Wow! That's amazing, and creepy, but in a good way!
I've edited the Monster to include your image and credited your account from DND Beyond!
Seriously though, thank you! Neither of us are artistically gifted so we were really hoping that we'd get community submissions for artwork for the monsters!
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The Hobgoblin Phalanx are what arises when a militaristic society worships the glory of war over all else. Trained from childhood in the use of armour, spear and shield, the individual members of a Hobgoblin Phalanx are tough combatants on their own. When the Phalanx forms in numbers however they become an almost unstoppable unit.
Legends tell of a small band of just three hundred hobgoblins, trained as Phalanx from the moment they could hold shields, these paltry three hundred used the terrain to their advantage well. They held for days against armies many times greater than their number. Ogres who underestimate the Hobgoblin’s size soon discover how hard their shields are, and their resolve is harder. Their tactics en masse allow them to overpower surprisingly tough threats.
If you use these monsters in large numbers against your party, and use intelligent tactics and formations… your party may have a really difficult time with these despite their low CR.
This magical mushroom with make you see things that aren’t real, and often leave you stunned, unable to think clearly or see straight. They’re also praised for their medicinal purposes and many people believe they’re good for you.
These druidic illusionists are a staple in any large myconid colony. Blending natural magic with their natural trickery these plants have a couple of tactics that can catch a party off guard. In conjunction with a stinkhorn they can confuse and overwhelm a careless party quickly with the crowd control and poison effects.
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Hello Adventurers and welcome to our new themed week, Cyst Week. This is a tribute to the necrotic cyst magic from previous editions. Starting small, we have the Necrotic Pustule.
As an additional bonus release this week, we’d like to introduce the Maladous Magic spellbook.
A Necrotic Pustule is an aberration created when a creature infected with a necrotic cyst is killed by weak necrotic magic that manipulates the cyst.
The Pustule has an adverse affect on plant life in its immediate vicinity and is vital in the perpetuation of the necrotic cysts, both in its destruction, and also used as a key component in the magical spreading of necrotic cysts by skilled spellcasters.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters upcoming later this week that make use of the spells present in this book.
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The Skulking Cyst is a modified 3.5E creature. The Skulking Cyst is an undead creature created when a creature is killed by mid-level necrotic magic that manipulates the cyst. A visceral and unsightly creature, the Skulking Cyst has a necrotic cyst at its core, and its body is made of lumps of flesh and organs of the creature it was in life. It uses these organs as appendages to both move and attack, and is an ambush creature that attempts to spread cysts and then flee from combat.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters upcoming later this week that make use of the spells present in this book.
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The Cystid is an indoctrinated but low ranking member of cyst cults of Yurtrus. These orcs submit themselves willingly to be infected with a necrotic cyst, using the cysts necrotic power to strengthen their bodies and give them access to the foul magic that perpetuates the cysts.
These orcs are easily identified, as the necrotic cyst within them causes their flesh to partially necrotise, leaving them a patchwork of green and grey/black skin.
Cystids do their best to defend the cult to which they belong, either using their boon from Yurtrus to spread disease and ailments to intruders, or manipulating cyst-born creatures to do their bidding.
The favoured of Yurtrus, Cystids can vomit foul corruption that coalesces as the Blood of Yurtrus, a mindless creation that can heal or even return to life members of the cult.
Note: The magic present in the Maladous Magic spellbook can also be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output.
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A Behemoth Cyst is an aberration created when a creature infected with a necrotic cyst is killed by powerful necrotic magic that manipulates the cyst.
The Behemoth leads a brief but violent existence. The host is turned inside out and rapidly mutates into a large aberration which has the potential to mutate unpredictably and manifest additional or more powerful abilities. The Behemoth is a predominantly indiscriminate creature, posing an equal threat to its creator as their enemies.
After 1 minute the Behemoth’s unstable body explosively decomposes and the creature ceases to exist, however its death throes are a force to be reckoned with as they spread the virulent necrotic cysts from which is was created.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters this week that make use of the spells present in this book.
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Cyst Heralds are the leaders of cyst cults of Yurtrus. They cultivate the cyst inside their body to fill them almost entirely, the cyst incorporating their internal organs and sustaining their existence.
The full body cyst these orcs cultivate within themselves causes their outwards appearance to reflect the death and decay within them. Their entire skin will be grey/black in appearance, and they will regularly be covered in oozing or weeping sores, pustules, warts, boils, and just about every other disgusting bodily growth.
Cyst Heralds are powerful magic users intent on spreading the word of Yurtrus, and infecting as many creatures as possible with necrotic cysts. It is not unheard of for entire villages and towns to be infected over a matter of days, the Cyst Herald then able to manipulate the inhabitants at will. Should they fail to supplicate themselves, the Cyst Herald can almost effortlessly terminate the town with its magic.
The Cyst Herald has developed the frightening ability, when it dies, to swell its body to unbelievable size and explode. This ruinous expulsion spreads virulent necrotic pus and cysts over a wide area and should be avoided at all costs.
Like the Cystid, Cyst Heralds can also vomit foul corruption that coalesces as the Blood of Yurtrus on a larger scale.
Note: The magic present in the Maladous Magic spellbook can also be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output.
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The Kuo-Toa Chosen of Blibdoolpoolp is always a physically impressive specimen for a Kuo-Toa, born with a lobster claw in place of their right arm. They are often the champion or leader of a Kuo-Toa colony.
For an encounter with the Kuo-Toa, consider having the party discover a desecrated shrine to Blibdoolpoolp, with a statue or holy symbol depicting the half crustacean goddess. At the shrine the party are ambushed by Kuo-Toa looking to take back their shrine, an Arch-Priest has a Chosen of Blibdoolpoolp with him along with a few other Kuo-Toa.
The party should be given the chance to try diplomacy, as they did not sack or claim this shrine, but the Kuo-Toa see them as invaders. The charismatic Chosen of Blibdoolpoolp will communicate to any who speaks Undercommon. Should the party kill either the Chosen or the Arch-priest the Kuo-Toa will attempt to flee.
I think the DMG would call this Deadly for a party of four level 10s. However I think level 8s should be able to manage this because the cannon fodder could easily be eaten by AoE.
If the party do use diplomacy to resolve the encounter, the Chosen will lay on claw his fellow Kuo-Toa to heal them if they took any damage.
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The Aswang is an insidious fey of a dark and deadly nature. The Aswang is a specialised hunter of prey that are yet to be born, still nestled in their mother’s womb.
The Aswang uses its razor sharp claws to climb and sneak into nests or homes, sedates the mother and devours its prey. It can also use the surgically sharp and sedative laden tongue to defend itself, although it prefers helpless victims.
Aswang may make an appearance in your campaign if you need a dark and nefarious fey villain, perhaps a local lord is worried about his pregnant lady, taking note that the miscarriage rate in his lands is far higher than average. Maybe a druid is tracking an Aswang that hunts his local wildlife and is endangering his delicately balanced ecosystem. You could also use an Aswang as a chance encounter, as they will always defend their territory when encroached upon and a wall skittering, long-tongued fey makes for an interesting and creepy confrontation.
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Coming to a planet near you on the next meteor, it’s the Dire Bombardier Beetle! (Only kidding).
Sir Hunter Von Huntington III was expected to check in today on returning from his most recent excursion, however we are yet to hear from him, and he hasn’t returned.
The Dire Bombardier Beetle is a prime example of indeterminate growth in nature, where a creature’s maximum size is not genetically predetermined. Given adequate sustenance, the beetle will continue to grow and grow until it dies (albeit slowly).
Large sentient creatures such as giants have taken to raising these beetles as working and fighting animals, able to utilize their great size and burning acid not only for offense, but utility too.
Typically found either melting rubble, pulling farming implements, carrying trade goods, or augmenting the vanguard of a giant army, these beetles are as big as buildings but far more mobile.
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Gashadokuro translates roughly to “onomatopoeic; rattling skull”, but it is also known by the name ōdokuro (giant skeleton). Both of these names are descriptive, for the Gashadokuro is a 90 foot tall skeleton which wander around in the darkest hours of the night. Their teeth chatter and bones rattle with a “gachi gachi” sound.
If they should happen upon a human out late on the roads, the gashadokuro will silently creep up and catch their victims, crushing them in their hands or biting off their head. They arise from the gathered bones of people who died as a result of starvation or warfare. Due to the terrible deaths that gave them unlife, the Gashadokuro are full of anger and a blood lust that can only be sated by drinking the blood of the living.
I recommend a Gashadokuro is treated as an environmental hazard for most parties. A puzzle monster, forcing the players to use their day time hours to find the gravesite of the Gashadokuro and give it an offering of blessed food or proper burial rites in order to barter safe passage. They may fail, or the Gashadokuro may refuse their offering, and then it can be used to deny them rest, as they must spend all night running or else fall victim to the Gashadokuro.
Higher level adventurers could probably battle one, but it is sure to be something most adventurers would feel a little uneasy with, battling a 90 foot tall skeleton that can vanish into the ethereal plane at will. It’s sure to be memorable, especially if it is defeated… that’s a lot of bone and it’s got to fall somewhere.
Oh and as a side note, yeah I’ve been watching season two of attack on titan… you could totally reskin (excuse the pun) this skeleton as a titan if you’d like.
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Start big, end big. So the saying goes. Well this week we started medium, got bigger, and bigger, and now we’re rapidly shrinking!
Pygmies are smaller-than-average versions of any humanoid, usually found in remote, untouched regions of the world, where a larger size isn’t so much of a boon as a bane.
Pygmies live off the land, using it to fulfill all their basic needs, and using it to arm themselves, or even draw from its latent energy to use magic.
Pygmy hunters are your typical tribal hunters, favouring ambush tactics, they use poison-tipped needles to whittle down their prey.
Pygmy Elders on the other hand forgo some of their hunting skill to draw from the spirit of the land, allowing them access to some nature-based magic that is useful in the community as well as the hunt.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have the Amalthalda, the Exorcist.
Amalthalda is a Half-Orc Paladin of Pelor. Fortuitous to have been able to trade a large lump of Dark Iron ore to a group of adventurers for her legendary weapon, the Sun Shard of Pelor, she fights with the light of Pelor, with an especially fervent hatred for the undead and evil fiends.
Amalthalda’s greatest wish would be to venture into the depths of hell itself and prevent any of the beings she hates to ever again walk the face of the Earth.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Dreyfus the Historian.
Dreyfus is a ghost. The nature of his death is a bit of a mystery, not least of all because it happened hundreds of years ago. The common theory is that his death was incredibly violent, and he has repressed his memory of it, or (less likely) it was quite embarrassing and he has no desire to relive it. His sense of duty to the guild, and his duty to being the guild historian, is suspected to be the reason for his continued presence in the world. Many of the guild members speculate that he will only move on when every evil has been vanquished.
Dreyfus continues in his day to day tasks as the historian and librarian, though still finds time to practise his ghostly skills daily. He has remained in his current form, still mentally acute, for so long that he has been able to refine and master his use of telekinesis, allowing him to still be highly efficient as a field agent.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Sir Hunter von Huntington III. In case you couldn’t guess, he’s a hunter.
Sir Hunter is a gnome, some of you may recognise him as the /u/1d6Adventurers wildlife correspondent.
Due to his family history, Sir Hunter has a natural gift for hunting. This gift has taken him to most corners of the Great Wheel in pursuit of some of the most elusive quarries.
Sir Hunter sits on the council, since he has a perfect job record within the Adventurer’s Guild, and he has even created his own offshoot called the Hunters Hall, which is an elite club that recognises those with outstanding hunting skills.
Armed with his enormous eldritch crossbow, there is no job too big for Sir Hunter, though he is currently missing in action from a job to hunt down a creature known as a “Prismhawk”.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Pietr the Bloodless.
The vampire formerly known as Pietr the Bloody, Pietr the Bloodless drew on his monastic training to quell his bloodlust long enough to seek a way to permanently suppress it. Finding comfort in his Ring of Sustenance, Pietr joined the guild under a 100 year contract, free to leave once his time was served, and able to keep his ring.
Pietr had no desire to leave the guild after his time, and is still a member, sitting on the council, partly due to his time served, and also as a distraction. His preternatural speed and aversion to sunlight leaning him towards jobs under the cover of night, he specialises in sabotage and espionage, however he is clearly no stranger to violence, he is known to raise his fists should the need arise.
Pietr wears a golden amulet around his neck, this medallion is enchanted with a contingent teleportation spell, should he ever be close to death, he will be immediately transported back to the guild.
Pietr and Dreyfus have become good friends, often reminiscing about their lives, when they were just Being Human, they also have another friend who they need to chain up in the basement, once a month.
Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have the Nergalee, the Guild Leader.
Nergalee founded the guild alongside her adventuring companions, they created the guilds laws and rules. After which Nergalee was elected guild leader unanimously, with the exception that she did not vote for herself. Nergalee ensured that her leadership could be challenged if need be and from then on she has taken the guild from strength to strength during her tenure.
The guild enables the adventurers to buy and sell magical items, although they do this with favour, not currency. The guild investigates wrong-doings against its members and the adventurers have more political weight combined than they do alone. Nergalee is responsible for these systems, as she has always had an eye on the larger picture, and the greater good.
Nergalee is a keen conservationist, as such she strives to bestow her guild members with these values too. She taught Sir Hunter many lessons that seem to have stuck in regards to ethical hunting. Whilst she understands the desire of combat, the thrill of the hunt and the trophy gathering; she has also taught Hunter much about the delicate balance of ecosystems and the importance of preserving nature for future generations. Much to her delight, Hunter has taken on an educational role, where he intrudes as little as possible, and learns as much about creatures from observation as he does from the hunt itself.
Nergalee maintains a private grove in Krigala, of which only a few of her closest allies have even seen. It is here where she prays to Ehlonna for guidance, tends to her wild gardens, and cares for any Unicorns that seek aid. It is here she is likely to think upon any issue.
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The sky manta is a large, graceful beast that can swim and fly. It is normally peaceful, except during mating season. It hunts using its keen senses, eating swarms of small fish and insects alike.
The sky manta presents an interesting wildshape opportunity for a druid, though it is worth mentioning that a druid would normally need to make a pseudo-pilgrimage to the manta’s migration path in order to see one.
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A chaotic demon of craving, hunger and gluttony, the Latau is a grotesque, bulbous and oddly shaped, formed from the stomachs of unfortunate petitioners from its home plane. These stomachs inflate and twist into the blob-like fiend, with a single large mouth full of dull, tombstone-esque teeth. The creature has eyes, though they may often be found under roll upon roll of the creature’s vast amount of flesh. The creature propels its ballooned body on squat, stubby arms which belie their true strength.
Latau crave fresh flesh and blood, desiring nothing more than to chew and grind it in their teeth, if they can find none to chew on they quickly become ravenous and gorge upon their own flesh. Every Latau is littered with scars pronouncing their lack of self control, despite their impressive regeneration.
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Wow! That's amazing, and creepy, but in a good way!
I've edited the Monster to include your image and credited your account from DND Beyond!
Seriously though, thank you! Neither of us are artistically gifted so we were really hoping that we'd get community submissions for artwork for the monsters!
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!
Day 34: Today’s monster is the Hobgoblin Phalanx.
This monster was suggested by Selachian.
The Hobgoblin Phalanx are what arises when a militaristic society worships the glory of war over all else. Trained from childhood in the use of armour, spear and shield, the individual members of a Hobgoblin Phalanx are tough combatants on their own. When the Phalanx forms in numbers however they become an almost unstoppable unit.
Legends tell of a small band of just three hundred hobgoblins, trained as Phalanx from the moment they could hold shields, these paltry three hundred used the terrain to their advantage well. They held for days against armies many times greater than their number. Ogres who underestimate the Hobgoblin’s size soon discover how hard their shields are, and their resolve is harder. Their tactics en masse allow them to overpower surprisingly tough threats.
If you use these monsters in large numbers against your party, and use intelligent tactics and formations… your party may have a really difficult time with these despite their low CR.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Myconid Seer.
This magical mushroom with make you see things that aren’t real, and often leave you stunned, unable to think clearly or see straight. They’re also praised for their medicinal purposes and many people believe they’re good for you.
These druidic illusionists are a staple in any large myconid colony. Blending natural magic with their natural trickery these plants have a couple of tactics that can catch a party off guard. In conjunction with a stinkhorn they can confuse and overwhelm a careless party quickly with the crowd control and poison effects.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Hello Adventurers and welcome to our new themed week, Cyst Week. This is a tribute to the necrotic cyst magic from previous editions. Starting small, we have the Necrotic Pustule.
As an additional bonus release this week, we’d like to introduce the Maladous Magic spellbook.
A Necrotic Pustule is an aberration created when a creature infected with a necrotic cyst is killed by weak necrotic magic that manipulates the cyst.
The Pustule has an adverse affect on plant life in its immediate vicinity and is vital in the perpetuation of the necrotic cysts, both in its destruction, and also used as a key component in the magical spreading of necrotic cysts by skilled spellcasters.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters upcoming later this week that make use of the spells present in this book.
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!
Continuing Cyst Week, and increasing in size and virulence, today’s monster is the Skulking Cyst.
Maladous Magic spellbook.
The Skulking Cyst is a modified 3.5E creature. The Skulking Cyst is an undead creature created when a creature is killed by mid-level necrotic magic that manipulates the cyst. A visceral and unsightly creature, the Skulking Cyst has a necrotic cyst at its core, and its body is made of lumps of flesh and organs of the creature it was in life. It uses these organs as appendages to both move and attack, and is an ambush creature that attempts to spread cysts and then flee from combat.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters upcoming later this week that make use of the spells present in this book.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Continuing Cyst Week, we present one of the harbingers of the cyst, the Orc Cystid of Yurtrus and the Blood of Yurtrus.
Maladous Magic spellbook.
The Cystid also has access to magic spells released by WotC in their Unearthed Arcana: Starter Spells supplement.
The Cystid is an indoctrinated but low ranking member of cyst cults of Yurtrus. These orcs submit themselves willingly to be infected with a necrotic cyst, using the cysts necrotic power to strengthen their bodies and give them access to the foul magic that perpetuates the cysts.
These orcs are easily identified, as the necrotic cyst within them causes their flesh to partially necrotise, leaving them a patchwork of green and grey/black skin.
Cystids do their best to defend the cult to which they belong, either using their boon from Yurtrus to spread disease and ailments to intruders, or manipulating cyst-born creatures to do their bidding.
The favoured of Yurtrus, Cystids can vomit foul corruption that coalesces as the Blood of Yurtrus, a mindless creation that can heal or even return to life members of the cult.
Note: The magic present in the Maladous Magic spellbook can also be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Continuing Cyst Week, the violent and volatile Behemoth Cyst.
Maladous Magic spellbook.
A Behemoth Cyst is an aberration created when a creature infected with a necrotic cyst is killed by powerful necrotic magic that manipulates the cyst.
The Behemoth leads a brief but violent existence. The host is turned inside out and rapidly mutates into a large aberration which has the potential to mutate unpredictably and manifest additional or more powerful abilities. The Behemoth is a predominantly indiscriminate creature, posing an equal threat to its creator as their enemies.
After 1 minute the Behemoth’s unstable body explosively decomposes and the creature ceases to exist, however its death throes are a force to be reckoned with as they spread the virulent necrotic cysts from which is was created.
Note: The magic present in the Maladous Magic spellbook can be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output. There are also several monsters this week that make use of the spells present in this book.
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!
Finishing off Cyst Week, and maybe all of existence as we know it, today’s monster is the Orc Cyst Herald of Yurtrus and (again) the Blood of Yurtrus.
Maladous Magic spellbook.
The Cyst Herald also has access to magic spells released by WotC in their Unearthed Arcana: Starter Spells supplement.
Cyst Heralds are the leaders of cyst cults of Yurtrus. They cultivate the cyst inside their body to fill them almost entirely, the cyst incorporating their internal organs and sustaining their existence.
The full body cyst these orcs cultivate within themselves causes their outwards appearance to reflect the death and decay within them. Their entire skin will be grey/black in appearance, and they will regularly be covered in oozing or weeping sores, pustules, warts, boils, and just about every other disgusting bodily growth.
Cyst Heralds are powerful magic users intent on spreading the word of Yurtrus, and infecting as many creatures as possible with necrotic cysts. It is not unheard of for entire villages and towns to be infected over a matter of days, the Cyst Herald then able to manipulate the inhabitants at will. Should they fail to supplicate themselves, the Cyst Herald can almost effortlessly terminate the town with its magic.
The Cyst Herald has developed the frightening ability, when it dies, to swell its body to unbelievable size and explode. This ruinous expulsion spreads virulent necrotic pus and cysts over a wide area and should be avoided at all costs.
Like the Cystid, Cyst Heralds can also vomit foul corruption that coalesces as the Blood of Yurtrus on a larger scale.
Note: The magic present in the Maladous Magic spellbook can also be used to augment or replace spells known by existing servants of Yurtrus in VGtM, though if augmenting, be sure to amend CR in line with potential damage output.
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Today’s monster is the Kuo-Toa Chosen of Blibdoolpoolp.
The Kuo-Toa Chosen of Blibdoolpoolp is always a physically impressive specimen for a Kuo-Toa, born with a lobster claw in place of their right arm. They are often the champion or leader of a Kuo-Toa colony.
For an encounter with the Kuo-Toa, consider having the party discover a desecrated shrine to Blibdoolpoolp, with a statue or holy symbol depicting the half crustacean goddess. At the shrine the party are ambushed by Kuo-Toa looking to take back their shrine, an Arch-Priest has a Chosen of Blibdoolpoolp with him along with a few other Kuo-Toa.
The party should be given the chance to try diplomacy, as they did not sack or claim this shrine, but the Kuo-Toa see them as invaders. The charismatic Chosen of Blibdoolpoolp will communicate to any who speaks Undercommon. Should the party kill either the Chosen or the Arch-priest the Kuo-Toa will attempt to flee.
1 Kuo-toa Chosen of Blibdoolpoolp CR: 6,
1 Kuo-toa Archpriest CR: 6,
2 Kuo-toa Whip CR: 1,
4 Kuo-toa CR:¼.
Total XP: 5,200
Adjusted XP: 13,000
I think the DMG would call this Deadly for a party of four level 10s. However I think level 8s should be able to manage this because the cannon fodder could easily be eaten by AoE.
If the party do use diplomacy to resolve the encounter, the Chosen will lay on claw his fellow Kuo-Toa to heal them if they took any damage.
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Today’s monster is the Aswang.
The Aswang is an insidious fey of a dark and deadly nature. The Aswang is a specialised hunter of prey that are yet to be born, still nestled in their mother’s womb.
The Aswang uses its razor sharp claws to climb and sneak into nests or homes, sedates the mother and devours its prey. It can also use the surgically sharp and sedative laden tongue to defend itself, although it prefers helpless victims.
Aswang may make an appearance in your campaign if you need a dark and nefarious fey villain, perhaps a local lord is worried about his pregnant lady, taking note that the miscarriage rate in his lands is far higher than average. Maybe a druid is tracking an Aswang that hunts his local wildlife and is endangering his delicately balanced ecosystem. You could also use an Aswang as a chance encounter, as they will always defend their territory when encroached upon and a wall skittering, long-tongued fey makes for an interesting and creepy confrontation.
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Today’s monster is the Dire Bombardier Beetle.
Coming to a planet near you on the next meteor, it’s the Dire Bombardier Beetle! (Only kidding).
Sir Hunter Von Huntington III was expected to check in today on returning from his most recent excursion, however we are yet to hear from him, and he hasn’t returned.
The Dire Bombardier Beetle is a prime example of indeterminate growth in nature, where a creature’s maximum size is not genetically predetermined. Given adequate sustenance, the beetle will continue to grow and grow until it dies (albeit slowly).
Large sentient creatures such as giants have taken to raising these beetles as working and fighting animals, able to utilize their great size and burning acid not only for offense, but utility too.
Typically found either melting rubble, pulling farming implements, carrying trade goods, or augmenting the vanguard of a giant army, these beetles are as big as buildings but far more mobile.
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Today’s monster is the Gashadokuro.
Gashadokuro translates roughly to “onomatopoeic; rattling skull”, but it is also known by the name ōdokuro (giant skeleton). Both of these names are descriptive, for the Gashadokuro is a 90 foot tall skeleton which wander around in the darkest hours of the night. Their teeth chatter and bones rattle with a “gachi gachi” sound.
If they should happen upon a human out late on the roads, the gashadokuro will silently creep up and catch their victims, crushing them in their hands or biting off their head. They arise from the gathered bones of people who died as a result of starvation or warfare. Due to the terrible deaths that gave them unlife, the Gashadokuro are full of anger and a blood lust that can only be sated by drinking the blood of the living.
I recommend a Gashadokuro is treated as an environmental hazard for most parties. A puzzle monster, forcing the players to use their day time hours to find the gravesite of the Gashadokuro and give it an offering of blessed food or proper burial rites in order to barter safe passage. They may fail, or the Gashadokuro may refuse their offering, and then it can be used to deny them rest, as they must spend all night running or else fall victim to the Gashadokuro.
Higher level adventurers could probably battle one, but it is sure to be something most adventurers would feel a little uneasy with, battling a 90 foot tall skeleton that can vanish into the ethereal plane at will. It’s sure to be memorable, especially if it is defeated… that’s a lot of bone and it’s got to fall somewhere.
Oh and as a side note, yeah I’ve been watching season two of attack on titan… you could totally reskin (excuse the pun) this skeleton as a titan if you’d like.
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Today’s monsters are the Pygmies.
Start big, end big. So the saying goes. Well this week we started medium, got bigger, and bigger, and now we’re rapidly shrinking!
Pygmies are smaller-than-average versions of any humanoid, usually found in remote, untouched regions of the world, where a larger size isn’t so much of a boon as a bane.
Pygmies live off the land, using it to fulfill all their basic needs, and using it to arm themselves, or even draw from its latent energy to use magic.
Pygmy hunters are your typical tribal hunters, favouring ambush tactics, they use poison-tipped needles to whittle down their prey.
Pygmy Elders on the other hand forgo some of their hunting skill to draw from the spirit of the land, allowing them access to some nature-based magic that is useful in the community as well as the hunt.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have the Amalthalda, the Exorcist.
Amalthalda is a Half-Orc Paladin of Pelor. Fortuitous to have been able to trade a large lump of Dark Iron ore to a group of adventurers for her legendary weapon, the Sun Shard of Pelor, she fights with the light of Pelor, with an especially fervent hatred for the undead and evil fiends.
Amalthalda’s greatest wish would be to venture into the depths of hell itself and prevent any of the beings she hates to ever again walk the face of the Earth.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Dreyfus the Historian.
Dreyfus is a ghost. The nature of his death is a bit of a mystery, not least of all because it happened hundreds of years ago. The common theory is that his death was incredibly violent, and he has repressed his memory of it, or (less likely) it was quite embarrassing and he has no desire to relive it. His sense of duty to the guild, and his duty to being the guild historian, is suspected to be the reason for his continued presence in the world. Many of the guild members speculate that he will only move on when every evil has been vanquished.
Dreyfus continues in his day to day tasks as the historian and librarian, though still finds time to practise his ghostly skills daily. He has remained in his current form, still mentally acute, for so long that he has been able to refine and master his use of telekinesis, allowing him to still be highly efficient as a field agent.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Sir Hunter von Huntington III. In case you couldn’t guess, he’s a hunter.
Sir Hunter is a gnome, some of you may recognise him as the /u/1d6Adventurers wildlife correspondent.
Due to his family history, Sir Hunter has a natural gift for hunting. This gift has taken him to most corners of the Great Wheel in pursuit of some of the most elusive quarries.
Sir Hunter sits on the council, since he has a perfect job record within the Adventurer’s Guild, and he has even created his own offshoot called the Hunters Hall, which is an elite club that recognises those with outstanding hunting skills.
Armed with his enormous eldritch crossbow, there is no job too big for Sir Hunter, though he is currently missing in action from a job to hunt down a creature known as a “Prismhawk”.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have Pietr the Bloodless.
The vampire formerly known as Pietr the Bloody, Pietr the Bloodless drew on his monastic training to quell his bloodlust long enough to seek a way to permanently suppress it. Finding comfort in his Ring of Sustenance, Pietr joined the guild under a 100 year contract, free to leave once his time was served, and able to keep his ring.
Pietr had no desire to leave the guild after his time, and is still a member, sitting on the council, partly due to his time served, and also as a distraction. His preternatural speed and aversion to sunlight leaning him towards jobs under the cover of night, he specialises in sabotage and espionage, however he is clearly no stranger to violence, he is known to raise his fists should the need arise.
Pietr wears a golden amulet around his neck, this medallion is enchanted with a contingent teleportation spell, should he ever be close to death, he will be immediately transported back to the guild.
Pietr and Dreyfus have become good friends, often reminiscing about their lives, when they were just Being Human, they also have another friend who they need to chain up in the basement, once a month.
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Hello Adventurers and welcome to our next themed week, The Council of Adventurers. This week was a request, for some NPC characters to populate the top end of an Adventurer’s Guild based in the Planescape city of Sigil. Today we have the Nergalee, the Guild Leader.
Nergalee founded the guild alongside her adventuring companions, they created the guilds laws and rules. After which Nergalee was elected guild leader unanimously, with the exception that she did not vote for herself. Nergalee ensured that her leadership could be challenged if need be and from then on she has taken the guild from strength to strength during her tenure.
The guild enables the adventurers to buy and sell magical items, although they do this with favour, not currency. The guild investigates wrong-doings against its members and the adventurers have more political weight combined than they do alone. Nergalee is responsible for these systems, as she has always had an eye on the larger picture, and the greater good.
Nergalee is a keen conservationist, as such she strives to bestow her guild members with these values too. She taught Sir Hunter many lessons that seem to have stuck in regards to ethical hunting. Whilst she understands the desire of combat, the thrill of the hunt and the trophy gathering; she has also taught Hunter much about the delicate balance of ecosystems and the importance of preserving nature for future generations. Much to her delight, Hunter has taken on an educational role, where he intrudes as little as possible, and learns as much about creatures from observation as he does from the hunt itself.
Nergalee maintains a private grove in Krigala, of which only a few of her closest allies have even seen. It is here where she prays to Ehlonna for guidance, tends to her wild gardens, and cares for any Unicorns that seek aid. It is here she is likely to think upon any issue.
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Today’s monster is the Sky Manta.
The sky manta is a large, graceful beast that can swim and fly. It is normally peaceful, except during mating season. It hunts using its keen senses, eating swarms of small fish and insects alike.
The sky manta presents an interesting wildshape opportunity for a druid, though it is worth mentioning that a druid would normally need to make a pseudo-pilgrimage to the manta’s migration path in order to see one.
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Today’s monster is the Latau.
A chaotic demon of craving, hunger and gluttony, the Latau is a grotesque, bulbous and oddly shaped, formed from the stomachs of unfortunate petitioners from its home plane. These stomachs inflate and twist into the blob-like fiend, with a single large mouth full of dull, tombstone-esque teeth. The creature has eyes, though they may often be found under roll upon roll of the creature’s vast amount of flesh. The creature propels its ballooned body on squat, stubby arms which belie their true strength.
Latau crave fresh flesh and blood, desiring nothing more than to chew and grind it in their teeth, if they can find none to chew on they quickly become ravenous and gorge upon their own flesh. Every Latau is littered with scars pronouncing their lack of self control, despite their impressive regeneration.
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