Current Submissions: 56!

BareBones Fantasy Bestiary Contest
The authors (+BM G and +Zachary Houghton ) along with DwD Studios are running a contest for bestiary submissions.

For each creature you submit your name will be entered in a drawing. We'll run a hangout and pull names.

  • 1st Prize - BBF Bestiary Hardcover
  • 2nd Prize - BBF Bestiary Softcover
  • 3rd Prize - BBF Bestiary PDF

Submission will be closed APRIL 30th.


  1. Read this page.
  2. Creating an account on this site
  3. Click on "Add child page" at the bottom of this page. Having trouble adding a page? Click here.?
  4. After submitting your creature, fill out this form. When both conditions are met your creation will be considered

Submission should be original ideas. Posting artwork is acceptable on this site, to give us a reference. However it will not make it in the end product for obvious reason.

If the creature is something already in the book, think of interesting ways it can be made different. For instance, a goblin shaman with some interesting spells or powers would be acceptable.

If you have an idea and either A) don't know how to stat out or B) just want to share feel free to post.

IP of Another Company

You can base your creature on the IP of another company, however you cannot keep the name, presentation of abilities nor the descriptive text. Here are some examples that are considered trademarked.

  • Beholders
  • Gauth
  • Carrion crawler
  • Displacer beast
  • Githyanki
  • Githzerai
  • Ilithids
  • Kuo-toa
  • Mind flayer
  • Slaad
  • Umber hulk
  • Yuan-ti

For example:
Eye Fiend
This wondrous creature is the bane of many an adventurer. A floating ball of flesh and bone with eyes on all sides and a mouth full of razor sharp teeth. A defense mechanism, the eye fiend can turn gaseous and slip through cracks when in danger.

Insert stats here
MOV 4 (fly)
Gas Form - duration 3D turns
Bite - 45% 4D
Gazing Eyes roll D00 each turn, does not work in gas form.
00-25 Stonegaze - range 10, resist STR, duration continuous, effect paralyzed. If target is paralyzed twice in the same encounter he is petrified.
26-50 Dispel - sight, effect 90% to cancel any one spell effect created by another caster.
51-75 Shadow Touched - creature rolls all its eyes backwards, effect immune to cold, heat, transform and charm. Half damage from non-magical weapons.
76-99 Lighting - range 10, resist DEX (for half damage), effect 4D electrical damage

Compiled List

Here's a compiled list of all the creatures in the BBF Beasts document so far. Just the names should be enough to let everyone know what these things are. Some of the creatures that could not be readily known from just the name were given a short description at the bottom. Hope this will help ease the process!

Bear Brown/Grizzly/Polar.
Bear (Black)
Bear (Cave)
Boar (Hog
Boar (Hog)
Bone Golem
Cat (Cheetah)
Cat (Domestic)
Cat (Leopard)
Cat (Tiger)
Centaur (Stag)
Centaur (Horse)
Centaur (Spider)
Champion (Angel)
Construct Animated armor.
Corpse Candle
Corvus Large raven that changes shape between bird and human; leads the dead to the afterlife.
Deadwood Undead treant.
Demon (Acid)
Demon (Fire)
Demon (Frost)
Demon Lord
Demon (Plague)
Demon (Scourge) Armor-wearing, weapon-wielding demons.
Demon (Shadow)
Demon (Smoke)
Demon (Spider) Huge demonic spider.
Demon (Thorn) Demon covered in thorns and that has a very high rate of regeneration.
Demon (Vapor)
Dog (Domestic)
Dog (War)
Dracodemon Demonic dragon.
Dragon (Fire)
Dragon (Frost)
Dragon (Sea)
Dragon (Storm)
Dragon (Vapor)
Drop Horror
Eel (Electric)
Elemental (Air)
Elemental (Earth)
Elemental (Fire)
Elemental (Water)
Fairy Dragon
Genie (Djinni)
Genie (Efreeti)
Genie (Janni)
Ghoul King
Giant (Fire)
Giant (Frost)
Giant (Sea)
Giant (Stone)
Giant (Storm)
Golem (Clay)
Golem (Crystal)
Golem (Flesh)
Golem (Iron)
Golem (Stone)
Golem (Wood)
Gorgon (Greater) Bat-winged bull whose breath can turn victims to stone.
Gorgon (Lesser)
Guardian (Giant) Gigantic wolf-like creatures with multiple heads – magically created guardians.
Guardian (Huge)
Guardian (Large)
Guardian (Medium)
Guardian (Small)
Harpy (Lesser)
Harpy (Matron)
Harpy (Vile)
Hell Hound
Horse (Draft)
Horse (Riding)
Horse (War)
Lich (Classic)
Lich (Monastic)
Mummy (Greater)
Mummy (Lesser)
Mummy Lord
Nereid/Naiad/Undine Sea/River/Lake nymphs.
Nix (Nixie)
Pixie (Pysk)
Rat (Dire)
Satyr (Faun)
Scorpion (Giant)
Scorpion (Huge)
Sea Serpent
Shadow Bat (Large) Undead bat.
Shadow Bat (Medium)
Shadow Bat (Small)
Shadow Stalker
Sheep/Goats (Wild)
Skag (Sea troll)
Skeleton (Giant)
Slime (Acidic)
Slime (Giant Acidic)
Slime (Monstrous Acidic)
Snake (Cobra)
Snake (Python)
Snake (Sea)
Snake (Viper)
Spider (Giant)
Spider (Huge)
Sting Ray
Tempest Hound (Fire)
Tempest Hound (Frost)
Tempest Hound (Sea)
Tempest Hound (Storm)
Tempest Hound (Vapor)
Tundra Goat
Unicorn (Sovereign)
Vampire (Lesser)
Vampire (Master)
Vampire Lord
Waetnettle Jellyfish-like amphibious creature.
Wasp (Giant)
Wasp (Huge)
Werebear (Greater)
Werebear (Lesser)
Wererat (Greater)
Wererat (Lesser)
Weretiger (Greater)
Weretiger (Lesser)
Werewolf (Greater)
Werewolf (Lesser)
Whale (Orca)
Wight (Barrow)
Wolf (Dire)
Wraith (Shadow) Similar to a Tolkien Ring Wraith.
Wrath Undead demon.

Arcane Leach
Arcane Silencer
Bag of Teeth
Black Hunter
Bomber Bird
Carnivorous Plant
Copper Cat
Crypt Dweller
Drop Horror
Elder Twigling
Ethereal Shade
Exploding Bones
Fire Crane
Floating Skull
Flying Frog
Furious Fountain
Giant Mole
Gold Eater
Gooey Square
Hound of Chronos
Kobold Vermin Lord
Lasher Goblin
Malevolent Menhir
Miasmic Cloud
Monstrous Mouth
No Man
Plague Hound
Razor Wing
Shadow Fey
Skunk Monstrous
Sonic Prowler
Soul Knight
Treacherous Treasure
Twigling and
Walrus Men
Wandering Hole
White Lady
Wicked Orphan

Troödon (my Sleestak hack for BBF)

Name: Troödon Rank: 2 Nature: Evil
STR: 65(55)* BP: 33(27)*
DEX: 60(50)* DR: 2 (natural)
LOG: 45(70)* INIT: 1
WIL: 45(55)* MOV: 5
Travel: 8 leagues

o By weapon: 60%, usually a primitive spear (1D+6) or crossbow (2D)
o Aversion to sunlight: exposure to daylight (direct or by spell) causes creature to be slowed and fatigued.
o Infravision: range 12; sight using heat signatures in the infra-red spectrum when light is not present.
o Limited Telepathy*: 45%; range 10; through concentration, can project thoughts into subject’s mind for communication/detect thoughts of others.

Note: stats marked with an * indicate those used for a Troödon "throwback" that has escaped sacrifice.

Troödon (TROH-a-don) are devolved, green humanoids with both reptilian and insect-like features. They have scaly yellow-green skin with frills around the neck, bulbous multi-faceted eyes, stumpy tails, and a single blunt horn on top of the head. They also possess three pincer-like fingers on each hand (one of which is partially opposed); semi-manipulative and able to grasp and hold objects with relative ease. Troödon often communicate with a whispered "hissing" sound that rarely deviates in tone or characteristics.

The Troödon are accomplished in the arts of building, forging, and hunting. Troödon are able to manufacture simple Neolithic weapons such as basalt daggers, spears capped with serrated flint, and crossbows capable of firing crystal tipped bolts, and readily fashion strong lassos and nets made from vines and other climbing plants. Troödon are typically equipped with a spear, crossbow and a quiver full of bolts which hang from their waist.

Troödon live in the Lost City of Sleestk, an underground tunnel complex originally constructed by their ancestors. They hate bright light and rarely venture out into the daylight. Troödon also have a "hibernation season" during which they cocoon themselves into rocky alcoves using some sort of webbing. Cool air keeps them in hibernation, and the heat from lava in a pool dubbed "Enik's Cauldron" inside the caverns of the Lost City revives them again on a regular schedule. The Troödon are very defensive of the Lost City. They know that their ancestors built it, but do not know how or why. They have occasionally tried exploring beyond the chasm that separates the Lost City from the rest of the world, but their expeditions generally do not return; they consider the City to be their only refuge. The Troödon have often encountered many humans searching for fame and fortune and regard them as a terrible threat. If encountered, Troödon attempt to capture and sacrifice humans to their god (an unseen beast who dwells in the “Enik's Cauldron ") at every opportunity.

The Troödon have a high reproductive rate and are able to lay a large number of eggs. Troödon eggs are gestated in a communal hatchery managed by the females. The Troödon capture live animals and tie them up there, leaving them for the young to feed on when they hatch. Occasionally, a Troödon will be hatched that is a "throwback" to their ancestors, being born with greater intelligence, smaller stature, and some rudimentary form of telepathy as well. The other Troödon regard these throwbacks as a threat, and so they are also sacrificed to the Troödon god when detected.

The Troödon are governed by both a Council of Five and a Leader. The Leader wears a distinctive pendant denoting his rank and is chosen by his peers from within the Council. Both the Council and the Leader have been known to become adept spellcasters focusing on the areas of divination, illusion, and summoning (spirits, earth elementals). The Council often consults the "Library of Skulls" where a number of skulls belonging to their earliest ancestors, still quite intelligent and capable of speech, are able to communicate with them and dispense guidance.

Sleestak by maxx marshall.jpg207.36 KB


Name: Bogwump (aka frog-folk, croakers, wumpers)

STR: 55 BP: 27 Rank: 2
DEX: 60 DR: 2 (natural) Nature: Evil
LOG: 30 INIT: 1
WIL: 30 MOV: 4 (Jump 6, Swim 10) Travel: 10 leagues

  • By Weapon: 50%, usually a primitive spear (1D+8) or stone axe (1D+3)
  • Amphibian: duration continuous; effect move while underwater (10 spaces, 2D+4 turns), take double damage from fire and heat-based attacks
    Bogwumps are known to be rapid swimmers, able to move freely in marshes or ponds. On solid ground they lope about in an ungainly, crouched manner. They can also remain submerged for extended periods. Likewise, due to their aquatic nature, they take additional damage from all types and forms of attacks made with fire.
  • Hop attack: 65% (melee); range 3 (15’ jump); usage 1/3 turns; effect +1D to piercing weapon damage (doubled on a critical hit)
    Bogwumps have developed a strategy by way of a leaping attack (jumping at least 15? into a melee attack) while armed with a pierced weapon to increase the wound damage to their adversaries. This is only form of move/action to be taken during its turn.
  • Camouflage: 60% or 80% (see text); usage 1/Encounter, resist LOG; effect surprise, or stealthy attack (+5 to hit and damage)
    All Bogwumps possess an innate chameleon-like ability to alter their skin-coloration, thus blending effortlessly into their swampy environment or attacking from concealment. Because of this ability, they have a 60% to remain unseen and unheard allowing them to surprise characters actively on the watch for them. Against less vigilant adventurers, the chance of surprise is increased to 80%.
  • Tongue Attack: 50%; range (a PC or target within 1 space); usage single attack/turn, resist STR (for Disarm) or DEX (for Trip); effect non-lethal damage (1D/2), the bogwump targets something that is carried or attempts to trip the opponent (knocked prone).
    Bogwumps often utilize their powerful retractable tongues in melee combat against opponents within a 5 foot range. In addition to non-lethal damage, a bogwump may attempt to either disarm or trip the opponent upon a successful single melee attack roll.

Bogwumps are a savagely violent, amphibious race of swamp loving bipedal humanoid/frog creatures. Varying in height ranging from 4’5” to just under six feet, they typically weigh 75 – 115 lbs. Their faces resemble those of gigantic frogs, having wide mouths as well as large, bulbous yellowish eyes; their feet and hands are webbed. They are covered with smooth, blotchy olive green hide that is reasonably durable; though they must periodically dampen their rubbery skin to maintain its resilience. Bogwumps are extremely territorial, and will attack anyone who trespasses with reckless tenacity.

Environment and Equipment
Bogwumps dwell in large wet regions such as primal rainforests, marshes, dank caves, or other ruinous locations that are out of the direct sun and have an abundance of water in close proximity. These filthy, mucky froglike monsters have rudimentary “croaky” speech, live in crude waddle and daub shanties, and often wear little to no clothing in their natural environment. While most adult bogwumps use primitive weapons, armor, and shields made of materials such as stone, wood, vine and bone (tarnished/scavenged metals if they are available), young, untrained bogwumps are scarcely able to wield a stone spear or club and often flee interlopers.

Social Structure
Bogwumps commonly align themselves into loosely-organized “tribes” that are fairly mobile, collaborating for the purpose of hunting and survival. Adept predators and fishermen, as well as accomplished in the use and assembly of snares and nets, these tribes are usually led by at least one large individual, sometimes a tribal shaman or great warrior-chief. Males are the dominant sex, even though one-half of any tribe is generally comprised of females (existing only to breed) and their young. Members within the same tribe scarcely fight each other, the exception being when establishing a new tribal leader. Time and again, stronger tribes make war on less advanced tribes; fighting over disagreements over territorial boundaries, favored hunting grounds, or generally just out of pure abhorrence. Since most bogwumps are characteristically savage and plunderers of the foulest sort, they frequently work for powerful chaotic masters of other diabolical races… and willingly raid nearby human settlements, out of sheer malice, eating their captives alive.

Void Haunter

Name: Void Haunter Rank: 5 Nature: Evil
Void Haunters are fetid parasitical phantoms that move around at the shadowy fringes of awareness; encouraging and inviting psychic contact so that they can infiltrate the vulnerable minds of their quarry.
STR: 55 BP: 75
DEX: 45 DR: 3
LOG: 25 INIT: 1
WIL: 85 MOV: 6 Travel: 15 leagues

Gifts from the Umbrae: all non-magical weapons do half damage; immune to Cold, Heat, Transform and Charm
Move through shadow: these creatures move freely through shadows, darkened regions, and other zones related to the Umbrae. Physical barriers mean nothing to these writhing horrors.
Banished by light: the presence of bright light will cause a Void Haunter to react as if under the effects of a Repel spell cast by a level 5 spellcaster.
Abyssal Gaze: 65%; range 0 (line 6); resist WIL; duration continuous; effect paralyzed
Void Haunters forcibly possess victims by a form of invasive telepathic in an attempt to dominate passersby. A successful Suggestion will result in the Void Haunter taking over the victim's body. Should the host be reduced to 0 BP or less, the creature will withdraw and attempt to possess some other candidate.
Mental Drain: 85%; range 3; resist WIL (-5% per turn of drain); duration continuous; effect 1D+4(bypasses DR)
Void Haunters will attack with their Gaze attack until such time as they feel they can score an easy strike with their translucent tentacles. Should the Void Haunter’s tentacles hit their target, the victim must make a Mental Resistance check or have the creature consume their emotions. This effect persists for each turn that the victim fails a Resistance check.

Void Haunters are vaguely sentient, pseudomorphic manifestations of smoky non-light summoned from the deepest abysses of Umbrae by magicks long forgotten. They dwell within the great shadows of ancient hollows, underground ravines, and bottomless chasms; seeking to make puppets out of those ignorant of their true nature, and foolish enough to open themselves up to these horrid leechlike creatures.

For brief moments Void Haunters can solidify into semi-incorporeal masses of luminous tentacles if they choose to, usually when attacking. These wraithlike apparitions tend to give forth flashes of light and oscillate in response to any observer's movements - as though it was aware of those observing them - sparkling and glittering like diamonds coruscating in the candlelight.

Should the one of these gelid appendages touch their target, it begins to infiltrate the flesh and drain away their emotions. Void Haunters instinctually scavenge the mind for fragments of emotional sensations and feed from the psychic energies found. They are attracted in particular to begrudging memories, suppressed anger, and deeply buried hatred – resentment and jealousy is sweet nectar to them and their instinct drives them to seek it out in all its myriad forms.