D&D General Who is your mad wizard monster maker?

All should have a mad wizard who mixes species to make monsters. aka a doctor monroe crossed with bargle, and they should be infamous in your world.

Whose is yours, and what are they infamous for?
 

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The name of the wizard is long lost to time, but they have two creations well-known. The Infinite Dungeon, a demiplane which reaches across the cosmos, and the stonskiter. The latter was created to act as guardians of magical items. They are naturally drawn to such things. They appear as man-sized centipedes with orbs instead of heads, brandishing blade-like venomous pincers. The orb on their head glows faintly and unleashes bolts of magic rapidly. They worst ability is that they can glide through stone like air, but not soil or metal.

Stoneskiters often set up in dungeons, both abandoned and otherwise, drawn to the powerful loot within and using the stone to hide and traverse. They locate and gather magic items of all types, using the ambient energies to help spawn their young.
 


My Shadowdark campaign is set in a ruined region that used to be home to a bunch of warring wizards (why were they there? one day the PCs might dig into that ...). Nearly every ruin has some sort of lingering beastie that the wizard either summoned or created, or at least has signs of them.

So no singular creator, but lots of wizards in an arms race.
 

I have a Darksun ish world where most monsters were created by wizards in the great war that destroyed society. Some modern wizards still use the gene vats to make new monstrosities.
 

Ok mine requires some explanation. My world, the Hodgepocalypse, has a place that has changed Newfoundland into The Rock, which I describe as "Hogwarts with a two-drink minimum."

Epsilon Kappa:
  • · Region: Northern Peninsula (Epsilon Kappa)
  • · Capital: St. Anthony. The northern base of Epsilon Kappa, shrouded in mystery and secrecy.
  • · Territory: The northern region, including St. Anthony and the Great Northern Peninsula.
  • · Key Locations: The Dark Tower (main headquarters and research facility for dark arts), Phantom Cove (a hidden harbour for their phantom ships), and The Haunted Highlands (area with strong dark faerie presence).
  • · Strengths: Skilled in dark arts and forbidden magic, operates in secrecy and subterfuge.
  • · Economy: Covert operations and dark magic artifacts, black market trade.
  • · House Mitten: Wesley Trigger Mitt
  • Locations of Note:
    • The Dark Tower: A looming structure where Epsilon Kappa members practice their dark arts.
    • Phantom Cove: A hidden harbour used for launching covert operations and phantom ships.

Potential Conflicts and Alliances:​

  • Territorial Disputes: The fertile Arcane Fields in central Newfoundland and the resource-rich Enchanted Vale in the west are hotly contested areas.
  • Trade Wars: Control over major ports like Serpent’s Inlet and Stormbreaker Bay can lead to conflicts over trade routes and economic dominance.
  • Faerie Alliances: Factions like Gamma Delta and Delta Pi, with their strong faerie connections, may form alliances or engage in power struggles with faerie communities.
Yes I have an evil wizard fraternity as my monster makers. :D
 

In a previous campaign I had Rimbule the Metamorph, who experimented with fleshcrafting. He had made himself a "homemade" owlbear, dragonfly turtle, and successfully gave his cat familiar bat wings. He also kidnapped people to use in his experiments. Using these unwilling subjects, he did fairly well fleshcrafting a mermaid, centaur, satyr, harpy, and several ratmen, but less successful were his earlier attempts at a treant, yuan-ti, minotaur, and a tortle.

Johnathan
 

In my Klassico setting, Great Families are usually named or revered by a animal. As they grow and splinter, they get adjectives colors

The Gold Lions, The White Lions, The Brown Lions, The Red Lions
The Gold Eagles The Silver Eagles, The Bald Eagles The Blue Eagles.

When 2 rich noble families marry, they commission a wizard to create a monster that blends the marrying families creating a new house.

Eldest Griff made Griffons for a marriage of a White Eagle and Gold Lion.
Griff the Grim made Hippogriffs for a marriage of a Gold Eagle and Bronze Horse.
Perry Griff made Perytons for a marriage of a Green Eagle and Red Stag.
Demi Griff made Demigriffons for a marriage of a Silver Hawk and Brass Lion.
Griffgaus made Griffolf for a marriage of a Black Hawk and Black Wolf.
He Who Wanders made Owlbears for an Owl and a Bear.
She Who Wanders made Beaverbears for a Beaver and a Bear.
They Who Stays made Penbears and Octochicken for a Bear and the Head of the Penguin Mercenary Companion
Perry Griff IV created the platypus
Coot created the Spinner. Half Gator. Half Croc. With steel skin.
 

Chorl, the Transmuter
A scholar who experimented on willing and unwilling subjects creating various human-animal hybrids. He and his lieutenants are considered some of the most evil people in the World of the Everflow for violating the sacred bond between companion and person (Kin).

His 'offspring' are frequently treated like the X-Men
 

All should have a mad wizard who mixes species to make monsters. aka a doctor monroe crossed with bargle, and they should be infamous in your world.

Whose is yours, and what are they infamous for?
The Burning Eye.

The cult of the Burning Eye has existed for, seemingly, two thousand years or more--always the same symbol, cropping up and dying out. Yet it always returns--and, unlike other unusually tenacious cults, this one seems to genuinely die out, everyone dead, no escapees...only to crop back up again two generations later, or whatever.

But the party has seen evidence that the Burning Eye, whatever it actually is, is real. That it was once known by another name: "Azimech al-Saqqit", meaning "the Uplifted and Fallen One". And that it is cruel. Horribly, horribly cruel.

All sorts of abominations could easily have been the product, or as often as not byproduct, of the wicked things the party knows the Burning Eye has done.
 

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