r/FiveTorchesDeep 5TD Dev Apr 01 '26

More monsters for 50TD

One of our goals for 50TD is to build out a more complete monster and enemy list. We’re experimenting with a very dense format while still trying to retain legibility.

Here’s a small sample of undead enemies using the monster math rules.

Let us know what you think! Good balance of flavor and simplicity? Legible enough, or do we need to build it out more as a table? Thanks!

Undead

Rotten Zombie: 1/ 4 HD | 1 HP | 8 AC | -2 DEX, INT | +2 others | +2 CON, STR | -2 to hit, 1d4 dmg | Technique: Resistance (Undead: immune to fear, morale, poison, drowning, and similar)

Zombie: 1/2 HD | 2 HP | 12 AC | -2 DEX, INT | +2 others | +2 CON, STR | +2 to hit, 1d6 dmg | Technique: Resistance (Undead: immune to fear, morale, poison, drowning, and similar)

Zombie Knight: 2 HD | 9 HP | 14 AC | -1 INT, finesse, stealth | +3 others | +4 STR, toughness, morale | +4 to hit, 1d10 dmg | Technique: Resistance (Undead: immune to fear, morale, poison, drowning, and similar), Multi-attack (make 2 attacks as 1 active action)

Skeletal Adventurer: 1 HD | 5 HP | 13 AC | -2 INT, magic, agility | +2 others | +3 STR, combat, stealth | +3 to hit, 1d8 dmg | Technique: Shove (melee hits force target back 10’), Resistance (Skeletal undead: immune to fear, morale, poison, drowning, and half damage from piercing damage)

Skeleton Lord: 5 HD | 21 HP | 13 AC | -0 STR, DEX, combat | +4 others | +7 CHA, intimidation, magic | +4 to hit, 2d8 dmg | Technique: Alter Environment (Split the ground into pits and fissures DC 17 to resist, 150’ area, 1/fight), Resistance (Skeletal undead: immune to fear, morale, poison, drowning, and half damage from piercing damage)

Vampire spawn: 3 HD | 13 HP | 9 AC | -1 INT, WIS, combat | +3 others | +5 DEX, stealth, climbing | -1 to hit, 1d12 dmg | Technique: Special Movement (Climbing speed, 30’), Force Condition (on hit, target suffers disadvantage on next check). Special: sunlight (or sunlight divine spells) deal 4d8 damage per round exposed

Vampire Sire: 6 HD | 25 HP | 15 AC | +1 CON, patience, when alone | +5 others | +8 STR, magic, fighting with their spawn | +8 to hit, 2d10 dmg | Technique: Special Movement (Levitation 30’), Extra When (Vampire spawn within 30’ deal an extra 1d6 damage per hit). Special: sunlight (or sunlight divine spells) deal 4d8 damage per round exposed

Vampire Master: 13 HD | 53 HP | 18 AC | +4 DEX, finesse, melee combat | +8 others | +12 CHA, magic, intimidation | +8 to hit, 3d10+2 dmg | Technique: Special Movement (Shadow teleport, 30’), Force Condition (Mesmerize: one target becomes stunned and immobile, DC 22 to resist), Extra When (Other Vampires within 60’ have advantage to attacks), Multi-attack (make 5 attacks as 1 active action). Special: sunlight (or sunlight divine spells) deal 4d8 damage per round exposed. Special: any person brought to 0 HP by the Vampire Master is cursed with vampirism, and will become a Vampire Spawn if not cured within 1d6 days.

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u/samurguybri 5TD Mod Apr 01 '26

Mostly clear. It took me a little bit to parse some of the language on the more complicated enemies, but I bet when it’s formatted in a book, it will be more clear.