TEXT: CROWN
  COMPENDIUM
  Editing & Words
  Mason Waaler
  Art
  Daniel F. Walthall
  February 2021
  Issue Four
  MONSTER MENAGERIE
  
  2
  G
  oblins, trolls, zombies - any player worth
  their salt already knows about them. Ev-
  eryone has heard that kobolds are small, scaly
  reptilians that worship dragons. The secret rid-
  dle of the Sphinx has long since become com-
  mon knowledge. Sometimes, you have to sur-
  prise your players with a little monster varia-
  tion. Most goblins are cowardly and only attack
  in great hordes of chaff, these goblins are fanatic
  berserkers hopped up on noxious alchemy. In-
  teresting twists on familiar monsters can make
  the game feel newer and more fantastic. Even
  simple things like introducing a “boss” version
  of the typical creatures can make things more
  intriguing to the players.
  MONSTER TEMPLATES
  Any monster, as described in the bestiary, is a
  blank slate for the Game Master to build upon.
  It gives the basic statistics and brief overview of
  the creature in question. Sometimes, those sta-
  tistics don’t fit the situation at hand; a group of
  goblins lead by a fanatical goblin priest ambush
  the characters, that goblin priest has different
  statistics compared to the common goblins that
  they have surrounded themselves with.
  Organized Monsters
  Monsters that have societies and use weapons
  are generally more similar to the characters
  than they are to a mindless ooze, or a bestial hy-
  dra. They come in a multitude of varieties and
  skill levels, equipped with a wild arrange of
  weapons and tactics. These different styles can
  be represented by using a template on top of
  the monster in question; a template alters the
  way that a monster is used in combat and rec-
  ommends how you change their basic statistics
  (if you need to change them at all).
  Archer: A creature with the archer template
  should be equipped with a missile weapon.
  They stay at the back of the combat and lob
  shots at the characters from afar. Low hit points
  and AC.
  Assassin: A creature with the assassin template
  deals lots of damage, but is relatively weak on
  the defense. Increase the creatures AV and
  DMG, lower their hit points and AC.
  Brute: A creature with the brute template is par-
  ticularly difficult to kill. Equip them with heavy
  armor and increase their hit points. They
  should deal the normal amount of damage.
  Minion: A creature with the minion template
  has only one hit point. For the purposes of cal-
  culating AV, ST, etc. they have zero hit die.
  Support: Support creatures offer assistance to
  their allies and hinder their enemies. They are
  often mages of some kind. When making a sup-
  port monster give it 1-2 abilities at most, other-
  wise they become too much of a hassle to run. A
  good rule of thumb is to give them one power
  that helps their allies and one power that can
  hinder/attack the enemies. Support creatures
  should fight from the rear avoiding combat.
  Troops: This is less of a template than the ab-
  sence of one. This is the normal monster.
  Leaders
  Leaders are higher quality monsters leading a
  group. They should have higher HD (which
  also increases the rest of their statistics) and be
  armed with better weapons. They may have
  powers from a character class; warrior leaders
  do well with Battlecry or Second Wind, mage
  leaders do well with Magic Missile and Hex. A
  leader can have a template.
  Leaders tend to get focused on by the charac-
  ters in combat. Make sure that they have what
  they need to survive such an onslaught, high
  AC, max hit points, and recovery abilities such
  as Second Wind can do wonders. Generally,
  troops fighting near their leader will not suffer
  morale penalties until their leader falls, but if
  their leader falls early they may flee.
  Monster Variants
  
  Specialist Monsters
  These are particularly rare versions of common
  monsters. Apply these templates sparingly, it
  shouldn’t be very common to encounter these
  creatures unless they are specifically being
  looked for (if one is attacking a cultist lair, one
  should expect some fanatics).
  Fanatic: A creature with the fanatic keyword is
  completely immune to morale. They will fight
  to the bitter end without regard for their own
  life, and they seek to deal maximum damage.
  Mutant: These creatures are aberrations, they
  have been exposed to corrupting magic,
  alchemy, or were simply born strange. They
  have unique abilities (one active ability at most,
  the rest should be passive things like resistance
  to fire damage or immunity to poison) and
  should present the characters with a different
  challenge than their mundane counterparts.
  True Mage: These creatures have access to many
  spells and are trained in their use. They are
  difficult to run if you load them down with too
  many spells, so choose at most 5; a simple
  spread would be 2 combat (one that targets AC
  and the other that forces a saving throw), 1 re-
  covery (a self-heal or defensive spell), 1 control
  (slow enemies, stun them, etc.), and 1 unique
  utility (teleportation, invisibility, etc.).
  Solo Creatures: These creatures are so powerful
  they pose a threat to an entire party by them-
  selves. Needs to be able to survive attacks from
  the entire group. Give them three to five abili-
  ties to help them remain a threat.
  SAMPLE MONSTER ABILITIES
  Here are some sample monster abilities that
  you can use in your own games, or use as inspi-
  ration to create your own. These abilities are
  kept short and sweet, the implementation at the
  table should be something that you can remem-
  ber to do without having to keep track of com-
  plicated usage or activation rules. A couple of
  sentences should be enough to summarize the
  intent of the ability for your own use.
  Aura
  Just being near this creature is inherently dan-
  gerous. Characters within the aura of this crea-
  ture must make a saving throw or take damage.
  Bloodthirsty
  This creature has advantage on all damage rolls
  made in melee combat.
  Counterstrike
  Good for solo creatures. When brought to half
  health, this creature immediately takes a turn.
  Deathblow
  When this creature is killed it may immediately
  make an attack against an adjacent enemy.
  Ethereal
  Non-magical attacks against this creature only
  deal 1 damage per attack.
  Fearsome
  This creature causes Fear (see Crown).
  Masochist
  When this creature is brought to half health its
  AC and AV both increase (amount varies).
  Master of Dark Arts
  Good for solo true mage. Disadvantage on sav-
  ing throws caused by this creature.
  Poison
  A successful attack by this creature causes the
  victim to make a saving throw or suffer the
  effect of the poison.
  Resistance
  This creature takes half damage from a partic-
  ular source (fire, magic, physical, etc.).
  Shield Wall
  When next to another of its kind, this creature
  has increased AC (+1 or +2 usually).
  Sniper
  Advantage and deals sneak attack damage like a
  rogue (see Crown) on ranged attacks.
  3
  
  4
  T
  he fear of the unknown heightens ten-
  sion. Using a monster from classic fantasy
  media is all well and good, but if you really want
  to capture the feeling of something monstrous
  and unseen you need to create it yourself.
  Don’t name it, describe it. It is something new,
  something terrible to behold. The players will
  surely name it themselves, should they survive.
  MONSTER STATISTICS
  Don’t get hung up on how to “stat” your
  unique monsters. The actual statistics of a crea-
  ture aren’t where they get interesting; its how
  you play them. It is the abilities, behavior, and
  ambiance that make them memorable.
  The easiest way to give a weird monster statis-
  tics is to just re-skin an existing monster;
  choose something simple like an animal and
  simply use the statistics for that. Change the
  methods that the creature uses to attack, layer
  on some abilities, and perfect the description.
  If you really need to tinker with the statistics,
  using an existing monster will make it easier.
  THE WEIRD
  Giving an old monster a “makeover” requires
  that you add something to the monster, the
  weird. These are things inherent to the creature
  and often unique to it. Imagine the monster
  abilities mentioned earlier but much more spe-
  cific and (hopefully) strange.
  The weird should make the players stop for a
  moment and consider. Things that you might
  associate with a horror creature, or a monster
  actually from mythology (not the milquetoast
  powers that many monster books have attrib-
  uted to creatures from their favorite legends).
  Don’t feel like every creature needs the weird.
  Less is more when it comes to truly strange
  things; their rarity heightens the experience.
  Seeing a goblin for the umpteenth time doesn’t
  faze anyone, if you use too many horrid and vi-
  cious things they become mundane.
  The weird can be good and bad. It can make
  monsters immune to certain things, but vulner-
  able to others. Here are some samples that you
  can use or build from:
  Fluttering Twitch
  Every few seconds it twitches; as it twitches it
  teleports 1d6 × 10 feet in a random direction. It
  doesn’t seem to notice the movement.Occa-
  sionally its twitch brings it into another dimen-
  sion; leaving the world completely behind (for
  at least some time).
  Gluttonous & Vile
  It oozes fitfully, pus and bile. Its attacks sting
  and blacken; Constitution checks against dis-
  eases. It eats while fighting, regenerating; if it
  kills a creature it stops to consume them. Pesti-
  lent mist weeps from its pores; being near it
  causes 1 damage a turn.
  Grasping Hands
  Constructed of broken porcelain and en-
  chanted to hunt. Its body is covered in thou-
  sands of small doll hands. Get too near and they
  reach out to grasp you. It grapples its prey like
  a starfish, dragging them slowly to its hideous
  beak mouth.
  Mind-Sharp
  Just looking at it hurts; Wisdom checks against
  having disadvantage. Awkward angles of reflec-
  tive surfaces jut out of the creature’s core. A
  golem made of shattered glass. Its attacks ig-
  nore armor, damaging the psyche directly. A
  critical hit damages Wisdom or Intelligence.
  Whispering Mist
  Its form is surrounded by the ghosts of those it
  has slain. They murmur and whisper of their
  doom, giving good advice and bad advice in
  equal turn; Intelligence check to gain advan-
  tage or disadvantage. The creature can absorb
  the spirits into its cavernous, skeletal form to
  increase its power or health.
  Monster Creation
  
  5
  USING SPELL TABLES
  An easy way to create a monster, or a variation
  of an existing monster is to roll on the tables for
  magic. A simple combination of elements from
  the Spell Generator table found in Crown can
  create interesting modifications to existing
  monsters.
  Applying Mutations
  Using a normal animal and rolling once or
  twice on the Random Magic table found in
  Crown can give a creature strange mutations
  which can inspire you to create a weird for that
  creature. It can also differentiate that creature
  from its mundane cousins.
  USING THE CHARTS
  Start with the basic charts on this page; roll 1d6
  for each chart. Then go to the appropriate page
  (based on the monster’s basic form) to deter-
  mine its other peculiarities. Roll on the 1d6 ta-
  bles before the d66 tables; the 1d6 tables give
  you the gist of your monster, the d66 table gives
  specifics. Combine the different attributes and
  create a name - you now have a monster.
  Starting Tables
  d6
  Basic Form
  1
  Aberrant
  2
  Animal
  3
  Insect
  4
  Humanoid
  5
  Mechanical/Inorganic
  6
  Undead
  d6
  Habitat
  1
  Aquatic or Semi-Aquatic
  2
  Desert
  3
  Forest
  4
  Grassland
  5
  Mountain
  6
  Underground
  d6
  Size
  1
  Hand-sized
  2
  Dog -sized
  3
  Human-sized
  4
  Bear-sized
  5
  Elephant-sized
  6
  Larger than reasonable
  
  6
  ABERRANT FORMS
  d66
  Sights
  Smells
  Sounds
  11
  Amoebic, Clear Skin
  Bleach and Steam
  Chittering and Shushing
  12
  Aquamarine Scales
  Burning Charcoal
  Clinking of Metal
  13
  Baggy Leather Skin
  Burnt Flesh
  Cracking Bones
  14
  Blinding Light
  Citrus
  Crackling of Flame
  15
  Broken Chains and Hooks
  Clean Rain
  Creaking of Dead Wood
  16
  Bulbous and Pink
  Cloying Stench
  Crunching of Dry Leaves
  21
  Cloven Hooves and Horns
  Coarse Sand in the Wind
  Distant Voice Calling
  22
  Corded Muscle on Skeleton
  Decaying Cloth
  Drawn Out Moans
  23
  Faces Erupting onto Skin
  Dried Peppers
  Drops of Liquid
  24
  Filthy, Fat, and Oozing
  Fermented Vegetables
  Dull Throbbing
  25
  Formless, Sloshing, Stirring
  Fresh Blood
  Growls
  26
  Gaunt, Elongated, Pale
  Fresh Bread
  Harsh Grumbling
  31
  Glowing Harshly
  Fruity Musk
  Heartbeat
  32
  Grasping Tongues and Cheeks
  Hospital Sickness
  Heavenly Choir
  33
  Grey-Green Mottled Skin
  Industrial Smog
  Heavy Breathing
  34
  Harsh Angles Shifting
  Kerosene Oil
  High Pitch Keening
  35
  Jerky, Uncanny Valley
  Musty Dust
  Horns Calling
  36
  Many Hands, Few Limbs
  Old Age
  Incessant Buzzing
  41
  Neon Green and Slimy
  Old Wood
  Insects Skittering
  42
  Only See Its Shadow
  Open Sewage
  Low Level Hum
  43
  Proud and Tall
  Ozone
  Monstrous Roar
  44
  Psuedopods Form and Flail
  Paper and Parchment
  Mumbling Gibberish
  45
  Scarred Grey Bark
  Rotting Corpse
  Oily Clapping
  46
  Serrated Tentacles
  Salt of the Ocean
  Rasping Breath
  51
  Seven White Wings
  Smell of Iron and Metal
  Scraping on Stone
  52
  Shuddering and Phasing
  Spoiled Meat and Fish
  Scratching Nails
  53
  Slim and Sharp as Glass
  Strong Alcohol
  Sharp Whistles
  54
  Slithering Skin Warping
  Sulfur
  Shattering Glass
  55
  Stiff Fur, Black as Night
  Swamp and Bog
  Shuffling Steps
  56
  Stooped and Crawling
  Sweat and Bodies
  Sizzling of Burning Flesh
  61
  Thousand Goat Eyes
  Sweet Drinks and Desserts
  Soft Breeze through Trees
  62
  Ultraviolet Scales
  Untouched Forest
  Squelching and Slopping
  63
  Utter Perfection to the Beholder
  Vinegar
  Tormented Shrieks
  64
  Vines Growing In and On It
  Wet Wood and Mold
  Waves on Pebbles
  65
  Wreathed in Darkness
  Wild Flowers
  Wheezing
  66
  Writhing Tumorous Mass
  Winter Wind
  Whispering Whorls
  d6
  Aberrant Behaviors
  1
  Growing, Searching
  2
  Guarding, Testing
  3
  Escaping, Fighting
  4
  Stalking, Tempting
  5
  Wandering, Eating
  6
  Watching, Waiting
  d6
  Aberrant Origins
  1
  Angelic
  2
  Demonic
  3
  Experiment
  4
  Extra-Dimensional
  5
  Ooze
  6
  Plant
  
  7
  ANIMAL FORMS
  d66
  Body
  Head
  Limbs
  11
  Bipedal, Grotesque
  Beak
  Amputated
  12
  Bloated Blubber
  Bleeding Maw
  Backwards
  13
  Broad and Canine
  Crown of Horns
  Bludgeoning and Broad
  14
  Cadaverous
  Drooling Tongue
  Boneless
  15
  Chameleon Scales
  Elongated Snout
  Bulging
  16
  Constantly Mutating
  Eyes Constantly Weep
  Covered in Chitin
  21
  Covered in Carapace
  Flicking Forked Tongue
  Dolls Hands
  22
  Daggers of Bone
  Hairless and Smooth
  Dripping Acid
  23
  Elephantine and Grey
  Harsh Dry Scales
  Grasping
  24
  Feathered
  Heavy Crested Brow
  Long and Thin
  25
  Fluid and Feline
  Missing Face
  Many-Jointed
  26
  Gore Crusted
  Molting Antlers
  Massive and Deadly
  31
  Grey, Overlapping Scales
  No Ears
  Mind-of-their-Own
  32
  Half-Shedding and Molting
  No Eyes
  Mismatched
  33
  Hollow-Boned and Light
  No Mouth
  Missing
  34
  Luxurious Coat of Fur
  Nodules of Bone
  Only Legs
  35
  Massive Tail, Aquatic
  Oversized Ears
  Prehensile Tail
  36
  Matted Fur and Parasites
  Oversized Eyes
  Razor Sharp
  41
  Metallic Skin
  Oversized Mouth
  Serpentine, Poisonous
  42
  Obscenely Muscular
  Piercing Eyes
  Shriveled and Decrepit
  43
  Organs Hanging Out
  Pinched and Sour
  Skeletal, Gaunt
  44
  Protruding Bones
  Red and Slick
  Spindly and Thorny
  45
  Pus Filled Sores
  Rows of Shark Teeth
  Stiff and Unmoving
  46
  Scales Peek Through Feathers
  Scarred
  Thick, Muscular
  51
  Scales Peek Through Fur
  Sewed Together
  Tipped in a Fanged Maw
  52
  Semi-Aquatic, Crocodilian
  Skeletal
  Tipped in a Single Eye
  53
  Sinuous, No Limbs
  Slathering Maw
  Tipped with Claws
  54
  Smaller Creatures Scuttle on it
  Slit Nose and Eyes
  Tipped with Hands
  55
  Smooth and Slick
  Thick Coarse Fur
  Too Human-like
  56
  Spineless
  Too Large
  Too Many
  61
  Squat and Tense
  Too Many Eyes
  Too Small
  62
  Striped with Muted Colors
  Too Many Mouths
  Too Large
  63
  Sweaty and Hairy
  Too Small
  Twitching, Quick
  64
  Thick Sepia Fur
  Toothless
  Twisted, Useless
  65
  Vegetation Clings to it
  Tusks Breaking Skin
  Vestigial
  66
  Weeping Wounds
  Twists and Changes
  Winged
  d6
  Animal Behaviors
  1
  Aggressive, Hungry
  2
  Belligerent, Protective
  3
  Calm, Apathetic
  4
  Curious, Friendly
  5
  Defensive, Shy
  6
  Stealthy, Violent
  d6
  Animal Bases
  1
  Amphibian
  2
  Bird
  3
  Fish
  4
  Mammal
  5
  Mythical
  6
  Reptile
  
  8
  INSECT FORMS
  d66
  Body
  Head
  Limbs
  11
  Air Bubble Surrounds It
  Armored and Sheltered
  Brittle
  12
  Albino, Pulsing Veins
  Chelicerae
  Covered in Fine Hairs
  13
  Bright Thorax
  Chewing Maxilla
  Crushing Claw
  14
  Camouflage Pattern
  Compound Eyes
  Curling Arms and Legs
  15
  Covered in Eyes
  Crushing Mandibles
  Digging Legs
  16
  Curls Up Into Itself
  Cutting Mandibles
  Dotted with Bright Blue
  21
  Dull Brown, Dusty
  Digging Jaws
  Extra Antennae
  22
  Flat, Elongated
  Doesn’t Need Head
  Feathered Legs
  23
  Folded Wings
  Dripping Fangs
  Filled with Caustic Fluid
  24
  Glows in the Dark
  Duller Color than Body
  Flexible Whip
  25
  Hairy Antenna Covered
  Eyes on Stalks
  Folding Blades
  26
  Hides Extra Limbs
  Feathery Mouth Parts
  Heavily Armored
  31
  Hides Extra Mouths
  Feeler Antennae
  Hollow Limbs
  32
  Hooks and Thorns
  Gills
  Hundreds of Legs
  33
  Hypnotic Patterns
  Grasping Palps
  Hundreds of Phalanges
  34
  Iron Exoskeleton
  Horns and Spikes
  Jumping Legs
  35
  Looks like Bark
  Hundreds of Feeling Hairs
  Manipulating Digits
  36
  Looks like Stone
  Long Neck and Small Head
  Marked with Eyes
  41
  Massive Stinger
  Long Proboscis
  Mismatched Claws
  42
  Pitch Black Exoskeleton
  Many Antenna
  Mismatched Colors
  43
  Red and Blue Shell
  Many Eyes
  Needle Legs
  44
  Secreting Acid
  Multiple Mouths
  No Limbs
  45
  Secretes Oil
  Multiple Sets of Mandibles
  Odd Number of Limbs
  46
  See-Through Abdomen
  Mutation Extra Heads
  Pointed Claws
  51
  Segmented Armor
  Needle-like Proboscis
  Predatory Grasping Arm
  52
  Sharp Spines
  Numerous Antennules
  Retractable Arms
  53
  Shifting Chitinous Shell
  Only a Mouth
  Rough like Sandpaper
  54
  Squishy, Wet
  Parasitic Bladed Mouth
  Serrated Blades
  55
  Too Thin
  Pharyngeal Jaw
  Spiky Limbs
  56
  Unreasonably Flexible
  Retracts into Body
  Spring-loaded Clubs
  61
  Violent Color Patterns
  Secreting Water
  Swimming Legs
  62
  Web Spinnerets
  Spits Caustic Acid
  Tipped in a Chitin Spike
  63
  White Flesh Pulled Taut
  Thin Antennae
  Tipped in Poisonous Claws
  64
  Wings Never Stop
  Tusk-like Protrusions
  Undulating Limbs
  65
  Wrapped in Cocoon
  Venomous Bite
  Vestigial Wings
  66
  Yellow, Black, Smooth
  Vestigial Eyes
  Water Running Legs
  d6
  Insect Behaviors
  1
  Attack, Defend
  2
  Carry, Move
  3
  Follow, Work
  4
  Gather, Sleep
  5
  Search, Track
  6
  Swarm, Consume
  d6
  Insect Bases
  1
  Aquatic
  2
  Arachnid
  3
  Crustacean
  4
  Terrestrial
  5
  Winged
  6
  Worm
  
  9
  HUMANOID FORMS
  d66
  Appearance
  Uniquities
  Wants
  11
  Always Moist
  Abhor Magic
  Apotheosis
  12
  Always Shadowed
  Adopt Defeated Enemies
  Birth Right
  13
  Anthropomorphized Animal
  Alien Morals System
  Contentedness
  14
  Apathetic, Ennui
  Alternate Speech System
  Deicide
  15
  Arrogant, Beautiful
  Alternate Writing System
  Fame
  16
  Broad and Proud
  Body Piercings
  Family
  21
  Coarse Sandy Skin
  Cannibals
  Food
  22
  Color Changing Skin
  Daily Prayer
  Forgiveness
  23
  Completely Hairless
  Demon Worshipers
  Glory
  24
  Cute and Plays it Up
  Doesn’t Sleep
  Honor
  25
  Cute but Hates It
  Extreme Modesty
  Immortality
  26
  Emotional Caricature
  Extremely Short-Lived
  Knowledge
  31
  Feral, Unkempt
  Hedonists
  Land
  32
  Fiery Hair (or Fire Hair)
  Hive-Mind
  Love
  33
  Glitter Dust Falls From It
  Isolationist
  Magic Item
  34
  Hairy
  Luddites
  Peace
  35
  Jerky, Too Many Joints
  Never Ages
  Pleasure
  36
  Just like a Human
  No Marriage
  Power
  41
  Large and Too Quick
  No Nuclear Families
  Progeny
  42
  Lean and Wiry
  Nocturnal
  Purpose
  43
  Magical Sparks Color It
  Nomadic
  Recognition
  44
  Manic
  Obligate Carnivores
  Revenge
  45
  Metallic Tinged Skin
  Pacifists
  To Build
  46
  Overly Muscular
  Polygamy/Polyandry
  To Conquer
  51
  Politely Uninterested
  Puritan Morals
  To Control
  52
  Ponderous
  Ritual Body Paint
  To Destroy
  53
  Short and Lithe
  Ritual Scarification
  To Die
  54
  Short and Rotund
  Secret Language
  To Discover
  55
  Slimy Scales
  Slavers
  To Escape
  56
  Slouched and Tired
  Strictly Honor-bound
  To Heal
  61
  Solid Color Eyes
  Subterranean
  To Humiliate
  62
  Stocky and Slow
  Telepathic
  To Kill
  63
  Tall and Fat
  Traditional Tattoos
  To Rebel
  64
  Tall, Ethereal Beauty
  Vegetarians
  To Restore
  65
  Twitchy, Skulking
  Xenophilic
  To Worship
  66
  Uncanny Valley
  Xenophobic
  Wealth
  d6
  Groups and Civilization
  1
  Clans or Tribes
  2
  Family Groups
  3
  Kingdoms or Empires
  4
  Live Among Humans
  5
  Solitary
  6
  Villages and City-States
  d6
  Humanoid Bases
  1
  Animal-Folk
  2
  Centaur-oid
  3
  Giant-Folk
  4
  Half-Human
  5
  Magic-Folk
  6
  Small-Folk
  
  10
  MECHANICAL or INORGANIC FORMS
  d66
  Inorganic
  Mechanical
  Obsession
  11
  Amalgamation of Items
  Abandoned AI Drone
  Absence of Magic
  12
  Awakened Item
  Animate Scarecrow
  Absolute Order
  13
  Bound Fire
  Animate Wood Construct
  Basis of Morality
  14
  Bound Wind
  Autonomous Machine
  Calculations
  15
  Bound Water
  Awakened Vehicle
  Collecting Organic Parts
  16
  Burning Script
  Brain-in-Machine
  Collecting Trinkets
  21
  Captured Steam
  Brass Construct
  Conservation of Momentum
  22
  Carved Granite
  Calculation Mind
  Counting
  23
  Chained Thought
  Coal Furnace Robot
  Deep Places
  24
  Chiseled Runes
  Coursing Lightning
  Emotions
  25
  Cloud of Sulfur
  Cyberbeing Possession
  Ethical Dilemmas
  26
  Cloven Obsidian
  Cyborg
  Essence of the Self
  31
  Concept Given Form
  Derelict Automaton
  Forgotten Memories
  32
  Construct of Sand
  Diesel Walker
  Higher Dimensions
  33
  Corporeal Blessing
  Digitized Consciousness
  Laws of Nature and Life
  34
  Corporeal Curse
  Dissociated Machine Psyche
  Logical Fallacies
  35
  Crawling Sludge
  Ego Possession
  Lower Dimensions
  36
  Dark Basalt
  Electromagnetic Drone
  Nature of Dreams
  41
  Dried Mud
  Feral AI
  Nature of Elements
  42
  Flitting Spark
  Gear Shifting Robot
  Nature of Matter
  43
  Gemstone Construct
  Gold Construct
  Origins of Life
  44
  Glowing Petroglyphs
  Iron Construct
  Origins of Magic
  45
  Grown Ice
  Linked Mind Autonomy
  Origins of Sin
  46
  Liquid Metal
  Machine Spirit
  Perfection
  51
  Living Stone
  Magic Circuit Board
  Procreation
  52
  Marble Statue
  Magic-Eating Construct
  Prophesy
  53
  Painted Hieroglyphs
  Magical Sentience
  Randomness of the Universe
  54
  Petrified Organic
  Mechanical Beast
  Rebirth
  55
  Sandstone Colossus
  Mind-Slaved Device
  Revenge and Forgiveness
  56
  Sculpture of Salt
  Post-Corporeal AI
  Shifting Planets
  61
  Shackled Lightning
  Robotic Animal Droid
  Souls and Spirits
  62
  Shaped Clay
  Roving Construct
  The Afterlife
  63
  Shattered Glass
  Silver Clockwork
  The Moment of Death
  64
  Spirit-Housing
  Spring Loaded Mechanism
  The Stars
  65
  Soul-in-a-Jar
  Steam-Driven Pistons
  Truth about Divinity
  66
  Unrefined Ore
  Thinking Machine
  Universal Expansion
  d6
  Prime Directives
  1
  Build
  2
  Defend
  3
  Manage
  4
  Record
  5
  Survive
  6
  Teach
  d6
  Mechanical/Inorganic Bases
  1
  AI, Cyberbeing
  2
  Construct, Clockwork
  3
  Elemental
  4
  Golem
  5
  Robot
  6
  Sentient Item
  
  11
  UNDEAD FORMS
  d66
  Appearance
  Behavior / Personality
  Form in Life
  11
  Alluring
  Affable
  Bear
  12
  Ancient Armor
  Ambush, Hit and Run
  Cat
  13
  Animalistic, Feral
  Arrogant
  Centaur
  14
  As it Looked in Life
  Bargaining with Fate
  Chimera
  15
  At the Moment of Death
  Childish, Mischievous
  Crocodile
  16
  Bloated with Water
  Cowardly
  Deer
  21
  Bone Dust Given Form
  Crazed
  Dragon
  22
  Burned
  Desperately Hungry
  Drake
  23
  Cannot Look at Directly
  Duty-Bound
  Dwarf
  24
  Covered in Tar
  Fearful
  Elephant
  25
  Desiccated
  Feral
  Elf
  26
  Destroyed Finery
  Friendly
  Fish
  31
  Dragging Entrails
  Guiding the Living
  Giant
  32
  Dry Bones
  Haughty, Rude
  Gnoll
  33
  Dusty and Creaking
  Hedonistic
  Gnome
  34
  Ethereal Body
  Imposing
  Goblin
  35
  Falling Apart
  Manipulative
  Griffon
  36
  Flesh Falling Off
  Masochistic
  Halfling
  41
  Glowing Vision
  Mindless
  Harpy
  42
  Hovering, Incorporeal
  Mourning
  Hippogriff
  43
  Jutting Bones
  Repeats Conversation
  Horse
  44
  Mark of Necromancer
  Sadistic
  Human
  45
  Mismatched Amalgam
  Self-Loathing
  Hydra
  46
  Moldy and Plant Covered
  Servile
  Insect
  51
  Mutated Flesh Arisen
  Shrieking, Crying
  Manticore
  52
  Nebulous Form
  Stalking
  Minotaur
  53
  Pale and Beautiful
  Talkative
  Ogre
  54
  Rotting Flesh
  Trapped in Memory
  Orc
  55
  Shadowed Form
  Unaware it is Dead
  Rat
  56
  Shards of Bone
  Unaware of its Surroundings
  Sea Serpent
  61
  Smokey and Unclear
  Undead Automaton
  Shark
  62
  Spell Covered Flesh
  Unyielding
  Snake
  63
  Spiraling Script
  Vengeful
  Troll
  64
  Static, Unchanging
  Violent
  Whale
  65
  Stitched Parts
  Wandering
  Wolf
  66
  Wrapped in Linen
  Warning
  Wyvern
  d6
  Flavors of Undeath
  1
  Ambient Magic Corpse-Puppet
  2
  Built from Corpses
  3
  Cursed with “Immortality”
  4
  Raised by Necromancer
  5
  Summoned Once More…
  6
  Turned by Vampire or the like
  d6
  Undead Bases
  1
  Ghost
  2
  Lost-Soul
  3
  Memory
  4
  Mummy
  5
  Skeleton
  6
  Zombie
  
  Crown Compendium is a collection of tools and ad-
  vice for Game Masters and players. The material
  within each issue is optional; it can be dropped into
  an existing game, used for inspiration, or simply read
  for enjoyment.
  In this issue, Monster Menagerie, you’ll find rules
  and guidance on customizing your monsters and cre-
  ating new ones.
  
SOURCE: textdata/thevault/Crown/Crown Compendiums/Crown Compendium 4 Monster Menagerie.pdf