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Oh Great… More Orcs. (Sigh.)
Monsters in RPGs can be boring.
Too often, a monster in a TTRPG is just a stat block.
Roll to hit. Roll for damage. Roll to hit. Roll for damage. And on… and on… and on… Maybe they have a special attack (probably not). Everyone fights until one side drops, and then… we move on. An encounter with a monster can quickly become forgettable.
The idea of a monster, though, is never this way.
As a GM planning for the next session, who doesn’t get excited about the dangerous creatures your party will encounter? A horde of undead skeletons in rusted armor—their only sound a cold, unnerving silence. A gelatinous ooze slowly creeping down the corridor of a dungeon… feeling a blind path across the stones. Or even a band of orcs, savage and primal, filling the forest with their snarls and the endless beat of a war drum. The imagination brings these foes to life. It’s magical!
But… when monsters are reduced to a roll-to-hit-roll-for-damage interaction, this magic is lost.
What if monsters acted more like characters? What if they shook things up with weird behavior, or escalated the fight in unpredictable ways? What if they surprised everyone at the table—even the GM?
That’s how Monster Moves work.
Monster Moves
Monster Moves is a simple concept:
Give each monster a d6 list of actions.
When it’s the monster’s turn, roll and consult the table.
Some list entries are devastatingly brutal attacks. Some are minor attacks or defensive tactics. Some are just cool, narrative flavor.
I’m taking this idea from Alien RPG (Free League Publishing), where xenomorphs act according to an “Attack” list. It makes the creature behave unpredictably, truly alien... and it is terrifying.

I’ve led a few games of Alien RPG. But there was this one memorable session when my players first encountered a xenomorph. They basically ran into the creature, and entered combat. Most xenomorphs are crazy-fast, so it went first, and I rolled on its attack list. It was a 1: “hypnotic stare.” So… I described the xenomorph staring at the players, clicking and hissing (like in the movies). This was a bit unnerving on its own, but the players were determined—one rolled to hit with a shotgun and scored some minor damage. Then it was the xenomorph’s second turn for the round ((like I said, they are crazy-fast). I rolled another 1 and described the continued “stare.” This strange response absolutely freaked out everyone (even me)… and the PCs ran for their lives. Without a list of moves I would have never considered roleplaying the creature that way!
After this game, I started thinking about how this mechanic could work really anywhere. you could drop it into Dungeons & Dragons or Shadowdark or work it into your next homebrew/game design project.
With Monster Moves, enemies become more than just punching bags. They are unpredictable forces that help drive the shared-narrative forward.
Example: Temple of the Forked Tongue
I’ve recently drafted an adventure for Cairn with some serpent-themed foes (one of my players called it “adult Ninjago, which I proudly accept). I’m calling it Temple of the Forked Tongue.
Because Cairn has some pretty basic mechanics and lean monster stats (I love this about it), I figured my adventure could be the perfect opportunity to try out some Monster Moves.
The following are some creatures I designed for Temple of the Forked Tongue. Please try them out in your own Cairn campaign (or adjust to whatever RPG you’re running)!

DESIGN NOTE
I’m trying out a formatting idea for this adventure.
Info in ALL-CAPS BOLD = Obvious (and important) imagery. This is what should be shared with players right away.
Info in ITALICS = Insights that require player-led investigation.
I’ve noticed this formatting in other products, and I’m hoping it makes running an adventure just a tiny bit easier for the Warden (or DM… or GM… or whatever).
Now… let’s get into the monsters!
Cultist Mob
8 HP, 10 STR, 10 DEX, 8 WIL, Spear (d4, Detachment)
A group of ZEALOTS, followers of the Forked Tongue.
Patches of scales, fangs, and slitted eyes are the results of MUTATION.
A motley crew in TATTERED GARB relying on numbers rather than battle skills.
If it takes critical damage, the Cultist Mob flees… to regroup and attack again.
Cultist Mob Moves (d6)
Slay the intruders! Several cultists rush together, making a frenzied group assault against up to three targets for d12 (Enhanced) damage.
Pin one with a bolt! The only cultist with a crossbow fires from the edge of the melee, causing d12 damage (Enhanced) to one target.
Show them our fangs! They attack as individuals, hissing as they stab at up to three different targets with spears for d4 damage.
Stand faithfully Brothers! The Cultists chant together: “Shed the skin… shed the skin…” Attacks targeting them are Impaired for one round.
Make ready for the attack! They hiss at the PCs, forked tongues wavering over reptilian lips, waiting for an opening to attack.
Curse them! They are too strong! Make a WIL save or flee (use Slither Priest’s WIL if nearby).
DESIGN NOTE
For veteran Cairn Wardens: I’m, kind of, using these guys like a detachment.
Slither Priest
5 HP, 8 STR, 12 DEX, 15 WIL, Fangs (d4), Spells ( See Moves Table)
A hooded HALF-SNAKE humanoid in red robes—a sorcerer who serves The Oracle.
Always accompanied by a CULTIST MOB, commanding the zealots with fear-fueled authority.
Wields sinister serpentine SPELLS.
Slither Priest Moves (d6)
They are foolsss… The priest casts a spell by drawing strange symbols in the air with a thin reptilian finger. Forked Form: an illusory double appears that mimics the caster. After rolling damage, an attacker must make a WIL save to hit (on natural 1, the blow lands on a nearby ally instead).
This will ssslow them down… With a whispering of ancient tongues, it casts a spell. Coil of Shadows: constricting spectral snakes rise from the ground to restrain one target (STR save to break free). Attacks against this restrained character are Enhanced.
Sssay “hello” to my petsss, intrudersss… Hands held palms up, repeating strange words in a whispering hiss, the priest casts a spell. Summon Serpents: Conjures a writhing Viper Swarm beneath one target up to 40 ft. away.
Foolsss! Attack them! Dessstroy them… The priest hisses commands to nearby Cultists. At the start of the next round, PCs must make a DEX save or lose their turn (as if playing the first round of combat).
Gah! They will learn to fear the scalesss… Slithers into a more defensible (and safer) position–retreating behind cultists, pillars, or natural cover.
Father Fang! Protect me from the warm-bloodsss! Chanting in an ancient tongue, the priest’s eyes narrow in focus. Torches flicker. Shadows play at the edge of vision.
Sunder Beast
9 HP, 2 Armor, 15 STR, 8 DEX, 6 WIL, Tail (d4), Claws (d6), Bite (d8)
The Sunder Beast is a hulking REPTILIAN MONSTER, wild and utterly terrifying to behold.
Its powerful JAWS, filled with jagged teeth, slowly oozes thick saliva.
Thick SCALES layer over the beast’s lean, powerful muscles.
It never flees (nor will it leave the room it guards).
Sunder Beast Moves (d6)
Torn Asunder! The beast latches on to the nearest target with crushing jaws, shaking its prey violently, mauling flesh and bone. Target is reduced to zero HP and takes D4 damage directly to STR (makes a STR save to avoid Critical Damage as normal).
Savage Claws! Pounces with claws, brutally raking up to three targets for d6 damage.
Monstrous Jaws! Snaps at the nearest target with its vicious bite (d8).
Monstrous Tail Sweep. The beast suddenly spins its bulk, bringing its massive tail around in an arc. Nearby characters (including allies) must make a DEX save or be struck (d4) and knocked down (attacks Impaired one round).
Intimidating show of fury! Reels back and thrashes claws and tail violently, scattering bones and stone debris in primal rage. For one round any PC attacking the Sunder Beast must first make a successful WIL save.
I think we just made it angry… Releases a deep, reverberating growl. You feel it rumbling in your bones, fear building in your gut.
The Serpent King
12 HP, 2 Armor, 16 STR, 14 DEX, 12 WIL, coils (d8), bite (d10, poison)
A massive SERPENT with glistening scales, believed to be the mortal offspring of Father Fang himself.
Blessed by Mother Night, the giant snake’s EYES glisten like black gems in the shadows. The Serpent King only knows darkness and will directly attack man-made light (ex: torches). He fears magical light, though, and must make a WIL save or retreat for one round.
Moving with TERRIFYING SPEED, the Serpent King strikes from the darkness.
A ghostly CROWN hovers above his scaled head.
The Serpent King Moves (d6)
Devour Them! The Serpent King lashes out with its fanged jaws, wide and unhinged, to bite its prey. The target suffers d10 damage. Critical Damage: the target is swallowed whole, sliding down into the serpent’s guts to suffocate in d6 + 1 rounds unless cut free.
Crusssh Them! He wraps trunk-like coils around a single victim. The target must make a STR save or be constricted, suffering d8 damage each round until free.
Watch Them Break! The giant serpent drives his massive body through the party. All must make a DEX save or the beast’s thrashing bulk knocks you down (attacks next turn are Impaired).
I Sssavor Their Fear…! Retracts into the magical darkness of the chamber, attacks against it next turn requires a WIL save.
What Are Thesssse Creaturesss…? Flicking an enormous tongue, the Serpent King raises up. Its head sways from side to side. Its eyes sparkle in the darkness… studying you.
All Kneel Before The Serpent King! The creature lets out a slow, drawn-out hiss, like stone grinding on stone, echoing in the darkness around you.
The Oracle
10 HP, 2 Armor, 7 STR, 15 DEX, 18 WIL, spells
Ageless human mystic in black with absent, ruined EYES.
A magical ORBS float lazily around her. They are her missing eyes! She became powerful through its sacrifice to the serpent gods, and now she is bound to them.
Her VOICE echoes in the hall—and fills the mind.
When damaged by an attack, The Oracle dissolves into SMOKE FORM, and she cannot be harmed while in this state. The Oracle reappears nearby at the start of the next round, and the PCs must make a DEX save or lose their turn (as if playing the first round of combat).
WARDEN’S NOTES: Have The Oracle interact with the PCs before, during, or even in place of combat. She is a “Curious” NPC, an immortal being intrigued by the strange threads of fate that have brought the heroes before her. Even if attacked, she will spend her time in smoke form attempting to persuade the PCs into serving her (a great way to connect this adventure to the next quest)!
The Oracle Actions (d6)
Strike: One floating orb lets loose a violent discharge of magical lightning. Several PCs (d3) suffer d12 damage and gain one Fatigue. The Oracle’s laughter fills the chamber.
Command: The Oracle hisses a single word (ex: “Kneel,” “Flee,” etc.), and one target must make a WIL save or obey for 1 round.
Blinding Eye: One orb floating around The Oracle suddenly blazes with light. All in view must make a WIL save or take d4 damage directly to WIL and blinded for 1 round.
Dark Transit: The Oracle raises a thin hand in silent command, and one nearby target poofs into a burst of dark smoke… to reappear nearby. The disoriented PC takes d4 damage directly to WIL and is unable to act for one round.
Hypnotic Whisper: The Oracle dissolves into smoke, reappearing behind a target, whispering in the PC’s ear (“You cannot destroy what is already shed”). The target suffers d6 damage directly to WIL.
Voice of The Master: The Oracle’s functional eye meets with a PC’s, and a deep, grinding voice (it’s not hers) pulses in your mind (“The ssskin is only a vesssel…” or “”All shall ssserve me…” or “I know what you ssseek…” or “Yesssss…”). She smiles wildly at this shared secret.
Why It Works
Monster Moves go beyond stats. They are, ultimately, a narrative tool, defining how the creature thinks, fights, behaves, etc.
For players, this d6 list makes an encounter move quickly—as the GM doesn’t need to hem and haw over every tactical decision. Even better: the enemies feel alive. Will the Slither Priest summon a nest of vipers, retreat behind cultists, or start hissing some weird chant? You never know.
Monster Moves also reduce some of the stress that comes from leading a game. You roll, narrate, and react alongside the players. Of course, if the fight goes on longer than expected, or the same number is rolled too many times, the GM has the ability to use the entries as narrative sparks, describing enemy behavior on the fly.
And… remember how I said “Monsters can be boring”? Well, monsters can be waaay too complicated, too. I can recall DM-ing a big-boss showdown that completely flopped because my BBEG had so many actions and abilities. I just couldn’t keep up tactically. With a list of Monster Moves, a GM isn’t forced to outthink their players to keep the tension high.

Oh, #&%@! More Orcs!
When enemies in an RPG act in strange, unique ways, then combat stops feeling like math (eww!) and actually adds to the story. Simply by adding a short d6 list of actions, everyone at your table experiences unpredictable danger, engaging imagery, and (most importantly) memorable foes.
Throw my Slither Priest with a Cultist Mob at your players. Or… grab any creature in your current campaign and write a quick d6 table for it.
Here’s the formula I’ve been testing out:
1 = Brutal Attack (Give some imagery. Make it deadly.)
2- 3 = Attacks (Provide description. #2 does more damage or affects more targets).
4-5 = Defensive actions or behavior (tactical move, regroup, retreat).
6 = Characterization (growl, taunt, talk, or even monologue).
So, start rolling with your monsters….
And find out what happens next!


Hello friend, you share some interesting things!, I’ve been on Substack for about 2 weeks and trying to meet new people.
I thought I’d drop a comment and introduce myself with a article:
https://open.substack.com/pub/jordannuttall/p/giants-in-history?r=4f55i2&utm_medium=ios
What a fantastic idea! Love this!