Monster Extractor I: Special Abilities
Monster Extractor I: Special Abilities
Monster Extractor I: Special Abilities
Monster Extractor I for the Dungeon Crawl Classics Role Playing Game Roll 1d8 minus 1d4 for quantity.
Roll 1d20 for each:
This generator is meant to help jump-start your brain when you need a new monster 1 Immune to (Fire, Acid or Electric)
at short notice, but can’t dredge up anything from the murky depths of your creative 2 Immune to (Force, Sonic, or Cold)
centers. Running through the charts will give you a set of stats and some ‘toys’ to play 3 Immune to Mental Attacks
with... Then you’ll need to look at everything you’ve rolled and tinker this thing into 4 Immune to (Slashing, Bludgeoning, or
life. But you may well start to have strong ideas along the way, and that is exactly the Piercing Attacks)
point of the generator: to help you find fun ideas when your head-jello falters. 5 Immune to 1d7 Spells (random)
6 Invisibility (1d4 rnds on, 1d4 rnds off)
HOW TO START • The average Party Level (PL) of the group your monster opposes 7 High Strength (+1d5 to Melee Dam.)
is used as a baseline to generate stats • If you already have an idea for some aspect 8 Uses Poison
of your monster, don’t bother to roll that part • If an idea for the creature strikes you 9 Casts Spells (1d4 random; 1d20+PL)
along the way, allow that idea to influence remaining results • Don’t re-roll anything 10 Cone Attack (1d4x10’; no range)
during the process; instead, tinker at the end once all elements are in place • Don’t 11 Burst Attack (1d4x10’ radius; up to
read the charts all the way across — make a roll for each header. range 3d8x10’)
12 Regeneration (recover 1d7+PL hp per
1d5 BODY TYPE SIZE AC INITIATIVE round or Turn)
13 +1d5 to one Atk Bonus (+1 to others)
1-2 Biped Big 11+1d3 +¼PL 14 +1d3 hp per HD
3-4 Quadruped Small 13+1d5 +¼PL+1 15 +1d4 to AC
5 Special (see below) Man-sized 15+1d7 +¼PL+1d5 16 +1d5x5’ to Speed (one type)
17 Can only be hit by Magic
→ Special Body Type? Roll 1d10: 18 1d4 Ability Drain with one Attack
1-2 Blob • 3-6 1d30 limbs • 7-8 Elemental Substance • 9-10 Shape-changing (determine randomly)
19 Perfect Hearing (negates stealth/
QUANTITY OF HD: 2d(PL) minus 1 sneaking/surprise)
• e.g., For a monster for a 4th level party: roll 2d4-1 for quantity of HD. And for a 20 Summons/Calls Allies
2nd level party: roll 2d2-1 for quantity of HD. Always a minimum of 1.
POST-ROLLING TINKERING:
1d6 HD ACTION # of ATTACK DAMAGE
+PL TYPE SPEED DICE ATKs BONUS DIE • Nothing this size could ever address
1-4 d6 20 1d20 1 PL-1 d4 all potential possibilities. Adjust results as
5-7 d8 30 1d20+1d14 1-3 PL d6 needed to be useful/memorable.
8-10 d10 35 1d20+1d16 2-3 PL+1 d8
• If an idea for the creature strikes you
11-13 2d6 40 2d20 2-4 PL+1d3 2d6
along the way, allow that idea to influence
14-16 2d8 50 2d20+1d16 3-5 PL+1d4 2d8
remaining results.
Roll 1d10 for each: Swimming? 1-4 No, 5-8 ½Spd, 9-10 Yes • Flying? 9-10 = Yes • Don’t necessarily strengthen a weakness
• Burrowing or Phasing? 9-10 = Yes • Aether-walking or Teleporting? 10 = Yes — add more strength elsewhere instead.
TYPES OF ATTACKS Roll 1d12 for each Attack from above: • If the monster seems too weak to be a
1 Claws 5 Tail 9 Darts * threat, have 2 or more show up.
2 Bite 6 Standard Melee Weapon 10 Magic/Spell * • Two (or Too) conflicting themes? Blend
3 Ram 7 Damage Aura (1d3x5’ radius) 11 Psychic Dagger / TK Push * them into one.
4 Kick 8 Ray * 12 Standard Ranged Weapon
• Use of standard weapons may indicate
If the same result comes up twice, combine the two attack bonuses and the damage into (relatively) higher intelligence.
one super-attack. Ranged attacks (*) can effectively hit targets 1d6x10’ distant.
• The Generator gets very swingy at higher
SAVES: Half of the total of 1d12+PL goes into one random Save, the remainder is levels. You may need to further strengthen
split evenly between the other two Save categories. monsters for high-level play.
AC _____ HD ______ hp ____ Act __________ AC _____ HD ______ hp ____ Act __________
Init ______ MV ___________________________ Init ______ MV ___________________________
Fort +___ Ref +___ Will +___ AL ___ Fort +___ Ref +___ Will +___ AL ___
Special Abilities & Notes _______________________ Special Abilities & Notes _______________________
________________________________________ ________________________________________
sketch sketch
__________________________ __________________________
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NAME:__________________________________ NAME:__________________________________
Size:________ Body Type:___________________ Size:________ Body Type:___________________
Attacks Attacks
______________ +____ (__________________) ______________ +____ (__________________)
______________ +____ (__________________) ______________ +____ (__________________)
______________ +____ (__________________) ______________ +____ (__________________)
______________ +____ (__________________) ______________ +____ (__________________)
AC _____ HD ______ hp ____ Act __________ AC _____ HD ______ hp ____ Act __________
Init ______ MV ___________________________ Init ______ MV ___________________________
Fort +___ Ref +___ Will +___ AL ___ Fort +___ Ref +___ Will +___ AL ___
Special Abilities & Notes _______________________ Special Abilities & Notes _______________________
________________________________________ ________________________________________
sketch sketch
__________________________ __________________________
__________________________ __________________________
__________________________ __________________________
__________________________ __________________________
__________________________ __________________________