TEXT: Monstrous Pages for 
  Shadow of the Demon Lord
  Shadow of the Demon Lord
  ~Credits~
  WRITING and DESIGN: 
  Jargogle Bamboozle
  Devlopment, editing, and Art Direction:
  ROBERT j. sCHWALB
  Layout: Kara Hamilton
  Graphic Design: Hal Mangold
  and Kara Hamilton
  ILLUSTRATIONs: Kim Van Deun
  Of Monstrous Mien is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Monstrous Pages, Of Monstrous Mien
  Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com
   www.schwalbentertainment.com
  The misbegotten hybrids of strange unions, the results 
  of bizarre conjurations, creatures warped through 
  experimentation, alchemical eﬄ  uvia, or the corrupting 
  taint of the Void, monsters are often unique beings. 
  Few monsters are members of entirely new species 
  though some species have their origins in such 
  beasts. Usually prone to ﬁ ts of violent rage, monsters 
  are driven by hunger, brutal instinct, and all-too-
  commonly pain wrought by their unnatural creation or 
  existence. Whether found in the forsaken wilds, hidden 
  laboratories, or areas polluted by alchemical toxins, most 
  are thankfully solitary. Only in rare instances are several 
  identical monsters created, those capable of ﬁ ghting as a 
  pack most likely to cooperate with each other. 
  Of Monstrous Mien builds on the information presented 
  in Shadow of the Demon Lord by presenting a set of tools 
  for customizing and building your own monsters. You 
  will ﬁ nd all the basic monsters and tables to support 
  their customization, which let you randomly determine 
  the form and appearance of monsters, customizing the 
  basic entries, though you can always choose results to 
  suit your taste and needs for the story.
  
  2
  Making Monsters
  Shadow of the Demon Lord presents a set of generic 
  statistics boxes to provide rules for using monsters 
  of various sizes. The book leaves it to you to decide 
  what the monsters look like, how they behave, and the 
  forms their natural weapons take. While useful in a 
  pinch, you might ﬁ nd yourself in need of inspiration 
  and that’s where these tables come in. You create a 
  monster by following these easy steps:
  • Choose or randomly determine the monster’s
  origin from options presented on the Monstrous 
  Origin table.
  • Choose a type of monster to create from
  following: Titanic, Huge, Large, Medium, Small,
  or Tiny.
  • Record the monster’s basic statistics from its
  statistics box.
  • Choose or randomly determine the monster’s
  form on the table presented under the monster
  you chose.
  • Optionally, choose or randomly determine the
  number and types of weird traits the monster
  has from the Weird Traits table and adjust the
  statistics box as directed. Note, adjustments from
  traits are cumulative.
   Creating monsters using this material takes time, so 
  you probably don’t want to bang out a monster in the 
  middle of the game. Instead, take some time to create 
  a few monsters in advance. Doing so ensures you’ll 
  always have a few monsters on hand when you deem 
  it’s time for your creations to make an appearance. 
  New Traits
  The tables sometimes grant monsters new 
  traits, which are described below. 
  Brutal When the creature attacks with a 
  natural weapon, such as its claws or teeth, 
  and the total of its attack roll is 20 or higher 
  and exceeds the target number by at least 5, 
  the attack deals 1d6 extra damage.
  Ferocious When the creature would 
  become incapacitated, roll a d6. On a 5 or 6, 
  the creature instead heals 10 damage.
  Monstrous Origin
  Monstrous origin describes how the creature came 
  into existence. Its origin might be apparent from 
  where the characters encounter it or its form. Those 
  birthed by alchemy might display odd stains or oozing 
  sores, while those tainted by the Void could appear 
  demonic and twisted. Arcane energies might impart 
  strange luminescence, odd colorations, or minor 
  eﬀ ects such as glowing motes in the air around them. 
  In any event, consider adding colorful details to the 
  monster’s description to capture its origins.
  Monstrous Origins
  d20
  Origin
  1–2
  Born of unnatural union, possibly in an area of 
  arcane, alchemical or Void taint
  3–5
  Created by alchemical experimentation
  6–7
  Created by arcane experimentation.
  8–10
  Created by a Conjuration gone awry
  11–13
  Mutated by alchemical pollution
  14–15
  Mutated by magical energies run amok
  16–18
  Mutated by Void taint
  19–20
  A natural mutation, a freak of nature
  Monster Types
  Choose a type of monster. The monsters are organized 
  by Diﬃ  culty, with the higher Diﬃ  culty monsters 
  tending to be larger and more dangerous. Each type 
  includes a table to help you deﬁ ne its basic form. The 
  form also indicates the most likely form its natural 
  weapons take—sharks use their teeth, bears use their 
  teeth and claws, and so on.
  TITANIC MONSTER 
  DIFFICULTY 500
  Size 6 or larger monster
  Perception 13 (+3); darksight
  Defense 11; Health 300
  Strength 20 (+10), Agility 9 (–1), Intellect 8 (–2), 
  Will 15 (+5)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +10 (Strength) with 
  2 boons (6d6)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  Massive Attack The monster lashes out at all 
  creatures within a cube, 6 yards on each side, 
  extending from a point in its space. Each creature 
  in the area must make an Agility challenge roll 
  with 2 banes, taking 4d6 damage on a failure or 
  half the damage on a success.
  Titanic Monster Form
  d20
  Form
  1–2
  Giant sloth. The monster gains the Climber trait.
  3–4
  Whale. The monster gains the Aquatic trait. 
  5–6
  Mammoth. The monster gains the Ferocious trait.
  7–8
  Roc. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  9–12
  Dinosaur. The monster gains the Brutal trait.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose one option from this table other than 
  Hybrid or Monstrous Thing and one from any 
  smaller form table.
  16–20
  Monstrous thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  
  3
  HUGE MONSTER 
  DIFFICULTY 100
  Size 3–5 monster
  Perception 14 (+4); darksight
  Defense 13; Health 100
  Strength 16 (+6), Agility 12 (+2), Intellect 9 (–1), 
  Will 15 (+5)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +6 (Strength) with 
  2 boons (4d6)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  Massive Attack The monster lashes out at all 
  creatures within a cube, 3 yards on each side, 
  extending from a point in its space. Each creature 
  in the area must make an Agility challenge roll 
  with 2 banes, taking 3d6 damage on a failure or 
  half the damage on a success.
  Huge Monster Form
  d20
  Form
  1–2
  Bear. The monster gains the Brutal trait.
  3–4
  Crocodile. The monster gains the Swimmer trait.
  5–6
  Great cat.
  7–8
  Shark. The monster gains the Aquatic trait. 
  9–10
  Snake. The monster gains the Poisonous trait.
  11–12
  Raptor. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose one option from this table other than 
  Hybrid or Monstrous Thing and one from any 
  smaller form table.
  16–20
  Monstrous thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  LARGE MONSTER 
  DIFFICULTY 50
  Size 2 monster
  Perception 13 (+3); darksight
  Defense 13; Health 60
  Strength 15 (+5), Agility 11 (+1), Intellect 8 (–2), 
  Will 14 (+4)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +5 (Strength) with 
  2 boons (2d6)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  Massive Attack The monster lashes out at all 
  creatures within a cube, 2 yards on each side, 
  extending from a point in its space. Each creature 
  in the area must make an Agility challenge roll 
  with 2 banes, taking 1d6 damage on a failure or 
  half the damage on a success.
  Large Monster Form
  d20
  Form
  1
  Aurochs/Bull. The monster gains the Ferocious trait.
   2
  Bear. The monster gains the Brutal trait.
  3
  Boar. The monster us gains the Ferocious trait.
  4
  Crocodile. The monster gains the Swimmer trait.
  5
  Elk
  6
  Great cat. The monster gains the Climber trait.
  7
  Moa
  8
  Scorpion. The monster gains the Pincers attack 
  trait (see below) and the Poisonous trait.
  9
  Sea lion. The monster gains the Swimmer trait.
  10
  Shark. The monster gains the Aquatic trait.
  11
  Viper. The monster gains the Poisonous trait.
  12
  Wolf. The monster gains the Pack Fighting trait.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose one option from this table other than 
  Hybrid or Monstrous Thing and one from any 
  smaller form table.
  16–20
  Monstrous thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  MEDIUM MONSTER 
  DIFFICULTY 10
  Size 1 monster
  Perception 12 (+2); darksight
  Defense 13; Health 20
  Strength 13 (+3), Agility 9 (–1), Intellect 7 (–3), 
  Will 13 (+3)
  Speed 10
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +3 (Strength) with 
  1 boon (1d6 + 2)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  Medium Monster Form
  d20
  Form
  1–2
  Boar. The monster gains the Ferocious trait.
  3–4
  Eagle. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  5–6
  Mastif . The monster gains the Pack Fighting trait.
  7–8
  Panther. The monster gains the Climber trait.
  9–10
  Shark. The monster gains the Aquatic trait.
  11–12
  Wolf. The monster gains the Pack Fighting trait.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose one option from this table other than 
  Hybrid or Monstrous Thing and one from any 
  smaller form table.
  16–20
  Monstrous Thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  
  4
  SMALL MONSTER 
  DIFFICULTY 5
  Size 1/2 monster
  Perception 11 (+1); darksight
  Defense 13; Health 15
  Strength 12 (+2), Agility 8 (–2), Intellect 6 (–4), 
  Will 12 (+2)
  Speed 10
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +2 (Strength) with 1 boon 
  (1d6)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  Small Monster Form
  d20
  Basic Form
  1
  Badger
  2
  Dog. The monster gains the Pack Fighting trait.
  3
  Eagle. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  4
  Fox
  5
  Jackal
  6
  Monitor lizard
  7
  Owl. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  8
  Raccoon. The monster gains the Climber trait.
  9
  Rat. The monster gains the Climber and Swimmer 
  traits and can gain the Infectious trait.
  10
  Spider. The monster gains the Climber and 
  Poisonous traits.
  11
  Viper. The monster gains the Poisonous trait.
  12
  Wolverine. The monster gains the Brutal trait.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose one option from this table other than 
  Hybrid or Monstrous Thing and one from any 
  smaller form table.
  16–20
  Monstrous thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  TINY MONSTER 
  DIFFICULTY 1
  Size 1/4 or smaller monster
  Perception 11 (+1); darksight
  Defense 14; Health 5
  Strength 8 (–2), Agility 14 (+4), Intellect 6 (–4), 
  Will 12 (+2)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS 
  Natural Weapon (melee) +4 (Agility) with 1 boon (1d3)
  SPECIAL ATTACKS 
  Leaping Attack The monster jumps 6 yards and 
  attacks with its natural weapon. The monster’s 
  movement does not trigger free attacks.
  Tiny Monster Form
  d20
  Form
  1
  Bat. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  2
  Cat
  3
  Crow. The monster gains the Flier trait and 
  increases its Difﬁ culty by one step.
  4
  Ferret
  5
  Fish. The monster gains the Aquatic trait.
  6
  Frog or toad. The monster gains the Swimmer trait.
  7
  Hawk or falcon. The monster gains the Flier trait 
  and increases its Difﬁ culty by one step.
  8
  Lizard. The monster gains the Climber trait. 
  9
  Octopus or squid. The monster gains the Aquatic trait.
  10
  Rat. The monster gains the Climber and Swimmer 
  traits. It can also gain the Infectious trait.
  11
  Spider. The monster gains the Climber and 
  Poisonous traits.
  12
  Viper. The monster gains the Poisonous trait.
  13–15
  Hybrid. The monster fuses two forms into one. 
  Choose two options from this table other than 
  Hybrid or Monstrous Thing.
  16–20
  Monstrous thing. Roll on the Monstrous Thing 
  table to determine the creature’s form. Then, 
  roll once on the Natural Weapons, Hide Traits, 
  Movement Traits, Senses Traits, and Miscellaneous 
  Weird Traits tables. 
  Monstrous Things
  If you rolled the Monstrous Thing result or chose it, 
  roll on the following table to determine the monster’s 
  basic form and any adjustments you must make to its 
  statistics box.
  Monstrous Thing Basic Form
  d6
  Form
  1
  Amoeboid. The monster is a huge, single-
  celled organism. It uses its limbs—extruded 
  pseudopodia—as its natural weapons. It gains the 
  Sightless trait plus all of the following:
  Immune dazed, immobilized, prone, stunned, 
  effects that would change its shape
  Amorphous The monster can move freely through 
  openings wide enough to permit the passage of 
  water and can move through spaces occupied by 
  other creatures.
  2
  Beast-like. The monster’s body is parallel to the 
  ground with its head at the front and supported 
  by d3 × 2 legs.
  3
  Broad and ﬂ at. The monster’s body is broad and 
  quite ﬂ at like some beetles, ﬂ atworms, ﬂ atﬁ sh, 
  possibly even disc-like. It moves by undulating, 
  wriggling, hovering above the ground, or by 
  rolling on its edge.
  4
  Elongated and thin. The monster’s body is 
  elongated and thin like a snake, eel, or worm. It 
  does not need limbs to move.
  5
  Humanoid. The monster is upright and bipedal 
  with hanging front limbs and a top-mounted head.
  6
  Spherical. The monster’s body is spherical. It 
  moves by rolling or bouncing.
  Weird Traits
  Monsters defy the natural order of things and thus 
  
  5
  have one or more weird traits. A monster has 1d3 
  weird traits. Hybrids might have no weird traits, given 
  that they are weird in their own right. Monstrous 
  things have one weird trait for each category.
  Weird Trait Types
  d20
  Trait 
  1–4
  Natural weapons
  5–8
  Movement
  9–12
  Miscellaneous 
  13–16
  Hide 
  17–20
  Senses
  Natural Weapons*
  d20
  Weapon
  1–2
  Barbs or spikes. The monster can slash with barbs 
  or spikes on its limbs.
  3–4
  Beak. The monster can bite with a razor-sharp 
  beak.
  5–6
  Bludgeon. The monster can attack with a powerful 
  slam or crushing chitin- or bone-reinforced natural 
  bludgeon.
  7–8
  Claws or talons. The monster can attack with 
  claws or talons on some or all of its limbs.
  9–10
  Fangs. The monster can bite with its sharp fangs.
  11–12
  Horns. The monster can attack with its impressive 
  horns or antlers.
  13–14
  Pincers. The monster can attack with powerful 
  pincers. When the monster gets a success on an 
  attack roll with the pincer, it can use a triggered 
  action to grab the target.
  15–16
  Proboscis or tongue. The monster can attack with 
  a long, sharp tongue or proboscis.
  17–18
  Stinger. The monster can attack with a poisonous 
  stinger or scorpion-like telson. The monster gains 
  the Poisonous trait.
  19–20
  Tusks. The monster can attack with its large tusks.
  * Instead of the normal natural weapons one might
  expect for the base form, the monster has some other
  natural weapon, which is determined by rolling on the
  following table.
  Movement 
  d20
  Movement
  1–2
  Amphibious. The monster can survive equally 
  well in water or on land, possibly possessing gills, 
  webbing or ﬁ ns. It gains the Aquatic trait.
  3–4
  Avian. Due to wings, modiﬁ ed ﬁ ns, an interior gas 
  bag, or gliding membranes, the monster can ﬂ y. 
  It gains the Flier trait and increases its Difﬁ culty 
  by one step.
  5–6
  Brachiation. The monster has hook-like hands 
  or feet and possibly a prehensile tail. It can 
  clamber through branches with ease, gaining 
  the Climber trait.
  7–8
  Burrowing. The monster can tunnel through earth 
  at half its normal Speed.
  9–10
  Elongated limbs. The monster’s limbs are 
  strangely long. It increases its Speed by 2 
  and its Reach by 1.
  11–12
  Extra legs. The monster has d6 more legs than 
  normal or has legs if it had none before. It 
  increases its Speed by 4.
  13–14
  Slither. The monster has no legs and so must 
  slither like a snake, slide like a slug, or ripple 
  forward on cilia. This has no effect on creatures 
  that don’t have such limbs. The monster reduces 
  its Speed by 4, but gains the Climber trait.
  15–16
  Swimmer. The monster is at home in watery 
  environs, and has partial webbing or a propelling 
  tail. It gains the Swimmer trait.
  17–18
  Tentacle or pseudopod limbs. The monster’s 
  ordinary limbs are now sucker-covered or sticky 
  tentacles or pseudopods. It gains the Climber trait.
  19-20
  Wall-crawler. The monster can scurry up and
  down vertical surfaces with ease and even across 
  ceilings whether due to insect limbs, gecko-like 
  pads, or adhesive slime. It gains the Climber trait.
  
  6
  Miscellaneous Traits
  d20
  Trait
  1
  Chameleon. The monster’s skin shifts rapidly 
  to match its surroundings. If the monster is not 
  being observed, it can use an action or a triggered 
  action on its turn to automatically become hidden.
  2
  Diseased. The monster is a pestilent, disease-
  ridden mass. It gains the Infectious trait.
  3
  Drink blood. One of the monster’s attack forms 
  also enables it to drain its victims of blood. Add 
  “plus Blood Drain on attack roll of 20+” to the 
  attack form description. If the target is a living 
  creature of ﬂ esh and blood, the target takes 
  1d6 extra damage and becomes fatigued for 
  1 minute. While fatigued this way, the target is 
  also slowed. If it was already fatigued, it instead 
  takes 1d6 extra damage.
  4
  Immunity. The monster has an unusual immunity 
  to damage. To determine what, roll 1d20: 1–5, cold; 
  6–10, disease; 11–15, ﬁ re; 16–20, poison. Reﬂ ect this 
  immunity in the creature’s appearance.
  5
  Impressive warning. To warn off intruders or 
  precede an attack, the monster has an obvious 
  warning mechanism such as a loud dried skin 
  rattle, piercing shriek, raising crest, or inﬂ ating 
  skin sack or frill.
  6
  Luminescent. Part or all of the monster glows, 
  whether generally or for use as a lure, be it eyes, 
  a hanging lure suspended above the mouth, or 
  glowing patterns on the hide. The monster sheds 
  light out to a 5-yard radius.
  7
  Mimic. The monster can mimic any sounds it hears 
  with uncanny accuracy and may use such sounds 
  as a lure.
  8
  Misshapen. The monster’s normal proportions 
  are all wrong. Perhaps it has a tiny head and 
  runs on its forelimbs while using its rear limbs to 
  attack. Or, maybe all of its limbs and features are 
  different sizes.
  9
  Noxious stench. The monster exudes a nausea-
  inducing stench. At the End of the Round, each 
  living creature within short range of the monster 
  must get a success on a Strength challenge roll 
  or become impaired for 1 round.
  10
  Obscuring cloud. The monster can use an action 
  or triggered action on its turn to produce a cloud 
  of obscuring mist or vapor out to 5 yards around 
  itself. The cloud partially obscures the monster 
  but does not impede it, and remains for 1 round 
  of until dispersed by wind. After the monster 
  uses this trait, it cannot do so again for 
  1 round. Aquatic monsters may instead produce 
  an obscuring cloud of ink underwater.
  11
  Pinning gaze. The monster’s eyes are hypnotic 
  and captivating, possibly saucer-like and 
  lambent. Alternatively, it may have kaleidoscopic 
  patterns on its wings, a pulsating angling lure, 
  or something similar. It can use an action or a 
  triggered action on its turn to ﬁ x its gaze on one 
  target creature within short range of it. If the 
  target can see it, the target must get a success 
  on a Will challenge roll become immobilized until 
  it uses an action to remove the afﬂ iction. On a 
  success, the target becomes immune to that 
  monster’s Pinning Gaze until the target completes 
  a rest.
  12
  Planimal. The monster is an animal-plant hybrid, 
  and boasts strange changes such as green skin, 
  grass-like hairs, and sap for blood.
  13
  Semi-sapient features. The monster’s features 
  are disturbingly human. The monster gains the 
  Frightening trait and increases its Difﬁ culty by 
  one step.
  14
  Regeneration. At the End of the Round, 
  the monster heals 1d6 damage if it is not 
  incapacitated.
  15
  Spit acid. The monster can use an action to spit 
  corrosive acid at one target creature or object 
  within short range of it. The monster makes an 
  Agility attack roll with 1 boon against the target’s 
  Agility. On a success, the target takes damage 
  equal to the monster’s natural weapon damage.
  16
  Shellback. The monster has a sturdy shell on its 
  back, whether turtle- or snail-like. Increase its 
  Defense by 2.
  17
  Spew ﬁ re. The monster can use an action to spray 
  ﬂ ames into a 10-yard-long cone from a point it can 
  reach. Everything in the area takes damage equal 
  to the monster’s natural weapon damage. Each 
  creature must also make an Agility challenge roll. 
  A creature takes half the damage on a success, 
  or catches ﬁ re on a failure. Once the monster 
  uses Spew Fire, it cannot do so again for 1 round. 
  Increase the monster’s Difﬁ culty by one step.
  18
  Poisonous. The monster’s attacks are poisonous. 
  It gains the Poisonous trait.
  19
  Spit poison. The monster can use an action to spit 
  a glob of contact poison at one target creature 
  or object within short range of it. The monster 
  makes an Agility attack roll with 1 boon against 
  the target’s Agility. On a success, the target must 
  make a Strength challenge roll. On a failure, the 
  target takes 1d6 damage and becomes poisoned 
  for 1 minute. If the target is already poisoned, it 
  instead takes 1d6 extra damage.
  20
  Two-headed. The monster has two heads, though 
  the control and cooperation between them is 
  highly erratic. At the End of Each Round, roll a 
  d6. On an odd number, the monster is dazed for 
  1 round. On an even number, the monster can 
  take both a fast turn and a slow turn during the 
  next round. +2 Perception.
  Hide
  d20
  Hide
  1–2
  Blubber. The monster has thick, blubbery skin. 
  It takes half damage from cold and increases its 
  Defense by 1.
  3–4
  Chitin. The monster’s skin is a chitinous 
  exoskeleton, which increases its Defense by 2.
  5–6
  Feathers. Whether covered completely or 
  sporting crest and limb decoration, the monster 
  has feathered plumage.
  7–8
  Fur. The monster has a hairy or furry pelt, or 
  perhaps just a crest or mane of fur.
  9–10
  Hairless. The monster’s hide is naked leathery skin.
  11–12
  Leather plates or scutes. The monster’s hide 
  is formed of thick, leathern plates or scutes, 
  increasing its Defense by 2.
  13–14
  Scales. The monster’s hide is covered in ﬁ ne ﬁ sh-
  like or reptilian scales.
  15–16
  Slimy. The monster’s naked hide is slick and slimy 
  imposing 1 bane on attack rolls made to grab it and 
  granting it 1 boon on attack rolls made to escape.
  17–18
  Transparent. The monster’s hide is transparent, 
  clearly showing its muscles, bones, and organs 
  within. The monster gains the Frightening trait 
  and increases its Difﬁ culty by one step.
  19–20
  Warty. The monster’s hide is a mass of thick, wart-
  like protuberances that increase its Defense by 1.
  
  7
  Senses 
  d20
  Senses
  1–3
  Bulging eyes. The monster’s eyes are huge and 
  bulging, which increases its Perception by 2.
  4–6
  Compound eyes. The monster’s eyes become 
  large, round ﬂ y-like compound eyes. It increases 
  its Perception by 4.
  7–8
  Covered in eyes. The monster is covered in eyes 
  and has no blind spots. Increase its Perception by 4.
  9–11
  Enhanced nose. The monster’s nose is elongated 
  and trunk-like, doubled, or ﬂ eshy and star-shaped. 
  Increase its Perception by 2.
  12–14
  Enlarged antennae or ears. The monster’s 
  antennae or ears become huge. Increase its 
  Perception by 2.
  15–16
  Eyeless. The monster has no eyes. It gains the 
  Sightless trait.
  17–18
  Eyestalks. The monster’s eyes protrude on mobile 
  stalks. Increase its Perception by 2.
  19–20
  Multiple eyes. The monster gains d6 extra eyes, 
  potentially in strange locations. Increase its 
  Perception by 4.
  Sample Monsters
  Here are some examples that show you, step-by-step, 
  how to create creatures using the above tables.
  Example 1: Shimmer Beast
  You decide to create a medium monster. You roll 
  15 for its origin, determining that it was created by 
  uncontrolled arcane energies. For its form, you roll 
  a 7, indicating it is a panther. You note that it has the 
  Climber trait. For the number of Weird Traits, you roll 
  a 1, so it has a single Weird Trait and you roll an 8 to 
  determine its type, which is Hide. The Hide roll is a 
  13, so the panther monster is covered in scales rather 
  than fur. You opt to make the scales black. Because it 
  is arcane in origin, you also decide that its whole form 
  seems to leave a faint, slightly blurred after-image as it 
  moves. Aside from gaining the Climber trait, you need 
  make no other modiﬁ cation to its statistics box. 
  Example 2: Land Shark
  You decide to create a large monster. You roll 19 for its 
  origin, which indicates it is a freak of nature. You then 
  roll a 14 for its form, telling you it is a hybrid. Rolling 
  again, you get a 10, a Shark such as a great white! 
  This result adds the aquatic trait to the monster. To 
  determine the other animal in its hybrid form, you 
  decide to roll on the Small Monster Form table and 
  you get a 6, a monitor lizard. This form does not 
  provide any speciﬁ c new traits, but it does mean the 
  shark-lizard can hunt for prey on land or in the water. 
  You describe it as a shark that was birthed with water-
  retaining scales and whose ﬁ ns are crude limbs. It 
  resembles a large shark with four crude legs, covered 
  in rough, tan-colored scales, its gill slits ﬂ uttering 
  easily as it breathes air or water. You decide not to roll 
  for extra weird traits.
  Example 3: The Screaming Thing
  You decide to create a small monster. You get an 11 
  for its origin roll, which tells you the monster was 
  mutated by alchemical pollution. You roll for its form 
  and get a 17: the creature is a monstrous thing. Next, 
  you roll on the Monstrous Thing Basic Form table. A 
  roll of 6 reveals the monster is spherical. 
   As all Monstrous Things roll once for each category 
  of weird traits, you start by rolling a 13 on the Natural 
  Weapons table, granting the monster pincers. A roll 
  of 3 on the Hide table gives it chitin, which increases 
  its Defense by 2. A roll of 11 on the Movement table 
  means extra legs, so it actually has legs. You decide to 
  roll the d6 to see how many it has and get 5. This trait 
  also increases the monster’s Speed by 4. A roll of 19 on 
  the Senses table tells you the monster has multiple 
  eyes. You roll d6 and get 3 eyes, which you decide 
  are placed evenly around its spherical body. You 
  also increase the monster’s Perception by 4. Finally, 
  you roll for a Miscellaneous trait and get as 15: Semi-
  Sapient Features! You decide each eye is set within a 
  separate, silently screaming human face. You add the 
  Frightening Trait and increase the monster’s Diﬃ  culty 
  one step to 10. 
   The ﬁ nal monster is a sphere covered in glossy 
  chitin streaked with hideous stains, ﬂ y-like hairs 
  bristling between plates. Five insect legs support 
  its body and scorpion-like pincers extend from its 
  sides. Three screaming cyclopean faces are evenly 
  spaced around its warped body. The monster uses the 
  following modiﬁ er statistics box.
  THE SCREAMING THING 
  DIFFICULTY 10
  Size 1/2 frightening monster
  Perception 15 (+5); darksight
  Defense 15; Health 15
  Strength 12 (+2), Agility 8 (–2), Intellect 6 (–4), 
  Will 12 (+2)
  Speed 14
  Immune gaining Insanity
  ATTACK OPTIONS 
  Pincers (melee) +2 (Strength) with 1 boon (1d6, and 
  the screaming thing can use a triggered action to 
  grab the target)
  SPECIAL ATTACKS 
  Frenzied Attack The monster attacks two different 
  targets with its natural weapon, making each 
  attack roll with 1 bane.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SotDL - Monstrous Pages - Of Monstrous Mien.pdf