Tuesday, November 13, 2018

Sharp Swords & Sinister Spells Automatic Monster Generator

I'm currently playing in a science fantasy game run by z_bill and we're using this cool, OSR-like system called Sharp Swords & Sinister Spells (hereafter referred to as SS&SS). The SS&SS Addendum includes a cool monster generator, and this is an automatized version of that generator. Both books are available for PWYW so I hope they don't mind me making this available publicly, but if not I'll pull it down. Hopefully people find this useful and it draws attention to this cool game. I may create a follow-up to this if it's well received, but for now it's a mostly straight translation of the generator from the book, which I would strongly encourage you to buy! If this post encourages you to check out the game, please comment below!

Note that some of the text refers to mechanics specific to SS&SS, but most of it can be easily converted to OSR or other systems. For instance, positive/negative die just means roll twice and take the better/worse result.

Frank Frazetta is the king of Sword & Sorcery Art

Generate Creature

Note that I have removed amalgam options and certain other options from the autogenerator for the time being but they are in the below tables. Additionally, the book lists a 'Mythological' Nature but I'm not finding it in the book, either because I'm going crazy 0.o or they forgot to include it or forgot to remove it, so I have added my own set of Mythological Characteristics.

Number of Elements:
Number of Additional Powers:
Number of Weaknesses:

d12Monster's Nature
12Amalgamation (mix 1d3+1 natures)

d20Humanoid Appearance
1Elongated limbs (can make melee attacks to opponents within nearby range)
2Giant head
3Shortened limbs (slow movement)
4Elastic limbs (can make melee attacks to opponents within nearby range)
5Extra pair of arms (can act one more time per round)
6Extra pair of legs (can move twice per round)
7Extra heads (receives a positive die to mental actions)
8Scaly skin (-1d of damage reduction)
9Colorful skin (1d8: 1 - Yellow; 2 - Orange; 3 - Red; 4 - Purple; 5 - Blue; 6 - Emerald; 7 - Gray; 8 - Transparent) - Color may indicate resistance to certain types of damage
10Without body hair
11With flashy hair or fur
12Small body (positive die to hide)
13Large body (positive die to physical actions)
14No distinction between genders (or without genders)
15Skeletal body
16Corpulent body
17protruding bones
18extra eyes (positive die on perception tests)
19Eyeless (augmented senses)
20Traits of other nature (roll again on the monster's nature table, ignoring the humanoid result)

d20Humanoid Culture
1Praises brute strength above all else and dominates inferior races.
2The search for knowledge moves this race through the cosmos.
3Carnal pleasures are all that matters.
4The search for spiritual growth is the most noble quest of an individual.
5Hoards riches at any cost, even taking it from weaker races.
6To reproduce and spread to all corners of the cosmos.
7Dominate intellectually all other cultures.
8To produce art is the greater [sic] deed an indivdual can accomplish.
9Technological development is the most noble cause to pursue.
10Sorcery is a stain that must be cleaned from the world.
11The accumulation of magical power is the only way to secure our superiority.
12To bring our god to this world is our main task.
13To remain isolated from other races is our main safety guarantee.
14Hunt the most powerful beast to prove your worth.
15Never suppress your primal instincts as savagery is the purest state of being.
16The quest for the promised land is the main task of our people.
17To obey all the wishes and desires of the Queen-Mother, whatever they may be.
18Only by the end of the world as we know it we can build a better one.
19Life has no meaning and is empty, nothing and no one can alter this truth.
20Transformation and constant change are essential to save Chaos from the tyranny of Order.

d12Bestial Form
1Torso of one animal and legs of another.
2Head of an animal, limbs of another and the body of a third.
3Multiple animal heads with the body of another.
4Humanoid body with an animal head.
5Body of an animal, tail of another and wings of a third.
6Headless animal with many mouths of second animal around their (changed from he) body.
7Winged head of an animal
8Body of an animal and extra arms of another.
9Animal body with a humanoid head.
10Animal with 2 torsos of different animals and no lower body.
11Humanoid torso and lower body of an animal.
12Animal mixed with other creature (roll to determine the second Monster's Nature).

8Beatle [sic]
42Boa Constrictor
84Manta Ray

d12Plant Form
12Amalgam between Plant Form and other Monster's Nature

d12Plant Attacks
1Sharp thorns
2Bladed leaves
3Poisonous spores
4Crushing branches
5Strangling roots
6Explosive fruits
7Blood sucking roots
8Acid sap
9Scorching pollen
10Inserting a seed inside a victim's heart
11Scorching sun ray reflected by flowers
12Hypnotic perfume

d8Prehistoric Characteristics
2Gigantic with small head
3Protruding bones
4Highly muscular with small brain
6Protruding teeth and claws
8Reinforced carapace

d10Undead Form
1Incorporeal, appearing as it was when alive
2Incorporeal, cadaverous appearance
3Incorporeal, gaunt appearance
4Incorporeal, foggy or deformed appearance
6As alive, with cold skin and white eyes
7Appearance as the moment it died, wounds still bleeding
8Appearance as a rotting corpse
9A floating head with incorporeal body

d12Feeds Upon
5Will to live
12Time left to live

d12Magical Traits
1Static energy radiates from the creature, lightly shocking whoever comes close.
2The creature levitates just above ground, having a supernatural lightness.
3The creature's hair or body hair [sic] is always under the influence of elements (on fire, wet, blown by the wind, full of dirt).
4The creature's skin emanates a soft glow.
5The creature's eyes reflects the soul of whoever gazes at it.
6Little energy crystals are scattered throughout the creature's body.
7The creature's skin changes color according to its humor.
8Translucent body.
9Small energy spheres orbit around the creature.
10The creature appears different for every person who looks at it.
11Strange runes and symbols cover the creature's body.
12Tree branches grow from the creature's body.

d12Magical Form
3Concentric rings
4Giant eye with bloody veins
5Living energy
6Living fog
7Constant changing geometric figure
8Floating pyramid
9Living weapon
10Flying crystal
11A horde of glass insects with collective intelligence
12An amalgam of 1d4+1 Monster's Natures

d20Technological Form
1Artifical human form
2Artifical animal form
3Flying computer
4Brain inside translucent sphere
5Sphere with many monitors and mechanica arms
6War tank
7Wheeled vehicle
8Flying saucer
11Meat grinder
12Rubik's cube
14Concrete mixer
17Millions of nanobots
20Bundles of wires and cables

6Glass fiber

d12Technological Level (all B.C./A.D. changed to B.C.E./C.E.)
1Stone age (prehistory and before)
2Bronze age (3500 B.C.E.)
3Iron age (1200 B.C.E.)
4Middle ages (600 B.C.E.)
5Age of discoveries (1450 C.E.)
6Industrial revolution (1730 C.E.)
7Mechanical age (1880 C.E.)
8Nuclear age (1940 C.E.)
9Digital age (1980 C.E.)
10Microtechnology age (nanotechnology and other amazing advances)
11Space age (space travel and colonization)
12Time age (time travel)

d12Means of Travel
2Black hole
3Portal opened by sorcerer-king
4Dimensional storm
5Astral projection
6Cavern complex with extra-planar connections
7A bridge extending to another world
8Magical ship sailing on cosmic currents
9Winged creatures that ride the cosmos
10Space ship
11Teleporting device
12Intersecting planet

d12Specific Purposes
1Harvest natural resources.
2Colonize a new world.
3Escape the destruction of their original world.
4Search for ancestors that visited this world.
5Dominate this new world.
6Conduct scientific experiments.
7Warn natives of an incoming doom.
8Eat all that it can find.
9To reproduce with another species.
10Gather slaves for an important task.
11To learn and collect information.
12To prevent a catastrophic event they have foreseen.

d12Aberrant Form
11Similar to another Monster's Nature
12Mixture of 1d+1 [sic, 1d4+1?] Monster's Nature

d12Aberrant Characteristics
1Hundreds of eyes of different types and sizes cover the creature's body.
2Hundreds of mouths of different sizes and shapes cover the creature's body and spew a disgusting goo.
3Body covered by irregular thorns that inject hallucinogenic poison.
4Body covered with small lips that keep pronouncing alien poetry which drives listeners insane.
5Several tentacles cover the creature's body.
6Faces of several different beings in agonizing expressions cover the creature's body.
7Bubbles expelling nauseous smells forms all over the creature's body.
8Hundreds of clawed hands form and dissipate over the creature's body.
9Hundreds of genitalia cover the creature's body.
10The creature's body is covered with holes expelling feces.
11Gelatinous and transparent body, exposing all the bizarre organs inside.
12Roll 1d4 times.

d20Daemonic Characteristics
1Goat horns
2Shadow body
3Goat legs
4Empty eye sockets
5Flame eyes
6Forked tail
8Bat wings
9Skeletal wings
10Blood covered body
11Crawling with insects
12Morbid obesity
13Incredible [sic] filthy
14Mucus covering the body
15Body covered with dark thorns
16Crawling with serpents
17Extremely beautiful
19Guttural voice
20Melodic voice


1Acid Attack: Acid deals a die of damage 1 step below normal for the creature's HD for HD rounds.
2Acid Blood: When an attacker inflicts damage in close range to the creature they must make an agility test or suffer a damage die 1 step below the normal for the creature's HD.
3Cause Blindness: Blinds a target for 1d4 rounds per HD. The target receives 2 negative dice for any action that relies on vision.
4Imprison: The creature imprisons a target in a viscous substance, requiring the victim to make a physique test to escape.
5Earthquake: Causes an earthquake up to far range, collapsing building and causing other damage. Creatures in the area must make an agility test or are knocked to the floor.
6Tunneling: Can move through solid earth as normal.
7Destroy Metal: Metal objects that touch the creature's body are damaged and become useless. When an attacker hits the creature, they must make a luck roll to see if their weapon is ruined.
8Destroy Wood: Wooden objects are destoyed if they come into contact with the creature's skin. When an attacker hits the creature, they must make a luck roll to see if their weapon is ruined.
9Lacerate: After the attack, the target receives a negative die to all physical actions for HD rounds.
10Corrode Minerals: Rocks and other minerals can be dissolved by the creature, allowing it to pass through walls.
11Animate Object: Gives a life to inanimate objects, transforming them into monsters under the creature's command. The creature can animate a number of objects equal to its HD.
12Suffocation: Drains the air from its victims' lungs.
13Repulsion: Makes it hard for creatures of a certain type (referee's discretion) to approach. Characters can resist with a willpower test.
14Bleeding: In addition to normal damage, this attack causes bleeding, making the target loses [sic] a damage die 1 step below normal for the creature's HD per round until the wound is treated.
15Necrosis: This attack causes necrosis and the victim loses 1 point of physique or agility per day until a cure is found.
16Disease: Causes grave and potentially deadly disease (referee may impose attribute damage, negative dice and loss of HP). Victims can make a willpower test to resist it.
17Incubation: An egg or seed is inserted inside the target and it will generate another monster in a set amount of time, leading to the victim's death.
18Drain Attribute: Victim loses 1d4 points of a specific attribute. The target can usually resist with an appropriate attribute test.
19Power vortex: Summons an energy storm that affects all creatures in nearby range who suffer a damage die 1 step lower than normal, unless they make an agility test for half damage. The storm lasts for HD rounds.
20Confusion: Makes victim confused and disoriented, receiving a negative die to all actions for a number of rounds determined by the creature's damage die.
21Freezing Attack: In addition to normal damage, targets must make physique tests or are frozen, imprisoned and incapable of moving for HD rounds.
22Command plants or animals: Can command a number of plants or animals up to the creature's HD.
23Curse: Curses a victim who can resist with a willpower test. The referee will come up with the curse effect (which can have mechanical and narrative effects). Additionally, the target's luck die is lowered by 1 step until the curse is broken.
24Create Barrier: Creates a barrier to hinder of [sic] stop movement. Barriers can also inflict damage with thorns or blades. To overcome a barrier, characters will need to make a physique or agility test.
25Instant Death: Kills target instantly unless it passes an appropriate attribute test.
26Slow Death: Target acquires a malady that kills them slowly. They suffer a damage die or loss of attribute points daily and cannot heal this unless a cure is found.
27Drain Life: Causes a damage die 1 step lower than normal but the creature regains the same amount of HP.
28Dimensional Confinement: Imprisons a target in an extra-planar space. The victim can only be freed by killing the creautre.
29Multidimensional: The creature exists in multiple plans, hopping from one to another in the blink of an eye, Every time the creature is hit, the attacker makes a luck roll to determine if the creature did not hop to another dimension the moment it was being hit, avoiding damage.
30Drain Memories: Target loses memories, making it harder to remember information. A luck roll is made to determine if a particular subject or spell was forgotten. One memory is forgotten per attack. This effect is permanent.
31Electric Damage: When hitting a target with this ability, creatures within close range must make a luck roll or suffer a damage die 1 step below normal.
32Electric Creature: Electricity runs through the creature's body and those carrying metal objects that touch it must make a luck roll or take a damage die 1 step below normal.
33Magnetic Field: Weapons and armor made of metal that make contact with the creature can becomes tuck unless the attacker makes a physique test.
34Scare: Forces targets that see the creature to make a willpower test or suffer a negative die on all tests against it.
35Dominate: Can dominate the mind of a number of creatures equal to its HD. Victims can resist with a willpower test.
36Induce Rage: Targets within nearby range must make a willpower test or be driven into a rage, attackig anyone within close range in the most violent way they can for a number of rounds equal to the creature's HD.
37Cause Apathy: Causes apathy in up to HD targets (who can resist with a willpower test). Those afffected must make a willpower test to act each round.
38Cause Ecstacy: The creature's touch causes ecstasy, paralyzing victims with pleasure for HD rounds, unless they pass a physique test.
39Sleep: Can put to sleep all opponents within nearby range. Targets can resist with a physique test.
40Incendiary Attack: This attack can set a target on fire, causing the same amount of damage on the following rounds unless the victim makes an agility test to dampen the flames.
41Flaming Body: Anyone within close range receives a damage die 2 steps below normal for the creature's HD.
42Explosion: Causes an explosion that deals 1d6 points of damage per HD to anyone within close range. An agility test can reduce this damage to half.
43Hallucination: Alters the target's perception, making him believe in things that are not there. Targets can resist with an intellect test. This lasts for HD turns.
44Project Illusion: Affects an area up to far range, creating an illusion that affects all senses. Can be resisted with a willpower test.
45Freezing Aura: Affects an area up to nearby range, dropping thee temperature to a level below freezing. Targets need to make a physique test to avoid being frozen into place.
46Crush: Target is crushed by the creature and can make a physique test per round to escape or suffer a damage die 1 step lower than normal.
47Immobilize: Targets within nearby range must make an appropriate attribute test or cannot move for 1d4 rounds per creature's HD.
48Induce Insanity: A target up to far range must make an intellect test or acquire a madness relating to the creature. To cure himself, the character will need a number of years equal to the creature's HD.
49Cause Stupidity: Affects on target per creature's HD if they fail an intellect test. The affected become stupid and unlearned, incapable of taking intelligent actions, remembering languages and spells. This usually lasts for HD hours.
50Spread Shadows: An aura of shadows extends up to nearby range, blocking the vision of anyone within this space.
51Shadow Step: The creature can travel through shadows, covering great or small distances.
52Ethereal Form: Can assume an ethereal form, becoming immune to physical attacks and can enter hard to reach places.
53Augmented Senses: The creature has sharp senses, sensing slight changes in its surroundings. Character's receive a negative die when trying to deceive it.
54Extra Senses: The creature has an additional sense like thermal vision, sonar, E.S.P., aura vision, etc.
55Multiple Attacks: Can make additional attacks per round up to their total number of HD.
56Bad Luck: Double the chances of random encounters for up to HD creatures who fail a willpower test for HD days.
57Drain Magic: Up to HD targets within nearby range become unable to cast spells if they fail a willpower test. This lasts for HD turns.
58Telekinesis: The creature can move objects or beings (physique test to resist) with its mind and can make attacks with this power.
59Steal Memories: Steal the memories of up to HD targets, becoming able to assume their personalities. Can be resisted with a willpower test.
60Duplicate Appearance: Can assume the appearance of a touched target for up to HD days.
61Fly: The creature can move through the air with freedom, avoiding obstacles and hazards.
62Scale Surfaces: Can move over walls, ceilings and other non-horizontal surfaces like a spider.
63Amphibious: Can live and act freely on land and water.
64Impair Movement: A target up to nearby range needs twice as much effort and actions to move unless they pass an appropriate attribute test. This lasts for HD turns.
65Open Portal: Open portals to other places and planes that can last for up to HD turns.
66Poison: The creature's attack is poisoned with a substance with an intensity equal to its HD.
67Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.
68Enlarge or Reduce: The creature can increase or decrease its size, improving or reducing its HD and damage die 1 step. Some creatures can use this power on other targets. Can resist with a physique test. Lasts for HD turns.
69Reproduce Sound: Can imitate any sound heard in the last HD days.
70Sonic Attack: Can emit a specific frequency capable of damaging living beings and/or structures within nearby range/ Those who fail an agility test suffer the normal damage for the creature's HD. Success indicates half damage.
71Spell Casting: Can cast spells as a Magic User. Treat as having a willpower of 10 + HD and knowing a number of spells equal to its HD.
72Regenerate: Regenerates a number of HP per round equal to its HD.
73Cause Deformity: A target touched by the creature is deformed unless it passes a physique test. The deformity can have various effects, from social rejection to attribute damage.
74Animal Form: Can assume up to HD different animal forms.
75Energy Ray: The creature can fire an energy ray that does 1d6 points of damage per HD to a terget up to far range that fails an agility test.
76Reinforced Carapace: Grants damage reduction of -1d or -2d on the dice chain.
77Invisibility or Camouflage: The creature can become invisible or can use camouflage, requiring an intellect test with a negative die to be detected.
78Immunity to Mundane Attacks: The creature can only be harmed by magical attacks and weapons.
79Magical Immunity: The creature is immune to magical attacks and weapons.
80Variable Immunity: The creature is immune to a certain type of attack (fire, metal weapons, electricity, etc.).
81Magical Resistance: Receives a positive die to resist magical effects.
82Divide: The creature can divide itself into several copies, splitting its total HD between them. The copies keep all other stats normally and attack as if having its total HD.
83Reflect Attacks: Can reflect a number of attacks per round equal to its HD. The creature makes an attack against the attribute used in the original one to hit the target.
84Invoke Ally: Can summon a similar creature of the same amount of HD. A character can make a luck roll to avoid this effect.
85Immortal: The creature cannot die naturally and a condition must be met for the creature to be truly killed.
86Teleport: The creature is capable of moving through space with just its thoughts, changing locations instantly. This can be used a number of times equal to its HD per day.
87Thorns: The creature has thorns over its body, making everyone within close range make an agility test to avoid taking HD points of damage. Some of these creatures can expel these thorns up to nearby range, causing normal damage according to its HD.
88Read Minds: Can read the minds of everyone within far range, making it impossible to surprise this creature in combat. Additionally, it receives a positive die in its attacks and imposes a negative die on attacks against it.
89Absorption: Can absorb the energy of a specific type of attack (kinetic energy, magic, fire), transforming the potential damage into healing.
90Swallow: On a critical hit (or by taking the target to its mouth with another attack), the creature swallows the victim, who will suffer the normal damage of the monster per round automatically. The target can escape if he inflicts the number of HD the creature has in damage in a single attack.
91Disintegrate: Can disintegrate matter within far range with a ray up to HD times per day. If used as an attack, the ray kills any creature who fails an agility test. Those who succeed suffer 2d6 points of damage per HD.
92Duplicate: Can generate up to HD illusory copies of itself. Copies can be distinguished with an intellect test.
93Improved Damage: The normal damage of the creatures HD is increased by 1 step on the HD table.
94Psychic Attack: All enemies within nearby range must make a willpower test or suffer a damage die 1 step lower than normal and receive a negative die for all actions for HD rounds.
95Silence: A point affecting an area with nearby range has all the sound silenced. This lasts for up to HD rounds.
96Turn to Stone: Victims that look into the creature's eyes must make a physique test or be turned to stone.
97Create Matter: Generates matter of a specific type (wood, stone, gold, crystal) of a volume equal to a cubic foot per HD per day.
98Time Travel: The creature can travel to the past or the future of its location.
99Foresee Future: The creature can see into the future up to HD decades.
100Combine two abilities into one.

d20Monster's Weakness
3Vulnerable special part
4Can't distance itself from a specific place
5Need to feed constantly
6Life depends on a specific item
7Vulnerable to certain type of attack
8Aversion to some substance or object
9Methodic compulsion
10Honor code
11Circumstantial weakness
12Powerful enemy
15Vulnerability in another dimension
16Simply knowing its True Name makes it weak
17Weakness after a ritual
18Fears its own reflection
20True beauty


  1. Great job integrating all of this stuff, you've definitely outdone yourself here

    1. Thanks! This is definitely the most involved HTML/javascript project I've done yet, although largely due to the sheer size of the tables than the complexity per se. If I have time I'd like to add in the amalgam options but that's just going to be a huge pain to code, even though I don't think it would be that complex per se :/. Anyway I'm hoping to use this as a skeleton for future projects, we'll see...