Two Wandering Monster tables

For our play of the Castle Greyhawk campaign, I’ve been developing my own Wandering Monster tables. For the most part, these are aimed at providing danger – thus foes – for the players. Especially when – on the Labyrinth level – this was the main thing that would challenge the party.

Let me say: Using only wandering monsters? Not good. You want areas of interest to engage the players. My party finally found the entrance to the Crypts, and there are a LOT more things to engage with: creepy talking clown faces, strange inscriptions, locked chests, and so on.

This is a party of five level 7-10 characters, and this was the table I tried at first:

Roll (d8+d12) Monster

CR

Number

2 Beholder, Death Kiss

10

1

3 Young Red Dragon

10

1

4 Cloaker

8

1d2

5 Rot Troll

9

1d2

6 Venom Troll

7

1d3

7 Minotaur

3

2d6

8 Otyugh

5

1d6

9 Vampire Spawn

5

1d6

10 NPC party    
11 Greater Zombie

5

1d6

12 Howler

8

1d2

13 Chain Devil

8

1d2

14 Great Troll

9

1

15 Hydra

8

1d2

16 Mind Flayer

7

 
17 Spirit Naga

8

1d2

18 Pyrohydra, 5 heads

9

1

19 Stone Golem

10

1

20 Alhoon

10

1

This was a pretty good table for generating very dangerous foes, but it was killing the pacing a lot – because combats took quite a bit of time to resolve. It also led to a short session, as after only three combats, the party were badly hurt and needed to rest. This particular campaign has most sessions being a single dungeon expedition, so we often call them. (It’s also Monday night, so early to bed isn’t that bad).

For my most recent session, I created a new table, lowering the difficulty a bit:

Roll Monster

CR

Number

2 Cloaker

8

1

3 Mind Flayer

7

1

4 Spirit Naga

8

1

5 Stone Giant

7

1

6 Gargoyle

2

1d4+2

7 Orog

2

1d4+2

8 Quaggoth

2

1d4+2

9 Bugbear

1

1d6+4

10 NPC Party    
11 Fire Snake

1

1d6+4

12 Duergar

1

1d6+4

13 Ghoul

1

1d6+4

14 Berserker

2

1d4+2

15 Ghast

2

1d4+2

16 Wight

3

1d4+1

17 Deathlock Wight

3

1d4+1

18 Grick Alpha + 1d6 Gricks

8

1d6+1

19 Canoloth

8

1

20 Venom Troll

7

1

The target encounter difficulty here is 7-8, as opposed to the first tables 9-10. My feeling is that I’ve put it down a bit too low, but the two encounters I rolled during the session didn’t disrupt play that much, so that was a win.

As I’ve noted recently, large groups of monsters are difficult to gauge their threat level. Turn undead and fireball can end combats very quickly – but if the party lacks those options, encountering 10 ghouls could go very poorly if there are some good rolls from the ghouls and poor rolls from the party.

I am going to keep working on these tables and see how they work in play. Wandering monsters exist partly to provide life to the dungeon, and partly to provide time pressure – if the party think that taking short rests and casting rituals have no cost, then they’ll keep using them. I want them to use them, but know that it does raise the danger level.

A couple of notes:

The pyrohydra is a flame-breathing hydra. I use the stats for a hydra, but make a few changes:

  • Each head can breathe fire in a 15-foot cone, inflicting 3d8 fire damage, a successful DC 17 Dex save halves the amount. Each head can do so as part of a multiattack, so that could be 15d8 in one round! (I mostly run it as each head can use this 1/combat, but if the combat runs long, they recharge).
  • Heads don’t regenerate – if you cut one off, two don’t grow back in its place.
  • Immune to fire
  • The CR is bumped up one level. Probably.

The NPC party are a group of adventurers in the dungeon. I need to work out the exact specifics of their stat blocks. They have a random alignment – could be good, could be evil – and so can act as foes or allies of the party.

These tables are made for a megadungeon in which a lot of different monsters live. I’d go with more targeted tables for a smaller dungeon – based on what lives therein!

Leave a Reply