Monster Generator

GM-Info!
Work in progress!
Slightly NSFW!

Introduction

This article lets you build fresh adversaries (or allies) for Warhammer Fantasy RPG 4th edition in seconds. Roll on as many-or as few-tables as you like: each result gives you a seed that can be fleshed out with the Creature Traits and Weapon Qualities tables for immediate, rules-legal crunch. Where the core rulebook defines fixed game terms (e.g. Size, Fear, Weapon Qualities), those exact labels are used so you can lift results straight into a stat-block without conversion.
 

Size and Scale (WFRP4e)

  Official size steps; affects Wounds, Damage, encumbrance, etc. 1d100
01-05Tiny
06-25Small
26-75Average
76-90Large
91-98Enormous
99-100Monstrous

Habitat and Environment

  Indicates the natural or preferred surroundings where a creature lives or thrives, such as forests, deserts, oceans, or urban ruins. This shapes its adaptations and influences encounter locations. 1d11  
  1. Aquatic
  2. Arctic
  3. Cave-dwelling
  4. Desert-dwelling
  5. Forest-dwelling
  6. Mountainous
  7. Plains-roaming
  8. Swamp-dwelling
  9. Underworld
  10. Urban
  11. Volcanic
 

Alignment or Moral Nature

  Defines a creature's ethical or moral disposition, such as benevolent, malevolent, chaotic, or lawful. This affects its motivations, alliances, and interactions with others, both monstrous and mortal. 1d11  
  1. Benevolent
  2. Chaotic
  3. Corrupted
  4. Holy
  5. Lawful
  6. Malevolent
  7. Neutral
  8. Redeemed
  9. Sinister
  10. Unholy
  11. Virtuous

Intelligence Level

  Measures the reasoning, learning, and problem-solving abilities of a creature, ranging from mindless beasts to ancient geniuses. Intelligence informs tactics, communication, and the potential for negotiation or trickery (sorted list). 1d9  
  1. Mindless (acts purely on instinct, no reasoning or learning ability)
  2. Animalistic (basic problem-solving, can learn simple tasks, similar to animals like wolves or apes)
  3. Brutish (limited reasoning, capable of following instructions and using basic weapons, but mostly instinctual)
  4. Clever (shows some cunning, can solve basic puzzles, use simple tools, or follow multi-step commands)
  5. Average (comparable to a typical human, capable of learning, reasoning, and planning)
  6. Cunning (demonstrates tactical thinking, uses the environment and allies to its advantage)
  7. Highly Intelligent (capable of advanced strategy, learning languages, and manipulating others)
  8. Genius (superhuman intellect, can anticipate opponents, solve complex problems instantly, and outthink most adversaries)
  9. Ancient (Wise) (possesses vast knowledge from ages past, often with insight into magic, history, or cosmic truths)
 

Appearance and Impression

This category captures the immediate feeling or perception a creature's appearance evokes - whether it seems threatening, endearing, bizarre, or majestic. These adjectives help set the tone for first encounters and influence how players and NPCs might react. 1d20  
  1. Alien (strangely unfamiliar, otherworldly)
  2. Ancient (worn, weathered, bearing the marks of age)
  3. Beastly (animalistic, raw, untamed)
  4. Charming (pleasant, captivating)
  5. Clumsy (awkward, ungainly)
  6. Cute (adorable, charming, evokes sympathy)
  7. Eerie (unnerving, ghostly, uncanny)
  8. Friendly (inviting, approachable, non-threatening)
  9. Frightening (causes fear or dread)
  10. Grotesque (distorted, horrifying, unsettling)
  11. Majestic (noble, grand, awe-inspiring)
  12. Menacing (intimidating, dangerous-looking)
  13. Mystical (enchanted, magical-looking)
  14. Playful (lighthearted, fun, mischievous)
  15. Regal (royal, dignified, commanding respect)
  16. Ridiculous (absurd, comical, or silly in appearance)
  17. Savage (wild, brutal, primal)
  18. Sinister (evil-looking, threatening)
  19. Sleek (smooth, streamlined, elegant)
  20. Uncanny (strangely familiar yet off-putting)

Origin and Creation

  Explains how or where a creature came into existence, whether through natural birth, magical creation, mutation, or as a being from another realm. This backstory can influence its powers and weaknesses. 1d20  
  1. Aberrant (born from cosmic or unnatural forces)
  2. Alchemically-forged (brought to life through alchemy)
  3. Ancient (remnant of a lost or primordial age)
  4. Artificial (synthetic, not naturally occurring)
  5. Chimeric (created by combining parts of different creatures)
  6. Cursed (created or transformed by a curse)
  7. Demonic (spawned from a hellish or infernal realm)
  8. Divinely-spawned (created by gods or celestial beings)
  9. Dream-forged (born from dreams or nightmares)
  10. Elemental-born (formed from raw elemental forces)
  11. Experimental (result of magical or scientific experimentation)
  12. Fey-touched (originates from the realm of the fae)
  13. Magically-created (brought into being by spells or arcane rituals)
  14. Manufactured (constructed by hands or machines)
  15. Mutated (transformed from another species by magic, chaos, or toxins)
  16. Naturally-born (arises through normal reproduction)
  17. Necromantic (animated by necromancy or death magic)
  18. Planar (originates from another plane or realm)
  19. Possessed (animated or controlled by a spirit or entity)
  20. Summoned (called forth by rituals or pacts)
 

Physical Traits

  Covers the visible and tangible features of a monster, such as wings, claws, scales, or the number of limbs. These traits set the creature apart visually and often hint at its capabilities. 1d30  
  1. Amorphous
  2. Barbed
  3. Bioluminescent
  4. Chitinous
  5. Crystalline
  6. Eyeless
  7. Fanged
  8. Horned
  9. Hulking
  10. Leathery
  11. Moss-covered
  12. Ooze-slick
  13. Quadrupedal
  14. Scaly
  15. Skeletal
  16. Spined
  17. Tentacled
  18. Translucent
  19. Winged
  20. to 25.: Roll twice and combine
  21. to 30.: roll trice and combine

Locomotion and Movement

  Describes how a creature moves - whether it flies, burrows, swims, teleports, or slithers. Movement types affect how it hunts, escapes, and navigates its environment. 1d17  
  1. Amphibious
  2. Burrowing
  3. Climbing
  4. Crawling
  5. Floating
  6. Flying
  7. Galloping
  8. Gliding
  9. Hovering
  10. Jet-propelled
  11. Leaping
  12. Phasing
  13. Pouncing
  14. Skittering
  15. Slithering
  16. Swimming
  17. Teleporting (roll again for a mundane mode)
 

Health Status

  Describes the physical condition and vitality of a creature, indicating how wounded, sick, or robust it currently is. This helps convey the monster's resilience, combat readiness, and urgency in encounters. 1d15  
  1. Bloodied (heavily wounded, slowing down, ragged appearance)
  2. Corrupted (health deteriorating due to dark magic or curse)
  3. Critically Wounded (barely alive, on the brink of death)
  4. Dying (near death, fading fast)
  5. Exhausted (fatigued, slower reactions, reduced strength)
  6. Feverish (showing signs of illness, impaired stamina)
  7. Healthy (at full strength, no visible wounds)
  8. Injured (visible wounds, bleeding, but still strong)
  9. Minor Wounds (small cuts or bruises, barely slowed)
  10. Mutated (physically altered, possibly unstable health)
  11. Pristine (uninjured, in perfect health)
  12. Regenerating (healing rapidly from wounds)
  13. Severely Injured (critical wounds, struggling to fight or survive)
  14. Sick (afflicted by disease or poison, weakened)
  15. Undead (no longer living, but animated)

Motivation or Drive

  This category defines what fundamentally compels the creature to act - the underlying reason for its behavior and goals. A monster's drive can be as simple as hunger or as complex as a quest for vengeance, power, or redemption. Understanding a creature's motivation helps explain its actions, informs how it interacts with others, and adds depth to encounters. 1d24  
  1. Ambitious (seeking power, status, or dominance)
  2. Brooding (harboring deep resentment or sorrow)
  3. Corrupted (driven by a curse or dark influence)
  4. Curious (motivated by exploration or discovery)
  5. Desperate (acting out of need or fear)
  6. Destructive (motivated by a desire to destroy)
  7. Enslaved (compelled by magical or physical bondage)
  8. Fearful (acting out of self-preservation)
  9. Prophecy-bound (acting to complete a foretold destiny)
  10. Greedy (seeking wealth, treasure, or resources)
  11. Hungry (driven by the need to feed)
  12. Inquisitive (seeking knowledge or secrets)
  13. Lonely (seeking companionship or connection)
  14. Lost (searching for home or purpose)
  15. Obedient (following orders or commands)
  16. Obsessive (fixated on a particular goal or object)
  17. Playful (motivated by mischief or amusement)
  18. Protective (guarding something or someone)
  19. Redemptive (seeking forgiveness or redemption)
  20. Ritualistic (performing actions for religious or magical reasons)
  21. Seeking Help (looking for aid or rescue)
  22. Territorial (protecting its domain)
  23. Vengeful (seeking revenge for a wrong)
  24. Wandering (driven by restlessness or exile)
 

Magical / Natural Abilities

  Highlights special powers or innate talents, from elemental breath weapons and regeneration to invisibility or telepathy. These abilities define a monster's unique threat and role in encounters. 1d16  
  1. Dream-haunting
  2. Gravity-defying
  3. Illusionary
  4. Phase-shifting
  5. Pyromantic
  6. Regenerating
  7. Soul-draining
  8. Telepathic
  9. Time-warping
  10. Unkillable
  11. Venomous
  12. Weather-controlling
  13. to 16.: Roll twice and combine

Creature Traits (WFRP4e quick-pick)

  Roll once or twice for core-rulebook traits. Default rating is 1 where X appears. 1d18  
  1. Amphibious
  2. Armor (2 + 1d3)
  3. Daemonic
  4. Flight (X)
  5. Frenzy
  6. Implacable
  7. Large (+1 Size step)
  8. Magic (1)
  9. Mimicry
  10. Night Vision
  11. Regenerate (1/rd)
  12. Size (Enormous)
  13. Stealthy
  14. Swarm (Tiny)
  15. Tracker
  16. Unstable
  17. Weapon (Damaging, Impale)
  18. Witchcraft
 

Combat Behaviour

  Defines a creature's approach to battle - whether it ambushes, lures, fights to the death, flees, or uses pack tactics. Combat behaviour shapes the flow and danger of encounters. 1d19  
  1. Aggressive (charges directly into combat, attacks on sight)
  2. Ambushing (attacks from hiding or surprise)
  3. Artillery (attacks from a distance, avoids close combat)
  4. Brutish (relies on brute force and overwhelming power)
  5. Controller (manipulates the battlefield or enemy positions)
  6. Defensive (prioritizes self-preservation or protecting territory)
  7. Fleeing (quickly escapes when threatened or injured)
  8. Hit-and-run (strikes quickly, then withdraws to safety)
  9. Luring (draws victims in with deception or bait)
  10. Mindless (attacks anything living, ignores self-preservation)
  11. Pack-hunting (coordinates with others to overwhelm prey)
  12. Preying (hunts and stalks targets methodically)
  13. Relentless (fights until death, never retreats)
  14. Sapping (wears down foes over time, avoids direct confrontation)
  15. Skirmishing (uses mobility to dart in and out of combat, targets vulnerable foes)
  16. Soldier-like (holds ground, protects allies, absorbs attacks)
  17. Solo-hunting (operates alone, avoids groups)
  18. Territorial (attacks intruders but may not pursue beyond its domain)
  19. Trickster (uses deception, illusions, or misdirection)
Fear / Terror hook (WFRP4e)
Optionally roll 1d6 to apply Fear or Terror traits (see p. 190 CRB).  
  1. None
  2. Fear (1)
  3. Fear (2)
  4. Terror (2)
  5. Terror (3)
  6. Roll twice

Attack Methods

  Specifies how a creature deals damage, such as with claws, weapons, magic, psychic powers, or poison. Attack methods determine a monster's threat profile and how adventurers must defend themselves. 1d20
  1. Biting
  2. Breath-attacking (emits fire, ice, etc., from mouth)
  3. Clawing
  4. Corrosive (dissolves with acid or caustic substances)
  5. Disease-spreading
  6. Draining (saps life, energy, or strength)
  7. Entangling (uses webs, vines, or tentacles to restrain)
  8. Explosive (causes blasts or self-detonates)
  9. Grappling
  10. Magical (casts spells, curses, or magical blasts)
  11. Paralyzing (immobilizes with touch, gaze, or venom)
  12. Poisonous (inflicts harm with venom or toxins)
  13. Psychic (attacks the mind with telepathy, fear, or illusions)
  14. Shooting (uses bows, crossbows, firearms, stone etc.)
  15. Sonic
  16. Spitting (launches acid, venom, or other substances)
  17. Stomping
  18. Tail-whipping
  19. Throwing
  20. Weapon-wielding
 
Weapon Qualities (WFRP4e)
Apply to the natural or wielded weapon. 1d12
  1. Accurate
  2. Damaging
  3. Fast
  4. Hack
  5. Impact
  6. Impale
  7. Penetrating
  8. Pummel
  9. Snare (2)
  10. Trap
  11. Undamaging
  12. Special - choose any other quality
 

Social Traits

  Describes how a creature interacts with others: is it solitary, pack-hunting, hive-minded, or symbiotic? These traits affect group dynamics, tactics, and how monsters relate to their environment and each other. 1d10
  1. Domesticated
  2. Ferocious
  3. Hive-minded
  4. Loyal
  5. Nomadic
  6. Pack-hunting
  7. Parasitic
  8. Solitary
  9. Symbiotic
  10. Territorial

Communication

  Creatures can communicate through a wide variety of methods beyond ordinary speech. Each method can add depth and uniqueness to a fantasy world, reflecting the creature’s biology, culture, or magical abilities. Incorporating diverse communication styles helps make the world feel more immersive and alive, and can influence how societies, alliances, and conflicts develop within your game. 1d10  
  1. Auditory non-verbal (drumming, musical notes, animal calls)
  2. Environmental manipulation (leaving marks, arranging objects, altering surroundings)
  3. Gestures (body language, sign language, dance)
  4. Magical means (sending spells, enchanted objects)
  5. Scent/pheromones (releasing odors or chemicals)
  6. Tactile (touch, vibrations, physical contact)
  7. Telepathic (mind-to-mind, hive mind, shared thoughts or emotions)
  8. Verbal (spoken language, sounds, singing)
  9. Visual signals (color changes, bioluminescence, movement patterns)
  10. Written (symbols, runes, carvings)
 

Uniquely Descriptive

  Features adjectives or phrases that set a monster apart in memorable ways, such as “mirror-skinned” or “lantern-eyed.” These descriptors give creatures a distinct identity beyond common tropes. 1d15  
  1. Ashen-breathed
  2. Blood-inked
  3. Candle-headed
  4. Clockwork
  5. Echo-voiced
  6. Flesh-warped
  7. Glass-boned
  8. Iron-veined
  9. Lantern-eyed
  10. Marionette-like
  11. Mirror-skinned
  12. Root-entwined
  13. Rune-carved
  14. Star-marked
  15. Storm-shrouded

Diet and Feeding Habits

  Details what and how a creature consumes - whether it's carnivorous, soul-devouring, blood-drinking, or feeds on emotions. Diet influences behavior, lair design, and potential plot hooks. 1d22  
  1. Blood-drinking (sanguivorous, e.g., vampires)
  2. Brain-eating (feeds on brains)
  3. Carnivorous (feeds on flesh or meat)
  4. Carrion-eating (feeds on dead/decaying flesh)
  5. Dream-eating (feeds on dreams or nightmares)
  6. Emotion-feeding (feeds on emotions such as fear, pain, or joy)
  7. Energy-draining (feeds on life force or stamina)
  8. Frugivorous (feeds on fruit)
  9. Gem-eating (feeds on gems or precious metals, e.g., xorn)
  10. Heart-devouring (feeds on hearts, e.g., perytons)
  11. Herbivorous (feeds on plants)
  12. Insectivorous (feeds on insects)
  13. Light-consuming (feeds on light or radiance)
  14. Magic-consuming (feeds on magical energy)
  15. Memory-consuming (feed on memories)
  16. Omnivorous (eats both plants and animals)
  17. Pain-feeding (draws sustenance from the suffering of others)
  18. Piscivorous (feeds on fish)
  19. Rot-eating (feeds on mold, fungus, or decay)
  20. Sap-sucking (feeds on plant sap)
  21. Soul-consuming (feeds on souls)
  22. Time-consuming (feeds on creatures' life time, making them age faster)
 
Using the Generator
  Roll (or choose) one or more results from each table that matters for your creature concept.   Add Wounds, Weapons, Statistics, and skills following the guidelines on p. 312-321 of the Core Rulebook, using the Size and Trait results above.   Drop the finished stat-block into your adventure and watch your players panic.  

Examples

 
Candle-Headed Swamp Lurker
A moss-wreathed serpent the girth of a boathook, its melted-wax skull burns with cold blue flame that never gutters. It coils beneath mire-water, snaring trespassers with fetid tendrils before pumping paralytic sap into the wound.   Candle-Headed Swamp Lurker (Large)
WS 45 | BS – | S 45 | T 45 | I 20 | Ag 40 | Dex 25 | Int 14 | WP 30 | Fel 10
M 6 | W 38 | TB 4 | SB 4   Traits Amphibious; Fear (1), Night Vision; Size (Large), Weapon (Damaging, Snare 2)
Skills Stealth (Mire) 55, Perception 30, Swim 55
Talents Hardy, Strider (Swamp)
Armour Scaly hide (Armour 2, Body only)
Natural Weapons Tendril-Strangle (Damaging, Snare 2) – SB+4
Venom (Average Toxicity, Resist: Endurance) causes Paralysis (p.187 CRB)
Swamp Lurker by Tillerz using MJ
 
Iron-Veined Cliffmancer by Tillerz using MJ
Iron-Veined Cliffmancer
A living shard of the mountain, runnels of glowing ore coursing through crystal flesh. It warps its own gravity, climbing sheer rock in any direction and hurling boulders by flexing tectonic muscle.   Iron-Veined Cliffmancer (Enormous)
WS 55 | BS 35 | S 65 | T 70 | I 30 | Ag 25 | Dex 20 | Int 40 | WP 45 | Fel 15
M 6 | W 55 | TB 7 | SB 6   Traits Armor (5), Fear (2), Large (+1 Size step), Regenerate (1/rd), Tracker; Size (Enormous)
Skills Athletics 65, Climb 85, Cool 55, Intimidate 70, Perception 43
Talents Dirty Fighting, Mighty Missile
Armour Iron-crystal plates (5 all)
Weapons Seismic Stomp (Impact) – SB+10, Riven Boulder (thrown 20 y, Impact) – SB+6  
 
Mirror-Skinned Dreamstalker
Urban legends speak of mirrored silhouettes slipping between reflections at midnight. They savour mortal dreams, drawing sleepers into phantasmal labyrinths and feasting on terror-tinged reverie.   Mirror-Skinned Dreamstalker (Small)
WS 35 | BS – | S 25 | T 30 | I 45 | Ag 45 | Dex 40 | Int 60 | WP 55 | Fel 40
M 5 (Teleport 10) | W 15 | TB 3 | SB 2   Traits Magic (1), Night Vision, Phasing (counts as Ethereal when in dim light), Stealthy
Skills Cool 65, Dodge 55, Intimidate 50, Perception 55, Stealth (Urban) 75
Talents Instinctive Diction, Sixth Sense
Armour None
Psychic Attack Harrowing Glare (Accurate, 10 y, Opposed WP) – WPB+4 psychic damage; target must pass WP or become Entangled in its own nightmares (p.189 CRB)
Mirror-Skinned Dreamstalker by Tillerz using MJ
 
Rune-Carved Grove Guardian by Tillerz using MJ
Rune-Carved Grove Guardian
A towering effigy of oak, bones of fossilised ivory and bark branded with glowing sigils of the gods. Roots surge like spears to repel defilers; storms gather over its canopy at a thought.   Rune-Carved Grove Guardian (Monstrous)
WS 65 | BS 25 | S 75 | T 80 | I 25 | Ag 20 | Dex 25 | Int 55 | WP 65 | Fel 30
M 5 | W 80 | TB 8 | SB 7   Traits Implacable, Size (Monstrous), Terror (2), Weather-Controlling (may call Heavy Rain or Gust, CRB p.193)
Skills Endurance 85, Intimidate 85, Lore (Magick) 65, Perception 45
Talents Menacing, Robust (2)
Armour Living Bark (Armour 3 all)
Natural Weapons Root-Spike (Hack, Penetrating) – SB+9
 
Ashen-Breathed Ember Wraith
A ragged, barbed skeleton mantled in smoky wings; its hollow ribs cradle a core of magma. Each exhalation is a storm of cinders that scour flesh and spirit alike.   Ashen-Breathed Ember Wraith (Average, Undead)
WS 55 | BS 40 | S 40 | T 40 | I 45 | Ag 50 | Dex 40 | Int 45 | WP 60 | Fel 25
M 7 (Fly 12) | W 30 | TB 4 | SB 4   Traits Daemonic, Fear (2), Flight (8), Soul-Draining (Successful melee heals W = damage dealt/2)
Skills Dodge 60, Endurance 50, Intimidate 65, Melee (Basic) 65, Ranged (Breath) 55
Talents Frightening, Skirmisher
Armour Ethereal cinders (counts as Armour 1 all, ignores non-magical weapons)
Weapons Claws (Damaging, Fast) – SB+6
Breath Ash-Storm (15 y cone, Damaging) – SB+4 fire; anyone hit must test Endurance or suffer Blind for 1d10 – WPB rounds
Ember Wraith by Tillerz using MJ
 
Star-Marked Tide Strider by Tillerz using MJ
Star-Marked Tide Strider
A squid-like being whose ten glimmering arms trace constellations in shifting colour. It glides above the surf as readily as it swims below, collecting fallen meteor-shards to crunch between crystal beaks.   Star-Marked Tide Strider (Large)
WS 45 | BS – | S 50 | T 45 | I 35 | Ag 50 | Dex 40 | Int 35 | WP 40 | Fel 25
M 6 (Swim 8, Hover 6) | W 40 | TB 4 | SB 5   Traits Amphibious, Night Vision, Size (Large)
Skills Athletics 60, Dodge 60, Lore (Stars) 45, Perception 45, Swim 70
Talents Lightning Reflexes, Rover
Armour Rubbery hide (Armour 2 body, 1 elsewhere)
Natural Weapons Meteoric Tentacles (Damaging, Impale, Entangling) – SB+7; if Entangled, target also suffers one Fatigue
 
Clockwork Mire Tick Swarm
Hundreds of brass-and-chitin mites clatter through the bog on stilt-legs, each the size of a thumbnail. They drill into prey, siphoning blood and alchemical sludge to power their tiny gears.  
Clockwork Mire Tick Swarm (Tiny, Swarm)
WS 35 | BS – | S 10 | T 30 | I 20 | Ag 50 | Dex – | Int – | WP 25 | Fel –
M 6 | W 25 | TB 3 | SB 1   Traits Armor (1), Swarm (Tiny), Venomous (leeching oil – Failure on Endurance causes Blinded for 1 minute), Weapon (Fast, Undamaging)
Skills Dodge 60, Stealth (Swamp) 70
Talents None (mindless)
Armour Chitin (1 all)
Swarm Bite Automatic SB wounds per round to anyone sharing its space; counts as Undamaging but ignores TB
Clockwork Mire Tick Swarm by Tillerz using MJ
 
Cheerful Cleaning Cubelet by Tillerz using MJ
Cheerful Cleaning Cubelet
A fist-sized, perfectly clear cube of bouncy slime that wobbles about humming bubbly tunes. It loves “polishing” dirty armour, erupting in squeaky glee when it leaves metal spotless (and ever-so-slightly pitted). Most folk keep one in a bucket as a camp cleaner or optimistic mascot.   Cheerful Cleaning Cubelet (Tiny)
WS 15 | BS – | S 10 | T 20 | I 25 | Ag 30 | Dex 15 | Int 18 | WP 35 | Fel 40
M 4 | W 6 | TB 2 | SB 1   Traits Amorphous, Domesticated, Size (Tiny), Stealthy (looks like a puddle), Weapon (Corrosive, Undamaging)
Skills Entertain (Mimic Songs) 45, Charm Animal 50, Stealth (Any) 40
Talents Hardy, Robust (1)
Armour None (jelly flesh counts as Armour 0, non-metal weapons count the Undamaging quality against it)
Natural Weapons Cheerful Engulf (Corrosive, Undamaging, Snare 2) – SB+2, objects left inside for 1 Minute take 1 Wound ignoring TB and Armour as they are “cleaned away”.
Special Helpful Slime: Spend an action to remove 1 Condition such as Filth, Mud, or minor Rust from a willing creature’s gear.


Cover image: monsters-article-header by Tillerz using MJ

Comments

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May 27, 2025 21:12 by Shaudawn

I came for the adorable illustration, but stayed for the monster lists. Very comprehensive. It's a great way to just crank out a random monster on the fly. (pickup to-do: Your last table, "Social & Behavioral Traits", has me roll a d20 for only ten entries.)

—Shaudawn
May 28, 2025 13:12 by Tillerz

Whoops. :D

May 27, 2025 21:32

Wow, just wow …

May 29, 2025 12:15 by Tillerz

:D Added a communication table and some example monsters.

May 28, 2025 16:53 by Colonel 101

Take the tables can be used to generate me... lol

May 29, 2025 12:16 by Tillerz

What kind of monster are you, tho? Chaotic dream-forged? X-D

May 29, 2025 12:56 by Colonel 101

YES!!!! Terrorising the Gnomes & Ducks of many worlds in their dreams....

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