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Difference between revisions of "Creatures"

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

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== Machine-Learning-Generated Potterian Creatures ==
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HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature's total HP (hit points).d8
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;Appearance :What it looks like.
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;Wants / Motive / Goal : What it wants.
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;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.
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;Movement :Compared to a normal human.
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;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.
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;Damage :How much HP damage it does on a successful hit.
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;Number Appearing :How many show up or appear in a herd.
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Monster names taken from Janelle Shane's neural network.
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-----
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[[Animal, Dome]]
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;Hit Dice :1d8
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;Appearance :furry turtle
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;Wants / Motive / Goal : lettuce
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;Armor Class :18 (as plate + shield)
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;Movement : 10 ft.
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;Morale / DC to prevent it fleeing : 6
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;Damage :1d4 bite
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;Number Appearing :2d6
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Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them.
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-----
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[[Barber]]
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;Hit Dice :1d8
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;Appearance :human in a white apron. Long black moustache, bald head.
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;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.
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;Armor Class :none
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;Movement :normal
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 slashing
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;Number Appearing :2d4
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Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.
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-----
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[[Beeple, Desert]]
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;Hit Dice :6d8
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;Appearance :an emaciated camel with a long pointed snout
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;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples
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;Armor Class :as leather
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;Movement :3x normal
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;Morale / DC to prevent it fleeing : 6
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;Damage :1d8 piercing/1d6 kicking
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;Number Appearing :1
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Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.
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-----
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[[Brain, Fire]]
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;Hit Dice :8d8
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;Appearance :a flying brain hovering on 4 blue-white jets of fire
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;Wants / Motive / Goal : to devour the mental energy of intelligent creatures
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;Armor Class :none
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;Movement :2x normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :2d6 psychic blast/2d6 fire/2d6 fire
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;Number Appearing :1
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The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.
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-----
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[[Burglestar]]
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;Hit Dice :0 (2 HP)
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;Appearance :a starfish with five limbs, each ending in a branching bone-like tree
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;Wants / Motive / Goal : to open locks, eat sea urchins
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Armour: none
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;Movement :1/8th normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :0
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;Number Appearing :1
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The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it's one of the Creator's little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.
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-----
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[[Cloud of Chaos]]
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;Hit Dice :5d8
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;Appearance :a 30' wide cloud of pink-purple-green sparkles
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;Wants / Motive / Goal : to adjust everything. May not actually want anything.
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;Armor Class :as plate
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;Movement :1/2 normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :see below.
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;Number Appearing :1
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The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC's character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.
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-----
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[[Dog, Goblin]]
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;Hit Dice :2d8
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;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.
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;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters
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Armour: as leather
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;Movement :normal
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 biting
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;Number Appearing :2d10
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Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy.
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-----
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[[Dragon, Purple Fang]]
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;Hit Dice :4d8
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;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.
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;Wants / Motive / Goal : to bite people, hoard panic.
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;Armor Class :18 (as plate + shield).
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;Movement :2x normal
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;Morale / DC to prevent it fleeing : 8
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;Damage :0, or 1d6 claw if really annoyed.
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;Number Appearing :1d6
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Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.
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-----
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[[Durp Snake]]
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;Hit Dice :1d8
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;Appearance :a pale green snake with a perpetually worried expression
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;Wants / Motive / Goal : to live a long and happy life
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;Armor Class :as leather
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;Movement :normal
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;Morale / DC to prevent it fleeing : 4
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;Damage :10d6 poison damage
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;Number Appearing :2d6
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The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It's tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.
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-----
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[[Fish, Astro-]]
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;Hit Dice :1d8
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;Appearance :silvery-blue fish with very hard scales.
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;Wants / Motive / Goal : no one knows. Fish things, presumably.
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;Armor Class :as chain
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;Movement :2x normal in water
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;Morale / DC to prevent it fleeing : 5
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;Damage :2d8 on impact, 1d4 biting
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;Number Appearing :showers of 3d100
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Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don't mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable.
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-----
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[[Fish, Sun of]]
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;Hit Dice :4d8
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;Appearance :a radiating sun of herrings. Tails in, gawping mouths out.
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;Wants / Motive / Goal : to shine benevolently
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;Armor Class :as chain
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;Movement :1x normal (floating)
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;Morale / DC to prevent it fleeing : 8
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;Damage :none
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;Number Appearing :1
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Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.
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-----
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[[Fraithwarp, Giant]]
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;Hit Dice :8d8
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;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.
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;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.
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;Armor Class :as chain.
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;Movement :2x normal (flying)
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;Morale / DC to prevent it fleeing : 7
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;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.
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;Number Appearing :1d6
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They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.
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-----
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[[Giant, Dunebat]]
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;Hit Dice :4d8
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;Appearance :a giant khaki bat with a huge scoop mouth
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;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children
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;Armor Class :as leather
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;Movement :3x normal, or 5x normal if diving
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed
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;Number Appearing :1
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The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence.
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-----
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[[Golem, Rain]]
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;Hit Dice :1d8
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;Appearance :a human figure made of rain. Drops appear where the figure's outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.
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Armour: none
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;Movement :normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.
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;Number Appearing :1
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A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.
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-----
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[[Hatfright]]
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;Hit Dice :4d8
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;Appearance :a wonderful and expensive wizard's hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).
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Armour: as leather
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;Movement :1/2 normal (hopping).
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;Morale / DC to prevent it fleeing : 12
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;Damage :1d6 per round biting. Difficult to remove once it bites.
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A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim's head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.
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-----
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[[Horse (Spider, Brain)]]
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;Hit Dice :2d8
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;Appearance :a giant brain with hairy eight spider legs... and a saddle.
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Armour: none
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;Movement :2x normal on all surfaces (even upside-down)
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;Morale / DC to prevent it fleeing : 6
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;Damage :1d6 piercing
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Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required.
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-----
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[[Hound, Plant]]
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;Hit Dice :2d8
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;Appearance :a wolf made of vines with a venus flytrap head
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;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.
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;Armor Class :none.
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;Movement :1/2 normal.
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.
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;Number Appearing :2d6
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They urch out of the woods, pink mouths open and sticky. They can't chase you down, but they can corner you. They aren't quick but they are very, very good at blocking escape routes.
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-----
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[[Jabberwont]]
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;Hit Dice :4d8
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;Appearance :a blue rabbit with elk horns, fangs, and a snake's tail
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;Wants / Motive / Goal : riddles
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;Armor Class :as plate
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;Movement :1x normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :2d6 lightning from its horns. Will not attack unless cornered.
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;Number Appearing :1
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The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you'll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly.
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-----
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[[Kick Spirit]]
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;Hit Dice :2d8
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;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.
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;Wants / Motive / Goal : to kick people in the backside
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Armour: none (but it is a ghost)
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;Movement :2x normal, can pass through solid objects
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d4 from being kicked in the pants
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;Number Appearing :1
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A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you're trying to get on a horse. While you're getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.
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-----
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[[Lycanthrope, Wereladoo]]
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;Hit Dice :2d8
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;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.
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;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.
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;Armor Class :as chain.
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;Movement :2x normal (bounding)
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;Morale / DC to prevent it fleeing : 12
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;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe.
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;Number Appearing :1
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People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It's a weird creature. People who think about it too much become Wereladoos.
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-----
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[[Man-Can]]
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;Hit Dice :2d8
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;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.
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;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.
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;Armor Class :as plate
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;Movement :normal
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 punching
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;Number Appearing :10x1d10
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Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork.
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-----
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[[Memeball]]
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;Hit Dice :4 (chan)d8
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;Appearance :cat
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Armour: as chain (letter)
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;Movement :it move it. You like to move it move it. We like to move it move.
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;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil
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;Damage :1d6 directly to the soul, 3d6 lazor, etc.
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;Number Appearing :100 - 1 for every meme the players can list in under a minute and I'm very sorry about this.
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Deployed via a series of tubes.
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-----
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[[Ogre, Space]]
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;Hit Dice :6d8
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;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet
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;Wants / Motive / Goal : to collect samples, go back into space
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;Armor Class :as leather
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;Movement :normal
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;Morale / DC to prevent it fleeing : 8
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;Damage :1d6 bludgeoning (with a sample collection trowel).
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;Number Appearing :1d6
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There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.
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-----
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[[Owlborn]]
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;Hit Dice :2d8
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;Appearance :human body, owl head, little tufts of feathers
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;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies
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;Armor Class :none
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;Movement :normal (flight)
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;Morale / DC to prevent it fleeing : 6
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;Damage :1d6 claw/1d6 claw
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;Number Appearing :10d10
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Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren't very bright but they love to conspire. They have a false reputation for great and solemn wisdom.
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-----
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[[Pigaloth]]
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;Hit Dice :8d8
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;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.
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;Wants / Motive / Goal : food
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;Armor Class :as plate. Reduces all incoming damage by 6.
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;Movement :1/2 normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :2d6 biting or trampling
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;Number Appearing :1
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The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem. 
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-----
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[[Serpent Shark]]
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;Hit Dice :5d8
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;Appearance :A snake with fins and a zipper of teeth halfway down both sides.
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;Wants / Motive / Goal : to eat things
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;Armor Class :as chain
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;Movement :2x normal in water
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;Morale / DC to prevent it fleeing : 10
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;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.
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;Number Appearing :1d10
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Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.
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-----
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[[Shadowstaffer]]
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;Hit Dice :1d8
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;Appearance :a black shadow, an ethereal nightmare humanoid
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;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks
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;Armor Class :none (but it is a ghost)
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;Movement :normal
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;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)
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;Damage :0
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;Number Appearing :1
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Summoned by a wizard's spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.
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-----
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[[Spectral Woof Greepy]]
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;Hit Dice :0 (2 HP)d8
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;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.
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;Wants / Motive / Goal : scritches, steak
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;Armor Class :none (as a ghost)
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;Movement :normal
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;Morale / DC to prevent it fleeing : 12
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;Damage :0
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;Number Appearing :1
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The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.
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-----
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[[Undead Lake Man, Fire]]
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;Hit Dice :12d8
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;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he's coming for the village! Flee! Fleee for your liiiiiives!
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;Wants / Motive / Goal : He's at the gates! He's come for us!
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;Armor Class :Our arrows do nothing!
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;Movement :Relentless, implacable, unstoppable!
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;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear.
 +
 +
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.
 +
 +
;Number Appearing :1. Thankfully, blessedly, there is only 1.
 +
 +
Or is there?
 +
 +
-----
 +
 +
[[Unicorn, Bat]]
 +
 +
;Hit Dice :1d8
 +
 +
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail
 +
 +
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood
 +
 +
;Armor Class :as leather
 +
 +
;Movement :2x normal (flying)
 +
 +
;Morale / DC to prevent it fleeing : 12
 +
 +
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.
 +
 +
;Number Appearing :1
 +
 +
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why.
 +
 +
-----
 +
 +
[[Unicorn, Black Willow]]
 +
 +
;Hit Dice :12d8
 +
 +
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.
 +
 +
;Wants / Motive / Goal : to shelter virtuous people
 +
Armour: as plate+chain. It's a tree.
 +
 +
;Movement :it's a tree.
 +
 +
;Morale / DC to prevent it fleeing : it's a tree.
 +
 +
;Damage :0. Can curse you to wander forever.
 +
 +
;Number Appearing :1
 +
 +
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.
 +
 +
-----
 +
 +
[[Unicorn, Fumble]]
 +
 +
;Hit Dice :2d8
 +
 +
;Appearance :a hoser with bubber lags & a honr
 +
 +
;Wants / Motive / Goal : parnce a round merilee
 +
 +
;Armor Class :lather
 +
 +
;Movement :x2 nermal
 +
 +
;Morale / DC to prevent it fleeing : dozen
 +
 +
;Damage :6d1 blugdoning
 +
 +
;Number Appearing :!
 +
 +
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.
 +
 +
-----
 +
 +
[[Vampire Bear]]
 +
 +
;Hit Dice :6d8
 +
 +
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs
 +
 +
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood.
 +
 +
;Armor Class :as plate
 +
 +
;Movement :2x normal, fly 2x normal
 +
 +
;Morale / DC to prevent it fleeing : 12
 +
 +
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.
 +
 +
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)
 +
 +
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.
 +
 +
-----
 +
 +
[[Vampire, Putter]]
 +
 +
;Hit Dice :1d8
 +
 +
;Appearance :a perfectly normal golf club
 +
 +
;Wants / Motive / Goal : to drain the blood of the living
 +
 +
;Armor Class :as plate
 +
 +
;Movement :1/2x normal (hopping), normal (flying)
 +
 +
;Morale / DC to prevent it fleeing : 12
 +
 +
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.
 +
 +
;Number Appearing :1
 +
 +
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it's a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It's real. And stay away from my golf clubs,  you hear?
 +
 +
-----
 +
 +
[[Walfablang]]
 +
 +
;Hit Dice :3d8
 +
 +
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist.
 +
 +
;Wants / Motive / Goal : to bite people
 +
 +
;Armor Class :as leather
 +
 +
;Movement :normal
 +
 +
;Morale / DC to prevent it fleeing : 6
 +
 +
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf's paw, a horse's leg, etc.
 +
 +
;Number Appearing :1
 +
 +
Some say a wizard did it. They are probably right.
 +
 +
-----
 +
 +
[[Wendless Woll]]
 +
 +
;Hit Dice :2d8
 +
 +
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil
 +
 +
;Wants / Motive / Goal : sliding smoothly through the soil
 +
 +
;Armor Class :cutting, curling in a coil
 +
 +
;Movement :shimmer-speed, an arching arrow
 +
 +
;Morale / DC to prevent it fleeing : wounding widows, melting marrow
 +
 +
;Damage :a killing kiss, a barren barrow
 +
 +
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll.
 +
 +
-----
 +
 +
[[Will O’Dragon]]
 +
 +
;Hit Dice :4d8
 +
 +
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.
 +
 +
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.
 +
 +
;Armor Class :none
 +
 +
;Movement :1/2x normal (flying)
 +
 +
;Morale / DC to prevent it fleeing : 4
 +
 +
;Damage :1d6 lightning, drains 1 level on a hit.
 +
 +
;Number Appearing :1
 +
 +
The king of the will-o'-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers.
 +
 +
-----
 +
 +
[[Wolfworm]]
 +
 +
;Hit Dice :3d8
 +
 +
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.
 +
 +
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.
 +
 +
;Armor Class :as leather
 +
 +
;Movement :normal (on surface or burrowing)
 +
 +
;Morale / DC to prevent it fleeing : 6
 +
 +
;Damage :1d6 bite/1d6 claw
 +
 +
;Number Appearing :2d6
 +
 +
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.
 +
 +
------
  
 
=== Magical Creatures by Classification ===
 
=== Magical Creatures by Classification ===

Revision as of 19:34, 21 July 2018

Creatures & Monsters ported back and forth between the Potterverse and 5e D&D.


‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”

“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’
Hermione Granger and Harry Potter in Harry Potter and the Philosopher's Stone, J.K. Rowling

Mundane Animals

An animal has the following features (unless otherwise noted).[1]

  • d8 Hit Die.[2]
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).[3]
  • Good Fortitude and Reflex saves.[4]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[5]

Name Size Speed Attacks Ability scores Special qualities and notes
Anaconda[6] M 20, climb 20, swim 20 Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 Senses scent; Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;
Antelope[7] M 60 Melee gore +1 (1d4) Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5
Armadillo[8] T 30 Melee claw +0 (1d2–3) Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.
Badger[9] S 30, burrow 10 Melee bite +1 (1d3), 2 claws +1 (1d2) Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Bat[10] D 5, fly 40 Melee bite +6 (1d3–5) Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6;
Bear[11] M 40 Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;
Bee[12] F fly 10 Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11
Buffalo[13] L 40 Melee gore +10 (2d6+12) Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8
Butterfly[14] F fly 10 none Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12
Camel[15] L 50 Melee bite +4 (1d4+6) Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5
Cat[16] T 30 Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;
Cheetah[17] M 50 Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3) Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)
Chimp[18] M 30, climb 30 Melee 2 slams +2 (1d4+7) Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8
Crocodile[19] M 20, swim 30 Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Crow[20] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Deer[21] M 40 Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5
Dog[22] S 40 Melee bite +2 (1d4+1) Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);
Dolphin[23] M swim 80 Melee slam +3 (1d4+1) Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Dove[24] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6
Eagle[25] M 10, fly 80 Melee 2 talons +3 (1d4), bite +3 (1d4) Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;
Elephant[26] H 40 Melee gore +16 (2d8+10), slam +16 (2d6+10) Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21
Fox[27] S 40 Melee bite +1 (1d3-1) Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);
Gorilla[28] L 30, climb 30 Melee 2 slams +9 (1d6+10); Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8
Hippo[29] L 40 Melee bite +8 (2d8+6) Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Horse[30] L 50 Melee 2 hooves –2 (1d4+1) Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6;
Ibex[31] M 30 Melee gore +2 (1d4+2) Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);
Leopard[32] M 30, climb 20 Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);
Lion[33] L 40 Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth);
Lizard[34] T 20, climb 20 Melee bite +4 (1d4–4) Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;
Monkey[35] S 30, climb 30 Melee bite +4 melee (1d3–4) Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand
Mosquito[36] F fly 10 Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12
Mountain Goat[37] M 30 Melee gore +2 (1d4+2) Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);
Mouse[38] D 15, climb 15, swim 15 Melee bite +5 (1d3–5) Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;
Otter[39] S 20, swim 30 Melee bite +5 (1d3-4) Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10
Owl[40] T 10, fly 40 Melee 2 talons +5 (1d4–2) Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;
Parrot[41] S 10, fly 40 Melee bite +2 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Penguin[42] S 10, swim 40 Melee bite +0 (1d3–1) Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath; toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.
Pig[43] S 30 Melee bite +1 (1d4) Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5
Pigeon[44] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6
Rabbit[45] T 50 Melee bite –2 (1d3–4) Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;
Raccoon[46] T 20, climb 20 Melee bite +4 (1d3-1) Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3
Rat[47] D 15, climb 15, swim 15 Melee bite +4 (1d3–4) Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;
Raven[48] T 10, fly 40 Melee bite +4 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Rhinoceros[49] L 40 Melee gore +8 (2d6+9) Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12
Scorpion[50] D 30 Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;
Seabird[51] S 10, fly 40 Melee bite +3 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7
Tarantula[52] D 15, climb 15 Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.) Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;
Tiger[53] L 40 Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6) Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;
Tortoise[54] S 5, swim 20 Melee bite –2 (1d3–4) Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.
Viper[55] T 20, climb 20, swim 20 Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Vulture[56] M 10, fly 50 Melee bite +2 (1d6+1) Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;
Wasp[57] F fly 10 Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12
Weasel[58] T 20, climb 20 Melee bite +4 (1d3–4 plus attach) Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;
Wolf[59] M 50 Melee bite +2 (1d6+1 plus trip) Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);

Magical Creatures

Dragons

A dragon has the following features (unless otherwise noted).[60]

  • d12 Hit Die.[61]
  • Good Fortitude and Will saves[62]
  • Base attack bonus equal to total Hit Dice.[63]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[64]
  • A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[65]
  • A melee attack for which the dragon may use its claws, mouth, or tail.[66]

Name Size Speed (feet) Attacks Ability scores Special qualities and notes
Antipodean Opaleye[67] G 30, fly 60 Melee +4 (4d6+12) Breath + Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13
Chinese Fireball[68] H 40, fly 80 Melee +4 (4d6+10) Breath + Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13
Common Welsh Green[69] H 40, fly 80 Melee +4 (4d6+10) Breath + Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14
Hebridean Black[70] H 40, fly 80 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Hungarian Horntail[71] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Norwegian Ridgeback[72] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Peruvian Vipertooth[73] L 50, fly 100 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Romanian Longhorn[74] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Swedish Shortsnout[75] H 40, fly 80 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Ukrainian Ironbelly[76] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha

Magical Humanoids

A magical humanoid has the following features (unless otherwise noted).[77]

  • d8 Hit Die.[78]
  • Fair Fortitude, Reflex, and Will saves[79]
  • Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[80]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[81]
  • Many magical humanoids do not have natural weapons but carry weapons instead.[82]

Name Size Speed Attacks Ability scores Special qualities and notes
Centaurs[83] L 60 Trample +5 (1d10) Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9
Giants[84] H 50 Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7
Goblins[85] S 20 Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9
House-elves[86] S 20 Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14
Merpeople[87] M 5, swim 50 Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11
Ogres[88] L 40 Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8
Trolls[89] H 50 Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6
Vampires[90] M 40 Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17
Veela[91] M 30 Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22
Werewolves[92] L 40, climb 20 Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.

Acromantula

Large beast, unaligned

Armor Class 
14 (natural armor)
Hit Points 
26 (4dl0 + 4)
Speed 
30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Skills 
Stealth +7
Senses 
blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages 
Challenge 
1 (200 XP)
Spider Climb 
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense 
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker 
The spider ignores movement restrictions caused by webbing.

Actions

Bite 
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web 
(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.

Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen.
Habitat 
Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.


Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear Basilisks.[93]


Amazonian Salamander


Angry Mob


Appaloosa Puffskein See Puffskein


Ashwinder

"Any wizard realizing that one or more Ashwinders are loose in the house must trace them immediately and locate the nest of eggs." —Fantastic Beasts and Where to Find Them

Incendiary serpent.[94]


Augurey


Basilisk

Snake-like creature whose gaze will turn you to stone. Feared by Acromantulas.


Billywig


Blast-Ended Skrewt


Boggart

You have advantage over a Boggart if you can face it as a group[95]





Bogey

‘“If either of you get us caught, I'll never rest until I've learnt that Curse of the Bogies Quirrell told us about and used it on you.”’ Ron Weasley in Harry Potter and the Philosopher's Stone, J.K. Rowling

Animated booger.


Boomslang

Bowtruckle

Tree guardian. These tiny creatures are made of wood and usually live in wand-trees. They have knobbly brown arms and legs, two twig-like fingers at the end of each hand and a flat bark-like face with beetle-brown eyes. Eats woodlice.


Briar Toad


Bugbear

...Is really a:

Giant Groblin (Half Giant, Half Groblin)


Bundimun


Cat

(Companion/Familiar) Random Cat Generator




(Companion/Familiar)


Centaur


Despite possessing 'human intelligence,' centaurs are classified as Beasts by the Ministry of Magic, at their own request, as they were unhappy at having to share Being status with hags and vampires.[96]


Chimaera as the D&D creature.


Chizpurfle


Clabbert


Cockatrice as the D&D creature.


Coco Rumsey Catcher


Cocoon Spider


Crup

D&D Equivalent 
Blink Dog


It strongly resembled a Jack Russell Terrier, except that a Crup had a forked tail. They were clearly wizard-bred dogs since they were extremely loyal to wizards, and ferocious toward Muggles. They eat almost anything. A group of Crups is known as a "pack".[97] Also they teleport at-will.




dogs that closely resemble Jack Russells, apart from the forked tail. The Crup’s devotion to wizards is only surpassed by its aggression towards non-magical people. 



Companion

Owl

Companion Owl Generator


Owls are enlisted to aid communication between wizards. Letters, parcels, and Howlers are all delivered by owls. Soft, hair-like edges on an owl's flight feathers reduce the noise of flight, coupled with their natural camouflage, making them ideal for delivering letters.[98]



s


Daraliznof Freaazer


Dementor

D&D Equivalent 
Specter


‘“It has nothing to do with weakness,” said Professor Lupin sharply, as though he had read Harry’s mind. “The Dementors affect you worse than the others because there are horrors in your past that the others don’t have.”’ Professor Lupin in Harry Potter and the Prisoner of Azkaban, J.K. Rowling


‘The revelation that his batty old cat-obsessed neighbour knew what Dementors were was almost as big a shock to Harry as meeting two of them down the alleyway.’

Harry Potter and the Order of the Phoenix, J.K. Rowling


Fighting dementors is easier if you are happy and have brought chocolate with you.[99]

Rogue dementors may be a new and frequent threat, since the former Auror Kingsly Shackelbolt (now minister for magic) will them probably remove from Azkaban (where now many of Voldemort’s supporters are, again).[100]

They fear Patronuses.





Diricawl


Doppelganger as Metamorphmagus


Double-Ended Newt


Doxy


Parseltongue is Draconic.




‘Dragons are extremely difficult to slay, owing to the ancient magic that imbues their thick hides, which none but the most powerful spells can penetrate . . .’ Harry Potter and the Goblet of Fire, J.K. Rowling

D&D Dragons are intelligent beings and modern-era Potterverse dragons are simple beasts. If you’re playing in the Hogwarts founders era, you’ve got a thousand years to settle the difference. My lore excuse is: the metallics will sacrifice their lives so that chromatics lose their intelligence, language, and powers. Some metallics survived to the modern era but they’re less… shiny.



Black Dragon Hungarian Horntail Dragon
Blue Dragon Swedish Short-Snout Dragon
Green Dragon Welsh Green Dragon
Red Dragon Chinese Fireball Dragon
White Dragon Antipodean Opaleye Dragon
Brass Dragon Ukrainian Ironbelly Dragon
Bronze Dragon Ukrainian Ironbelly Dragon
Copper Dragon Norwegian Ridgeback Dragon (but metallic)
Gold Dragon Norwegian Ridgeback Dragon (but metallic)
Silver Dragon Norwegian Ridgeback Dragon (but metallic)



Dragon Toad


Dugbog


Erkling


Erumpent


Fairy



Fanged Puffskein See puffskein


Fire Crab


Flailtail Snail


Flesh-Eating Slug


Flobberworm


Category:Flying Horses Species as Pegasus Flying Horse Species Names Abraxan, the Aethonan, the Granian and the Thestral http://www.fantasynamegenerators.com/hp-winged-horse-names.php Oshorian Crabral Maenan Aepotral Shemin Meatan Brixian Prilin Fredial Thennan


Frost Salamander


Fwooper


Ghoul Statblock.png

[101] as the D&D creature.


Giant Dung Beetle


Giant Groblin

"We are talking about a different breed of being. Dealings between wizards and goblins have been fraught for centuries ... There has been fault on both sides, I would never claim that wizards have been innocent. However, there is a belief among some goblins, and those at Gringotts are perhaps most prone to it, that wizards cannot be trusted in matters of gold and treasure, that they have no respect for goblin ownership."—A goblins' mindset[102]


Giant Fire Crab


Giant Orange Snail


Giant Purple Toad


Giant Rat

...Is really a:

Murtlap


Giant Spider

...Is really a Common-speaking Acromantula


Giant Squid


Glow Worm


Glumbumble


Gnome


Golden Snidget pets and non-aggressive creatures (1 hit point, no abilities)


Graphorn


Grick

...Is really a:

Boomslang


Griffin as the D&D creature.


Grindylow


Gringwart Goff


Goblin as Groblin (see The Goblin Problem)


Groblin as Goblin (see The Goblin Problem)


== Half Giant as Goliath?


Half-Human


Half-Ogre

...Is really a:

Half-Troll


As the D&D Half-Ogre, Half-Troll


Hobgoblin

...Is really a:

Hobgroblin Half-Human, Half-Groblin)


Hobgroblin


Hippocampus


Hidebehind

Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object. (http://harrypotter.wikia.com/wiki/Hidebehind)


Hippogriff

Large monstrosity, unaligned

Armor Class 
11
Hit Points 
19(3dl0 + 3)
Speed 
40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
Skills 
Perception +5
Senses  
passive Perception 15
Languages 
Challenge 
1 (200 XP)
Keen Sight 
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack 
The hippogriff makes two attacks: one with its beak and one with its claws.
Beak 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (ldlO + 3) piercing damage.
Claws 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hippogriff Names

Hippogriff Name Generator

Swiftbeak Swiftquill Wildsteed Mellowbeak Tamescream Beautyscream Floweye Dartcolt Gustmane Windwing Sprymane Strongtail Steelcolt Tenderscream Ironscream Thunderquill Windtail Quiethook Swiftwing Classhook Ironplume Gracewing Stormtuft Tenderfluff Beautyeye Blitzplume Halebeak Mellowwing Flowtail Flurryscreech as the D&D creature.



House Elf ‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’ Dobby in Harry Potter and the Half-Blood Prince, J.K. Rowling


House Elf Names http://www.fantasynamegenerators.com/hp-house-elf-names.php Male House Elves Female House Elves Looby Hodpey Loory Zoody Condy Fanpy Cabby Zalry Monpy Goddy Wimpy Ninmy Nopkey Teesey Meemey Keeny Deekey Keemy Popky Jeekey Jooby Talky Rokdy Colkey Tordy Cokpey Bokkey Wobbey Joorey Sabpey Ninny Gilny Rinny Siply Veesy Veemy Geepey Dimly Jeeley Kimky

Hodag


Horklump


Imp as the D&D creature.


Imperial Dragonfly


Jarvey


Jobberknoll


Kappa


Knarl


Large Spider


Leprechaun


Lethifold


Lich

...Is really a Wizard with Horcrux


Limax


Little People (Classification)


Lobalug


Mackled Malaclaw


Manticore as the D&D creature.


Marmite


Merpeople as the D&D creature.


Metamorphmagus as Doppelganger


Miraf Leldendi


Mooncalf pets and non-aggressive creatures (1 hit point, no abilities)


Murtlap


Nazzle Mumph


Niffler pets and non-aggressive creatures (1 hit point, no abilities)


Nogtail


Nundu


Occamy


Ogre

...Is really a:

Mountain Troll


Orc

...Is really a Human Marauder - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse


{{:Owl]]s (Companion) http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.

Your owl is a large male scops owl. He is easily confused and is a bit noisy.

Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.


Patronus

‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’ Professor Lupin in Harry Potter and the Prisoner of Azkaban, J.K. Rowling


Pegasus

...Is really a Same stats for different breeds: Thestral, Abraxan, Aethonan, Granian


Phoenix


‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’ Albus Dumbledore in Harry Potter and the Chamber of Secrets, J.K. Rowling


Peruvian Salamander see salamander


Pixie as the D&D creature.


Plague Rat


Plimpy


Pogrebin


Porlock


Puffskein pets and non-aggressive creatures (1 hit point, no abilities)


Pygmy Puff pets and non-aggressive creatures (1 hit point, no abilities)


Quintaped


Quipper

...Is really a:

Grindlylow (and Swarm of Grindylows)


Ramora


Re'em


Red Cap


Rougarou


Salamander as the D&D creature.


Shelliferous Drogodflikerous


Shrake


Snallygaster


Sphinx as the D&D creature.


Streeler


Stirge

...Is really a:

Doxy


Swooping Evil http://harrypotter.wikia.com/wiki/Swooping_Evil


Tebo


Three Toed Tree Toad


Three-Headed Dog


Thunderbird


Transforming Rabbit


Troll

...Is really a:

Forest Troll


Trollcleg


Trollwig


Twig Blight

...Is really a:

Bushtruckle


Unicorn as the D&D creature.


Valcore


Vampyr Mosp


Wampus Cat Pan-therapeutic effects

Hunted for taxidermy: cat-ass-trophy but he’s feline better now

Favorite weapon: cat-ana

BREED Cat APPEARANCE Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs MAGIC ABILITIES Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core TYPICAL HABITATS Appalachia ALLEGIANCE Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry's house beasts



Werewolf

‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in Harry Potter and the Prisoner of Azkaban, J.K. Rowling


Wide-Mouth Toad


Worg

...Is really a:

Graphorn


Yeti as the D&D creature.


Zombie

...Is really an Inferi


Machine-Learning-Generated Potterian Creatures

HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature's total HP (hit points).d8

Appearance 
What it looks like.
Wants / Motive / Goal 
What it wants.
Armor Class 
None, leather, chain, plate, or plate+shield, in order from worst to best.
Movement 
Compared to a normal human.
Morale / DC to prevent it fleeing 
Roll 2d6 and try to get under Morale or the creature flees.
Damage 
How much HP damage it does on a successful hit.
Number Appearing 
How many show up or appear in a herd.

Monster names taken from Janelle Shane's neural network.



Animal, Dome

Hit Dice 
1d8
Appearance 
furry turtle
Wants / Motive / Goal 
lettuce
Armor Class 
18 (as plate + shield)
Movement 
10 ft.
Morale / DC to prevent it fleeing 
6
Damage 
1d4 bite
Number Appearing 
2d6

Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them.


Barber

Hit Dice 
1d8
Appearance 
human in a white apron. Long black moustache, bald head.
Wants / Motive / Goal 
to shave all men who do not shave themselves. Will shave not-men for reasonable rates.
Armor Class 
none
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 slashing
Number Appearing 
2d4

Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.


Beeple, Desert

Hit Dice 
6d8
Appearance 
an emaciated camel with a long pointed snout
Wants / Motive / Goal 
delicious beetles, water, attractive lady- or gentlemen- beeples
Armor Class 
as leather
Movement 
3x normal
Morale / DC to prevent it fleeing 
6
Damage 
1d8 piercing/1d6 kicking
Number Appearing 
1

Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.


Brain, Fire

Hit Dice 
8d8
Appearance 
a flying brain hovering on 4 blue-white jets of fire
Wants / Motive / Goal 
to devour the mental energy of intelligent creatures
Armor Class 
none
Movement 
2x normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 psychic blast/2d6 fire/2d6 fire
Number Appearing 
1

The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.


Burglestar

Hit Dice 
0 (2 HP)
Appearance 
a starfish with five limbs, each ending in a branching bone-like tree
Wants / Motive / Goal 
to open locks, eat sea urchins

Armour: none

Movement 
1/8th normal
Morale / DC to prevent it fleeing 
12
Damage 
0
Number Appearing 
1

The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it's one of the Creator's little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.


Cloud of Chaos

Hit Dice 
5d8
Appearance 
a 30' wide cloud of pink-purple-green sparkles
Wants / Motive / Goal 
to adjust everything. May not actually want anything.
Armor Class 
as plate
Movement 
1/2 normal
Morale / DC to prevent it fleeing 
12
Damage 
see below.
Number Appearing 
1

The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC's character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.


Dog, Goblin

Hit Dice 
2d8
Appearance 
a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.
Wants / Motive / Goal 
to lick things, smell things, chew on things, obey masters

Armour: as leather

Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 biting
Number Appearing 
2d10

Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy.


Dragon, Purple Fang

Hit Dice 
4d8
Appearance 
a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.
Wants / Motive / Goal 
to bite people, hoard panic.
Armor Class 
18 (as plate + shield).
Movement 
2x normal
Morale / DC to prevent it fleeing 
8
Damage 
0, or 1d6 claw if really annoyed.
Number Appearing 
1d6

Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.


Durp Snake

Hit Dice 
1d8
Appearance 
a pale green snake with a perpetually worried expression
Wants / Motive / Goal 
to live a long and happy life
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
4
Damage 
10d6 poison damage
Number Appearing 
2d6

The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It's tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.


Fish, Astro-

Hit Dice 
1d8
Appearance 
silvery-blue fish with very hard scales.
Wants / Motive / Goal 
no one knows. Fish things, presumably.
Armor Class 
as chain
Movement 
2x normal in water
Morale / DC to prevent it fleeing 
5
Damage 
2d8 on impact, 1d4 biting
Number Appearing 
showers of 3d100

Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don't mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable.


Fish, Sun of

Hit Dice 
4d8
Appearance 
a radiating sun of herrings. Tails in, gawping mouths out.
Wants / Motive / Goal 
to shine benevolently
Armor Class 
as chain
Movement 
1x normal (floating)
Morale / DC to prevent it fleeing 
8
Damage 
none
Number Appearing 
1

Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.


Fraithwarp, Giant

Hit Dice 
8d8
Appearance 
a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.
Wants / Motive / Goal 
to pick people up, turn them upside-down, and shake them to see what falls out.
Armor Class 
as chain.
Movement 
2x normal (flying)
Morale / DC to prevent it fleeing 
7
Damage 
1d6 from the shaking, 2d6 if it stomps on you or bites your head.
Number Appearing 
1d6

They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.


Giant, Dunebat

Hit Dice 
4d8
Appearance 
a giant khaki bat with a huge scoop mouth
Wants / Motive / Goal 
to eat delicious beetles, ostrich eggs, young camels, small children
Armor Class 
as leather
Movement 
3x normal, or 5x normal if diving
Morale / DC to prevent it fleeing 
8
Damage 
1d6 bludgeoning on a miss, 1d6 per round if swallowed
Number Appearing 
1

The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence.


Golem, Rain

Hit Dice 
1d8
Appearance 
a human figure made of rain. Drops appear where the figure's outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.

Armour: none

Movement 
normal
Morale / DC to prevent it fleeing 
12
Damage 
0. Can drown an unconscious creature with 10 rounds of constant effort.
Number Appearing 
1

A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.


Hatfright

Hit Dice 
4d8
Appearance 
a wonderful and expensive wizard's hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).

Armour: as leather

Movement 
1/2 normal (hopping).
Morale / DC to prevent it fleeing 
12
Damage 
1d6 per round biting. Difficult to remove once it bites.

A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim's head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.


Horse (Spider, Brain)

Hit Dice 
2d8
Appearance 
a giant brain with hairy eight spider legs... and a saddle.

Armour: none

Movement 
2x normal on all surfaces (even upside-down)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 piercing

Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required.


Hound, Plant

Hit Dice 
2d8
Appearance 
a wolf made of vines with a venus flytrap head
Wants / Motive / Goal 
to eat rabbits, mice, small children. To digest happily in the sun.
Armor Class 
none.
Movement 
1/2 normal.
Morale / DC to prevent it fleeing 
8
Damage 
1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.
Number Appearing 
2d6

They urch out of the woods, pink mouths open and sticky. They can't chase you down, but they can corner you. They aren't quick but they are very, very good at blocking escape routes.


Jabberwont

Hit Dice 
4d8
Appearance 
a blue rabbit with elk horns, fangs, and a snake's tail
Wants / Motive / Goal 
riddles
Armor Class 
as plate
Movement 
1x normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 lightning from its horns. Will not attack unless cornered.
Number Appearing 
1

The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you'll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly.


Kick Spirit

Hit Dice 
2d8
Appearance 
a ghost with a malicious grin. Only visible when it wants to be visible.
Wants / Motive / Goal 
to kick people in the backside

Armour: none (but it is a ghost)

Movement 
2x normal, can pass through solid objects
Morale / DC to prevent it fleeing 
8
Damage 
1d4 from being kicked in the pants
Number Appearing 
1

A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you're trying to get on a horse. While you're getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.


Lycanthrope, Wereladoo

Hit Dice 
2d8
Appearance 
most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.
Wants / Motive / Goal 
in Ladoo form, to bite people and stack delicate pottery into pyramids.
Armor Class 
as chain.
Movement 
2x normal (bounding)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe.
Number Appearing 
1

People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It's a weird creature. People who think about it too much become Wereladoos.


Man-Can

Hit Dice 
2d8
Appearance 
a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.
Wants / Motive / Goal 
to live in peace, roll down soft hills, acquire gold.
Armor Class 
as plate
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 punching
Number Appearing 
10x1d10

Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork.


Memeball

Hit Dice 
4 (chan)d8
Appearance 
cat

Armour: as chain (letter)

Movement 
it move it. You like to move it move it. We like to move it move.
Morale / DC to prevent it fleeing 
the memeball has no morales because it is Chaotic Evil
Damage 
1d6 directly to the soul, 3d6 lazor, etc.
Number Appearing 
100 - 1 for every meme the players can list in under a minute and I'm very sorry about this.

Deployed via a series of tubes.


Ogre, Space

Hit Dice 
6d8
Appearance 
huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet
Wants / Motive / Goal 
to collect samples, go back into space
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 bludgeoning (with a sample collection trowel).
Number Appearing 
1d6

There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.


Owlborn

Hit Dice 
2d8
Appearance 
human body, owl head, little tufts of feathers
Wants / Motive / Goal 
to eat raw meat, get silver, form conspiracies
Armor Class 
none
Movement 
normal (flight)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 claw/1d6 claw
Number Appearing 
10d10

Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren't very bright but they love to conspire. They have a false reputation for great and solemn wisdom.


Pigaloth

Hit Dice 
8d8
Appearance 
an enormous pig. Lives in the water. Small trees grow on its back.
Wants / Motive / Goal 
food
Armor Class 
as plate. Reduces all incoming damage by 6.
Movement 
1/2 normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 biting or trampling
Number Appearing 
1

The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.


Serpent Shark

Hit Dice 
5d8
Appearance 
A snake with fins and a zipper of teeth halfway down both sides.
Wants / Motive / Goal 
to eat things
Armor Class 
as chain
Movement 
2x normal in water
Morale / DC to prevent it fleeing 
10
Damage 
1d6 biting. On a 6, does an additional 1d6 damage, etc.
Number Appearing 
1d10

Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.


Shadowstaffer

Hit Dice 
1d8
Appearance 
a black shadow, an ethereal nightmare humanoid
Wants / Motive / Goal 
to file, sort, collate, staple, copy, transcribe, and fetch hot drinks
Armor Class 
none (but it is a ghost)
Movement 
normal
Morale / DC to prevent it fleeing 
12 (drops 1 point per hour if unpaid)
Damage 
0
Number Appearing 
1

Summoned by a wizard's spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.


Spectral Woof Greepy

Hit Dice 
0 (2 HP)d8
Appearance 
a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.
Wants / Motive / Goal 
scritches, steak
Armor Class 
none (as a ghost)
Movement 
normal
Morale / DC to prevent it fleeing 
12
Damage 
0
Number Appearing 
1

The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.


Undead Lake Man, Fire

Hit Dice 
12d8
Appearance 
RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he's coming for the village! Flee! Fleee for your liiiiiives!
Wants / Motive / Goal 
He's at the gates! He's come for us!
Armor Class 
Our arrows do nothing!
Movement 
Relentless, implacable, unstoppable!
Morale / DC to prevent it fleeing 
Knows no pain, remorse, or fear.
Damage 
Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.
Number Appearing 
1. Thankfully, blessedly, there is only 1.

Or is there?


Unicorn, Bat

Hit Dice 
1d8
Appearance 
a white bat with soft iridescent wings and a glowing horn the size of a nail
Wants / Motive / Goal 
to flit mysteriously through the moonlit wood
Armor Class 
as leather
Movement 
2x normal (flying)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.
Number Appearing 
1

Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why.


Unicorn, Black Willow

Hit Dice 
12d8
Appearance 
a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.
Wants / Motive / Goal 
to shelter virtuous people

Armour: as plate+chain. It's a tree.

Movement 
it's a tree.
Morale / DC to prevent it fleeing 
it's a tree.
Damage 
0. Can curse you to wander forever.
Number Appearing 
1

The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.


Unicorn, Fumble

Hit Dice 
2d8
Appearance 
a hoser with bubber lags & a honr
Wants / Motive / Goal 
parnce a round merilee
Armor Class 
lather
Movement 
x2 nermal
Morale / DC to prevent it fleeing 
dozen
Damage 
6d1 blugdoning
Number Appearing 
!

Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.


Vampire Bear

Hit Dice 
6d8
Appearance 
an emaciated bear with patchy grey fur, red eyes, and huge fangs
Wants / Motive / Goal 
to drain the blood of the living. Needs a lot of blood.
Armor Class 
as plate
Movement 
2x normal, fly 2x normal
Morale / DC to prevent it fleeing 
12
Damage 
1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.
Number Appearing 
1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)

Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.


Vampire, Putter

Hit Dice 
1d8
Appearance 
a perfectly normal golf club
Wants / Motive / Goal 
to drain the blood of the living
Armor Class 
as plate
Movement 
1/2x normal (hopping), normal (flying)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.
Number Appearing 
1

The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it's a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It's real. And stay away from my golf clubs, you hear?


Walfablang

Hit Dice 
3d8
Appearance 
head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist.
Wants / Motive / Goal 
to bite people
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
6
Damage 
1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf's paw, a horse's leg, etc.
Number Appearing 
1

Some say a wizard did it. They are probably right.


Wendless Woll

Hit Dice 
2d8
Appearance 
a twisting snake of smoke and oil, long forgotten, lost in toil
Wants / Motive / Goal 
sliding smoothly through the soil
Armor Class 
cutting, curling in a coil
Movement 
shimmer-speed, an arching arrow
Morale / DC to prevent it fleeing 
wounding widows, melting marrow
Damage 
a killing kiss, a barren barrow
Number Appearing 
mark your mantle, ward your wall; creeping closer, Wendless Woll.

Will O’Dragon

Hit Dice 
4d8
Appearance 
a ball of mist and lightning, crackling softly like a dying fire.
Wants / Motive / Goal 
to touch metal things, particularly iron and silver.
Armor Class 
none
Movement 
1/2x normal (flying)
Morale / DC to prevent it fleeing 
4
Damage 
1d6 lightning, drains 1 level on a hit.
Number Appearing 
1

The king of the will-o'-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers.


Wolfworm

Hit Dice 
3d8
Appearance 
a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.
Wants / Motive / Goal 
to eat moles, voles, rats, sheep, and people if it can get them.
Armor Class 
as leather
Movement 
normal (on surface or burrowing)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 bite/1d6 claw
Number Appearing 
2d6

The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.


Magical Creatures by Classification

[103]

X Flobberworm · Horklump


XX Augurey · Bowtruckle · Chizpurfle · Clabbert · Diricawl · Fairy · Ghoul · Gnome · Grindylow · Imp · Jobberknoll · Mooncalf · Porlock · Puffskein · Ramora · Winged Horse


XXX Ashwinder · Billywig · Bundimun · Crup · Doxy · Dugbog · Fire Crab · Fwooper · Glumbumble · Hippocampus · Hippogriff · Hodag · Jarvey · Knarl · Kneazle · Leprechaun · Lobalug · Mackled Malaclaw · Moke · Murtlap · Niffler · Nogtail · Pixie · Plimpy · Pogrebin · Red Cap · Salamander · Sea Serpent · Shrake · Streeler · Winged Horse


XXXX Centaur · Demiguise · Erkling · Erumpent · Golden Snidget · Graphorn · Griffin · Hidebehind · Kappa · Kelpie · Merpeople · Occamy · Phoenix · Re'em · Runespoor · Snallygaster · Sphinx · Tebo · Thestral · Thunderbird · Troll · Unicorn · Winged Horse · Yeti


XXXXX Acromantula · Basilisk · Chimaera · Dragon · Horned Serpent · Lethifold · Manticore · Nundu · Quintaped · Wampus Cat · Werewolf

Subcategories

This category has the following 3 subcategories, out of 3 total.