The inspiration for today’s Squirreltaur came from r/dnd, as a creation of /u/TheDiscordedSnarl. I have slightly edited the text but mostly just converted this race into a 5th edition monster, and advanced version. The art was his commission and wonderfully created by /u/Noferini. The combination of artwork and lore impressed me quite a bit, and led to this version. Hopefully the permission to use it, nerf it and/or warp it completely extends to monster-a-day!
The base Seukothi is a little weaker than a Centaur but a perfect monster for forested areas where it gets to hide traps in leaves, trip wires blend into bushes and pit traps can be dug. The trees would allow the Seukothi to make full use of its climb speed. I’d personally allow a prepared Seukothi hunting party to have three traps and tripwires with them (or one each, whichever is higher), or set up around a camp. As well as 1d6 spears for throwing in a back quiver.
The Taena Morae is adapted from the lore to be an elite version, with higher armour and health, similar damage but longer reach and higher base stats. A Taena Morae may be sent out to complete an important mission, or rescue some trapped friends, but would usually have command over a small hunting party of Seukothi. So a Taena Morae with four Seukothi would be worth 1,900 XP, or an adjusted 3,800 XP. Probably a decent encounter for level 4-5’s, depending on how powerful your adventurers are.
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This advanced animated statue is commonplace in the sorts of tombs that raiders like to ransack. Often deep inside a jungle temple, at the centre of a ruined city these ageless protectors guard the remains of their makers. Any careless tomb raider will find themselves on the receiving end of half a dozen scimitars as the statue rotates its upper body in combat to become a whirling dervish.
Typically territorial, but they can be programmed with a variety of tasks, such as allowing entry to any of a particular bloodline, race or simply with the answer to a riddle. One would expect their stone bodies to be ravaged by the passage of time, but however decrepit the outer stone of an Ancient Guardian becomes, the enchantment that keeps them active only becomes more powerful as time passes.
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The Joythief is a fairy tale that parents tell their children, in this tale the Joythief is a benevolent trickster, teaching moral lessons about appreciating the things in life whilst we can. This is far from the actual truth, where the Joythief greedily consumes emotions to sustain itself.
A Joythief is an excellent addition to a Fey campaign or a one off encounter where a Joythief is draining folks of their emotions. For a significant encounter or adventure a group of people who have given themselves freely to the Joythief to feed it, gladly giving up their grief, depression or fears could supply your adventurers with a moral quandary.
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Today’s monsters are the 1d6 Paladins, and we have rolled another 2 for you.
Paladins are interesting and varied, they may serve Gods, ideals or just themselves, but their power is divine in nature. Whether their power has manifested due to the Divine influence or their own force of personality does not matter, what sets them apart is their tenets and devotion to these ideals.
So, here’s a couple of our character concepts;
A Hobgoblin warlord who rules with an iron fist, and crushes his enemies without mercy. His land would be covered in small bands of hobgoblin militia, his personal guard would be Hobgoblin Phalanx, and his elite forces would include Hobgoblin Stoneclaws.
A Half-elf specialising in deception, a front line fighter who does not put honour before death by any means. Using the military experience to get ahead politically is not beneath him either. History is written by the victors, and the survivors.
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Pulling on the Egyptian / Middle Eastern roots, and with other sources using its name to mean “moving in a circular motion” or “spinning”, the Dervish uses the momentum of one swing to begin a spinning dance of sorts, becoming a whirling body and blade, and using the grace of this dance to not only dodge incoming attacks, but to deliver great sweeping blows all around them.
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These hawk-eyed martial artists excel at quick movements and lethal strikes. Their lightning bushido is a skill honed their entire lives to a fine point. Not many masters take pupils outside of their own communities, but it is possible. The resulting warriors are often brought into the elite regiments or placed in charge of local militias. It is not uncommon for the Stormcallers to be made into a local lord’s sworn sword. Second for matters of combat or military strategy, and bodyguard.
Much like the Hobgoblin Stoneclaw or Storm Giant Waterbearer I would recommend placing these individuals in the world as NPCs that could turn into conflict or co-operation. Allowing a Martial PC to learn to utilise a Stormblade could be a unique and interesting character development. Either way, this is a solid martial, maneuverable swordmaster that can challenge the party.
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Inspired by fantasy swashbucklers, master swordsman, and the distinct possibility that people of this level of skill and speed could actually exist, we present the Master Duelist.
This “template” can flavour any humanoid, and turns them into a master of the blade, that will likely do more to infuriate players that any one creature should be able to.
Fast with the sword, able to use it to deflect weapon and projectile alike, the master duelist will capitalise on any opening its opponents offer. Engaging in a verbal sparring match as much as a physical fight, it offers a fun roleplaying opportunity, as the DM and players can exchange cheesy lines from their favourite films.
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The skeletal pillar is a large column constructed from bone, held together with glue formed from boiled connective tissue. The column almost ten feet in diameter and twice as high. The bones are carved with symbols, and the tower writhes and ambulates like a stiff ooze. The pillar drags itself along with the appendages attached to the foundations such as skeletal claws, hands, feet and spines, similar to the many legs of a caterpillar.
The tower can twist and bend to bludgeon foes with its mass, but it can also use its components to conjure skeletons to defend itself. These skeletons defend the pillar, but can also be crushed to restore the pillar.
To challenge your adventurers, I recommend a skeletal pillar or two hiding amidst a boneyard, allied with a Minotaur skeleton. Whilst the adventurers battle the obvious threat, the hidden pillars create disposable skeletons for as long as they go unnoticed, which could easily overwhelm the careless adventurers through sheer numbers alone.
This would be a hard encounter for four level 5 adventurers, as the XP would be worth: XP: 1,850 (Adjusted XP: 3,700).
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Today’s monsters are the 1d6 Rangers, and we rolled another 3.
Rangers are varied, from dual wielding panther taming heroes, to sword swinging track following champions, all the way to nature loving tree hugging adventurers there is a lot of room for interpretation.
It is worth noting that these rangers lack a favoured enemy, if you would like to use this feature, I’d suggest awarding the ranger a +2 to damage rolls, and advantage on any check you believe makes sense for the ranger. For example, if we give our monster hunter favored enemy: Undead, then any knowledge religion check should also have advantage. This is an optional rule.
Our horizon walker is a gnome who guards a portal entrance. His people were decimated by attack after attack from bloodthirsty gnolls. They abandoned their homes, left traps behind for the invaders and were led into a secret realm in the woods, only accessible by a hidden portal. The demi-plane inside is large enough for their village, some farmland and is otherwise uninhabited. Perhaps the original creator will return one day and not take kindly to the squatters, but for now our horizon walker keeps an eye out for gnolls, lest they become trapped in their safe haven.
This monster hunter is an example of a spell-less ranger, distrustful of magic they have resorted to more herbalist ways, and focused on martial training. Able to strike quickly, throw it’s quarry off balance for a stake to the heart, or perhaps just overpowering a foe with their prowess with a silver blade. This tragic anti-hero could help your adventurers overcome a classic enemy, or perhaps it’s the witch hunter himself who is turning into a werewolf each night and the adventurers must free him from the curse. One way, or another.
Our primeval guardian is a firbolg who just wants his forest left alone. Occasionally visiting neighbouring towns disguised as a human to spread stories about the spirits of the forest, and cultivating a small group of followers who may become druids, rangers, nature clerics or oath of the ancient paladins one day so their voices in the town hall meetings always vote against lumberjacking the forest. Your adventurers may bump into this firbolg in disguise and recognise him for what he really is, this may lead to a series of misunderstandings where they try to work out what his evil plan is, not realising he just wants to save his forest. This is an excellent opportunity for some morality encounters, and the party might realise that good people lie too.
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Today’s monster is inspired by a suggestion for a parasite from the anime Parasyte. We weren’t able to keep all the flavour of the parasite’s, but present a monster comparable to the Intellect Devourer, or the Joythief.
The parasite is a tiny, black, worm-like creature that can bite you and you might not even notice. Once it attaches to you, it becomes a battle of willpower, with the parasite trying to overwhelm its victim.
If a parasite successfully overwhelms the will of its victim, it becomes a race against time to remove it, before the parasite enters the targets skull and renders it totally controlled by the parasite.
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Today’s monster… is a day 100 bonanza of bonus content. We’ve got some unusual undead, a guest monster, a bunch of space hamsters and a celebratory armoury.
These heavy metal corpses will make your adventurers run to the hills. A perfect crowning glory for that Dirgesinging Bard Necromancer. I’m sure the symphony of destruction will help the campaign go out on a high note. Otherwise maybe consider a Brutal Legend inspired hellscape for adventurers who like to go plane-hopping.
Our first guest monster by /u/EmpireofAzad is the Cinder Beast.
Efreet pets are formed from ash and fire on the elemental plane of fire. Sometimes used as disposable bodyguards, but often adopted as loyal companions. These lava lions, magma monitors and volcanic vipers are best kept a safe distance from.
And with three words, Hamster, Space, Giant, come endless variations, straight from spelljammer it is indeed the Giant Space Hamsters.
From tiny friends, to ginormous foes, the space hamster family is a complicated one. A family tree ripped apart and sewn together by mad gnomes for mad reasons… What better way is there to cross the galaxy in a spaceship powered by hamster spheres? Proof that it always goes invariably pear-shaped when gnomes ask “what if…?”
Now, whilst we’re almost exclusively trying to kill your local adventurers, it’s not much fun if they don’t stand a fighting chance. So kit them out with our 100th Day Armoury before brutally TPKing them.
Thank you for reading, as always we look forward to your comments, criticism and feedback. We’re going to go collapse now, and we’ll be back next week. Same MaD time, Same MaD place.
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Following a suggestion on our discord we noticed we were a little light on celestials, so I’m looking through the positive aligned outer planes and picking out some of my favourite good aligned outsiders to bring to 5e.
The Lantern Archon has always reminded me of the World of Warcraft wisp, and I’ve loved that whilst they’re not the most powerful their good deeds and selfless acts can allow them to gain a more powerful form. They’re almost able to level up in dire situations, which makes them a great NPC to guide a party as they can literally light up the path and pull a reasonable deus ex machina if the adventurers get horrendously unlucky.
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Meganisoptera were prehistoric insects, like Dragonflies, but much larger, and different enough physiologically to warrant the (much cooler) name Griffinflies.
With superb eyesight and almost unrivalled flight-capabilities, this not-so-wee beastie could provide some serious inconvenience for a party, or offer some alternative polymorph / wild shape possibilities.
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Today’s monsters are the 1d6 Rogues, and we’re back with another 3.
Rogues are often a great go-to class for a villain, their particular skills and abilities seem tailored for it. Perhaps this is why it’s so often “that guy’s” go to class to cause irritation amongst the adventurers.
Our personal rogues gallery is home to a consulting detective, a criminal mastermind and a military scout.
Our Inquisitive is a detective, difficult to get along with due to their bouts of alcoholism and arrogance but unquestionably excellent at locating clues and deduction. This NPC can be a thorn in the adventurer’s side if they’re guilty or something, or if someone has made it look like they are. Alternatively this detective can be a useful ally, if the adventurers can tolerate the eccentricities.
This is my go to for a Backstrom, Sherlock Holmes, or Tony Stark type character. They’ve got problems, but they’ve also got solutions.
Our Mastermind on the other hand is a kingpin of crime. Whilst the mastermind can go legitimate and lend themselves to being a military intelligence officer, or spy. This particular mastermind is the Moriarty or Jack the Ripper to our Inquisitive. The case that’s just too hard to crack, or the criminal that keeps slipping through their fingers.
Always with a plan B the mastermind is the type to set up their lair underneath an Orphanage, that they own and operate as the town’s charitable nobility. This inevitably ends up asking the adventurers the difficult questions, like… If you kill this person, who will take care of the children. Also if you attack the stronghold, what’s stopping them from setting the orphanage ablaze and blaming the adventurers who were trespassing. These villains should always be able to turn public perception against the adventurers, whilst using morality to their advantage.
Our Scout is similar to our ranger, or fighter, but just showcasing how many different ways there are to perform the role. This scout uses expertise and stealth, hit and run tactics and natural cunning to perform their duties.
Found at the head of most armies, scouts are perfect encounters for adventurers in order to warn them of larger forces at bay, or to allow them to approach without fearing that the army would overpower and enslave them. Alternatively these scouts can be small village lookouts or militia. Also, these are well suited to represent most outdoors survivalists, if you’re looking for a less magical approach.
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Inspired by the new Netflix Castlevania, this is a slightly different take on a traditional foe.
When Cyclops’ were rounded up and tortured by a trio of Medusas, the repeated petrification left their skin tough and stone-like. Their eyes absorbed the petrification powers due to repeated exposure and they developed an immunity to petrification themselves. Medusas however are not immune and the Stone-eyed Cyclops were able overwhelm the sisters, petrifying them in their own lair.
Due to this experience, Stone-eyed Cyclops are a little less isolationist as a people, as they had to work together to overcome their captors. Still their solitary nature compels them to not spend too much time together, so they congregate once every three months at the Medusas’ lair, ensuring their slavers are still petrified. Even though none of the original cyclops’ enslaved in the lair are left alive, the Cyclops carry their oral history with them and none of the descendents have forgotten the trials of their ancestors, and honour the traditions.
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In honour of Shark Week, today’s monster is the Megalodon.
A prehistoric predator of prodigious proportions, the Megalodon is one of the “Largest and most powerful predators in vertebrate history”.
Thought to be like a scaled-up great white, the largest are believed to have been 59 feet long, a truly terrifying prospect (and the reason i’m afraid of blackwater). Any other creature in the water is a potential source of food for the Megalodon, and evidence shows it snacked on even whales.
The Megalodon used its impressive jaws and teeth to inflict horrific wounds on its prey and leave them to bleed out (rapidly). With larger prey, it is believed to have swam from the depths at a great speed and rammed its prey with its huge muscled body, in an effort to break bones and damage vital organs, also bring a swift end to its dinner. Either way, teeth, or getting hit by a 60 foot long muscle missile (no pun intended), the Megalodon is an aquatic predator that could give even mythical creatures like the Kraken a fight for their life.
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Continuing on in honour of Shark Week, today’s monster is the Wereshark.
Half man… Half shark… these lycanthropes specialise in carnage. As violent and instinct driven as werewolves, a wereshark is a tenacious predator.
In their human forms weresharks are lean and muscled with typically large, sharp teeth and wider than average mouths. In their hybrid forms their body becomes larger, their head and neck widen to resemble that of a shark, with a large human torso, a large dorsal fin protrudes from their back, and their skin becomes tougher and sharp to the touch. Weresharks form weapons from the bones of their prey, and adorn them with their own teeth for a sharp edge.
Weresharks are known for their cruel natures and blood worship, leading them to careers such as pirates, mercenaries and soldiers. Some have been known to worship Sekolah, paying tribute to Iakhovas.
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Today’s monsters are the 1d6 Sorcerers, and we’re rolling the average, 3.
Sorcerers are fantastic, with their innate arcane talents coming from their magical blood, or gifted by some sort of force of nature, or chosen by gods. Whichever route you choose a sorcerer is a source of arcane power, and nobody can manipulate magic like a sorcerer, as magic comes to them like breathing comes to most.
Our sources of arcane power are a descendent of a Pheonix, and holy inquisitor, a goblin pirate, and son of the sea, and a stone warforged, who believes himself a conduit for the Earthmother’s will.
Our inquisitor believes their divine purpose is to root out evil, and the best method is with fire. Blind loyalty is dangerous, and this sort of fervent devotion may make them a stalwart ally of the adventurers, or an implacable foe, convinced of the adventurers guilt and willing to sentence them to death and trial them by fire.
Our pirate is one with the ocean, as their connection to the sea allowing them to breathe underwater, a career at sea was always the best option. Able to manipulate the wind and the waters their vessel doesn’t often find itself off course by too much. A keen shark hunter the goblin dives into the depths to fight them in their natural habitat with some trusty Shark Repellent of course, finding much profit in selling the cadavers. This cunning sorcerer has survived many a shipwreck, but the same cannot be said for their crewmates.
Our stone sorcerer finds itself adrift in the world, having been taken in by a small tribe of Korreds they are at odds with a clan of dwarves mining in the area. Wanting to be left alone the Korreds perform small raids in which they prank the dwarves. Tensions rising the dwarves ask the party to intervene, not wanting to kill the Korreds for superstitions around angering the fey.
When the party encounter a Korred for the first time, it is out with the Stone Sorcerer, and they are near a sleeping Galeb Duhr.
The encounter is hard for 4 level 6 adventurers, Total XP: 3,600, Adjusted XP: 5,400, and becomes much harder if the sleeping Galeb Duhr is awoken. The Galeb Duhr is 150 ft. away from the Korred and Sorcerer when initiatives are rolled, and whilst they are not against talking things through they will run to awaken the Galeb Duhr just in case the adventurers are hostile.
Today’s Monster is the Seukothi.
The inspiration for today’s Squirreltaur came from r/dnd, as a creation of /u/TheDiscordedSnarl. I have slightly edited the text but mostly just converted this race into a 5th edition monster, and advanced version. The art was his commission and wonderfully created by /u/Noferini. The combination of artwork and lore impressed me quite a bit, and led to this version. Hopefully the permission to use it, nerf it and/or warp it completely extends to monster-a-day!
The base Seukothi is a little weaker than a Centaur but a perfect monster for forested areas where it gets to hide traps in leaves, trip wires blend into bushes and pit traps can be dug. The trees would allow the Seukothi to make full use of its climb speed. I’d personally allow a prepared Seukothi hunting party to have three traps and tripwires with them (or one each, whichever is higher), or set up around a camp. As well as 1d6 spears for throwing in a back quiver.
The Taena Morae is adapted from the lore to be an elite version, with higher armour and health, similar damage but longer reach and higher base stats. A Taena Morae may be sent out to complete an important mission, or rescue some trapped friends, but would usually have command over a small hunting party of Seukothi. So a Taena Morae with four Seukothi would be worth 1,900 XP, or an adjusted 3,800 XP. Probably a decent encounter for level 4-5’s, depending on how powerful your adventurers are.
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Today’s Monster is the Ancient Temple Guardian.
This advanced animated statue is commonplace in the sorts of tombs that raiders like to ransack. Often deep inside a jungle temple, at the centre of a ruined city these ageless protectors guard the remains of their makers. Any careless tomb raider will find themselves on the receiving end of half a dozen scimitars as the statue rotates its upper body in combat to become a whirling dervish.
Typically territorial, but they can be programmed with a variety of tasks, such as allowing entry to any of a particular bloodline, race or simply with the answer to a riddle. One would expect their stone bodies to be ravaged by the passage of time, but however decrepit the outer stone of an Ancient Guardian becomes, the enchantment that keeps them active only becomes more powerful as time passes.
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Today’s Monster is the Joythief.
The Joythief is a fairy tale that parents tell their children, in this tale the Joythief is a benevolent trickster, teaching moral lessons about appreciating the things in life whilst we can. This is far from the actual truth, where the Joythief greedily consumes emotions to sustain itself.
A Joythief is an excellent addition to a Fey campaign or a one off encounter where a Joythief is draining folks of their emotions. For a significant encounter or adventure a group of people who have given themselves freely to the Joythief to feed it, gladly giving up their grief, depression or fears could supply your adventurers with a moral quandary.
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Today’s monsters are the 1d6 Paladins, and we have rolled another 2 for you.
Paladins are interesting and varied, they may serve Gods, ideals or just themselves, but their power is divine in nature. Whether their power has manifested due to the Divine influence or their own force of personality does not matter, what sets them apart is their tenets and devotion to these ideals.
So, here’s a couple of our character concepts;
A Hobgoblin warlord who rules with an iron fist, and crushes his enemies without mercy. His land would be covered in small bands of hobgoblin militia, his personal guard would be Hobgoblin Phalanx, and his elite forces would include Hobgoblin Stoneclaws.
A Half-elf specialising in deception, a front line fighter who does not put honour before death by any means. Using the military experience to get ahead politically is not beneath him either. History is written by the victors, and the survivors.
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Today’s monster is the Khenra Dervish.
Using WOTC new Plane Shift: Amonkhet content, we present the Khenra Dervish.
Pulling on the Egyptian / Middle Eastern roots, and with other sources using its name to mean “moving in a circular motion” or “spinning”, the Dervish uses the momentum of one swing to begin a spinning dance of sorts, becoming a whirling body and blade, and using the grace of this dance to not only dodge incoming attacks, but to deliver great sweeping blows all around them.
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Today’s monster is the Aven Stormcaller.
Using WOTC new Plane Shift: Amonkhet content, we present the Aven Stormcaller.
These hawk-eyed martial artists excel at quick movements and lethal strikes. Their lightning bushido is a skill honed their entire lives to a fine point. Not many masters take pupils outside of their own communities, but it is possible. The resulting warriors are often brought into the elite regiments or placed in charge of local militias. It is not uncommon for the Stormcallers to be made into a local lord’s sworn sword. Second for matters of combat or military strategy, and bodyguard.
Much like the Hobgoblin Stoneclaw or Storm Giant Waterbearer I would recommend placing these individuals in the world as NPCs that could turn into conflict or co-operation. Allowing a Martial PC to learn to utilise a Stormblade could be a unique and interesting character development. Either way, this is a solid martial, maneuverable swordmaster that can challenge the party.
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Today’s monster is the Master Duelist.
Inspired by fantasy swashbucklers, master swordsman, and the distinct possibility that people of this level of skill and speed could actually exist, we present the Master Duelist.
This “template” can flavour any humanoid, and turns them into a master of the blade, that will likely do more to infuriate players that any one creature should be able to.
Fast with the sword, able to use it to deflect weapon and projectile alike, the master duelist will capitalise on any opening its opponents offer. Engaging in a verbal sparring match as much as a physical fight, it offers a fun roleplaying opportunity, as the DM and players can exchange cheesy lines from their favourite films.
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Today’s monster is the Skeletal Pillar.
The skeletal pillar is a large column constructed from bone, held together with glue formed from boiled connective tissue. The column almost ten feet in diameter and twice as high. The bones are carved with symbols, and the tower writhes and ambulates like a stiff ooze. The pillar drags itself along with the appendages attached to the foundations such as skeletal claws, hands, feet and spines, similar to the many legs of a caterpillar.
The tower can twist and bend to bludgeon foes with its mass, but it can also use its components to conjure skeletons to defend itself. These skeletons defend the pillar, but can also be crushed to restore the pillar.
To challenge your adventurers, I recommend a skeletal pillar or two hiding amidst a boneyard, allied with a Minotaur skeleton. Whilst the adventurers battle the obvious threat, the hidden pillars create disposable skeletons for as long as they go unnoticed, which could easily overwhelm the careless adventurers through sheer numbers alone.
This would be a hard encounter for four level 5 adventurers, as the XP would be worth: XP: 1,850 (Adjusted XP: 3,700).
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Today’s monsters are the 1d6 Rangers, and we rolled another 3.
Rangers are varied, from dual wielding panther taming heroes, to sword swinging track following champions, all the way to nature loving tree hugging adventurers there is a lot of room for interpretation.
It is worth noting that these rangers lack a favoured enemy, if you would like to use this feature, I’d suggest awarding the ranger a +2 to damage rolls, and advantage on any check you believe makes sense for the ranger. For example, if we give our monster hunter favored enemy: Undead, then any knowledge religion check should also have advantage. This is an optional rule.
Our horizon walker is a gnome who guards a portal entrance. His people were decimated by attack after attack from bloodthirsty gnolls. They abandoned their homes, left traps behind for the invaders and were led into a secret realm in the woods, only accessible by a hidden portal. The demi-plane inside is large enough for their village, some farmland and is otherwise uninhabited. Perhaps the original creator will return one day and not take kindly to the squatters, but for now our horizon walker keeps an eye out for gnolls, lest they become trapped in their safe haven.
This monster hunter is an example of a spell-less ranger, distrustful of magic they have resorted to more herbalist ways, and focused on martial training. Able to strike quickly, throw it’s quarry off balance for a stake to the heart, or perhaps just overpowering a foe with their prowess with a silver blade. This tragic anti-hero could help your adventurers overcome a classic enemy, or perhaps it’s the witch hunter himself who is turning into a werewolf each night and the adventurers must free him from the curse. One way, or another.
Our primeval guardian is a firbolg who just wants his forest left alone. Occasionally visiting neighbouring towns disguised as a human to spread stories about the spirits of the forest, and cultivating a small group of followers who may become druids, rangers, nature clerics or oath of the ancient paladins one day so their voices in the town hall meetings always vote against lumberjacking the forest. Your adventurers may bump into this firbolg in disguise and recognise him for what he really is, this may lead to a series of misunderstandings where they try to work out what his evil plan is, not realising he just wants to save his forest. This is an excellent opportunity for some morality encounters, and the party might realise that good people lie too.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Body-Snatcher Parasite.
Today’s monster is inspired by a suggestion for a parasite from the anime Parasyte. We weren’t able to keep all the flavour of the parasite’s, but present a monster comparable to the Intellect Devourer, or the Joythief.
The parasite is a tiny, black, worm-like creature that can bite you and you might not even notice. Once it attaches to you, it becomes a battle of willpower, with the parasite trying to overwhelm its victim.
If a parasite successfully overwhelms the will of its victim, it becomes a race against time to remove it, before the parasite enters the targets skull and renders it totally controlled by the parasite.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster… is a day 100 bonanza of bonus content. We’ve got some unusual undead, a guest monster, a bunch of space hamsters and a celebratory armoury.
Putting the Bone in Bone-anza, we have the Metal-Head Undead.
These heavy metal corpses will make your adventurers run to the hills. A perfect crowning glory for that Dirgesinging Bard Necromancer. I’m sure the symphony of destruction will help the campaign go out on a high note. Otherwise maybe consider a Brutal Legend inspired hellscape for adventurers who like to go plane-hopping.
Our first guest monster by /u/EmpireofAzad is the Cinder Beast.
Efreet pets are formed from ash and fire on the elemental plane of fire. Sometimes used as disposable bodyguards, but often adopted as loyal companions. These lava lions, magma monitors and volcanic vipers are best kept a safe distance from.
And with three words, Hamster, Space, Giant, come endless variations, straight from spelljammer it is indeed the Giant Space Hamsters.
From tiny friends, to ginormous foes, the space hamster family is a complicated one. A family tree ripped apart and sewn together by mad gnomes for mad reasons… What better way is there to cross the galaxy in a spaceship powered by hamster spheres? Proof that it always goes invariably pear-shaped when gnomes ask “what if…?”
Now, whilst we’re almost exclusively trying to kill your local adventurers, it’s not much fun if they don’t stand a fighting chance. So kit them out with our 100th Day Armoury before brutally TPKing them.
Thank you for reading, as always we look forward to your comments, criticism and feedback. We’re going to go collapse now, and we’ll be back next week. Same MaD time, Same MaD place.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Lantern Archon.
Following a suggestion on our discord we noticed we were a little light on celestials, so I’m looking through the positive aligned outer planes and picking out some of my favourite good aligned outsiders to bring to 5e.
The Lantern Archon has always reminded me of the World of Warcraft wisp, and I’ve loved that whilst they’re not the most powerful their good deeds and selfless acts can allow them to gain a more powerful form. They’re almost able to level up in dire situations, which makes them a great NPC to guide a party as they can literally light up the path and pull a reasonable deus ex machina if the adventurers get horrendously unlucky.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Meganisoptera.
Meganisoptera were prehistoric insects, like Dragonflies, but much larger, and different enough physiologically to warrant the (much cooler) name Griffinflies.
With superb eyesight and almost unrivalled flight-capabilities, this not-so-wee beastie could provide some serious inconvenience for a party, or offer some alternative polymorph / wild shape possibilities.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monsters are the 1d6 Rogues, and we’re back with another 3.
Rogues are often a great go-to class for a villain, their particular skills and abilities seem tailored for it. Perhaps this is why it’s so often “that guy’s” go to class to cause irritation amongst the adventurers.
Our personal rogues gallery is home to a consulting detective, a criminal mastermind and a military scout.
Our Inquisitive is a detective, difficult to get along with due to their bouts of alcoholism and arrogance but unquestionably excellent at locating clues and deduction. This NPC can be a thorn in the adventurer’s side if they’re guilty or something, or if someone has made it look like they are. Alternatively this detective can be a useful ally, if the adventurers can tolerate the eccentricities.
This is my go to for a Backstrom, Sherlock Holmes, or Tony Stark type character. They’ve got problems, but they’ve also got solutions.
Our Mastermind on the other hand is a kingpin of crime. Whilst the mastermind can go legitimate and lend themselves to being a military intelligence officer, or spy. This particular mastermind is the Moriarty or Jack the Ripper to our Inquisitive. The case that’s just too hard to crack, or the criminal that keeps slipping through their fingers.
Always with a plan B the mastermind is the type to set up their lair underneath an Orphanage, that they own and operate as the town’s charitable nobility. This inevitably ends up asking the adventurers the difficult questions, like… If you kill this person, who will take care of the children. Also if you attack the stronghold, what’s stopping them from setting the orphanage ablaze and blaming the adventurers who were trespassing. These villains should always be able to turn public perception against the adventurers, whilst using morality to their advantage.
Our Scout is similar to our ranger, or fighter, but just showcasing how many different ways there are to perform the role. This scout uses expertise and stealth, hit and run tactics and natural cunning to perform their duties.
Found at the head of most armies, scouts are perfect encounters for adventurers in order to warn them of larger forces at bay, or to allow them to approach without fearing that the army would overpower and enslave them. Alternatively these scouts can be small village lookouts or militia. Also, these are well suited to represent most outdoors survivalists, if you’re looking for a less magical approach.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Stone-eyed Cyclops.
Inspired by the new Netflix Castlevania, this is a slightly different take on a traditional foe.
When Cyclops’ were rounded up and tortured by a trio of Medusas, the repeated petrification left their skin tough and stone-like. Their eyes absorbed the petrification powers due to repeated exposure and they developed an immunity to petrification themselves. Medusas however are not immune and the Stone-eyed Cyclops were able overwhelm the sisters, petrifying them in their own lair.
Due to this experience, Stone-eyed Cyclops are a little less isolationist as a people, as they had to work together to overcome their captors. Still their solitary nature compels them to not spend too much time together, so they congregate once every three months at the Medusas’ lair, ensuring their slavers are still petrified. Even though none of the original cyclops’ enslaved in the lair are left alive, the Cyclops carry their oral history with them and none of the descendents have forgotten the trials of their ancestors, and honour the traditions.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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In honour of Shark Week, today’s monster is the Megalodon.
A prehistoric predator of prodigious proportions, the Megalodon is one of the “Largest and most powerful predators in vertebrate history”.
Thought to be like a scaled-up great white, the largest are believed to have been 59 feet long, a truly terrifying prospect (and the reason i’m afraid of blackwater). Any other creature in the water is a potential source of food for the Megalodon, and evidence shows it snacked on even whales.
The Megalodon used its impressive jaws and teeth to inflict horrific wounds on its prey and leave them to bleed out (rapidly). With larger prey, it is believed to have swam from the depths at a great speed and rammed its prey with its huge muscled body, in an effort to break bones and damage vital organs, also bring a swift end to its dinner. Either way, teeth, or getting hit by a 60 foot long muscle missile (no pun intended), the Megalodon is an aquatic predator that could give even mythical creatures like the Kraken a fight for their life.
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You forgot the passive Perception score. Also, is there a reason it doesn't have blindsight?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Continuing on in honour of Shark Week, today’s monster is the Wereshark.
Half man… Half shark… these lycanthropes specialise in carnage. As violent and instinct driven as werewolves, a wereshark is a tenacious predator.
In their human forms weresharks are lean and muscled with typically large, sharp teeth and wider than average mouths. In their hybrid forms their body becomes larger, their head and neck widen to resemble that of a shark, with a large human torso, a large dorsal fin protrudes from their back, and their skin becomes tougher and sharp to the touch. Weresharks form weapons from the bones of their prey, and adorn them with their own teeth for a sharp edge.
Weresharks are known for their cruel natures and blood worship, leading them to careers such as pirates, mercenaries and soldiers. Some have been known to worship Sekolah, paying tribute to Iakhovas.
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Cheers, i didn't notice the perception issue. Other sharks as per official printing don't have blindsight, so nor does this guy.
Edit: I misread or overlooked the blindsight, I've amended it now!
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monsters are the 1d6 Sorcerers, and we’re rolling the average, 3.
Sorcerers are fantastic, with their innate arcane talents coming from their magical blood, or gifted by some sort of force of nature, or chosen by gods. Whichever route you choose a sorcerer is a source of arcane power, and nobody can manipulate magic like a sorcerer, as magic comes to them like breathing comes to most.
Our sources of arcane power are a descendent of a Pheonix, and holy inquisitor, a goblin pirate, and son of the sea, and a stone warforged, who believes himself a conduit for the Earthmother’s will.
Our inquisitor believes their divine purpose is to root out evil, and the best method is with fire. Blind loyalty is dangerous, and this sort of fervent devotion may make them a stalwart ally of the adventurers, or an implacable foe, convinced of the adventurers guilt and willing to sentence them to death and trial them by fire.
Our pirate is one with the ocean, as their connection to the sea allowing them to breathe underwater, a career at sea was always the best option. Able to manipulate the wind and the waters their vessel doesn’t often find itself off course by too much. A keen shark hunter the goblin dives into the depths to fight them in their natural habitat with some trusty Shark Repellent of course, finding much profit in selling the cadavers. This cunning sorcerer has survived many a shipwreck, but the same cannot be said for their crewmates.
Our stone sorcerer finds itself adrift in the world, having been taken in by a small tribe of Korreds they are at odds with a clan of dwarves mining in the area. Wanting to be left alone the Korreds perform small raids in which they prank the dwarves. Tensions rising the dwarves ask the party to intervene, not wanting to kill the Korreds for superstitions around angering the fey.
When the party encounter a Korred for the first time, it is out with the Stone Sorcerer, and they are near a sleeping Galeb Duhr.
The encounter is hard for 4 level 6 adventurers, Total XP: 3,600, Adjusted XP: 5,400, and becomes much harder if the sleeping Galeb Duhr is awoken. The Galeb Duhr is 150 ft. away from the Korred and Sorcerer when initiatives are rolled, and whilst they are not against talking things through they will run to awaken the Galeb Duhr just in case the adventurers are hostile.
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!