D100 Creepy Monster Traits (d100)

d100 Result

1

1. The creature has dark, empty sockets where its eyes would be, but still seems to be able to "see" you. (It can be immune to the blinded condition.)

2

2. When the creature speaks or makes noise, the mouth moves, but sound emanates from somewhere else (either on its body or nearby).

3

3. The creature's features (eyes, mouth, etc) do not stay in the same place, slowly moving around its face or body.

4

4. The creature does not have teeth. Instead, it dissolves its food with extremely acidic saliva. (If used on something with a Bite attack, the damage could be Acid in place of Piercing.)

5

5. The creature is partially petrified. Areas of its body (no larger than a few square inches at a time) are stone. (May increase AC by 1).

6

6. The creature does not leave footprints.

7

7. The creature is extremely malnourished. It looks hollow, and its skin loose.

8

8. The creature has no skin, and its muscle is exposed.

9

9. The creature has an extra, non-functional limb. It is smaller than its other limbs and hangs limply.

10

10.  The creature's blood is coagulated and thick.

11

11. The creature can take bites out of itself (or consume itself however it feeds) to regenerate health. (Action: Take 2d6 piercing damage, regain 2d6 health.)

12

12. The inside of the creature's mouth glows slightly.

13

13. The creature's fur/hair constantly shifts and floats as if underwater.

14

14. The creature's voice echoes backward before it speaks.

15

15. You can see movement behind the creature while looking at it, but there's never anything there.

16

16. The creature's skin and flesh move independently of one another.

17

17. Looking directly at the creature causes erratic "sun spots" or eye floaters in your vision, making it difficult to see fully. (May cause disadvantage on attack rolls.)

18

18. The creature's silhouette is only visible in pitch darkness.

19

19. The creature has its own magnetic field. Your metal equipment and the iron in your blood are pulled towards it.

20

20. A smaller creature can be seen staring at you from inside of the creature's mouth.

21

21. The breaking of bones can be heard when the creature moves.

22

22. The creature begs you to run in its gibbering language.

23

23. The creature looks human but stars can be seen in its mouth and eyes. A vacuum pulls you and winds rush towards it.

24

24. The creature sheds its form every round. A new form crawls from its mouth and replaces the last, only to exist for a few moments and be replaced again, leaving the previous husk on the ground, which quickly rots away. The eyes of each new form are always locked with yours. (Add regenerating HP each round for a more difficult encounter.)

25

25. Patches of the creature's flesh have been systematically removed.

26

26. The faces of the creature's victims appear on its skin or shell. They appear to be begging for help, screaming in agony, frozen in terror, or euphorically happy.

27

27. The creature's belly is distended, and its last victims can be seen pressed against the inside. Some of them are still moving as if trying in vain to force their way out.

28

28. Elements of the creature manifest the fears of other creatures nearby.

29

29. The creature is stitched together from several different creatures, which may or may not be the same creature type. The stitching may become loose over the course of the encounter or as it takes damage. To heal itself it 'flexes' to pull the stitches taught again.

30

30. The creature has hands and feet, but no visible limbs or neck. They are just a floating torso, head, hands, and feet. (Think Rayman or Dex from 'Cannon Busters'.) Everything still functions as normal, but the places where their limbs should be is just empty space that cannot be hit.

31

31. The creature has a second form. When it reaches 0 hp (or 1/2 health), another creature bursts and claws its way out of its mouth. The second creature may be too large to have fit inside the body of the first.

32

32. The creature's lungs are external, and it can be heard wheezing in pain when it moves.

33

33. The creature walks upside down on all fours. (Like a crab walk or bridge pose).

34

34. The creature changes its form of locomotion when threatened. If it is humanoid or otherwise bipedal, it drops to move on all of its limbs to fight. If it is not bipedal, it rears up on two limbs (either the back or the front).

35

35. The creature perfectly mimics the sounds of any creature it encounters, often mocking, begging, or whispering to victims in their own voices. It takes pleasure in learning all the sounds a particular creature can emit.

36

36. The creature's head acts as an independent being, often conflicting with the body in actions, intent, and philosophy.

37

37. The creature holds an object that shifts to take the form of the head of the first sentient being that looks at it, speaking, hearing, smelling, and seeing through that head. If the creature is no longer being observed, the head reverts back to an amorphous blob. If the creature is killed during the encounter, the head retains whatever form it had at death, but can no longer change.

38

38. The creature suppresses emotions of disgust, fear, or compassion of other creatures nearby. When an affected creature leaves the area of this effect, those emotions flood back to it.

39

39. The creature is lethargic when not bothered by anything, but is extremely agile and energetic when interacting with other beings (not necessarily fighting them).

40

40. The creature is small and pathetic on its own but can hatch larger organisms that it can "ride".

41

41. The creature has no skin or tissue covering its lower jaw.

42

42. The creature’s limbs bend at odd angles as if all its bones were broken.

43

43. The creature’s eyes are in the wrong location on its body. (Think the Pale Man from Pan’s Labyrinth).

44

44. The creature’s jaw does not open/hinge in the usual place. Instead, for example the lower jaw splits into two halves, like mandibles.

45

45. The creature has another, smaller mouth inside of its normal one (repeat as necessary for additional horror).

46

46. The creature sprouts mouths all over its body.

47

47. The creature has no eyes- only smaller mouths where they should be.

48

48. The creature has tentacles or other appendages emerging from odd and unusual places.

49

49. The creature constantly wails piercing shrieks. (Add a Wisdom saving throw every round. On a failure take either psychic damage or a frightened, paralyzed, or stunned condition. If passed, can't be affected again for 24 hours.)

50

50. The creature's form flickers occasionally, revealing a much much larger ethereal form silently screaming at the PCs. (Add a Wisdom saving throw each round, become frightened on a failure. If passed, can't be affected again for 24 hours.)

51

51. The creature attacks in a way that damages itself without it seeming to notice. For example, it attacks directly through a sword, splitting its hand open in the process.

52

52. Buzzing flies and other insects hover around its skin. (Can act similar to the Warlock's Cloak of Flies Eldritch Invocation: Grants the creature advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn next to the creature takes 1d4 poison damage.)

53

53. Plants quickly rot around where the creature steps. (Players have advantage on Survival checks to track the creature, but could lead to plant monsters, poison, or disease which are criminally underused.)

54

54. The creature makes no actual sound, but each sound that it would make (footfalls, attacks, growls, etc) are heard telepathically by one or two members of the party. The others hear nothing.

55

55. The creature's flesh is translucent, and smaller things can be seen floating inside, occasionally pressing their hands or faces against the skin to peer out. (Piercing and slashing damage might not be recommended).

56

56. The creature flickers every few seconds in a glitchy manner, changing posture and position slightly during and sometimes after the flicker. (Attack rolls against this creature could periodically have disadvantage.)

57

57. The creature's shadow or reflection appears to be a more monstrous, and much larger, shape.

58

58. The echoes of the creature's voice come back as screeches or gibbering, instead of matching what it said.

59

59. The creature is covered in eyes everywhere except where you would expect. When it does not move for a round, more eyes open up on surfaces where its shadow falls (including on the players).

60

60. The creature appears to have a single shape from a distance, but is actually a swarm of smaller animals (rats, ravens, bugs, etc) that are piling on one another to form another shape.

61

61. The creature is covered in holes/burrows that appear far deeper than its body's depth. Something can be seen squirming or wriggling from within.

62

62. The creature is clearly diseased, and is surrounded by and directing similarly diseased animals and people who appear to have no will of their own.

63

63. The creature can enter and exit reflections at will and stalks the PCs through them.

64

64. The creature has an unexpectedly humanoid face.

65

65. The creature does not have a face where there should be one. (The creature may gain Blindsight or Tremorsense.)

66

66. The monster's eyes emit a bright, searing light, stronger than any lantern you've ever seen. The beams scan across the terrain wildly, searching for new prey. When they lock on you, your vision becomes encompassed by that all-consuming brightness. Only when trapped in this light can you make out the pupils behind the light, frantically rolling around in their sockets.

67

67. The creature reaches inside its body and breaks out ribs or other bones to use as weapons.

68

68. The creature's limbs have far too many joints in them.

69

69. The creature's skin is translucent, showing pulsing organs and bone.

70

70. The creature has leeches or other parasites clinging to its body.

71

71. The creature's teeth are abnormally large and have outgrown its mouth. It has wounds in the roof of its mouth, and blood drips from its teeth constantly.

72

72. The creature has ill-fitted and/or rusty armor bolted/sewn on. It is clear that this is painful to the creature. (May grant bonus AC.)

73

73. The creature never looks directly at you, looking behind you instead. None of its attacks seem to be directed at you, despite sometimes hitting you. If you look behind you, there is nothing there. (May cause disadvantage on the creature's attack rolls.)

74

74. Whenever the creature moves it sounds as if it's walking through a puddle or a swamp, despite its feet and the area around it being completely dry.

75

75. The creature has no eyelids but instead has clear coverings that can go over its eyes. It never breaks eye contact.

76

76. You have an unshakable feeling of familiarity with the creature.

77

77. Small, black fungi grow quickly around the creature's heavy footfalls but wither and die after the creature is a short distance away.

78

78. You can see the creature, even with your eyes closed. Blind people can also visually perceive it.

79

79. Bodily fluids such as saliva, tears, or blood slowly flow towards the creature.

80

80. Being near the creature disrupts inner ear function and makes other creatures hallucinate the sensation of abruptly falling/being off-balance. (Other creatures within 5ft of the creatures must succeed on a Wisdom saving throw or have disadvantage on attack rolls for 1 round. If passed, can't be affected again for 24 hours.)

81

81. The creature's head is shrunken. Its body is unaffected.

82

82. The creature weeps whenever someone of a particular race or gender is close by. (i.e. women, Elves, etc.)

83

83. The creature makes the sound of a crying baby to attract its prey.

84

84. The creature casts no shadow.

85

85. The environment seems to help the creature. Grass and shrubs shift to erase its trail. The trees shift to block lines of sight, and shift their leaves to avoid sunlight from hitting the creature. When it steps it sounds graceful like a deer and nature seems more alive than anywhere near it.

86

86. The creature leaves a slimy trail when moving. (The creature does an extra 1d4 acid damage on attacks. When moving through the trail and/or finishing your turn in it causes 1d4 acid damage.)

87

87. When significantly damaged (i.e. 1/2 HP), the creature splits into two independent creatures.

88

88. The creature licks its prey after grappling it. (The lick can be a free action. It does not have an effect, but the DM can have the player roll a d100, after which the DM can either make a point of writing something down in their notes or making a mark on the character sheet.)

89

89. Killing the creature causes a heavy feeling of guilt or sadness, or just loss of energy. (Dealing the killing blow on the creature may cause a point of exhaustion. Could be tied to a Wisdom saving throw.)

90

90. The creature is easily forgettable. Another creature who fights it will remember the fight and the creature, but specific details are difficult to recall.

91

91. Maggots crawl from holes in the creature's flesh.

92

92. The creature's reflection is hideously distorted.

93

93. One or more of the creature's appendages (arms, legs, head, etc) are shriveled and shrunken.

94

94. After killing the creature, you have violent dreams of it attacking you for the next 1d4 nights.

95

95. The creature can create small visual or auditory illusions to lure in prey.

96

96. The creature is covered in mold, mushrooms, or other fungus.

97

97. The creature appears to be grinning madly. (Especially effective on a creature with no/low intelligence.)

98

98. The creature moves in janky, staccato motions.

99

99. The creature's eyes are listless and it drools excessively but is driven into a frenzy when attacked or approached.

100

100. It's not entirely obvious whether the monster is a single organism or multiple. Either way there are several eyes looking at you.