WWN Creature Generator (No abilities)

Result

Monster Shapes And Appearances:

What Kind Of Animal Is It Most Like?

Roll on "Animal Type"

What Is Its Basic Body Plan?

Roll on "Basic Body Plan"

Why Isn't It Dead Yet?

Roll on "Why not dead"

How Does It Usually Hunt

Roll on "Hunting method"

Characteristic Body Parts Or Creature Elements

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Monstrous Drives

Roll on "Monstrous drive"

Context

How Much Local Contact Does It Have?

Roll on "Local Contact"

How Do The Locals React To Its Drive

Roll on "Local Reaction"

What Scars Has It Left Here?

Roll on "Scars Monsters Left"

How Did The Monster Arise?

Roll on "Arise"

What Is Its Connection With The Past?

Roll on "Connection with the past"

A Twist To Its Activities

Roll on "Activities Twist"

Subcharts

Animal Type (d12)

d12 Result

1

Apish: Distorted humanoid outlines

2

Arachnid: Webs, many limbs, many eyes

3

Avian: Feathers, beak, talons, light weight

4

Beetle-like: Rounded body and armor

5

Canine: Muzzle, tail, paws

6

Equine: Hooves, speed, manes

7

Feline: Fangs, claws, litheness

8

Piscene: Googly eyes, scales, fins

9

Reptilian: Frills, side-slung limbs, scales

10

Serpentine: Limbless, venomous, slim

11

Ursine: Broad body, thick hide, claws

12

Wasp-like: Wings, narrow thorax, sting

Basic Body Plan (d8)

d8 Result

1

Limbless, amorphous, or a tentacular mass

2-3

Bipedal, generally upright

4-7

Quadrupedal, perhaps able to rear up

8

Sexapedal, perhaps with wings and legs

Why not dead (d6)

d6 Result

1

It requires very little food for survival

2

It’s poisonous and repels its predators

3

It eats something other creatures can’t

4

It’s newly introduced in the area

5

It doesn’t need food in a normal sense

6

It exists in symbiosis with something else

Hunting method (d10)

d10 Result

1

Stealthy stalking and ambush of its prey

2

It steals the kills of other creatures

3

It hunts in packs or family groups

4

It uses some unnatural power to catch prey

5

A partnership with another kind of beast

6

It feeds on carrion and the very weak

7

It chases down its prey in open pursuit

8

It disguises itself as something harmless

9

It blindly eats whatever it encounters

10

It lures in its prey with some kind of bait

Characteristics (d12)

d12 Mammalian Insectile Reptilian Avian Piscene Exotic

1

Thick fur

Compound eyes

Poisons

Feathers

Scales

Tentacles

2

Tail

Stings

Slitted eyes

Beak

Bulging eyes

Sacs

3

Paws

Mandibles

Fangs

Talons

Fins

Wheels

4

Hooves

Spinnerets

Scaled skin

Light body

Suckers

Balloons

5

Hands

Swarms

Silence

Songs

Tentacles

Tendrils

6

Fangs

Membrane wings

Draconic wings

Bright colors

Pincers

Launchers

7

Claws

Egg sacs

Thick hide

Sharp eyes

Rubbery hide

Treads

8

Visible ears

Blood-sucking

Crawling

Eggs

Huge maws

Jets

9

Stenches

Parasitizing

Cold-blooded

Diving

Water jets

Secretions

10

Leathery hide

Larval forms

Camouflage

Flocks

Slime

Translucence

11

Bat wings

Leaping

Crushing jaws

Regurgitation

Spines

Alien smells

12

Horns

Numerous legs

Wall-climbing

Guano

Mineral deposit

Unliving matter

Monstrous drive (d12)

d12 Result

1

Destruction: it must destroy something that is useful or necessary to humans. It might blindly slaughter livestock beyond all hunting need, instinctively seek the destruction of man-made edifices, have an inherent compulsion to destroy loving relationships, eat metal tools and weapons, consume the health and luck of its prey, or otherwise take away something that humans need.

2

Conquest: it needs to destroy all rivals and interlopers within its territory, which must expand with the creature's increasing might. This may be a very literal form of conquest, with the beast seeking to kill any intruder within its realm and probing outward constantly to seek new land. It may also be social or metaphorical, with the creature seeking to become the exclusive power within a social sphere, profession, guild, or skein of relationships.

3

Construction: it has to build something that can cause problems for humans. It might be driven to create elaborate nests, forced to foment treacherous schemes against humanity, made to build large civil structures in awkward places, manufacture a particular sort of good beyond all need, generate a toxin or miasma, xenoform terrain to fit its alien creator's home world, or some other act of troublesome creation.

4

Consumption: it needs to eat something that is either difficult to acquire, greatly troublesome to humanity, or magical or metaphorical in nature. It might consume loving relationships, eat youth, dine exclusively on traitors, be impossibly gluttonous, devour magical items, or need special alchemical mixes.

5

Deception: it must feign some harmless or innocent guise, fitting in perfectly as its adopted role. Animals may seem to be some different, more docile creature, while intelligent beings may masquerade as humans or adopt some specific social role. It must kill whatever it would replace, and destroy anything or anyone that might threaten to reveal the truth about it, showing the reality of its nature only when it feeds or enjoys the benefits of the role it has adopted.

6

Defilement: it must degrade and destroy those things that give hope or meaning to humanity. Corrupting religions, poisoning food crops, curdling familial love, inducing leaders to become tyrants, and withering bonds of loyalty might all be tools for such creatures. Most of them will have a particular type of good thing that their powers and nature enable them to debauch.

7

Domination: it needs to win the slavish submission of its chosen prey. Rather than killing them, they must be reduced to helpless obedience to the creature's needs and wishes. Animals may terrorize sentients until worship or tribute is offered, while intelligent beings might use social tools or threats to force compliance. Weaker creatures of its own kind might be treated with similar brutality.

8

Parasitization: it has to subvert and suborn humanity or something humans rely upon. This may be a physical act of parasitization on a human host, or it may be a more metaphorical leech, taking advantage of some quality of human society to feed and shelter it. Parasitized hosts may be hollowed-out skinsuits, helplessly enslaved victims, willing but foolish co-conspirators, unwitting cattle, or humans who can provide some special service or quality the creature craves.

9

Predation: there's something that it absolutely must hunt or kill, and pursuing them is a need at an instinctive level. This is usually something problematic for humans, such as a compulsion to hunt humans, specific types of people, livestock, particular demihumans, people who have committed a particular type of act, those who trespass on its territory, or some other type of victim.

10

Reproduction: it has some unique or difficult condition for reproduction that it must satisfy, such as needing large amounts of a particular substance, a properly-built nest, a difficult-to-win mate, a helpless parasitized host, the brutal conquest of its rivals, or even some magical or esoterically metaphorical condition. This condition causes problems for humanity around it.

11

Sadism: it was created not necessarily to kill its prey, but to torment it. Terrifying taunts, senseless cruelty, and abominably awful methods of harm are employed instinctively by this creature, and it will always prefer to leave its prey alive until every ounce of resistance has been wrung from it. It receives great delight from the suffering of others.

12

Theft: it has a compulsion to steal something that humans need in order to hoard or use it itself. It may compulsively steal and collect gold and other shiny objects, plunder food, carry off large amounts of some socially-necessary good, or have magical means to take away intangible qualities or social relationships. It should often be possible to recover the lost traits if the creature is subdued.

Local Contact (d6)

d6 Result

1

The locals have no idea it exists

2

The locals make wild guesses and myths of it

3

They’ve had a few significant encounters

4

They know it’s there and a little of its wants

5

It’s a regular threat they need to deal with

6

They know its nature and needs very well

Local Reaction (d8)

d8 Result

1

They try to placate or appease its hungers

2

They try to kill it, actively hunting it down

3

They avoid its territory out of spiritual fear

4

They accept a certain amount of loss from it

5

They build countermeasures against it

6

They try to contain it within a certain area

7

They try to use it against their enemies

8

They worship it or take it as a leader

Scars Monsters Left (d10)

d10 Result

1

Many widows and orphans of its hunters

2

A grand structure ruined by its acts

3

Land has been made worthless by its threat

4

A local hero has been slain by it

5

Local clergy have been shown as helpless

6

A local lord has lost much wealth from it

7

The poorest have suffered most from it

8

A great plan for the future was ruined by it

9

A venerated tradition was defiled by it

10

A vital good or resource was spoiled by it

Arise (d4)

d4 Result

1

It’s a relict of the malice of the Outsiders

2

It’s the product of human sorcerer-kings

3

It’s an accident of magic or nature

4

It’s a decayed form of something once noble

Connection with the past (d12)

d12 Result

1

It’s a servant of a long-dead religion

2

It’s obedient to a long-gone political group

3

It’s meant to target a perhaps-vanished foe

4

It needs an environment that is now rare

5

It’s accepted by certain ancient defenses

6

It serves an alien or vanished aesthetic end

7

Its home was a place that is now gone

8

It seeks something that has since been lost

9

It seeks victory in a struggle that is now over

10

It’s only part of something, the rest now gone

11

It serves an urge that no longer makes sense

12

It was sacred to some group that is now lost

Activities Twist (d20)

d20 Result

1

Its activities are very useful to some group

2

It’s currently hurting an unsympathetic group

3

It responds to certain ancient codes

4

It targets a group the PCs count as friends

5

It’s friendly to those sharing its tie to the past

6

A byproduct of its activities is very valuable

7

It has some devotees or cowed minions

8

It hates something the PCs have or relate to

9

It was formerly benevolent or useful

10

A victim plots a desperate act of revenge

11

People think its victims somehow deserved it

12

Killing it would cause some dire consequence

13

It’s being hunted by something even worse

14

It has regular cycles of activity and torpor

15

It has some defensible reason for its acts

16

It protects or spares its willing subjects

17

Someone is profiting by its depredations

18

The locals believe something very false of it

19

Its damage is insidious and slow to be seen

20

Hunters quarrel over who is to claim it


Citation
Kevin Crawford, Worlds Without Number