Best basic "grunt" monsters [Archive] - Wizards Community

Post/Author/DateTimePost
GhostStepper

03-28-07, 12:43 AM
I will soon be running a pretty non-standard campaign that includes none of the races from teh PHB other than humans. In almost every game ive run and played in, orcs, kobolds and goblinoids tend to be the basic "cannon fodder" villains that PCs run into at low levels. I want my campaign to have a different flavor and as a small part of that id like a good alternative to the generic goblin/orc hordes.

Any ideas?
Darth Syntax

03-28-07, 01:05 AM
Variations on a Theme: A well organized, technologically equal goblinoid state as an adversary. Perhaps some kind of oligarchy ruled by magistrate-kings or a devious and highly political republic.


Other Monsters:

Gnolls
Lizardmen
Humans
Elves
Dwarves (you get the idea)
Sahuagin or other aquatic monster
Bluehero

03-28-07, 01:08 AM
I vote for gnolls
MerlintheTuna

03-28-07, 01:14 AM
Redhats might be a fun twist.
GhostStepper

03-28-07, 01:33 AM
Do you mean Redcaps?

Actually i was thinking about doing fey. I already have the big, structured, socially sophisticated villain state prepared; i just want something different for the basic barroom brawlers, highway robbers, and back alley thugs. I figured if i used fey i could have them be the indiginous(sp) people of the continent, having be marginalized by humanoid society they now live on fringe as outsiders and criminals.
TheOinodaemon

03-28-07, 01:41 AM
Umber Hulks. Scare the crap out of the PC's.

Alternately, Lycanthropes.
M1kh43l_P4r4d1s0

03-28-07, 01:46 AM
stirge swarms.

spider swarms.

goblin swarms.

With the exception of the last one, they should all challenge the pcs.
GhostStepper

03-28-07, 01:58 AM
In a past campaign i got rid of all the mammalian lycanthropes and replaced them with the entomanothropes presented in one the WotC online articles. Having were-wasps and were-scorpions deffinately lends a different flavor to things.

I think i like the fey idea though. Now i need to find a good set of low level evil fey. I could always just change their alignments i suppose.
Scorpion13

03-28-07, 02:38 AM
Zombies?

Skeletons?

Ooh, Formians! Ant-men baby!!
Morrowner

03-28-07, 08:51 AM
Hobgoblins and bugbears will do in a pinch.
Orion72

03-28-07, 09:17 AM
Bullywugs. Frogmen Unite!

Ibixians. Goatmen Untie!

Thri-kreen... although a Locust Warrior would make more sense than a Mantis Warrior as a low-level thug/ fodder... are there any Locust-Men?

Kuo-Toa, which would add a very Lovecraftian feel (for me at least; I always associate fishmen with HPL).

I second the call for Lizardmen, they have a very primal feel that mirrors the brutish nature of Orcs.
Warforged Goblin

03-28-07, 11:00 AM
Kenku
Nycter
Catfolk
Killoren
Centaur
Bauriar
Dracotaur
Xeph
Dromite
Mongrelfolk
Underfolk
Sharakim

Any of those would work
mvincent

03-28-07, 01:50 PM
Animated objects (http://www.d20srd.org/srd/monsters/animatedObject.htm)
Yadot

03-28-07, 01:56 PM
Thri-kreen... although a Locust Warrior would make more sense than a Mantis Warrior as a low-level thug/ fodder... are there any Locust-Men?...

...I second the call for Lizardmen, they have a very primal feel that mirrors the brutish nature of Orcs.
Perhaps you could reflavor Dromites into locusts? I agree with Liardmen, especialy if you use the subspecies in the MMIII.
GhostStepper

03-28-07, 08:38 PM
Dromites are an interesting proposition for me since this is going to be a psionics only campaign. I think i may make them evil locus warriors you emmerge from underground to ravage the surface world.
Sudnji_cas

03-29-07, 06:45 AM
Elves?:evillaugh
Holy_Beholder

04-06-07, 07:40 PM
Spiders, led by ettercaps. Or you could make your own monster. Or you could do this guy. There are also zombies and skeletons, but they are mindless.

Gel Pillar
Small Ooze
HD:1d10+1(6 hp)
Init:3
Speed: 15 ft
AC: 12(-1 dex, +3 natural) touch 9, flat footed 12
Base Atk/Grapple: +0/-4
Atk: Slam 1d6
Full Atk: Slam 1d6
Space/Reach:5ft/5ft
Spec Atk: None
Spec Qualities: Coin Drop, DR 5/Slashing or Piercing, Blindsight
Saves: Fort +1, Ref -1, Will +0
Abilities: Str 11, Dex 8, Con 12, Int 6, Wis 10, Cha 10
Skills: Spot +4
Feats: Improved Initiative
Environment: Anywhere
Organization: Pack (2-4) or swarm (5-15)
CR: 1/4
Treasure:Special(see SQ)
Alignment: Usually NE
Advancement:--
LA:--

Gel Pillars are three foot tall, one foot wide pillar shaped oozes. They taper slightly and have a rounded top. They are usually a light blue in color. They live only to hoard, inside them is a little sack which teleports goods to the plane of an unknown demigod.

Coin Drop
Whenever hit, a Gel pillar drops 1 gp per damage taken. If they take over 4 damage, they drop a cheap gem(15 gp) in addition to the coins. They drop triple coins on a critical, as well as three gems, even if it fails to circumvent DR. The attack still does normal damage.
Doomed_Penguin

04-06-07, 10:03 PM
Redhats might be a fun twist.

HAHAHA! I think he meant Redcaps but this still has to be said in your campaign: "Oh god! The old ladies! They just keep coming! They're trying to make that wizard over there eat because he's too skinny! All the subdual damage from those cheek pinchings is really starting to add up man! When will it end!?!