©1989-2025 Thorin Teague. All rights reserved. Excluding any fair dealing for the purpose of private in-game uses, private study, research, criticism, education, or review, no part of this publication may not be reproduced, in part or in whole, except with the express written permission of the author. This publication may not be redistributed by any entity other than the publisher in any form, including but not limited to, electronic transmission, facsimile, recording, storage in an electronic retrieval network, or seeding in peer to peer networks. Inquiries can be addressed to the publisher.
ISBN 1 00000 000 0
Author: Thorin Teague
Editors: J.J. Anthony
Contributing Artists:
© Jason Harvey
© Meditating Munky, https://marketplace.roll20.net/browse/publisher/155/meditating-munky
© Gabriel Pickard, https://marketplace.roll20.net/browse/publisher/64/gabriel-pickard
© Dan DiPietro, Dungeons By Dan LLC, www.dungeonsbydan.net
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© Brass Badger Workshop LLC, www.brassbadgerworkshop.com
Additional Contributions: Mark Roberts, Matt Roberts, Mike Birch, Dave Crispin, Lars Dahl
Thank you: Mark Roberts, Matt Roberts, Mike Birch, Dave Smithkey, Terry Byrne, Simon Swegles, Dave Crispin, Philip Morey, David Nora, Jae Walker, Lars Dahl
Dedication
For my Players,
Who all contributed in their own way.
For Jean,
Who is my inspiration even though she thinks I'm a dork.
For Audrey,
Who I can't get to play... yet. (Update 06/04/2021: She's reconsidering it afresh upon learning she can play a ninja riding a unicorn.) (Update: 05/14/2023: Still working on it—so far I’ve gotten her to play My Little Pony Tails of Equestria.)
Bestiary is a guide with a scant handful of fightable creatures. These all need to be brought in line with the current 7.0.2 design. The bestiary will entirely be a post-alpha expansion. My hope is to create a design that is able to use the 5e monster manual with minimal conversion. It also needs to convert Starfinder creatures, again, post-alpha expansion. This is a backburner priority.
Obviously you will encounter a lot of Lorem Ipsum text in this document—this is just placeholder text for future expansion.
For the time being, monsters must be primarily converted from existing 5e sources, official or 3rd party. The procedure is as follows.
Armor Rating (AC) is a measure of your character’s ability to withstand, avoid, or absorb damage. This number represents the required minimum for most basic physical attacks to penetrate the character’s defenses and do damage to hit points (or sometimes other pools). The amount by which this is exceeded indicates the amount of damage inflicted.
This number will be a 15 at its baseline. It increases with the use of armor and other forms of protection.
Armor Rating Modifiers | |
Size | Modifier |
D | +3 |
S | +1 |
M | 0 |
L | -1 |
H | -3 |
G | -5 |
T | -10 |
These tags indicate various traits that a monster might have.
[WEAK] A weak monster that dies in two hits regardless of damage.
[TOUGH]: This monster is more durable or resilient than standard foes, perhaps with extra HP, damage reduction, or a bonus on checks to resist harmful effects.
[FLYER]: This monster can move through the air.
[BURROWER]: This monster can move through solid ground or other materials.
[TELEPORTER]: This monster can instantly move from one location to another.
[POISONOUS]: This monster inflicts poison damage or the poisoned condition.
[DRAINING]: This monster depletes a target's resources, such as HP, ability pools, or magical energy.
[ELEMENTAL (Type)]: This monster is strongly tied to a specific element (e.g., Fire, Ice, Acid, Lightning) and deals damage or has abilities related to it. (e.g., [ELEMENTAL (FIRE)])
[RESIST (Type)]: This monster takes reduced damage from a specific type of damage or is more resilient to a specific effect. (e.g., [RESIST (COLD)])
[IMMUNE (Type)]: This monster takes no damage from a specific type of damage or is unaffected by a specific condition/effect. (e.g., [IMMUNE (POISON)])
[VULNERABLE (Type)]: This monster takes increased damage from a specific type of damage or is particularly susceptible to a specific effect. (e.g., [VULNERABLE (RADIANT)])
[REGENERATING]: This monster recovers Hit Points at the start of its turn.
[HIGH AC]: This monster possesses a significantly higher Armor Rating than typical for its size or type.
[SPELLCASTER]: This monster can cast spells.
[PSIONIC]: This monster possesses and uses psionic abilities.
[TECHNOLOGICAL]: This monster is a construct, cyborg, or heavily utilizes technology in combat.
[UNIQUE SENSES]: This monster possesses special senses like Darkvision, Blindsight, or Tremorsense.
[FEAR]: This monster can inflict the frightened condition on targets.
[PACK TACTICS]: This monster gains bonuses or has special abilities when fighting in a group with other similar enemies.
[SWARM]: This monster functions as a collection of smaller creatures rather than a single individual.
[LEADER]: This monster provides benefits or strategic guidance to other enemies in combat.
[VOID ADAPTED]: This monster is uniquely adapted to survive and operate in the vacuum and conditions of the void between planet shards.
[TITAN]: This monster cannot take cover due to its enormous size.
[UNDEAD]: This monster is an animated corpse or spirit.
[CONSTRUCT]: This monster is an artificial being, typically mechanical or golem-like.
[OUTSIDER]: This monster originates from another plane of existence (e.g., demon, angel, elemental).
[HYBRID]: This monster is a creature of mixed biological or technological heritage.
This will aid you in making your monster choices.
Shattered World Monster Workshop: Step 1 - Foundation
The first step in building a monster is selecting its core identity: its Type and its Size. These two choices will heavily influence the creature's baseline physical capabilities, inherent resistances or vulnerabilities, and the kinds of natural or supernatural abilities it might possess.
Step 1a: Choose the Creature's Type
The creature's Type represents its fundamental nature and origin in the cosmos. This choice often suggests inherent traits and resistances.
Step 1b: Choose the Creature's Size
The creature's Size dictates its general physical scale, impacting its space, reach, base speed, and contributing significantly to its base resilience (Endurance/Hit Points) and raw power (Physical Fitness). Note: To avoid confusion with the "Giant" creature Type, the size category above Huge is referred to as Gargantuan or Colossal. Let's use Gargantuan.
Moving Forward:
Once you've chosen the Type and Size, these selections will inform the next steps in the monster workshop:
This structure allows you to begin building any creature by first defining its fundamental essence (Type) and physical scale (Size), then layer on specific stats and abilities based on those choices.
Shattered World Monster Workshop: Step 2 - Core Combat Capabilities
After choosing the creature's fundamental Type and Size, you determine its baseline combat math: its ability to act, its offensive potential, and its defenses (Armor and Hit Points).
Shattered World Monster Workshop: Step 3 - Special Abilities (Powers, Immunities, Magic, Traits)
This is where the creature gains its unique identity beyond basic combat stats. These features are often dictated by the creature's Type and further shaped by specific Traits you assign.
Shattered World Monster Workshop: Step 4 - Calculating Defeat XP
The creature's Defeat XPÂ value represents its threat level and the amount of training credit adventurers earn for overcoming it. This value is the sum of multiple components derived from the choices made in the previous steps. The goal is for this calculation method to produce values roughly consummate with your earlier monster conversion charts (Goblin ~1 XP, Ogre ~7 XP, Akata ~8-10 XP).
Total Defeat XP = Base XP (Type + Size) + Offensive XP + Defensive XP + Special Trait/Power XP
This modular system allows you to build a creature by selecting its core identity, assigning its base combat stats derived from those choices, and then customizing it with special abilities, with each step contributing to a final threat assessment reflected in the Defeat XP value. The specific XP values for base Type/Size combinations and individual traits would need to be calibrated through playtesting against your existing examples (Goblin, Ogre, Akata) to ensure the resulting Defeat XP values feel appropriate for the challenge they present within your system.
This is an alphabetical list of all Monsters, their stat blocks, and a brief description.
Akata | ||||||
PF | EN | MA | PE | EM | SP | AC |
18 | 27 | 5 | 21 | 18 | 15 | 19 |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed |
27 | 1d4 | M | 2 | 1 | 1d6 | 8 |
Terrifying predators that dwell in the vast void of space, akatas make their homes on lifeless asteroids, comets, and dying planets, hibernating in cocoons composed of the starmetal called noqual for countless centuries. An akata looks similar in shape to a lion, but with hairless, rubbery blue skin and a mane of thick, lashing tentacles. Its face is little more than two eyes glowing with ever-changing light and a fanged maw. Two long tentacular tails extend from its muscular hindquarters. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.
Blindsense (Life): The akata has blindsense out to 2 Units (10 ft) that detects living creatures.
Blindsense (Scent): The akata has blindsense out to 12 Units (60 ft) that detects creatures by scent.
Darkvision: The akata can see in darkness out to 24 Units (120 ft).
Deaf (Ex): Akatas cannot attempt Perception checks to listen and are immune to effects that rely on hearing to function.
Hibernation (Ex): Akatas can enter a state of hibernation for an indefinite period when food is scarce, forming a cocoon of fibrous material that hardens into noqual (Hardness 30, 30 HP, immune to bludgeoning and fire damage). The akata is unharmed within. It hibernates until exposed to extreme heat or senses a living creature with blindsense, clawing free in 1d4 minutes.
Immunities: Cold, Disease, Poison, Starvation.
No Breath (Ex): The akata does not breathe and is immune to effects requiring breathing (like suffocation).
Resistances: Fire 5.
Susceptible to Salt Water (Ex): A splash of salt water deals 1d6 ADDITIONAL damage to an akata. Full immersion deals 4d6 ADDITIONAL damage per round.
Void Bite (Ex): Akatas hold microscopic larval young within their mouths and spread them through their bite attack (# DMG listing includes the base physical damage). This delivers the Void Death affliction (see below). Only humanoids are suitable hosts.
Void Death (Affliction, Ex):
Type: Disease (injury)
Save: EN check DC 18
Track: Physical
Frequency: 1/day
Effect: No latent/carrier state. An infected creature that dies rises as a void zombie 2d4 hours later.
Cure: 2 consecutive successful saves.
Skills: Acrobatics +5, Athletics +5, Stealth +10. (Bonuses listed directly as in SF, as skill conversion was not fully defined). Athletics climbing checks gain a +8 bonus (+13 total).
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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Goblin | |||||||
PF | EN | MA | PE | EM | SP | AC | FRD |
12 | 15 | 15 | 21 | 12 | 12 | 20 | 1d4 |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
11 | 2d4+2 | S | 1 | 1 | 1d6+2 | 6 | +1 |
Goblins are small, cowardly creatures often found in packs. They are typically green-skinned, with sharp teeth and malicious eyes. Individually weak and easily overcome, they rely on numbers and dirty tactics to pose a threat. They often fill the role of simple, numerous adversaries (Hooligans).
Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics: The goblin gains a +5 bonus on attack rolls against a creature if at least one of the goblin's allies is within 5 units of the creature and the ally isn't incapacitated.
Armor Class:Â 13 (Leather Scraps) Hit Points:Â A large pool representing the whole mob (e.g., 45 (10d8)). Speed:Â 12 Units
PF | MA | EN | PE | EM | SP |
14 (+2) | 8 (-1) | 12 (+1) | 10 (+0) | 6 (-2) | 14 (+2) |
Export to Sheets
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small goblin. The swarm cannot regain hit points or gain temporary hit points.
Bloodied Frenzy. When the swarm has half of its hit points or fewer, its attacks deal half damage, but it can use its Bonus Action to make an additional Shriek or Scrabble attack.
Swarm of Shivs. Melee Weapon Attack: +4 to hit, reach 0 Units, one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Shriek and Scrabble (Bonus Action). All creatures within the swarm's space must succeed on a DC 10 Endurance saving throw or be deafened until the end of their next turn.
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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[#_BESTIARY_MONSTERS_I]Â
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Monster | |||||||
PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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Nurb Liners are hyper intelligent spacefaring whales that some have learned to use as transportation through The Cloud. The species’ proper name is T’Xlaxtal, which many find difficult to pronounce.
Nurb Liner | |||||||
PF | EN | MA | PE | EM | SP | AC | FRD |
150 | 750 | 125 | 85 | 76 | 85 | 150 | 1d20 |
HP | # | Size | Align | # ATKS | DMG | Speed | UAM |
12,000 | 1-4 | T | LN | 6 | 12d12/special | 1200 | +120 |
The T’Xlaxtal are a species of spacefarers, traders, and hyper intelligent, magically capable creatures. With a flick of their tail, they can fold and move through space by riding an upper dimensional wave they can create for themselves. This affords good interstellar mobility. They tend toward the larger planets and planetoids with available oceans, if they wish to make planetfall. Otherwise they have no place to go.
Nurb Liners, as their passengers and crew call them, function as spacecraft. The crew and passengers embark by being swallowed whole. This will not damage them as the whale is not attacking. Nurb Liners are able to easily accommodate a full manifest of 1,000 individuals. 1,200 is doable but rather cozy. Any more than that and you’re risking rejection, which is a bad situation to be in. At 1,300, the risk of rejection becomes 10%, and goes up by 1% for every 10 individuals onboard after 1,300. At 2,200 passengers, the risk of rejection becomes 100% and all passengers are immediately ejected. Out one end or the other, can’t really be sure.
Within the safe range of 1,000 passengers, a nominally functioning Nurb Liner communicates telepathically with the crew, who will hold on to cilia inside the whale to facilitate this telepathy. The crew themselves do not require telepathic abilities as long as they are holding on to the cilia. Those who do possess telepathic abilities can communicate from anywhere onboard.
It is through these telepathic communications that navigation, control, and combat are accomplished. A visual representation of what the Nurb Liner is communicated throughout the process, enabling all crew to see the situation outside.
Nurb Liners provide stasis pockets within a special gland they have evolved for passengers. There is nothing much to the gland, it creates a lot of amniotic fluid within a compartmentalized pocket to help passengers survive the long FTL journey. There are generally allowances for the crew as well, who will be ejected and returned as needed. This illustrates another problem with overloading a Nurb Liner, because those sacs are... cozy... If you’re sharing one... you might wind up starting a family.
Ogre | |||||||
PF | EN | MA | PE | EM | SP | AC | FRD |
29 | 24 | 11 | 12 | 11 | 11 | 20 | 1d8 |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
89 | 1d2 | L | 2 | 2 | 2D4+8 | 8 | +5 |
Ogres are brutish, dim-witted giants known for their immense strength and voracious appetites. They favor simple, heavy weapons and rely on their sheer physical power and endurance to overwhelm foes, acting as powerful individual threats.
Heavy Hitter: When the Ogre hits with a melee attack, the target must make a PF check (DC 18) or be pushed back 10 units.
Thick-Skinned: The Ogre gains a +4 bonus on Endurance checks made to resist the effects of non-magical weather or environmental conditions (like extreme heat or cold).
Multiattack: The Ogre makes two Greatclub attacks. (Defined here to explain # ATKS).
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
HP | # | Size | Defeat XP | # ATKS | DMG | Speed | UAM |
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PF | EN | MA | PE | EM | SP | AC | FRD |
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HP | Defeat XP | Size | Defeat XP | # ATKS | DMG | Speed |
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