Goblins, hobgoblins, orcs, kobolds, gnolls, bullywugs, lizard-folk, troglodytes, derro, gibberlings, mites, jermlaine, and bugbears are great and all, and I think that humanoid monsters have a very important function in the average D&D game. But wow there are a lot of them huh? And many of them seem so similar as to be ridiculous.
(The imps from Doom 3)
I believe that monsters should be local affairs for the most part, and each region should have its own monsters that tend to dwell there. In a dungeon crawl this isn't as important, but in a sandbox game it is almost essential to give each area its own feel. But lets say you don't really care for any of the traditional humanoid monsters, or just flat out have done away with the typical types in your own campaign setting? You can use this table to roll up some new ones!
(Genlock from Dragon Age)
Roll
|
Primary Trait
|
Secondary Trait
|
Behavior
|
11
|
Mammal head (roll d6)
1. Pig
2. Rat
3. Wolf
4. Goat
5. Ape
6. Cat
|
Tail (roll d6)
1. Scorpion
2. Rat
3. Lizard
4. Horse
5. Monkey
6. Fish
|
Turn human beings into one them through some
unknown process
|
12
|
Reptile or amphibian head (roll d6)
1. Frog
2. Lizard
3. Snake
4. Chameleon
5. Turtle
6. Salamander
|
Lower body of a (roll d6)
1. Horse
2. Spider
3. Octopus
4. Snake
5. Fish
6. Worm
|
Kidnap human children and replace the stolen
babies with their own children, which reveal their true form when
they come of age
|
13
|
Arthropod head (roll d6)
1. Fly
2. Ant
3. Wasp
4. Spider
5. Mantis
6. Cockroach
|
Blood color (roll d6)
1. Black
2. White
3. Purple
4. Green
5. Blue
6. Yellow
|
Worship a horrific demon god in foul and unholy
rituals
|
14
|
Bird head (roll d6)
1. Owl
2. Hawk
3. Crow
4. Vulture
5. Stork
6. Cassowary
|
Smells like (roll d6)
1. Sewage
2. Flowers
3. Rotting flesh
4. Sulfur
5. Fish
6. Vomit
|
Use human bones to create furniture and
weaponry
|
15
|
Fish head (roll d6)
1. Shark
2. Anglerfish
3. Blobfish
4. Eel
5. Flounder
6. Stingray
|
Skin texture (roll d6)
1. Blubbery
2. Scaly
3. Slimy
4. Calloused
5. Wrinkly
6. Metallic
|
Believe that the strong deserve to rule over
the weak, and anyone who kills their leader becomes the new leader
|
16
|
Long, ape-like arms
|
Wings (vestigial)
|
Mimic human voices
|
21
|
Legs bend backwards
|
Wings (functioning)
|
Eat human flesh
|
22
|
No neck, head and torso fused
|
Arms are tentacles
|
Keep trophies of all their kills
|
23
|
Too many joints, moves fluidly
|
Sharp talons instead of finger nails
|
If they are spared by an enemy, they have a
life debt
|
24
|
Extremely thin
|
Single eye
|
Incredibly sadistic
|
25
|
Extremely fat
|
Arms end in pincers
|
Fly into violent rages
|
26
|
Incredibly short arms
|
No eyes
|
Take human beings as slaves
|
31
|
Stubby fingers
|
Thick fur
|
Function as a hive mind
|
32
|
Long fingers
|
Exoskeleton
|
Prone to infighting
|
33
|
Second set of arms
|
Hooves
|
Hate the light
|
34
|
Pointed ears
|
Fins
|
Enjoy the thrill of the hunt
|
35
|
Antennae
|
Arms are flippers
|
Worship a monster
|
36
|
Antlers
|
Body glows
|
Serve a specific human
|
41
|
Horns
|
Eyes glow
|
Strict hierarchy
|
42
|
Rows of teeth
|
Second face on back of head
|
Perform experiments on human beings
|
43
|
Lamprey-like mouth
|
Extremely short
|
Desire to die in combat
|
44
|
Bio-mechanical appearance
|
Extremely tall
|
Fear a specific animal
|
45
|
Bulging veins
|
Covered in small, spiky hairs
|
Lure humans to their lairs using music
|
46
|
Huge muscles
|
Eye stalks
|
Drink human blood
|
51
|
Covered with tumors
|
Tiny, beady eyes
|
Fear magic
|
52
|
Pharyngeal jaw
|
Huge, bulging eyes
|
Build odd structures
|
53
|
Long, prehensile tongue
|
No skin
|
Rob graves
|
54
|
Fangs
|
Head is a skull with eyes
|
Wear human skin
|
55
|
Tusks
|
Mass of tentacles instead of a nose
|
Make deals that they follow to the letter
|
56
|
No mouth
|
Blood glows in the dark
|
Believe disease is holy
|
61
|
Translucent body
|
Body covered in deformed, vestigial faces
|
Remove a specific organ from humans
|
62
|
Insect-like proboscis
|
Shards of bone poke out from flesh
|
Ingest potent hallucinogens before battle
|
63
|
Horizontally opening mouth
|
Emits a constant humming sound
|
Dance with an inhuman grace in battle
|
64
|
Crawls
|
Iron finger and toenails
|
Wear horrific masks
|
65
|
Retractable fangs
|
Retractable claws
|
Tame wild animals
|
66
|
Limbs can extend from and retract into the body
|
Constantly shivering
|
Would rather die than admit defeat
|
Examples:
The Forest Dwellers
Pointed ears, extremely tall, worship a monster
These 7 foot tall humanoids have long, sensitive ears, and as their name suggests, lurk in the forest. They rarely interact with human beings, except when their foul master commands them to. The forest dwellers worship a hag, who they see as a god. When the hag wishes, the forest dwellers leave their woods and wreak havoc at her behest.
Mushroom Eaters
Pharyngeal jaw, functioning wings, ingest potent hallucinogens before battle
Resembling humans with bat-like wings ending in monkey hands instead of arms, these creatures are named for the extremely hallucinogenic mushrooms they typically consume, which drives them into an ecstatic, psychedelic rage. They have a second jaw within their mouth which can extend rapidly to bite through skulls as a
coup de grace.
Ice-Folk
Translucent body, thick fur, strict hierarchy
These snow-dwelling humanoids live in caves and have an extremely strict caste system, with everyone answering to and obeying someone else except for their king. They resemble human beings made of living ice, covered in a thick layer of fur that looks like ice crystals. In their hierarchy, humans are the lowest of the low, and as a result they often come into conflict with them, seeing it not as war but pest control.
Sea Dealers
Insect-like proboscis, arms are flippers, make deals that they follow to the letter
Those who wish the help of the sea dealers must simply come to the shores of the body of water that they haunt and offer up a sacrifice. A representative of these creatures will exit the water, observe the sacrifice, and offer services in exchange for it, with the actions it is willing to do being limited by the quality of the offering. These services can range from assassination, romantic assistance, healing, and even fertility treatment. However, getting the service one requires the right sacrifice, and the dealers will follow the request to the letter, but not always will they get the spirit of what is asked of them. In form, sea dealers are humanoid creatures with seal-like flippers for arms, and the proboscis of a butterfly instead of an ordinary mouth, through which they speak in a flute-like language.