Creature Generator
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Work in progress!
Slightly NSFW!
FEATURED
Introduction
This article helps you quickly create unique adversaries or allies for your fantasy TTRPG sessions. Simply roll on as many - or as few - tables as you wish. The initial tables determine the creature’s general type and appearance, while the later, optional tables add more detail and depth. If you’re designing a creature for the party’s current location, you can skip the "Habitat and Environment" table - or use it to inspire a creative twist. For example, if your group is exploring caves and you roll "volcanic" or "aquatic," you might introduce an underground lava flow or a hidden lake, adding an unexpected element to your adventure. Some tables are explicitely using results aiming at WFRP4e or the Cypher System. If you use a different RPG system, adjust those values accordingly. You can find some example adversaries/allies here: Creatures of Alana
Traditional Song of the Hunt
Through shadowed woods and moonlit glen,
We track the beasts beyond all ken.
With steel in hand and hearts ablaze,
We hunt the night, through mist and haze. No fang nor claw shall break our line,
No magic veil shall hide or bind.
For we are hunters, brave and true,
Till dawn reveals the prey anew. So raise your voices, loud and strong,
The chase is fierce, the night is long.
By fire’s light and ancient lore,
We seek the wild forevermore.
We track the beasts beyond all ken.
With steel in hand and hearts ablaze,
We hunt the night, through mist and haze. No fang nor claw shall break our line,
No magic veil shall hide or bind.
For we are hunters, brave and true,
Till dawn reveals the prey anew. So raise your voices, loud and strong,
The chase is fierce, the night is long.
By fire’s light and ancient lore,
We seek the wild forevermore.
Size and Scale
Official size steps for WFRP4e; affects Wounds, Damage, encumbrance, etc. 1d100Roll | WFRP4e Size | Cypher descriptor | Suggested tweaks to the default Cypher creature (Level × 3 HP, Level damage) |
---|---|---|---|
01–05 | Tiny | Tiny / Minuscule | Damage − 2 (min 1) / Health = Level (⅓ normal) / Attacks against it are hindered; its Might-based tasks vs bigger foes are hindered |
06–25 | Small | Small | Damage − 1 / Health = Level × 2 / One asset to Speed defence (harder to hit) |
26–75 | Average | Medium / Typical | Baseline Cypher stats - no changes |
76–90 | Large | Large | Damage + 2 / Health = Level × 4 / Speed defence for the creature is hindered (easier to hit) / If natural armour, grant +1 Armor |
91–98 | Enormous | Huge / Immense | Damage + 4 / Health = Level × 6 / +1 Armor / Creature’s attacks affecting an area are eased one step |
99–100 | Monstrous | Colossal / Titanic | Damage + 6 / Health = Level × 9 / +2 Armor / Gains an automatic ability to affect everything in Immediate range with a minor action (GM discretion) |
Habitat and Environment
Indicates the natural or preferred surroundings where a creature lives or thrives, such as forests, deserts, oceans, or urban ruins. This shapes its adaptations and influences encounter locations. 1d11- Aquatic
- Arctic
- Cave-dwelling
- Desert-dwelling
- Forest-dwelling
- Mountainous
- Plains-roaming
- Swamp-dwelling
- Underworld
- Urban
- Volcanic
Alignment / Moral Nature
Defines a creature's ethical or moral disposition, such as benevolent, malevolent, chaotic, or lawful. This affects its motivations, alliances, and interactions with others, both monstrous and mortal. 1d11- Benevolent
- Chaotic
- Corrupted
- Holy
- Lawful
- Malevolent
- Neutral
- Redeemed
- Sinister
- Unholy
- Virtuous
Social Traits
Describes how a creature interacts with others: is it solitary, pack-hunting, hive-minded, or symbiotic? These traits affect group dynamics, tactics, and how monsters relate to their environment and each other. 1d10- Domesticated
- Ferocious
- Hive-minded
- Loyal
- Nomadic
- Pack-hunting
- Parasitic
- Solitary
- Symbiotic
- Territorial
Intelligence Level
Measures the reasoning, learning, and problem-solving abilities of a creature, ranging from mindless beasts to ancient geniuses. Intelligence informs tactics, communication, and the potential for negotiation or trickery (sorted list). 1d9- Mindless - acts purely on instinct, no reasoning or learning ability
- Animalistic - basic problem-solving, can learn simple tasks, similar to animals like wolves or apes
- Brutish - limited reasoning, capable of following instructions and using basic weapons, but mostly instinctual
- Clever - shows some cunning, can solve basic puzzles, use simple tools, or follow multi-step commands
- Average - comparable to a typical human, capable of learning, reasoning, and planning
- Cunning - demonstrates tactical thinking, uses the environment and allies to its advantage
- Highly Intelligent - capable of advanced strategy, learning languages, and manipulating others
- Genius - superhuman intellect, can anticipate opponents, solve complex problems instantly, and outthink most adversaries
- Ancient (Wise) - possesses vast knowledge from ages past, often with insight into magic, history, or cosmic truths
Appearance and Impression
This category captures the immediate feeling or perception a creature's appearance evokes - whether it seems threatening, endearing, bizarre, or majestic. These adjectives help set the tone for first encounters and influence how players and NPCs might react. 1d20- Alien - strangely unfamiliar, otherworldly
- Ancient - worn, weathered, bearing the marks of age
- Beastly - animalistic, raw, untamed
- Charming - pleasant, captivating
- Clumsy - awkward, ungainly
- Cute - adorable, charming, evokes sympathy
- Eerie - unnerving, ghostly, uncanny
- Friendly - inviting, approachable, non-threatening
- Frightening - causes fear or dread
- Grotesque - distorted, horrifying, unsettling
- Majestic - noble, grand, awe-inspiring
- Menacing - intimidating, dangerous-looking
- Mystical - enchanted, magical-looking
- Playful - lighthearted, fun, mischievous
- Regal - royal, dignified, commanding respect
- Ridiculous - absurd, comical, or silly in appearance
- Savage - wild, brutal, primal
- Sinister - evil-looking, threatening
- Sleek - smooth, streamlined, elegant
- Uncanny - strangely familiar yet off-putting
Origin and Creation
Explains how or where a creature came into existence, whether through natural birth, magical creation, mutation, or as a being from another realm. This backstory can influence its powers and weaknesses. 1d20- Aberrant - born from cosmic or unnatural forces
- Alchemically-forged - brought to life through alchemy
- Ancient - remnant of a lost or primordial age
- Artificial - synthetic, not naturally occurring
- Chimeric - created by combining parts of different creatures
- Cursed - created or transformed by a curse
- Demonic - spawned from a hellish or infernal realm
- Divinely-spawned - created by gods or celestial beings
- Dream-forged - born from dreams or nightmares
- Elemental-born - formed from raw elemental forces
- Experimental - result of magical or scientific experimentation
- Fey-touched - originates from the realm of the fae
- Magically-created - brought into being by spells or arcane rituals
- Manufactured - constructed by hands or machines
- Mutated - transformed from another species by magic, chaos, or toxins
- Naturally-born - arises through normal reproduction
- Necromantic - animated by necromancy or death magic
- Planar - originates from another plane or realm
- Possessed - animated or controlled by a spirit or entity
- Summoned - called forth by rituals or pacts
Physical Traits
Covers the visible and tangible features of a monster, such as wings, claws, scales, or the number of limbs. These traits set the creature apart visually and often hint at its capabilities. 1d25- Amorphous
- Barbed
- Bioluminescent
- Chitinous
- Crystalline
- Eyeless
- Fanged
- Horned
- Hulking
- Leathery
- Moss-covered
- Ooze-slick
- Quadrupedal
- Scaly
- Skeletal
- Spined
- Tentacled
- Translucent
- Winged
- to 25.: Roll twice and combine
Locomotion and Movement
Describes how a creature moves - whether it flies, burrows, swims, teleports, or slithers. Movement types affect how it hunts, escapes, and navigates its environment. 1d20- Amphibious
- Burrowing
- Climbing
- Crawling
- Floating
- Flying
- Galloping
- Gliding
- Hovering
- Jet-propelled
- Leaping
- Phasing
- Pouncing
- Skittering
- Slithering
- Swimming
- Teleporting (roll again for a mundane mode)
- to 20.: Roll twice and combine
Talents
These talents enhance combat prowess, improve social interactions, provide resistances, or unlock unusual powers, helping to define the unique strengths and character of each creature. You might want to roll at least two times. 1d20
- Arcane Feedback - Reflects a portion of magical damage back at spellcasters.
- Blood Sense - Tracks wounded creatures by scent, gaining bonuses to Perception and Tracking.
- Bone Rattle - Shakes its skeletal frame or armor, causing fear and disrupting spellcasting within earshot.
- Burrower - Can tunnel rapidly through earth or soft stone, surprising enemies or escaping danger.
- Chilling Aura - Emits an unnatural cold; enemies within close range must pass a Cool Test or suffer penalties to Movement and Agility.
- Echoing Roar - Can unleash a deafening bellow that disorients all nearby foes, imposing penalties to Perception and Initiative for 1 round.
- Eldritch Pulse - Emits a wave of magical energy, disrupting concentration and causing minor damage to all spellcasters in range.
- Feral Leap - Can jump great distances, bypassing obstacles and gaining bonuses to Charge Attacks.
- Grasping Limbs - Can attack multiple targets at once with extra limbs or tentacles, making it difficult for foes to escape melee.
- Haunting Echoes - Creates illusory sounds or voices, confusing enemies and masking its own movements.
- Howling Winds - Summons gusts that hinder missile fire and extinguish unprotected flames nearby.
- Iron Stomach - Can consume nearly anything, including weapons or armor, to heal or gain temporary bonuses.
- Mirror Hide - Its skin shimmers, making it difficult to target and occasionally reflecting attacks back at the attacker.
- Shadowmeld - Blends seamlessly into darkness or dim light, gaining bonuses to Stealth and making ranged attacks against it harder.
- Shifting Form - Briefly alters its shape to avoid attacks, gaining a bonus to Dodge or Parry once per round.
- Spore Burst - Releases a cloud of spores when struck, which may cause confusion, sleep, or mild hallucinations.
- Toxic Ichor - When wounded, the monster sprays caustic fluid, causing minor damage to adjacent targets and risking disease or corrosion.
- Unnerving Gaze - A direct stare forces a Willpower Test or the target becomes Frightened for 1 round.
- Venomous Mockery - Utters insults or mimicry that distract and demoralize, imposing penalties to enemy actions if they fail a Willpower Test.
- Warped Regeneration - Heals minor wounds each round unless struck with fire, magic, or silver.

- Arcane Feedback (Enabler): When the creature is targeted by a harmful ability or cypher, the user takes 2 points of Intellect damage (ignores Armor).
- Blood Sense (Enabler): Creature gains an asset to all tracking and perception tasks made to find wounded or bleeding creatures.
- Bone Rattle (Action, Intellect): Creatue rattles its frame or gear, causing all creatures within short range to make an Intellect defense task or become frightened, fleeing or taking no action for one round.
- Burrower (Enabler): Creature can move through earth or soft stone at normal speed, ignoring difficult terrain and gaining an asset to hiding underground.
- Chilling Aura (Enabler): Creatures within immediate range must succeed on a Might defense task or have their Speed tasks increased in difficulty by one step for as long as they remain in range.
- Echoing Roar (Action, Intellect): Creature unleashes a thunderous roar that disorients all creatures within short range. Each affected creature must succeed on an Intellect defense task or suffer a one-step increase in difficulty for all tasks until the end of their next turn.
- Eldritch Pulse (Action, Intellect): Creature emits a burst of energy in immediate range. All creatures using abilities or cyphers must succeed on an Intellect defense task or lose their action and take 2 points of Intellect damage.
- Feral Leap (Action, Speed): Creature can leap a long distance as a movement action and gain an asset to its next attack if it lands adjacent to a foe.
- Grasping Limbs (Action, Might): Creature can attack up to two targets within immediate range in a single action. Each attack is made at a one-step increased difficulty.
- Haunting Echoes (Action, Intellect): Creature creates illusory sounds or voices in short range, increasing the difficulty of all perception tasks for affected creatures by one step for one minute.
- Howling Winds (Action, Intellect): Creature summons gusts of wind in short range. Ranged attacks passing through the area are made at a one-step increased difficulty, and unprotected flames are extinguished.
- Iron Stomach (Enabler): Creature can consume nearly any material to regain 1d6 points to any Pool, once per hour.
- Mirror Hide (Enabler): Once per round, when targeted by an attack, the creature can reflect the attack back at the attacker with an Intellect defense roll; on a success, the attacker suffers the effects instead.
- Shadowmeld (Enabler): When standing in dim light or darkness, the creature gain an asset on Stealth tasks and attacks against it are one step more difficult.
- Shifting Form (Enabler): Once per round, the creature can change its shape slightly, gaining an asset to Speed defense tasks until its next turn.
- Spore Burst (Action, Intellect): Creature release as cloud of spores in immediate range. All creatures must succeed on a Speed defense task or suffer hallucinations, increasing the difficulty of all tasks by one step for one minute.
- Toxic Ichor (Enabler): When the creature takes damage from a melee attack, the attacker must succeed on a Might defense task or take 2 points of Speed damage and become impaired for one round.
- Unnerving Gaze (Action, Intellect): Creature locks eyes with another creature within short range. The target must succeed on an Intellect defense task or become dazed, making all tasks one step more difficult for one round.
- Venomous Mockery (Action, Intellect): Creature utters a distracting taunt or mimicry. The target must succeed on an Intellect defense task or take 2 points of Intellect damage and have all actions increased in difficulty by one step for one round.
- Warped Regeneration (Enabler): At the end of each of its turns, the creature regain 2 points to any Pool unless it has taken fire or energy damage since its last turn.
Motivation or Drive
This category defines what fundamentally compels the creature to act - the underlying reason for its behavior and goals. A monster's drive can be as simple as hunger or as complex as a quest for vengeance, power, or redemption. Understanding a creature's motivation helps explain its actions, informs how it interacts with others, and adds depth to encounters. 1d24- Ambitious - seeking power, status, or dominance
- Brooding - harboring deep resentment or sorrow
- Corrupted - driven by a curse or dark influence
- Curious - motivated by exploration or discovery
- Desperate - acting out of need or fear
- Destructive - motivated by a desire to destroy
- Enslaved - compelled by magical or physical bondage
- Fearful - acting out of self-preservation
- Prophecy-bound acting to complete a foretold destiny
- Greedy - seeking wealth, treasure, or resources
- Hungry - driven by the need to feed
- Inquisitive - seeking knowledge or secrets
- Lonely - seeking companionship or connection
- Lost - searching for home or purpose
- Obedient - following orders or commands
- Obsessive - fixated on a particular goal or object
- Playful - motivated by mischief or amusement
- Protective - guarding something or someone
- Redemptive - seeking forgiveness or redemption
- Ritualistic - performing actions for religious or magical reasons
- Seeking Help - looking for aid or rescue
- Territorial - protecting its domain
- Vengeful - seeking revenge for a wrong
- Wandering - driven by restlessness or exile
Magical / Natural Abilities
Highlights special powers or innate talents, from elemental breath weapons and regeneration to invisibility or telepathy. These abilities define a monster's unique threat and role in encounters. 1d16- Dream-haunting
- Gravity-defying
- Illusionary
- Phase-shifting
- Pyromantic
- Regenerating
- Soul-draining
- Telepathic
- Time-warping
- Unkillable
- Venomous
- Weather-controlling
- to 16.: Roll twice and combine
Communication
Creatures can communicate through a wide variety of methods beyond ordinary speech. Each method can add depth and uniqueness to a fantasy world, reflecting the creature’s biology, culture, or magical abilities. Incorporating diverse communication styles helps make the world feel more immersive and alive, and can influence how societies, alliances, and conflicts develop within your game. 1d10- Auditory non-verbal - drumming, musical notes, animal calls
- Environmental manipulation - leaving marks, arranging objects, altering surroundings
- Gestures - body language, sign language, dance
- Magical means - sending spells, enchanted objects
- Scent/pheromones - releasing odors or chemicals
- Tactile - touch, vibrations, physical contact
- Telepathic - mind-to-mind, hive mind, shared thoughts or emotions
- Verbal - spoken language, sounds, singing
- Visual signals - color changes, bioluminescence, movement patterns
- Written - symbols, runes, carvings
Combat Behaviour
Defines a creature's approach to battle - whether it ambushes, lures, fights to the death, flees, or uses pack tactics. Combat behaviour shapes the flow and danger of encounters. 1d19- Aggressive - charges directly into combat, attacks on sight
- Ambushing - attacks from hiding or surprise
- Artillery - attacks from a distance, avoids close combat
- Brutish - relies on brute force and overwhelming power
- Controller - manipulates the battlefield or enemy positions
- Defensive - prioritizes self-preservation or protecting territory
- Fleeing - quickly escapes when threatened or injured
- Hit-and-run - strikes quickly, then withdraws to safety
- Luring - draws victims in with deception or bait
- Mindless - attacks anything living, ignores self-preservation
- Pack-hunting - coordinates with others to overwhelm prey
- Preying - hunts and stalks targets methodically
- Relentless - fights until death, never retreats
- Sapping - wears down foes over time, avoids direct confrontation
- Skirmishing - uses mobility to dart in and out of combat, targets vulnerable foes
- Soldier-like - holds ground, protects allies, absorbs attacks
- Solo-hunting - operates alone, avoids groups
- Territorial - attacks intruders but may not pursue beyond its domain
- Trickster - uses deception, illusions, or misdirection
Fear / Terror hook

- None
- Fear (1)
- Fear (2)
- Terror (2)
- Terror (3)
Attack Methods
Specifies how a creature deals damage, such as with claws, weapons, magic, psychic powers, or poison. Attack methods determine a monster's threat profile and how adventurers must defend themselves. 1d20- Biting
- Breath-attacking - emits fire, ice, etc., from mouth
- Clawing
- Corrosive - dissolves with acid or caustic substances
- Disease-spreading
- Draining - saps life, energy, or strength
- Entangling - uses webs, vines, or tentacles to restrain
- Explosive - causes blasts or self-detonates
- Grappling
- Magical - casts spells, curses, or magical blasts
- Paralyzing - immobilizes with touch, gaze, or venom
- Poisonous - inflicts harm with venom or toxins
- Psychic - attacks the mind with telepathy, fear, or illusions
- Shooting - uses bows, crossbows, firearms, stone etc.
- Sonic
- Spitting - launches acid, venom, or other substances
- Stomping
- Tail-whipping
- Throwing
- Weapon-wielding
Weapon Qualities

- Accurate
- Damaging
- Fast
- Hack
- Impact
- Impale
- Penetrating
- Pummel
- Snare (2)
- Trap
- Undamaging
- Special - choose any other quality
Diet and Feeding Habits
Details what and how a creature consumes - whether it's carnivorous, soul-devouring, blood-drinking, or feeds on emotions. Diet influences behavior, lair design, and potential plot hooks. 1d22- Brain-eating - feeds on brains
- Carnivorous - feeds on flesh or meat
- Carrion-eating - feeds on dead/decaying flesh
- Dream-eating - feeds on dreams or nightmares
- Emotion-feeding - feeds on emotions such as fear, pain, or joy
- Energy-draining - feeds on life force or stamina
- Frugivorous - feeds on fruit
- Gem-eating - feeds on gems or precious metals, eg. gold
- Heart-devouring - feeds on hearts
- Herbivorous - feeds on plants
- Insectivorous - feeds on insects
- Light-consuming - feeds on light or radiance
- Magic-consuming - feeds on magical energy
- Memory-consuming - feeds on memories
- Omnivorous - eats both plants and animals
- Pain-feeding - draws sustenance from the suffering of others
- Piscivorous - feeds on fish
- Rot-eating - feeds on mold, fungus, or decay
- Sanguivorous - feeds on blood
- Sap-sucking - feeds on plant sap
- Soul-consuming - feeds on souls
- Time-consuming - feeds on creatures' life time, making them age faster
Health Status
Describes the physical condition and vitality of a creature, indicating how wounded, sick, or robust it currently is. This helps convey the monster's resilience, combat readiness, and urgency in encounters. 1d15
- Bloodied - Heavily Wounded (Creature has lost over half their Wounds; suffers a –10 penalty to all physical Tests due to pain and fatigue.)
- Corrupted - Tainted (Creature has gained Corruption Points; may suffer mutations or mental disorders if thresholds are exceeded.)
- Critically -Wounded: Critical (Creature has suffered one or more Critical Wounds; may suffer ongoing penalties, bleeding, or risk of death.)
- Dying - Dying (Creature is at 0 Wounds and has suffered a Critical Wound that threatens death; must pass Endurance Tests to survive each round.)
- Exhausted - Fatigued (Suffers a –10 penalty to all Tests; requires rest or magical aid to recover.)
- Feverish - Diseased (Afflicted by disease; suffers penalties to Endurance and Agility Tests, and may lose Wounds over time.)
- Healthy - Healthy (At full Wounds and no adverse conditions.)
- Injured - Injured (Has lost some Wounds; may be Bleeding, but still above half total Wounds.)
- Minor Wounds - Scratched (Suffered only superficial wounds; no mechanical penalty.)
- Mutated - Mutated (Has acquired one or more mutations due to Corruption; may suffer social stigma or physical penalties.)
- Pristine - Pristine (No wounds, diseases, or conditions; in peak condition.)
- Regenerating - Regenerating (Heals Wounds at an accelerated rate each round or turn, as per special ability or magic.)
- Severely -Injured: Severely Wounded (Below half Wounds and/or suffering from Bleeding or other severe conditions; all Tests are one step harder.)
- Sick - Poisoned or Sickened (Suffers from Poisoned or Disease condition; ongoing penalties and possible Wound loss.)
- Undead - Undead (No longer living; immune to Bleeding, Poisoned, and Disease, but may suffer from other unique conditions.)

- Bloodied - Heavily Wounded (Creature has lost more than half its total Pool points in either Might or Speed. All physical tasks are hindered by one step due to pain and fatigue.)
- Corrupted - Tainted (Creature has been exposed to dark energy, a curse, or a corrupting influence. Recovery rolls are hindered by one step, and it may gain mutations or suffer narrative consequences at the GM's discretion.)
- Critically -Wounded: Debilitated (Creature is on the final step of the damage track. It can only move an immediate distance each turn and cannot take any other actions.)
- Dying - Near Death (Creature is at 0 in all stat Pools. Unless stabilized, it will die within a short time or after a failed recovery roll.)
- Exhausted - Fatigued (All tasks are hindered by one step. Recovery rolls restore only half the normal amount until it gets proper rest.)
- Feverish - Ill (Creature is suffering from a disease or infection. All Might and Speed tasks are hindered by one step. May worsen if untreated.)
- Healthy - Uninjured (All Pools are above half and creature has no adverse conditions. No penalties.)
- Injured - Wounded (Creature has lost some points from a Pool but are above half total. No immediate penalties, but continued damage may worsen its state.)
- Minor Wounds - Scratched (Creature has lost a small number of Pool points, but all tasks are unaffected.)
- Mutated - Altered (Creature has gained a mutation, which may grant a new ability or hinder certain tasks, depending on the mutation's nature.)
- Pristine - Perfect Health (All Pools are full, and creature has no negative conditions.)
- Regenerating - Rapid Healing (It regains 1 point to a chosen Pool at the end of each round, as per a special ability or cypher effect.)
- Severely -Injured: Impaired (Creature is on the impaired step of the damage track. All tasks are hindered by one step, and it cannot use Effort.)
- Sick - Poisoned or Diseased (Creature is suffering from poison or illness. It takes damage over time, and all related tasks are hindered by one step.)
- Undead - Animated Corpse (Creature is no longer living. Immune to poison, disease, and fatigue, but may be affected by abilities targeting the undead.)
Uniquely Descriptive
Features adjectives or phrases that set a monster apart in memorable ways, such as "mirror-skinned" or "lantern-eyed." These descriptors give creatures a distinct identity beyond common tropes. 1d30- Ashen-breathed – exhales pale soot that smothers flame
- Blood-inked – skin etched with pulsing crimson sigils
- Bone-lanterned – hollow bones emit eerie inner glow
- Candle-headed – waxy skull topped by ever-burning wick
- Clockwork – gears tick beneath plated carapace
- Coral-crested – head sports branching reef-like protrusions
- Echo-voiced – every word repeats itself in whispers
- Ember-hearted – fiery core flickers through chest cavity
- Flame-forged – body appears hammered from living fire
- Flesh-warped – muscles twist with unstable mutations
- Frost-wreathed – rimed in ice that never melts
- Glass-boned – translucent skeleton refracts passing light
- Glyph-branded – glowing symbols scorch its leathery skin
- Iron-veined – metallic ore visibly courses through flesh
- Lantern-eyed – eyes glow like guiding beacons at dusk
- Marionette-like – moves in jerky, puppet-string motions
- Mirror-skinned – surface reflects surroundings like polished chrome
- Mist-cloaked – veiled in drifting, cool vapour tendrils
- Moon-silvered – coat gleams softly under lunar light
- Quartz-horned – crystalline horns sparkle with inner prisms
- Root-entwined – tangled roots coil around limbs and torso
- Rune-carved – body engraved with ancient glowing glyphs
- Sand-scoured – gritty grains endlessly cascade off hide
- Sapphire-shelled – deep-blue carapace shines like cut gems
- Shadow-stitched – seams of darkness hold it together
- Star-marked – freckles form shifting constellations at night
- Storm-shrouded – crackling clouds swirl constantly around form
- Thorn-crowned – head encircled by living razor thorns
- Vine-lashed – animated vines snap from shoulders
- Whisper-winged – wings flutter silently, stirring no air
I came for the adorable illustration, but stayed for the monster lists. Very comprehensive. It's a great way to just crank out a random monster on the fly. (pickup to-do: Your last table, "Social & Behavioral Traits", has me roll a d20 for only ten entries.)
Whoops. :D
Added more illustrations with more example monsters. :P