THE
MONSTER GENERATOR
Basic
Overview
The
MG allows a GM to rapidly create an exotic cast of creatures for use with
any RPG setting. There are several advantages to using the MG. Monsters made
with the MG, unlike traditional RPG foes, will have an array of unpredictable
attack and defense modes; players will never have encountered them before.
Using the MG can lend an almost alien flavor to a campaign world. Also, this
system allows GM's to archive their favorite beasties with an easy-to-use
"genetic" code. New creatures can be whipped up before each game. Favorites
can be made a permanent part of the GM's campaign flora and fauna file.
How
to Use the Monster Generator
Roll
a number (from 1-20) for each of the desired or appropriate tables
below. These tables include the following:
Body |
This covers the basic body shape of the creature. |
Skin |
Color markings, epidermis or outward appearance. |
Head |
Type of head or minor head feature. |
Locomotion |
The means by which the monster moves. |
Appendages |
Limbs of various sorts. |
Attacks |
Noteworthy attacks in addition to normal kicking and biting. |
Defenses |
A listing of protective characteristics. |
Intelligence and Social Order |
Creature IQ and grouping habits. |
Weird Traits |
Timid GM's may want to omit. |
Tables
of Characteristics
0I Body
01 |
Man—roughly anthropomorphic |
02 |
Slug—large, medium or small as desired |
03 |
Centaur—humanoid from the waist up, animal below |
04 |
Quadruped, small—an animal like a cat, dog, weasel, wolf or rat |
05 |
Birdlike—large, medium or small as desired |
06 |
Serpentine—something like a snake, eel or worm |
07 |
Ray—flat, like a manta ray; not necessarily aquatic |
08 |
Fish—not necessarily aquatic |
09 |
Plant—rooted or ambulatory |
10 |
Man-animal—roughly anthropomorphic body, but animal-headed |
11 |
Bug—spider, scorpion, wasp, mantis, moth, tick or crustacean |
12 |
Blob—an amorphous mass of some organic material |
13 |
Balloon—a sac, filled with gas or liquid |
14 |
Squid (or octopus)—not necessarily aquatic |
15 |
Man-snake—half humanoid, half serpent |
16 |
Vine—free-roaming or rooted |
17 |
Quadruped, large—an animal like a bear, horse, deer, goat, puma or bull |
18 |
Man (Huge)—roughly anthropomorphic, but hulking |
19 |
Snail—large, medium or small as desired |
20 |
Starfish—not necessarily aquatic |
02
Skin
01 |
Tough—normal appearance, but resistant to minor heat or damage |
02 |
Smokey—constantly emits wispy vapors |
03 |
Shadowy—skin absorbs light, wraith-like |
04 |
Flesh—mostly flesh, patches of fur or hair |
05 |
Scales—partially or fully scaled, resistant to attacks |
06 |
Spots—partially or fully spotted, various color schemes |
07 |
Fur—protection from cold |
08 |
Bald—creature is hairless, fleshy |
09 |
Sores—scabbed or oozing pus |
10 |
Ridges—corrugated flesh or ridges of exposed bone |
11 |
Spines—creature has partial or full coverage |
12 |
Moldy—host to a thick, colorful skin fungus, or actually is a fungus |
13 |
Carapace/shell—bone or chitin armor, highly resistant to damage |
14 |
Loose folds—able to glide down from heights and/or enwrap victim |
15 |
Ciliated—covered in wiggling cilia, long or short, thick or skinny |
16 |
Bioluminescent—glows faintly or brightly, constantly or at will |
17 |
Transparent—internal organs and half-digested foods are visible |
18 |
Color shifting—chameleonic |
19 |
Slimy—covered with a gel or mucus-like substance |
20 |
Stripes—partially or fully, various color schemes |
03
Head
01 |
Fangs—subtle or pronounced |
02 |
Slitted eyes—resistance to glare and (perhaps) enhanced vision |
03 |
Pointed ear—subtle (elfin) or pronounced (wolfish) |
04 |
Flapped, large—ears covered like a hound dog or elephant |
05 |
Large—ears are oversized |
06 |
Single Eye—limited depth perception |
07 |
Multifaceted—great peripheral vision |
08 |
Multiple eyes—clustered (great depth perception) or scattered |
09 |
Snout—enhanced sense of smell |
10 |
Horns—one or multiple, useful for goring, head butts |
11 |
Crest—a ridge, tuft, or plume |
12 |
Eye stalks—can be extended/retracted at will (like a crab or slug) |
13 |
Forked tongue—enhanced smell |
14 |
Antlers—useful for goring |
15 |
Bristles—partial (mane) or full body coverage, stubby or long |
16 |
Antennae—allow for navigation in total darkness (radar) |
17 |
Trunk—prehensile, enhanced olfactory capability, good for snorkeling |
18 |
Headless—head features are absent or elsewhere (like chest or hands) |
19 |
Tusks—boar-like, for goring |
20 |
Tentacles—single or multiple, long or short, growing from lips, head, etc |
04
Locomotion
01 |
Glide—can glide when dropping from heights |
02 |
Marathon—can run for enormous distances without fatigue |
03 |
Sprint—capable of short bursts of great speed |
04 |
Jump—hopping (as a mode of travel) or single leap (for attacks) |
05 |
Burrow—gofer-like means of travel |
06 |
Teleport—line of sight, to several set locations, or anywhere at will |
07 |
Swim—might also breathe water, resistant to pressures |
08 |
Brachiate—must have canopy of tree limbs or overhead handholds |
09 |
Summon mount—steed, avian or other, comes from distance or appears |
10 |
Follow river—enter stream at one point, then (instantly?) exit at another |
11 |
Gate—can teleport from like points (trees, monoliths, pools, coffee shops, etc) |
12 |
Tumble—can either dry up and drift (tumbleweed), or roll end over end |
13 |
Step multiply—each step doubles in distance (2', 4', 8', and so on) |
14 |
Water walk—can walk (or skim) across liquids at will |
15 |
Land surf—rides a small wave of earth that temporarily liquefies |
16 |
Fly—full flight capability, with or without wings |
17 |
Spirit-like—can become ghostly and float along, through solid objects |
18 |
Electrical—can travel along conducting materials or as a bolt of lightning |
19 |
Host—enter an object or device, then emerge later at will |
20 |
Host—enter another creature, emerge later (might not control creature) |
05
Appendages
01 |
Retractable claws—allow for raking attacks and enhanced climbing |
02 |
Tentacles—in addition to (or instead of) other limbs, many or few |
03 |
Claws—allow for raking attacks and enhanced climbing |
04 |
Multiple limbs—copies of limbs, spirit or flesh, perhaps differently sized |
05 |
Pseudopods--prehensile amoeboid extensions, can be extended/retracted |
06 |
Odd tongue—prehensile, stinging, forked, extra long, or other |
07 |
Pistoning limbs—jab forward with great velocity (jaws, arms, tongue, etc) |
08 |
Tail—prehensile, spiked, stinger-equipped, clubbed, swim-aiding, etc |
09 |
Fins—enhanced swimming |
10 |
Wings—bat, bird or insect, for full flight or wing-assisted leaps |
11 |
Hoofed feet—good for running, strong legs for pulling |
12 |
Webbed hands or feet—enhanced swimming |
13 |
Plumes—colorful, perhaps retractable |
14 |
Snake body—serpentine from the waist down |
15 |
Exostosis—exposed bony spurs in various places, useful for slicing |
16 |
Odd aura—faintly radiating nimbus, at will or uncontrollably |
17 |
Large hands—oversized, strong |
18 |
Parasites—creature is visibly infested with bug(s) or other thing(s) |
19 |
Whiskers—long, fine hairs for navigation in darkness |
20 |
Talons—hands and/or feet are actually falcon-like talons |
06
Attacks
01 |
Mind assault—can cause fear, damage, intense pleasure or apathy |
02 |
Organic projectile—explosive or ballistic seeds, flesh clumps, teeth |
03 |
Acid—spat, squirted from orifice, oozed from skin or other |
04 |
Lignify—can turn opponent into a tree, temporary or permanent |
05 |
Conjure—can summon creature(s), random or always same type |
06 |
Pyrotechnic—project, summon or breath flames (streams, shapes or balls) |
07 |
Electricity—arcs of electrical energy, or summoned lightning from above |
08 |
Gas—exhaled or sprayed from orifice, blinding, noxious, paralyzing or other |
09 |
Venomous bite—fangs, external mandibles or tongue , poisons or paralyzes |
10 |
Venomous claws/spines—poisons or paralyzes |
11 |
Multiply—can quickly clone self |
12 |
Thorns—projected or used in bodily contact attacks |
13 |
Paralytic—by touch, beams or mental attack |
14 |
Sonic shriek—harmful or stunning noise |
15 |
Suggestion—spoken or mental projection |
16 |
Constriction—crushing grip with limbs, tail or other appendage |
17 |
Sleep—can stun or knock opponent unconscious by some means |
18 |
Spirit leech—can drain life energy (by touch, gaze, proximity, etc) |
19 |
Frosty breath—can exhale air at extremely low (damaging) temperatures |
20 |
Shape shift foe—change enemy into alternate form, random or specific |
07
Defenses
01 |
Undead Neutral—ignored by low IQ undead creatures |
02 |
Invisibility—can disappear at will (fade, vanish with a puff, etc) |
03 |
Blink—can vanish and reappear elsewhere (nearby, behind foe, etc) |
04 |
Play dead—heartbeat/breathing indiscernible, ooze blood, very convincing |
05 |
Climb—by defying gravity, excellent grip, sticky hands/feet, or other |
06 |
Levitate—ascend and descend only, can drift with wind currents |
07 |
Darkness—can reduce light in localized area |
08 |
Gas cloud—blinding, obscuring, noxious, or other |
09 |
Assume noncorporeal form—can become gaseous, intangible, etc |
10 |
Visual displacement—image appears a short distance from actual location |
11 |
Quills—projected or used in body contact attacks |
12 |
Stench—causes opponents to flee or fight at reduced efficiency |
13 |
Bury self—only in loose dirt or sand, or can sink into any substance |
14 |
Lignify self—can become a tree |
15 |
Remote/multiple forms—several bodies (extras are dormant until needed?) |
16 |
Pocket dimension—can escape into tiny metaspace or personal realm |
17 |
Translucency—nearly invisible (especially in forest or at night) |
18 |
Armored—external plating or simply tough skin |
19 |
Shocking skin—discharges electricity (only when attacked or harmed) |
20 |
Menacing appearance—when threatened, puffs up, hisses, looks mean |
08
Intelligence and Social Order
01 |
Non-intelligent, loner—seeks food, avoids pain, seeks/avoids light |
02 |
Non-intelligent, group-minded—seeks food, avoids pain, seeks/avoids light |
03 |
Dumb, loner—incapable of strategy |
04 |
Dumb, paired—incapable of strategy |
05 |
Dumb, group—incapable of strategy |
06 |
Animal, loner—cat level, instinctively tricky |
07 |
Animal, paired—sheep dog-like tactics |
08 |
Animal, group—dog-like tactics |
09 |
Clever, loner—near human level thought, capable of simple planning |
10 |
Clever, paired—near human level thought, capable of simple planning |
11 |
Clever, group—near human level thought, capable of simple planning |
12 |
Human level, loner—can plan and execute complex strategies |
13 |
Human level, paired—can plan and execute complex strategies |
14 |
Human level, group—can plan and execute complex strategies |
15 |
Genius, loner—dazzling feats of logic and intuition |
16 |
Genius, paired—dazzling feats of logic and intuition |
17 |
Genius, group—dazzling feats of logic and intuition |
18 |
Borrowed, loner—psychically utilizes the intellect of foe or nearby sentient |
19 |
Borrowed, paired—psychically utilizes the intellect of foe or nearby sentient |
20 |
Borrowed, group—psychically utilizes the intellect of foe or nearby sentient |
09
Weird Traits
01 |
Death change—fades, liquefies, petrifies, reverts or explodes upon death |
02 |
Animate shadow—creature’s shadow becomes its agent |
03 |
Commune with dead—can speak with dead, summon ghosts |
04 |
Gigantically proportioned |
05 |
Telepathic—one or two way communication |
06 |
Multi-headed—multiple sentient heads |
07 |
Secondary form—assume a single alternate body/shape |
08 |
Shape shift—alter body to any shape desired |
09 |
Undead—monster is undead (zombie or ghoul-like) |
10 |
Grow/Shrink—get larger or smaller at will (either or both) |
11 |
Iron shift, active—skin becomes flexible metal, half mobility |
12 |
Iron shift, inactive—creates protective metal shell, immobile |
13 |
Amorphous shift—become a fluid blob at will |
14 |
Spirit shift—become wraithlike at will, perhaps controls undead |
15 |
Luminescent eyes—glowing, allows for night vision, easily spotted |
16 |
Skeletal—flesh/organs nonexistent or hidden within bone frame |
17 |
Poison flesh—flesh is toxic if consumed |
18 |
Body switch—can swap bodies with opponent, temporary or permanent |
19 |
Animated inorganic—active statue, machine or toy |
20 |
Mental control—can command small creature(s), one type or multiple |
Some
Basic Guidelines
Have
fun: Use your imagination to interpret the generator’s results. Create creatures
you will enjoy using. Name your new creation and make it yours.
Work
your new creatures into your world: For instance, if it can "teleport to set
locations" perhaps it is part of a bizarre cult, has undergone a magical ritualistic
transformation and can teleport to the cult’s four scared temples, shrines
or obelisks. From this sort of thinking, depth of play will arise; perhaps
the players in your game can undergo the ritual and forever after use the
teleport capability mentioned above.
Mix
and match features: If a creature is amoeboid plus it has constricting attack,
then it might be using its amoeboid body itself to apply the constricting
attack
Discard
unworkables: Some combinations may be too clumsy to use. However, don’t discard
a seemingly unworkable creature too quickly; sometimes those provide the greatest
interest.
Common
sense placement: If the creature oozes liquid or has a mucus covered epidermis,
do not drop it in the desert unless you have a good explanation for how it
arrived.
Can
be used to create exotic familiars.
Example Creatures
Listed
below are three examples. In each case, traits were generated with the MG
tables, then expanded upon. Each creature was given a name and its characteristics
were listed in archived format.
Example I: Shimmer Cat
Table
Results: (17) quadruped, large; (7) fur; (8) multiple eyes; (2) marathon;
(16) odd aura; (1) mind assault; (18) armored; (9) clever, loner; (5) telepathic
Detailed
Explanation: Resembling a mountain lion with dark blue fur and two sets of
menacing yellow eyes, the shimmer cat is so named because of the unsettling
indigo nimbus which faintly radiates from its body. A creature imported from
the Plane of Shadow, it has incredible stamina and is capable of traveling
for great distances on foot. Upon nearing an intended victim, the shimmer
cat will usually employ stealth, stalking its prey for the thrill of the hunt.
The cat will often taunt its victim with demoralizing telepathic images before
attacking (with its mental assault ability). Defensively, the shimmer cat
relies on its unusually tough skin.
Shimmer
Cat, Archived Format: 17, 7, 8, 2, 16, 1, 18, 9, 5
Example
II: Borzai
Table
Results: (1) man; (18) color shifting; (14) antlers; (15) land surf; (4) multiple
limbs; (18) spirit leech; (19) shocking skin; (14) human level, group minded;
(1) death change—explodes upon death
Detailed
Explanation: Borzai are malicious, four-armed humanoids with black antlers
and skin that constantly shifts in color. Its touch drains the life energy
of their opponents, and when struck borzai sometimes unconsciously discharge
electricity into the attacker. They are exclusively nocturnal and move about
in groups by surfing on a wave of temporarily liquefied earth. Borzai explode
upon death.
Borzai,
Archived Format: 1, 18, 14, 15, 4, 18, 19, 14, 1
Example
III: Color Creeper
Table
Results: (14) octopus; (8) bald; (2) slitted eyes; (3) sprint; (3) claws;
(8) gas; (1) color change; (8) animal, group minded; (17) poison flesh
Detailed
Explanation: Visually, this monster resembles a land-based octopus with large,
slitted eyes. It lives in woodland areas, hunting in packs of up to 30 or
so creatures. Using its color changing ability to remain unseen, it slithers
into close proximity to its prey. When close, the color creeper sprints forward,
hissing, attacking with the claws arranged along its eight tentacles, and
releasing clouds of blinding, noxious gas.
Color
Creeper Archived Format: (14, 8, 2, 3, 3, 8, 1, 8, 17)
Final
Note
The
Monster Generator should be fun. Experiment with it; use it as a creative
catalyst. But don’t think of it as the final word—if you don’t like something
about a creature generated with the MG, change it.