Category Archives: Monsters

Looking Back At Some Great Monster Books

With gaming pretty much at a stand still, it’s time to dig back through the archives and find that wild and crazy stuff that I should us more often than I do. I did just mention this on the podcast. Give the DM a module and you entertain the party for evening. Give a book of random tables or monster book, they can make a whole campaign. So for this I want to rant about a couple really cool monsters books that may have feel by the wayside.
I’m not going to a full of both here. I think I did reviews before on the old long gone blog. But these two books have a lot in common. There’s totally new monsters that are just down right weird and bizarre and interesting takes or tweaks on existing monsters. In each case, there’s enough background lore to find just the right place in your campaign or a little inspiration to put in your campaign. You gotta mix things up and to keep it fresh.


Dark Wizard Games puts out really cool old school modules and then there’s Monsters of Mayhem No. 1 (hope there’s going to be a Number 2). Monsters of Mayhem is a little gonzo and has just the right amount of humor without going too far. There’s plenty of fun and different stuff that DM can use to spice things up.


The Teratic Tome is much darker and hits the grim-dark, weird-fantasy vibe much more. So the content is a little more mature and you may have to do some adjustments based on your taste but it’s still solid stuff that gives some out of the box inspiration for game masters. There are some creepy weird monters in here but it still a damned good book if want throw some monsters that are really out of the ordinary. And Rafael Chandler has a Kickstarter going on now, the Metallic Tome. Yes I backed it.

Orcs of a Different Color

Yeah, I know I’ve mentioned before that I dislike how dragons are color coded for the players’ convenience and this goes sort of along those same lines but what the heck.
We’re all used to the grayish green orcs whether they be pig-faced or not. And I’ve mentioned briefly on the podcast and here that’s OK to mix things up a bit. So why not do it with orcs?
Grayish/Green: Poisoned weapons or bite, better saves against Poison.
Blue: Filled with static electricity but doesn’t discharge until killed. Have fun looting those bodies.
Red: Have methane bladders in their guts. While explode when killed. It’s even worse if they are killed with fire.
Black: Magic resistance but can be turned by a cleric. Surprise!
White: Attacks and even touch does extra cold damage.
Metallic: High Armor Class.
Stone: Really high Armor Class.
That’s just some and relatively system neutral ideas.

Kobolds: Let Them Be The Terror of The Dungeon


I dunno. Maybe it’s just me that it seems that Kobolds have become almost a joke. At least not as bad, goblins. Thank you, Pathfinder.
If you’ve been around the D&D block for a while, you’ve probably heard of Tucker’s Kobolds. This is one of those things that’s been kicked around, screamed at, and hand wrung over. For the link weary, it boils down to this. Even a low HD monster with intelligence, tactics, traps, and on their home turf can cause major problems for a higher level party. Some call it mean. Some call it unfair. Oh, well. But then in a harsh dungeon environment, how else are these little guys going to survive?
So yeah. Make them cunning trap builders with a knack for guerilla tactics and big streak mean. And that big streak of mean is where I’m heading in the post. Remember way back when and Kobolds were little evil dog-like creatures. Good. Now have you ever had a little dog? We’ve got one. He’s a little 16 pound bundle of “I ain’t taking shit off anybody”. Now I’m not saying he’s not a nice dog. He’s great and friendly. But he ain’t scarred of anything. Yes, I know that’s can be dangerous. That’s why he’s always on a leash. But I digress. Back to Kobolds. They’re little but they don’t care. Sure they’re little but their also supposed to be smart. So they just might have a bit a Napoleon complex when comes to dungeon intruders. A streak of vicious bravery especially if they get cornered. No cowering.
So in summary. Kobolds. Devious trap makers. Guerilla tactics experts. And what ever you do, don’t corner them.

It’s a crazy week. So here’s a crazy monster.

Hey a long weekend but not for me. That still means a crazy week of catch up and work at the day job. So yeah. It’s a crazy week so here’s that crazy monster.
Carrion Slime
Carrion Slime are pink amorphous blobs that reek of rotting flesh and bile. They are not intelligent and view everything as food. Some believe that Carrion Slime were created by a mad sorcerer as means of waste disposal. The slime ate the sorcerer then escaped into the world.
Hit Dice: 3
Attacks: 2 Pseudopod (1d4)
Saving Throw: 14
Special: Acidic Slime, Immune To Sleep And Charm, Regenerate
Acidic Slime: On a failed Saving Throw, a character struck by a Carrion slime takes an additional 1d6 damage.
Regenerate: A Carrion Slime regenerates 1 HP/Round until dead.
Challenge Level/XP: 5/240

The Mentaur

Yeah, I got a little tongue tied during an episode of the podcast and said Mentaur rather than Mentor. I made the joke that I should do it as a monster and listeners agreed.  So here it is the Mentaur.

The Mentaur
Hit Dice: 6
Armor Class: 6 [13]
Attacks: Head Butt (1d8)/Trample (2d6)
Special: Knows More Than You; Anything You Can Do, I Can Do Better
Move: 12
Alignment: Neutral
Challenge/XP: 7/600

Mentaurs are powerful, wise, and ancient creatures with the head of a bull, the upper torso and arms of a human, and the body of a horse. For some treasure or a service, they are train and/or advise character’s in any field. The more detailed or advanced the training, the greater the cost for the training, However if crossed, they can be deadly opponents with very long memories.
Knows More Than You: No matter what knowledge or skill a character has, the Mentaur is better.
Anything You Can Do, I Can Do Better: If a character uses any special class ability or casts a spell, the Mentaur will now know how to use that ability or cast that spell (once during the encounter). At the beginning of an encounter, the Mentaur will know 1d3 each random cleric and magic-user spells of 1st to 4th level( 1d4 determined randomly like I said).

There you go. Keep rolling those dice.