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  1. Monday Monster: Mizrak, NPC Mystery Kin.


    Compatible with Dragonbane RPG.

    The Mizrak are short humanoids with fishlike heads, only with almond-shaped eyes. They are often mistaken for Lizard Folk, Frog Kin, or Fish Kin. However, they have long since evolved to function normally on land. Many are being born without gills in the present time. They embrace an advanced tribal culture led by 3-5 Elders. While the more learned Mizrak become Arcanists or Sages, some fall back on the old ways of Animism or Witchcraft. (Necromancy and Demonology are strictly forbidden in the Mizrak culture due to their long history with such practices.)

    Little is known about the Mizrak history. Some scholars claim they are not from this plane at all, but rather are refugees from a long-forgotten war in another dimension. The elders have been known to consort with strange godlike beings on another plane of existence, but the exact nature of these entities is known only to them. They will only call upon the entities for assistance in the most dire of circumstances.

    It is forbidden for Mizrak to interact with cultures outside of their own. The Elders will go to great lengths to avoid conflict with outsiders, but none are welcome to stay in the Mizrak’s territories for more than a day or two at most. Defenders will often pursue non-violent means of disuading interlopers before weapons are drawn. Most Mizrak speak their own language and have a basic grasp of common tongues. They seem to communicate with one another almost telepathically.

    Mizrak Defender:

    Movement: 8                        Damage Bonus: +1d4

    Typical Armor:  3 (Scale Mail)  HP: 10

    Skills:  Awareness 12, Evade 14, Spear 12, Sword 12.

    Typical Weapon: Short Spear (Thrown up to 20m, 1d10 piercing damage) or Longsword. (2d8 slashing damage)

    Mizrak Arcanist: (Elementalists)

    Movement: 8                        Damage Bonus: None

    Typical Armor:  None              HP: 8 WP:: 14

    Skills:  Awareness 12, Evade 14, Elementalism 12

    Typical Spells:

    1. Arcane Bolt
    2. Rank: 1
    3. Prerequisite: Elementalism
    4. Requirement: Word, gesture
    5. Casting Time: Action
    6. Range: 20 meters
    7. Duration: Instant

    The spell sends a bolt of violet energy from your hand or focus at the target. The arcane bolt can be dodged or parried as a ranged attack. The arcane bolt inflicts 2D6 damage on a hit. Each power level beyond the first increases the damage by D6 or creates another bolt that hits another target within range.

    • Pillar (See Core Rules or Book of Magic)
    • Frost (See Core Rules or Book of Magic.)
    • Dispel (See Core Rules or Book of Magic.)

    The Mizrak High Elder

    Description:

    Resistance:

    Ferocity: 2 Size: Medium
    Movement: 10 Armor: 2 (Magical Scale Mail)   HP: 18

    MONSTER ATTACKS

    D6 Attacks:

    1: Horrifying Visage: The elder projects a terrifying illusion of itself causing anyone within 20 meters with line of sight to the elder to make a fear check.

    2: Arcane Volley: With the wave of his hand, the Elder unleashes three Arcane Bolts (each Level 1) toward up to three targets within range.

    3: Summon Mizrak Defender: The Elder opens a portal that produces 3 Defenders. If this result is rolled again, only 2 Defenders appear. After that, only one appears each time this result comes up. The Defenders act on the same initiative as one another. They do not act on the turn they are summoned.

    4: Attempt Mind Link: The Elder chooses one sentient creature within 10 meters and attempt to negotiate telepathically. Make an Opposed WIL roll. (Elder has a 12 WIL) if successful, the Elder breaks through and floods the target’s mind with images of its tribe, feelings of peace and prosperity, as well as a will to end all hostilities with the target.

    5: Stunning Shout: Any creature capable of hearing within 6 meters must make a WIL roll or be stuck in place until the end of their turn. During this time they may not move, fight, cast, or even speak.

    6: Summon Piscolodaemon: The Elder calls through a portal to an incomprehensible shadow realm to a Piscolodaemon, a frightening being from the far reaches of nightmare. (Roll a random demon from the Core Rulebook.) It lasts for 2d4 turns and acts on its own initiative. It may not act on the turn it is summoned. The only difference is this creature is unaffected by anything that would cause extra damage to a demon due to the Eldritch nature of the being.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  2. Monday Monster: Skeleton Spider Necroconstruct.

    Compatible with Dragonbane RPG.

    Description: A spider shaped creature made from bones and tattered flesh of one or more dead humanoid creatures, warped by necromantic magic into an unholy abomination.

    Resistance: Undead. Doesn’t need to eat, breathe, sleep. Immune to disease. Takes half damage from normal weapons.

    Special: Because it is infused with the spirit of a spider, it ignores obstacles and terrain.

    Ferocity: 2 Size: Medium.
    Movement: 12. Armor: 2 (natural) HP: 16

    MONSTER ATTACKS

    D6 Attacks:

    1: Necro Gaze: The spider grabs one target within 4 meters and gazes directly into their eyes. Target creature must be Medium size or smaller and be able to see. The creature becomes Dazed and must make a WIL roll or check on the Fear table. (If already Dazed, choose another Condition.)

    2: Necrotic Strike: The spider lashed out with its front claws at one target within 2 meters inflicting 1d6 slashing damage and an additional 1d4 necrotic damage. The necrotic damage is considered magical and ignores armor.

    3: Necro Spider Bite! Targets one target within 2 meters and deals 1d6 piercing damage and delivers a Potency 12 Paralyzing Poison.

    4: Webbing Spray: The spider sprays silky grayish-green webbing on a target within 10 meters coating it in immobilizing webs. Additionally, the target is affected by a contact paralyzing poison (Potency 8.) Anyone attempting to pull the webs off with bare hands will also be affected by the poison. The webbed character may attempt to break free by making an opposed STR roll vs STR 10. This attack can be parried. The webbing dissolves to a poisonous dust within one Shift.

    5: Necrotic Swipe: Targets up to three creatures within 2meters of the spider with a claw swipe that deals 1d6 slashing damage.

    6: Necro Beam: Strikes the first character in a line up to 10 meters away with a ray from the gem in its forehead that deals 2d4 magic damage and leaves the target Exhausted. (If already Exhausted, choose another condition.)

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  3. Monday Monster: The Visitor.


    For Use with the Dragonbane RPG.

    Description:
    This very odd looking but elusive creature looks to be a cross between a Pteranodon and a demon. It walks on two legs which are most often concealed by its cloak-like wings when on the ground. It has a gem in the center of its forehead. Perhaps the creature’s most unique quality is the unmistakable horribly stench that constantly surrounds it. The only sounds to have emanated from the Visitor are a low hum, some words in an ancient forgotten dialect, and one loud ear-splitting shriek.

    Local miners have speculated that the creature was awakened by recent mining activity and that there could be more of them lurking underground or nearby. Aside from one rare daylight appearance where it chased townspeople about for hours, it has only been seen at night in the sky. It seems to only appear near mines, mining camps, or mining towns. It seems to have a strong disdain for mortal technology.

    Despite its demonic appearance and hellish stench, the creature is not actually a demon, although its true origin may never be known as The Visitor has thus far been impossible to approach for any sort of communication.

    If slain, the strange jewel in the creature’s forehead will fetch a handsome sum of gold to an weapon smith, alchemist, demonologist, or apothecary due to its unique magical properties. If properly harnessed in a magic item, the jewel is capable of causing the item to project an energy beam that does 2d6 fire damage to one target within 10 meters once per Stretch.

    Ferocity: 3  Size: Medium
    Movement: 14 (Flying) Armor: 2 (natural leathery hide)  HP: 24

    Resistances:  The Visitor may make a free EVADE roll once per round and has Evade 16. It also receives a Boon on any subsequent Evade rolls involving missile attacks and spells. It is immune to fire damage.

    • Special: The Visitor has wings and can take its movement in the air.
    • The creature may vanish if it is near cover and at least 30 meters away from the nearest sentient creature.
    • If reduced to 8 hp or lower, the Visitor will turn invisible and/or attempt to fly away.
    • If slain the body dissolves into a puddle of foaming, noxious goo within one Stretch, leaving behind the jewel from its forehead.
    • Please note The Visitor has never been seen out in an enclosed space and has only appeared next to mines and/or mining encampments.
    • Dogs and other animals are automatically repulsed by the creature’s hallmark smell. Any animal in the vicinity will try to get upwind of the thing or as far away as possible.
    • Any creature within 10 meters of the Visitor must make a CON roll or lose their sense of smell for one Shift.

    MONSTER ATTACKS

    D6 Attacks:

    1. Energy Beam: The Visitor fires a hot blast of light from the jewel on its forehead at one character who takes 2d6 fire damage
    2. Unreal Fart: The creature exudes even more of its usual stench. All creatures within 10 meters must make a CON roll or take 1d4 damage and become Sickly and Disgusted. A successful Evade puts the character on the nearest available edge of the cloud. Characters can also go nose blind as mentioned above.
    3. Claw Swipe: Up to two creatures within 2 meters are struck by one of the Visitor’s razor-sharp claws for 1d8 slashing damage.
    4. Beak Bite: The Visitor noms on the nearest creature for 1d8 bludgeoning damage. If you thought it smelled bad on the outside, its breath is worse. Make a CON roll or become incapacitated for one round while vomiting ensues.
    5. Beam Sweep: A steady beam of energy erupts from the jewel on the creature’s forehead that strikes the first three creatures within 16 meters going from the creature’s right to left for 2d6 fire damage. The beam also strikes flammable inanimate objects and structures in between the targets with a 20% chance to ignite them.
    6. Unearthly Shriek: Any creature capable of hearing within 30 meters of the creature must make a WIL roll or roll on the Fear Table. Characters who have heard the creature before receive a Boon on the WIL roll.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    I have plans to make a greater version of this monster in the days to come along with a version for Twilight Sword RPG as soon as the CAT license becomes available. It may also make an appearance for the Ruttigers Almanac and TTRPG Toolkit someday.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  4. The Bah-Koom


    The Shlorping Abomination for Dragonbane RPG.

    The Bah-Koom spends most of its time sleeping, but when it wakes it strikes fear into the heart of small animals and mortal kin alike. It normally feeds on creatures of Small size or smaller because its lack of teeth makes it difficult to do any serious damage to humans or other medium size creatures. It does spell certain doom for pets, some wildlife, and the occasional halfling.

    The Bah-Koom has an oddly shaped head, not unlike that of a hammerhead shark that is more mouth than anything else. It has rows upon rows of spikey razor-sharp teeth that point backwards to prevent prey from escaping. Its bulbous, oddly shaped head is connected to a barrel-shaped body by a long tubular neck. Prey can sometimes be seen passing though the neck which stretches to accommodate most creatures. At the back of the creature is a long, rat-like tail that ends in a cartilage ball with a stinger.

    It spends an inordinate amount of time sleeping, usually in a quiet, dark corner or back of a cave. When in comes to life the horrendous noise it makes is enough to frighten most creatures. It doesn’t move terribly fast and larger creatures are never on the menu. It moves via ridges on the underside of its body, similar to that of a snake. It will always attempt to flee at the sight of a Large creature or larger.

    Ferocity: 2 Size: Medium
    Movement: 8  Armor: 2 (Natural)  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Roar! The Bah-Koom comes to life with an unearthly howl. All creatures within 30 meters who have never heard it before must make a WIL roll. If failed, roll on the Fear Table.
    2. Slurp: The creature attempts to inhale any one creature or object within 2 meters. Make an opposed STR roll vs 12. If the creature wins, it successfully inhales a small sized creature or smaller. If the creature is Medium size or larger, the creature will attempt to slurp up a weapon, object, or random item. On rare occasions it has inhaled an entire adventurer’s pack. See “In the creature’s gut” for what happens next.
    3. Spew: The Bah-Koom goes from suck to blow, expelling chunks of bone, fur, feathers, small coins, and other random tiny objects in a cone 2 meters wide at the base and 6 meters wide at the end. It does 1d6 damage and blinds the targets for one round. Successful Evade rolls place the creature is moved to the closest edge out of the cone.
    4. Sting: The creature attempts to zap one target within 4 meters with its tail. The stinger delivers 1d4 piercing damage and a Potency 10 Paralytic Poison (See Dragonbane rules for details.) If armor blocks the damage, no poison is injected.
    5. Flail Profusely: The Bah-Koom does what has been described at its panic dance that is confusing more than dangerous. Any creature within 4 meters is struck with the head or tail for 1d6 Bludgeoning damage. Any creature witnessing this behavior for the first time can be mesmerized by the movements and must make a WIL roll or become Confused.
    6. Adorable Shlorp: The Bah-Koom sniffs and sucks its way around the target as if tasting it. This does no damage to Medium or Larger creatures other than possibly cleaning their clothes. It looks up at the target creature with sad puppy dog eyes as if begging for mercy. Small creatures have a chance to become stuck in the creature’s mouth and Slurped the next round. (See 2 above.) If applied to a Medium or larger creature and is not attacked on the subsequent round, The Bah-Koom will whine and move away at double its normal speed in and effort to flee.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  5. Monday Monster: Coychure


    For use with the Dragonbane RPG.

    Coychure

    Description:
    Once someone encounters the Coychure, they can’t unsee it. Some have gone so far as to beg Mentalists to erase it from their minds. This nocturnal predator causes other cryptids to flee at the very sight of it.

    It is unclear where this creature originated. Some say it is a demon, others say it was hatched in a mad Archmage’s laboratory. Deep research, as best that can be done by scholars at present, suggests that more than one of these beasts indicate they came from a pocket dimension or subplane. One victim driven mad by the Coychure claimed that it came from a strange puzzle box along with other nightmares.

    Its most striking feature are its two mouths, one lupine, the other more human. Its eyes are similar to a bee, set farther back on the skull. It has a body of a coyote, wings like a vulture, warped, distorted limbs similar to vulture talons. The Coychure’s tail is almost reptilian, but also similar to a fish. Its body is covered in a mix of fur, feathers, and scales making its actual body very difficult to identify.

    One interesting thing about this monster is that its flesh and even bone dissolves when it is slain, making any sort of identification impossible. Once slain the creature turns to a sizzling puddle of goo withing one Stretch. Contact with the goo deals 1d4 acid damage and burns for one Stretch unless neutralized or washed off.

    Resistance:
    The Coychure is immune to effects requiring a WIL roll such as Fear or mind control. Also immune to acid and poison. Takes half damage from non-magical fire, cold, slashing, and piercing attacks.

    Nimble: Coychure Evades attacks at skill level 14.

    Wings: The Coychure may take its movement in the air.
    Swimming: The Coychure swims at normal movement speed and can hold its breath underwater for a full Stretch.

    Aura of Terror: The first time a creature steps within 10 meters of the Coychure it must make a WIL roll. Failure means a roll on the Fear Table. Creatures who have seen the Coychure before have a Boon to this roll.

    Ferocity: 2  Size: Medium
    Movement: 12  Armor: 3 Natural HP: 22

    MONSTER ATTACKS

    D6 Attacks:

    1. Existential Dread Howl: Anyone within 30 meters must make a WIL roll with a Bane regardless of having seen the creature. Failure means rolling on the Fear Table.
    2. Bite-Bite: One target within 2 meters is bitten twice for 2d4 piercing damage.
    3. Swooping Talon Rake: One target within 4 meters is hit for 1d8 slashing damage and is knocked prone at the start of their turn.
    4. Gibbering Nonsense: All creatures within 8 meters must make a WIL roll to fend off a psychic attack. Failure means becoming Dazed. If already Dazed, the GM may choose another condition.
    5. That Tail: The Coychure flies up into the air slapping one character within 4 meters with an attack that does 1d4 piercing damage and injects a Potency 12 Paralyzing Poison. If armor negates the damage, no poison is delivered.
    6. Drag-N-Drop: The Coychure attempts to grab one character or creature (Medium or smaller) and carry it into the air 1d12 meters and in a direction of the GM’s choosing before dropping them for an appropriate amount of fall damage and starting the turn prone. An Opposed STR roll vs a 14 may be made to resist being picked up and dropped early.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  6. Monday Monster: Gorvult


    Compatible with Dragonbane RPG.


    Description: A large, black, hairy beast that glides seamlessly between the trees and lands on prey from above. It is the terror of the night in deep forest/jungle areas.

    Ferocity: 2             Size: Large
    Movement: 12 (Flying) Armor: 2 (Natural)            HP: 36

    Has wings, can fly. When flying at night is treated as having 14 Sneaking.

    Gorvult Attacks:

    D6 Attacks:

    1: Big, Big Bite: Inflicts 2d8 piercing damage on one target within 2 meters.

    2: Big, Big Crunch: The Gorvult leaps high into the air and comes down with all of its weight on one target inflicting 2d6 bludgeoning damage and knocking the opponent prone on their turn.

    3: How Good Is Your Armor? The Gorvult makes excited noises and jumps up and down on one target within 4 meters 1d6 times inflicting 1d6 bludgeoning damage each time. Each bounce counts as a separate attack when parrying. A successful EVADE avoids the attack entirely. One successful bounce leaves the character prone on the start of their turn.

    4: Big Wallop! The Gorvult swings both fists together striking up to 2 adjacent characters within 2 meters for 1d8 bludgeoning damage each. Characters struck by the attack are knocked prone until the start of their turn.

    5: Thump Thump: Gorvult grabs one character within 2 meters by the ankle and slamming them against the ground 1d4 times for 1d6 bludgeoning damage each time. Armor bonuses do not apply. After the first slam, the character can make a free attempt to wriggle out of the creature’s grasp with an opposed STR roll. (Gorvult has a 16 for purposes of this check.) Characters hit with this attack also suffer the Dazed condition.

    6: Snatch and Drop: Gorvult grabs one character within 2 meters with its talons and soars skyward 45 meters before dropping them. Standard falling damage applies.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign
  7. THE GOAT MAN


    Description:
    A towering, hairy humanoid with the head of a black-eyed goat. Its almond-shaped eyes are glossy and depthless, reflecting no light. The mouth hangs too wide, too slack, as if unhinged. Its fingers are long and rake-like, ending in splintered claws. It smells of damp earth, rot, and wet fur. It does not speak, but sometimes it laughs.

    Resistance: Immune to fear. Takes half damage from non-magical fire.
    Ferocity: 2 Size: Large
    Movement: 12 Armor: 3 (matted hide and dense muscle) HP: 32

    MONSTER ATTACKS

    D6 Attacks:

    1. Horn Gore: The Goat Man lowers its head and drives forward doing 1d12 Bludgeoning damage. If the victim suffers damage, they are knocked prone at the start of their turn..
    2. Claw Rake: A sweeping strike at 2 opponents withing 2 meters with elongated rake-like fingers doing 1d10 Slashing damage to each target.
    3. Severe Rend: The Goat Man focuses entirely on one target within arm’s reach with an overwhelming slashing attack that does 2d6 Slashing damage.
    4. Chunk Bite: The gaping mouth clamps down and tears away flesh on one character for 1d8 slashing damage. If damage penetrates armor, the victim must a Fear Check due to shock and revulsion.
    5. Black-Eyed Stare: The Goat Man locks eyes with one target within 10 meters must make a Fear Roll.
    6. Disheartening Presence: All characters within 24 meters must make a Fear Roll as the creature emits an unearthly howl-scream that frightens all nearby wildlife and strikes terror into the hearts of all who hear it.

    Combat Note: The Goat Man is meant to be a shadowy mystery above anything else. If reduced to half HP or if one combatant is dropped to 0 HP (or even appears to be deceased) the Goat Man will attempt to flee and/or hide from any and all pursuers. Sneaking 14.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch
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