Sunday, June 26, 2022

[MONSTERS] Dungeon! - Forest Monsters

Forest Monsters

Below is a list of Monsters that may be found in a forest or forest-like biome. The template for creating monsters is also below for reference.

Monster Template

  • Desired CR = X
  • HP: X * 5
  • AC: 10 + X (Maximum of 25)
  • AB: X (Maximum of +20)
  • Damage: 1d6 + X
    • Note: Monsters of CR 5+ may attempt 1 Attack as a Free Action each Turn. Monsters of CR 9+ may attempt 2 Attacks as Free Actions each Turn.
  • Special: Give the Monster 1 to 5 special Abilities or special attributes, such as resistance to Fire Damage or the Ability to Cast Spells. If a Monster can Cast Spells, it may have a maximum number of Spell Points and a maximum number of know a number of Spells equal to X/2 (with a Maximum of 5). In terms of Spell's scaling, Monsters substitute their CR in place of Level.
  • Save: 15 - (X/2) (Minimum of 5)
  • Skills: X/2 Skill Pips may be applied (all Skills start as 1-in-6)
A
  • Ant (Giant, Soldier) - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Venom (Once per combat, can cause the Affliction Poisoned 2 on a hit)
    • Save: 13
    • Skills: Strength (3-in-6)
  • Ant (Giant, Worker) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
    • Save: 14
    • Skills: Strength (2-in-6)

  • Ant (Giant, Queen) - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, 1 Free Action Attack each Turn
    • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Venom (Once per combat, can cause the Affliction Poisoned 3 on a hit)
    • Save: 12
    • Skills: Strength (4-in-6)
B
  • Bandit - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
    • Save: 14
    • Skills: Thievery (2-in-6)


















  • Bandit Captain - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
    • Save: 13
    • Skills: Charisma (2-in-6), Thievery (2-in-6)
  • Bear - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
    • Save: 13
    • Skills: Strength (3-in-6)
C
  • Centipede (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can climb walls and upside down; Sickening (Causes the Affliction Enfeebled 1 on a hit)
    • Save: 14
    • Skills: Strength (2-in-6)
  • Centipede (Giant, Dire) - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
    • Save: 13
    • Skills: Strength (2-in-6), Survival (2-in-6)














  • Cougar - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 4 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 2 when combat begins)
    • Save: 13
    • Skills: Agility (2-in-6), Stealth (2-in-6)
D
  • Dwarf - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
    • Save: 15
    • Skills: All 1-in-6
E
  • Elf - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can use Ranged Attacks; 1 Spell Point; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.)
    • Save: 14
    • Skills: Liston (2-in-6)
F
  • Fungal King - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Immune to Necrotic Damage and the Enfeebled Affliction; 2 Spell Points; Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 4 Necrotic Damage and the user is Healed for half as much HP.), Heal (Heal self or an ally within Close Range for 1d6 + 4 HP)
    • Save: 13
    • Skills: Charisma (2-in-6), Survival (2-in-6)



















  • Fungal Sage - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Immune to Necrotic Damage and the Enfeebled Affliction; 1 Spell Point; Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 2 Necrotic Damage and the user is Healed for half as much HP.)
    • Save: 14
    • Skills: Medicine (2-in-6)
  • Fungal Warrior - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Immune to Necrotic Damage and the Enfeebled Affliction
    • Save: 15
    • Skills: All 1-in-6
G
  • Goblin - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 15
    • Skills: All 1-in-6














  • Green Dragon - 10 CR
    • HP: 50
    • AC: 20
    • AB: +10
    • Damage: 1d6 + 10, 2 Free Action Attacks each Turn
    • Special: Can fly; Immune to Poison Damage and the Poisoned Affliction; 5 Spell Points; Fear (A target within Short Range must roll a Save. If they fail, they gain the Affliction Afraid 5), Poison Gas (The user chooses a target within Medium Range. That target and all other targets within Close Range of the original must each roll a Save. If a target fails, they gain the Affliction Poisoned 5. If they succeed, nothing happens.)
    • Save: 10
    • Skills: Agility (2-in-6), Charisma (2-in-6), Knowledge (2-in-6), Strength (3-in-6)
H
  • Hobgoblin - 3 CR
    • HP: 20
    • AC: 14
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can use Ranged Attacks; Tough (This Monster has 5 additional HP. This is already accounted for in its Stats.); Well-Equipped (This Monster has +1 AC. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: Strength (2-in-6)


















I
  • Insect Swarm - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Can fly; Immune to falling Prone, being Grappled, and being Shoved; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 13
    • Skills: Agility (3-in-6)
J
  • Jelly (Green) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
    • Save: 14
    • Skills: Stealth (2-in-6)
K
  • Killer Bee - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Can fly; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
    • Save: 15
    • Skills: All 1-in-6
L
  • Leech (Giant) - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Bloodlust (Causes the Affliction Bleed 4 on a Critical Hit. Deals +2 Damage to Bleeding targets.); Vampiric (Heals for 2 HP on a hit)
    • Save: 13
    • Skills: Strength (3-in-6)














M
  • Mage (Evil) - 8 CR
    • HP: 40
    • AC: 18
    • AB: +8
    • Damage: 1d6 + 8, 1 Free Action Attack each Turn
    • Special: 4 Spell Points; Bane (Choose a target within Short Range. They must subtract 4 from their Attack Rolls for 4 Rounds.), Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 8 Necrotic Damage and the user is Healed for half as much HP.), Fireball (The user may choose a target within Medium Range. That target and all other targets within Close Range of the original target take 1d6 + 8 Fire Damage and they must each roll a Save. If a target succeeds, the Damage they take is halved.), Magic Missile (The user creates 8 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically, but each dart only deals 1d4 Force Damage.)
    • Save: 11
    • Skills: Charisma (3-in-6), Knowledge (3-in-6)



















N
  • Noble - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can use Ranged Attacks; Intimidate (May cause one target to gain the Affliction Afraid 1 when combat begins)
    • Save: 14
    • Skills: Charisma (2-in-6)
O

  • Ogre - 9 CR
    • HP: 45
    • AC: 19
    • AB: +9
    • Damage: 1d6 + 9, 2 Free Action Attacks each Turn
    • Special: Can use Ranged Attacks; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 9 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 4 when combat begins)
    • Save: 11
    • Skills: Strength (5-in-6)
  • Ooze (Green) - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, 1 Free Action Attack each Turn
    • Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
    • Save: 12
    • Skills: Stealth (2-in-6), Strength (3-in-6)
  • Orc Chieftan - 7 CR
    • HP: 35
    • AC: 17
    • AB: +7
    • Damage: 1d6 + 7, 1 Free Action Attack each Turn
    • Special: Can use Ranged Attacks; Intimidate (May cause one target to gain the Affliction Afraid 3 when combat begins); War Cry (Causes the Affliction Afraid 7 on a Critical Hit)
    • Save: 12
    • Skills: Charisma (2-in-6), Strength (3-in-6)













  • Orc Shaman - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Can use Ranged Attacks; 2 Spell Points; Heal (Heal self or an ally within Close Range for 1d6 + 5 HP); Fear (A target within Medium Range must roll a Save. If they fail, they gain the Affliction Afraid 2)
    • Save: 13
    • Skills: Medicine (2-in-6), Survival (2-in-6)
  • Orc Warrior - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can use Ranged Attacks; War Cry (Causes the Affliction Afraid 3 on a Critical Hit)
    • Save: 14
    • Skills: Strength (2-in-6)
P
  • Pixie - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can use Ranged Attacks; 1 Spell Point; Bless (Choose a target within Short Range. They may add 1 onto their Attack Rolls for 1 Round.)
    • Save: 14
    • Skills: Charisma (2-in-6)
Q
  • Quarry Beetle - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: Agility (2-in-6)



















R
  • Rat (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: Agility (2-in-6)
  • Rat Swarm - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Immune to falling Prone, being Grappled, and being Shoved; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 13
    • Skills: Agility (3-in-6)
S
  • Shambling Mound - 7 CR
    • HP: 35
    • AC: 17
    • AB: +7
    • Damage: 1d6 + 7, 1 Free Action Attack each Turn
    • Special: Immune to Shock Damage; Heals from Shock Damage; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Vampiric (Heals for 3 HP on a hit)
    • Save: 12
    • Skills: Stealth (3-in-6), Strength (2-in-6)
  • Slime (Green) - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
    • Save: 13
    • Skills: Stealth (2-in-6), Strength (2-in-6)
  • Spider (Giant) - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
    • Save: 14
    • Skills: Agility (2-in-6)













  • Strangler Vine - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Can climb walls and upside down; Immune to the Blind Affliction; Sticky (Once per combat, can automatically Grapple a target on a hit); Strangle (Deals 1d6 Damage when a target is successfully Grappled and deals another 1d6 Damage at the end of each Round if a target is Grappled)
    • Save: 13
    • Skills: Stealth (3-in-6)
T
  • Troll - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, 1 Free Action Attack each Turn
    • Special: Regeneration (Regains 6 HP at the end of each Round. Acid or Fire can prevent this.); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
    • Save: 12
    • Skills: Strength (4-in-6)
U
  • Undead Adventurer - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can use Ranged Attacks; Immune to Necrotic Damage and the Enfeebled Affliction; Immune to Poison Damage and the Poisoned Affliction; Immune to the Bleed Affliction; Healed by Necrotic Damage; Damaged by Healing magic
    • Save: 14
    • Skills: Strength (2-in-6)
V
  • Veteran Adventurer - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, 1 Free Action Attack each Turn
    • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
    • Save: 12
    • Skills: Medicine (2-in-6), Strength (2-in-6), Survival (2-in-6)
W
  • Wolf - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
    • Save: 15
    • Skills: All 1-in-6


















  • Wolf (Dire/Giant) - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Bold (This Monster has Advantage on Morale Checks); Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
    • Save: 14
    • Skills: Strength (2-in-6)
X, Y, Z
  • Zombie - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Immune to Necrotic Damage and the Enfeebled Affliction; Immune to Poison Damage and the Poisoned Affliction; Immune to the Bleed Affliction; Healed by Necrotic Damage; Damaged by Healing magic; Vampiric (Heals for 1 HP on a hit)
    • Save: 14
    • Skills: Strength (2-in-6)

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