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100 MONSTROUS ENCOUNTERS
1. The Floating Skull of Certain Doom
Drifting towards you is a fluorescent skull with ruby eyes...
DM BRIEFING: It is a fluorescent skull with rubies for eyes – at the heart of a gelatinous cube-the plan being not to mention the gelatinous cube until physically encountered. Consequently the Skull is immune to turn Un-dead, and is protected by an ‘invisible field’ a few feet ahead of the Skull that halts crossbow bolts and absorbs magic missiles.
The Rubies are apparently worth 200 gold pieces each (they are worthless – the Skull with ruby eyes grows at the heart of this species of gelatinous cube as a defence mechanism.
2. The Dog that fetched the Ugly Stick
Bounding toward you is a very large, very ugly, and very angry Dog in scale barding...
DM BRIEFING: Truly hideous is this deformed Blink Dog. Its Scale-mail natural armour provides it with considerable protection. It is both the only exit and utterly hostile toward the PCs. If they decide to subdue it they will be able to teleport out of the Cleaves with the help of the Blink dog. If they kill it – they are stuffed.

Sphen86 |

Sin's Own Hand
A large, grotesque hand sits unmoving above the exit. It's seven fingers of shriveled and blackened skin marking it as wholely an abomination.
This hand only "attacks" those who try to pass through the door. It uses a melee touch attack with a random finger, each one tied to a differant of the seven deadly sins. If it succeeds in a touch attack, the player hit attempts a Will save against being afflicted with one of the sins at random. For each 5 points by which he/she fails, determines how strongly afflicted that player is.

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4. The Gelatinous Teserract
The cubelike form of a Gelatinous cube moves toward you...
DM Briefing: The Gelatinous Tesseract will not devour a victim - rather it will excreete the victim out the other 'Side' - A point in the Dungeon where it's duplicate cube exists. Oddly enough this is the only way to reach this part of the Megadungeon.

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7. The Crushing Boulder
This animated stone golem-like entity simply looks like a 10' diameter stone sphere. It goes out of it's way to crush it's victims - changing direction, moving up hill/up stairs. Following its prey down 10'wide corridors. Anyone who is foolish enough to think they can duck down a side corridor to evade the stone sphere is going to be in for a surprise.

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8. The Big Mama
Sitting wherever appropriate is a what appears to be a large size treasure chest. This is actually a deadly Mimic. Apply the Giant and Advanced Simple Templates to the creature. Otherwise it is typical for it's kind. This is a particularly ingenious creature and when interacted with it initially allows the party to "open" its top. When the PC goes to look inside it appears to be filled with a large cache of gold, silver, and copper coins, a few masterwork weapons, as well as gems and whatever else you see fit to entice the players to attempt to actively loot this "hoard."
The creature attacks once the first PC attempts to actually take something out of it, giving the Mimic 1 free attack at +20 to hit on that particular PC.
Upon slaying the creature they find most of the treasure were well made imitations but find level equivalent loot among it all although it is covered in dried blood and bits of gore.

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10. Naga's Tattoo
This jade coloured Snake Tattoo will jump from corpse to victim causing it's new prey to become Taxim (Undead). Basically it will bite a victim who is weak and kill them - taking over their body for little more than an hour. Between bodies it has the stats of a giant snake and is vulnerable to damage (although it can regenerate from this death over days). in this state it will look like a drawing of a Snake on a wall , floor or ceiling - except that it moves when no one is watching.

Sphen86 |

11. Ramora Mouse
A small rodent that scurries around after larger animals, deftly avoiding traps and dangers, awaiting the demise of the larger creature. It stays out of sight as much as possible, and will retreat if attacked, but only far enough to stop the assault. Once it begins to trail someone, it continues to do so until that target dies and it can eat of it's corpse. It has also been known to store small chunks of fleash if a creature dies close enough to the den of the mouse.

Goth Guru |

13. Cleo
Cleopatra the 3rd is a greater mummy. As a 10th level cleric she ended up with the Charm and Trickery domains when she rose, both because of grave robbers and because she died a virgin. She can't turn off the mummy rot touch, so her first time might be someone's last. She of course can only channel negative energy, and has the Command Undead feat. She's primarily here to find the tablet.

Sphen86 |

15.Sand Yak
This large, impossing mass of fleash roughly resembles a watter buffalo. However, the sand sifting from between it's fur makes it obvious that it comes from an arid desert. And it bleats. Like a goat.
16.Last Sleep
An insidious type of mimic. It takes the form of a blanket or bedroll and waits till the one using it falls asleep, at which time it attempts to strangle the sleeper.
17. Satan Bird
A tiny, yellow bird that follows the party around being generally annoying. It never actually attacks, only attempts to distract. It squawks when the party is trying to Stealth, poops on those not paying attention, tries to keep the party from sleeping the night through, and steals any small objects left un-attended.

Goth Guru |

18.The Ripper
This person wearing a top hat, suit, greatcoat, and wielding a war razor has glowing red eyes and is raging. His coat contains ten more razors. If he reaches zero or less, a black cloud streams out of his mouth and flies away. Good role players won't recognize a member of England's royal family, but they will realize he is a normal human who was possessed by some sort of fiend, that is still in the area. It may come looking for someone sleeping to possess.

Goth Guru |

21. The Cleaners
This is a mass of animated bones attached to the front of a small cart. It uses brooms, shovels, rakes, and other implements to clean the dungeon and fill the cart. If you fight it it's got 10 attacks and 6 times the hit points of a normal skeleton. It empties the cart when it reaches places like Losertown.

Goth Guru |

22: Basilisk
23: Boar (Dire), Max hits.
24: Centaur
25: Cerberus Hell Hound: 3 headed, fire breathing, dire wolf.
26: Chimera: The heads argue when they aren't fighting.
27: Cockatrice
28: Cyclops
29: Gorgon
30: Griffon
31: Harpy
32: Hydra
33: Lamia (Serpentine, add 3 cleric levels with D10s)
34: Lion(Dire) Max hits.
35: Manticore
36: Medusa: Wears a mask of humanity to control her powers.
37: Minotaur
38: Nymph: Linda, wants to get out the nasty dungeon.
39: Pegasus
40: Satyr
41: Sphinx: Named Tawny, wears glasses, and is a font of useless information.

Sphen86 |

22: Basilisk
23: Boar (Dire), Max hits.
24: Centaur
25: Cerberus Hell Hound: 3 headed, fire breathing, dire wolf.
26: Chimera: The heads argue when they aren't fighting.
27: Cockatrice
28: Cyclops
29: Gorgon
30: Griffon
31: Harpy
32: Hydra
33: Lamia (Serpentine, add 3 cleric levels with D10s)
34: Lion(Dire) Max hits.
35: Manticore
36: Medusa: Wears a mask of humanity to control her powers.
37: Minotaur
38: Nymph: Linda, wants to get out the nasty dungeon.
39: Pegasus
40: Satyr
41: Sphinx: Named Tawny, wears glasses, and is a font of useless information.
I was really very confused about this until I looked in the "Special Discoveries" thread.

Goth Guru |

A traditional order of the labours found in Apollodorus[2] is:
1. Slay the Nemean lion.
2. Slay the 9-headed Lernaean Hydra.
3. Capture the Golden Hind of Artemis.
4. Capture the Erymanthian Boar.
5. Clean the Augean stables in a single day.
6. Slay the Stymphalian Birds.
7. Capture the Cretan Bull.
8. Steal the Mares of Diomedes.
9. Obtain the Girdle of the Amazon Queen.
10. Obtain the Cattle of the Monster Geryon.
11. Steal the Apples of the Hesperides.
12. Capture and bring back Cerberus.
http://en.wikipedia.org/wiki/Labours_of_Hercules

Yucale |
45. Mori-zhul
A shadow demon that attempts to posess the PCs or sentient objects (favors swords). Mori-zhul has various unreliable class levels and tons of split personalities it hides very well. It will cooperate with the PCs if they will help it towards its subtle and conniving goals. Most of the split personalities are dormant, but not all of them are demonic, and some might have very important information to share with the PCs though the main personality won't let them. Mori-zhul's origin is uncertain, though particularly stubborn and clever PCs may come to realize the demon has vast knowledge of fate's weave, even for an immortal. Though Mori-zhul is decidedly CE, its powerful enough that diplomacy would be wise, instead of combat.

Goth Guru |

46. The Crypt Creeper
His skin is stretched tight over his bones. His voice and laugh are creepy too. He asks, “Would you like to know where the next piece of the font is? Heeehehehehehe!!!!!” If someone says yes, he will teleport/plane shift them.
The characters will end up in a module or encounter of the GMs choosing. They will find the rod with the remains of the person who escaped The Cleaves. As soon as the characters have the item and move out of the adventure, they will wind up back in The Cleaves. The Crypt Creeper is a special construct similar to a flesh golem but forever stuck in his original program.

Goth Guru |

47. Sakura Kitsune
You see before you a beautiful young woman dressed in traditional Geisha garb. She has beautiful cherry blossom pink hair and delicate facial features. She says her name is Sakura, and she is here entirely by accident. (She is a Kitsune, and her true form is a foxlike creature with at least 3 tails. She may be able to drain wisdom from people out of the air so they are more vulnerable to her sorcerer spells including charm person. She should be able to drain hit points from everybody around her and reroute them to her favorite puppet. She is neutral and she wants the godhood.)
Card: A picture of Sakura with a shadow shaped like a fox with 3 tails. When you show it to the players hold your fingers over the shadow.

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52. Angry Bedouins
You wander down the tunnel and out into a dust storm. Somewhere along the way you exitited into a valley. You are instantly taking fire from a group of three Desert Nomads with oddly shaped crossbows that fire repeatedly and with great noise. They keep screaming until the PCs or they are dead.
AK-47: 6 rounds per round (1d8)/Range: 20/60/120

Goth Guru |

53. Doctor, Professor, Phil Abrams
You see a translucent, gentleman wearing an important looking suit and beard. You hear him saying “No, don’t do that you idiot.” Or “Wrong, Nooby” . (This ghost has draining touch which it uses on Charisma to help it win it’s arguments. He isn’t the expert he claims to be. He died in a madhouse. He will constantly argue with anyone who challenges his beliefs that all magic is powered by subterranean machines run by Grey Dwarves, among other things.)

InsideOwt |
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55. The Butcher
A large human zombie equipped with a huge butchers knife and hooked chains which he uses to snare and grapple foes. He wears a blood soaked apron and part of his face is missing but is replaced with pig skin.
56. The Baker
A large human zombie equipped with a giant rolling pin (club) and a spear-like fork which he uses to impale enemies. He is cover in flour and blood and the majority of his flesh has burned black.
57. The Candlestick Maker
A slim human witch with a slender white cat familiar. The witch possess wax sculptures of the butcher, baker and all of the PCs and can manipulate and control all of them (DC 15 Will resist) using the wax dolls.
Destroying the wax figures breaks the control. If the wax figures of the butcher or baker are destroyed they can may turn on the witch.

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59. Demonkey
This thing is small as a key and looks like a metal T with semiprecious stones at opposite sides of the 'T' It has four Metal wires protruding from the Base of the T. When placed to a Keyhole (magical or non magical) the four wires will move into the keyhole and tumble the lock (opens any lock or mechanism of up to DC20).
It must be fed meat once a day or it will attempt to feed on the owner (in the middle of the night it will crawl to an ear and reach in for brain tissue).
60. Bloodwand Root
This three foot long plant appears to divide and swist into two branches that end in sharp points. It grows from a root stock on brick or stone.
It can be used thusly - If stabbed into a victim like a dagger it will grant the user one Magic missile as though it were a wand of Magic missiles with one charge.
The Plant is always alive. Even once severed from the Rootstock, it will continue to need to feed and if not fed once per day will feed on the Owner seeking to stab the victim in the Kidney while they sleep.

Goth Guru |

61. Violet
She is a Purple Dragon. Probably a young adult, unless you need to scale her up or down. She can breath a cone of sound that also causes deafness in thoes who fail the save. It does double damage to crystal or stone. She can use blur at will. Her spells are all drawn from the Bard spell list. She is caotic evil. Like all her kind she is very vain about her appearance.

BenignFacist |

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62. Shaking Fist
A humanoid arm sticks out from the wall, violently shaking it's fist. It is clad in ancient green ceremonial armour. The arm attempts to grab anyone who gets too close. Once grabbed the arm will not let go until destroyed. A successful Escape Artist check allows the victim to wriggle free - after which the arm reaches out once more and it's hand slowly raises middle finger.

Goth Guru |

63. Multi-Elemental Golem
You see a large thing, held together by a metallic torso. It’s right arm is fire, it’s left is ice, it’s right leg is stone from an earth elemental, it’s left leg is a pillar of water, and it’s head is a tornado with a face. This mishmash of elementals screams in pain and attacks.

Goth Guru |

64. RuneScarabs
http://i11.photobucket.com/albums/a151/GothGuru/FRPG/RuneScarabs.jpg
The rune scarabs have numbers and letters on their backs.
Use the spider swarm, just change the poison and description.
Their bite has caos poison. DC18 1D6 points of a random ability.
1-Str, 2-Dex, 3-Con, 4-Int, 5-Wis, or 6-Cha.
They can eat through rock eventually but they prefer meat and plant matter.
To upgrade increase the size of the swarm.

omega9 |

65. "Trust me guys, theres nothing there."
PC's role perception checks. They see nothing. The encounter then goes one of two ways:
A) They don't believe you, and in their paranoia start searching the room with every thing the have in order to determine if you're messing with them. You smirk at their futile actions and make vague comments, adding more fuel to the fire.
B) They believe you, and carry on. A dread wraith with a 15 foot reach stalks them from underneith the floor for the rest of the dungeon or until they kill it.

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66. Rune on a Wall
This rune transforms the PC looking at it into a Giant rat. He/she is still intelligent and capable of understanding others as they have always done. The only problem is that the PC is a Giant Rat (6'tall) and can only speak with Rats.
67. Air Squid
Something with long (and almost translucent) Tendrils reaches out of the dark to grasp the PCs. It seems to be a Very Large Squid simply floating in the Air.

Goth Guru |

69. Alzeame Mardoom Gazar
You feel some kind of heat and feel as though someone is watching you. (This Efreeti is studying the party invisibly before he confronts them. He isn’t like any other of his kind. He forced a weaker creature to make 3 wishes on his behalf. His flaming burst falchion cannot be changed in size, ever. It is also, all his treasure. He is deathless, however that just means if he is killed or destroyed he reforms at full health in his bottle(He wedged it in the crack to protect it. The third wish reversed his banishment from the City of Brass, and any other banishment including the spell.)

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70. Human Swarm
As you move through the room, a man in rags springs out of hiding and rushes towards you screaming incoherently at the top of his lungs. His slams into the person nearest him, and falls over dead, dealing one point of damage. He is just above average height, with brown hair and eyes, and is dressed in rags. He has no discernable treasure about him.
This swarm of humans does not follow many of the traditional swarm rules. It is encountered one person at a time until all one hundred human swarm members are defeated. They all look exactly the same, but attack in slightly differant fashion. Whether falling out of a tree onto one of the party, or rushing through a crowd screaming, only the party ever notices the swarm, and the swarm never attempts to harm anyone put the PC's.

Goth Guru |

71. Ann. Ann seems to be a cute Halfling wearing a ponytail and leather armor.
DM notes: Since were posting bad jokes, she is a Squirrel Lamia. She will tell everyone she is a Halfling while she tries to make them suspect she is a Kender. She has 1D10+2 hit points and as many rogue levels as most party members. She will bide her time and try to steal any holy symbols, then escape. Since she has disguise self and has maxed out her disguise skill she will be hard to unmask.

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72. The Fae Plague
There is a strange mist filling the chamber...
DM: This is actually a mist that simply transforms Dwarves and Elves into a 6 inch tall version of the Species (Permanently). There will be numerous such 'diminutive fae' living close by who will set on the tall PCs with cutthroat razors and climbing grapnels made of fish hooks.

unopened |

73 - The Gambler
This curious looking fellow approaches, he is dressed like an gipsy, and offers to play a game of chance for only 50gp.
The game consists in pulling 1 card from a small deck of 5 cards, "ok, these are the rules. He said: black are good, red are bad, and the jokers gets you a piece of the font or takes one away. Now, choose wisely"
Black Joker - Wins a part of the font
Red Joker - Loses a part of the font
Ace of Diamons - 1d6 ability drain at random 1str 2dex 3con 4int 5wis 6cha
Ace of clubs - wins a random wand. 1d6 1-clw cl5 2-lesser resto. 3-fireball cl8 4-blur cl 8 5-barkskin cl7 6- CMW cl8
(All wands got 10 charges left)
Ace of heart - Heart attack! Fort DC 25 or die!
Ace of Spades - Wins a 50% minor wondorous item or 50%special discovery
Dm Notes: If attacked or after a game, the gambler will vanish from sight, planeshifting himself. However, the gambler only has 20 hp, if killed it wont leave any loot behind and will curse the slayer "you will fail yourself when you need it most." (automatically fails next saving throw)