🐉 Darkon Bestiary & Encounter Suite

Search the monsters, roll randomized Land Search encounters with Ranger Exploration rank rules, and reference official monster skills, spells, and immunities from the rulebook.

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🎲 Land Search Encounter Generator (Rulebook p. 129-132)

Roll D20 on the Category Chart and D100 on the Encounter Chart matching your party's Ranger Exploration Rank.

👥 Party Size & Monster Scaling Rules (Rulebook p. 129)
4 - 10 Players: Standard Monster Stats
11 - 15 Players: +1 Hit to all monsters
16 - 20 Players: +1 AC or +2 Hits
21 - 25 Players: +2 AC or +3 Hits
26+ Players: +3 AC or +4 Hits (+1 AC/Hit per 5 players)

🗡️ Rogue Loot Discovery Generator (Rulebook p. 132)

When a country's Land Search or Delve is successful, one participating Rogue may roll D20 on the Loot Discovery Chart for bonus coin, scroll, or potion writs.

⚔️ Bounty Fight Generator (Rulebook p. 133-134)

Up to 4 country members square off against monsters in a 50x50ft arena for glory and GP rewards! No consumables allowed. Selecting Random Selection awards an extra +50% GP Reward Bonus!

👁️ Passive Monster Skills (Rulebook p. 137)

Ambush: Monsters may start in any position in a 360-degree circle around the searching party.
Antimagic Field: All non-monster players within 100ft operate under the effects of Dispel Magic.
Desecrating Aura: All non-monsters within 100ft are unaffected by Cure spells or curing effects (including potions/scrolls).
Hundred Hands: Each section rezes 4 times and ignores the 5ft proximity requirement.
Life Steal: After killing a target, monster instantly heals +1 Hit or +1 AC (cannot exceed starting amount).
Multiple Heads: When one section dies, sacrifices 1 Hit to resurrect dead section with 3 Hits.
Reinforcements: All monsters without this trait can rez 1 additional time. The monster with this trait is the rez point.
Shieldless: Cannot don or use shields.

⚔️ Active Monster Skills (Rulebook p. 137)

Dragon Breath: (3ft Radius Spellball) Causes instant death if hit or within radius.
Evasion: Monsters ignore AOE effects they are aware of (only affected by direct hits).
Fear: (Single-target Spellball) Target cowers or runs in fear for 60 seconds. Ignores all shields & armor.
Plague: Any wound causes disease (screams in pain, dies in 60s unless cured by Panacea).
Poisonous: Any weapon damage causes Agony poison (dies in 60s unless cured).
Rampage: Can continue to use any limb that is light wounded.
Reanimate: Instantly reanimate any dead creature as a 1-Hit Undead under monster control.
Rock: (Yellow Damage Spellball) Can only cause damage to the head.
Rust Antenna: Weapon damage to Metal Armor instantly destroys armor in that section.
Rustic Spit: (Single-target Spellball) Instantly destroys Metal Armor and Metal Weapons.
Shield Destroy: Destroys shield in 1 hit (or unbreakable shield in 3 solid hits).

✨ Monster Spells & Damage Effects (p. 136-137)

Charm: Single-target spellball. Target fights against all allies for 60 secs. Ignores shields and armor.
Death Ray: Single-target spellball. Causes instant death when hit. Ignores shields and armor, cannot be deflected.
Poison Breath: Single-target spellball. Causes Agony poison for 60 secs when hit. Ignores shields and armor.
Magic Damage: Needed to strike certain ethereal/magical creatures at all, but does not deal extra damage.
Holy Damage: Deals double damage to monsters with Holy vulnerability (e.g. Undead).
True Strike: Ignores all immunities and applies vulnerabilities (double damage).
Poison vs Monsters: Death poison deals +1 hit of damage per instance applied to hit-based monsters.
Turn Undead: Destroys Undead monsters with AC; deals 4 hits to Undead monsters with Hits.