More cultists for Fiendish Options! This is our public speaker, cultist who has weaseled his way into a safe space above suspicion and is a dab hand at recruitment, the Orator.
These cultists are the guys you want in positions of power that interact with the adventurers. The Orators are those who run the town market and keep the town guards paid very well, alternatively they are the elected ‘Sherriff’ of their little town, or perhaps they are the high priest of some divine order which is really a front for their ‘alternative religion’.
In combat these Orators rely on their words, hurling insults and mockery at foes whilst bolstering their cultists morale. Their mastery of words is blessed with magical energy from their patrons and as such they are able to enthrall and hamper foes. Orators begin combat by trying to distract foes with a *hypnotic pattern* conjured by their magical speech, or by beseeching their gods to *bane* their enemies. If only one foe is in range, the Orator attempts to corrupt with *suggestion*. When subtlety fails the Orator’s powerful voice can manifest in an immense shout of *thunderwave*.
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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!
Skeletons have always been a popular sight at halloween, and what could be spookier than a skeleton in a clockwork jar, many millennia old and more than a little crazy to boot?
The clockwork reliquary is more than just a dead wizard in a construct though, providing a nice hook for further adventures is the long lost army of construct soldiers, awaiting the correct command to begin the conquest of this new world
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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!
Happy halloween, and as it’s the season, we’ve got some monsters to spook your adventurers.
First up we have the Marshmallow Golem and it’s humongous counterpart. Your adventurers are definitely going to think about using fire to toast this marshmallow, but that just turns this soft giant into a burning inferno which is bad for everyone. Whilst the golem does not do well with fire, it’s suicidal rampage is quite likely to bring down everyone else with it.
Creatures that target the Marshmallow Golems with bite attacks can easily end up with a mouthful of mallow, making a sugar high a real risk, and if they are determined to eat the entire golem, remind them that diabetes is scarier than any haunted house.
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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!
Back to our regularly scheduled monster a day; Your adventurers may be tired of cliche knife wielding unkillable maniacs who prowl around camps waiting for teenagers to skinny dip in the lake so they can kill them. Well if you’re bored of lakeside serial killers, you can always fight the lake itself!
The Skuz is a powerful special undead. The Skuz make their homes in lakes, ponds, and other still bodies of water. The Skuz are adept at blending into the water and using illusion magic to lure in unsuspecting adventurers. The Skuz poses as a small child drowning by disguising itself, and when someone comes to save them it lashes out, paralyzing them in the waters and dragging them down to the lake bed for an eternal sleep.
Their mastery of water allows them to assault adventurers too intelligent to fall for its illusions if they hang around the banks too long. Skuz also hunt by dragging in small animals that drink from the lake and killing them, depositing the carcass on the edge of the water to lure in scavengers.
Your adventurers could also be informed of the Skuz by local fey or forest folk, and be requested to rid the waters of the evil that lurks below. Either way, the Skuz will be biding their time.
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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!
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Hailing straight from goofy 80’s comedy horror movies are the Gremlins!
These little monsters duplicate when they’re wet, they eat to gain strength, and they have an aversion to light. But then, almost all of you probably already know this!
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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 relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Yes, but to those vulnerable to sunlight, such as vampires, it deals radiant damage. I have never seen Gremlins, so if gremlins catch on fire when out in sunlight, they are dealt fire damage.
Edit: Turns out they melt. Fire or radiant damage would be appropriate, maybe even acid.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The kelxie is a water spirit, an aquatic pixie, a sea sprite, a nymph’s tiny assistant.
These mischievous fey trick folk into tripping into lakes and ponds, then reveal themselves to laugh and play. Should a mortal react poorly and attempt to attack them, they would use their entangling roots to pull the mortal down into the murky depths to teach them a lesson. This lesson is often Drowning 101.
Otherwise the kelxie are a peaceful people who care about keeping the water clear and unpolluted, so that animals and plants can drink and be sustained.
Encounter idea - Have your adventurers encounter two kelxies. The first creates the illusion of a woman bathing, with her back to the adventurers. The second creates an illusion of the river bank, extending it much further than it actually goes. If your adventurers step forward to peep, then they overextend into the illusory terrain and go tumbling down the bank into the river, and the illusions vanish, revealing the laughing kelxies. The kelxies then beseech the adventurers for help, for downstream there is a Skuz (or something else that is polluting the river).
If the adventurer who took a tumble complains and groans, the kelxies may try to drown them with their entangle… otherwise they pester the party until they do it, including things like tossing water down the back of their necks, and wetting their hair. Obviously if the adventurers attack the kelxies flee to the water and become invisible, but if they are hit, they’re not very resilient fey and they will die, creating an enemy of the fey folk of the forest.
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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!
Pulling on the Egyptian / Middle Eastern roots, and with other sources using its name to mean “moving in a circular motion” or “spinning”, the Dervish uses the momentum of one swing to begin a spinning dance of sorts, becoming a whirling body and blade, and using the grace of this dance to not only dodge incoming attacks, but to deliver great sweeping blows all around them.
Can you tell me how you calculated its CR to be 3? I ask because, when I calculate it, assuming that (a) it uses Multiattack each round, (b) it hits with every attack, (c) there's only one PC within 5 feet, (d) advantage/disadvantage (such as from Dodge) is equivalent to +/-5, and (e) that the formula in the Dungeon Master's Guide is accurate, I get offensive CR 3 and defensive CR 5.
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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
Through the tall trees of the deep forest, a huge dark shape is glimpsed moving between the gaps. At first people doubt what they hear, but as more sightings are confirmed, doubt turns to fear at what could be out there. Then, when the full moon is high in the night sky, an unearthly howling can be heard for miles around.
The fenrir is the result of a hill giant cursed with lycanthropy, A huge beast capable of devouring entire flocks, or parties of travellers if it so chooses.
I designed this monster when I was considering what kind of size creature could be affected by the lycanthropy curse. The idea of a huge werewolf was pretty appealing, and the idea of throwing a giant at the party which then transforms into a giant sized werewolf seemed a lot of fun and an unexpected surprise for them.
Enjoy the full moon tonight.
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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!
No one has really asked us for one, but we decided to make you all a Sand Witch, this is not a Big Large Troll, but in fact a fey spirit. These Sand Nymphs are a little touchy about being compared the Beach Hags, and when upset will release their burning scorn through molten hot sand.
They have mastery over spells that conduct heat, or move the earth, although they specialise in sand specifically. When these witches cast Transmute Rock, they are always going to try to encase someone standing on stone in quicksand.
Despite their nature, these fey love beautiful things made out of glass, as they appreciate the sand and the fire needed to create such sculptures, and all fey admire beauty. Should you befriend a Sand Witch she will assist you through a desert, or guide you to buried treasure on a beach; but make an enemy of a Sand Witch and you may find yourself buried alongside some.
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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!
There should be a Volo's Guide To Monsters sequel containing the monsters in this thread.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The Penumbra of Spirits is a swarm of undead spirits that through the strength that their numbers provide, manifest powers comparable with that of the Ghost and the Spectre.
Whether they are the victims of a serial killer, souls tossed into a mass grave, cultists that all drank the “coolaid”, a mass of malevolent spirits is going to be a wearing 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!
The Mason is a useful NPC that is great when it comes to Stoneworking, and a fantastic ally to have around when attacked by creatures or objects made out of stone. This NPC is who the militia send to disable a Stone Siege tower, or to breach a Stone wall. Due to their expertise, they are also useful in a fight against a Stone Golem, as they can spot flaws and cracks and exploit these weaknesses.
Should your adventurers wish to buy a marble dragonchess set, whetstone or paperweight, they may encounter a mason and masons are not to be taken lightly. Alternatively, if your adventurers find some bandits who are really townsfolk tired of being oppressed by a tyrant, or anger the town guards in some way, they may face the Mason in combat, and whilst the heavy hammers hit hard, the Mason delights in targeting those who try to defend themselves with Stoneskin, or summon earth elementals as a distraction.
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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!
Is it some horrific, ugly, primordial predecessor of both, yet somehow way more dangerous? Of course it is!
The grootslang comes from South African mythology, and really lives up to the term monstrosity. I mostly built this because of Jeff McArthur’s amazing artwork, but it was one of those monsters that just seems to develop and grow as you write it. I hope you get as much fun out of using this thing as I did creating it!
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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 wasn’t sure what to write for today’s monster, so i looked through the images I’d saved on my Ipad and found this guy. I thought he looked interesting and creepy which are two solid adjectives for D&D monsters!
The Cleavergaunt is an undead, constructed or manipulated by necromancers,it is a creature that is used for assassination or murder, whether for strategic social maneuvering or for defensive purposes.
With its long, gangly limbs and slender (read as: partly decomposed) body, it is surprisingly strong and outfitted with two great axes that are made to appear as oversized meat cleavers.
As though it’s appearance isn’t unsettling enough, the Cleavergaunt possesses some limited magic that allows it to teleport short distances in the blink of an eye, and then clouding the vision of said eyes with darkness.
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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’ve always liked the Quickling, and when writing one it is always tempting to shove on everything that says speed and leave it at that, but this guy has been a bit more focused. The bounder stores his speed for later use, letting it out in bursts, and leans into its momentum hoping for the eventual payoff.
Bounders are far from stupid, typically they will use their speed (240 feet if they need to) to move into combat with a less armoured foe, attacking the armoured front liners to make their way past without suffering attacks of opportunity. Once they have reached the lightly armoured targets they will recharge their sprint whilst focusing their attacks to minimise their chances of missing to maximise their attack speed.
Consider challenging a high level party by bringing in a creature to buff the bounder, anything that adds damage per attack could potentially be added eight times a round for the lucky bounder.
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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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Today’s monster is the Cult Orator.
More cultists for Fiendish Options! This is our public speaker, cultist who has weaseled his way into a safe space above suspicion and is a dab hand at recruitment, the Orator.
These cultists are the guys you want in positions of power that interact with the adventurers. The Orators are those who run the town market and keep the town guards paid very well, alternatively they are the elected ‘Sherriff’ of their little town, or perhaps they are the high priest of some divine order which is really a front for their ‘alternative religion’.
In combat these Orators rely on their words, hurling insults and mockery at foes whilst bolstering their cultists morale. Their mastery of words is blessed with magical energy from their patrons and as such they are able to enthrall and hamper foes. Orators begin combat by trying to distract foes with a *hypnotic pattern* conjured by their magical speech, or by beseeching their gods to *bane* their enemies. If only one foe is in range, the Orator attempts to corrupt with *suggestion*. When subtlety fails the Orator’s powerful voice can manifest in an immense shout of *thunderwave*.
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 Clockwork Reliquary.
Skeletons have always been a popular sight at halloween, and what could be spookier than a skeleton in a clockwork jar, many millennia old and more than a little crazy to boot?
The clockwork reliquary is more than just a dead wizard in a construct though, providing a nice hook for further adventures is the long lost army of construct soldiers, awaiting the correct command to begin the conquest of this new world
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 Marshmallow Golem.
Happy halloween, and as it’s the season, we’ve got some monsters to spook your adventurers.
First up we have the Marshmallow Golem and it’s humongous counterpart. Your adventurers are definitely going to think about using fire to toast this marshmallow, but that just turns this soft giant into a burning inferno which is bad for everyone. Whilst the golem does not do well with fire, it’s suicidal rampage is quite likely to bring down everyone else with it.
Creatures that target the Marshmallow Golems with bite attacks can easily end up with a mouthful of mallow, making a sugar high a real risk, and if they are determined to eat the entire golem, remind them that diabetes is scarier than any haunted house.
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 Skuz.
Happy hallows eve adventurers! Check out our bonus halloween creatures on 1d6Adventurers, Boogie Man, and Spring Heeled Jack.
Back to our regularly scheduled monster a day; Your adventurers may be tired of cliche knife wielding unkillable maniacs who prowl around camps waiting for teenagers to skinny dip in the lake so they can kill them. Well if you’re bored of lakeside serial killers, you can always fight the lake itself!
The Skuz is a powerful special undead. The Skuz make their homes in lakes, ponds, and other still bodies of water. The Skuz are adept at blending into the water and using illusion magic to lure in unsuspecting adventurers. The Skuz poses as a small child drowning by disguising itself, and when someone comes to save them it lashes out, paralyzing them in the waters and dragging them down to the lake bed for an eternal sleep.
Their mastery of water allows them to assault adventurers too intelligent to fall for its illusions if they hang around the banks too long. Skuz also hunt by dragging in small animals that drink from the lake and killing them, depositing the carcass on the edge of the water to lure in scavengers.
Your adventurers could also be informed of the Skuz by local fey or forest folk, and be requested to rid the waters of the evil that lurks below. Either way, the Skuz will be biding their time.
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!
This thread is like one of the best ones on here.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Today’s monster is the Gremlin.
Hailing straight from goofy 80’s comedy horror movies are the Gremlins!
These little monsters duplicate when they’re wet, they eat to gain strength, and they have an aversion to light. But then, almost all of you probably already know this!
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!
Typically, sunlight deals radiant damage.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"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)
Yes, but to those vulnerable to sunlight, such as vampires, it deals radiant damage. I have never seen Gremlins, so if gremlins catch on fire when out in sunlight, they are dealt fire damage.
Edit: Turns out they melt. Fire or radiant damage would be appropriate, maybe even acid.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Today’s monster is the Kelxie.
The kelxie is a water spirit, an aquatic pixie, a sea sprite, a nymph’s tiny assistant.
These mischievous fey trick folk into tripping into lakes and ponds, then reveal themselves to laugh and play. Should a mortal react poorly and attempt to attack them, they would use their entangling roots to pull the mortal down into the murky depths to teach them a lesson. This lesson is often Drowning 101.
Otherwise the kelxie are a peaceful people who care about keeping the water clear and unpolluted, so that animals and plants can drink and be sustained.
Encounter idea - Have your adventurers encounter two kelxies. The first creates the illusion of a woman bathing, with her back to the adventurers. The second creates an illusion of the river bank, extending it much further than it actually goes. If your adventurers step forward to peep, then they overextend into the illusory terrain and go tumbling down the bank into the river, and the illusions vanish, revealing the laughing kelxies. The kelxies then beseech the adventurers for help, for downstream there is a Skuz (or something else that is polluting the river).
If the adventurer who took a tumble complains and groans, the kelxies may try to drown them with their entangle… otherwise they pester the party until they do it, including things like tossing water down the back of their necks, and wetting their hair. Obviously if the adventurers attack the kelxies flee to the water and become invisible, but if they are hit, they’re not very resilient fey and they will die, creating an enemy of the fey folk of the forest.
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!
"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)
Today’s monster is the Fenrir.
Through the tall trees of the deep forest, a huge dark shape is glimpsed moving between the gaps. At first people doubt what they hear, but as more sightings are confirmed, doubt turns to fear at what could be out there. Then, when the full moon is high in the night sky, an unearthly howling can be heard for miles around.
The fenrir is the result of a hill giant cursed with lycanthropy, A huge beast capable of devouring entire flocks, or parties of travellers if it so chooses.
I designed this monster when I was considering what kind of size creature could be affected by the lycanthropy curse. The idea of a huge werewolf was pretty appealing, and the idea of throwing a giant at the party which then transforms into a giant sized werewolf seemed a lot of fun and an unexpected surprise for them.
Enjoy the full moon tonight.
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 Sand Witch.
Happy Punday Adventurers.
No one has really asked us for one, but we decided to make you all a Sand Witch, this is not a Big Large Troll, but in fact a fey spirit. These Sand Nymphs are a little touchy about being compared the Beach Hags, and when upset will release their burning scorn through molten hot sand.
They have mastery over spells that conduct heat, or move the earth, although they specialise in sand specifically. When these witches cast Transmute Rock, they are always going to try to encase someone standing on stone in quicksand.
Despite their nature, these fey love beautiful things made out of glass, as they appreciate the sand and the fire needed to create such sculptures, and all fey admire beauty. Should you befriend a Sand Witch she will assist you through a desert, or guide you to buried treasure on a beach; but make an enemy of a Sand Witch and you may find yourself buried alongside some.
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!
There should be a Volo's Guide To Monsters sequel containing the monsters in this thread.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Today’s monster is the Penumbra of Spirits.
The Penumbra of Spirits is a swarm of undead spirits that through the strength that their numbers provide, manifest powers comparable with that of the Ghost and the Spectre.
Whether they are the victims of a serial killer, souls tossed into a mass grave, cultists that all drank the “coolaid”, a mass of malevolent spirits is going to be a wearing 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 Mason.
The Mason is a useful NPC that is great when it comes to Stoneworking, and a fantastic ally to have around when attacked by creatures or objects made out of stone. This NPC is who the militia send to disable a Stone Siege tower, or to breach a Stone wall. Due to their expertise, they are also useful in a fight against a Stone Golem, as they can spot flaws and cracks and exploit these weaknesses.
Should your adventurers wish to buy a marble dragonchess set, whetstone or paperweight, they may encounter a mason and masons are not to be taken lightly. Alternatively, if your adventurers find some bandits who are really townsfolk tired of being oppressed by a tyrant, or anger the town guards in some way, they may face the Mason in combat, and whilst the heavy hammers hit hard, the Mason delights in targeting those who try to defend themselves with Stoneskin, or summon earth elementals as a distraction.
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 Grootslang.
Is it a snake?
Is it an elephant?
Is it some horrific, ugly, primordial predecessor of both, yet somehow way more dangerous? Of course it is!
The grootslang comes from South African mythology, and really lives up to the term monstrosity. I mostly built this because of Jeff McArthur’s amazing artwork, but it was one of those monsters that just seems to develop and grow as you write it. I hope you get as much fun out of using this thing as I did creating it!
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're working on a compendium! Thanks for the very flattering words though!
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 Cleavergaunt.
I wasn’t sure what to write for today’s monster, so i looked through the images I’d saved on my Ipad and found this guy. I thought he looked interesting and creepy which are two solid adjectives for D&D monsters!
The Cleavergaunt is an undead, constructed or manipulated by necromancers,it is a creature that is used for assassination or murder, whether for strategic social maneuvering or for defensive purposes.
With its long, gangly limbs and slender (read as: partly decomposed) body, it is surprisingly strong and outfitted with two great axes that are made to appear as oversized meat cleavers.
As though it’s appearance isn’t unsettling enough, the Cleavergaunt possesses some limited magic that allows it to teleport short distances in the blink of an eye, and then clouding the vision of said eyes with darkness.
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 Quickling Bounder.
I’ve always liked the Quickling, and when writing one it is always tempting to shove on everything that says speed and leave it at that, but this guy has been a bit more focused. The bounder stores his speed for later use, letting it out in bursts, and leans into its momentum hoping for the eventual payoff.
Bounders are far from stupid, typically they will use their speed (240 feet if they need to) to move into combat with a less armoured foe, attacking the armoured front liners to make their way past without suffering attacks of opportunity. Once they have reached the lightly armoured targets they will recharge their sprint whilst focusing their attacks to minimise their chances of missing to maximise their attack speed.
Consider challenging a high level party by bringing in a creature to buff the bounder, anything that adds damage per attack could potentially be added eight times a round for the lucky bounder.
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!