Library of Monsters, Skills, etc. for RPGs
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Most of these will work in any RPG.

Player Skills

Combat Skills


Sword: A basic weapon consisting of an edge used to strike at an oponent.
Axe: Those weapons consisting of a sharp blade on a handle used to hack an oponent to pieces.
Mace: a blunt weapon like a club or hammer used to bash at an oponent.
Flail: Those weapons consisting of 1 or more balls on a chain connected to a handle. An example is the morning star.
Pole & Staff: Those weapons that are a basicly a long rod used to bash at an oponent.
Dagger: Those weapons generaly used to stab an oponent.
Thrown Weapon: Those weapons that are chucked at an oponent.
Power Tools: Those items that are usualy used for construction. They include drills, sanders, power saws, and various other types of hardware.
Bow: Any weapon that uses standard arrows. Note, without arrows they are pretty useless.
Fire Arms: Those weapons which you point at an oponent and pull the trigger. As with bows they require ammunition, in this case bullets.
Hands and Feet: Those built in weapons that we all have (unless a prosthetic is needed.), that are usable by anyone. They cannot inflict much damage however unless the character is also learned in karate.
Defense: The ability to defend against an oponent's blows.
Attack: The ability to strike at an oponent causing dammage.

Professional Skills


Mechanics & Electronics: The ability to work with machines like automobiles, computers, ect and repair them.
Carpentry: The ability to work with wood and build things with it.
Cooking: The ability to prepare an edible meal, useful when camping.
Smith: The ability to work with a forge, to make and fix weapons and armor, very useful.
Gem Cutting and Metalurgy: The fine art of working with precious metals and rare stones to make exquisite jewelry.
Tailor: The ability to make clothes and repair tattered garments.
Medicine: The ability to cure the sick and heal the injured. It is more powerful and potent than first aid and thus more dificult to advance in.

Physical Skills



Swimming: Rather self explanitory, swimming is the usefull skill that prevents you from drowning. Of course some water is so treacherous that even the best of swimmers can't stay up for long.
Climbing: The ability to climb sheer surfaces like mountains and rough walls without falling.
Hiding: The ability to disapear into shadows so your opponent can't find you.
Theft: That useful ability of stealing another's posessions.
Skullduggery: The ability to pick locks and disarm traps.
Scouting: The ability to notice things that others would miss like footsteps in the dirt or a loose brick that activates a secret passage.
Hunting & Foraging: The ability to gather plants and meat to eat as food.

Learned Skills


Botany: The ability to identify plant life and know how it can be used and whether it's poisonous or not.
History: The ability to recognize old artifacts or places and realize thier significance.
Sociology: The ability to identify an N.P.C.'s social status, job, and various other affiliations and aliances.
Camoflage: The ability to blend into the background and be virtualy undetectable.
Beastiology: The ability to corectly identify a monster and know methods of vanquishing it. It gets better as more monsters are encounted.
Diplomacy: The ability to make Peace between possibley hostile N.P.C.s.
Mapping: The ability to find out where you are and which direction you are facing as well as having a general idea of the layout of the area.
Kirujutsu: The ability to strike a vital spot of your opponents body causing instant death.
Assay: The ability to correctly identify an object and it's possible monetary value.
Music: The ability to use a musical instrument like the lute.
Bookkeeping: The ability to make records and keep track of thing, especialy money. This is useful for keeping your party out of debt.
Assessment: The ability to size up a possible opponent and make an accurate guess at thier health and current mood.
Karate: The knowledge of how to use your hands and feet for more than just a simple punch in the face or kick to the shin.
First Aid: The ability to treat the injured and heal the sick, not quite as advanced (or difficult) as medicine, it can be invaluable to adventurers.

Magical Skills


Telepathy: The ability to read a person's mind and determine there actions, as well as comunicate to them through thought. If the person is proficient enough at it they may be able to control the other's thoughts.
Telekinesis: The ability to manipulate objects just by thinking about them.
Second Sight: The ability to look into the future and see far away people and places.
Alchemy: The ability to mix various reagants together to create potions. As players grow in this skill they can mix more powerful potions.
Spell casting: The ability to cast a spell. If this skill is too low the spell may backfire.
Mage: The ability to cast mage spells. As players grow in this skill they can cast more powerful spells.
Divine: The ability to cast divine spells. As players grow in this skill they can cast more powerful spells.
Necromancy: Magic concerning death, the dead, spirits and related subjects. Animators consider it a bastardization of their craft.
Animation: The ability to bring life to an inanimate object or activate a prosthetic. The more powerful the caster or spell level, the more powerful the animated object is. Necromancers, likewise, consider it a bastardization of their craft.

Beastiary


Penguin, Electric: These Flightless water foul resemble regular penguins but have the unique ability to hurl bolts of lightning at an opponent. Usualy they keep to themselves but will attack if threatened. They prefer to eat fish and use their electricity to stun thier pray in much the same way as an electric eel.
Psyclops: These terrible creatures look like a human with a giant eyeball sitting on thier neck where the head usualy is. Said to be a magical variation of the cyclops it weilds enormous telepathic powers, and is greatly feared as they can destroy enemies with a mere thought. The only way to kill one of these monsters is to puncture it's eye as this the source of their great powers, needless to say this makes killing them rather unpleasant not only because of the gruesome nature of it's demise, but also because they ferociously guard against such attacks and usualy can see them coming.
Succubus: These female demons look like beutiful women with the wings of a dragon. Having insatiable sexual appetites, they drain men of thier life force until the victim is near death, prefferring to stop there so that they may feed on his energy again at some later point. These poor saps will then fight to the death to protect thier unholy lover. Succubi have a strange power over men that straight men find nearly impossible to resist.
Zombie: Rumored to be the product of a botched ressurection, these foul undead creatures are quite possibbly the most dangerous of all beasts. Constantly hungry for human flesh, they roam through radiation and plague infested areas in search of fresh victims, although they seam to prefere Beaf in a Tube, Spam, and other such processed meat products to humans. Thier bite is greatly feared as anyone bit by a zombie will soon fall ill and become one. Zombies are best slain with a bullet through the head, preferably fired from a safe distance, but any severe damage to the contents of the cranial cavity will suffice. Other methods, short of bodily dismemberment or total and complete immolation, are quite ineficient.


Races I designed for an RPG of my own
Ugad: Very large and mostly humanoid. They are usually just a little bit shorter than a human, but about twice as wide. They are a fighting race, and value war and weapons highly. They value knowledge lowly, so most of them are uneducated. They have been at war with the Ilorn for centuries. Their homes are in plains or deserts.
Ilorn: Slightly taller than humans, but very thin. They never grow hair on their heads, but may grow long beards. They are the opposite of Ugads. They consider knowledge priceless, and most of them know a lot of magic. Their sworn enemies are Ugads. Ilorn villages form anywhere they can remain hidden.
Endari: Endari are much like humans in most aspects, except that they have a bird's face and wings. The rest of their body is hairless. They are quick-tempered, and lose interest in things easily. They cannot fly, but they can glide if they jump from high enough. They make their homes in mountains, where they have enough room to jump and glide easily.
Sitaal: Sitaal are small, furry, teddy-bear like people. They are quick, and surprisingly tough for their size. They are extremely short, only reaching to a man's knee. They like weapons that they can throw, so they can avoid confrontation. Humans and other races often keep them as pets. In nature, they prefer to live in forests, but few natural Sitaals still live.
Goleth: Goleths are similiar to goblins. They are short, only reaching to a man's waist. Their skin is kind of rubbery and very pale. Their eyes are large and fully black. Their form comes from their race having long lived in caves. Their weapon of choice is the dagger.
Gur' Drat: From the waist up, they appear as normal people. Underneath the waist, however, they have a long snake's body, stretching 4 to 6 feet. They are fast and strong, but lacking in intelligence, but they aren't as dumb as an Ugad. For that reason, they make great warriors, but not very good mages. They could be thieves, or possibly priests, but not very well. They make their home in hot climates: deserts or jungles.
Milarid: Milarids are similiar to elves in most RPGs. They are fairly fast, intelligent, but not too tough or strong. They don't have pointed ears, but they have blue skin. They are about the size of humans, only slightly taller. They have the skill of Psionics at birth, and grow to use it very proficiently.



Creatures Designed for the AD&D roleplaying system by TSR and they were downloaded from here
DEEK-KAZ
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HABITAT: Arctic to temperate
FREQUENCY: Very Rare
INTELLIGENCE: High
TREASURE: Special
ALIGNMENT: Chaotic Evil
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NO. OF APPEARING: 1
ARMOR CLASS: -1
MOVE: 12
HIT DICE: 10
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: M (6' tall)
The Deek-Kaz are feared in the northlands of Furl more than anything else. They have existed forever, being originally created, the legends say, by gods so dark and terrible that the Elder Ones banished them forever. If they were created for any purpose but to slay and spread evil among the realms of men, that purpose is unknown. But sometimes, when the winter is very harsh, the Deek-Kaz come down with the storms, and wreak their hellish havoc on any they can find. Perhaps the Deek-Kaz were once men. They are humanoid in shape, but only just. Their bodies are covered with armored plates, long, narrow, interlocking segments that form an extremely tough exoskeleton. These plates are streaked black and dark brown in color. Their limbs are likewise covered, but the plates are smaller and segmented more at the extremeties, so that they retain full movement. The head is covered by several tight-knit plates, looking quite like a helmet, and only small holes exist for dark eyes to peer through.
COMBAT: The Deek-Kaz are powerful creatures of evil, whatever their origin, and they seem to exist solely to kill and raze. Whenever they appear, they always possess a powerful weapon of some sort, a polearm or large sword of +1 or +2 enchantment, which they can wield to strike twice per round. Deek-Kaz also have a number of powerful innate magicks which they can use at will (and all at 10th level of use): shocking grasp, cause light wounds, detect creatures (500' radius), detect invisibility. Once per day they may do the following: heal, lightning bolt, dispel magic, confusion, feeblemind, grow.
ECOLOGY: Deek-Kaz are obviously unnatural creations of some dark magic. They do appear to be alive, as one was said to have been killed by Hurram the Wild some years ago. When the winter is particluarly harsh, it will appear in the midst of a storm to slay anyone it finds. It will hunt the north lands for a couple of weeks, and then disappear. Winters harsh enough to bring the Deek-Kaz seem to occur no more than once every 5 or 6 years.
THROGGAR
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HABITAT: Temperate freshwater and swamp
FREQUENCY: Uncommon
INTELLIGENCE: Animal
TREASURE: None
ALIGNMENT: Neutral
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NO. OF APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 12
HIT DICE: 4
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-8 (claw/claw/bite)
SPECIAL ATTACKS: Caustic bite
SPECIAL DEFENSES: Leaping
MAGIC RESISTANCE: Standard
SIZE: L (8' long)
Throggar, or Frogbeasts, are hungry, stupid animals that live in sluggish streams or swamps. They do resemble frogs in many ways, except for their great size, their claws, their teeth, and their smaller, red eyes. They will usually leap to attack any creature that passes nearby unless it is particularly huge. They can leap great distances on their powerful hind legs: 40' forward or 15' up. They can't leap backward.
COMBAT: Throggar attack with claws and fangs. Salival secretions from their mouth are very caustic, however, when they are hungry or attacking. Any bite that successful hits will cause an additional 1-4 hp damage due to this acid. If their bite attack roll is a number 4 or more than that needed, they have clamped tight on their prey: no more biting damage will occur, but the noxious secretions will continue to do 1-6 hp damage per round until the beast's bite is released (a couple of good hits should do this).
ECOLOGY: Throggar are usually hungry. They live in small groups, often cannibalize their companions, and give birth to live young, which prey on increasingly-larger animals.
Blooming Creeper
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climate/terrain: temperate forest
frequency: very rare
organization: solitary
activity cycle: nocturnal
diet: blood
intelligence: 1
treasure: none
alignment: neutral
-----------------------------------
number appearing: 1
armor class: 8
movement: 3
hit dice: 4
THAC0: 17
number of attacks: 2-7
damage per attack: 1-3
special attacks: blood drain
special defenses: none
magic resistance: nil
size: S (2' diameter)
morale: 18
experience points: 420
-----------------------------------
Apperance: Blooming creepers look much like any other forest vine or bramble, growing in small clumps about 2' around.
Combat: The Blooming Creeper can move its tentacles quickly enough for melee combat, but this is not its preferred method. A tentacle can be severed by 5 damage from an edged weapon. Once the special blood draining thorn hits, it will remain in the wound and cause blood loss of 1 hit point per round after detatched from the tentacle. Removing the thorn causes a further 1 hit point of damage. The creeper manufactures a powerful anesthetic that causes the initial penetration of the thorn to be painless and very hard to notice.
Habitat/Society: Blooming Creepers function only as predators.
Ecology: Creepers hunt at night, slowly moving around looking for sleeping prey. When found, it will attatch its tentacles to the target and start draining its bodily fluids. A hunting creeper will attack almost any sleeping thing, but it will leave alone anything larger than small size. It is afraid of fire and will not come within 10 feet of one, even though it has no special susceptability to it. The name Blooming Creeper comes the fact that after it feeds, it sprouts a number of small crimson blooms that fall off and grow into new ones. They have value to many alchemists or wizards or even assassins because of the powerful anesthetic they contain.
Forest Beetle
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climate/terrain: tempetate forest
frequency: rare
organization: any
activity cycle: any
diet: omnivorous
intelligence: 1
treasure: none
alignment: neutral
-----------------------------------
number appearing: 1-6
armor class: 3
movement: 6
hit dice: 2 + 2
THAC0: 19
number of attacks: 2 or 2
damage per attack: 1-6x2 or 1-4x2
special attacks: spine throwing
special defenses: none
magic resistance: nil
size: M (3' tall)
morale: 16
experience points: 65
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Apperance: Forest Beetles have a brown carapace with lighter brown mottling. They have two antennae studded with razor sharp edges they use to attack with, and have a ridge of long spines on their back.
Combat: Their carapace blends in so well with their background they recieve a +1 bonus to surprise. They can fling the spines on their back up to 60 yards with amazing accuracy (treat everything beyond 20 yards as medium range), up to two per round. In combat their antennae are armor class 5 and can take 6 damage before being destroyed.
Habitat/Society: Forest Beetles act as scavengers and have no known predators.
Ecology: Found in temperate woods, Forest Beetles are often first noticed by a salvo of spines. If feeling hungry (which they usually are) or threatened, they will attack up to man sized creatures.
Shreen
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climate/terrain: temperate to subtropical/ open
frequency: very rare
organization: group
activity cycle: nocturnal
diet: omnivore
intelligence: 8 - 9
treasure: O
alignment: neutral evil
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number appearing: 3 - 12
armor class: 5
movement: 15
hit dice: 3 + 2
THAC0: 17
number of attacks: 3 or 1
damage per attack: bite 1-6, claw 1-4x2 or by weapon
special attacks: none
special defenses: camoflauge, +1 or better weapon to hit
magic resistance: 25%
size: M (6' long or 6' tall)
morale: 14
experience points: 650
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Apperance: Shreen are a shapechanging race with two forms: a alligator-like lizard or human sized man-lizard hybrid. Its skin constantly changes color to match its background.
Combat: Shreen can shift between the two forms as will, taking one round to change. Only in humanoid form can they be hit by nonmagical weapons. They usually enter combat in lizard form, where they attack with a bite and two claws, and when in humanoid form they usually attack with axes, short swords, or other small bladed weapons. Their constant, involuntary camoflauge gives them a -3 bonus to suprise at all times.
Habitat/Society: Shreen have a nomadic society, with few belongings. Malicious by nature, their idea of fun is killing, torturing, or frightening others. Occasionally they have been known to interact with civilized societies, but only when it is to their benefit.
Ecology: Shreen are a type of mutated lizard from the time of troubles in the Forgotten Realms. They usually prey on herd animals or sometimes unlucky humans or humanoids.
Baethlor
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climate/terrain: temperate/tropical wet
frequency: any
organization: solitary
activity cycle: any
diet: carnivorous
intelligence: 2-4
treasure: E
alignment: Neutral
-----------------------------------
number appearing: 1
armor class: 4
movement: 9, fl 24 (D)
hit dice: 8 + 4
THAC0: 13
number of attacks: 3
damage per attack: bite 2-12, claws 1-8 x 2
special attacks: breath weapon
special defenses: confusion
magic resistance: 35%
size: G (25' long)
morale: 16
experience points: 5000
-----------------------------------
Apperance: Baethlors look dragonish: two wings, two legs, and two arms that end in nasty hand like claws, but no tail. Its skin glistens wet, and shifts and changes in an almost hypnotic pattern of browns and greens. It smells strongly of swamp gas, however, and can be detected by this at ranges of up to 50'.
Combat: The hypnotizing effect of the swirling skin colors cause viewers to make a saving throw vs. spells or be confused as the spell for 2-8 rounds. A Baethlor prefers to attack from the sky to prevent its prey from being alerted. Its first attack is a dive that gives a + 4 to hit and double damage, but it cannot bite during this dive. If hard pressed in combat, it will use its breath weapon, a poisonous concentration of swamp gases for 4-24 damage on a failed save. It can use this weapon every other round, but usually will use it only when in a bad situation. Baethlors possess accelerated metabolisms that allow it to heal at an amazing rate of 1 hit point per turn. One of its favorite tricks is to attack until wounded, then fly away and return later to finish off the wounded prey.
Habitat/Society: Baethlors function only as predators in their habitat, and their presence usually destroys any animal life near their homes.
Ecology: Baethlors make their homes in deep pools of water, preferably in swampy lands. They are amphibious, and must keep their skin wet at least every 2 hours or suffer 1-4 damage every hour after. They are covered in a clear slime that is the source of the terrible smell. It has been postulated that Baethlors were mutated from wyverns or black dragons during the time of troubles in the Forgotten Realms, but they are already showing up in other places, no one knows how. Fortunately they are still very rare, and hopefully they will remain that way. Its magic resistance comes from its magical origins.
Variants: Deep in the forest of Tethyr, there was a Baethlor reported that moved at amazing speed. Apparently this creature's metabolism was affected to such a degree that it gained the effects of a permanent haste spell, and regeneration of 2 hit points per round.
Spider Wolf
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climate/terrain: temperate to subarctic woods/open
frequency: very rare
organization: pack
activity cycle: day
diet: carnivores
intelligence: 1
treasure: none
alignment: neutral
-----------------------------------
number appearing: 2-12
armor class: 3
movement: 18
hit dice: 4 + 2
THAC0: 17
number of attacks: 1
damage per attack: 1d8 + 2
special attacks: poison
special defenses: none
magic resistance: nil
size: M (4' tall)
morale: 15
experience points: 420
-----------------------------------
Apperance: Spider wolves look like large wolves with pieces of chitinous carapace scattered in clumps over most of its body. A pair of wicked looking pincers sprout from its mouth, dripping a foul green ichor.
Combat: When attacking large prey, more than one spider wolf will attack at once. When facing medium or smaller creatures, the spider wolves will split up and attack individually. Their green saliva is a mild poison (+ 2 to saving throws, failure results in 10 damage) they use to bring down weak prey.
Habitat/Society: Spider wolves roam the wilderness attacking almost anything they see. They are most often found in open areas or light woods.
Ecology: Mutated wolves from the Godswar in the Forgotten Realms, spider wolves somehow managed to survive and even multiply. Their carapaces are continuously growing and falling off, leaving them in a state of constant pain that accounts for their viciously aggressive behavior. They will attack almost anything, even up to huge sized creatures. 1