TEXT: The Appendix M Blog’s
  Monster Extractor I  for the Dungeon Crawl Classics Role Playing Game
  This generator is meant to help jump-start your brain when you need a new monster 
  at short notice, but can’t dredge up anything from the murky depths of your creative 
  centers. Running through the charts will give you a set of stats and some ‘toys’ to play 
  with... Then you’ll need to look at everything you’ve rolled and tinker this thing into 
  life. But you may well start to have strong ideas along the way, and that is exactly the 
  point of the generator: to help you find fun ideas when your head-jello falters.
  HOW TO START • The average Party Level (PL) of the group your monster opposes 
  is used as a baseline to generate stats • If you already have an idea for some aspect 
  of your monster, don’t bother to roll that part • If an idea for the creature strikes you 
  along the way, allow that idea to influence remaining results • Don’t re-roll anything 
  during the process; instead, tinker at the end once all elements are in place • Don’t 
  read the charts all the way across — make a roll for each header.
  1d5 
  BODY TYPE 
   
  SIZE 
   
  AC 
   
  INITIATIVE
  1-2 
  Biped 
   
   
  Big 
   
  11+1d3  
  +¼PL
  3-4 
  Quadruped 
   
  Small 
   
  13+1d5  
  +¼PL+1
  5 
  Special (see below) 
  Man-sized 
  15+1d7  
  +¼PL+1d5
  → Special Body Type? Roll 1d10:
       1-2 Blob • 3-6 1d30 limbs • 7-8 Elemental Substance • 9-10 Shape-changing
  QUANTITY OF HD: 
  2d(PL) minus 1 
   
   
   
   
  • e.g., For a monster for a 4th level party: roll 2d4-1 for quantity of HD. And for a 
  2nd level party: roll 2d2-1 for quantity of HD. Always a minimum of 1.
  1d6 
  HD 
   
  ACTION  
  # of 
  ATTACK  
  DAMAGE
  +PL 
  TYPE 
  SPEED DICE 
   
  ATKs 
  BONUS  
  DIE 
  1-4 
  d6 
  20 
  1d20 
   
  1 
  PL-1 
   
  d4
  5-7 
  d8 
  30 
  1d20+1d14 
  1-3 
  PL 
   
  d6
  8-10 
  d10 
  35 
  1d20+1d16 
  2-3 
  PL+1 
   
  d8
  11-13 
  2d6 
  40 
  2d20 
   
  2-4 
  PL+1d3  
  2d6
  14-16 
  2d8 
  50 
  2d20+1d16 
  3-5 
  PL+1d4  
  2d8
  Roll 1d10 for each:  Swimming? 1-4 No, 5-8 ½Spd, 9-10 Yes • Flying? 9-10 = Yes 
  • Burrowing or Phasing? 9-10 = Yes • Aether-walking or Teleporting? 10 = Yes
  TYPES OF ATTACKS 
   
  Roll 1d12 for each Attack from above: 
  1    Claws 
  5   Tail  
   
   
  9    Darts *
  2    Bite  
  6   Standard Melee Weapon 
  10  Magic/Spell *
  3    Ram  
  7   Damage Aura (1d3x5’ radius) 
  11  Psychic Dagger / TK Push *
  4    Kick  
  8   Ray * 
   
   
  12  Standard Ranged Weapon
  If the same result comes up twice, combine the two attack bonuses and the damage into 
  one super-attack. Ranged attacks (*) can effectively hit targets 1d6x10’ distant.
  SAVES:  Half of the total of 1d12+PL goes into one random Save, the remainder is 
  split evenly between the other two Save categories.
  ALIGNMENT:  Roll 1d20: 1-13 Chaotic • 14-18 Neutral • 19-20 Lawful
  INSPIRATIONAL FLAVORINGS 
  Roll 1d16
  1    Liar
  2    (En)Slaver
  3    Stalker 
   
        11  Minion of Something Bigger
  4    Guardian 
   
        12  Sheer Mindless Hunger
  5    Body Snatcher 
        13  Thought-Scrambler
  6    Collector 
   
        14  Revenge Obsessed
  7    Greedy Bastitch 
        15  “Pirate”/”Highwayman”
  8    Racial Purity Crusade       16  Mutant Outcast
  9    Magic-Destroyer
  10  Seeks an Incubator
  SPECIAL ABILITIES
  Roll 1d8 minus 1d4 for quantity.
  Roll 1d20 for each:
  1    Immune to (Fire, Acid or Electric)
  2    Immune to (Force, Sonic, or Cold)
  3    Immune to Mental Attacks
  4    Immune to (Slashing, Bludgeoning, or 
  Piercing Attacks)
  5    Immune to 1d7 Spells (random)
  6    Invisibility (1d4 rnds on, 1d4 rnds off)
  7    High Strength (+1d5 to Melee Dam.)
  8    Uses Poison
  9    Casts Spells (1d4 random; 1d20+PL)
  10  Cone Attack (1d4x10’; no range)
  11  Burst Attack (1d4x10’ radius; up to 
  range 3d8x10’)
  12  Regeneration (recover 1d7+PL hp per 
  round or Turn)
  13  +1d5 to one Atk Bonus (+1 to others)
  14  +1d3 hp per HD
  15  +1d4 to AC
  16  +1d5x5’ to Speed (one type)
  17  Can only be hit by Magic
  18  1d4 Ability Drain with one Attack 
  (determine randomly)
  19  Perfect Hearing (negates stealth/
  sneaking/surprise)
  20  Summons/Calls Allies
  POST-ROLLING TINKERING:
  • Nothing this size could ever address 
  all potential possibilities. Adjust results as 
  needed to be useful/memorable.
  • If an idea for the creature strikes you 
  along the way, allow that idea to influence 
  remaining results.
  • Don’t necessarily strengthen a weakness 
  — add more strength elsewhere instead.
  • If the monster seems too weak to be a 
  threat, have 2 or more show up.
  • Two (or Too) conflicting themes? Blend 
  them into one.
  • Use of standard weapons may indicate 
  (relatively) higher intelligence.
  • The Generator gets very swingy at higher 
  levels. You may need to further strengthen 
  monsters for high-level play.
  © 2016 Inner Ham
  This product is compatible with the Dungeon Crawl 
  Classics Role Playing Game. This product is based on 
  the Dungeon Crawl Classics Role Playing Game,
  puclished by Goodman Games. All rights reserved.
  For addiontal information, visit www.goodman-games.
  com or contact info@goodman-games.com
  
  NAME:__________________________________
  Size:________ Body Type:___________________
  Attacks
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
  AC _____  HD ______  hp ____  Act __________
  Init ______  MV ___________________________
  Fort +___ 
  Ref +___ 
  Will +___     AL ___
  Special Abilities & Notes _______________________
  ________________________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  NAME:__________________________________
  Size:________ Body Type:___________________
  Attacks
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
  AC _____  HD ______  hp ____  Act __________
  Init ______  MV ___________________________
  Fort +___ 
  Ref +___ 
  Will +___ 
  AL ___
  Special Abilities & Notes _______________________
  ________________________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  NAME:__________________________________
  Size:________ Body Type:___________________
  Attacks
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
  AC _____  HD ______  hp ____  Act __________
  Init ______  MV ___________________________
  Fort +___ 
  Ref +___ 
  Will +___ 
  AL ___
  Special Abilities & Notes _______________________
  ________________________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  NAME:__________________________________
  Size:________ Body Type:___________________
  Attacks
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
   ______________ +____ (__________________)
  AC _____  HD ______  hp ____  Act __________
  Init ______  MV ___________________________
  Fort +___ 
  Ref +___ 
  Will +___ 
  AL ___
  Special Abilities & Notes _______________________
  ________________________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  Monster Extractor I Monster Sheets from Inner Ham
  
SOURCE: textdata/thevault/Tables & Charts/Monsters & Creatures/DCC - Monster Extractor.pdf