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.

 

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