Not every monster is truly that fantastical. Some, it turns out, are much more like us than we may initially believe. Many, if not most modern interpretations of orcs and other fantasy races fall into this category of mostly being strange-looking humans. They fall in the category of looking like humans with strange makeup, less a creature of myths and more an alien from a Star Trek episode.
For various reasons, these beings are more suitable to be monsters than a race. This mean this table deliberately skew toward creating things with a reason to want to kill adventurers, However that doesn't mean all of them are instantly hostile. They are only 'monstrous humanoids' from the point of view of humans.
What do they look like?
| d6 | Appearance |
| 1-2 | Mostly Human: Physically they are quite close to humans, except maybe for their size (previously rolled on another table). There is a 50% chance they have some monstrous feature. If so, roll 1d2 times on the Monstrous Features table. |
| 3-4 | Strange: They look somewhat like humans but have many strange features. roll 1d4 times on the Monstrous Features table. |
| 5 | Feral Markings: Most of their warriors are covered in vicious, terrifying-looking tattoos and other willing deformities. There is a 50% chance they have some monstrous feature. If so, roll 1d2 times on the Monstrous Features table. |
| 6 | Deformed: They are deformed in some way, at least to humans. Roll on the Deformity table. |
| d6 | Skin Color |
| 1-2 | Human-Like: They have a skin color within the range possible for humans. |
| 3-4 | Strange: Their skin is a color no human could have. Roll on the Skin Color table. |
| 5 | Scaly: They have smooth, thin scales. |
| 6 | Gooey: Their skin is oily and somewhat stretching. |
| d20 |
Color |
| 1 |
Red |
11 |
Sickly green. |
| 2 |
Blue |
12 |
Sickly yellow. |
| 3 |
Green |
13 |
Like bone. |
| 4 |
Yellow |
14 |
Bronze. |
| 5 |
Orange |
15 |
Gold. |
| 6 |
Purple |
16 |
Mottled. |
| 7 |
Grey |
17 | Stripes. |
| 8 |
Jet Black |
18 |
Piebald. |
| 9 |
Pure White |
19 |
Spotted. |
| 10 |
Almost Translucent |
20 |
Reroll 1d4 times and combine somehow. |
| d20 |
Monstrous Features |
| 1 |
Heavy, beetle brow. |
11 |
No nose, only slits. |
| 2 |
Spiky brow. |
12 |
Large teeth. |
| 3 |
Enormous, hairy eyebrows. |
13 |
Tusks. |
| 4 |
Feral-looking eyes. |
14 |
1d4 stubby horns. |
| 5 |
Monochromatic eyes. Roll on color. |
15 |
Small spines on their limbs. |
| 6 |
Enormous ears. |
16 |
Ridged head. |
| 7 |
Pointy ears. |
17 |
Long limbs. |
| 8 |
Seemingly no (visible) ears. |
18 |
Hairless. |
| 9 |
Upturned, piglike nose. |
19 |
Extremely hairy, even the females. |
| 10 |
Pointy nose, twice the normal human size. |
20 |
Sexually non-dimorphic, all look like ugly guys. Lead to rumor of not having females,
much like dwarves. |
| d4 | Deformities |
| 1 | Missing Body Part: There is a body part they lack. If its a sensory organ, they can make do without it. |
| 2 | Multiple Limbs: They have two extra arms, which allow them to wield more weapons. |
| 3 | Smooth Features: They look more like waxy mannequin than humans. Their nose, ears and lips are almost nonexistent or very small. |
| 4 | Berserk Rage: A mental deformation rather than physical, these creatures have an all consuming blood lust when injured, gaining +2 Morale. This lead to a reputation of being extremely violent. |
How intelligent and civilized are they?
| d4 | Intelligence and Civilization |
| 1 | Barely More than Animals: These creatures, while socially organized, are not very technologically or culturally developed. Any weapon and armor more complex than a spear or a stone axe is stolen from their enemies. |
| 2 | Tribal Society: These beast-men live in primitive tribal society with a certain level of organization, at least enough to launch raids or defend themselves properly. |
| 3 | Human-Like: In spite of their monstrous appearance, they are almost as (or just as) advanced as humans, even if their culture may very well be quite alien. |
| 4 | More Advanced: They're actually more advanced than humans in some regards, such as metallurgy or alchemy. This only fuel their disdain for the primitive and stupid humans! |
Why are they hostile?
| d6 | Appearance |
| 1-2 | Demanding Gods: Their god(s) demand sacrifices in blood, so they regularly capture humans. |
| 3-4 | Territorial: They don't like humans and certainly don't like sharing a space with them. They don't understand them and their culture has nothing in common. |
| 5 | Enslaved: Some monstrous foe (an undead sorcerer, a dragon or demon) has enslaved their tribe, possibly for generations. All they know is killing for his goals and needs. |
| 6 | Uncaring: They don't care about humans and don't even recognize them as sentient. |
What is their magic?
| d6 | Their Magic |
| 1-2 | No Magic: They don't practice magic. Its possible they have some Cleric or Magic-Users, but those are rare. They are unlikely to have magic items they've made themselves. |
| 3-4 | Crude Magic: They have practitioners of magic of some form, but they are not common. |
| 5 | Magic Dominant: Magic Users or Cleric are their leaders. They have a lot of magic items. |
| 6 | Unknown Magic: The magic they use is strange and alien to other races and nothing like that of Cleric or Magic-Users. Roll on the Unknown Magic table. |
| d4 | Unknown Magic |
| 1 | Blood Magic: By sacrificing parts of themselves and others to who-knows-what, these beings can invoke some terrifying magic. |
| 2 | Elemental Magic: These beings practice elemental magic in ways magic-users generally don't. They summon razor winds, blow ashes which sucks the heat of living beings and other strange things. |
| 3 | Curses: The practice of curses is the main form of magic these beings use. Kill them at your own risk. |
| 4 | Mutation Magic: They use magic not to cast spell but imbue themselves and animals they raise, becoming stronger, faster, healing instantly or morphing into huge monsters. |
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