πŸ‘Ή Monster Bestiary

Ready-Made Foes for Every Room β€” 103 monsters and NPCs, from fragile minions to boss fights with phases. Every creature here is a homebrew example from this guide, not official ICRPG content; change any number to fit your table.

A lineup of monsters drawn in bold black felt-marker ink: a sneaky goblin with knives, a skeleton with a notched sword, a hulking horned ogre with a spiked club, a slime holding a skeleton inside, and a winged wyvern with a stinger tail.
Something for every room, from fragile goblins to the thing in the back.

πŸ“– How to Read a Monster

Each card keeps to the ICRPG habit of two or three traits: a main attack, a signature move, and often a timer. The tiers follow this guide’s rule of thumb from Combat:

TierHeartsAttack bonusDamageSuggested Target
MinionΒ½ (5 HP)+0 to +1d49–11
Standard1–2+1 to +3d6 (some d8)10–13
Elite3–4+2 to +4d8–d1012–14
Boss5++4 to +6d10–d12, often 2 actions14–16
NPC1–2+1 to +3d6 (d10 for magic)11–13

Load them into your cards. Press βž• Add to my cards on any monster to save it to the Character & Monster Cards in this browser, or πŸ–¨οΈ Add to print sheet to also queue it for printing four cards to a page (press it again for more copies, e.g. a pack of minions). To add every monster at once, press Load sample monsters there, or download the monster card file and use Import. A saved card with the same name is replaced; your other cards are left alone. The kind, tactics and flavor line go under Notes.

No monsters match those filters.

Minions (23)

Β½ Heart (5 HP). One or two hits drop them; send them in groups.

Standard Foes (30)

1–2 Hearts. The everyday guards, beasts and raiders.

Elites (22)

3–4 Hearts. The main threat in a room; needs teamwork.

Bosses (15)

5+ Hearts. Set-piece fights with phases and timers.

NPCs (13)

People the heroes talk to, bargain with, and sometimes fight.