TEXT: The Appendix M Blog’s
  Monster Extractor III: GIANTS & GIANT CREATURES
  	
  for	The	Dungeon	Crawl	Classics	Role	Playing	Game
  This	generator	is	designed	to	help	jump-start	your	brain	when	you	need	something	
  that reaches the sky and stomps on buildings, but can’t dredge up anything from the 
  Monstrous	Island	of	your	creative	centers.	Running	through	the	charts	will	give	you	a	
  set of stats and some ‘nukes’ to drop. Then you’ll need to look at everything you’ve 
  rolled and ‘sing’ this thing awake — but you may well start to have gigantic ideas 
  along the way, and that is exactly the point of the Extractor: to help you find fun 
  ideas	when	your	giant-robot	whistle	falters.
  HOW TO START	•	The	expected	number	of	PCs	(#PCs)	in	the	group	your	monster	
  opposes	is	used	as	a	baseline	to	generate	some	stats	(for	each	Level	above	4,	add	a	
  “half	a	PC”	(e.g.,	4	6th	Level	characters	=	8	PCs)	•	If	you	already	have	an	idea	for	
  some aspect of your monster, don’t bother to roll that part • If an idea for the creature 
  strikes you along the way, allow that idea to influence remaining results • Don’t re-roll 
  anything during the process; instead, tinker at the end • Don’t read the charts all the 
  way	across;	make	a	roll	for	each	header.
  ARMOR CLASS	=	1d30+1d6+3	
  	
  INITIATIVE	=	+1d6–3
  HD TYPE	=	Triple	the	number	of	PCs	and	use	the	die-type	nearest	to	that	number.
  QUANTITY OF HD = 2x to 4x [#PCs] — and add 2[#PCs] as a fixed amount of hp.
  SAVES:  Roll 1d30 for Fort Saves, 1d4 for Reflex Saves, and 1d20 for Will Saves.
  ALIGNMENT:		Roll 1d20:	1-6	Chaotic	•	7-17	Neutral	•	18-20	Lawful
  1d8+ 
   
  ACTION 
  # of 
  ATTACK 
  DAMAGE HEIGHT or
  #PCs	
  MOVE DICE 
  ATK  
  BONUS 
  DIE 
  LENGTH in ft.
  1-4	
  40	
  1d20+1d16	
  1	
  #PCs	
  1d12	
  1d20	+1d8	+10
  5-7	
  50	
  2d20	
  1-2	
  #PCs	+1	
  1d16	
  2d50	+10
  8-10	
  60	
  2d20+1d16	
  2	
  #PCs	+1d3	
  1d20	
  1d100	+20
  11-13	
  70	
  3d20	
  2-3	
  #PCs	+1d4	
  1d24	
  2d100	+30
  14-16	
  80	
  5d20	
  3	
  #PCs	+1d5	
  1d30	
  3d100	+30
  17-19	
  100	
  3d24+2d20	
  3	
  #PCs	+1d6	
  1d50	
  4d100	+40
  20+	
  120	
  5d24	
  3	
  #PCs	+1d7	
  1d100	
  (#PCs)d100	+100
   
   
  INSPIRATION BASIC 
  # OF	
  SPECIAL
  1d10 APPEARANCE LIFE-FORM 
  MOVEMENT LIMBS	
  ATTRIBUTE
  1	
  Scaled	
  Man/Ape	
  Crawls	
  1d3	
  Turn	to	Mist	&	Back
  2 
  Exoskeleton 
  Reptile 
  Walks/Runs 
  1d5 
  Absorbs Energy
  3 
  Feathered 
  Amoeba 
  Slithers 
  2d3 
  Wings/Can Fly
  4	
  Furred	
  Big	Cat	
  Rolls	
  2d3	
  Gills/Swims
  5	
  Powdery	
  Sea	Life	
  Hovers	
  2d3	
  Heals	Slowly/Never
  6	
  Gel-coated	
  Primate	
  Crawls	
  2d4	
  Rapid	Burrowing
  7 
  Hairless 
  Dinosaur 
  Walks/Runs 
  2d4 
  Turn to Stone & Back
  8	
  Metallic	
  Insect	
  Slithers	
  2d4	
  Mighty	Leaps	#PCs mi
  9	
  Transparent	
  Micro-animals	 Teleports	
  2d6	
  Odorous	(hallucinogenic?)
  10	
  Mixed	or	Rocky	 Mixed	or	Robot	 Hybrid	
  1d24	
  Nocturnal
  TYPES OF ATTACKS 
   
  Roll 1d8 for each Attack indicated above:
  1	Breath Weapon — Beyond those you know: 1)	Carbon	Monoxide	(lingers	in	area;	1d3	
  STA	choking	damage,	ongoing),	2)	1000	Emms	of	Pure	Kirby Energy	(demolishes	
  things	[2-4	dice],	but	just	pitches	living beings	around	[1	die	+	movement]),	3)	
  Goblins!	(qty	=	damage	die),	4)	Sap/Tar	-like	Goo	(1die	+	adhesive	qualities)
  2	Tail Smash — 3 damage dice in a big line or 1 damage die to everything in an arc.
  3	Destructive Scream (Sonic) — 1 damage die to everything in a radius, +1-2 dice in 
  a	front-facing	arc.
  4	Standard Weapon — Or equivalent, like a mace for a tail, or arrow-shooting eyes.
  5	Bite or Grip or Crush — Just what is says.
  6	Deadly Exfoliation — Blankets creature’s path. Reactive for 1dHD weeks (or months) 
  thereafter.	Causes	1	damage	die	per	Turn	(or	round)	of	exposure.
  7	Random Attack Spell As Inborn Ability — Use damge dice from above, as desired.
  8 Movement is Attack — Causes 1-3 damage dice to everything in path of movement.
  •Ranged attacks can reach up to 1d8 x1d8 
  x1d8 feet away • All attacks cover an area 
  based on 11-40% of the height/length of the 
  creature • If the same result comes up more 
  than once, the range & area for that attack 
  is multipled by the number of times it is 
  generated (& uses the higher attack bonus).
  POST-ROLLING TINKERING:
  •	 Nothing	 this	 size	 could	 ever	 address	
  all	 potential	 possibilities.	 Adjust	 results	 as	
  needed	to	be	useful/memorable.
  • Don’t necessarily strengthen a weakness 
  — add more strength elsewhere instead.
  •	If	 the	 monster	 seems	 too	 weak	 to	 be	 a	
  threat,	have	2	or	more	show	up.
  •	The	Extractor	gets	very	eccentric	at	higher	
  levels.	 You	 may	 need	 to	 further	 adjust	
  monsters	for	high-level	play.
  ©	2016	Inner	Ham
  This	product	is	compatible	
  with	the	Dungeon	Crawl	
  Classics	Role	Playing	Game.	
  This	product	is	based	
  on	the	Dungeon	Crawl	
  Classics	Role	Playing	Game,	
  published	by	Goodman	
  Games.	All	rights	reserved.	
  For	additional	information,	
  visit	www.goodman-games.com
  or	contact	info@goodman-games.com
  
  NAME:__________________________________
  Inspiration	&	Appearance:	__________________	
  Height	or	Length:_________	#	of	Limbs:________
  Attacks	
  	
  	
  	
  Init	_____		
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  AC	_____		HD	______		hp	____		Act	__________
  MV	Type(s):	________________	Speed:	_______
  Fort +___      Ref +___      Will +___      AL ___
  Special	Attributes	&	Notes	______________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  NAME:__________________________________
  Inspiration	&	Appearance:	__________________	
  Height	or	Length:_________	#	of	Limbs:________
  Attacks	
  	
  	
  	
  Init	_____		
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  AC	_____		HD	______		hp	____		Act	__________
  MV	Type(s):	________________	Speed:	_______
  Fort +___      Ref +___      Will +___      AL ___
  Special	Attributes	&	Notes	______________________
  __________________________
  __________________________
  __________________________
  __________________________
  				________________________
  sketch
  NAME:__________________________________
  Inspiration	&	Appearance:	__________________	
  Height	or	Length:_________	#	of	Limbs:________
  Attacks	
  	
  	
  	
  Init	_____		
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  AC	_____		HD	______		hp	____		Act	__________
  MV	Type(s):	________________	Speed:	_______
  Fort +___      Ref +___      Will +___      AL ___
  Special	Attributes	&	Notes	______________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  NAME:__________________________________
  Inspiration	&	Appearance:	__________________	
  Height	or	Length:_________	#	of	Limbs:________
  Attacks	
  	
  	
  	
  Init	_____		
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  	______________	+____	(__________________)
  AC	_____		HD	______		hp	____		Act	__________
  MV	Type(s):	________________	Speed:	_______
  Fort +___      Ref +___      Will +___      AL ___
  Special	Attributes	&	Notes	______________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  sketch
  Monster Extractor III: Giants & Giant Creatures • Monster Sheets from Inner Ham
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Supplements/Monster Extractor/Monster Extractor 3 Giants & Giant Creatures (DCC).pdf