I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun.

I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun.

I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun. How do these look to y’all?

Dark Young of Shub-Niggurath

Solitary, Huge, Terrifying

Ropy tentacles (d10+3 damage) Close, Reach

20 HP, 1 Armor

Special Qualities: Exquisite loathsomeness

Instinct: To serve its mother

 Bite with its many puckered maws

 Trample a victim beneath its hooves

 Resemble a tree

Deep One

Group, Stealthy, Intelligent, Organized

Claw (d8 damage) Close

10 HP, 1 Armor

Special Qualities: Amphibious, Immortal

Instinct: To breed

 Call others of their kind from the sea

 Execute a prodigious leap

 Conspire and infiltrate

Gug

Solitary, Large, Intelligent

Double claws (b[d10+1] damage) Close, Reach, Messy

16 HP, 1 Armor

Instinct: To make a blasphemous sacrifice

 Deliver a savage bite

 Drag a victim back to its underworld city

Hound of Tindalos

Solitary, Planar

Proboscis (d10 damage) Close

12 HP, 0 Armor

Special Qualities: Teleportation, Time travel

Instinct: To hunt

 Track its intended prey through time and space

 Emerge from a fixed angle

 Excrete blue ichor

Mi-Go

Group, Stealthy, Intelligent, Organized

Nippers (d8 damage) Close

6 HP, 3 Armor

Special Qualities: Wings, Interplanetary travel

Instinct: To experiment

 Swarm

 Wield an electric gun

 Adopt a disquieting humanoid disguise

 Extract and encase a living brain

Shoggoth

Solitary, Huge, Construct, Ancient, Amorphous, Terrifying

Constrict (d12+4 damage) Reach

27 HP, 1 Armor

Special Qualities: Maddening ululation

Instinct: To rebel against natural life

 Gibber a madness-inducing cacophony 

 Engulf and consume

16 thoughts on “I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun.”

  1. Rocket launcher? I really didn’t intend to make the Shoggoth that horrific, but matching my interpretation of the fiction against the monster creation rules, that’s how it came out.

  2. Exactly that – the Big Mythos Baddies aren’t something your party defeats on the first try. It’s something they survive and then have to approach with a plan.

    E.G. If they lure it into an abandoned dwarven mine and detonate the runes they’ve inscribed on the walls to hold it in place… while they pour burning lamp oil and molten steel down through the rubble (to hopefully finish the job) then they might deserve to brag about it at the tavern later. 

  3. Shawn McCarthy That’s why I chose to focus on the “lesser” Mythos creatures. But even there, the Shoggoth turned out to be far beefier than I thought.

    My presumption is that any of the actual Great Old Ones would be the equivalent of the Tarrasque, more a force of nature than anything that could be reasonably dealt with by a PC.

  4. Last Breath

    When you’re dying you comprehend just a little of the Great Old Ones purpose (the GM will stare at you quietly).  Then roll (just roll, +nothing – yeah, the great old ones don’t care about you at all).  On a 10+, you’re dead and it doesn’t matter.  On a 7-9, you’re dead and it doesn’t matter. 

  5. The only criticism I’d offer is that some of these moves look a bit weak. I think a move should suggest some sort of outcome or at least an action.

    “Resemble a tree” isn’t a move. It’s a special quality.

    “Escape notice by resembling a tree” is a move, so is “Ambush an unsuspecting victim in a forest.”

    Similarly, “Execute a prodigious leap” is kind of a crappy move. If I made a leaping monster, it would be “executing a prodigious leap” all the time! The monster move would be for the kind of leap that impacts a PC in a way that I can’t just make without a move. Something like “Close range with staggering speed” or “vault over defenses” or “pounce on someone, knocking them to the ground.”

    You don’t want to have to wait until someone flubs a roll just to make the thing jump…

    Now, some of those moves are AWESOME though.

    “Drag a victim back to its underworld city”, “Extract and encase a living brain”, “Engulf and consume”? Holy crap! Those are scary moves!

  6. Dylan Boates Thanks for the feedback! I don’t have enough experience with DW yet to fully appreciate what is and isn’t a good move. I was concerned about getting too specific with them.

    In my head “Execute a prodigious leap” was roughly equivalent to the Blink Dog’s “Move with amazing speed.” I thought that the use of “prodigious” signaled that it was something extraordinary, like leaping halfway across the room. Perhaps that should be more explicit. 

    “Resemble” was probably the wrong verb. I intended it to be, as you suggest, more of a deliberate attempt at disguise. (Though the Dark Young presumably resemble a tree anytime they’re not moving around trying to eat/trample things.)

  7. Don’t worry about being too specific. Monster moves are just more specific and evocative reskins of the existing GM moves. If you want to do something not covered by your specific monster moves, you can always just make a more general GM move.

    The purpose of monster moves (as I understand it) is to express the REALLY EVOCATIVE signature moves of a monster in a concise and easy way (so you remember the cool things that the monster is supposed to do) and to establish just how dangerous a monster is.

    That’s what makes a move like “consume whole” great. Technically it’s just a more specific version of “put someone in a spot”. (The spot is the monster’s guts.) The specific move just exists to remind us “Holy shit! This monster is scary and awesome because it just swallows your ass whole!”

    Edit: I find a good guideline would be “Does this move have immediate consequences or require the target to respond to it?”

    Honestly, I’d say “Move with amazing speed” is kind of a crap move too, but I’m willing to forgive Adam and Sage for one kind of crap move since there’s a bajillion amazing things in the book and it’s not really a huge problem.

    Which isn’t to say that movement related moves can’t be cool. I’ve got a lot of mileage out of monster moves involving the words “appear” or “disappear”. More than just implying that the monster is somewhere else, it implies that they’re somewhere else that changes the tactical situation in a way that forces the PCs to respond.

  8. Oh boy ! Drooling, gooey gargling beasties ! I’m sooooo excited !

    As a CoC player, Hounds of Tindalos made me s..t in my pants !

    Good job !

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