
Goth Guru |
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Homebrew Challenge: The Monster Maker
It’s almost Halloween! Let’s go back to the dungeon lab where Egor is waiting for us. Whether conjured, gene spliced, or sewn together from parts, it’s time to make monsters! :D=Evil Laugh
(Use the appendices in the Bestiary, pages 290-316.)
First roll for type. 3D6-2
1 Aberration
2 Animal
3 Construct
4 Dragon
5 Fey
6 Humanoid
7 Magical Beast
8 “Monstrous” Humanoid
9 Ooze
10 Outsider (1-astral, 2-ethereal, 3-shadow, 4-Earth, 5-Water, 6-Air, 7-Fire, 8-Ice, 9-LG, 10-LN, 11-LE, 12-NE, 13-TN, 14-NG, 15-CG, 16-CN, 17-CE, 18-20 Pick another plane of origin.)
11 Plant
12 Undead
13 Vermin
Subtype.
14 Aquatic
15 Augmented (roll twice, max 3 types)
16 Shapechanger Roll twice 3D6-2. (A humanoid/animal shapechanger will be a lycanthrope)
Now size
1: Fine (Swarm, parasite, or symbiote are all options)
2: Diminutive (Swarm, parasite, or symbiote are all options)
3-4: Tiny (Can be a familiar)
5-7: Small
8-11: Medium
12-14: Large
15-16: Huge
17-18: Gargantuan
19: Colossal
20: Monumental (Size of an island or mountain. Kaiju.) Add to table 1-3 Minimum CR is10, Base strength 50 or more, Base dex 4, and Base con 30. A living planet needs antibody like creatures to deal with normal creatures.
Roll a CR 1D20. Add maximum CR and subtract minimum CR. Less than 1 means 0= ½, -1= 1/3, -2= ¼, -3= 1/6, and -4= 1/8.
To be continued.

Goth Guru |

The Sequel!
Special abilities: 1D6+1 every 4 CR (0 or negative CR means -1). Roll D50 or D100/2
1: Ability damage and drain.(Ex or Su) Celestials can instead cure these.
2: Amphibious (Ex)
3: Bleed (Ex) Assumes some type of natural or equipped weapons.
4: Blindsense (Ex)
5: Blindsight (Ex)
6: Breath Weapon (Su) If not obvious from monster type (An elemental ice creature will breath frost) roll for damage type. 1)Fire, 2)Frost, 3)Acid, 4)Lightning, 5)Sonic, or 6)Type appropriate. Type appropriate can be shrapnel from a metallic construct or a holy word cone from a celestial being.
7: Burn(or whatever)(Ex) Once again, a frost ape’s touch will be chilling.
8: Change shape(Su) Humanoids could be were animals, while animals would be animal weres.
9: Channel Resistance (Ex) If not undead, you have the option of channeling energy instead.
10: Character Classes and levels. If it’s a dumb animal or beast, it is awakened and has normal character Int., Wis., and Cha.
11: Constrict (Ex)
12: Curse (Su)
13: Damage Reduction (Ex or Su)
14: Disease (Ex or Su)
15: Distraction (Ex)
16: Energy Drain (Su) I suggest Celestials instead can cure negative levels by touch. The monster maker can select this for a good creature also.
17: Fast Healing (Ex)
18: Fear (Su or Sp) or Frightful Presence (Ex)
19: Ferocity (Ex)
20: Flight (Ex or Su) Wings of any kind are Ex and can not be dispelled.
21: Gaze (Su)
22: Grab (Ex)
23: Immunity (Ex or Su) Comes with an opposed vulnerability.
24: Incorporeal (Ex) May have possession abilities.
25: Low light vision (Ex) If rolled again, make it Darkvision. Can also be upgraded by taking light sensitivity.
26: Paralysis (Ex or Su)
27: Poison (Ex or Su)
28: Pounce (Ex)
29: Powerful Charge (Ex)
30: Pull (Ex)
31: Push (Ex)
32: Rake (Ex)
33: Regeneration (Ex)
34: Rend (Ex)
35: Resistance (Ex)
36: Rock catching (Ex)
37: Rock throwing (Ex)
38: Scent (Ex)
39: Spell like abilities (Sp)
40: Spell Resistance (Ex)
41: Stench (Ex)
42: Summon (Sp)
43: Swallow Whole (Ex)
44: Telepathy (Su)
45: Trample (Ex)
46: Tremorsense (Ex)
47: Trip (Ex)
48: Web (Ex)
49: Whirlwind (Su)
50: Unique Power. Like Pixies have natural invisibility. Some tiny or smaller creatures can crawl into larger creatures, and Attack vital organs(Coup de Grace), or try to take control(possession). While in control, all their skills and other mental powers can be used in the more powerful body.
Number and post them, so you can refer back to them and others can set them loose in their games. Feel free to link official tables and charts. Third party and other homebrew is good too.

Goth Guru |

If you want a flat probability, use a D16 in the text formats.
Type: 1d16 + 3 ⇒ (5) + 3 = 8 This is a dice expression.
Monstrous humanoid.
Size: 1d20 ⇒ 11 Medium
I just noticed I left the plus 3 in there, but I'll soldier on.
Level: 1d20 ⇒ 12
That's 3 4s so 1D6+3
How many abilities: 1d6 + 3 ⇒ (4) + 3 = 7
Special Abilities: 1d50 ⇒ 361d50 ⇒ 231d50 ⇒ 391d50 ⇒ 361d50 ⇒ 351d50 ⇒ 391d50 ⇒ 5.

Goth Guru |

Here's how you make something work.
It's got rock catching twice, but it's medium size, so I will extend it's arms, and make it sort of a variant dwarf. It gets 2 saves to catch each rock, taking the best save. Spell like abilities are twice so I will give the Stoneborn, enlarge person self at will. He's 12th level so I'll give him stoneskin 3 times a day. He (or she) also has blindsight, an immunity, and a resistance. The Stoneborn is immune to earth based magic such as pit spells, earthquake, and flesh to stone. They take a -4 in their saves vs air based spells. I'm going to give them resistance 10 vs cold because of their rocky nature.
They don't have the normal dwarvish traits such as stone cunning, but when one is born the dwarvish clans consider them a gift from the gods. They are often front line fighters against giants, especially frost giants.

THUNDER_Jeffro |

Alright, I'm going to make some rolls and I'll come back here with the finished product later. Hopefully later tonight.
Type: 1d16 ⇒ 1 Aberration
Size: 1d20 ⇒ 9 Medium
CR: 2d10 ⇒ (9, 10) = 19 I'll be honest, I wanted to weigh it a little more to the middle... and so much for that.
Special Abilities: 1d6 + 5 ⇒ (1) + 5 = 6
Ability 1: 1d50 ⇒ 34 Rend
Ability 2: 1d50 ⇒ 10 Character classes and levels? I might interpret that as "casts as a caster of X level"
Ability 3: 1d50 ⇒ 29 Powerful Charge
Ability 4: 1d50 ⇒ 46 Tremorsense
Ability 5: 1d50 ⇒ 5 Blindsight
Ability 6: 1d50 ⇒ 7 Burn

THUNDER_Jeffro |
1 person marked this as a favorite. |

Against my better judgement, I stayed up late making this:
Void Walker CR 19
XP 204,800
NE Medium Aberration
Init +10; Senses blindsight 120 ft; Perception +37
Defense
AC 34 (+4 deflection, +6 Dex, +14 natural; Touch 20; Flat-Footed 30
HP 315 (30d8+180)
Fort +16; Ref +16; Will +21
Defensive Abilities energy absorption (50/day); Immune cold; Resist variable 10 (usually fire)
Offense
Speed 30 ft, climb 30 ft, swim 30 ft
Space 5 ft; Reach 5 ft (10 ft w/ tentacles)
Melee +3 blast vessel longsword +29/+24/+19/+14 (1d8+8 and 1d6 destructive blast w/ rider/17-20), 6 tentacles +25 (1d4+2 plus 1d6 cold and grab)
Ranged destructive blast +28 (9d6/18d6)
Special Attacks powerful charge (2H +3 blast vessel longsword, 2d8+10 and 1d6 destructive blast w/rider), rend (2 tentacles, 1d4+7 damage)
Sphere Talents (CL 17, MSB +17, MSD 28, concentration +25)
Destruction Sphere
Explosive Orb (Reflex DC 26), Extended Range, Force Blast (Reflex DC 26), Shocking Blast (Fortitude DC 26)
Protection Sphere
Adaptation (advanced), Breathless, Energy Resistance, Greater Barrier, Obstruction, Spell Ward
Warp Sphere
Distant Teleport, Emergency Teleport, True Teleport (advanced), Unseeing Teleport
Statistics
Str 20, Dex 22, Con 23, Int 27, Wis 18, Cha 19
Base Atk +22; CMB +27; CMD 43 (can’t be tripped)
Feats Arcane Empowerment, Contingency, Counterspell, Counterspell Mastery, Critical Focus, Greater Counterspell, Improved Counterspell, Multiattack, Improved Critical (longsword), Improved Initiative, Quicken Spell, Ritual Caster, Ritual Master, Tiring Critical, Weapon Focus (longsword)
Skills Acrobatics +39, Climb +46, Escape Artist +39, Intimidate +37, Knowledge (arcana) +41, Knowledge (geography) +38, Knowledge (planes) +38, Perception +37, Spellcraft +41, Stealth +39, Swim +46, Use Magic Device +34
Languages Aklo, Common
SQ sphere specialization (Protection), cold, rending tentacles
Combat Gear +3 blast vessel longsword
Other Gear double standard treasure
Special Abilities
Cold (Su)
A void walker’s body generates intense cold, allowing it to deal an additional 1d6 cold damage with its tentacle attacks. Any creature that attacks a void walker with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 6d6 points of cold damage per round the grapple is maintained.
Rending Tentacles (Ex)
A void walker’s tentacles have ridges, spines, and suckers that are viciously sharp. They do slashing damage as well as bludgeoning damage. Additionally, if the void walker hits with at least two tentacle attacks it deals rend damage.
The void walkers are some of the deadliest servants of the terrible horrors that lie within the black of the void. Void walkers serve as generals of aberrant armies with a combination of alien intelligence, skill at arms, and magical skill. A void walker will not hesitate to enslave races in order to build strange spaceships and then lay waste to a world in the name of their dark masters.
Void walkers have the mouths of sharks and no eyes, the upper body of men, and a lower body of viciously barbed tentacles.
I don't think I've ever made a high CR monster from scratch, so I would appreciate any feedback. I used the Spheres of Power instead of standard spellcasting. There's a Spheres of Power wiki if there are questions about talents.
As for the options I rolled and how they panned out, Burn became Cold, Rend was a little weird because I didn't want to use claws, Powerful Charge was a terrible roll and is in the block for gravy, Tremorsense just isn't as good and is made redundant by blindsight, so it's not there. "Character classes and levels" became casting as a level 17 generic sphere caster. I tried to avoid adding any abilities that were on Goth Guru's list (which is why the Void Walker has several Spheres of Power talents in order to get SR, DR, and energy resistance). I did give it Immunity to Cold because it seemed appropriate with the Cold ability (I also wanted it to be able to survive in space).
I'll have to apologize for not formatting the stat block with bolding to make it easier to read, but it's late.

THUNDER_Jeffro |

So a few more things about that monster now that I've slept.
I think I forgot to add it's spell point total (38). The idea for it's talent selection is it's good at teleporting itself and can get out of dodge as an immediate action. Protection gives it a lot of serious defenses and chosen minions can benefit from some solid buffs. The Destruction talents give it a ranged attack with a few nice debuffs as well as a couple different rider effects it can make on melee attacks. Sphere Specialization (protection) is an incanter class ability that gives it a few more freebie defenses (including the ability to make a +4 deflection AC around it for roughly the length of a fight).
All of the benefits of its Protection talents ARE NOT factored into its stats (it can gain SR 27, temporary DR 8/-, and energy resistance 17 to tall energy types for 17 hours at the start of the day for the cost of 7 points, roughly?)
Originally it had Stunning Critical, but having so much HD (recommended in the monster creation rules) meant that it's high BAB led to an astronomical save for it's CR. It would stun a target probably at least once per round for several rounds. I chose Tiring Critical as a nice debuff that would hamper people without destroying targets.
It has a lot of SoP feats, including the entire counterspell chain (basically all of the Dispel Magic spells in feat form, as well as the ability to counterspell as an Immediate action), Ritual Master, Arcane Empowerment (lets it boost DCs and CL at the cost of more spell points), and Contingency (forgot to outline what that is, probably to recast Adaptation if it's dispelled or a teleport out of the area if a certain threshold is met).
Oh, it also has Quicken Spell, so it can spend 4 SP in order to swift cast any of its abilities. So it might be able to alpha strike an unprepared soft target from more than 250 feet away with two 20d6 touch attacks.
A lot of its tactics will burn through SP like crazy, but it has a lot to burn.
All in all, the monster should be able to send some minions before it, carpet bomb the battlefield, shrug off spells and damage, strip buffs off it's enemies, wade into melee without fear, and if things go sour, run away and do it all again the next day.

Goth Guru |

The list so far
0)Stoneborn
1)Void Walker
Assume away. What Character levels really mean is it can put character levels on top of what it was born(or hatched) with. Thus a Void Walker with cultist levels can be the big bad. This thing can be teaching evil humans to build the magical warp bridge that will bring the fleet. With enough levels, epic characters can have something to fight.

THUNDER_Jeffro |

Alright, I'm going to go ahead and make some more rolls. I'm not sure when I'll get around to making it.
Type: 3d5 ⇒ (5, 2, 2) = 9 Ooze
Size: 1d20 ⇒ 9 Medium
CR: 1d20 ⇒ 4 CR 4
Special Abilities: 1d6 + 1 ⇒ (3) + 1 = 4
Special Ability 1: 1d50 ⇒ 18 Fear or Frightful Presence
Special Ability 2: 1d50 ⇒ 43 Swallow Whole
Special Ability 3: 1d50 ⇒ 38 Scent
Special Ability 4: 1d50 ⇒ 11 Constrict

THUNDER_Jeffro |
1 person marked this as a favorite. |

So, I ended up having time tonight to take a crack at the next monster.
This gray, watery orb stinks of sweat and tears and begins undulating and rolling in your direction!
Adrenaline Ooze CR 4
XP 1200
N Medium Ooze
Init -3; Senses scent; Perception -5
Defense
AC 7 (-3 Dex); Touch 7; Flat-Footed 7
HP 52 (5d8+30)
Fort +7; Ref -2; Will -4
Immune ooze traits
Offense
Speed 20 ft.
Space 5 ft; Reach 5 ft
Melee +7 slam (1d4+6 plus grab and pheromones)
Special Attacks constrict (1d4+6), engulf (DC 16, constrict)
Statistics
Str 18, Dex 5, Con 22, Int - , Wis 1, Cha 1
Base Atk +3; CMB +7; CMD 11 (can’t be tripped)
SQ pheromones
Pheromones (Ex)
An adrenaline ooze releases pheromones that fill the air around it and coat it’s body, triggering an extreme flight response in creatures. Any creature within 15 feet of an adrenaline ooze, hit by its slam, or striking the ooze with an unarmed strike must make a DC 16 Fortitude save or be shaken for 1d4 rounds. A shaken creature that fails another save against this ability becomes frightened and a frightened creature that fails another save becomes panicked. An opponent that succeeds on the saving throw is immune to that same ooze’s pheromones for 24 hours. This is a mind-affecting fear effect.
Scent of Fear (Ex)
An adrenaline ooze can pinpoint a creature under the effect of a fear effect or the shaken, panicked, or frightened conditions with it’s scent from a distance greater than 5 feet. It ignores any concealment possessed by a creature under the effect of a fear effect or the shaken, panicked, or frightened conditions.
Adrenaline oozes are an offshoot of more common oozes and are found anywhere oozes may appear. They can taste fear in the air and release a chemical into the air that triggers an extreme adrenal reaction in creatures that the ooze feeds on. Unlike other oozes, the adrenaline ooze is not acidic and instead attempts to envelop creatures and crush them.

THUNDER_Jeffro |

Type: 1d13 + 3 ⇒ (9) + 3 = 12 Undead
Size: 1d20 ⇒ 10 Medium again...
CR: 2d10 ⇒ (10, 7) = 17 CR 17
Special Abilities: 1d6 + 4 ⇒ (6) + 4 = 10 Wow. That's outlandish.
Ability 1: 1d50 ⇒ 42 Summon
Ability 2: 1d50 ⇒ 48 Web
Ability 3: 1d50 ⇒ 48 Web again...
Ability 4: 1d50 ⇒ 20 Flight
Ability 5: 1d50 ⇒ 25 Low-light Vision
Ability 6: 1d50 ⇒ 30 Pull
Ability 7: 1d50 ⇒ 2 Amphibious
Ability 8: 1d50 ⇒ 30 Pull again...
Ability 9: 1d50 ⇒ 8 Change Shape
Ability 10: 1d50 ⇒ 47 Trip
Ability 3 re-roll: 1d50 ⇒ 37 Rock Throwing
Ability 8 re-roll: 1d50 ⇒ 10 Character classes and levels! As before, might just turn this into more of a "has certain class abilities as an extra benefit.
Well, that's a grab bag of powers.

Goth Guru |

I realize how difficult this is, but so is the pantheon generator and settlement generator. You are given a random framework and forced to fight the dice to create something usable.If we get enough of them, people can trade them and use the ones they need.
I know halloween is over, but lets try to get to 100 by next halloween. That is, if there is a next halloween(menacing laugh).

Hawksw0rd |

This sounds like fun. Let me give it a try.
Type: 1d16 ⇒ 15 Augmented
Type: 1d16 ⇒ 16 A-Shapeshifter
Type: 1d16 ⇒ 2 S-Animal
Type: 1d16 ⇒ 11 S-Plant
...Well then.
Size: 1d20 ⇒ 18 Gargantuan, so probably a tough fight.
CR: 1d20 ⇒ 7 CR 7, so the giant monster plant abomination is just above E6? These dice can't make up their mind.
Special Abilities: 1d6 + 1 ⇒ (4) + 1 = 5
Ability 1: 1d50 ⇒ 2424: Incorporeal (Ex) May have possession abilities.
Ability 1: 1d50 ⇒ 7 Burn(or whatever)(Ex) Once again, a frost ape’s touch will be chilling.
Ability 1: 1d50 ⇒ 28 Pounce (Ex)
Ability 1: 1d50 ⇒ 36 Rock catching (Ex)
Ability 1: 1d50 ⇒ 48 Web (Ex)
...This may take a while.

Goth Guru |

This sounds like fun. Let me give it a try.
[dice=Type]1d16 Augmented
[dice=Type]1d16 A-Shapeshifter
[dice=Type]1d16 S-Animal
[dice=Type]1d16 S-Plant...Well then.
[dice=Size]1d20 Gargantuan, so probably a tough fight.
[dice=CR]1d20 CR 7, so the giant monster plant abomination is just above E6? These dice can't make up their mind.
[dice=Special Abilities]1d6 + 1
[dice=Ability 1]1d5024: Incorporeal (Ex) May have possession abilities.
[dice=Ability 1]1d50 Burn(or whatever)(Ex) Once again, a frost ape’s touch will be chilling.
[dice=Ability 1]1d50 Pounce (Ex)
[dice=Ability 1]1d50 Rock catching (Ex)
[dice=Ability 1]1d50 Web (Ex)...This may take a while.
I forgot to add challenge rating adjustments. For every hit dice added for size, add 1 to cr. For every hit die lost through size, subtract a cr. For every 2 abilities, add 1 cr.
Burn is just to indicate energy that does point damage. Call it what you will on individual monsters.

Jader7777 |
1 person marked this as a favorite. |

2, 1, 3
Dragon, zz boring too many of them already. Okay lets try to make this interesting
4, 4, 4 hat trick!
Large, welp this isn't breaking any moulds.
Whats a CR1d20? Anyway
4 and maximum CR? whaaat okay roll again?
20
Okay so it's between CR 4 and 20? Oh wait so it's 20 CR but I subtract 4CR?
16CR, very dragonish
Okay so special abilities
7 special abilities
18 + 50 + 37 + 28 + 35 + 25 + 34
Fear
Unique power
Rock throwing
Pounce
Resistance
Lowlight vision
Rend
Eh, not that interesting for a dragon, looks more like some sort of magical beast that rock giants lost control of.
So basically it resists acid, or earth damage or whatever because it throws rocks and I'm getting an earthy vibe. Now it's unique power is that every creature that it fears it gains +2 insight bonus to attack on targets who were immune or made their save. Take that paladins!
Before it fears it throws rocks to soften up the foes, then it fears everyone. Whoever is left behind it pounces on and rends them. If the others return and it's not able to finish off whatever it has attacked it flees to a high ground advantage once again where it begins throwing rocks anew. Very annoying enemy. CN feeling.
Beast Of The Quiet Crag
Oooh you know what? This could be the beast from the Dyatlov Pass Incident
Nice, yeah I am really feeling it now. It totally stalks the party until they set up camp, then it makes sure everyone knows it's there before using it's fear effect, mauls whoever stands their ground and then chases the rest to their death. Bingo!
Crag Wyrm CR 16
XP 76,000
CN Large Dragon
Init +3; Senses Low Light Vision; Perception +14
Defense
AC 29 (+3 Dex, +15 natural, +1 dodge); Touch 14; Flat-Footed 25
hp 262 (21d12+126)
Fort +18, Ref +13, Will +18
Dragon Traits
DR15/Adamantium Resist 10 Acid Immune paralysis, sleep; SR 24
Offense
Speed 50 ft. Climb 50 ft.
Space 10 ft; Reach 10 ft
Melee bite +29 (2d6+16), 2 claws +29 (2d8+16), gore +29 (2d8+16), tail slap +26 (2d8+16)
Special Attacks breath weapon (60-ft. cone, 15d6 bludgeoning damage, DC 26) Rumbling Roar (80f burst, sound dependant fear effect, DC 22 2d4+1 rounds of panic, save negates) Rock throwing (180ft, +29 2d8+11)
Statistics
Str 32, Dex 16, Con 22, Int 8, Wis 18, Cha 8
Base Atk +18; CMB +20; CMD 32 (38 vs. trip)
Feats Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (bite, claws, gore), Pounce, Rend
Skills Climb +20, Intimidate +22, Perception +14, Stealth +8 (+20 in rocky terrain); Racial Modifiers +12 Stealth in rocky terrain
Languages Draconic, Giant (Doesn't speak)
Consume The Brave (Ex)
Any creature that is immune or makes it's save against the Crag Wyrms fear effect grants the Crag Wyrm a +2 insight check to attack them. This bonus lasts until the rounds of panic expire from the other victims. Reduction or otherwise negation of the fear effect counts as passing the save for this effect, even if it is removed before the duration expires. If all creatures make the save the Crag Wyrm is staggered for 1 round.
Eh, not that potent for a CR16 creature, but it could still mess a party up with those saves. Then again what CR16 hunting party camps?

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This looks fun. I might as well give this a try.
Type: 1d16 ⇒ 3 Construct
Size: 1d20 ⇒ 17 Gargantuan
CR: 1d20 ⇒ 8
Number of Special Abilities: 1d6 + 2 ⇒ (4) + 2 = 6
Special Abilities:
1d50 ⇒ 21 Gaze [Ex]
1d50 ⇒ 48 Web [Su]
1d50 ⇒ 1 Ability Damage or Drain [Su]
1d50 ⇒ 50 Unique Ability [Su]
1d50 ⇒ 29 Powerful Charge [Ex]
1d50 ⇒ 12 Curse [Su]
Well, this is strange. I think I am going to drop the web ability. I will stat up this creature over the weekend. I think I will roll up a couple more as well.
Type: 1d16 ⇒ 12 Undead
Size: 1d20 ⇒ 10 Medium
CR: 1d20 ⇒ 15
Number of Special Abilities: 1d6 + 3 ⇒ (5) + 3 = 8
Special Abilities:
1d50 ⇒ 40 Spell Resistance [Ex]
1d50 ⇒ 6 Breath Weapon [Su]
1d50 ⇒ 4 Blindsense [Ex]
1d50 ⇒ 6 Breath Weapon [Su]
1d50 ⇒ 12 Curse [Su]
1d50 ⇒ 47 Trip [Ex]
1d50 ⇒ 15 Distraction [Ex]
1d50 ⇒ 39 Spell like Abilities [Sp]
Type: 1d16 ⇒ 8 Monstrous Humanoid
Size: 1d20 ⇒ 20 Monumental
CR: 1d20 ⇒ 17
Number of Special Abilities: 1d6 + 4 ⇒ (2) + 4 = 6
Special Abilities:
1d50 ⇒ 40 Spell Resistance [Ex]
1d50 ⇒ 41 Stench [Ex]
1d50 ⇒ 45 Trample [Ex]
1d50 ⇒ 18 Frightful Presence [Ex]
1d50 ⇒ 30 Pull [Ex]
1d50 ⇒ 48 Web [Ex]
Type: 1d16 ⇒ 7 Magical Beast
Size: 1d20 ⇒ 3 Tiny
CR: 1d20 ⇒ 19
Number of Special Abilities: 1d6 + 4 ⇒ (4) + 4 = 8
Special Abilities:
1d50 ⇒ 44 Telepathy [Su]
1d50 ⇒ 27 Poison [Su]
1d50 ⇒ 22 Grab [Ex]
1d50 ⇒ 19 Ferocity [Ex]
1d50 ⇒ 46 Tremorsense [Ex]
1d50 ⇒ 33 Regeneration [Ex]
1d50 ⇒ 8 Change Shape [Su]
1d50 ⇒ 29 Powerful Charge [Ex]

Goth Guru |

It's ALIVEEEEEEE!
I'm giving it a fresh brain.
First, select a level.
Everyone needs a few extra monsters in their modules. Especially ones PC have to actually roll to identify.
Second, roll for type. 3D6-2
1 Aberration
2 Animal
3 Construct
4 Dragon
5 Fey
6 Humanoid
7 Magical Beast
8 “Monstrous” Humanoid
9 Ooze
10 Outsider, only roll in neutral territory. If your dungeon is a sunken ship, no fire elementals. In the temple of nasty evilness, you are not going to find an angelic bunny. (1-astral, 2-ethereal, 3-shadow, 4-Earth, 5-Water, 6-Air, 7-Fire, 8-Ice, 9-LG, 10-LN, 11-LE, 12-NE, 13-TN, 14-NG, 15-CG, 16-CN, 17-CE, 18-20 Pick another plane of origin and combine them.)
11 Plant
12 Undead
13 Vermin
Subtype.
14 Aquatic
15 Augmented (roll twice, max 3 types)
16 Shapechanger Roll twice 3D6-2. (A humanoid/animal shapechanger will be a lycanthrope)

Goth Guru |

I'm changing size. Now roll it with 3D6.
Size
3: Fine (Swarm, parasite, or symbiote are all options)
4: Diminutive (Swarm, parasite, or symbiote are all options)
5-6: Tiny (Can be a familiar)
6-8: Small
9-11: Medium
12-14: Large
14-15: Huge
16: Gargantuan
17: Colossal
18: Monumental (Size of an island or mountain. Kaiju.) Add to table 1-3 Minimum CR is10, Base strength 50 or more, Base dex 4, and Base con 30. A living planet needs antibody like creatures to deal with normal creatures.
Size: 3d6 ⇒ (2, 3, 3) = 8. Add maximum CR and subtract minimum CR. Less than 1 means 0= ½, -1= 1/3, -2= ¼, -3= 1/6, and -4= 1/8.

Goth Guru |

Special abilities: 1+1 every 4 CR (0 or negative CR means 1). Roll D50 or D100/2
1: Ability damage and drain.(Ex or Su) Celestials can instead cure these.
2: Amphibious (Ex) If in a volcano it can swim in the lava.
3: Bleed (Ex) Assumes some type of natural or equipped weapons.
4: Blindsense (Ex)
5: Blindsight (Ex)
6: Breath Weapon (Su) If not obvious from monster type (An elemental ice creature will breath frost) roll for damage type. 1)Fire, 2)Frost, 3)Acid, 4)Lightning, 5)Sonic, or 6)Type appropriate. Type appropriate can be shrapnel from a metallic construct or a holy word cone from a celestial being.
7: Burn(or whatever)(Ex) Once again, a frost ape’s touch will be chilling.
8: Change shape(Su) Humanoids could be were animals, while animals would be animal weres.
9: Channel Resistance (Ex) If not undead, you have the option of channeling energy instead.
10: Character Classes and levels. If it’s a dumb animal or beast, it is awakened and has normal character Int., Wis., and Cha.
11: Constrict (Ex)
12: Curse (Su)
13: Damage Reduction (Ex or Su)
14: Disease (Ex or Su)
15: Distraction (Ex)
16: Energy Drain (Su) I suggest Celestials instead can cure negative levels by touch. The monster maker can select this for a good creature also. At low levels I suggest negative energy damage like vampiric touch.
17: Fast Healing (Ex)
18: Fear (Su or Sp) or Frightful Presence (Ex)
19: Ferocity (Ex)
20: Flight (Ex or Su) Wings of any kind are Ex and can not be dispelled.
21: Gaze (Su) At low levels I recommend Paralysis instead of petrification.
22: Grab (Ex)
23: Immunity (Ex or Su) Comes with an opposed vulnerability.
24: Incorporeal (Ex) May have possession abilities.
25: Low light vision (Ex) If rolled again, make it Darkvision. Can also be upgraded by taking light sensitivity.
26: Paralysis (Ex or Su)
27: Poison (Ex or Su)
28: Pounce (Ex)
29: Powerful Charge (Ex)
30: Pull (Ex)
31: Push (Ex)
32: Rake (Ex)
33: Regeneration (Ex)
34: Rend (Ex)
35: Resistance (Ex)
36: Rock catching (Ex)
37: Rock throwing (Ex)
38: Scent (Ex)
39: Spell like abilities (Sp)
40: Spell Resistance (Ex)
41: Stench (Ex)
42: Summon (Sp)
43: Swallow Whole (Ex) (If this comes up for something tiny, give it venomous fangs too).
44: Telepathy (Su)
45: Trample (Ex)
46: Tremorsense (Ex)
47: Trip (Ex)
48: Web (Ex)
49: Whirlwind (Su)
50: Unique Power. Like Pixies have natural invisibility. Some tiny or smaller creatures can crawl into larger creatures, and Attack vital organs(Coup de Grace), or try to take control(possession). While in control, all their skills and other mental powers can be used in the more powerful body.
Number and post them, so you can refer back to them and others can set them loose in their games. Feel free to link official tables and charts. Third party and other homebrew is good too.

Goth Guru |

Bumping for halloween.
Also, I'm adding some more basetypes.
Second, roll for type. 3D6-2
1 Aberration
2 Animal
3 Construct
4 Dragon
5 Fey
6 Humanoid
7 Magical Beast
8 “Monstrous” Humanoid
9 Ooze
10 Outsider, only roll in neutral territory. If your dungeon is a sunken ship, no fire elementals. In the temple of nasty evilness, you are not going to find an angelic bunny. (1-astral, 2-ethereal, 3-shadow, 4-Earth, 5-Water, 6-Air, 7-Fire, 8-Ice, 9-LG, 10-LN, 11-LE, 12-NE, 13-TN, 14-NG, 15-CG, 16-CN, 17-CE, 18-20 Pick another plane of origin and combine them.)
11 Plant
12 Undead
13 Vermin
Subtype.
14 Aquatic
15 Augmented (roll twice, max 3 types)
16 Shapechanger Roll twice 3D6-2. (A humanoid/animal shapechanger will be a lycanthrope)
17:Mutant Roll another basetype, reroll anything without a cell structure, then add at least one leveled mutation.
18:Chimeric creature. The chimera is one. So is the griffon.
It may take a separate topic to list all the part donar creatures, but to start...
Body type
1-2)lower torso and upper torso rolled separately.
3-4)Like 1 but all limbs and heads are rolled separately.
5-6)Entire torso but all limbs and heads are rolled separately.
For now...
1)Snake
2)Lion
3)Eagle
4)Dragon
5)Goat
6)Unicorn
7)Fish(probably aquatic)
8)Octopus(Head will still have tentacles)
9)Robot/android(It's a cyborg)
10)Wolf
11)Humanoid
12)Roll an extra head.

Mudfoot |

I'll try CR6. A useful CR for everyone.
Type: 3d6 - 2 ⇒ (5, 2, 6) - 2 = 11 = Plant. It's a plant generator, apparently.
Size: 3d6 ⇒ (5, 2, 4) = 11 = Medium.
Ability 1: 1d50 ⇒ 36 = Rock catching. I think it's time to retire the old rock catcher...throwing rocks is clearly obsolete.
Ability 1: 1d50 ⇒ 29 = Powerful charge
The Razor Tumbleweed rolls around the plains at 50' move, its razor-sharp thorns shredding the flesh of the creatures it hunts.
DR10/slashing. Rock-like missiles bounce off and attack the thrower. Improved Overrun and Improved Bull Rush.
Not gonna do the maths right now.

Mudfoot |

CR 3
Type: 3d6 - 2 ⇒ (5, 5, 1) - 2 = 9 = Ooze
Size: 3d6 ⇒ (2, 5, 6) = 13 = Large
Ability 1: 1d50 ⇒ 42 = Summon
The Red Seeper appears as a large pulsating pool of acrid slime. Usual oozy stuff like acid attack. As a full-round action up to 3 times per day it can spit a jet of its own fluid up to 30' away, forming an independent ooze (CR1, similar to the main ooze but no spawn). This ooze decays at 1hp/round until reduced to 0 hp when it dies. Spawning baby oozes in this way does not harm the main ooze.

Mudfoot |

CR 10
Type: 3d6 - 2 ⇒ (2, 5, 6) - 2 = 11 = The Plant generator is running again. You might want this to be 2d10 for a bit more spread.
Size: 3d6 ⇒ (4, 5, 3) = 12 = 12 Large
A1: 1d50 ⇒ 48 = Web is popular
A2: 1d50 ⇒ 12 = Curse
A3: 1d50 ⇒ 7 = Burn is popular too. But it should be.
The Lightning Fig's twisted vines dangle to the ground, snaring any who come too close and stunning them with vicious bolts of electricity.
4 tentacles attacks per round, slam + electrical + Fort save or this "Curse" lifted from Bestow Curse: "Each turn, the target has a 50% chance to act normally; otherwise, it takes no action."

Sy Kerraduess |

I really had to rack my brain to find a Large Undead/Construct that would fit a measly CR2 encounter, but I'm happy with the result.
Grimhug (CR2)
NE Large Undead (Shapechanger)
Description: Sometimes a soul that died unloved decides to get their due by possessing the largest stuffed animal they can find. They then look for people to give and receive hugs from. However the madness afflicting them causes them to hug too hard and kill those they desperately wish to receive affection from.
SPECIAL ABILITIES
Constrict (Ex)
Push (Ex)
Channel Resistance (Ex)
Stuffed Terror (Ex): the Grimhug is immune to cold but vulnerable to fire.
Harmless Form (Ex): as a full-round action, the grimhug can change into a Tiny inanimate plushy. When it does so, its type changes to Construct and it gains +20 to Disguise to pass as an ordinary object. However it can take no actions until it spends a full-round action to revert to its normal state.