Monstober Day 29: Wing.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

Turkey Demon (Type 3): Init +2; Atk tentacle +9 melee (1d4) and beak +10 melee (1d8); AC 16; HD 6d8; MV walk 20’ or fly 40’; Act 7d20; SP Infravision, darkness (+12 check) grasp 1d4, Breathe Fire SV Fort +5, Ref +2, Will +5; AL C.

Immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, gas.

Tentacle attack: For each tentacle that strikes the same character, the demon receives 1d4 on an opposed Strength check to hold the character down. For example, if 6 tentacles hit a character in a single round, the character takes 6 points of damage, and the demon rolls 6d4 on a Strength check against the character. If the demon wins the Strength check, the character is grappled and cannot attack unless he spends the next round struggling and succeeds on an opposed Strength check. The demon may not use its breath weapon while a character is grappled.

Breath Weapon: The Turkey Demon breathes a cone of shadowy fire, width 1d4x10’, length 1d6 x 10’ 6d8 damage, Ref save for half. Characters hit with the breath weapon continue to burn with corrupt flame for 1d6 damage per turn for 1d3 turns.

Monstober Day 24: Hag.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

The Ogre Hag for Dungeon Crawl Classics.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

Ogre Hag: Init +2; Atk staff +5 melee (1d6+6); AC 16; HD 5d8+4; MV Walk 20’ Fly 25′; Act 1d20; SP Evil Eye, Poison Brewing, Demon Servant, Cast spells as Level 3 Wizard; SV Fort +4, Ref +2, Will +1; AL C.

One of the Ogre Hag’s eyes tends to be larger than the other. This eye projects evil upon anyone who crosses the Hag’s path. When used as a free action, the Eye forces everyone looking at it to make a Will Save DC14. If the fail is saved, the character suffers a -2 penalty to all rolls for attack, damage, saves, spell fails, turn unholy, etc for the rest of the encounter.

Ogre Hags spend a great deal of time brewing poisons for other creatures or their own wicked uses. The Hag will normally have 1d4 vials of contact poison on her that can be hurled or even spat upon enemies to sicken, blind or disorient them.

The Hag may also summon a loyal Type 2 random Demon Servant at a 20% chance, 1x/day. This chance increases to 30% if the hag prepares for at least one hour. The servant lasts for one encounter or until dismissed. The death of the summoner always releases the demon.

Monstober Day 22: Forest.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

This hideous arcane/demonic abomination is one of many for a dungeon in development.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

Skullus Spider Bear: Init +3; Atk bite +7 melee (1d6+3 plus poison) Claw +7 melee (1d6+3); AC 17; HD 5d8 (32 hp); MV 40’; Act 1d20; SP poison (DC 22 Fort save or lose 1d4+4 Strength permanently; success results in temporary loss of 1 Strength), web (10’ diameter, see General description of spider web spell, DCC RPG, p. 196); SV Fort +5, Ref +3, Will +1; AL C.

My concept sketch of the bearbug in question.

Monstober Day 21: Tooth.

CW: Gore
The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

Tooth Fairy? Try Tooth Golem.

Compatible with Dungeon Crawl Classics and other D20 games.

The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

This garish monstrosity stands close to seven feet tall with an oversized maw of razor sharp fangs atop a humanoid body comprised almost entirely of teeth. It is so gruesome that most intelligent humanoids must make a DC 10 Willpower Save or turn away in fear for 1d6 turns. This only applies once per creature ever even if the save was failed.

Tooth Golem: Init +3 ; Atk Tooth-covered fist +3 melee (1d8 + Bleeding Wounds,) Terrible Bite +6 melee (1d10 + Bleeding Wounds + Terrible Wounds); AC 16; HD 4d8; MV 30’; Act 1d20 + 1d16; SP bleeding wounds, damage vs unarmed attackers Half damage from normal weapons; SV Fort +4, Ref -2, Will -2; AL N.

Bleeding wounds. The wounds inflicted by the golem continue to bleed until bound or healed. Each wound causes the loss of an additional 1 hit point per round until dealt with.

Terrible Bite. The Tooth Golem’s bite leaves sharp fragments in the wounds it inflicts, doubling the hit point cost of healing them.

Because it is covered in rows upon rows of razor sharp teeth of differing kinds, any creature making an unarmed attack on it automatically suffers 1d6 damage.

Due to its freakish bony exterior, the Tooth Golem only takes half damage from normal slashing and piercing weapons. Full damage from blunt and magical weapons.

There are rumors that a sabretooth variant may have been created.

(Art to be determined. Do you really want to see a picture of this thing?)

Promptober Day 22: Giant/Colossus.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

The Draygolem, colossal half dragon, all golem.

DrayGolem (Brass): Init +6 (surprise); Atk Giant Fist +11 melee
(2d8 +5) Tail Strike +7 Melee (2d10), Breathe Fire 2x/day Ranged Damage 4d8 40′ Cone Fire Ref Save DC 17 for half damage, AC 16; HD 9d8; MV 25’; Act 2d20; SP Immune to normal weapons, Fire damage heals, Doesn’t need to eat, breathe and sleep, Infravision 30′ (*Immortal); SV Fort +11, Ref +3, Will +7; AL N.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

It never hesitates to smash or hoot fire all over anyone foolish enough to step into its path. It is relentless, but may be slowed by cold water or even freezing temperatures. Cold attacks and large bodies of water cut its movement to 10’/round and 1 Action. It is also a bit clumsy and could be tripped or forced to stumble.

Judge’s notes: This is intended to be a challenge for the players not to kill, but to slow, incapacitate, change its course or otherwise stop it from endangering innocent lives. If stopped, it will regenerate 1 hp per day until it reaches full health again. It could potentially be destroyed? if dropped into a deep ocean or a volcano.

It may also be possible to stop or even command the creature if someone could learn the creature’s command words. A lot of difficult research and probably a large dungeon crawl (*To be detailed later) would be involved to learn more about the creature and how to stop it. Ultimately it is up to the Judge as to how the creature was forged and how to ultimately stop it.

Also, somewhere in the world, there are rumors that the creature’s wings were forged, but never mounted. If the Draygolem ever found the wings, what would happen? Does the creature know its wings are out there?

(Artwork to be determined at a later date.)

Monstober Day 14: Knight

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight

For use with Dungeon Crawl Classics, D20 or compatible #OSR games.

These creatures are brought forth by the most foul beings, always for nefarious purposes. They serve as bounty hunters, body guards, assassins, generals, and knights for the most terrifying of evil lords.

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight (type III demon,): Init +4; Atk +2 Flail of Doom +10 melee (1d6+6 plus 1d4 against lawful creatures) and Hellish Longsword +10 melee (1d8+3 plus 1d6 fire) or Tail +12 melee (1d16); AC 20; HD 8d12; MV 40’; Act 3d20; SP Aura of Fear, detect good (+8 spell check), demon traits; Fire Resist 5; Summon Demonic Steed, Summon Demonic Hounds; SV Fort +8, Ref +10, Will +8; AL C.

Fear Aura: All creatures must make a DC 12 Willpower save the first time they encounter a Demon Knight or flee in fear for 1d6 rounds. This check must only be made once per day for any number of Demon Knights encountered.

Summon Demonic Steed: A demon Knight has the ability to call forth their own personal Type 2 Demonic Steed, a charcoal black bat-winged warhorse with barding, fiery eyes, and flaming hooves. Its jaws more closely resemble that of a skeletal hound with long, vicious fangs. The summoning ability is at will with an unlimited number of uses.

Summon Demonic Hounds 3x/day: The Demon Knight has the ability to summon forth a Type 1 Demonic Hound once per round as one of their actions.

There is a 10% chance each the knight’s +2 Flail, Hellish Longsword, and Demonic Full Plate Armor will not vanish when the Demon Knight is destroyed. However possessing/using these items will draw a lot of attention, including that of the gods themselves. All luck penalties associated with using these items are doubled. These items almost always are detectable as evil. The Judge may wish to add additional curses or penalties as they see fit, including possibly becoming possessed by the Demon Knight.

Monstober Day 16: Whip.

This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Dungeon Crawl Classics has always needed a Succubus.

This one is NC=17 ish.

For Dungeon Crawl Classics, D20 compatible or #OSR games.

(Different artwork coming eventually.)

Natural form: This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Succubus (type IV demon): Init +6; Atk Whip +12 melee (dmg 1d6+6 or *entangle Reach 10′) or Claw +12 melee (3d8+6 damage) or bite +16 melee (1d12+4 plus Drain Blood); AC 22; HD 10d12; MV 60’ or Fly 40’; Act 2d20; SP spells (+8 spell check): detect good, Charm or scare, Shape Change, demon traits; SV Fort +12, Ref +10, Will +12; AL C.

*Instead of doing damage, the succubus may opt to entangle an opponent. On a successful hit, the Succubus may forego the damage and instead force the target to make a DC 20 Reflex Save. On a successful save, the target takes one point of damage. On a failed save, the target is entangled and unable to use the limb that was struck (Judge’s choice.)

Once entangled, the Succubus will begin to drag the target toward her at the rage of 5′ per turn. Once in range, the Succubus will attempt to charm and then bite the target and Drain Blood. If a creature breaks free, the Succubus will attempt to use her claws on the target until it is too wounded and must submit.

These creatures are extremely sadistic. They often toy with their prey, wearing them down slowly before going in for the kill. They may change shape at will to appear to be whatever race/gender is most appealing to its target. Succubi are lone hunters who prefer to seduce and drain a target rather than confront anyone directly.

Monstober Day 13: Knuckle

These innocent Kobolds managed to dig their lair too close to a massive Uranium deposit. They were unharmed for the most part, except their skeletal structures mutated to extraordinary size and altered proportion. They stand 5′ tall and weigh close to 150+ lbs each. Their arm bones, hands and especially their knuckles have grown to extraordinary size and toughness for a Kobold.

These Kobolds dug a little too close to a Uranium deposit.

Kobold Punchers: Init +1; Atk Oversized Fists (1d6+1); AC 11; HD 1d6; MV 20’ Burrow 15′; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
(Art forthcoming someday maybe?)

These innocent Kobolds managed to dig their lair too close to a massive Uranium deposit. They were unharmed for the most part, except their skeletal structures mutated to extraordinary size and altered proportion. They stand 5′ tall and weigh close to 150+ lbs each. Their arm bones, hands and especially their knuckles have grown to extraordinary size and toughness for a Kobold.

Their hands literally drag on the ground when they walk. Their disproportionate hand/arm size has made them exceptional miners. They are normally quite docile and happy just mining and spending time with their family.

If provoked they can retaliate with their Oversized Fists. One of these Kobolds’ favorite sports is boxing among males. They also dig at an incredible rate, clearing 15′ per round in soft/medium density soil.

For use with Dungeon Crawl Classics or similar #OSR and D20 compatible games.

Thanks for stopping by. This was a tough one. I appreciate you being here.

Monstober Day 11: Hunter

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

It’s best to stay away from the jungle at night.

For Dungeon Crawl Classics or similar #OSR and D20 games.

(Revised art TBD.)

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

Mataguaro: Init +5; Atk bite +6 melee (1d8) or claw +4 melee
(1d6+1); AC 16; HD 6d8; MV 30’, fly 50’; Act 3d20; SP Darkvision 60′, Keen sense of smell, Stealth, Sneak Attack, Carry Off; SV Fort +5, Ref +4, Will +6; AL C.

This beast is covered in black fur, approximately 7′-8′ tall with the wings of a bat and the face and tail of a panther or jaguar. They walk upright as a humanoid and have feet like those of a falcon. Their hands end in wicked-sharp claws, perfect for rending prey.

They are almost completely invisible in darkness. They use Hide/Sneak at 75% in darkness no brighter than moonlight. IF they successfully surprise an opponent, they deal 1d10 damage on their first claw attack in the surprise round. If the creature manages to hit with both claws during any round and can do so, it will attempt to Carry Off its opponent. The character or creature struck must make a DC 12 Ref Save or be lifted into the air. the Mataguaro then has the option of flying away at 30’/turn. The Ref save can be repeated once per turn, but falling damage does apply if dropped.

These beasts are normally found in small packs of 1-3 Mataguaros. They are almost never seen during the day and suffer a -2 penalty to attack, damage, and Ref saves when fighting in bright light such as daylight.

They are very stealthy and capable hunters. They will most often only attack an animal or creature that is alone or with one other individual. They will almost never attack anything larger than a deer or cow unless they are certain not to be caught.

Monstober Day 10: Vermin.

There’s this really cool spell in D&D called, “Creeping Doom.” I used to love this spell on my Druid because of the absolute chaos it causes. Not to mention the massive carpet of centipedes. Unfortunately, the spell doesn’t seem to be in the SRD anywhere as far as I can tell. Boo.

Everyone does rats, bats, spiders. But what about centipedes?

There’s this really cool spell in D&D called, “Creeping Doom.” I used to love this spell on my Druid because of the absolute chaos it causes. Not to mention the massive carpet of centipedes. Unfortunately, the spell doesn’t seem to be in the SRD anywhere as far as I can tell. Boo.

BUT, I liked this idea so much it actually became the start of an entire dungeon crawl which I will drop at a later date once I work out the map and the rest of the homebrew monsters.
Created for Dungeon Crawl Classics. Usable in any #OSR or #D20 compatible games.

Venomous Centipede Carpet: Init +5; Atk swarming bite +1 melee (1 plus venom); AC 11; HD 4d8; MV fly 40’; Act special; SP bite all targets within 100’ x 1.7 MILE space, half damage from non-area attacks, venomous (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N.

This is a massive carpet of venomous centipedes that stretches all the way back to the hole in the ground from which they were summoned. The carpet occupies a 100’ x 1.7 MILE space and inflicts its bite damage on everyone within that space. Any creature bitten must make a Fort save or also suffer from a venomous bite. The bugs take half damage from any attack that is not an area effect (i.e., swinging a sword is not nearly as effective as launching a fireball onto the carpet.)


This is the hook for the dungeon: The group will wake up to villagers screaming and freaking out as their village has been overrun by venomous centipedes. The creatures themselves aren’t that large, but they crawl onto everything and anything in sight. The origin of the carpet is a gigantic hole in the ground a couple of miles from the village. It’s going to be up to our heroes to brave the carpet of centipedes, or go around it to stop whatever unleashed this plague of multi-legged vermin on the land.

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