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Let's make Shadowdark monsters!

Whizbang Dustyboots

Gnometown Hero
A belated to companion to the homebrew Shadowdark classes thread.

I've been making custom Shadowdark monsters as long as I've been playing Shadowdark and have created about five dozen as of this morning's prep for today's game.

For the most part, making Shadowdark monsters are pretty easy: Monsters get 4.5 hit points per level, and their stats work just like PCs -- if you want them to do bonus damage, add to their strength. If you want more armor class without giving them scales or something, boost their dexterity. As a general rule, most monsters have one to two interesting things about them and that's it -- these aren't 5E monsters with a half-dozen special abilities by level 4. Benchmark the damage output with monsters from either the quickstart GM's guide or the core book.

When in doubt just take an existing Shadowdark monster -- the core book converts nearly all of the 5E SRD monsters -- and tweak them. Or just reflavor a bear.

Here's some of my homebrew monsters:

ANT, GIANT
Industrious giant insect the size of a large child.
AC 10, HP 10, ATK 1 bite +2 (1d6), MV near (climb), S +2, D +0, C +1, I -2, W -2, Ch -2, AL N, LV 2

ARCANE CREEPER
Hissing green cylinders on four stubby legs, created by wizards to destroy enemies’ towers.
AC 10, HP 8, ATK 1 explosion (2d6), MV near, S +0, D +0, C +4, I -4, W -4, Ch -4, AL N, LV 1
Explode. Arcane creepers can destroy themselves in a fiery explosion, doing 2d6 damage to everyone in Close range.

CAULDRONFOLK
Liquid-filled humanoid servants created by alchemists. Glistening skin, resentful of mortals.
AC 10, HP 6, ATK 1 fist +1 (1d4+1), MV near, S +1, D +0, C +2, I +0, W +0, Ch +0, AL N, LV 1
Potion burst. On death, explodes into a healing potion, healing any cauldronfolk in Close range 1d6 hit points. All others DC 15 DEX check. On success, get a random potion benefit. On failure, suffer a potion curse (Shadowdark, page 287).

CORPSE OOZE
Mobile mass graves, all protruding bones, rotting flesh and corroded grave goods.
AC 7, HP 9, ATK 1 tentacle +2 (1d6 + life drain), MV near, S +1, D -3, C +0, I -4, W -3, Ch -4, AL C, LV 2
Life Drain. 1 CON damage. Death if reduced to 0 CON.
Undead. Immune to morale checks.

CORPSE TOAD
Human-sized toads with skin the color of rotting corpses.
AC 12, HP 10, ATK 1 tongue and 1 bite +2 (1d6 + disease), MV near (swim), S +2, D +2, C +1, I -3, W +0, Ch -3, AL N, LV 2
Disease. DC 12 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends on success. Die at 0 CON.
Tongue. 1 creature in near DC 12 DEX or pulled to close range.

DARK CRAWLER
A roiling mass of tentacles and beaks, an ambush hunter of the lightless depths.
AC 8, HP 28, ATK 2 bite +5 (1d10) + 2 tentacles, MV near, S +4, D -2, C +1, I -2, W +2, Ch -2, AL C, LV 6
Tentacle. 1 creature in near DC 15 DEX or pulled to close range.

DOOM KNIGHT
Cursed knights sealed in blackened armor.
AC 17 (plate mail + shield), HP 42, ATK 3 bastard sword +7 (1d8) or 1 horn, MV near, S +4, D +1, C +2, I +3, W +4, Ch +4, AL C, LV 9
Supreme Undead. Immune to morale checks. Only damaged by magical sources.
Horn. All enemies in near DC 15 CHA or must immediately make a morale check. Even creatures that are not normally subject to morale checks (such as undead) must do so.

DRAGON, CAVE
A wingless, serpentine dragon with patchy scales the color of lichen and stone, huge pale eyes and a crocodilian maw full of dagger-like teeth.
AC 16, HP 58, ATK 3 rend +8 (2d10) or 1 pebble breath, MV double near (burrow, swim), S +5, D +3, C +4, I +4, W +3, Ch +3, AL N, LV 12
Stone Scales. Only damaged by magical sources.
Pebble Breath. A straight line (5' wide) extending double near from dragon. 15 DEX or 2d10 damage. Extinguishes all light sources caught within the line.

DWARF, DEEP
Emaciated dwarves, warped mentally and physically by something in the deeps below.
AC 14 (chainmail + shield), HP 12, ATK 1 warhammer +2 (1d8), MV near, S +1, D +0, C +1, I +0, W +0, Ch +0, AL C, LV 2
Darkness-adapted. Can navigate without light.
Stout. Extra hit points.

FIRE BEETLE, GIANT
A beetle the size of a pony, with two glowing spots behind its eyes.
AC 13, HP 10, ATK 1 bite +1 (1d4), MV near (fly), S +1, D -1, C +1, I -1, W -1, Ch +0, AL N, LV 2
Explode. On death, all within near DC 12 CON or 1d6 damage.

GOBLIN, DEEP
Ragged, ghostly pale goblins with wide staring eyes and sharp teeth, warped by an ancient evil.
AC 11, HP 5, ATK 1 spear (close/near) +0 (1d4), MV near, S +0, D +1, C +1, I -1, W -1, Ch -2, AL C, LV 1
Keen Senses. Can't be surprised.
Darkness-adapted. Can navigate without light.

GOLEM, FORGE
A cast iron statue of a dwarven laborer, its internal furnace shedding dim orange light.
AC 12, HP 11, ATK 1 slam +2 (1d6) or 1 fire breath, MV near, S +2, D +0, C +2, I -2, W +0, Ch -2, AL N, LV 2
Golem. Immune to damage from electricity. Healed by fire.
Fire Breath. All within near, DC 12 CON or 1d6 damage.

GOLEM, RUNE
A towering stone statue of a dwarf, covered in faintly glowing runes.
AC 13, HP 21, ATK 2 slam +3 (1d6), MV near, S +3, D +0, C +3, I -2, W -1, Ch -2, AL N, LV 4
Golem. Immune to damage from fire, cold, electricity, or non-magical sources.

HEADMAN
Enormous heads, a tall as a human man, with vestigial arms and legs. Rolls everywhere. Violently enraged.
AC 10, HP 15, ATK 1 bite +3 (1d6+2), 1 ram +3 (1d6+2), MV near, S +2, D +0, C +2, I +0, W -1, Ch -1, AL C, LV 3
Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds).
Ram. DC 9 STR or pushed a close distance and fall down.

MOTH, SWARM
A shadowy cloud of gray and black moths.
AC 12, HP 1, ATK 1 bite +0 (1), MV near (fly), S -3, D +2, C +0, I -3, W +1, Ch -3, AL N, LV 0
Attack the light. DC 15 DEX or any non-magical light is extinguished.

MURDER OF CROWS
A sinister supernatural swarm of black feathers and gleaming claws.
AC 12, HP 18, ATK 2 claw +2 (1d6), MV near (fly), S -3, D +2, C +0, I +2, W +0, Ch -3, AL C, LV 4
Pecking. Those hit by a claw attack must DC 12 CON or be blinded for 1d4 rounds.

PEGASUS, FALLEN
Bat-winged horses with sinister bearings and soot-black coats.
AC 12, HP 18, ATK 2 hooves +3 (1d6), MV double near (fly), S +3, D +2, C +2, I -3, W +1, Ch +0, AL C,
LV 4
Impervious. Fire immune.

POLTERGEIST
The frustrated spirit of a dead person confused by their death.
AC 10, HP 4, ATK 1 pummel +0 (1d4), MV near (fly), S +0, D +0, C +0, I +0, W +0, Ch +0, AL N, LV 1
Undead. Immune to morale checks.
Incorporeal. In place of attacks, become corporeal or incorporeal.
Invisible. Naturally invisible.
Throw objects. A poltergeist attacks by flinging a mundane object it can see at a target.

RATFOLK
Short rat-faced humanoids who live in the sewers and catacombs of major cities.
AC 11, HP 2, ATK 1 spear (close/near) +0 (1d6) or 1 bite +0 (1d4 + disease), MV near, S +0, D +1, C +1, I -1, W -1, Ch -2, AL C, LV 0
Survivor. Immune to the effects of poison and disease.
Disease. DC 11 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends on success. Die at 0 CON.

RUST MOTH
A moth the size of an eagle with rust-colored wings and waving feathery antennas. Consumes metal.
AC 13, HP 14, ATK 2 antenna +3 (1d6), MV near (fly), S +2, D +3, C +1, I -2, W +1, Ch -2, AL N, LV 3
Corrosive. Metal that touches the rust moth is destroyed on a d6 roll of 1-3.

SHADE
A shadowy manifestation of grief and despair.
AC 13, HP 13, ATK 2 death touch +3 (1d6 + will drain), MV near (fly), S -2, D +1, C +0, I +0, W +0, Ch +2, AL C, LV 3
Undead. Immune to morale checks.
Incorporeal. In place of attacks, become corporeal or incorporeal.
Will Drain. 1d4 CHA damage. Death if reduced to 0 CHA.

SKELETONFOLK
Sentient skeletons, not under the sway of any necromancer.
AC 13 (chainmail), HP 11, ATK 1 shortsword +1 (1d6) or 1 shortbow (far) +0 (1d4), MV near, S +1, D +0,
C +2, I +0, W +0, Ch +0, AL N, LV 2
Undead. Immune to morale checks.

SKUNK, GIANT
Bear-sized burrower with black fur and distinctive white stripes along their back and tail.
AC 13, HP 25, ATK 2 claw +4 (1d8) or 1 spray, MV near (climb) S +4, D +1, C +3, I -2, W +1, Ch -2, AL N, LV 5
Spray. Fills a near-sized cube extending from skunk. DC 12 CON or 2d4 damage and DISADV on next check/attack.

SLUG, GIANT
Enormous spitting slugs, infamous for destroying wizards’ gardens.
AC 9, HP 10, ATK 1 spit (near) +1 (1d4), MV near, S +1, D -1, C +1, I -3, W -1, Ch -3, AL N, LV 2

WOLF, SKULL
A giant canine with rotting fur and a fleshless skull with red pinpoints of light in its eye sockets.
AC 12, HP 19, ATK 2 bite +4 (1d6), MV double near, S +2, D +2, C +1, I +0, W +1, Ch +0, AL C, LV 4
Pack Hunter. Deals +1 damage while an ally is close.
Undead. Immune to morale checks.
 

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