Letter pairs refer to fingerprint combinations that are used to generate monsters in Print Weaver. They have been added in case a user wants to create a creature based on someone's prints for a more personalized experience.
I'm calling this chart "Humanoid" instead of "Human" from the book because I've been using it for nonhuman species like goblins and treefolk.
I added the "+ # OB" and "+#d10" for the armor and weapon columns because it helps me keep track of those stats, especially with effects that add OB.
Please consider whether a monster's features imply any abilities without outright naming them. For example, wings imply flight while features that affect allies imply that it is usually travels in groups.
| d9 | Humanoid | Armor | Weapon | Trait | Ring | Trinket |
|---|---|---|---|---|---|---|
1 |
LL: Half Plate (as Heavy Armor +3 OB), hammered metal that ties in the front and back. |
LL: Big Hammer (as Heavy Weapon +3d10). |
LL: When parrying, may increase OB by 1 until the end the next round. |
LL: A random ring from 1–10. |
LL: Tower Shield, increase OB by 1 for each creature engaged with you. |
|
2 |
LA: Steel Vestire (as Heavy Armor), a silver chestplate over ornate robes. |
LA: Candle Stick (as Light Weapon). Deals Fire damage. |
LA: Knows one random Scroll. Any damage dealt by it instead heals an equal amount. |
LA: A random ring from 11–20. |
LA: Holy Water, removes 1 status condition from an engaged target once per day. |
|
3 |
LW: Chain Cape (as Heavy Armor +3 OB), linked chains that form a sturdy cloak. |
LW: Crossbow (as Medium Ranged +2d10). |
LW: When parrying, may target up to two engaged creatures. |
LW: A random ring from 21–30. |
LW: Forest Quiver, may recover all ammunition at the end of combat. |
|
4 |
AL: Leaf Tunic (as Light Armor +1 OB), simple cloth jacket lined with leaves and twigs. |
AL: Scythe (as Heavy Weapon +3d10). Deals Poison damage. |
AL: Knows one random Scroll. Scrolls may target the environment. |
AL: A random ring from 31–40. |
AL: Herbal Soup, heal 2 VIT from a target creature, once per day. |
|
5 |
AA: Sashed Robes (as Light Armor +1 OB), a baggy set of colorful robes tied with a sash. |
AA: Magic Dart (as Light Ranged +1d10), always returns to its wielder. |
AA: Knows a random Scroll until the end of combat. Roll on "Print Weaver Scrolls" |
AA: A random ring from 41–50. Roll on "Print Weaver Magic Rings" (columns: 1) |
AA: Scroll Beast, a pet Beast that may use a random Scroll once per combat. |
|
6 |
AW: Flame Jacket (as Light Armor +1 OB), a dark cloak wicked in pale blue flame. |
AW: Trident (as Medium Weapon +2d10). Deals Cold damage. |
AW: Knows one random Scroll. May sacrifice VIT in place of WIL when casting. |
AW: A random ring from 51–60. |
AW: Jinxed Amulet, when attacking, all other engaged creatures take 1 damage. |
|
7 |
WL: Shade Cuirass (as Medium Armor +2 OB), appears as common clothes to onlookers. |
WL: Javelin (as Heavy Ranged +3d10), thrown spear adorned with colorful feathers. |
WL: When parrying, may make a free attack that deals double damage. |
WL: A random ring from 61–70. |
WL: Ankle Weight, Advantage on STR checks. |
|
8 |
WA: Filigree Tabard (as Medium Armor +2 OB), a two-tone embroidered cloth coat |
WA: Katar (as Light Weapon +1d10). Deals Lightning damage. |
WA: When parrying, may instead move without triggering an Action of Opportunity. |
WA: A random ring from 71–80. |
WA: Poetry Book, Advantage on WIL checks. |
|
9 |
WW: Dust Cloak (as Medium Armor +2 OB), a thick cloak of leather. |
WW: Rapier (as Medium Weapon +2d10). |
WW: Once per combat, may vanish from sight to the nearest cover. |
WW: A random ring from 81–90. |
WW: Smoke Screen, Advantage on DEX checks. |