🐉 Darkon Bestiary & Encounter Suite (BETA)

Search all 91 monsters, roll randomized Land Search encounters with Ranger Exploration rank rules, and reference official monster skills, spells, and immunities from Chapter Twelve (Rulebook pages 129-146).

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🎲 Land Search Encounter Generator (Rulebook p. 129-132)

Roll D20 on the Category Chart and D100 on the Encounter Chart matching your party's Ranger Exploration Rank.

👥 Party Size & Monster Scaling Rules (Rulebook p. 129)
4 - 10 Players: Standard Monster Stats
11 - 15 Players: +1 Hit to all monsters
16 - 20 Players: +1 AC or +2 Hits
21 - 25 Players: +2 AC or +3 Hits
26+ Players: +3 AC or +4 Hits (+1 AC/Hit per 5 players)

🗡️ Rogue Loot Discovery Generator (Rulebook p. 132)

When a country's Land Search or Delve is successful, one participating Rogue may roll D20 on the Loot Discovery Chart for bonus coin, scroll, or potion writs.

⚔️ Bounty Fight Generator (Rulebook p. 133-134)

Up to 4 country members square off against monsters in a 50x50ft arena for glory and GP rewards! No consumables allowed. Selecting Random Selection awards an extra +50% GP Reward Bonus!

👁️ Passive Monster Skills (Rulebook p. 137)

Ambush: Monsters may start in any position in a 360-degree circle around the searching party.
Antimagic Field: All non-monster players within 100ft operate under the effects of Dispel Magic.
Desecrating Aura: All non-monsters within 100ft are unaffected by Cure spells or curing effects (including potions/scrolls).
Hundred Hands: Each section rezes 4 times and ignores the 5ft proximity requirement.
Life Steal: After killing a target, monster instantly heals +1 Hit or +1 AC (cannot exceed starting amount).
Multiple Heads: When one section dies, sacrifices 1 Hit to resurrect dead section with 3 Hits.
Reinforcements: All monsters without this trait can rez 1 additional time. The monster with this trait is the rez point.
Shieldless: Cannot don or use shields.

⚔️ Active Monster Skills (Rulebook p. 137)

Dragon Breath: (3ft Radius Spellball) Causes instant death if hit or within radius.
Evasion: Monsters ignore AOE effects they are aware of (only affected by direct hits).
Fear: (Single-target Spellball) Target cowers or runs in fear for 60 seconds. Ignores all shields & armor.
Plague: Any wound causes disease (screams in pain, dies in 60s unless cured by Panacea).
Poisonous: Any weapon damage causes Agony poison (dies in 60s unless cured).
Rampage: Can continue to use any limb that is light wounded.
Reanimate: Instantly reanimate any dead creature as a 1-Hit Undead under monster control.
Rock: (Yellow Damage Spellball) Can only cause damage to the head.
Rust Antenna: Weapon damage to Metal Armor instantly destroys armor in that section.
Rustic Spit: (Single-target Spellball) Instantly destroys Metal Armor and Metal Weapons.
Shield Destroy: Destroys shield in 1 hit (or unbreakable shield in 3 solid hits).

✨ Monster Spells & Damage Effects (p. 136-137)

Charm: Single-target spellball. Target fights against all allies for 60 secs. Ignores shields and armor.
Death Ray: Single-target spellball. Causes instant death when hit. Ignores shields and armor, cannot be deflected.
Poison Breath: Single-target spellball. Causes Agony poison for 60 secs when hit. Ignores shields and armor.
Magic Damage: Needed to strike certain ethereal/magical creatures at all, but does not deal extra damage.
Holy Damage: Deals double damage to monsters with Holy vulnerability (e.g. Undead).
True Strike: Ignores all immunities and applies vulnerabilities (double damage).
Poison vs Monsters: Death poison deals +1 hit of damage per instance applied to hit-based monsters.
Turn Undead: Destroys Undead monsters with AC; deals 4 hits to Undead monsters with Hits.