Professional Documents
Culture Documents
Author’s Note: In describing these monsters, I used actual lore from specific regions but I wanted them to be a
little unlinked to the real world so they can be easily incorporated into fantasy settings. I avoided naming real
life places or people as much as possible, aside from providing a related or parent culture for each monster, which
should be a great place to start further research if you’re interested in learning more.
Introduction 4
The Will ‘o Wisp 6
The Bunyip 7
The Grootslang 8
The Grunch 9
The Mokele-mbembe 10
The Tainted Keitre 11
The Sahagin 12
Grendel 13
The Shambling Mound 14
Jenny Greenteeth 15
The Nakki 16
The Kappa 17
Tiddy Mun 18
Heqet 19
The Rougarou 20
3
Introduction
central figures of these stories inevitably use the
Not to be cliche but a lot of the creepy fear of these locations as a cover in which to
crawly things found in marshes, swamps, and work their evil free of meddling.
bogs are prime content for freaking people out. Traditionally, the swamp also shields
Snakes, lizards, insects... even frogs... madness from mundane observation, typically
It seems like most of humankind finds concealing the “process” and only spitting out
swampland to represent decay and insanity. the end result. An example of this is the
Myths from every corner of the world describe constant tales of animals and people entering the
horrible monsters, undead, and mindless avatars bogs only to undergo some kind of transforma-
of pestilence that call these waterways home and tion- interbreeding with local predators, for
warn of the certain death that awaits any who instance- only to emerge as insane monsters.
venture inside. The process of transformation is concealed and
It is commonplace for natural places and only the end result- the monster- is visible to
environments to carry cautionary tales- nearly unfortunate victims.
every biome on earth has some way to kill you, Another facet of the death/undying and
afterall. Swamplands, glades, and bogs have madness relationship is the concept that these
common themes, which is quite interesting places actively and supernaturally deceive
considering the fact that these wetlands look people unfortunate enough to wander with-
markedly different in different regions. They in. These dark and claustrophobic spaces were
were almost universally considered places of enough to inspire tales that warn of magic
secrecy and death, largely due to the fact that disorientation from practically every corner of
these places were all home to many hidden the globe.
pitfalls- deep pockets of water hidden by When you look at legends associated with
vegetation. deceptively powerful currents, these environments and monsters, it’s easy to
poisonous gas, deadly quicksand or mud that start connecting the threads like an excited
appeared solid, fearsome predators, venomous conspiracy theorist because there are these
animals and insects, sometimes they were constant themes that just keep cropping up no
incubators of terrible sicknesses, brackish water matter where you look.
in the shadows of half-rotted trees can conceal As is usual for Monster Roster, I’ve
many horrors, after all... curated a list of monsters/encounters from many
Universally, these environments were also parts of the globe in order to give your games
strongly associated with the living dead and a good sampling of situations to work with. As
demonic influences. Modern zombies are always, I hope you find them interesting, fresh,
directly descendant of Creole and Caribbean and enjoyable.
legends wherein forbidden rituals and sciences
took place in the cover of such swamps. All over Thanks for checking out Monster Roster Vol 3
the United Kingdom, tales of evil beings making
their homes in fens and mires crop up- the - Sam
4
Monster Roster
Volume iii
Bog Beasts
5
Will o’ Wisp Will o’ Wisp
Devious, Amorphous
Small Groups, Tiny,
Magical, Organized,
Similar to: Hinkypunk, Jack o’ Lantern, Lure Away - Mimic the flickering light of a
Hobby Lantern, Ignis Fatuus lantern or candle.
Origin: England/United Kingdom Fade Away - Disappear when someone gets
too close
Often thought to be fae or spirits of Inspire Despair - Causes an overwhelming
the restless dead, the Will o’ Wisp appears as sense of hopelessness, despair, or
a small sphere of flickering light that glows depression to burden a target.
in a range of colors. These dancing lights
usually congregate in groups, giving off the Non-corporeal and totally intangible,
appearance of the firelight from a homestead these flickering lights shimmer like torch or
or small town to those wandering nearby. lantern light, creating the illusion of civili-
They’re not a tremendously threatening zation in the darkness of wetlands in every
confrontation- mostly, they simply evaporate corner of the globe. The Will o’ Wisp creates
when someone tries to physically harm them- this tempting display with the sole purpose
but the Will o’ Wisp’s true danger lies in their of luring its victims into stepping where they
almost irresistible ability to lure people off should not. Invulnerable to physical attacks
the safe paths and into darkness. due to their ghostly nature, the best way to
Will o’ Wisps also cause a powerful overcome a Will o’ Wisp is to avoid the
sense of building despair in those who lay powerful desire to stare at it. These spirit
eyes on them for more than a few seconds. lights can also weigh down even the most
They are said to represent the loss of hope steadfast adventurers with magically burden-
and inspire feelings of uselessness, futility, some feelings of regret, sadness, and hopeless-
and depression. In some cases, these effects ness so powerful, many victims simply give
are so powerful that even seasoned, up where they stand.
experienced adventurers can crack under
the pressure and simply give up where they Instinct:
stand, succumbing to the stagnation and Glow and shimmer to enchant
encumbrance of such powerful hopelessness. Lure a victim into danger
When this happens, the victims either trudge Inspire magical despair
into the bracken to drown or are picked off
by predators- who are also attracted to the
dancing lights.
6
Bunyip Bunyip
Solitary, Stealthy,
Amphibious, Terrifying
Ambush from Camouflage (1d10dmg + 2)
Similar to: Water Panther +Ignores Armor
Origin: Australian Aboriginal Lockjaw Grapple (1d10dmg) +Ignores Armor
16HP/1ARM
Said to inhabit the swamps and Large, Close, Reach
billabongs of warmer lands, the Bunyip is a
horrifying monstrosity that lies in wait for Pushing 12ft in length, the Bunyip is
its prey with incredible patience. Sometimes a huge ambush predator that silently lurks
simply referred to as a water demon, the beneath still waters. Jet black and gifted with
Bunyip has a form so terrible that accounts an incredibly disconcerting form, the Bunyip
of its appearance vary wildly. Sometimes it inspires little else besides pure, primal fear in
is described as a pulsating entity with bumpy any who lay eyes on it. Its body and general
appendages extending in all directions. appearance are so hideous and otherworldly
Other claim it has mammalian features more that many who escape its clutches can barely
in line with seals or waterlogged dogs, remember what it truly looked like in the
including snouts, huge canine teeth, and first place.
claws. Those living near a Bunyip’s hunting Its preferred method of ensnaring prey
ground will typically do anything they can to is to wait patiently at the water’s edge for
avoid drawing too close to the water’s edge as someone to draw too close. At this point the
the Bunyip’s speed and ferocity inspires a Bunyip lunges fully out of the water,
particular fear. This can build equal parts intending to catch the prey off guard. Being
wild desperation and ingenuity in ways to amphibious, however, the Bunyip can also
safely access the desperately needed water. give chase on land to prey with quicker
In addition to its strange form, the reflexes.
Bunyip is said to posses wickedly long,
barbed tusks, protruding, orange eyes, and Instinct:
an extended, wrinkled neck. These alarming Ambush prey on land or from water
features may scare survivors so badly they Lie in wait
cannot entirely describe the monster with Moves:
accuracy. One thing seems certain, however, Wait until the right moment to lunge
and it’s that the Bunyip is amphibious and Inspire fear and panic
hunts in a fashion similar to alligators and
crocodiles. Being an excellent ambush
predator makes the Bunyip all the more
terrifying as it could strike in an instant and
drag its prey beneath the water with hardly a
struggle.
7
Grootslang Grootslang
Hoarder (gemstones)
Solitary, Intelligent,
8
Grunch Grunch
Horde, Intelligent,
9
Mokele-mbembe Mokele-Mbembe
Solitary, Stealthy,
Ancient
Similar to: Nessie, Jago-Nini, Amali Target Humans (1d12 dmg + 1)
Origin: Congo River Basin Roll twice, take the better result
Upend from Below (1d8 dmg + 2)
Sometimes described as a nature spirit + Ignores Armor
or minor deity and sometimes described as a 16HP/1ARM
flesh-and blood creature, the Mokele- Huge, Close, Reach
Mbembe is a large, water dwelling reptile
that makes its home in a secluded river Huge but elusive, the Mokele-
valley deep within a jungle wetland. There Mbembe remains a mystery and little more
are many arguments among scholars at than a whispered legend to most.
whether there are multiple creatures, if they Supposedly living in washed out caves and
are the remnants of a once-thriving but pockets eroded from clay banks, this beast
ancient species. Unfortunately, they are so lives on a diet primarily consisting of any
rarely seen and so enigmatic that it is hard to plant or animal it can reach easily.
rule out the idea that the Mokele-Mbembe is The tales claim that the Mokele-
a lonely guardian spirit of sacred place. Mbembe has a burning hatred for humans
Large and heavy, the Mokele- and will actively hunt down and ambush any
Mbembe has a long neck, round, thick body, that venture in to its wide territory and
short legs, and a long, thick tail reminiscent prioritize killing them over most other
of an alligator’s. Mokele-Mbembe itself threats.
means “river stopper”, a reference to its The Mokele-Mbembe is an accom-
massive size blocking the flow of some plished swimmer and could easily keep pace
rivers as it moves. While this graceful-look- with even the swiftest of vessels stealthily and
ing beast is omnivorous, legends say that it easily.
has a particular hatred of humans and will
attack vessels that venture into the deep rivers Instinct:
of the jungle it calls home. They say that it Attack target from below
kills its victims but refuses to consume them, Distinguish desirable targets
as though leaving a message for others to Moves:
find. Elude capture or trap
Blend with environment.
10
Tainted Keitre Tainted Keitre Solitary, Terrifying
Screaming Bullrush (1d10 dmg + 2) +
Similar to: Big Foot, Skunk Ape, Myakka Forceful
Origin: Louisiana, USA Snoot Full’a Bees (1d10 dmg) +
Forceful, Causes Panic
So named for its horrific smell, the 12HP/0ARM
Tainted Keitre is a swamp-dwelling hybrid Close
that combines hominid features with other
reptilian and mammalian characteristics. It It is unclear if the Tainted Keitre is
can move either bipedal or in a strange, lop- a feral monster or a being of rationale and
ing quadrupedal gait and is able to intelligence. If nothing else it seems to be
conjure powerful rainstorms as a warning to incredibly skittish unless it feels it or its
steer clear of its territory. territory is threatened. Legends claim that
Unlike most other ape-human when aggressive, this beast strikes a
cyrptids, the Tainted Keitre is hellishly fast particularly terrifying image- all hulking,
and can sprint through nearly a foot of water hairy beast with yellowed, rotted fangs and
without being impeded and could outrun blood red eyes that bursts out of cover like an
most mundane animals or humanoids with explosion, running down the offending par-
ease, especially since it usually maintains a ties with incredible speed and power.
sort of clumsy, lumbering walk that masks Unlike most swamp predators, the
just how agile this beast is to catch threats off Tainted Keitre will make its presence known
guard. before attacking by making deep, guttural
Covered in filthy, putrid-smelling hair grunts in warning from a distant hiding spot.
and typically doused with muck, the Unfortunately, most often this call goes
Tainted Keitre will sometimes forage through unheeded as unknowing adventurers usually
the ample beehives found in the region. attribute it to wild hogs or other mundane
Nothing is quite as shocking as seeing a inconveniences.
shrieking, murderously angry half-ape
monster tearing ass through the underbrush, Instinct:
covered in millions of equally murderous Live in isolation
honeybees unable to disentangle themselves Protect territory
from sticky, smelly fur. The sight (and Moves:
ear-splitting sound) has reportedly dropped Move with sudden and incredible
many a veteran adventurer in a dead faint. speed, even through shallow mud or
Beans, oddly enough, are said to be water.
the beast’s favorite snack, and many intrepid Rend victim apart with immense,
merchants will try to sell them to adventurers brute strength.
heading into the marshes.
11
Sahagin Sahagin Small Groups, Amphibious,
Organized, Cautious
Rend Flesh (1d8dmg + Messy)
Similar to: Lizard Men, Quelonoide, Single out the Weakest (1d6 dmg)
Man-Gurami, the Deep Ones 6HP/4ARM
Origin: Unknown Close
12
Grendel Grendel
Solitary, Intelligent,
Ancient, Hoarder
Demonic Strength (1d12dmg + 2) + Forceful
Related to: Cain, Sceadugenga, Satan Eviscerate (1d12 dmg) + Messy
Origin: Anglo-Saxon Legend 20HP/0ARM
Close
An ancient and terrible evil, Grendel is
a legendary name amongst monstrous Thought to be undying, something
creatures said to cause pain and suffering. sinister keeps Grendel alive through centuries
Legends say that it is a direct descendant of of conflict and warrior-heroes coming for his
the first human to commit fratricide and a head. Intelligent, crafty, and incredibly evil,
living avatar of hatred and violence. Tales Grendel is said to posses great wit and a sharp
crop up every few centuries of a great hero eye for exploitable weaknesses, especially of
finally vanquishing this mythical being, only the emotional or mental variety. Unlike even
for more rumors of it’s evil to eventually the most aggressive of monsters, Grendel is
resurface and the cycle begins again, giving purely and wholly evil. He seeks to cause
rise to the thought that Grendel is more of a pain because he enjoys it, wishes to taint the
liminal or intangible evil, rather than some- ideals of valor and honor because he resents
thing of pure flesh and blood. them. Grendel’s physical form masks his
Grendel makes his home in a marsh intelligence to most. He is gigantic, towering
den, surrounded by the waft of stagnant over most humanoid races: a twisted
water and his own rot. It is commonly human that has rotted from the inside out
believed that Grendel can sense the approach and covered in jagged, spiky growths. Truly,
of those looking for a confrontation, but in- he is evil given form.
stead of fleeing or preparing, he simply waits,
ready to fight. Instinct:
A warrior prince brought back Cause pain and suffering for pleasure
irrefutable proof once, of Grendel’s Destroy the ideals of humankind
vanquishing... The monster’s full arm, torn Moves:
from its body in what had to have been a Lie in wait for the fight to come to him
mortal wound. The arm, once dessicated, Discover and exploit a fighter’s
became an heirloom and was passed down weakness
through the prince’s lineage for centuries Regenerate tissue
until the horrible thing’s whereabouts were Revive after being vanquished after a
lost to time. Tales of Grendel still exist, even sufficient period of time.
now, however, though it is unclear if the
beast can regenerate limbs or is still missing
the arm rent from his body so long ago.
13
Shambling Mound Shambling Mound Solitary, Devious
Engulf (1d8 dmg) + Ignores Armor
Similar to: Blood Sucking Orchid, Punka Digestive Juices (1d4 dmg) + Ignores Armor,
Tree, Madagascar Tree Continually inflicts damage while
Origin: Worldwide: Africa, Central target is grappled or engulfed.
America, Europe, etc 23HP/5ARM
Large, Close, Reach
This disgusting predator resembles a
half rotten pile of random vegetation- leaves, When facing a Shambling Mound, the
vines, moss, etc. Driven to consume, it will safest option is to flee. Even the most arro-
use its great strength to ensnare, absorb, and gant of explorers can sense when they’re in
eventually digest prey. Not bound by normal over their head, if they possess a sliver of wit.
biology, this large plant can take incredible A Shambling Mound lunging form and
amount of damage before it eventually dies powerful grip is a good sign to get away
and has no weak spots nor does it feel pain. quickly. Weapons and mundane offensives
The Shambling Mound is hearty to the have a difficult time making an impression
elements and even if large portions of it are on these monsters as they regenerate and
hacked off it can slowly regenerate and don’t experience pain the way other creatures
continue to try and digest its prey (if it still do.
has a good hold on it). As its mass is some- They are incredibly powerful need to
what malleable, the Mound can extend or feed often to support their massive size. You
alter its general shape to engulf larger prey, can chop off nearly 85%~ of their total mass
about up to twice its size, depending. and it would still be full mobile and intent
Shambling mounds are, thankfully, quite on feeding. Mostly invulnerable to
slow but have massive strength and power elemental magics, the Shambling Mound is
mostly due to their solid weight and size. a slow but determined horror that delivers
Succumbing to the Shambling Mound immense pain and slow death to anyone it
assures a slow, painful death- one of the can ensnare.
worst, if truth be told. Victims linger as the
Mound crushes them in its grapple, Instinct:
suffocating them and digesting them slowly. Trap and devour flesh
Unnervingly enough, Shambling Mounds Moves:
have been recorded deep in swamps infamous Set snare
for Will o’ Wisps and other faelights. One Lay patiently
can only imagine the horror of expecting to Envelope & excrete digestive juices
find civilization and instead step right into Ignore pain
this beast’s clutches.
14
Jenny Greenteeth Jenny Greenteeth
Devious
Solitary, Intelligent,
16
Kappa Kappa Small Groups, Organized
Tachi-ai (1d8dmg) + Forceful
Submission Hold (1d6 dmg) + Ignores Armor
Similar to: Water Imp, Shui Gui, Water Hinders movement
Monkey, Siyokoy Flesh-Piercer (1d8dmg, Piercing)
Origin: Japan 4HP/3ARM
Small, Close
Strange creatures at best, Kappa are
While small and a bit gangly, Kappa
hard to make broad generalizations about.
are pure muscle and sinew. They are
At times they drown or assault those who
deceptively powerful and love a good fight,
wander near their waterways and eat their
making them a difficult opponent when it
flesh. Other times they are mischievous
comes to blows. Aside from claws and teeth,
and slightly simple-minded, inclined to play
the Kappa has a thick shell on its backside,
harmless pranks. Physically, at least, Kappa
protecting it from most blunt and slashing
are easily identifiable. They are roughly the
attacks. When it comes to charging and
size of human children, greenish in color, and
grappling, however, Kappa are nearly
covered in slimy, wet scales. Their webbed
impossible to push around. They excel at
feet and hands make them powerful
wrestling and their initial charges can easily
swimmers but hinder their mobility on land
break ribs. One upside to this, is that they
significantly. Their most prominent feature is
can rarely resist the urge call for a fair duel to
the bald divot in their head that stores water.
prove their strength which may provide an
If that should dry up in the sun or sustain
opportunity to outwit them.
heavy injury, the Kappa will slowly weaken
until dead.
While most know the Kappa’s favorite
Instinct:
food is cucumber, Kappa also have a
Play pranks
particular love of horsemeat and will drag
Devour flesh when hungry
whole steeds underwater to devour entirely in
Protect weak spot
a matter of minutes. Kappa are also famous
for occasionally harvesting organs from
Moves:
humanoids that wander too closely to the
Grapple
water. The Kappa’s strength can overpower
Harvest organs
most, and with their victim held beneath the
surface, will use their mouth forcible suck
their prize from various... orifices... or create
their own entrypoint with their sharp teeth.
17
Tiddy Mun Tiddy Mun
Devious
Solitary, Magical,
18
Heqet Heqet
Magical
Solitary, Divine,
20