This morning I took a count of all the monsters I had pegged as “local” threat-type monsters, and realized there were easily over one hundred different monsters. I don’t know what the current standards are, but I remember “one hundred episodes” used to be the minimum to have a syndicated show on television.

So that means, if you took my Scope System for what I mean by it, you’d have at the very least, one hundred different encounters that served as proper threats for a small community – and that isn’t counting dragons or other “template” creatures, or those that might serve as the premise for an entire show (e.g. ghosts, vampires, demons).

Now I’ll admit, this list is still in its infancy. But here are one hundred monsters that could serve as a threat to a small tribe or community, either individually or as a group (I’ll indicate one way or another). These are creatures who have enough personality or “clout,” they could conceivably be scaled up or down a few levels.

In Fourth Edition, these monsters would make good standard (in groups), elite-, or solo-monsters. If you’re using my “Easy Third Edition Monsters” table, you can pull the same kind of monster shenanigans in Third Edition, modifying hit point totals for elite- or solo-monsters accordingly (doubled or quintupled, respectively).

Make sure you’re building the monsters within one level of the party (either the same level, or one level higher or lower, depending on how many you want to use),

Undead threats:
One or more incorporeal undead such as ghosts, shadows, wraiths, or allips (all are functionally similar to ghosts). One or more “cunning,” corporeal undead such ghouls, wights, vampire spawn, morghs, or bodaks (all are functionally predators).

Or mobs of zombies or skeletons.

Mutant/alien threats:
Either a lone creature or a “mated pair” of any of the following: chaos beast, chuul, destrachan, digester, gibbering mouther, mimic, ooze, or otyugh.

Use groups or “gangs” of ethereal filchers, ethereal marauders, ettercaps, gricks, grimlocks, lizardfolk, locathah, troglodytes, or yeth hounds.

“Classical” threats:
Lone creatures (or alternatively, “mated pairs”) of any of the following: “Arachne” (aranea), basilisk, ettin, “The Gorgon” (fire-breathing bull), “Lamia” (lamia), “Medusa” (medusa), “The Minotaur” (minotaur), “Pegasus” (pegasus), or unicorn.

You can make a good encounter out of one tough hag or a trio (“covey”) of hags. Centaurs, dryads, griffons, hippogriffs, lycanthropes, ogres, and satyrs can also be used this way. And of course, a gang (usually a whole bunch) of harpies.

“Medieval” or “Gothic” threats:
These creatures are often versatile, and depending on how you want to use them, they can be found alone, paired, or in gangs: barghests, bugbears, cockatrix, dopplegangers, gargoyles, gnolls, sprites (grigs, nixies, or pixies), tritons, trolls, wills o’ the wisp, winter wolves, worgs, and wyverns.

“Near East” or “Arabian” threats:
These creatures are often formidable on their own, but could potentially be paired to great effect: genies (djinni or janni), manticores, and mummies. You can also use alternate, living versions of ghouls as you would use genies or mummies.


My list goes on, but this is the first bit. That’s more than sixty to get you started. All of these creatures can be found in the d20 System Reference Document.