Who does not like a random monster encounter? As you travel about the islands of Arcane Isles, exploring as adventures to, it is very possible to encounter some monsters.

These encounters are broken up into groups of 10, some are land based, some are sea based. Simply pick the group you wish and roll a 10D.

May the best dice roller win!

Land Based

  1. Monster: Goblin Raiders
    • Armor Class: 8 (Leather Armor)
    • Hit Points: 7
    • Damage Class:
      • Scimitar Slash: 1d6 slashing damage
    • Weapons: Rusty scimitars and shortbows
    • Treasure: A pouch with 10 silver pieces and a small gemstone.
  2. Monster: Skeleton Warriors
    • Armor Class: 7 (Natural Armor)
    • Hit Points: 8
    • Damage Class:
      • Short sword Stab: 1d6 piercing damage
    • Weapons: Old short swords and shields
    • Treasure: A worn-out leather pouch with 20 copper pieces.
  3. Monster: Giant Spider Ambush
    • Armor Class: 4 (Natural Armor)
    • Hit Points: 22
    • Damage Class:
      • Bite: 1d8 piercing damage plus poison (DC 11 Constitution save or take 2d8 poison damage)
    • Weapons: Venomous bite and webbing
    • Treasure: A few scattered coins totaling 15 gold pieces and a small magic potion of spider climb.
  4. Monster: Bandit Highwaymen (Party of 10)
    • Armor Class: 5 (Studded Leather Armor)
    • Hit Points: 6
    • Damage Class:
      • Short sword Slash: 1d6 slashing damage
    • Weapons: Short swords, daggers, and light crossbows
    • Treasure: A bag containing 30 gold pieces and a silver locket.
  5. Monster: Rust Monster Lair
    • Armor Class: 2 (Natural Armor)
    • Hit Points: 40
    • Damage Class:
      • Antennae: Target must succeed on a DC 11 Constitution saving throw or take rust damage to nonmagical armor or metal weapon.
    • Weapons: Antennae that rust armor and weapons
    • Treasure: Within the Rust Monster’s nest, adventurers find the remains of previous victims’ equipment, some rusted beyond recognition. Among the ruins, they discover a partially corroded magical sword.
  6. Monster: Gnoll Hunting Party (party of 6)
    • Armor Class: 5 (Chainmail Armor)
    • Hit Points: 15
    • Damage Class:
      • Battle axe Swing: 1d8 slashing damage
    • Weapons: Battleaxes, javelins, and longbows
    • Treasure: A small chest containing 50 gold pieces and a vial of green liquid labeled “Potion of Healing.”
  7. Monster: Troll
    • Armor Class: 4 (Natural Armor)
    • Hit Points: 42
    • Damage Class:
      • Claw: 1d8 slashing damage x2
      • Bite: 2d6 piercing damage plus regeneration
    • Weapons: Powerful claws and a voracious bite
    • Special Abilities: The Troll regenerates 10 hit points at the start of its turn if it has at least 1 hit point remaining.
    • Treasure: The Troll’s lair beneath the bridge holds a trove of stolen goods, including 100 gold pieces, a +1 Magical Ring of Protection, and a mysterious scroll (Lighting Bolt Scroll).
  8. Monster: Dire Wolf Pack (pack of 4)
    • Armor Class: 6 (Natural Armor)
    • Hit Points: 27
    • Damage Class:
      • Bite: 2d4 piercing damage
    • Weapons: Sharp teeth and claws
    • Treasure: Hidden within the Dire Wolf den, adventurers find the remains of previous victims along with a small cache of 50 gold pieces and a valuable fur pelt.
  9. Monster: Giant Rat Infestation (pack of 10)
    • Armor Class: 7 (Natural Armor)
    • Hit Points: 7 (2d6)
    • Damage Class:
      • Bite: 1d4 piercing damage
    • Weapons: Sharp teeth
    • Treasure: Among the nests of the Giant Rats, adventurers find 10 silver pieces and a small pouch of semi-precious stones.
  10. Monster: Hill Giant Raiders (Party of 3)
    • Armor Class: 4 (Hides and Natural Armor)
    • Hit Points: 64
    • Damage Class:
      • Great club Swing: 2d8 bludgeoning damage
      • Boulder Throw: 1d10 bludgeoning damage (range 60/240 ft)
    • Weapons: Massive great clubs and thrown boulders
    • Treasure: Guarded within the Hill Giant’s camp, adventurers find a large chest containing 200 gold pieces, various pieces of weaponry and armor, and a magical amulet of strength.

Sea Based Encounters

  1. Monster: Sahuagin Raiders
    • Armor Class: 4 (Natural Armor)
    • Hit Points: 22
    • Damage Class:
      • Trident Thrust: 1d8 + 2 piercing damage
    • Weapons: Tridents and nets
    • Treasure: A chest containing 50 gold pieces, a small pearl, and a magical coral amulet.
  2. Monster: Giant Octopus Attack
    • Armor Class: 8 (Natural Armor)
    • Hit Points: 52
    • Damage Class:
      • Tentacle Slam: 2d6 bludgeoning damage
    • Weapons: Powerful tentacles
    • Treasure: Hidden within the wreckage entangled by the Giant Octopus, adventurers find a sunken chest containing 100 gold pieces and a magical trident.
  3. Monster: Merfolk Ambushers
    • Armor Class: 7 (Natural Armor)
    • Hit Points: 30
    • Damage Class:
      • Spear Thrust: 1d8 piercing damage
    • Weapons: Spears and coral daggers
    • Treasure: A hidden underwater cave holds a chest with 75 gold pieces, a pearl necklace, and a magical necklace of water breathing.
  4. Monster: Sea Hag Witch
    • Armor Class: 9 (Natural Armor)
    • Hit Points: 45
    • Damage Class:
      • Claws: 2d6 slashing damage
      • Curse of the Sea: Target must succeed on a DC 13 Wisdom saving throw or become cursed, suffering disadvantage on attack rolls and saving throws until the curse is removed.
    • Weapons: Wicked claws and dark magic
    • Treasure: Within the Sea Hag’s lair, adventurers find 50 gold pieces, a vial of rare potion ingredients, and a magical seashell that whispers secrets of the deep.
  5. Monster: Kuo-Toa Hunting Party
    • Armor Class: 8 (Natural Armor)
    • Hit Points: 33
    • Damage Class:
      • Spear Thrust: 1d6 piercing damage
    • Weapons: Spears and nets
    • Treasure: A cache guarded by the Kuo-Toa contains 60 gold pieces, a magical pearl that grants water breathing, and a trident of fish command.
  6. Monster: Reef Shark Pack
    • Armor Class: 8 (Natural Armor)
    • Hit Points: 22
    • Damage Class:
      • Bite: 2d6 piercing damage
    • Weapons: Razor-sharp teeth
    • Treasure: Within the belly of one of the sharks, adventurers find a pouch containing 20 gold pieces and a magical ring of swimming.
  7. Monster: Water Elemental
    • Armor Class: 2 (Natural Armor)
    • Hit Points: 58
    • Damage Class:
      • Slam: 2d8 bludgeoning damage
    • Weapons: Crushing watery fists
    • Treasure: Hidden within a whirlpool at the heart of the Water Elemental, adventurers find a chest containing 100 gold pieces, a magical pearl, and a staff of the sea.
  8. Monster: Sahaguin Priestess and Guard
    • Armor Class (Priestess): 5 (Chain Shirt)
    • Armor Class (Guard): 4 (Natural Armor)
    • Hit Points (Priestess): 30
    • Hit Points (Guard): 22
    • Damage Class (Priestess):
      • Sacred Trident: 1d8 piercing damage
    • Damage Class (Guard):
      • Spear Thrust: 1d8 piercing damage
    • Weapons (Priestess): Sacred trident and spells
    • Weapons (Guard): Spears and nets
    • Treasure: The Priestess carries a ceremonial coral necklace (Worth 100 gold pieces) and a vial of holy water. The Guard has a pouch with 50 gold pieces.
  9. Monster: Giant Crab
    • Armor Class: 5 (Natural Armor)
    • Hit Points: 52
    • Damage Class:
      • Pincer Attack: 2d8 bludgeoning damage
    • Weapons: Massive pincers
    • Treasure: Hidden within the crab nest, adventurers find a chest containing 75 gold pieces, and a Potion of Water Breathing.
  10. Monster: Dragon Turtle Ambush
    • Armor Class: 0 (Natural Armor)
    • Hit Points: 96
    • Damage Class:
      • Bite: 4d10 + 7 piercing damage
      • Steam Breath: 4d6 fire damage in a 30-foot cone (DC 15 Dexterity saving throw for half damage)
    • Weapons: Formidable jaws and scalding steam breath
    • Treasure: Guarded within the Dragon Turtle’s lair, adventurers find a massive hoard of 500 gold pieces, various gemstones, and a legendary trident rumored to control the seas.

Dragon Encounters

  1. Dragon Encounter: Emberwing Wyrm
    • Armor Class: 3 (Natural Armor)
    • Hit Points: 120
    • Damage Class:
      • Bite: 2d10 piercing damage
      • Claw: 2d6 slashing damage
      • Fire Breath: 4d10 fire damage (DC 17 Dexterity save for half)
    • Weapons: Sharp teeth, claws, and fiery breath weapon
    • Treasure: A hoard of 500 gold pieces, a suit of ancient armor forged from dragon scales, and a magical ring of fire resistance.
  2. Dragon Encounter: Frostscale Drake
    • Armor Class: 3 (Natural Armor)
    • Hit Points: 45
    • Damage Class:
      • Bite: 2d8 piercing damage
      • Tail Slap: 2d10 bludgeoning damage
      • Frost Breath: 5d8 cold damage (DC 16 Constitution save for half)
    • Weapons: Sharp fangs, tail, and freezing breath
    • Treasure: A cavern filled with 300 gold pieces, a frost-covered greatsword of ancient make, and a potion of Frost Giant strength.
  3. Dragon Encounter: Stormwing Wyvern
    • Armor Class: 3 (Natural Armor)
    • Hit Points: 64
    • Damage Class:
      • Bite: 3d8 piercing damage
      • Sting: 2d10 piercing damage plus poison (DC 18 Constitution save or take 4d6 poison damage)
      • Lightning Breath: 6d10 lightning damage (DC 18 Dexterity save for half)
    • Weapons: Venomous sting, powerful bite, and electrifying breath
    • Treasure: Atop a craggy peak, adventurers find a nest containing 700 gold pieces, a storm-infused spear, and a magical cloak of the storm.
  4. Dragon Encounter: Shadowdrake
    • Armor Class: 3 (Natural Armor)
    • Hit Points: 56
    • Damage Class:
      • Claw: 2d8 slashing damage
      • Tail Whip: 2d6 bludgeoning damage
      • Shadow Breath: 5d6 necrotic damage (DC 15 Constitution save for half)
    • Weapons: Razor-sharp claws, tail, and necrotic breath
    • Treasure: Deep within a dark cavern, adventurers discover 400 gold pieces, a shadowy longsword that seems to absorb light, and a cloak of shadows that grants invisibility once per day.
  5. Dragon Encounter: Magma Scale Drake
    • Armor Class: -1 (Natural Armor)
    • Hit Points: 80
    • Damage Class:
      • Bite: 4d8 piercing damage
      • Claw: 3d6 slashing damage
      • Magma Breath: 7d10 fire damage (DC 19 Dexterity save for half)
    • Weapons: Razor-sharp teeth and claws, along with searing magma breath
    • Treasure: Guarded within a volcanic chamber, adventurers uncover 800 gold pieces, a suit of armor tempered by lava, and a magical pendant that grants resistance to fire damage.
  6. Dragon Encounter: Tidehunter Dragon Turtle
    • Armor Class: 0 (Natural Armor)
    • Hit Points: 96
    • Damage Class:
      • Bite: 3d10 piercing damage
      • Tentacle Slam: 2d8 bludgeoning damage
      • Water Jet: 8d8 bludgeoning damage (DC 20 Strength save to avoid being knocked prone)
    • Weapons: Enormous jaws.
    • Treasure: Hidden within a deep sea cavern, adventurers discover 1000 gold pieces, a trident of the ocean lord, and a magical pearl that grants water breathing.
  7. Dragon Encounter: Sandstorm Serpent
    • Armor Class: 1 (Natural Armor)
    • Hit Points: 72
    • Damage Class:
      • Bite: 2d12 piercing damage
      • Tail Strike: 3d8 bludgeoning damage
      • Sand Breath: 6d6 bludgeoning damage (DC 17 Constitution save for half)
    • Weapons: Venomous fangs, crushing tail, and a swirling sandstorm breath weapon
    • Treasure: Buried beneath the shifting sands, adventurers uncover 600 gold pieces, a scimitar of the desert king, and a magical amulet that provides immunity to dehydration.
  8. Dragon Encounter: Skyrender Dragon
    • Armor Class: -3 (Natural Armor)
    • Hit Points: 168
    • Damage Class:
      • Beak Attack: 3d10 piercing damage
      • Talon Strike: 2d8 slashing damage
      • Wind Gust: 6d6 bludgeoning damage (DC 18 Strength save to avoid being knocked prone)
    • Weapons: Massive beak, razor-sharp talons, and a powerful wind gust ability
    • Treasure: Perched atop a towering cliff, adventurers find 900 gold pieces, a pair of feathered boots that grant flight, and a magical feather that summons the Roc as a mount.
  9. Dragon Encounter: Acidic Hydra
    • Armor Class: 3 (Natural Armor)
    • Hit Points: 64
    • Damage Class:
      • Bite: 2d10 piercing damage
      • Acidic Spray: 4d8 acid damage (DC 18 Dexterity save for half)
      • Regenerating Heads: Each head regenerates 10 hit points at the start of its turn if it has at least 1 hit point remaining.
    • Weapons: Venomous bite, corrosive acid spray, and regenerating heads
    • Treasure: Hidden within a swampy lair, adventurers find 1200 gold pieces, a vial of potent acid, and a magical shield resistant to corrosive damage.
  10. Dragon Encounter: Gold Dragon
    • Armor Class: -2 (Natural Armor)
    • Hit Points: 96
    • Damage Class:
      • Claw: 1-8/1-8
      • Bite/breath: 6-36
    • Weapons: Claw/Claw/bite or breath
    • Treasure: Hidden within a swampy lair, adventurers find 1200 gold pieces, a vial of potent acid, and a magical shield resistant to

The Undead

  1. Undead Encounter: Skeletal Horde
    • Armor Class: 7 (Natural Armor)
    • Hit Points: 8
    • Damage Class:
      • Sword Attack: 1d6 slashing damage
    • Weapons: Bony claws and the ability to wield rusty swords or spears
    • Treasure: Among the remains of fallen adventurers, the party finds 50 silver pieces and a worn-out magical scroll of animate dead.
  2. Undead Encounter: Ghoul Pack
    • Armor Class: 6 (Natural Armor)
    • Hit Points: 15
    • Damage Class:
      • Bite: 1d6 piercing damage plus paralysis (DC 10 Constitution save or be paralyzed for 1 minute)
    • Weapons: Sharp teeth capable of paralyzing victims
    • Treasure: Scattered amidst decaying corpses, adventurers discover 75 gold pieces and a vial of poison resistant potion.
  3. Undead Encounter: Wraith Ambush
    • Armor Class: 4 (Incorporeal)
    • Hit Points: 40
    • Damage Class:
      • Life Drain: 1d6 necrotic damage
    • Weapons: Ethereal touch capable of draining life force
    • Treasure: Among the remnants of the Wraith’s victims, adventurers find a silver locket worth 50 gold pieces and a magical ring of protection.
  4. Undead Encounter: Zombie Ogre
    • Armor Class: 5 (Natural Armor)
    • Hit Points: 32
    • Damage Class:
      • Slam Attack: 1d10 bludgeoning damage
    • Weapons: Massive fists capable of crushing bones
    • Treasure: Protected within the Zombie Ogre’s lair, adventurers find a chest containing 100 gold pieces and a magical axe of undead bane.
  5. Undead Encounter: Skelton Knight
    • Armor Class: 3 (Plate Armor)
    • Hit Points: 20
    • Damage Class:
      • Longsword Slash: 2d8 slashing damage
    • Weapons: A ghostly longsword capable of draining life force
    • Treasure: Within the spectral knight’s haunted keep, adventurers find 150 gold pieces, an enchanted shield of protection, and a magical longsword of holy smite.
  6. Undead Encounter: Lich Sorcerer
    • Armor Class: 0 (Robes of Protection)
    • Hit Points: 88
    • Damage Class:
      • Magic Missile: 4d4 force damage
      • Chill Touch: 3d8 necrotic damage
    • Weapons: Arcane spells and necrotic magic
    • Treasure: Guarded within the lich’s sanctum, adventurers discover 300 gold pieces, a spell book containing various arcane incantations, and a staff of power.
  7. Undead Encounter: Revenant Skelton
    • Armor Class: 4 (Chainmail Armor)
    • Hit Points: 25
    • Damage Class:
      • Longsword Slash: 2d8 slashing damage
    • Weapons: A spectral longsword fueled by vengeful rage
    • Treasure: Within the revenant’s tomb, adventurers find 200 gold pieces, a magical amulet of undying, and a scroll of resurrection.
  8. Undead Encounter: Banshee Wailers
    • Armor Class: 0 (Incorporeal)
    • Hit Points: 56
    • Damage Class:
      • Wail: 1d8 damage (DC 14 Wisdom save or become frightened for 1 minute)
    • Weapons: Haunting wails capable of driving victims mad
    • Treasure: Amidst the ruins of the banshee’s lair, adventurers find 100 gold pieces and a gem of mental fortitude.
  9. Undead Encounter: Death Knight Skelton Cavalry
    • Armor Class: 3 (Plate Armor)
    • Hit Points: 42
    • Damage Class:
      • Longsword Slash: 2d8 slashing damage
      • Lance Charge: 3d10 piercing damage
    • Weapons: A black longsword and a lance imbued with unholy power
    • Treasure: Guarded within the death knight’s fortress, adventurers discover 500 gold pieces, a suit of cursed armor, and a magical helm of fear.
  10. Undead Encounter: Graveyard Zombie
    • Armor Class: 8
    • Hit Points: 15
    • Damage Class:
      • Fists
    • Weapons: Fists
    • Treasure: Protected within the graveyard’s crypt, adventurers find 400 gold pieces, a magical greataxe of the grave, and a shield of necrotic absorption.

Orcs and Goblins

  1. Orc Encounter: Savage Warband (12 Orcs in a war party)
    • Armor Class: 6 (Chainmail Armor)
    • Hit Points: 8
    • Damage Class:
      • Greataxe Swing: 1d8 slashing damage
    • Weapons: Rusty axes and crude javelins
    • Treasure: Among the warband’s belongings, adventurers find 50 gold pieces and a small pouch containing various trinkets looted from travelers.
  2. Orc Encounter: Berserker Champion
    • Armor Class: 5 (Half Plate Armor)
    • Hit Points: 16
    • Damage Class:
      • Battleaxe Hack: 1d8 + 4 slashing damage
    • Weapons: Large battleaxe and throwing axes
    • Treasure: The berserker’s personal cache holds 75 gold pieces, a magical +1 Battleaxe engraved with ancient runes, and a necklace made from the teeth of fallen foes.
  3. Goblin Encounter: Ambush Skirmishers ( 6 per party)
    • Armor Class: 6 (Leather Armor)
    • Hit Points: 15 (2d8 + 6)
    • Damage Class:
      • Short sword Slash: 1d6 + 1 slashing damage
    • Weapons: Short swords, short bows, and crude spears
    • Treasure: Hidden within their crude hideout, adventurers find 25 gold pieces and a pouch containing stolen jewelry and trinkets.
  4. Orc Encounter: Shaman’s
    • Armor Class: 9 (Robes)
    • Hit Points: 35
    • Damage Class:
      • Flaming Staff: 1d8 radiant damage
    • Weapons: Wields a staff imbued with magical energy +2 for damage
    • Treasure: The shaman’s sanctum contains 50 gold pieces, a scroll of protection from evil, and a small idol adorned with gems.
  5. Goblin Encounter: Raiders (party of 12 goblins)
    • Armor Class: 6 (Hide Armor)
    • Hit Points: 7
    • Damage Class:
      • Scimitar Slash: 1d6 slashing damage
    • Weapons: Scimitars, slings, and daggers
    • Treasure: Among their hidden stash, adventurers find 30 gold pieces and a vial of poison.
  6. Orc Encounter: Elite Guards (party of 4)
    • Armor Class: 4 (Chain armor)
    • Hit Points: 24
    • Damage Class:
      • Longsword Thrust: 1d8 piercing damage
    • Weapons: Polished longswords and tower shields
    • Treasure: Within their well-fortified camp, adventurers discover 100 gold pieces, and a chest containing stolen heirlooms.
  7. Goblin Encounter: Swamp Raiders (party of 10)
    • Armor Class: 9 (Natural Armor)
    • Hit Points: 12
    • Damage Class:
      • Club Swing: 1d4 + 1 bludgeoning damage
    • Weapons: Clubs, shortspears, and slings
    • Treasure: In their hidden bog hideout, adventurers find 20 gold pieces and a collection of valuable herbs and mushrooms.
  8. Orc Encounter: Bloodthirsty Marauders (party of 6)
    • Armor Class: 16 (Chain Shirt)
    • Hit Points: 15
    • Damage Class:
      • Axe Chop: 1d8 slashing damage
    • Weapons: Rusty axes and throwing axes
    • Treasure: The marauders’ loot includes 75 gold pieces, and a blood-stained map to hidden treasure.
  9. Goblin Encounter: Night Ambushers (party of 5)
    • Armor Class: 7 (Hide Armor)
    • Hit Points: 8
    • Damage Class:
      • Short sword Stab: 1d6 piercing damage
    • Weapons: Short swords, crossbows, and crude daggers
    • Treasure: Among their makeshift camp, adventurers find 35 gold pieces and a stolen spell book (Magic Missile).
  10. Orc Encounter: Rampaging Warlord
    • Armor Class: 4 (Half Plate Armor)
    • Hit Points: 60
    • Damage Class:
      • Warhammer Smash: 1d8 + 1 bludgeoning damage
    • Weapons: Enchanted +1 war hammer and spiked gauntlets
    • Treasure: The warlord’s plundered riches include 150 gold pieces, a magical +1 war hammer of thunder, and an ancient horn that summons orc reinforcements.

Much, Much, More to Come!

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