In DoomBlade, every creature — from the lowliest cave rat to the world‑eating titans — is built using the same core principles that shape the heroes themselves.
This keeps the world coherent, deadly, and gloriously brutal.
There are two types of Stat Block - a Mini Stat Block for minons, mooks and quick encounters. Then there is a Full Stat Block suitable for elite enemies, boss monsters and BBEGs (Big Bad Evil Guys).
A Game Master must learn to forge monsters with the same care a blacksmith tempers steel.
This page teaches you how.
Every DoomBlade creature is built from six pillars:
Rank — determines power level
Speed — how fast it moves
Health — based on Endurance
Offense — Usually based on Might + weapon size
Defense — armor, hide, wards
The 16 Skills — the heart of the system
Once you understand these, you can create anything.
Other options include any special attacks or defences and or a d6 random loot table.
Rank determines the creature’s skill ranges, threat level, and complexity.
Novice: 0–2 Eg. Critters, fodder, swarms
Skilled: 3–4 Eg. Dangerous animals, trained foes
Elite: 5–7 Eg. Tough monsters, mini bosses
Veteran: 8–10 Eg. Major monsters, bosses
Legendary: 11–12 Eg. Region‑threatening beasts
Mythic: 13+ No upper limit; World‑shaking terrors
Pick the rank first — everything else flows from it.
Speed in general is calcualted as the beasts Agility score +5 and represented as a number
Examples:
Speed 8 — humanoid stride
Speed 13 — fast predator
Speed 6 — lumbering brute
Fly 8, Burrow 6, Swim 10 — add as needed
Speed defines the creature’s manouverablity and initiative on the battlefield.
HP = (Endurance Skill)d6 + Endurance Skill
Examples:
Basic (2) Endurance = 2d6+2 (8)
Fair (5) Endurance = 5d6+5 (22)
Incredible (10) Endurance = 10d6+10 (45)
This makes Endurance the king of survivability. I like to put the average roll in brackets () This is handy if the GM does not have time to roll.
Natural weapons follow similar rules to hero weapons:
Small bite/claw → Might+1
Medium bite/claw → Might+2
Large bite/claw → Might+3
Huge/Titanic → Might+4 or +5
Mythic natural weapons → Might+6+
Damage dice for other special attacks must always be:
d3, d6, d6+X, or Xd6
No other dice exist in DoomBlade.
Defense represents:
Armor
Hide
Scales
Magical wards
Toughness
Typical ranges:
0–1 Novice - Lightly Armoured
1–3 Skilled/Elite - Moderately Armoured
3–6 Veteran - Heaviy Armoured
6–10 Legendary/Mythic - Very Heaviy Armoured
Every creature uses the same 16 skills as heroes:
Awareness
Agility
Might
Endurance
Charm
Roguery
Wilderness Lore
Folk Lore
Brawl
Sword‑Play
Marksmanship
Craftsmanship
Dark Sight
Healing
Magic
Magic Resistance
Assign values based on Rank.
This is the creature’s soul.
I recommend grouping the skills together via Ranks from highest to lowest. Eg.
Excellent (7) Might, Agility, Endurance
Fair (5) Brawl, Sword-Play, Roguery
Humble (3) Magic Resistance, Dark Sight
Useless (0) All other Skills
A Mini Stat Block includes:
Name
Rank, Level & Role
Speed
HP, Offense, Defense
3–5 key skill ranks only
1 attack
0–2 traits or special attack, ability or defense
Simple loot, rolled on d6
Stat Blocks are fast, deadly, and easy to run.
If a creature is important, like the boss monster for the adventure or a major NPC, give it a Full Stat Block.
If it is not, give it a Mini Stat Block.
This keeps the game fast, brutal, and cinematic.
Start simple
Think and use the 16 Skills when designing a monster. Any skill that is not used: use the "Useless (0) All other Skills" format.
Let the environment matter
Use darkness, sound, and fear
Always reward players with loot — even strange loot
And above all: Monsters in DoomBlade should feel dangerous, ancient, and hungry.
To create a Mini Stat Block the GM just needs to assign the creature a Rank and a Level based off the following.
Rank determines the creature’s skill ranges, threat level, and complexity.
Novice: 0–2 Eg. Critters, fodder, swarms
Skilled: 3–4 Eg. Dangerous animals, trained foes
Elite: 5–7 Eg. Major monsters, bosses
Veteran: 8–10 Eg. Region‑threatening beasts
Legendary: 11–12 World‑shaking terrors
Mythic: 13+ No upper limit; godlike
Pick the rank first — everything else flows from it.
Here is how its is calculated:
The Rank and Level of the creatue is very important, as most calculations are performed with it, as follows.
Name: Type of monster
Rank & Role: Novice through to verteran, Its Level from 0 through to 13+ and its Role: Eg. Scavenger, Undead, Wild Animal, Brute
Speed: Equals 5+ Level
Health Points (HP): = d6+1 x Level or as flat number 3.5 x Level (Rounding Down)
Offense: This is damage inflicted from a monsters attack - Calculate as 2 x Level for beasts or as weapon damage using the creatures Level as Might
Defense: Equal to the creatures Level in general
Skills: Most Skills will be equal to the cretures Level. For example for Level 1 creatue, list its skills like: All Skills Poor (1). Unless the creatue is a spellcaster or has magical abilities set the creatures Magic Skill to Useless (0).
(Optional) Special Ability: Plague Bearer - On a Mighty Blow the defender may become infected. Make an Easy (8+) Endurance Reaction Roll or Lose 1 Endurance for d6 days.
Loot: Create a thematic d6 loot list, with 1 being the worst and 6 being the best. Eg. 1-3 Nothing, 4 Rat guts, 5 Rat Tooth, 6 Rat Skull
For example a Novice Level 1 Monster Mini Stat Block looks like the following:
Name: Rat
Rank & Role: Novice Level 1 Vermin
Speed: 6
HP: d6+1 (4)
Offense: 2 (Sharp Teeth)
Defense:1 (Matted Fur)
Skills: All Poor (1) Except Magic Useless (0)
Special Ability: Plague Bearer - On a Mighty Blow the defender may become infected. Make an Easy (8+) Endurance Reaction Roll or Lose 1 Endurance for d6 days.
Simple loot: 1-3 Nothing, 4 Rat guts, 5 Rat Tooth, 6 Rat Skull
Rank: Novice (0–2 skill range)
Role: Swarm (many tiny creatures acting as one)
Spiders are quick:
Speed: 8 (scuttling movement)
Choose Endurance within Novice range:
Endurance: 2
HP: 2d6+2 (9)
Small venomous bites count as Small natural weapons:
Offense: Might+1
Damage: 1d6 (swarm bite mass)
Small creatures, fragile bodies:
Defense: 0
Pick only the skills that matter:
Awareness 2
Agility 3
Dark Sight 3
Brawl 1
All other Skills Useless (0)
Swarm Bite: Offense = 6 Poison
Traits
• Swarm Body: Immune to knockdown; area attacks deal extra 1d6 damage to swarm
• Venomous: First hit each round deals +1 poison
1–3 nothing
4–5 venom sac
6 rare toxin gland
VENOMOUS SPIDER SWARM
Rank: Novice • Role: Swarm • Speed: 8
HP: 2d6+2
Offense: 6 (swarm bites)
Defense: 0
Key Skills:
• Awareness 2
• Agility 3
• Dark Sight 3
• Brawl 1
ATTACK:
Swarm Bite — Offense 6
TRAITS:
• Swarm Body — immune to knockdown; area attacks +1d6.
• Venomous — first hit each round deals +1 poison.
LOOT (d6): 1–3 nothing, 4–5 venom sac, 6 rare toxin gland
(Converted from D&D → DoomBlade)
This walkthrough teaches the GM how to think, not just how to copy numbers.
In D&D, an Owlbear is:
CR 3–4
Brutal melee predator
Tough, fast, aggressive
In DoomBlade terms, this makes it:
Rank: Skilled → Elite (depending on how deadly you want it)
For this example, we’ll choose:
Rank: Elite
Role: Brute / Skirmisher hybrid
Owlbears are fast and charge hard:
Speed: 9
Pick an Endurance in the Elite range (5–7):
Endurance: 6
HP: 6d6+6 (27)
Large claws & beak = Large natural weapons: Offense: 13
Thick hide: Defense: 3
We match the Owlbear’s nature:
Strong
Tough
Fast
Low intelligence
Animal instincts
No magic
THE 16 SKILLS
Awareness 5
Agility 6
Might 7
Endurance 6
Charm 0
Roguery 1
Wilderness Lore 4
Folk Lore 0
Brawl 7
Sword‑Play 0
Marksmanship 0
Craftsmanship 0
Dark Sight 3
Healing 1
Magic 0
Magic Resistance 3
We reinterpret D&D abilities into DoomBlade mechanics.
Offense = 13
If both attacks hit the same target this round → +1d6 bonus damage.
Move 3 paces in a straight line.
Offense = 13
Target Endrance (12+) or knocked Prone.
+2 Awareness tests involving smell or hearing.
Endrance (12+) or Frightened for 1d3 rounds.
Aggressive, territorial, hunts anything that enters its domain.
Owlbears are the apex predators of deep forests and caverns, feared for their relentless charges and bone‑splintering claws.
1–2: Fur scraps, 3–4: Owlbear claw, 5: Thick hide (armor component), 6: Heartblood (rare reagent)
(Full Stat Block)
OWLBEAR
A savage fusion of bear and giant owl, feared for its relentless fury.
Rank: Elite • Role: Brute / Skirmisher • Speed: 7
Size: Large
HP: 6d6+6
Offense: Might+3 (large claws & beak)
Defense: 3 (Feathers and Thick Fur)
THE 16 SKILLS
Awareness 5, Agility 5, Might 7, Endurance 6,
Charm 0, Roguery 1, Wilderness Lore 4, Folk Lore 0,
Brawl 7, Sword-Play 0, Marksmanship 0, Craftsmanship 0,
Dark Sight 3, Healing 1, Magic 0, Magic Resistance 3
TRAITS & ABILITIES
• Rending Claws — Offense = 13 if both attacks hit same target this round, +1d6.
• Bear Charge — Move 3; Offense = 13; Difficult (12+) Might Reaction Roll or Prone.
• Keen Senses — +2 Awareness tests involving smell or hearing.
• Furious Screech — Difficult (12+) Endurance Reaction Roll or Frightened 1d3 rounds.
ATTACKS
Primary — Claw Swipe: Offense = 13
Secondary — Beak Strike: Offense = 13
BEHAVIOUR & INSTINCTS
Territorial, aggressive, charges the nearest threat.
HABITAT & LORE
Found in deep forests and caverns; feared by hunters and adventurers alike.
LOOT (d6) 1–2 fur scraps, 3–4 owlbear claw, 5 thick hide, 6 heartblood (rare reagent)
Any suggestions, spelling errors or ideas - email doombladerpg@gmail.com