Wandering Monsters Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Dimirag
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Re: Wandering Monsters Supplement

Post by Dimirag »

No need to rush, the supplement is used to waiting :lol:
Meanwhile there are other blanks to fill.
Sorry for any misspelling or writing error, I am not a native English speaker
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Solomoriah
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Dimirag wrote: Fri May 07, 2021 2:13 pm Dungeon Encounter - Level 3

90. 8 Living Statues, Crystal, Tiny: AC 20, HD 1, #At 2 fists, Dam 1d2/1d2, Mv 10', Sv F1, Ml 12, XP 25ea, CR100*

91. 10 Living Statues, Crystal, Tiny: AC 20, HD 1, #At 2 fists, Dam 1d2/1d2, Mv 10', Sv F1, Ml 12, XP 25ea, CR100*

92. Battle-hardened Lizard Man: AC 15(12), HD 3, #At 1 weapon, Dam 1d6+1 or by weapon +1, Mv 20' Unarmored 30' Swim 40' (not in armor), Sv F3, Ml 11, XP 145, CR102*

2 Lizard Men: AC 15(12), HD 2, #At 1 weapon, Dam 1d6+1 or by weapon +1, Mv 20' Unarmored 30' Swim 40' (not in armor), Sv F3, Ml 11, XP 75, CR102

93. 2 Battle-hardened Lizard Men: AC 15(12), HD 3, #At 1 weapon, Dam 1d6+1 or by weapon +1, Mv 20' Unarmored 30' Swim 40' (not in armor), Sv F3, Ml 11, XP 145, CR102*

94. 4 High-pitched Shrieker: AC 13, HD 3*, #At special, Dam none, Mv 5', Sv F1, Ml 12, XP 175, CR116*
The sound it emits also causes a -4 penalty on the listeners.

95. 7 High-pitched Shrieker: AC 13, HD 3*, #At special, Dam none, Mv 5', Sv F1, Ml 12, XP 175, CR116*
The sound it emits also causes a -4 penalty on the listeners.
Comments on your level 3 encounters... I know I have a rep for killing players, but aren't the tiny statues (figurines?) a bit weak for level 3? Down-level monsters are usually only one level lower, and at about double numbers. I kind of feel the same about the lizard men, since they're only a level higher and still at low numbers compared to the average 4 to 8 PC group.

I do love the high-pitched shriekers though... :D

EDIT: I went ahead and put the high-pitched shriekers in slots 90 and 91.
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Dimirag
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Re: Wandering Monsters Supplement

Post by Dimirag »

Those figurines should be 2HD each agh, I started them as 1HD for their size, but they should appear in a huuuge number to compensate the encounter level.
Sorry for any misspelling or writing error, I am not a native English speaker
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chiisu81
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Re: Wandering Monsters Supplement

Post by chiisu81 »

Solomoriah wrote: Sat May 08, 2021 3:08 pm That's the tricky question. The core rules don't have very many appropriate monsters. Before we do this, let's get a list of all the relevant monsters (with their source book and page) and then figure out how to distribute them.

I'd do it now but I'm on something else...
If someone would just make an index, a monster index you could say...
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Re: Wandering Monsters Supplement

Post by Solomoriah »

TPFox, you want "Tim Fox" for credits, right?

Guys, remember this is a d% table. The more times a monster appears, the more "common" it is. I'm reducing the numbers for some of the monsters that should not be so common in my opinion, but I'm willing to discuss how common they should be.

I'll push a new copy soon with at least some of what you guys have submitted, and thanks! If I miss crediting anyone, please let me know.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

More notes... Wandering Monsters is meant to be a quick reference. I'm limiting descriptive text to basic attack and defense features; the book and page reference should be enough for the GM to fill in the blanks. This is the same theory we use in writing adventures.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Also, "special" monsters can be modified, or they can represent an unusual group of otherwise-ordinary monsters. Or monsters not usually found on random encounter tables.

Also found nixies on the Dungeon Level 1 table. Not sure how that got past me. You're not finding nixies without water, so they really don't belong in the dungeon.
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Re: Wandering Monsters Supplement

Post by TPFox »

Yes, Tim Fox for credits is fine. I hadn't meant to open up a new section on the "land of the lost." I was just reading through and typing in what I thought could fit the different sections. At this point, I have posted Field Guide monsters for Wilderness - Desert or Barren, Grassland, and Inhabited Territories. The feedback so far is that my choices for Desert or Barren, and Grassland land fit more of a Dinosaur theme. I'll hold off making corrections other than formatting (tried to shorten descriptions, and add specific weapons), as you requested above, until you get your Dino list going. I am really pleased that my post and few contributions here have got this project going again.

Here is my take on: Wilderness Encounters, Jungle

67. Elephant, Shovel Tusk: AC 20, HD 10 (AB + 9), #At 1 tusk or trample, Dam 1d10 tusk, 4d10 trample, Mv 40', Sv F10, Ml 8, XP 1300, FG 30
HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

68. Ettercap: AC14, HD 6 + 1, #At 2 claws / 1 bite + poison, Dam 1d3 bite, 1d8 bite, Mv 30', Sv F6, Ml 7, XP 500, FG 30
Bite: save vs Poisons or paralysis, other abilities: web throwing / sticky webs
HP 38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

69. Ettercap: AC14, HD 6 + 1, #At 2 claws / 1 bite + poison, Dam 1d3 bite, 1d8 bite, Mv 30', Sv F6, Ml 7, XP 500, FG 30
Bite: save vs Poisons or paralysis, other abilities: web throwing / sticky webs
HP 37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

3 Spiders, Crab: AC13, HD 2*, #At 1 bite + poison, Dam 1d8 bite, Mv 40', Sv F2, Ml 7, XP 100, CR 119
Surprises 1-4 on d6 when hidden, Bite: save vs. Poison or die
HP 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

70. Spider, Giant Bola: AC15, HD 4*, #At 1 bite + poison, Dam 1d8 bite, Mv 50', Sv F4, Ml 8, XP 280, FG1 71
Entangling web ability, Bite: save vs. Poison
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐

71. Choker: AC17, HD 3 + 3, #At 1 choke, Dam 1d3 choke + special, Mv 20', Sv F1, Ml 7, XP 145, FG1 18
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

72. Cockroach, Balroach: AC 18, HD 5**, #At 1 bite, Dam 1d8 bite, Mv 50', Sv F5*, Ml 9, XP 450, FG1 19
Immune to poisons / diseases, horrible smell within 20' save vs. Poison or suffer from severe nausea
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐

73. 9 Caneins: AC 14 (11), HD 1, #At 1 bite or 1 weapon, Dam 1d4 bite or 1d8 long swords, Mv 40', Sv F1 (+2 vs Death Ray or Poison and Paralysis or Petrification), Ml 8, XP 25 ea., FG1 16
Sense concealed / invisible, tracking: 80% (-15% per hour behind target)
HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
33 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
45 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐

74. Brownie: AC 19 (also invisibility), HD 1**, #At 1 miniature weapon, Dam 1d2 + poison poisoned miniature dagger, Mv 30', Sv MU1 (with bonuses), Ml 7, XP 49, FG1 14
Darkvision, shape-changing, if hit save vs Poison, detect magic/invisibility at will, can cast confusion, hit only by silver/magical weapons, HP regen, Saves: +4 Magic, +1 Paralysis / Petrify
HP 7 ☐☐☐☐☐ ☐☐

75. 15 Bats, Giant Flying Fox: AC 14, HD 3, #At 1 bite, Dam 1d6 bite, Mv 10' Fly 60' (10'), Sv F3, Ml 9, XP 145 ea., FG1 10
Darkvision, Bite: chance of disease
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
5 ☐☐☐☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

76. 10 Bats, Giant Flying Fox: AC 14, HD 3, #At 1 bite, Dam 1d6 bite, Mv 10' Fly 60' (10'), Sv F3, Ml 9, XP 145 ea., FG1 10
Darkvision, Bite: chance of disease
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

77. Badger, Giant: AC 17, HD 10 (AB + 9), #At 1 bite, Dam 4d4 bite, Mv 50', Sv F10, Ml 9, XP 1300, FG1 10
HP 54 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

78. 2 Badgers, Giant: AC 17, HD 10 (AB + 9), #At 1 bite, Dam 4d4 bite, Mv 50', Sv F10, Ml 9, XP 1300 ea., FG1 10
HP 47 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
55 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

79. 3 Apes, Gorilla: AC 14, HD 4, #At 1 maul / 1 bite, Dam 1d6 maul, 1d6 bite, Mv 40', Sv F4, Ml 7, XP 240 ea., FG1 7
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐


80. 4 Ant Lions, Giant: AC 16, HD 4, #At 1 bite, Dam 1d10 bite, Mv 40', Sv F4, Ml 8, XP 240 ea., FG1 4
Use traps to catch victims
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

81. 3 Ant Lions, Giant: AC 16, HD 4, #At 1 bite, Dam 1d10 bite, Mv 40', Sv F4, Ml 8, XP 240, FG1 4
Use traps to catch victims
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

82. 7 Ankhegs: AC 18, HD 5*, #At 1 bite + special, Dam 2d6 bite + special, Mv 30' Burrow 20', Sv F5, Ml 7, XP 405 ea., FG1 3
Abilities: grab and drag prey, spit acid
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐

83. 16 Mosquitos, Giant: AC 11, HD 1d4*, #At 1 bite, Dam 1d3 bite + 1d3/round blood drain, Mv 50', Sv F1, Ml 9, XP 13 ea., FG1 49
HP 3 ☐☐☐
4 ☐☐☐☐
2 ☐☐
4 ☐☐☐☐
3 ☐☐☐
1 ☐
1 ☐
1 ☐
1 ☐
4 ☐☐☐☐
1 ☐
3 ☐☐☐
2 ☐☐
4 ☐☐☐☐
4 ☐☐☐☐
3 ☐☐☐

84. 10 Mosquitos, Giant: AC 11, HD 1d4*, #At 1 bite, Dam 1d3 bite + 1d3/round blood drain, Mv 50', Sv F1, Ml 9, XP 13 ea., FG1 49
HP 4 ☐☐☐☐
4 ☐☐☐☐
3 ☐☐☐
4 ☐☐☐☐
4 ☐☐☐☐
1 ☐
3 ☐☐☐
4 ☐☐☐☐
2 ☐☐
4 ☐☐☐☐

85. 7 Nazgorian, Frogman: AC 13, HD 3, #At 2 weapons, Dam 1d8+1 two long swords, Mv 40', Sv F3, Ml 10, XP 145 ea., FG1 51
Surprise on 1-3 on d6, +1 damage, sensitive to sunlight / dry air
HP 9 ☐☐☐☐☐ ☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

86. Phantom, Fungus: AC 14, HD 2, #At 1 bite, Dam 1d6, Mv 20', Sv F2, Ml 12, XP 75, FG1 57
Invisible: -4 to attack it unless you see invisible
HP 9 ☐☐☐☐☐ ☐☐☐☐

87. Prince Frog: AC 13, HD 2*, #At 2 claws/1 bite + special, Dam 1d4 claw, 1d6 bite + paralysis, Mv 20' Leap 20', Sv F2, Ml 9, XP 100, FG1 58
Detect invisible continually, Bite: save vs Poison or coma
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

88. Tendriculos: AC 16, HD 9* (AB + 8), #At 1 bite/2 tendrils, Dam 2d8 bite, 1d6 tendril, Mv 20', Sv F9, Ml 9, XP 1150, FG1 73
Swallows foe on natural 20, regeneration of body parts
HP 52 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐

88. Necrotic Ooze: AC 13, HD 3, #At 1 slam, Dam 1d6 slam, Mv 10', Sv F3, Ml 11, XP 145, FG1 52
Turned as wight, Immune: sleep, charm, cold spells, are mindless, immune to disease / poison, chance of rotting disease: save vs Poison after battle
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

----------
EDITED: 5/13 to include for format for XP
Last edited by TPFox on Wed May 12, 2021 9:14 pm, edited 1 time in total.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

I've updated the current release in the first post. I omitted some monsters, mainly due either to being prehistoric (not ready for that yet, but probably in the next release) or not rare enough. In general, Field Guide monsters should be considered "rare" or "very rare." Rare creatures should appear on a given wilderness table no more than 2 or 3 times, and very rare creatures should appear at most once.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Ack. Tim, I didn't get that last post in the R21 I just uploaded... we crossed the streams, it seems. I'll get them for the next one.
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