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1 July 2024
Are we letting our party off too easy with some of our Dungeon Delve Wandering Monster entries? Let’s settle all those concerns.
There aren’t any street signs in all those twisting Dungeons, so things get a little confusing, even for the resident monsters. So, this time, we’ve got a wandering monster that is literally wandering a bit too much for his own good.
Today’s super fun miniature comes from the marvelous makers over at EC3D Designs and their Skyless Realms set. This lumbering Deepfin Lurker just felt like a monster who took one too many left turns and is now thoroughly lost deep inside his own dungeon!
The talented Kimmy Utah colored this pudgy, resin-printed mini. Her paint choices were just so darn good. We especially like the primary green color with plenty of dirt mixed into the sculpt.
He just looks like he normally resides in a dungeon’s damp, wet sewers. Alas, he’s waddled a bit too far from home base and desperately wants to return to his smelly lair.
Now, let’s talk stats and tactics! When we hear “lurker,” the monster that comes to mind looks more like a Manta Ray than this lumbering fellow. The Aether Studios discord (a really fun place) suggested we adapt the Aboleth monster stats. We love that idea, so here’s how we’re breaking it out stats-wise.
Naturally, we had to change a few things, so the Aboleth’s three tentacle attacks were replaced with two bite attacks. The Acid Wag replaces Mucous Cloud and will be an auto-hit with a Dex save for half damage. It also recharges on a six from a d6 die roll. The Tail Swipe has a 10-ft reach.
Now, let’s set the scene. The players are holed up in another dank dungeon room. Suddenly, the player on watch gets overcome by this disgusting sewer-style smell. A few moments later, they hear this loud, intermittent moaning coming down the hallway on the other side of the door.
Our Deepfin Lurker is utterly lost, getting frustrated (and angrier) by the minute! He will sniff out the adventurers (thanks to his high perception) and decide that his best path back to the sewers may be beyond their door. If they don’t open it, he will!
It does have Probing Telepathy, so if anyone in the group has telepathic abilities, they could try to communicate it and help it get back home (or at least point our no-armed creature in the right direction).
With a CR 10, our six-character, level-four party will have their hands full with this toothy fella. This slimy monster comes in as a “hard” fight using our favorite encounter builder tool, but sometimes, that’s how the wandering monster table rolls.
Side note: while researching this article, the Aether Studios Discord suggested we try Kobold Fight Club and boy, are we going to!
Now, all that’s left to do is update our table!
3D RPG Wandering Monsters Dungeon Delve Table |
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DM Instructions: Roll 1d20 every hour/once per long rest/or 6d6 every hour |
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Roll | Monster | Base Stats | CR, Type | Read More | Description |
1 | (4) Grey Ooze | AC 8, HP 35, Att +5/1d6+1/2d6 acid | 1, hostile | Ya Ooze, Ya Lose | “Why is the floor moving?” |
2 | Passerby | Fenton Hindergrass, NPC | Peaceful | Just Passing Through | Clunking equipment & grunts |
3 | Â (5) Green Slime | AC 11, HP 10, Att +6/1d4+1 acid | 1, hostile | Slime Time | “The door is leaking!” |
4 | Rat Swarm | AC 10, HP 24, Att +3/1d6+1 | Hostile, maybe | Sacked by Rats | “Did you hear something?” |
5 | Â (1) Ghost | AC 14, HP 65, Att +7/4d6+3 | 1, demand | Ghost with the Most | “You’re not welcome here!” |
6 | Escaped Prisoner | Barnaby Wickenburg | Peaceful | Prison Break | “I want my freedom back!” |
7 | (5) Armed Guards | AC 18, HP 16, Att +6/1d10+2 | 5, hostile | Patrol Problems | “Your left… your left… your left, right, left!” |
8 | Reassembly Skeletons | AC 15, HP 26, Multi Att +4/1d6+2 | Hostile, maybe | Dead to Right | Deal or death?! |
9 | Large Air Elemental | AC 15, HP 90, Att +8/2d8+5 | 5, hostile | Air Warden | “It suddenly got a bit nippy in here, didn’t it?” |
10 | Wild Dog | AC 12, HP 5, +3/1d6+1 | Peaceful | Dog Days | “Come closer…I won’t hurt you.” |
11 | (1) Acid Spider & (2) Insect Swarms | AC 15, HP 30, +7/4d4 piercing | Hostile, maybe | Spidey Sense | “There’s a giant egg coming towards the door!” |
12 | Dungeon Cook | AC 11, HP 20, +2/1d8 | Peaceful | Hired Help | It’s a living. |
13 | Mechanical Wall Trap | 2d10 Force Damage | Hostile | It’s a Trap! | “Where did those spikes come from?!” |
14 | Sister Mary Francis | AC 14, HP 85, Multi Att +6/2d8 +4 | Hostile, maybe | Nun Shall Pass | “Find the fallen. They must pass.” |
15 | Wolf Worries | AC 15, HP 85, Multiple Attacks | Hostile | Wolf Worries | “Ummm. You won’t believe what’s behind this door!” |
16 | War Drums | Charisma Save, DC 13 | Hostile | Not So Little Drummer Boy | “It’s getting louder and louder!” |
17 | Lost Lurker | AC 17, HP 135, Multi Att +9, 2d6+3 | Hostile | Even monsters get lost. | “Man, that smells bad!” |
18 | Coming Soon |
Until next time!
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