For making monsters for Travail Saga (https://lizardmandiaries.blogspot.com/2022/05/travail-saga-pdf-released.html) !
There is an automated version at the bottom of the post!
d40 Monster Generator - Roll on each table and combine to create a monster/group of monsters/population of monsters. The referee will need to decide on the specific values for the monster's attributes and powers (Magic, Abilities and Skills).
Monster Base Form: Roll twice and combine, this will give a suggestion of the monster’s basic attributes and powers.
- Humanoid - can speak
- Metallic cube - magic resistant
- Bird - beaked and winged for flight
- Jellyfish - floating and mindless
- Octopus - many limbed and cunning
- Tiger - swift
- Bat - fanged and leathery winged for flight
- Marlin - swift, long horned and scaled
- Beetle - compound eyes and thick chitin
- Fish - finned and scaled
- Caterpillar - plump, segmented and many legged
- Weed - leaf and many spindle limb covered
- Gem - hardened, geometric and angular
- Brain - can communicate/interact telepathically
- Internal organ mound - quivering and wet
- Mimic - takes on part of appearance of object in its environment
- Tortoise - thick shelled and plodding
- Dog - extraordinary sense of smell
- Cat - extraordinary grace
- Armadillo - plated in natural armour and can roll into a ball
- Spider - many eyed and can scale sheer surfaces
- Gorilla - excellent climber
- Wolf - can communicate telepathically with others in pack
- Shark - Never stops moving and huge mawed
- Vine cluster mound - can regenerate limbs
- Mushroom - emits harmful spores
- Crab - shelled and huge clawed
- Rat - ravenous
- Horse - hooved and thunderous
- Eyeball - bulbous and glaring
- Stingray - floating and barbed
- Snake - venomous
- Lizard - scaled and wise
- Bear - shambling and ferocious
- Worm - burrows and digs
- Snail - mucousy and shelled
- Lamprey - slimy and bloodsucking
- Maggot - Plump and writhing
- Goat - horned
- Fly - winged and insectoid
- Holy - halo'd and those that strike it are smote in return
- Guardian - metallic tinged and hardened
- Glowing - emanating unnatural light
- Winged - even more wings if already winged
- Air bag - can float and exhale powerful gusts
- Ghostly - only causes/takes damage with/from magic
- Pored - covered in craterous hole clusters that effuse foul gas
- Vibrating - incredibly fast
- Horde - tiny but encountered en masse
- Camouflaged - blends in to surroundings
- Slime - goopy and viscous, just maintaining form
- Vegetative - green tinged, sprouting leaves and vines
- Gilded - metallic coated and studded with gems
- Illithid - imbued with additional brain growths and telekinetic abilities
- Bloody - surging with huge veins of physical empowerment
- Chrome - coated in liquid appearing reflective metal
- Aquatic - finned, gilled, scaled and preferring of wet environs
- Sparking - electrically charged and sprouting lightning
- Pale - blood thirsty, with white, dead flesh
- Faceless - disturbingly cleansed of visage
- Mechanical - composed of chains and cogs
- Giant - huge and crudely formed
- Wooly - hairy and horned
- Flower - erupting with hypnotic petals
- Tendrilled - many strong tentacles replace or alongside limbs
- Burning - spurting ever burning large flames
- Ruined - crumbling, falling apart bloodily, missing limbs and organs
- Armed - has four additional powerful human arms with hands
- Sighted - covered in eyes and sees everything
- Cyclopean - mono eyed and hideously oversized
- Well armed - equipped with an oversized weapon
- Costumed - attired in some form of worn armour or regalia
- Battering - Plated and horned to maximize the damage of its charge
- Nocturnal - Red eyes and pale, docile in the light, ferocious in the dark
- Rock - flesh made of craggy stone
- Slender - disturbingly spindly and long, probing, limbed
- Bloated - armoured with folds of blubber
- Skeletal - immune to stabbing and slicing
- Spiked - covered in razor spines
- Diseased - bubbling with boils, bile and sores, while wafting miasma
Bless
Curse
Cleanse
Heal
Banish
Summon Light
Calm
Glamor
Mesmerize
Hold in place
Predict future
Summon silence
Summon barrier
Summon wind
Accelerate
Shrink
Invisibility
Intangibility
Warp internal organs
Reflect
Summon water
Weaken
Summon acid
Grow
Panic
Summon vegetation
Warp form of external flesh
Summon fire
Crumble
Telekinesis
Harden
Soften
Summon lightning
Summon earth
Summon hole
Slow
Cause terror
Cause pain
Summon shadows
Summon sickness
Melee attack
Wrestle - Holds a target in place and unable to move for test success value turns, the wrestler must devote themselves to this task for this time (can’t attempt other actions).
Dodge
Intimidate - Target won't attack monster for test success value turns.
Ranged attack .
Hide and move stealthily
Sneak attack - an attack on an unaware target, rolled as 4d6 x 2 (instead of the normal 2d6 for a melee attack).
Pickpocket
Hamstring - Target can only hobble slowly for test success value turns.
Torture
Blind - Monster uses whatever is at their disposal to blind a target test success value turns, or permanently if the tools and success value is deemed high enough by the referee.
Poison edge - Apply poison to a weapon (or body part being used as such), being effective for test success value turns.
Charge - An opening melee attack that requires an appropriately length run up, uses 4d6 + Body value (instead of 2d6).
Flurry attack - monster attacks d6 + level times in a round but only rolls 1d6 (instead of 2d6) for each attack.
Feint - Any other being attacking the target of a feint adds the test success value amount to their roll for that turn.
Concussive blow - a melee attack with a blunt weapon, does double damage to heavily armored targets.
Slice - a melee attack with a blade, does double damage to unarmoured targets
Wild strike - a randomized melee attack, the monster rolls a d6 : 1- 2) a miss, 3 - 5) roll 4d6 instead of 2d6 for a wild strike attack 6) roll 4d6 instead of 2d6 for a wild strike attack but assume 2 of the dice are rolled as automatic 6s
Enrage self - Add test success value amount to any melee attacks for test success value amount turns, but target attacked is determined at random.
Enrage other - target only attacks enrager for test success value turns.
Armour self - Test success value amount added to Body defense tests for monster level x 2 turns.
Find weakness - Test success value added to attack rolls against the target for for monster level x 2 turns.
Open wound - A melee attack with a sharp weapon rolled with 1d6 instead of 2d6 but half of any damage value is automatically applied to the target for d6 rounds after the attack.
Disarm - Target drops weapon on success
Shred armour - Target’s Body bonus granted by armour reduced by success value.
Predict opponent - Monster deduces the action the target will take in the next round, if monster is in combat with the target test success value can by added to a test against or defending against the target.
Exhaust opponent - targets Body value is reduced by half for test success value turns.
Topple opponent - The target falls to the ground, prone.
Bite - Add half of Body value to roll, d6 Body value restored for each separate opponent bitten
Weather summoning
Navigation
Tracking
Lock picking and escape artistry
Alchemy and poison brewing
Judge intentions
Artistic creation
Farming and woodchopping
Building and masonry
Herblore, First aid and medicine
Camouflage
Desire - This can be a for an individual monster or a specific group of monsters:
Peace
To be worshiped
To steal knowledge from interlopers into territory
Relax
Empty the area of other beings
Haunt and hunt those that enter its territory
Relocate home
Reproduce in large numbers
Reduce population in territory
Hide and remain hidden
Analyze any beings who enter its territory
Avenge a comrade/family member recently killed by humans
Steal gems, coins, etc from interloper in territory
Steal physical items from interlopers in territory
Restock food supplies
Steal a very specific cooking ingredient from interlopers into territory
Steal or trade for tools from interlopers into territory
Kill a rival
Kill a member of population who has committed a taboo
Kill a traitorous member of the population
Capture and hold interloper into territory
Destroy a disturbing natural thing within territory
Destroy a disturbing structure within territory
Construct a tool
Gain knowledge into the future
Find a store of food
Consume a store of food
Stop population members in territory from fighting with one another
Create a truce, or productive relationship, with another population within territory.
Kill something menacing within territory
Complete a construction they have been working on for a long time
Steal something treasured by another population within territory
Totally eliminate a rival population in territory
Uncover an important resource from beneath the ground
Dispose of a corpse
Kill everything they see
Torture interlopers into territory
Steal memories or knowledge from interlopers into territory
Heal population from spreading sickness
Become the leader of population through display of strength or cunning