The
Level1Creature
Generator
By
Michael
Raston
The Level 1 Creature Generator
This creature generator will create lower level beings appropriate for dwelling within
entry levels of dungeons, or in ruins, caves, caverns and forests nearby to the safety
of a village or town. Some combinations will be much more dangerous than others
and may be appropriate as a “boss” rather than a regular dungeon denizen.
The unknown is both deeply terrifying and alluring to the human psyche, populating
your campaign with unique beings that lumber forth from your own imagination will
instil wonder and dread in your players. Use the following tables to get the outline of
such a beast, fill in any additional horrific details with your own twisted ideas, and
unleash them onto your campaign world.
Instructions:
Roll on each table and combine the results. Each is a d4 + d10 matrix, meaning you
roll each die and consult the table on each axis to find your result.
There are three tables to roll on:
Basic Shape Table: This gives the general biological outline of the being. The
results are based on real world creatures to give some anchoring and realism to
the later, more fantastical, elements of the being. If you feel the need to have a
more alien shape, simply roll twice on the table and combine the results. This
table also gives the basic HD and AC value of the creature, the weapon it uses
and the damage it causes.
Form Table: This is the mutated, magical or otherwise monstrous physical as-
pect of the being that graduates it from the natural, into the realm of the super-
natural. Imagine the biology of the Basic Shape Table result warping to accom-
modate this new fearsome and otherworldly aspect.
Ability Table: This outlines any specific powers, tools, magical abilities, etc,
that the creature has access to in its arsenal. Again, imagine the being warping
and mutating to accommodate this power.
If you are starved for time, want a more simple monster, or are using the generator
at the table consider combining the results of two tables rather than all three.
Ensure you provide appropriate dressing, fictional padding and details to make
beings logical within the campaign world. Think about both the type of environment
they would dwell in, and the impact they would have on that environment. Allow
those details to proliferate out from the creature, polluting and corrupting the
campaign world with their menace.
Explanation of Jargon Used in Tables:
The word “being” is used relatively extensively to refer to any entity of any
form with a modicum of intelligence and agency.
Numerous entries refer to testing a specific attribute (expressed as STR, DEX,
CON, WIS, INT, CHA). To do so simply have the tested being (player or
otherwise) roll a d20, for the test to be a success they must roll below that
attributes value. If the result is equal to or more than the attributes value they
have failed the test. If a being doesn’t currently have stats for that attribute just
roll 3d6 to determine the value (unless some other method is listed/use your
discretion if the being would foreseeable be particularly weak/strong in that
attribute and add/minus die as needed).
Alternatively, use an appropriate Save Versus Death, Wands, Stone, Breath,
Spells, etc rather than the method listed above if you prefer.
Assume that the “basic shapes” listed are fearsome enough to warrant a HD
rating. Read lizard, snake, dog, etc as “Giant Lizard, Giant Snake, Wild Dog”
etc.
Allow any bonuses (to attack and AC for example) listed in the Basic Shape,
Form and Ability tables to stack together.
Assume normal real world abilities of Basic Shape, ie: flying birds can fly,
spiders can climb up sheer surface, etc.
Numerous entries refer to distance as “Close or Nearby”, Close is
approximately 0 to 5 feet, Nearby is approximately 5 - 60 feet.
Numerous entries refer to “Roll with Disadvantage/Advantage”. For tests
affected by Disadvantage/Advantage roll two dice, when rolling with
Disadvantage use the least favourable result of the two, when rolling with
Advantage use the most favourable result of the two.
AC listed is ascending with a base of AC11.
Basic Shape Table
d4
1 2 3 4
1 Man, AC11, 2HD, Goblin, AC10, Dwarf, AC12, Giant, AC11, 4HD,
basic weapon: d6. 1HD, makeshift 1HD, quality weap- large weapon: d8.
weapon: d4. on: d8.
2 Snake, AC11, 1HD, Lizard, AC11, Turtle, AC14, Frog, AC11, 1HD,
poison bite: d6, test 2HD, bite: d6. 2HD, bite: d6. bite: d4, poison-
CON or d4 damage touch: attackers test
for d6 rounds. DEX or d6 dam-
age.
3 Dog, AC11, 1HD, Cat, AC14, 1HD, Bear, AC11, 3HD, Tiger, AC14, 2HD,
bite: d8. claw: d6. claw: d8. claw:d8.
d10
4 Slime mound, Jelly cube, AC11, Worm, AC11, Centipede, AC12,
AC14, 2HD, Acid 4HD, Target tests 1HD, headbut: d4, 1HD, 2 attacks per
punch: d6 + 1 dam- DEX, if failure at half health splits round, Pincer: d6,
age per round for sucked into jelly in two, 1 half keeps Claw: d4.
d6 rounds. and choked for d6 remaining HP, oth-
damage per round er half has 1 HP.
until successful
DEX test.
5 Flying bird, AC12, Flightless bird, Butterfly, AC9, Mosquito, AC9,
1HD, claw/beak: AC11, 1HD, claw/ 1HD, Poisondust: 1HD, proboscis:
d6. beak: d8. d6 damage to target d6, can suck blood
and all those near- automatically after a
by. successful attack, d4
per round.
Basic Shape Table
d4
1 2 3 4
6 Beetle, AC14, Spider, AC12, Mantis, AC12, Wasp, AC12, 1HD,
1HD, pincer: d6. 1HD, poison bite: 2HD, Claw: d8. poison sting: d4,
d6, test CON or d4 test CON or d4
damage for d6 damage for d6
rounds. rounds.
7 Crab, AC14, 1HD, Fish, AC11, 2HD, Octopus, AC11, Slug, AC9, 4HD,
2 attacks per round, bite: d6. 1HD, 4 attacks per bite: d4.
2 x claw: d6. round, 4 x tentacle:
d6.
8 Flowerman, AC9, Monkey, AC11, Mushroomman, Treeman, AC12,
1HD, Poisondust: 1HD, 2 attacks per AC11, 2HD, 2HD, branch: d8
d6 damage to target round, punch: d4, punch: d6, when
and all those Near- bite: d6. attacked releases d10
by. sleep-spores, all
Nearby must test
CON or fall asleep
for d4 rounds.
9 Jellyfish, AC10, Bull, AC11, 3HD, Hog, AC11, 2HD, Ram, AC11, 1HD,
2HD, tentacle: d6, horns: d8. horns: d8 horns: d8.
stuns target for next
round after success-
ful attack.
1 Rat, AC11, 1HD, Elephant, AC12, Bat, AC12, 1HD, Snail, AC15, 2HD,
0 bite: d6, test CON 4HD, trample: d10. bite: d6, sucks bite: d4.
or receive disease blood for d4 hp per
and roll all tests with successful attack.
Disadvantage until
healed.
Form Table
d4
1 2 3 4
1 Incredibly cute, An obscenely Glows very Can float freely,
majestic or peaceful perfect specimen, brightly, blindingly swiftly and in
looking, any being exudes capability, so, melee attacks direction of will,
must test WIS competency and a against it rolled at ignoring the normal
before being able to golden aura, + 2 to Disadvantage. rules of gravity
attack. any test made by completely.
being.
2 Nigh completely Ever fading and Either surrounded Components of
flat, in opposition of dissipating by a swirling body are separate
the normal rules of silhouette, maelstrom of wind, and free floating, a
physics, can remain incorporeal and or is a shaped cluster or cloud of
hidden and creep ghostly. Only swirling maelstrom body parts.
along sheer magical weapons of wind. Immune to
surfaces. will cause it damage. ranged attacks.
3 Emaciated, Invisible. AC 20 Can phase in and d8 duplicates of the
shrivelled and and all attacks out of corporeality following body part;
skeletal, gaping against it are rolled at will, appearing in Roll a d6:
holes and arching with Disadvantage and disappearing
bones. Sharp unless means taken from physical reality 1) Head, 2) Arm, 3)
weapons do half to outline form. round to round. Leg, 4) Tail, 5)
damage, blunt Will appear to Eyes, 6) Form
weapons do double flicker when at rest. specific body part.
damage.
d10
4 Gold plated, Exists only in the Takes a minute or Form morphs
mind and has no microscopic form,
+ d6 AC. physical form. often in a horde or into that of its
Corpse is Attacks ignore hive. Is parasitic in target,
armour (target’s nature and is mostly becoming a
worth AC WIS bonus gives + concerned with
to AC). Must be taking up residence mirror image.
bonus x 100 attacked in the flesh of Is globular and
in GP. theoretically in the sentient beings to amorphous
mind (Test INT, if warp them into a
success d6 damage perfect host. Half otherwise.
+/- INT bonus). damage from
conventional
weapons, damage
from fire/breath/
5 Ouroboros in shape Is regular size for Green hued Main damage
and being, either shape until the acidic gas form. causing part of body
circular or disc like, point is attacked or encased and
Receives and
or burning, feeding, attacks. At that entrapped in an
consuming parts of point form grows/ deals half organic and swirling
self to fuel other shrinks to be the damage. obsidian cage suit of
parts. In constant same size as target. Automatically armour. + 2 AC and
consumptive and Modify HD and causes half of deals half damage.
reconstituting attack damage as attack die At half health cage
motion. appropriate. armour breaks, AC
damage to any
bonus is lost but
targets that being now does
attack/are double damage
Form Table
d4
1 2 3 4
6 A body part or Enormous mouth/beak/ Vegetable/flora
consumptive body part,
A being born
feature of choice digestive system is in nature, green of chaos, roll
exaggerated and increased in size to leaf, flower and on this table
match. Bite attacks do
increased in size vine ridden. +1
beyond reason.
double damage. Can
to all tests during
twice and
engulf targets somewhat
Apply smaller than form, after the daytime, can combine
a successful attack. Test
appropriate target’s DEX, if failure regrow limbs and results.
bonuses or they are engulfed. regenerates 1
Target receives
hindrances. automatic bite attacks
HP a round.
until they escape.
7 Billowing, twisting A slaggy pile of Taboo creature,
All limbs are covered in profane
form of eternal flame. lively rotting corpse
Takes half damage meat. Will keep exaggerated in markings, clothing or
armour. Roll a d4:
from all forms of attacking even after extreme 1 - 2) Killing this
damage apart from it has been reduced
those imbued with length, creature grants curse,
to 0 HP and below. 3) Striking this creature
water, which does
Requires the body allowing far grants curse,
double damage. 4) Looking upon this
Attacks damage all to be dismembered greater reach creature grants curse.
Close to target, those to cease its and height. Curse = All actions
Close to target also gnashing. rolled with d10
take 1 damage per Disadvantage until
round from heat. blessing/cleansing is
granted by appropriate
holy figure.
8 A countenance and Gargantuan in A tendrilic mass, Crumbling, craggy,
figure so fearsome composed of worms/ sandy and granular
and terrifying,
size, + d4 HD snakes/vines/etc mass, can decompose
attackers must test and increase maintaining the into pile of grains then
appropriate shape. At reconstitute. Process
WIS each round to attack die by one 0 HP will break apart either way takes 1
bring (ie, d6 to d8). into d12 1hp slithering round. Can not attack
themselves to attack, monsterlets. or (generally) be
otherwise they cower attacked as pile of
in fear or flee. grains.
9 Covered in Flesh is made of Enormous Has evolved to become
shimmering pool- more manlike, more
bizarre, ornate stone or beastly shapes become
like set of
or otherwise otherwise stone humanoid and gain the
hypnotising eyes, ability of verbal
ceremonial plated, +4 AC any beings that communication.
armour, +d6 AC. and +1 damage. attack must test Pre humanoid shapes
WIS or become become super
intelligent
stunned for d6 or technologically
rounds.
1 Corrupt and A being of pure pain, Inky black Diseased, rotting,
0 demonic, an avatar of a liquid metal like boil, scab and pus
the chaotic under form, all edges
shadow form, covered
realms, + 1 to AC spikes, thorns, can hide plaguebearer, test
and blades, etc, +2 AC, and move CON when Nearby
damage, all those that + 2 damage, any almost or receive disease
see it must test WIS being melee attacking and roll all tests with
to avoid fleeing it automatically undetectable, Disadvantage until
(resolve re-tested receives d4 damage. nigh invisible healed.
Ability Table
d4
1 2 3 4
1 Can charm a Glows, changes Once per day Magically sings
expulses a melon
target once per colour, emits a sized globe of
d4 x HD beings
day for d6 call, etc to signal blinding light, causes to sleep once
alignment of all Nearby to roll tests day.
hours. those nearby. at Disadvantage for
d10 rounds.
2 Once per day expulse On death, haunts Prodigal lungs Has a
a cloud of choking gas
that affects all Nearby
or otherwise allows the quivering,
for d10 rounds, curses slayer, all production of blink-fast
requiring CON test to actions rolled enormous gusts
continue to breath. If with of wind, target
speed, +4 AC
test successful all
Disadvantage and those and can attack
actions rolled with
Disadvantage until until blessing/ Nearby must test twice per
cloud passes, if fail cleansing is DEX or round.
pass out in d4 round, granted by knocked prone.
come to when cloud
passes. appropriate holy
figure.
3 Can shrink at will Flickering, surging in Attacks are somewhat Can regrow
(takes d4 rounds to and out of reality, magical, ghostly or
shrink to intended disappears at start of otherwise nonphysical
removed body
d10 size), used to escape, round and always gets and ignore armour, parts and
get through doors first attack (stays all targets attacked as regenerates d6
cracks, hide etc. appeared for rest of AC11. HP a round.
Takes d4 rounds to round, allowing
regrow. attacks against it)
4 Magically sucks Attacks do half Can inflict a Can turn beings
20% of gold coins in damage but also
devours the INT of
bleeding attack, to stone. Target
target’s possession
target, target loses d4 target loses d4 hp must test CON
and stores in
leathery sacks on INT per successful per round for d6 or turned to
attack. Target rounds after a stone for one
body. Can do this becomes brain dead
once per round by (ie deceased) at 0 successful attack. week.
testing WIS. INT. INT restored
after d6 days.
5 Covered in The closer to death Corrosive armour or HD times a day
the being is, the hide that destroys
spikes or some weapons, test
can summon a
harder it fights. At
other dangerous weapons on each biologically or
half health the
offensive damage die of the successful attack magically
armour, melee against being by appropriate trap
being increases by rolling a d20, if result
attackers must one (ie, d6 to d8), at is equal to or more mechanism that
test DEX after quarter health the than weapon stat, it is holds target
every attack they damage die of being destroyed. To completely in
increases by two (d6 determine weapon
attempt to avoid place for d10
to d10). stat:
d6 damage. High Quality = 3d6, rounds.
Standard Quality =
2d6,
Poor Quality = 1d6
Ability Table
d4
1 2 3 4
6 Can choose to Fast metabolism, has HD times a day can A being born of
divide self in half an additional bite summon a biologically
attack that restores or magically chaos, roll on
once per lifetime,
half damage as HP appropriate mass of this table twice
each half has half grasping tendrils that
original total HP when attacking bare
holds all Nearby target’s
and combine
flesh. (Also works on feet in place for d10 results.
but current HP is recently deceased round, targets still have
restored fully to flesh). full control of the rest
each half. of their body.
7 Conjures a Corrosive attack that Has some grasping, Can leech onto, grapple
destroys armour, test strangling appendage or otherwise mount a
fireball with armour on each that can be used to target and automatically
magical or successful attack by choke the air out of do half damage each
rolling a d20, if result is targets. Target must round (no attack roll
biological equal to or more than pass a DEX test or be needed). Test target’s
means, causes armour stat, it is rendered unconscious DEX, if failure they are
d6 x HD destroyed. To after d4 rounds of mounted. Target may
determine armour stat: consistent choking. spend a round testing
damage to target High Quality = 3d6, DEX to be free of
and all those Standard Quality = being.
Close to target. 2d6,
8 Once per day Through biology or Is able to, through
alchemy being’s attacks
HD times a
through either tool or biology,
biological or
are laced with a swelling day may easily wreck,
poison. After combat
magical means with the being a target charm a target, weaken or
cause all targets must test CON, if test target’s otherwise reshape d10
Nearby to test WIS failure roll a d6: 1) the architecture
or flee in terror for Head, 2 - 3) Arms, 4 - WIS, if failure native to their
5) Legs, 6) Torso. That
d10 rounds. section of their body is
target charmed dwelling. This is
ballon swollen for a for d10 done at a rate
day, bringing with it all of the being’s body
logical disadvantages of rounds. mass per round.
that affliction.
9 Can burrow Lugs around some Once per day spew Each successful attack
enormous boulder forth some inky gas or ages target by d6 years,
through the liquid that causes requires healing by
or stone that can be
ground/earth/ temporary blindness to appropriate holy figure
thrown for double target and all Close to to restore youth.
floor with ease. damage. Stone can target. Last d6 hours
be retrieved and and makes most tasks
rethrown after incredibly difficult
(Disadvantage at least).
round length
preparation.
1 Stunning attacks, Will attempt to Attacks swirl with Target must test
0 steal one target in some life stealing CON after each
so painful that a miasma, each
PC party and spirit successful attack or
CON test must successful attack saps
them away to some be inflicted with a
be passed by burrow or lair and 1 from the HP total wasting disease,
target after each of target (as well as
torture them, target normal damage),
losing d4 to their
successful attack must test WIS each requires blessing/ HP total each day
or be stunned day captured to cleansing by until cured.
for d6 rounds. avoid permanent appropriate holy
insanity when/if figure to cure.
rescued.