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Humanoids

Not quite human monsters for the Shadowdark RPG.

By Samuel WrightPublished 3 years ago 4 min read
Humanoids
Photo by mahdi rezaei on Unsplash

These monsters are based on standard normal human NPCs like gladiators and assassins, but made alien and strange, twisted to make deadly adversaries.

Alien Drill Thrall

Inspired in part by the gladiators in “The Gamesters of Triskelion” (Star Trek: The Original Series: Season 2, Episode 16), but tweaked for a fantasy setting, this is a brutal warrior from a distant world trained to fight for the entertainment of inhuman masters. Their masters sometimes kidnap and enslave others to fight against their favourite thralls and gamble on the outcome. AC 16 (mithril chainmail + shield), HP 27, ATK 2 longsword +5 (1d8+1) or 1 spear (close/near) +5 (1d6+1), MV near, S +4, D +3, C +4, I +0, W +0, Ch +2, AL N, LV 5

Alien Radiation. All spells cast in near range have a DC 15 casting check.

Alien Weapons. +1 to hit/damage starmetal longsword and spear, unbreakable and can cut through any material.

Battle Hardened. Immune to morale checks and ignores 1 hit point of damage from every non-magical attack.

Mystic Stalker

A skulking, four-armed alien assassin with glossy, black metallic flesh and a featureless, smooth visage where a face should be is sent from a plane beyond reality to murder a single person. It knows no mercy and never gives up until its intended target is dead. AC 17 (mithril chainmail), HP 56, ATK 4 blade hands +8 (2d6), MV near (climb or fly), S +4, D +4, C +2, I +4, W +3, Ch +1, AL C, LV 12

Alien Vibe. Any creature within close range of the mystic stalker must make a DC 15 WIS check or be confused as the spell and lose 1d6 WIS.

Aura of Darkness. The mystic stalker can choose to radiate an aura of inky black darkness out to near range that normal sight cannot penetrate.

Blade Hand. The mystic stalker can change any of its hands into a black serrated sword or back into a normal hand once per round.

Created to Kill. The mystic stalker is immune to morale checks. It will pursue its assigned target no matter what.

Execute. Deals x3 damage against surprised targets.

Impervious. Only damaged by magical sources.

Relentless. If the mystic stalker is reduced to 0 HP by a non-magical source, it can make a DC 12 CON check to go to 1 HP instead.

Shadow Walk. The mystic stalker can teleport from one shadow or area of darkness to another within far range.

Stealthy. The mystic stalker has ADV on DEX checks to sneak and hide.

Summoned Creature. The mystic stalker will ignore anyone that does not attack it in order to pursue its assigned target. It only attacks those who interfere with its assignment or get in its way. Once its target is dead, it disappears back to its home plane.

Tracking. Can always sense the direction of its chosen quarry

Priest of the Old Ones

The twisted, alien leader of a cult that worships ancient gods from another world. AC 15 (mithril platemail), HP 28, ATK 2 tentacles +3 (1d6+ paralysis) or 1 spell +3, MV near, S +1, D +0, C +1, I +2, W +4, Ch +1, AL C, LV 6

Alien Vibe. Any creature within close range of the mystic stalker must make a DC 12 WIS check or be confused as the spell and lose 1d4 WIS.

Dark Anointment (WIS Spell). DC 12. Close. One weapon or armour becomes a cursed -2 version for 10 rounds.

Dark Rebuke (WIS Spell). DC 13. Focus. Lawful creatures cannot attack the priest or come within near range for duration.

Tentacles. Target must pass a DC 12 CON check or be paralysed for 2d6 rounds.

Unholy Flame (WIS Spell). DC 13. Self. Weapons ignite in magic flames and deal an additional 1d6 damage for 5 rounds.

Vampiric Touch (WIS Spell). DC 11. Drain one creature within close for 2d4 HP to heal self.

Shadow Filcher

A slim, nimble inhuman minx from the Plane of Shadows, leaping across rooftops and vanishing into shadows, this faceless creature lusts for gold and gems. AC 16 (leather+2), HP 22, ATK 2 shadow dagger (close/near) +4 (1d4+CON drain), MV near, S +1, D +4, C +0, I +2, W +0, Ch +3, AL C, LV5

Backstab. Deal x2 damage against surprised creatures.

Darkness. Extinguish all light sources in near range.

Mesmerism. Can read the minds of all creatures within near. Can instantly take on the illusory appearance of any humanoid.

Nimble Leap. Jump to double near range distance once per 3 rounds.

Shadow Dagger. This planar blade ignores non-magical armour and shields, passing through normal matter to strike a target. Creatures hit must make DC12 CON check or lose 1d4 Con when hit. Targets reduced to 0 CON die and become undead Shadows.

Shadow Walk. The mystic stalker can teleport from one shadow or area of darkness to another within far range.

Stealthy. ADV on DEX checks to sneak and hide.

Sunblind. Blinded in bright light.

Tempest Warrior

A raging, blue skinned elemental warrior summoned from the Inner Planes to wreak havoc, surrounded by swirling wind and thunder. AC 13 (mithril chainmail), HP 20, ATK 2 greataxe +4 (1d10+ shocking burst) or 2 spear (close/near) +4 (1d6 + shocking burst), MV near, S +4, D +3, C +2, I -1, W +1, Ch +0, AL C, LV 4

Rage. 3/day, immune to morale checks, +1d4 damage (3 rounds).

Whirlwind. All within close DC 12 DEX or flung to near range in random direction.

Impervious. Immune to lightning and cold.

Lightning Step. The tempest warrior can turn into a bolt of lightning and teleport to any point it can see.

Shocking Burst. On impact the weapons of a tempest warrior erupt with electrical power. Targets must make a DC12 CON check or take 2d4 damage and be thrown to a near distance in a random direction.

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About the Creator

Samuel Wright

I am a writer & tarot card reader in Oregon, TTRPG fan, love all types of sci-fi/fantasy books, movies, games, & read voraciously. All Hail Our Lady Of Darkness The Queen Of Shadows, Kelsey Dionne! Shadowdark Forever!

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