Tormentors are denizens of the Abyss that have cornered the market on soul hunting, torturing and enslaving. They have crafted ingenious prisons for souls which are powered by the suffering of the souls they have imprisoned. Tormentors delight in torturing souls, and actually sustain themselves on the pain of the imprisoned soul. Once a soul has been completely drained and is no longer able to feel pain or pleasure the Tormentors discard it like a used husk. Typically these souls are destroyed by something in the Abyss.
Tormentors use souls as batteries, powering their arcane devices, they also use souls as currency; trading in souls much like slavers. Should your adventurers need information then breaking one of these souls out of prison could be a neat little prison break scenario. Should your players need an item of questionable morality to get a job done, perhaps a Soul-Powered Plot Device is in order, which Tormentors would be in the possession of.
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Ettins almost always get a bum deal. They’re sort of like the comic relief of the giant folk, always bickering, hurling bad language at each other, and occasionally swing a comically oversized weapon at an adventurer.
So, the ettin has been on our to-do list since near the beginning. So i went and read their lore in the Monster Manual and came up with this.
The Ettin Favoured of Demogorgon (or Ettin Sorceror, for brevity) is an Ettin born with innately magical blood, granting them access to not only powerful magic, but their physical differences from ordinary Ettin, their wings, and even limited power to adjust their own fate.
These Ettin are hugely powerful, make desirable mates for female Ettin, or have their pick of mates if female, and are the least petty and tolerant of all Ettins.
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This monster was inspired by a Suggestion by /u/SheepBeard.
This Dryad has been kidnapped and contained within a terracotta plant pot. Due to being contained for too long away from nature, the Terracotta Dryad has been driven half mad with fury, and has adapted armour plating and a vicious weapon reminiscent of the plant pot that served as its prison.
Hopefully this Dryad could be a morally challenging encounter for your adventurers, do they free the Dryad and convince it not to kill them? Do they kill it if it attacks them, as it is insane due to its imprisonment that doesn’t sound like the right thing to do. The Dryad is also an excellent murder in a murder mystery scenario… as usually people think it was a butler or spouse, not a houseplant that committed the murder, but this houseplant has motive and opportunity.
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The mossipede is the perfect monster to force feed your adventurers a big slice of humble pie. This bitey centipede allows your adventurers to hallucinate wildly and fight each other whilst stumbling around a trapped cave.
Any of your adventurers with proficiency in alchemy tools would be very interested in harvesting the mossipede for ingredients. Due to their regenerative nature a captured mossipede can provide an alchemist with a steady supply of healing potions and madness gas. An alchemist could also try to derive domination potion for interrogations, or to cast a really awkward version of dominate person.
So mossipede caves are heavily trapped, pit traps and stone spikes are everywhere. When the victims of the mossipede venom attack each other they are not being careful, and often end up falling down pits, into spikes whilst trying to stab their friends.
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I used this monster (one pair actually, alongside a bunch of Mymics) because one of the characters bought a tavern. During the encounter, we saw a problem about the Intoxicating Vapors trait, because the rules are one salvation roll to two effects, so I ask you related things about this: first, than if the salvation roll is for both the confusion and the poisoned effects, and second if the slavation roll must be checked every time since any in the trait doesn't explain if the effect is limited or more like "heat" of some monsters.
Obviously inspired by the Crypt of the Necrodancer and *that* Michael Jackson song, this arcane caster is a solid fit for Punday Monday. Whilst it might not suit every campaign, this villain (or ally if your party isn’t too narrow minded) is like a mid-level Lich. Whilst it might not have the legendary actions, it’s memorable and very difficult to keep dead once killed.
The Necrodancer can be defeated with a dance off, a skill challenge in which two sides compete in front of an audience or judges who decide on the winner. I would use two methods:
1. Solo. Necrodancer vs Adventurer. Performance check vs Performance check, five rounds, either best of five or total all five checks and add them up at the end. 2. Group Dance Off. Necrodancer animates some Skeletons, Necrodancer Check vs Group Check (Page 175 of the PHB) or total the group’s check and divide by the number of adventurers.
In combat the Necrodancer uses Mirage Arcane/Hallucinatory Terrain to twist the battlefield to its purpose. Once cast the Necrodancer switches to Unearthly Chorus or Otto’s Irresistible Dance. If unable to maintain concentration, the Necrodancer focuses on damaging spells or trying to enthrall or dominate targets, and directing his dancers to focus on the weaker looking adventurers or restrain the adventurers who are trying to focus on him.
The Necrodancer is best served with at least a few backup dancers (Zombies) or better yet, some professional dancers (Ghouls/Wights).
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Based on a suggestion from /u/CompDuLac a little while ago over in our Suggestion box. The Hellbugs are powerful, mobile bruisers with limited senses at a distance, but an intense predatory ability up close.
Whilst the smaller skitterlings are adept climbers and capable pack hunters, the larger warriors typically hunt alone or in small groups. The skitterlings surround and drag their prey down, whilst the warriors charge and grab any potential food, not letting go until it stops moving or it presents the food to the Matron.
Your adventurers may discover an incursion of Hellbugs by responding to farmer’s reports of cattle mysteriously disappearing through large holes in their fields. An entire dungeon could be formed of a network of burrowed tunnels, with large pit stops where Hellbugs rest and spit out anything they couldn’t digest such as saddles and gold. Eventually leading back to the Hive, for the party to encounter a Hellion or Matron, which are coming soon.
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Valkyries, from norse mythology, are spirits that shepherd dead warriors, picking the 50% that ascend to Valhalla. In their downtime, they serve warriors mead in the Halls of Valhalla.
By themselves, they are warrior spirits, able to bless and heal their allies, and cleave their foes asunder with their angelic greatsword.
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Hellbugs were fun, so here’s a couple more in a post I refer to as Hellbugs 2: This time it’s Hellbuggier. Archers are the Hellbug air support, whilst slow burrowers the Archers are able to blast through dense rocks with their explosive mucus. Their flight makes them invaluable, able to scout and report back to the hive.
Hellions are unique to each hive, identical to warriors in infancy they eventually grow to twice the size of a warrior. Once they reach adolescence they are clearly Hellions as their growth begins to outpace warriors of a similar age. Adolescent hellions are challenged by the current reigning hellion to either leave the hive or battle to the death for supremacy of the hive.
Hellions are hyper aggressive and revel in combat. Bored hellions are prone to culling the weak warriors from the hive. Hellions also have the exclusive right to fertilize the Matron’s eggs, so in many ways the hive’s hellion is both King and Father to the hive.
For anyone intending to use Hellbugs in a dungeon, the Hellion makes an excellent mid-dungeon mini-boss. The Matron in her Lair will be coming soon.
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The Avolakia looks like the worst bits of an octopus, a worm and an insect combined. Preferring to feast on the flesh of the undead to either living or dead meals, they maintain herds of zombies deep in the Undercommon. They’re shape changing abilities mean that they can be found infiltrating settlements to further their own ends.
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It’s Monday punday funday! Today’s monster isn’t quite as jovial as punday monsters normally are, but we think it’s punny nonetheless!
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The Stamen are very “Invasion of the Bodysnatchers” or “The Thing”. Plant creatures that imitate humanoids to infiltrate a town or city. There is nothing remarkable about them, except their unremarkable-ness, and their strange way of talking. An astute individual might notice that Stamen talk like a badly dubbed movie, but they might not realise long enough to remember!
Stamen infiltrate towns in order to spirit away people to feed their mother, sending in more Stamen to replace those that are whisked off.
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Runehounds hold a special place in our group's heart as one brutally murdered the party barbarian (u/_Wamker) as he emerged from a ladder with a solitary hit point. One vile spew later, dissolving remains tumbled right back down and splattered at the party's feet.
These aberrant trackers and artillery are the loyal hounds of thrice mad beings. Hunting your adventurers with their psychic scent and their surprisingly long biting reach. Should your adventurers find themselves bitten they best prepare for the wave of acidic spit coming their way.
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Myconid Portobello are common amidst the larger myconid colonies. Able to defend themselves and protect their sovereign, the portobello are a hardy, stout shroom which fill the warrior role. Perfect for when your adventurers try to outnumber a Sovereign.
Generally I just like myconids, use the Deathcap from Tome of Battle along with the Myconid Seer, couple Stinkhorns and a few Portobellos to confuse your adventurers into a fight or diplomacy situation. Myconids generally need a lot of help what with being low challenge rating creatures who live in, near and around the Underdark… and Myconids are also tasty… especially Portobello Myconids, they’re like the steak of the Underdark.
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I wanted to do something fun, and I do love a good doggo. These dogs are a fun monster that can be reasoned with… but not like a regular dog, they have a slightly different diet so meaty treats won’t get you too far. They’re loyal to their masters, be they champion beast trainers or air elementals and may leave your adventurers scratching their heads for answers.
Plus if your adventurers try to murderhobo these, you can guilt trip them with descriptions of yelps and yowls that should melt even the grimdarkest of hearts.
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u/_Wamker here. Just a bit of a fanboy moment, Dungeon Keeper 2 is one of my two favourite games of all time (Alongside Black & White, for those that are interested). So you might be seeing a few more DK2 themed monsters popping up on the run up to Halloween.
The Bile Demon is a horrible, fat, ugly, offensive monster that has astoundingly poor control of its bodily excretions. Flatulent beyond belief, this monster is constantly surrounded by a faint green haze of stench. With two large horns that have morningstars attached, though slow, the Bile Demon is more powerful that its body would belie.
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Cults are fun and dependable bad guys, and with the recent Fiendish Options I thought I would expand upon the options of cult members.
This first cultist is the Cult Initiate, a newly indoctrinated member who has been set up to succeed or fail, both to the benefit of the cult. Should they succeed, they will be trained further, to become a priest, assassin or fanatic, or something else, depending on their skillset. Should they fail, their sacrifice will empower and embolden their fellow cultists due to their ritual scars they received when they joined the cult.
These cultists will likely fight to the death, especially if their allies or superiors are alive. However, if they are the last ones standing, their superiors are dead, or their ritual is ruined, these are the first cultists to lose faith and abandon their posts.
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Continuing on with the Fiendish Options cult enhancement, here is my personal favourite member of every cult. The crazy old “medicine” man.
These guys are usually solitary in a small cult, or perhaps a handful in a larger cult. Usually a cult cell will have access to an Apothecary in some capacity. When a group of cultists wish to perform a ritual, such as summoning a demon to the mortal realm, it is the apothecary who ensures they have the right reagents. When left to their own devices an initiate may make substitutions such as table salt instead of sea salt, and when you’re trying to contact a long forgotten elder god who dwells in the ocean, table salt is not going to cut it.
An apothecary is an expert in sourcing extremely specific reagents whilst avoiding suspicion. Usually they will have a day job as an alchemist, or a chef, or an advisor to a local noble where their requests will often not be given a second thought. Rare herbs that need to be ground into a powder to provide incense for the demon summoning ritual often go unnoticed if ordered alongside basil and coriander.
Of course, being in close contact with some of these mind altering or poisonous substances isn’t always fantastic for the health (or mental health) of an apothecary but we all make sacrifices for the cause, sometimes it's a health risk, other times it’s some hopeless initiate.
When confronted by adventurers the apothecary will chuck whatever potions he has on him at them, I like the flavour spells as coming from the apothecaries many pockets;
* Acid Splash\Create Bonfire. *The apothecary shakes vial of acid and hurls it toward you, it explodes mid air, coating you (both) in acid.* * Create Bonfire. *The apothecary shatters a vial of alchemist’s fire against the floor and it begins to burn, creating a deadly pool of fire.* * Grease. *The apothecary throws a small clay urn which shatters upon the ground, spilling a wave of foul smelling grease across the floor.* * Magic Missile. *The apothecary aims a jar at you and pries the lid off with some difficulty, erupting from the open jar are three small firefly-like wisps of light which hurtle into you with surprising force, dissipating on impact.* * Crown of Madness. *The apothecary blows a powder which picks up speed until it hits its target as a cloud of dust, this dust clings to the target’s head, appearing almost crown-like, and the target is disorientated.* * Misty Step. *SMOKE BOMB!*
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When left to their own devices an initiate may make substitutions such as table salt instead of sea salt, and when you’re trying to contact a long forgotten elder god who dwells in the ocean, table salt is not going to cut it.
"Table salt? Table salt? What is the meaning of this? In my day, no one would dare to try to contact me with table salt! See if I ever answer your rituals again--oh, and by the way, die!" The elder god casts power word kill on every creature within hearing. The DM starts checking HP.
Another iconic monster from the Dungeon Keeper franchise, the dark mistress is everyone’s favourite leather bound dominatrix.
With powers of lightning and pain, this seemingly humanoid female relishes pain and torture, both giving and receiving. She will willingly throw herself into any fray with reckless abandon, however if you can’t give her what she needs, she’s quickly abandon you for the next worst thing.
Today’s monster is the Tormentor.
Tormentors are denizens of the Abyss that have cornered the market on soul hunting, torturing and enslaving. They have crafted ingenious prisons for souls which are powered by the suffering of the souls they have imprisoned. Tormentors delight in torturing souls, and actually sustain themselves on the pain of the imprisoned soul. Once a soul has been completely drained and is no longer able to feel pain or pleasure the Tormentors discard it like a used husk. Typically these souls are destroyed by something in the Abyss.
Tormentors use souls as batteries, powering their arcane devices, they also use souls as currency; trading in souls much like slavers. Should your adventurers need information then breaking one of these souls out of prison could be a neat little prison break scenario. Should your players need an item of questionable morality to get a job done, perhaps a Soul-Powered Plot Device is in order, which Tormentors would be in the possession of.
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Today’s monster is Ettin Favoured of Demogorgon.
Ettins almost always get a bum deal. They’re sort of like the comic relief of the giant folk, always bickering, hurling bad language at each other, and occasionally swing a comically oversized weapon at an adventurer.
So, the ettin has been on our to-do list since near the beginning. So i went and read their lore in the Monster Manual and came up with this.
The Ettin Favoured of Demogorgon (or Ettin Sorceror, for brevity) is an Ettin born with innately magical blood, granting them access to not only powerful magic, but their physical differences from ordinary Ettin, their wings, and even limited power to adjust their own fate.
These Ettin are hugely powerful, make desirable mates for female Ettin, or have their pick of mates if female, and are the least petty and tolerant of all Ettins.
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Today’s monster is Terracotta Dryad.
This monster was inspired by a Suggestion by /u/SheepBeard.
This Dryad has been kidnapped and contained within a terracotta plant pot. Due to being contained for too long away from nature, the Terracotta Dryad has been driven half mad with fury, and has adapted armour plating and a vicious weapon reminiscent of the plant pot that served as its prison.
Hopefully this Dryad could be a morally challenging encounter for your adventurers, do they free the Dryad and convince it not to kill them? Do they kill it if it attacks them, as it is insane due to its imprisonment that doesn’t sound like the right thing to do. The Dryad is also an excellent murder in a murder mystery scenario… as usually people think it was a butler or spouse, not a houseplant that committed the murder, but this houseplant has motive and opportunity.
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Today’s monster is Mossipede.
The mossipede is the perfect monster to force feed your adventurers a big slice of humble pie. This bitey centipede allows your adventurers to hallucinate wildly and fight each other whilst stumbling around a trapped cave.
Any of your adventurers with proficiency in alchemy tools would be very interested in harvesting the mossipede for ingredients. Due to their regenerative nature a captured mossipede can provide an alchemist with a steady supply of healing potions and madness gas. An alchemist could also try to derive domination potion for interrogations, or to cast a really awkward version of dominate person.
So mossipede caves are heavily trapped, pit traps and stone spikes are everywhere. When the victims of the mossipede venom attack each other they are not being careful, and often end up falling down pits, into spikes whilst trying to stab their friends.
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Hi,
I used this monster (one pair actually, alongside a bunch of Mymics) because one of the characters bought a tavern. During the encounter, we saw a problem about the Intoxicating Vapors trait, because the rules are one salvation roll to two effects, so I ask you related things about this: first, than if the salvation roll is for both the confusion and the poisoned effects, and second if the slavation roll must be checked every time since any in the trait doesn't explain if the effect is limited or more like "heat" of some monsters.
Hombrewing and roleplaying a lot.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Today’s monster is the Necrodancer.
Obviously inspired by the Crypt of the Necrodancer and *that* Michael Jackson song, this arcane caster is a solid fit for Punday Monday. Whilst it might not suit every campaign, this villain (or ally if your party isn’t too narrow minded) is like a mid-level Lich. Whilst it might not have the legendary actions, it’s memorable and very difficult to keep dead once killed.
The Necrodancer can be defeated with a dance off, a skill challenge in which two sides compete in front of an audience or judges who decide on the winner. I would use two methods:
1. Solo. Necrodancer vs Adventurer. Performance check vs Performance check, five rounds, either best of five or total all five checks and add them up at the end.
2. Group Dance Off. Necrodancer animates some Skeletons, Necrodancer Check vs Group Check (Page 175 of the PHB) or total the group’s check and divide by the number of adventurers.
In combat the Necrodancer uses Mirage Arcane/Hallucinatory Terrain to twist the battlefield to its purpose. Once cast the Necrodancer switches to Unearthly Chorus or Otto’s Irresistible Dance. If unable to maintain concentration, the Necrodancer focuses on damaging spells or trying to enthrall or dominate targets, and directing his dancers to focus on the weaker looking adventurers or restrain the adventurers who are trying to focus on him.
The Necrodancer is best served with at least a few backup dancers (Zombies) or better yet, some professional dancers (Ghouls/Wights).
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Today’s monsters are Hellbugs.
Based on a suggestion from /u/CompDuLac a little while ago over in our Suggestion box. The Hellbugs are powerful, mobile bruisers with limited senses at a distance, but an intense predatory ability up close.
Whilst the smaller skitterlings are adept climbers and capable pack hunters, the larger warriors typically hunt alone or in small groups. The skitterlings surround and drag their prey down, whilst the warriors charge and grab any potential food, not letting go until it stops moving or it presents the food to the Matron.
Your adventurers may discover an incursion of Hellbugs by responding to farmer’s reports of cattle mysteriously disappearing through large holes in their fields. An entire dungeon could be formed of a network of burrowed tunnels, with large pit stops where Hellbugs rest and spit out anything they couldn’t digest such as saddles and gold. Eventually leading back to the Hive, for the party to encounter a Hellion or Matron, which are coming soon.
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Today’s monster is the Valkyrie.
Valkyries, from norse mythology, are spirits that shepherd dead warriors, picking the 50% that ascend to Valhalla. In their downtime, they serve warriors mead in the Halls of Valhalla.
By themselves, they are warrior spirits, able to bless and heal their allies, and cleave their foes asunder with their angelic greatsword.
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Today’s monster are more Hellbugs.
Hellbugs were fun, so here’s a couple more in a post I refer to as Hellbugs 2: This time it’s Hellbuggier. Archers are the Hellbug air support, whilst slow burrowers the Archers are able to blast through dense rocks with their explosive mucus. Their flight makes them invaluable, able to scout and report back to the hive.
Hellions are unique to each hive, identical to warriors in infancy they eventually grow to twice the size of a warrior. Once they reach adolescence they are clearly Hellions as their growth begins to outpace warriors of a similar age. Adolescent hellions are challenged by the current reigning hellion to either leave the hive or battle to the death for supremacy of the hive.
Hellions are hyper aggressive and revel in combat. Bored hellions are prone to culling the weak warriors from the hive. Hellions also have the exclusive right to fertilize the Matron’s eggs, so in many ways the hive’s hellion is both King and Father to the hive.
For anyone intending to use Hellbugs in a dungeon, the Hellion makes an excellent mid-dungeon mini-boss. The Matron in her Lair will be coming soon.
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Today’s monster is the Avolakia.
The Avolakia looks like the worst bits of an octopus, a worm and an insect combined. Preferring to feast on the flesh of the undead to either living or dead meals, they maintain herds of zombies deep in the Undercommon. They’re shape changing abilities mean that they can be found infiltrating settlements to further their own ends.
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Today’s monster is the Stamen.
It’s Monday punday funday! Today’s monster isn’t quite as jovial as punday monsters normally are, but we think it’s punny nonetheless!
**Asking for a favour:** If anyone knows the art credit for the image we’ve used, please let us know. Our searches didn’t yield any results!
The Stamen are very “Invasion of the Bodysnatchers” or “The Thing”. Plant creatures that imitate humanoids to infiltrate a town or city. There is nothing remarkable about them, except their unremarkable-ness, and their strange way of talking. An astute individual might notice that Stamen talk like a badly dubbed movie, but they might not realise long enough to remember!
Stamen infiltrate towns in order to spirit away people to feed their mother, sending in more Stamen to replace those that are whisked off.
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Today’s monster is the Runehound.
Runehounds hold a special place in our group's heart as one brutally murdered the party barbarian (u/_Wamker) as he emerged from a ladder with a solitary hit point. One vile spew later, dissolving remains tumbled right back down and splattered at the party's feet.
These aberrant trackers and artillery are the loyal hounds of thrice mad beings. Hunting your adventurers with their psychic scent and their surprisingly long biting reach. Should your adventurers find themselves bitten they best prepare for the wave of acidic spit coming their way.
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Today’s monster is the Myconid Portobello.
Myconid Portobello are common amidst the larger myconid colonies. Able to defend themselves and protect their sovereign, the portobello are a hardy, stout shroom which fill the warrior role. Perfect for when your adventurers try to outnumber a Sovereign.
Generally I just like myconids, use the Deathcap from Tome of Battle along with the Myconid Seer, couple Stinkhorns and a few Portobellos to confuse your adventurers into a fight or diplomacy situation. Myconids generally need a lot of help what with being low challenge rating creatures who live in, near and around the Underdark… and Myconids are also tasty… especially Portobello Myconids, they’re like the steak of the Underdark.
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Today’s monster is the Fog Dog.
I wanted to do something fun, and I do love a good doggo. These dogs are a fun monster that can be reasoned with… but not like a regular dog, they have a slightly different diet so meaty treats won’t get you too far. They’re loyal to their masters, be they champion beast trainers or air elementals and may leave your adventurers scratching their heads for answers.
Plus if your adventurers try to murderhobo these, you can guilt trip them with descriptions of yelps and yowls that should melt even the grimdarkest of hearts.
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Today’s monster is the Bile Demon.
u/_Wamker here. Just a bit of a fanboy moment, Dungeon Keeper 2 is one of my two favourite games of all time (Alongside Black & White, for those that are interested). So you might be seeing a few more DK2 themed monsters popping up on the run up to Halloween.
The Bile Demon is a horrible, fat, ugly, offensive monster that has astoundingly poor control of its bodily excretions. Flatulent beyond belief, this monster is constantly surrounded by a faint green haze of stench. With two large horns that have morningstars attached, though slow, the Bile Demon is more powerful that its body would belie.
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Today’s monster is the Cult Initiate.
Cults are fun and dependable bad guys, and with the recent Fiendish Options I thought I would expand upon the options of cult members.
This first cultist is the Cult Initiate, a newly indoctrinated member who has been set up to succeed or fail, both to the benefit of the cult. Should they succeed, they will be trained further, to become a priest, assassin or fanatic, or something else, depending on their skillset. Should they fail, their sacrifice will empower and embolden their fellow cultists due to their ritual scars they received when they joined the cult.
These cultists will likely fight to the death, especially if their allies or superiors are alive. However, if they are the last ones standing, their superiors are dead, or their ritual is ruined, these are the first cultists to lose faith and abandon their posts.
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Today’s monster is the Cult Apothecary.
Continuing on with the Fiendish Options cult enhancement, here is my personal favourite member of every cult. The crazy old “medicine” man.
These guys are usually solitary in a small cult, or perhaps a handful in a larger cult. Usually a cult cell will have access to an Apothecary in some capacity. When a group of cultists wish to perform a ritual, such as summoning a demon to the mortal realm, it is the apothecary who ensures they have the right reagents. When left to their own devices an initiate may make substitutions such as table salt instead of sea salt, and when you’re trying to contact a long forgotten elder god who dwells in the ocean, table salt is not going to cut it.
An apothecary is an expert in sourcing extremely specific reagents whilst avoiding suspicion. Usually they will have a day job as an alchemist, or a chef, or an advisor to a local noble where their requests will often not be given a second thought. Rare herbs that need to be ground into a powder to provide incense for the demon summoning ritual often go unnoticed if ordered alongside basil and coriander.
Of course, being in close contact with some of these mind altering or poisonous substances isn’t always fantastic for the health (or mental health) of an apothecary but we all make sacrifices for the cause, sometimes it's a health risk, other times it’s some hopeless initiate.
When confronted by adventurers the apothecary will chuck whatever potions he has on him at them, I like the flavour spells as coming from the apothecaries many pockets;
* Acid Splash\Create Bonfire. *The apothecary shakes vial of acid and hurls it toward you, it explodes mid air, coating you (both) in acid.*
* Create Bonfire. *The apothecary shatters a vial of alchemist’s fire against the floor and it begins to burn, creating a deadly pool of fire.*
* Grease. *The apothecary throws a small clay urn which shatters upon the ground, spilling a wave of foul smelling grease across the floor.*
* Magic Missile. *The apothecary aims a jar at you and pries the lid off with some difficulty, erupting from the open jar are three small firefly-like wisps of light which hurtle into you with surprising force, dissipating on impact.*
* Crown of Madness. *The apothecary blows a powder which picks up speed until it hits its target as a cloud of dust, this dust clings to the target’s head, appearing almost crown-like, and the target is disorientated.*
* Misty Step. *SMOKE BOMB!*
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Today’s monster is the Dark Mistress.
Another iconic monster from the Dungeon Keeper franchise, the dark mistress is everyone’s favourite leather bound dominatrix.
With powers of lightning and pain, this seemingly humanoid female relishes pain and torture, both giving and receiving. She will willingly throw herself into any fray with reckless abandon, however if you can’t give her what she needs, she’s quickly abandon you for the next worst thing.
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!