Happy punday adventurers, todays puns come in the form of four monsters, plus two variant monsters. I think we’re spoiling you, but it’s all thanks to the wonderful art of /u/toysovore and whilst I’ve been writing these ones, he’s only gone and drawn a blobby unicorn and mammoth! Well, hopefully everyone likes these enough to make me consider adding to them, let’s see.
These Jelly Skellies are wobbly and it’s due to their Gelatinous “bodies”. Each Jeleton starts off life as a featureless blob of acid, and gains colour and abilities after it eats its first meal. Perhaps your adventurers went off to find a missing party of adventurers and instead of finding them, they find one of each of these Jeletons, those poor adventurers were killed by something and devoured by jeletons and now a party of jelly skellies stands between the adventurers and their chance to give their loved ones some closure.
Jeletons are popular with worshippers of Jubilex… for the chance their bodies may serve the faceless lord as some sort of wibbly wobbly slimey wimey thing for all eternity… is a good thing, for them... I guess? Cultists of Jubilex may be given jeletons in bags and be sent out to murder people and convert their bodies into Jeletons and return the resulting jeleton to the apothecary. If the cultist dies… well then his body can become a servant of Jubilex forever!
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These heroes in half shells are a tough, dependable, naturally magical friend to the forest. Should your adventurers encounter these creatures they will likely be friendly, unless your adventurers are openly hostile or in the middle of defiling the Tortaur’s home.
Tortaurs are an island folk, but they like to move around a lot. They’re self-sustaining, and attempt to leave wherever they have stayed better than when they found it. They enjoy making things and trading with other races for trinkets. Tortaurs are often mistaken for crocodiles when in the water and do not take kindly to those who would hunt them for their hides.
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Duergar Bell Golems. Need I say more? Probably, yes. These dwarf-like constructs were crafted in the duergar’s own image, if that image was viewed through some freaky lense that made beards look like bells.
Since their creation, bellboys have collapsed tunnels on kobolds, driven slaves mad with the incessant ringing and provided small towns with timekeeping and alarm systems. These metal dwarves are not evil, but can be used for evil purposes. One of the more evil things a DM can do with them is strip their adventurers of their weapons, provide them with some hammers that are scavenged from some maintenance people, and then attack them with a Bellboy.
Due to their unique method of attack, a Bellboy will strike itself over and over, tackle support beams or armoured adventurers and when low on health, it will use its club in a more normal way. The bellboy is an excellent way to surprise players with somewhat of a puzzle monster… the puzzle in this case is “bludgeoning damage will hurt you more than it hurts the monster”, because the best puzzles are simple to figure out… so you can laugh at the people who fall for it.
Disclaimer, I take no responsibility for the numerous bell related jokes and puns your players will inevitably make.
The Xvn'zuxlynth is a familiar formed by my dislike of the Pixie/Pseudodragon/Imp options for a Great Old One Warlock familiar. Utilised by my Yuan-Ti Warlock for a one-shot session that may have resulted in the apocalypse.
The xvn'zuxlynth specialises in tracking a target, gathering information and relaying it to its spellcaster. The xvn'zuxlynth’s whispers disrupt sleep and send messages or images of madness. The xvn'zuxlynth has some spells that are useful in combat, but prefers to take a careful meticulous approach.
As living embodiments of a tiny fraction of a single thought of a Great OId One, the xvn'zuxlynth doesn’t allow small things such as not knowing why it is, or why it does things get in the way of the bigger picture. It doesn’t know what the bigger picture is either, but it is happy to exist to further the will of the Great Old One.
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Another monsters inspired by Skulldixon’s intriguing artwork, today’s monster is a humanoid arachnid, the spiderkin.
Typically found swathed in heavy robes to hide their appearance, spiderkin hold themselves very much like other humanoids. The spiderkin warriors are both peacekeepers and defenders of spiderkin colonies, though they have been known to strike out on their own on occasion.
Not only do spiderkin warriors fight with their ferocious looks appendages, but as a last resort they can use their fangs to bite and inject their enemies with poison.
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The thanxolotl is what we’d like to say to all our readers more often, so drop by the Discord some time. In seriousness, I love axolotls as much as the next guy so when this pun(?) came to mind we thought we’d come up with a little dragon that’ll have your players saying “thanks a lotl.”
If one of your players dreams of discovering mighty dragon scale armour but his attempt to gather information of a mighty dragon’s lair didn’t quite go as well as could be hoped, perhaps he still gets something for his trouble, a location at least. Your adventurers gear up to go dragon slaying and find one of these cute little guys. If they underestimate it they will regret it, as the thanxolotl reflects their spells and attacks if they charge in an overconfident manner.
If your players are the type of adventurers who might feel bad murdering a small cute thanxolotl then maybe give them a tricky decision to make, if they need pure, fresh dragon blood to cure an important figure then your adventurers could go down a morally grey path of how to get it. Sure, you’ve planned a way to siphon off a little at a time and use gentle repose to keep it fresh, but your adventurers might not think of that.
Perhaps the dreaded DETAD (Druids for the Ethical Treatment of Animals and Dragons.) turn up to thwart the hunt… because who doesn’t want to talk sustainable hunting and ethics in the middle of a dungeon crawl.
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The Pandemonium Rex is no simple dinosaur, a T-Rex which has become twisted by decades in the Elemental Chaos. With a nature just as twisted as its body, this is a mean dinosaur. If it’s appearance doesn’t clue the players in then it’s ability to become more mutated and powerful the more it gets hit should.
I build this as a request for our DM, the lore fits our campaign and we’re probably fighting this monster at about the same time as this gets posted! It’s a tricky monster to run, as the DM will need to keep track of how much damage it’s doing as it’ll increase as the fight progresses.
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The Zheng is a benevolent and mysterious creature that lives atop mountains. Maybe your adventurers seek the Zheng’s wisdom, perhaps they need it’s blood or horn. Your adventurers could encounter a Zheng if they’re looking for a missing person who decided to climb the mountain that was saved by the Zheng, or killed by the Zheng if the person’s intent was to hunt and kill the Zheng.
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Sellswords aren’t just any old idiots with a blade and empty belly, although a fair few meet the description. A true sellsword is a real artisan of death, able to protect whoever is paying, kill whoever isn’t and deter most from starting a fight to begin with. These grizzled mercenaries know what they are worth and put their life where their employer’s money wants it. Most people don’t live long enough to really be considered true sellswords.
As evident by the Pocket Sand attack, these guys are experts at fighting dirty. You could reflavour this to an attack that goes for the eyes or head, or perhaps switch it out for a shove attack or grapple if you’d prefer. When making their longsword attacks, be sure to describe the sellsword as trying to take opportunistic swings or distract with feinted kicks or punches, these guys prefer to be the one who gets to keep breathing, rather than the most honour.
Not what was expected when u/EmpireofAzad offered us some shooters on Friday night, the booze ooze shooter is a variant booze ooze. Smaller, more potent, the booze ooze shooter prefers to fire small parts of its body at its enemies than to lash out with its pseudopod.
Farmed by some crazy individuals looking for a dangerous way to make some money, welcomed by some brewers for their pest control characteristics, it makes you wonder, who first decided they wanted to eat (or drink) one of these?
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It's Punday Monday and todays monster is the Sea Rex, an unnatural blend of dinosaur and fish.
These small beasts aren't that tough but they sure do have a mean bite!
I like the idea that players can be lulled into a sense of security that these are just normal seahorses, perhaps the water is murky and they're hidden amongst normal seahorses.
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This small, cute and fluffy bunny is ever so sweet, until it gets attacked anyway.
I love the idea of using this as part of a survival check, telling the adventurers that they see some rabbits while looking for food and then letting the inevitable play out. You could also use it in the original setting that it’s an obvious reference to, though I feel like player metagaming might be strong here! Having a town where every menu seems to serve rabbit in different varieties could also be a fun as a subtle clue that a lot of rabbits have been killed recently, and only if the players investigate further do they discover why.
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Mumbling mouthers aren’t quite gibbering but they can still send adventurers mad. Mad enough to turn their swords on their ears to stop the ceaseless chittering. These are excellent companions to the gibbering mouthers as they are created in the same way and can grow into gibberers if given the chance.
Mumbling mouthers can be useful to wizards and warlocks who use them as a slightly less potent mouther which can sometimes be taught to repeat certain noises or phrases which allow the automation of defensive rituals. This is a dangerous and unreliable practise, often only practiced by mad mages and servants of the great old ones who can combat the mumbling mouthers madness with their own, in a contest of insanity to see who wins.
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These vicious goblins are far deadlier than most would expect. Woe betide anywho mistake them for their comparatively civilised cousins. Feral Goblins typically form roaming nomadic tribes of barbaric raiders and pillagers. These tribes often worship animalistic totems and embrace the natural world. Feral goblins are sometimes accepted by other goblin camps, where they prove their value in battle time and time again. Regular goblins can be wary of their feral kin due to rumours of cannibalism and bestial rage.
Much like shifters, a feral goblin owes its power to its heritage. Whilst unable to transform into a were-animal, the inherited claws, teeth, and senses set the feral goblin up as a natural survivor and keen predator. Feral goblins are often compared to barbarian warriors, and their durability and battle tenacity are similar. Whether your adventurers encounter a tribe of ferals, or a feral champion employed by a goblin warchief, hopefully the variety will come as an unexpected treat for your players.
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Mad fish folk come in all shapes and sizes, and lantern is just one in a whole ocean of possibilities. These may be a rare sight in your world, and known as ‘the lighted one’ or ‘he who glows’. Alternatively, perhaps an entire colony of kuo-toa are all lanterns, as the mutation has become common and dominant.
These kuo-toa excel at getting in close and sickening their foes, allowing their allies to finish them off or capture them easier. Whilst kuo-toa are more than able to see in the dark, they enjoy using the lanterns to light up their prisoners when training or interrogating them, as the sickness makes them more compliant and less likely to resist.
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It’s Punday Monday so I present to you the Unikernel, or Unicorn seed. Plant one of these in the ground and you’ll probably lose a finger or two.
A tiny flying furball with a nasty bite, what really separates this from other low challenge rating creatures is its legendary actions, which can quickly add up to do some damage across the party, particularly as most legendary creatures won’t be expected for a while in most campaigns.
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The kenku make natural spies, some more than others. The ones that are exceptional are often scouted out for further training, and those that succeed in this training are considered Nightfeathers.
Personally if it were my game, and the adventurers had done something silly or otherwise ended up on an icy mountain in the middle of nowhere I’d have a Batman Begins style Ra's al Ghul Nightfeather drag them into a Nightfeather\League of Shadows training monastery. This could be a fantastic way to teach a Shadow Monk how to Shadow Step, or instead a “dungeon” where the party have to fight a league of Kenku Ninjas…
Alternatively if you just need a spy or something to keep tabs on the adventurers, a local lord would probably hire a nice expensive nightfeather or two.
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666 is the number of the beast. So surely 333 is the number of half the beast? Presenting the Nephilim, the half angel, half demon, with traits of both parent but welcome amongst neither.
Depending on how, where, and by who they are raised, and their dominant genes, Nephilim can have appearances similar to tieflings or aasimar. Always obedient of the law, a nephilim can find a place in almost any world, as long as neither angels nor demons discovers their presence.
As a bonus as it’s Day 333, we’ve also go a three headed giant in the form of The Capitribus. These three headed cyclops are mountainous shepherds that see wandering adventurers as an extra snack between meals. They worship the shepherd of shepherds that is taller than any mountain and herds Ychen Bannog, which are effectively oxen the size of buildings.
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Another piece of Skulldixon’s artwork adorns today’s addition to the spiderkin roster. *They’re not ettercaps.*
Elite or “royal” guards within spiderkin society, the widowmakers are some of the largest among the spiderkin. Armed and armoured with both manufactured weapons and armour, as well as their arsenal of natural weapons, their main purpose is to protect the grand widow, however these skills are just as easily repurposed for protecting their other allies.
As a part of the spiderkin society, the widowmakers are the prime specimens, often the target of envy from those less physically imposing, and also because due to their closeness to the grand widow, the most likely to be taken as the father of future generations of the spiderkin “nobility”.
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The zin are water spirits that love to play tricks and pranks on travellers in their territory. The real trouble starts when they start to sing together, combining their voices to cast powerful magic.
I love the idea of using these guys as a break for travellers, posing as musicians or a barbershop quartet, they start to perform for the party who suddenly realise not everything is as it seems!
This is a bit of an odd one for us, opinion was split on the ensemble casting feature. As is always the case, but particularly for this one, feedback is welcomed. I’d love to get some opinions on the mechanic from you guys, comments, suggestions and *constructive* abuse are welcome!
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Today’s Monsters are the Jeletons.
Happy punday adventurers, todays puns come in the form of four monsters, plus two variant monsters. I think we’re spoiling you, but it’s all thanks to the wonderful art of /u/toysovore and whilst I’ve been writing these ones, he’s only gone and drawn a blobby unicorn and mammoth! Well, hopefully everyone likes these enough to make me consider adding to them, let’s see.
These Jelly Skellies are wobbly and it’s due to their Gelatinous “bodies”. Each Jeleton starts off life as a featureless blob of acid, and gains colour and abilities after it eats its first meal. Perhaps your adventurers went off to find a missing party of adventurers and instead of finding them, they find one of each of these Jeletons, those poor adventurers were killed by something and devoured by jeletons and now a party of jelly skellies stands between the adventurers and their chance to give their loved ones some closure.
Jeletons are popular with worshippers of Jubilex… for the chance their bodies may serve the faceless lord as some sort of wibbly wobbly slimey wimey thing for all eternity… is a good thing, for them... I guess? Cultists of Jubilex may be given jeletons in bags and be sent out to murder people and convert their bodies into Jeletons and return the resulting jeleton to the apothecary. If the cultist dies… well then his body can become a servant of Jubilex forever!
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Today’s Monster is the Tortaur.
These heroes in half shells are a tough, dependable, naturally magical friend to the forest. Should your adventurers encounter these creatures they will likely be friendly, unless your adventurers are openly hostile or in the middle of defiling the Tortaur’s home.
Tortaurs are an island folk, but they like to move around a lot. They’re self-sustaining, and attempt to leave wherever they have stayed better than when they found it. They enjoy making things and trading with other races for trinkets. Tortaurs are often mistaken for crocodiles when in the water and do not take kindly to those who would hunt them for their hides.
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Today’s Monster is the Bellboy.
Duergar Bell Golems. Need I say more? Probably, yes. These dwarf-like constructs were crafted in the duergar’s own image, if that image was viewed through some freaky lense that made beards look like bells.
Since their creation, bellboys have collapsed tunnels on kobolds, driven slaves mad with the incessant ringing and provided small towns with timekeeping and alarm systems. These metal dwarves are not evil, but can be used for evil purposes. One of the more evil things a DM can do with them is strip their adventurers of their weapons, provide them with some hammers that are scavenged from some maintenance people, and then attack them with a Bellboy.
Due to their unique method of attack, a Bellboy will strike itself over and over, tackle support beams or armoured adventurers and when low on health, it will use its club in a more normal way. The bellboy is an excellent way to surprise players with somewhat of a puzzle monster… the puzzle in this case is “bludgeoning damage will hurt you more than it hurts the monster”, because the best puzzles are simple to figure out… so you can laugh at the people who fall for it.
Disclaimer, I take no responsibility for the numerous bell related jokes and puns your players will inevitably make.
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Today’s Monster is the Xvn'zuxlynth.
The Xvn'zuxlynth is a familiar formed by my dislike of the Pixie/Pseudodragon/Imp options for a Great Old One Warlock familiar. Utilised by my Yuan-Ti Warlock for a one-shot session that may have resulted in the apocalypse.
The xvn'zuxlynth specialises in tracking a target, gathering information and relaying it to its spellcaster. The xvn'zuxlynth’s whispers disrupt sleep and send messages or images of madness. The xvn'zuxlynth has some spells that are useful in combat, but prefers to take a careful meticulous approach.
As living embodiments of a tiny fraction of a single thought of a Great OId One, the xvn'zuxlynth doesn’t allow small things such as not knowing why it is, or why it does things get in the way of the bigger picture. It doesn’t know what the bigger picture is either, but it is happy to exist to further the will of the Great Old One.
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Today’s monster is the Spiderkin Warrior.
Another monsters inspired by Skulldixon’s intriguing artwork, today’s monster is a humanoid arachnid, the spiderkin.
Typically found swathed in heavy robes to hide their appearance, spiderkin hold themselves very much like other humanoids. The spiderkin warriors are both peacekeepers and defenders of spiderkin colonies, though they have been known to strike out on their own on occasion.
Not only do spiderkin warriors fight with their ferocious looks appendages, but as a last resort they can use their fangs to bite and inject their enemies with poison.
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Today’s Monster is the Thanxolotl.
The thanxolotl is what we’d like to say to all our readers more often, so drop by the Discord some time. In seriousness, I love axolotls as much as the next guy so when this pun(?) came to mind we thought we’d come up with a little dragon that’ll have your players saying “thanks a lotl.”
If one of your players dreams of discovering mighty dragon scale armour but his attempt to gather information of a mighty dragon’s lair didn’t quite go as well as could be hoped, perhaps he still gets something for his trouble, a location at least. Your adventurers gear up to go dragon slaying and find one of these cute little guys. If they underestimate it they will regret it, as the thanxolotl reflects their spells and attacks if they charge in an overconfident manner.
If your players are the type of adventurers who might feel bad murdering a small cute thanxolotl then maybe give them a tricky decision to make, if they need pure, fresh dragon blood to cure an important figure then your adventurers could go down a morally grey path of how to get it. Sure, you’ve planned a way to siphon off a little at a time and use gentle repose to keep it fresh, but your adventurers might not think of that.
Perhaps the dreaded DETAD (Druids for the Ethical Treatment of Animals and Dragons.) turn up to thwart the hunt… because who doesn’t want to talk sustainable hunting and ethics in the middle of a dungeon crawl.
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Today’s Monster is the Pandemonium Rex.
The Pandemonium Rex is no simple dinosaur, a T-Rex which has become twisted by decades in the Elemental Chaos. With a nature just as twisted as its body, this is a mean dinosaur. If it’s appearance doesn’t clue the players in then it’s ability to become more mutated and powerful the more it gets hit should.
I build this as a request for our DM, the lore fits our campaign and we’re probably fighting this monster at about the same time as this gets posted! It’s a tricky monster to run, as the DM will need to keep track of how much damage it’s doing as it’ll increase as the fight progresses.
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Today’s Monster is the Zheng.
The Zheng is a benevolent and mysterious creature that lives atop mountains. Maybe your adventurers seek the Zheng’s wisdom, perhaps they need it’s blood or horn. Your adventurers could encounter a Zheng if they’re looking for a missing person who decided to climb the mountain that was saved by the Zheng, or killed by the Zheng if the person’s intent was to hunt and kill the Zheng.
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Today’s Monster is the Sellsword.
Sellswords aren’t just any old idiots with a blade and empty belly, although a fair few meet the description. A true sellsword is a real artisan of death, able to protect whoever is paying, kill whoever isn’t and deter most from starting a fight to begin with. These grizzled mercenaries know what they are worth and put their life where their employer’s money wants it. Most people don’t live long enough to really be considered true sellswords.
As evident by the Pocket Sand attack, these guys are experts at fighting dirty. You could reflavour this to an attack that goes for the eyes or head, or perhaps switch it out for a shove attack or grapple if you’d prefer. When making their longsword attacks, be sure to describe the sellsword as trying to take opportunistic swings or distract with feinted kicks or punches, these guys prefer to be the one who gets to keep breathing, rather than the most honour.
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Today’s monster is the Booze Ooze Shooter.
Not what was expected when u/EmpireofAzad offered us some shooters on Friday night, the booze ooze shooter is a variant booze ooze. Smaller, more potent, the booze ooze shooter prefers to fire small parts of its body at its enemies than to lash out with its pseudopod.
Farmed by some crazy individuals looking for a dangerous way to make some money, welcomed by some brewers for their pest control characteristics, it makes you wonder, who first decided they wanted to eat (or drink) one of these?
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Today’s monster is the Sea Rex.
It's Punday Monday and todays monster is the Sea Rex, an unnatural blend of dinosaur and fish.
These small beasts aren't that tough but they sure do have a mean bite!
I like the idea that players can be lulled into a sense of security that these are just normal seahorses, perhaps the water is murky and they're hidden amongst normal seahorses.
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Today’s monster is the Abominabunny.
This small, cute and fluffy bunny is ever so sweet, until it gets attacked anyway.
I love the idea of using this as part of a survival check, telling the adventurers that they see some rabbits while looking for food and then letting the inevitable play out. You could also use it in the original setting that it’s an obvious reference to, though I feel like player metagaming might be strong here! Having a town where every menu seems to serve rabbit in different varieties could also be a fun as a subtle clue that a lot of rabbits have been killed recently, and only if the players investigate further do they discover why.
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Today’s Monster is the Mumbling Mouther.
Mumbling mouthers aren’t quite gibbering but they can still send adventurers mad. Mad enough to turn their swords on their ears to stop the ceaseless chittering. These are excellent companions to the gibbering mouthers as they are created in the same way and can grow into gibberers if given the chance.
Mumbling mouthers can be useful to wizards and warlocks who use them as a slightly less potent mouther which can sometimes be taught to repeat certain noises or phrases which allow the automation of defensive rituals. This is a dangerous and unreliable practise, often only practiced by mad mages and servants of the great old ones who can combat the mumbling mouthers madness with their own, in a contest of insanity to see who wins.
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Today’s Monster is the Feral Goblin.
These vicious goblins are far deadlier than most would expect. Woe betide anywho mistake them for their comparatively civilised cousins. Feral Goblins typically form roaming nomadic tribes of barbaric raiders and pillagers. These tribes often worship animalistic totems and embrace the natural world. Feral goblins are sometimes accepted by other goblin camps, where they prove their value in battle time and time again. Regular goblins can be wary of their feral kin due to rumours of cannibalism and bestial rage.
Much like shifters, a feral goblin owes its power to its heritage. Whilst unable to transform into a were-animal, the inherited claws, teeth, and senses set the feral goblin up as a natural survivor and keen predator. Feral goblins are often compared to barbarian warriors, and their durability and battle tenacity are similar. Whether your adventurers encounter a tribe of ferals, or a feral champion employed by a goblin warchief, hopefully the variety will come as an unexpected treat for your players.
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Today’s Monster is the Kuo-Toa Lantern.
Mad fish folk come in all shapes and sizes, and lantern is just one in a whole ocean of possibilities. These may be a rare sight in your world, and known as ‘the lighted one’ or ‘he who glows’. Alternatively, perhaps an entire colony of kuo-toa are all lanterns, as the mutation has become common and dominant.
These kuo-toa excel at getting in close and sickening their foes, allowing their allies to finish them off or capture them easier. Whilst kuo-toa are more than able to see in the dark, they enjoy using the lanterns to light up their prisoners when training or interrogating them, as the sickness makes them more compliant and less likely to resist.
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Today’s Monster is the Unikernel.
It’s Punday Monday so I present to you the Unikernel, or Unicorn seed. Plant one of these in the ground and you’ll probably lose a finger or two.
A tiny flying furball with a nasty bite, what really separates this from other low challenge rating creatures is its legendary actions, which can quickly add up to do some damage across the party, particularly as most legendary creatures won’t be expected for a while in most campaigns.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s Monster is the Kenku Nightfeather.
The kenku make natural spies, some more than others. The ones that are exceptional are often scouted out for further training, and those that succeed in this training are considered Nightfeathers.
Personally if it were my game, and the adventurers had done something silly or otherwise ended up on an icy mountain in the middle of nowhere I’d have a Batman Begins style Ra's al Ghul Nightfeather drag them into a Nightfeather\League of Shadows training monastery. This could be a fantastic way to teach a Shadow Monk how to Shadow Step, or instead a “dungeon” where the party have to fight a league of Kenku Ninjas…
Alternatively if you just need a spy or something to keep tabs on the adventurers, a local lord would probably hire a nice expensive nightfeather or two.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s Monster is the Nephilim.
666 is the number of the beast. So surely 333 is the number of half the beast? Presenting the Nephilim, the half angel, half demon, with traits of both parent but welcome amongst neither.
Depending on how, where, and by who they are raised, and their dominant genes, Nephilim can have appearances similar to tieflings or aasimar. Always obedient of the law, a nephilim can find a place in almost any world, as long as neither angels nor demons discovers their presence.
As a bonus as it’s Day 333, we’ve also go a three headed giant in the form of The Capitribus. These three headed cyclops are mountainous shepherds that see wandering adventurers as an extra snack between meals. They worship the shepherd of shepherds that is taller than any mountain and herds Ychen Bannog, which are effectively oxen the size of buildings.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Spiderkin Widowmaker.
Another piece of Skulldixon’s artwork adorns today’s addition to the spiderkin roster. *They’re not ettercaps.*
Elite or “royal” guards within spiderkin society, the widowmakers are some of the largest among the spiderkin. Armed and armoured with both manufactured weapons and armour, as well as their arsenal of natural weapons, their main purpose is to protect the grand widow, however these skills are just as easily repurposed for protecting their other allies.
As a part of the spiderkin society, the widowmakers are the prime specimens, often the target of envy from those less physically imposing, and also because due to their closeness to the grand widow, the most likely to be taken as the father of future generations of the spiderkin “nobility”.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Zin.
The zin are water spirits that love to play tricks and pranks on travellers in their territory. The real trouble starts when they start to sing together, combining their voices to cast powerful magic.
I love the idea of using these guys as a break for travellers, posing as musicians or a barbershop quartet, they start to perform for the party who suddenly realise not everything is as it seems!
This is a bit of an odd one for us, opinion was split on the ensemble casting feature. As is always the case, but particularly for this one, feedback is welcomed. I’d love to get some opinions on the mechanic from you guys, comments, suggestions and *constructive* abuse are welcome!
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!