the flock with admirable magical might, and perhaps even their own life, their true loyalty lies with the Goddess of darkness and loss.
A Human battlemage, once a soldier in a large battalion, magical talent began to manifest and the army’s battlemage took the fledgling wizard in and tutored the soldier into a War Magic Wizard. Now the blackstaff is a pacifist at heart, but has a soldier’s mind. Whilst advocating for peace, is on the front lines when it comes to defending the lands.
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 Swamp Drake.
We’ve done very few dragons, and thought it would be nice to introduce some more. However, reluctant to play with the well established hierarchy of dragons, we present the Swamp Drake.
This simple creature drake that stumbled across he wrong swamp or bog, and found itself captive to a Bog Hag. The Hag’s magic has twisted the drake into a hardy, acid spitting, and amphibious dragonkin not unlike a Green Dragon lite.
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 Mockingbook.
I love gnomish magitechnology, especially when it doesn’t work, or works too well, or “works” completely differently to what was intended. These spellbooks were originally supposed to help wizards copy spells into their tomes, but instead they copy everything that is said, copy spells to be cast however they desire and mock the user until they give up.
When they were rebranded mockingbooks, a phony paperback to trick thieves. They were instantly successful. The user could simply hide them and not be bothered by them, but a burglar would be beaten, bashed and belittled.
I recommend adding a mockingbook or four to your next wizard’s hideout. When your adventurers try to loot his workshop, they may be driven mad by incessant ridicule and flying books to the face.
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 Corgeagle.
Move over Teacup Pigasus there’s a new designer pet in town.
Sometimes you just have to make lemonade out of lemons...or in this case, designer pets out of failed monster armies. Our pragmatic doctor has learned that all great insane evil geniuses find it difficult to qualify for funding, so they have to make do with what they have. Often what they have is mad science, and these mad scientists are not ones to be deterred.
The Corgeagle will fit right into your campaign as a random encounter, either they’re protecting their noble master, being dognapped, transported to an event but have gotten loose or they’re missing from their wealthy homes. This is a solid encounter to teach your adventurers the value of capturing beasts alive, for if they are missing from their wealthy owner there is sure to be a reward for their ***safe*** recovery.
The Corgeagle makes a great animal companion for your beastmaster rangers, there are more optimal choices, but they don’t allow Wolves or Panthers to compete at Krufts now do they?
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Vinebeast.
Vinebeasts are dead creatures brought back by the forest. The exact nature of how this occurs is up to you. Vinebeasts can be natural, created by spores, plants and nature in general. Vinebeasts can be the product of an enchanted vine, perhaps a method of self defense by the local wood elves, or the will of the forest itself. Vinebeasts can also be unnatural, creation of plagued druids or necromantic rangers, as a tool of destruction.
The exact science is up to you, and whatever fits your game. Vinebeasts are a neat tool to ambush your adventurers in heavy forest, or a sign of a plagued forest when they venture out and attack nearby villages. Vinebeasts could be friendly guardians of a wood elven village, although these would be almost entirely plant based, as the original skeleton would have been laid to rest after the Vinebeast’s creation.
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!
I like the ideas you had for monsters, especially the Ash Golem and the Thunderhawk!
Today’s monster is the Ivylash Zombie.
The Ivylash Zombie is a more natural spin on the traditional zombie. This “usual” zombie has a lattice of creeping ivy all over its body, and uses tendrils of this ivy to lash and poison its enemies, before it eats them.
The nature of the magic that creates these creatures is suspected to be druidic, and is most definitely evil in nature.
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!
Many thanks! We've not got any intention of stopping, so check back regularly for more!
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 Sandstorm Elemental.
Today’s monster could have quite easily dropped out of an Arabian Nights tale. The Sandstorm Elemental is created when an Air Elemental dies in a desert environment. Over time the elemental energy coalesces into this sentient sandstorm that can bide its time as a simple pile of sand.
Beware, an angered Sandstorm Elemental can do some permanent damage to adventurers, perforating them with sand, glass, and other debris.
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!
Permanent blindness? That is evil!
Muahahahahahaaaa. . .
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Hi, EmpireofAzad here, avid gamer and newest member of 1d6Adventurers. Some of you may remember my Cinder Beast from the day 100 post, plus I’ve been a sounding board behind the scenes for some of the other stuff they’ve done. Hopefully I’ll be presenting a new monster each week, I’ve got a few ideas lined up so expect to see some stuff with similar themes on Fridays.
Today’s monster is the Bullywug Mud King.
The Bullwug Mud King is the leader of each Bullywug tribe, second only to his queen. Although he’s bigger, smarter and has more shiny objects than most Bullwugs, the real threat of a Mud King is his ability to coordinate the tribe to do more than just attacking travellers or raiding settlements, and even to unite tribes into a larger force through a complex arrangement of tributes to each other, arranging a temporary hierarchy which can threaten entire kingdoms.
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!