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    Fifty shades of macchiato monsters

    These are semi-original on purpose. Use them as they are or reskin them to fit your campaign. The number or dice in brackets are for number appearing. Hit dice are d8 unless otherwise stated. Roll 1d50 or 1d100 and divide by two if you need a monster at random

    1. Android bodyguard (1). Rusty and out of touch. HD 6, armour Δ12, fists d8/d8, laser 5d6, slow movement, morale Δ12.
    2. Astral roc-whale (1). Huge hollow bird sometimes used as a vehicle. HD 8, bite d10, claws d8/d8, buffet (check STR or get sent tumbling), morale Δ10.
    3. Bear-tribe shaman (1). Leads warriors and follows the Old Ways. HD 2, armour Δ4, club d6, fire magic d8, spirit possession (check WIS or become his thrall), morale Δ8.
    4. Brain ooze (1). Intelligence proportional to size. There is a vast pool of it somewhere, plotting revenge. HD 1 to 10d12, psionic blast d6+HD, slow movement, morale Δ12.
    5. Cafetière assassin (1). Tiny tin golem disguised as a kitchen appliance. HD 1, armour Δ8, scalding water d6, mechanical blades d4/d4, morale Δ12.
    6. Cannibal urchin (3d6). "I haven't eaten in two days, sir." HD d6, blade d4, traps and swarm tactics, morale Δ6.
    7. Centipede pixie (d6). Not all fairies are beautiful butterflies. HD 1, bite d4, camouflage, practical joke magic (check INT or be embarrassed), morale Δ6.
    8. Cloudship freebooter (d20). Terror of the skies. HD 2, armour Δ6, cutlass d8, guns Δ6 to Δ12, morale Δ8.
    9. Copied worker (d8). Vat grown slave labourer. HD 1, club d4, morale Δ4.
    10. Crocman stalker (d4). Likes to hide underwater and throw rotting body parts at travellers. HD 2, bite and spear d6/d6, fast movement, morale Δ8.
    11. Crow goblin (d12). Twice as loud as a regular goblin. HD d6, armour Δ4, axe or spear d6, taunt (check WIS or attack relentlessly), morale Δ6.
    12. Dangerous rodent (2d6). Aggressive and oversized. HD d4, armour Δ4, bite d6, disease, morale Δ8.
    13. Demon sphinx (1). Often found in evil temples. HD 7, claws d8/d8, power words of questioning and binding, morale Δ12.
    14. Doppelgänger crook (d4). One should always play on one's strengths. HD 2-4, dagger d4, eat memories, morale Δ6.
    15. Frost medusa (d3). Ophidian artist of the northern wastes. HD 4, snakes d6, hunting crossbow d10, gaze turns to ice, morale Δ8.
    16. Gale devil (1). Air elemental used to power ships and level villages. HD 4-8, air blast 2d8, flight, carry people away, morale Δ10.
    17. Gelatinous sphere (1). Faster than its cuboid cousin. HD 4, touch 2d4, paralysis, morale Δ12.
    18. Gnawer kobold (d10²). HD d4, armour Δ8, grappling hook 1 then bite d6, morale Δ6.

    Macchiato Monsters

    1. Gnoll night-lover (d4). Tribal assassin. HD 2, armour Δ6, hooks and blades d6, various poisons, morale Δ6.
    2. Hobgoblin bushi (d8). Proud invader from the Eastern shores. HD 2, armour Δ8, no-dachi or naginata d8*, morale Δ10.
    3. Hobo ogre (1). Wanders from cave to cave, helping monsters in need. HD 5, armour Δ6, weaponised tree 2d6, morale Δ8.
    4. Human bastard (varies). Thug, guard, bandit, chaos acolyte, etc. HD 1, armour Δ4 to Δ8, dagger d4, club d6, axe d8, morale Δ4 to Δ8.
    5. Hydra-eel (1). Water elemental that goes shrieeek bite bite bite bite bite. HD 5 to 7, bite d8 (as many as HD), paralysing shout, drown, morale Δ10.
    6. Iron punk (2d4). Steamborg savages from the Anarchy Dimension. HD 2, armour Δ12, Hydraulic fists d6/d6, morale Δ12.
    7. Leotaur (d8). Nomadic lion-men from the savannah. HD 3, spear d8, claws d6/d6, fast movement, morale Δ8.
    8. Magma hive (1). These elemental bees will burn right through you. HD 2-6, flames 2d6 to 6d6, morale Δ12.
    9. Mantis mercenary (d6). Comes with pre-installed plates & blades. HD 3, armour Δ8, razor claws d6/d6, morale Δ8.
    10. Onyx dragon (1). Shiny and unstoppable earth elemental. HD 6-10, armour Δ12, sharp bits d10, sand breath 6d6 to 10d6, burrowing, morale Δ12.
    11. Orc pit fighter (2d6). Unarmed and unrivalled. HD 2, fists d6/d6, fierce battle cry (check WIS or get disadvantage to next attack), morale Δ10.
    12. Planar explorer (1). Weird foreigner with weirder magic. HD 2, armour Δ12, magic knife d10, teleportation and telekinesis, morale Δ6.
    13. Purple starman (d12). Technologically advanced invader. HD 3, armour Δ10, shock wand d12, death ray, morale Δ8.
    14. Rustcopter (d4). Insectoid metal eater with a rotating tail. HD 2d6, armour Δ6, bite d6, rust (step down armour and weapons dice each turn), morale Δ6.
    15. Saberjaw (1). Large predator. HD 5, claws d8/d8, bite 2d8, fast movement, morale Δ10.
    16. Sahuagin scout (d6). Fish anthropoid in breathing gear. HD 2, armour Δ8, spear d6, harpoon crossbow d8, survives d6 turns without water, morale Δ8.
    17. Serpent sorcerer (d4). Wields secrets as ancient as the world itself. HD 5, armour Δ10, stone staff d10, dark curses, morale Δ8.
    18. Shield goat (d20). Their horns form a large kite shield in front of their heads. HD 2, charge 2d6, hooves d6, morale Δ8.
    19. Skeleton soldier (3d6). Cheap infantry for the frugal conqueror. HD 1, armour Δ6, rusty scimitar d6, morale Δ12.
    20. Snail horror (1). Huge and slimy, a delicacy in certain circles of Hell. HD 9d10, armour Δ10, giant flails d10/d10/d10/d10, slow movement, morale Δ10.
    21. Spider princess (1). Drifting from world to world on strands of astral silk. HD 5, armour Δ6, bite d8, poison (CON or paralysis d20 minutes), bargains and secrets, morale Δ8.
    22. Spirit of the restless (d4). The dead whisper insane thoughts when you sleep. HD 3, claws d6/d6, madness, morale Δ10.
    23. Templar of Khaos (d8). Nihilist in spiky armour. HD 3, armour d12, vicious looking sword d10, impervious to fire, morale Δ10. chaos
    24. The Useless (1). Demon who passes as a follower and brings catastrophe. HD 2d12, sword d8, feeds on luck, charm, morale Δ8.
    25. Thoul rider (2d4). Evil raider sat on an undead ghoul-troll-thing. HD 4, armour d10, lance Δ10, claws d4/d4, paralysis, regenerates d6 HP per turn, fast movement, morale Δ8.
    26. Time guardian (1). Non-linear mechanical being in charge of maintaining the timeline. HD 4d10, timewarp ray d12, slow life, morale Δ12.
    27. Urban giant (d4). A force of nature, tamed. HD 7d10, armour Δ10, oversized weapon 3d6, stomp 3d10, morale Δ10.
    28. Venomancer (1). Drink the hag's tea and survive, she'll tell you your future. HD 3, sharp spoon d4, liquid hexes and powdered spells, morale Δ8.
    29. Werebadger (d8). Shy but dangerous lycanthrope. HD 3, bite d4, weapon d6, locked jaws, disease, morale Δ6 (Δ12 in lair).
    30. Wolf-tribe berserker (2d6). Bloodthirsty primitive with a code of honour. HD d12, armour Δ6, crude iron weapon 1d10, morale Δ12.
    31. Woolly rhino mastermind (2d4). Telepathic herbivore with an intricate society. HD 4, armour Δ8, trample 2d8, psi blast 3d8, morale Δ10.
    32. Zombie bomb (d6). A dead man and a powder keg walk into a dungeon: Boom! HD d12, axe d8, explosion 4d8, slow movement, morale Δ12.

    Macchiato Monsters