So, finishing off Crab Week big, the Kraben is nature’s answer to the Kraken. A colossal crab the dwells in the depths, it draws crustaceans and giant sea creatures into its domain where they serve as protectors and guards, while it resides and hunts in and around its lair.
When confronted, the kraben turns the water into a hazard and a weapon, using its influence over the environment to push and pull its adversaries, disorienting them as it plucks them in its claws and eats them whole, letting its stomach do the work.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today's punday monster is the Psyclops, a giant with innate psychic abilities. The only thing the Psyclops loves more than flinging its opponents about with its mind, is being left alone.
As it controls their allies, they then have to face down the giant, it’s fighting abilities bolstered with its own mental strength.
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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 have always been rumours of the perfect assassin. The killer that needs nothing, but can be anyone he desires to be. Their targets unable to trust even their closest friends, if they are even aware of what is coming for them that is.
The psychic assassin is a changeling born with psychic abilities and trained to be a deadly assassin. I liked the idea of an assassin that a party would struggle to counter, something unknown. Precautions such as searching NPCs or barring weapons wouldn’t work, even making background checks on the NPCs would fail them.
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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!
These mind monks are master elementalists. These Githzerai have trained their bodies and minds to a perfect harmony with patience and determination. They’re willing to wait for the perfect moment to strike.
Mechanically these are a little different from regular monsters, the best use of their action is adopting a stance rather than attacking. Then as their foes move and act, the elementalist reacts with deadly techniques. Hopefully to your players this will feel more like a fluid battle rather than a back and forth of “player’s turn, monster’s turn”. The fight should feel similar to a legendary action taking creature, except it doesn’t do as much on its turn. This is a martial artist who is patient enough to act mostly in “self defense”.
The Githzerai uses stances that allow it to use the reactions it wants to use, for example, *Water Stream* makes its AC higher, so if it uses that, there is a higher chance it can use *Rock Smashing Fist* when someone misses it with an attack. This allows the Githzerai to plan and prepare, like with leaping flames it wants to position itself and its enemies to interrupt spellcasters with its reach.
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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!
Usually, mindflayers are regarded as physically weak, mentally imposing, evil denizens of the underdark. The mindblade is here to subvert at least some of those expectations.
Armed and armored, and with a potent blade that can attack the mind of an enemy, the mindblade excels at singling out less intelligent enemies and assaulting their mind before consumption. Fear and panic releases hormones and we’ve heard they taste delicious.
Rollback Post to RevisionRollBack
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
I’m all for creatures from the far realms, or servants of the elder evils. They make excellent foes for when you need something a little outside the obvious in terms of goals or ambitions.
The star spawn screamer is an addition to the official star spawn from Mordenkainen's Tome of Foes. These truly alien foes react with the very air we breathe to create screams, shrieks and squeals that bend and twist the minds of those who hear it. When summoned into our realms the screamers take on a form they believe our minds will be familiar enough with to understand, but the result is a disturbing mass of familiar features in an unfamiliar arrangement.
Cults that summon star spawn screamers often surround themselves with gibbering mouthers, mumbling mouthers and worship mad gods such as Father Llymic or any number of lovecraftian nightmares.
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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!
A beehemoth is much like a regular sized bee. It is a worker collecting pollen and nectar, a soldier protecting its colony and an essential part of the ecosystem. The only difference is the beehemoth is larger than an adult bull and even giants fear their sting.
Beehemoths are territorial and not evil in any way, they only attack when provoked but provocation for a beehemoth can be a wide range of beehaviours. Normally the beehemoth is content to ignore creatures it deems unthreatening, but sometimes it acts under control of the Queen Beehemoth which greatly increases its cunning.
Not much is known about the Queen Beehemoth as it is a reclusive creature that remains inside the hive behind hundreds of absolutely massive bees, so most people leave the colony alone.
The beeholder is mean little plant that spits bees to defend itself. It will often hide in high places such as trees or rock faces in order to blend it and appear as a normal bee’s nest. When bothered by other creatures seeking a honey snack the beeholder will attempt to stick people in place using its hard setting honey and discourage them with bees whilst it flies away.
The beeholder moves often, but little. Remaining near enough its last settled position so bees can continue to use its scent to find it and return back to the hive despite its movements. Should your adventurers need to find some beeholder honey tracking one isn’t too difficult if they can continue to find signs of its nesting from a last known location. Should your adventurers simply be attempting to gather honey from the local bees, perhaps they encounter a beeholder which might make them reconsidering plundering from bees.
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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 beekeeper is an enchanted construct and agricultural tool. Serving both as defender to and home of a hive of bees, a successful farm may have tens, even hundreds of Beekeepers across their lands.
Defending their hive with honey covered fists and a swarm of angry bees, the Beekeeper is an effective deterrent to those seeking to steal the sweet treasure it holds within. If there is no other option, the Beekeeper will activate its smoker, usually used to help its owner harvest the honey, and use the resulting smokescreen to retreat to safety.
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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!
This is a truly gigantic beehemoth, and is queen to all the other beehemoths. The hive queen rules her haven with an iron stinger, killing those who trespass, raid or defile her lands. The hive queen will possess her beehemoths, granting them additional fervour in battle and personally leading them to drive out intruders or negotiate from the safety of her brood chamber.
The Queen Beehemoth can be a *bee*nevolent force for life and good, if your adventurers are deemed worthy. Perhaps she will entrust upon them a mission in return for some of her magical nectar. Perhaps your adventurers are more like bandits in their approach and simply want to steal the queen beehemoth’s eggs for a wealthy unscrupulous noble. The beehemoth’s lands are often protected by druids (especially druids with a Fuzzy Buzzy familiar.
Hopefully your adventurers will enjoy whatever sticky situation they end up in.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Punday Monday monster is the Buccannoneer, a pirate with a cannon mounted on his back.
Obviously it’s tempting to make a lot of pirate jokes and puns here, but I’ll try to avoid that. The Buccannoneer is a versatile opponent, able to select from a variety of different rounds from the powerful cannonball, the lethal grapeshot and explosive rounds, to the incendiary and chain shot rounds which are effective at controlling his opponents.
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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 are only a few true Brigrenadiers in the world, many use the title but lack the conviction to run into the fray covered in explosives. Those who truly walk the line of stupidity and bravado are able to recognise each other.
Brigrenadiers are feared and respected by their bandit troupes. Useful for their shock and awe tactics, ability to access locked carriages and chests, create landslides for distractions and ultimately put fear into the hearts of their targets.
Brigrenadiers come from all walks of life, perhaps they’re naturally inclined towards explosives, or maybe they had formal training in another walk of life and circumstances have left them in a desperate situation with skills that are only useful in unlawful ways.
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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!
So u/EmpireofAzad is having a baby! He wrote this in anticipation of our… siege week?
This stone golem is equipped for siege warfare. When these things walk with armies the ground trembles as do the forces hiding behind their walls. The results of a siege golems assault are worth every arduous moment it takes affixing the monstrous ballista to its enormous frame. If your foes have access to siege golems then any war of attrition will be cut woefully short.
Siege golems are best used when your adventurers are searching old ruined castles that were once battlegrounds. Accidentally activating a long dormant siege golem is an excellent way to spice up a search for something important lost in the war. Otherwise siege golems are sometimes used in mazes, like minotaurs; unlike minotaurs the siege golem tends to make the maze far easier as it smashes through to find its quarry. Alternatively you could task the adventurers with bringing down a siege golem before it reaches an allies walls entirely in a warfare scenario.
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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!
Simply put the Star Spawn Comet is psionic artillery from the far realms. It has immense range and it able to sense targets before it can see them. Your adventurers will need to approach the Comet with extreme caution. Closing the distance with teleportation or high speed vehicles/mounts is advisable as the Comet’s tentacles are far less effective than its mind.
It’s wise to split up when facing the Comet, as allies could end up as collateral damage. Comets are intelligent and will often align themselves with weaklings such as Star Spawn Grues simply to buy more time and maintain their distance from their targets. If your town is being attacked by cultists, the Comet may be summoned to deal with targets behind high walls or large militias on an open field of battle.
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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 combat alchemist is an homage to my own Transmutation Wizard, a spellcaster that only throws potions.
Absorb elements - A oil that you lather over yourself that reduces elemental damage and redirects it.
Sleep - A knockout gas stored in a vial.
Thunderwave - A potion when shaken becomes hugely volatile and when the vial is broken that energy explodes out with thunder damage and knockback.
Hold Person - An oil you toss at someone else that hardens quickly, making it difficult to move or watered down cockatrice venom.
Blur - An oil you rub on yourself that refracts light, making it hard to work out where you are as you’re blurry.
Web - That packing foam that expands quickly but is also adhesive.
Fireball - Alchemist's fire with extra fire.
Haste - An energy drink… a really good one.
In addition to the bottled spells, the combat alchemist is a frantic flinger of things. Hurling potions, vials, oils, butters, balms, crystals and doo-dads as fast as the eye can see… often two or three at a time without really checking where they are going and making a note of any good chemical reactions.
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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!
For everything we understand about oozes there are half a dozen questions remaining. Monstrologists know this all too well which is why many study the ooze beast. The ooze beasts unique behaviours cause monstrologists to believe that oozes are capable of learning and retaining information.
There are cynics in the monstrologist community that believe a behavioural anomaly means nothing and that the new field of monstrologist behavioural science is a waste of time that could be spent on biology and anatomy or chemistry. Either way, the ooze beasts are a vicious ooze that stalk and hunt unwary adventurers, be they monstrologists or not.
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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 star spawn gazer sees everything, but can only see our realm through its central eye. Everything it sees through the central eye doesn’t make much sense to it, but it pleases its elder evil masters to observe all, so it does.
Locking eyes with the gazer is maddening but you can’t fight the abyss properly without looking it in the eye first can you? Not locking eyes with the gazer is just as infuriating, although it spares a lot of your sanity. If your elder evils are searching for something, be sure your adventurers will encounter a lot of wandering gazers that are trying to find out where and when it is.
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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 Bulvyrn is a cold-blooded desert animal named due to its bovine and draconic features. These are ideal animals to surprise your desert crossing adventurers, as they’re confusing when spotted and deadly ambushers when not. They’re also an interesting animal to use as a caravan, as short flights are far faster than meandering cattle.
Should your adventurers need cattle, perhaps allow them a solitary bulvyrn, sure it’ll have a call to wild soon and try to return to the natural world, but until then they have a flying ox. Perhaps your adventurers discover ‘dragon eggs’ in the desert and try to steal them away, only to have an angry bulvyrn seek them out for taking its young.
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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 (Wamker) love Killing Floor. It’s my most played game on Steam. So in attempt to share the love, I wanted to introduce some of the variant undead from the game into the D&D world.
Here is the clot. A slow, relatively unthreatening creature by itself, though in numbers it can rapidly become a threat. Lumbering towards you it will try and grab you and stop you from fleeing as its other brothers and sisters come and join in the brawl.
All of the specimens can potentially release some form of chemical into the air when they are attacked or killed, momentarily making a player able to do things outside their normal capacity, whether it be sprinting a little further, or swinging their weapon a little faster.
The clot can easily substitute a zombie in an encounter, and can become truly terrifying in large numbers, or when paired with other specimens that I plan on producing over the next few weeks.
Today’s monster is the Kraben.
So, finishing off Crab Week big, the Kraben is nature’s answer to the Kraken. A colossal crab the dwells in the depths, it draws crustaceans and giant sea creatures into its domain where they serve as protectors and guards, while it resides and hunts in and around its lair.
When confronted, the kraben turns the water into a hazard and a weapon, using its influence over the environment to push and pull its adversaries, disorienting them as it plucks them in its claws and eats them whole, letting its stomach do the work.
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 Psyclops.
Today's punday monster is the Psyclops, a giant with innate psychic abilities. The only thing the Psyclops loves more than flinging its opponents about with its mind, is being left alone.
As it controls their allies, they then have to face down the giant, it’s fighting abilities bolstered with its own mental strength.
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 Psychic Assassin.
There have always been rumours of the perfect assassin. The killer that needs nothing, but can be anyone he desires to be. Their targets unable to trust even their closest friends, if they are even aware of what is coming for them that is.
The psychic assassin is a changeling born with psychic abilities and trained to be a deadly assassin. I liked the idea of an assassin that a party would struggle to counter, something unknown. Precautions such as searching NPCs or barring weapons wouldn’t work, even making background checks on the NPCs would fail them.
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 Gith Elementalist.
These mind monks are master elementalists. These Githzerai have trained their bodies and minds to a perfect harmony with patience and determination. They’re willing to wait for the perfect moment to strike.
Mechanically these are a little different from regular monsters, the best use of their action is adopting a stance rather than attacking. Then as their foes move and act, the elementalist reacts with deadly techniques. Hopefully to your players this will feel more like a fluid battle rather than a back and forth of “player’s turn, monster’s turn”. The fight should feel similar to a legendary action taking creature, except it doesn’t do as much on its turn. This is a martial artist who is patient enough to act mostly in “self defense”.
The Githzerai uses stances that allow it to use the reactions it wants to use, for example, *Water Stream* makes its AC higher, so if it uses that, there is a higher chance it can use *Rock Smashing Fist* when someone misses it with an attack. This allows the Githzerai to plan and prepare, like with leaping flames it wants to position itself and its enemies to interrupt spellcasters with its reach.
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 Mind Flayer Mindblade.
Usually, mindflayers are regarded as physically weak, mentally imposing, evil denizens of the underdark. The mindblade is here to subvert at least some of those expectations.
Armed and armored, and with a potent blade that can attack the mind of an enemy, the mindblade excels at singling out less intelligent enemies and assaulting their mind before consumption. Fear and panic releases hormones and we’ve heard they taste delicious.
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 Star Spawn Screamer.
I’m all for creatures from the far realms, or servants of the elder evils. They make excellent foes for when you need something a little outside the obvious in terms of goals or ambitions.
The star spawn screamer is an addition to the official star spawn from Mordenkainen's Tome of Foes. These truly alien foes react with the very air we breathe to create screams, shrieks and squeals that bend and twist the minds of those who hear it. When summoned into our realms the screamers take on a form they believe our minds will be familiar enough with to understand, but the result is a disturbing mass of familiar features in an unfamiliar arrangement.
Cults that summon star spawn screamers often surround themselves with gibbering mouthers, mumbling mouthers and worship mad gods such as Father Llymic or any number of lovecraftian nightmares.
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 Beehemoth.
A beehemoth is much like a regular sized bee. It is a worker collecting pollen and nectar, a soldier protecting its colony and an essential part of the ecosystem. The only difference is the beehemoth is larger than an adult bull and even giants fear their sting.
Beehemoths are territorial and not evil in any way, they only attack when provoked but provocation for a beehemoth can be a wide range of beehaviours. Normally the beehemoth is content to ignore creatures it deems unthreatening, but sometimes it acts under control of the Queen Beehemoth which greatly increases its cunning.
Not much is known about the Queen Beehemoth as it is a reclusive creature that remains inside the hive behind hundreds of absolutely massive bees, so most people leave the colony alone.
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 Honey Golem.
A sticky, flying golem that looks like a bee. Or a wasp.
Oh yeah, and it’s made of honey.
Did I mention it’s sticky? Good luck getting that magic sword back, it’s stuck to that diminishing spot in the sky.
Oh, you didn’t let go of it? The longer you wait the more it’s going to hurt.
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 Beeholder.
The beeholder is mean little plant that spits bees to defend itself. It will often hide in high places such as trees or rock faces in order to blend it and appear as a normal bee’s nest. When bothered by other creatures seeking a honey snack the beeholder will attempt to stick people in place using its hard setting honey and discourage them with bees whilst it flies away.
The beeholder moves often, but little. Remaining near enough its last settled position so bees can continue to use its scent to find it and return back to the hive despite its movements. Should your adventurers need to find some beeholder honey tracking one isn’t too difficult if they can continue to find signs of its nesting from a last known location. Should your adventurers simply be attempting to gather honey from the local bees, perhaps they encounter a beeholder which might make them reconsidering plundering from bees.
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 Beekeeper.
The beekeeper is an enchanted construct and agricultural tool. Serving both as defender to and home of a hive of bees, a successful farm may have tens, even hundreds of Beekeepers across their lands.
Defending their hive with honey covered fists and a swarm of angry bees, the Beekeeper is an effective deterrent to those seeking to steal the sweet treasure it holds within. If there is no other option, the Beekeeper will activate its smoker, usually used to help its owner harvest the honey, and use the resulting smokescreen to retreat to safety.
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 Queen Beehemoth.
This is a truly gigantic beehemoth, and is queen to all the other beehemoths. The hive queen rules her haven with an iron stinger, killing those who trespass, raid or defile her lands. The hive queen will possess her beehemoths, granting them additional fervour in battle and personally leading them to drive out intruders or negotiate from the safety of her brood chamber.
The Queen Beehemoth can be a *bee*nevolent force for life and good, if your adventurers are deemed worthy. Perhaps she will entrust upon them a mission in return for some of her magical nectar. Perhaps your adventurers are more like bandits in their approach and simply want to steal the queen beehemoth’s eggs for a wealthy unscrupulous noble. The beehemoth’s lands are often protected by druids (especially druids with a Fuzzy Buzzy familiar.
Hopefully your adventurers will enjoy whatever sticky situation they end up in.
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 Buccannoneer.
Today’s Punday Monday monster is the Buccannoneer, a pirate with a cannon mounted on his back.
Obviously it’s tempting to make a lot of pirate jokes and puns here, but I’ll try to avoid that. The Buccannoneer is a versatile opponent, able to select from a variety of different rounds from the powerful cannonball, the lethal grapeshot and explosive rounds, to the incendiary and chain shot rounds which are effective at controlling his opponents.
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 Brigrenadier.
There are only a few true Brigrenadiers in the world, many use the title but lack the conviction to run into the fray covered in explosives. Those who truly walk the line of stupidity and bravado are able to recognise each other.
Brigrenadiers are feared and respected by their bandit troupes. Useful for their shock and awe tactics, ability to access locked carriages and chests, create landslides for distractions and ultimately put fear into the hearts of their targets.
Brigrenadiers come from all walks of life, perhaps they’re naturally inclined towards explosives, or maybe they had formal training in another walk of life and circumstances have left them in a desperate situation with skills that are only useful in unlawful ways.
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 Siege Golem.
So u/EmpireofAzad is having a baby! He wrote this in anticipation of our… siege week?
This stone golem is equipped for siege warfare. When these things walk with armies the ground trembles as do the forces hiding behind their walls. The results of a siege golems assault are worth every arduous moment it takes affixing the monstrous ballista to its enormous frame. If your foes have access to siege golems then any war of attrition will be cut woefully short.
Siege golems are best used when your adventurers are searching old ruined castles that were once battlegrounds. Accidentally activating a long dormant siege golem is an excellent way to spice up a search for something important lost in the war. Otherwise siege golems are sometimes used in mazes, like minotaurs; unlike minotaurs the siege golem tends to make the maze far easier as it smashes through to find its quarry. Alternatively you could task the adventurers with bringing down a siege golem before it reaches an allies walls entirely in a warfare scenario.
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 Star Spawn Comet.
Simply put the Star Spawn Comet is psionic artillery from the far realms. It has immense range and it able to sense targets before it can see them. Your adventurers will need to approach the Comet with extreme caution. Closing the distance with teleportation or high speed vehicles/mounts is advisable as the Comet’s tentacles are far less effective than its mind.
It’s wise to split up when facing the Comet, as allies could end up as collateral damage. Comets are intelligent and will often align themselves with weaklings such as Star Spawn Grues simply to buy more time and maintain their distance from their targets. If your town is being attacked by cultists, the Comet may be summoned to deal with targets behind high walls or large militias on an open field of battle.
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 Combat Alchemist.
The combat alchemist is an homage to my own Transmutation Wizard, a spellcaster that only throws potions.
Absorb elements - A oil that you lather over yourself that reduces elemental damage and redirects it.
Sleep - A knockout gas stored in a vial.
Thunderwave - A potion when shaken becomes hugely volatile and when the vial is broken that energy explodes out with thunder damage and knockback.
Hold Person - An oil you toss at someone else that hardens quickly, making it difficult to move or watered down cockatrice venom.
Blur - An oil you rub on yourself that refracts light, making it hard to work out where you are as you’re blurry.
Web - That packing foam that expands quickly but is also adhesive.
Fireball - Alchemist's fire with extra fire.
Haste - An energy drink… a really good one.
In addition to the bottled spells, the combat alchemist is a frantic flinger of things. Hurling potions, vials, oils, butters, balms, crystals and doo-dads as fast as the eye can see… often two or three at a time without really checking where they are going and making a note of any good chemical reactions.
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 Ooze Beast.
For everything we understand about oozes there are half a dozen questions remaining. Monstrologists know this all too well which is why many study the ooze beast. The ooze beasts unique behaviours cause monstrologists to believe that oozes are capable of learning and retaining information.
There are cynics in the monstrologist community that believe a behavioural anomaly means nothing and that the new field of monstrologist behavioural science is a waste of time that could be spent on biology and anatomy or chemistry. Either way, the ooze beasts are a vicious ooze that stalk and hunt unwary adventurers, be they monstrologists or not.
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Today’s Monster is the Star Spawn Gazer.
The star spawn gazer sees everything, but can only see our realm through its central eye. Everything it sees through the central eye doesn’t make much sense to it, but it pleases its elder evil masters to observe all, so it does.
Locking eyes with the gazer is maddening but you can’t fight the abyss properly without looking it in the eye first can you? Not locking eyes with the gazer is just as infuriating, although it spares a lot of your sanity. If your elder evils are searching for something, be sure your adventurers will encounter a lot of wandering gazers that are trying to find out where and when it is.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s Monster is the Bulvyrn.
The Bulvyrn is a cold-blooded desert animal named due to its bovine and draconic features. These are ideal animals to surprise your desert crossing adventurers, as they’re confusing when spotted and deadly ambushers when not. They’re also an interesting animal to use as a caravan, as short flights are far faster than meandering cattle.
Should your adventurers need cattle, perhaps allow them a solitary bulvyrn, sure it’ll have a call to wild soon and try to return to the natural world, but until then they have a flying ox. Perhaps your adventurers discover ‘dragon eggs’ in the desert and try to steal them away, only to have an angry bulvyrn seek them out for taking its young.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Clot.
I (Wamker) love Killing Floor. It’s my most played game on Steam. So in attempt to share the love, I wanted to introduce some of the variant undead from the game into the D&D world.
Here is the clot. A slow, relatively unthreatening creature by itself, though in numbers it can rapidly become a threat. Lumbering towards you it will try and grab you and stop you from fleeing as its other brothers and sisters come and join in the brawl.
All of the specimens can potentially release some form of chemical into the air when they are attacked or killed, momentarily making a player able to do things outside their normal capacity, whether it be sprinting a little further, or swinging their weapon a little faster.
The clot can easily substitute a zombie in an encounter, and can become truly terrifying in large numbers, or when paired with other specimens that I plan on producing over the next few weeks.
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!