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Steal THIS from Dragonbane

by Vasilie Odin Crisan

Phase II x Deimos Infinitum Published March 24, 2026



You're running a combat encounter. The owlbear's turn comes up, and you think, "Uh... it attacks the nearest player character. Again." Three rounds later, you're still just rolling to hit and damage. At that moment you realize the monster has become a hit point sponge with claws.


Find some great encounters that go beyond HP and flat attacks in Horror at Yishusu Landing!


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Dragonbane, from Free League Publishing, has a simple solution that makes combats interesting and keeps you, the game master (GM) from going into autopilot. And the best part is that it takes almost zero prep.


What Are Monster Action Tables?

In Dragonbane, many creature stat blocks have simple actions numbered 1-4, 1-6, or 1-8. When a monster's turn comes up, you either choose an action from the list or roll randomly to determine the creature’s behavior.


Here's an example for a hypothetical low-intelligence troll:

1 Claw attack against nearest enemy

2 Grab and bite

3 Hurl grabbed victim

4 Bellow and charge

5 Smash the environment

6 Regenerate


That's it. Six options that completely change how the troll behaves in combat. Instead of ‘the troll attacks’, you get a far more interesting encounter that makes the troll feel menacing, instinctive, and dynamic.


The best part is what it does for GMs running the game. Random rolls allow you to be effective without having to bog your brain down with tactical thinking. The dice give you permission to have the huge beast waste a turn posturing instead of using its big attack. But for intelligent creatures, you can still choose strategically from the list and have it do whatever feels appropriate for the round.


Why This Transforms Combat

  • It gets rid of tactic fatigue. Not having to constantly think about tactics, especially when running more than one creature keeps your sanity as a GM. Rolling on the action table allows creatures to behave naturally. 


  • It makes creatures really memorable. Players remember "that orc who kept throwing his buddies at us" instead of "we fought another orc." 


  • It makes monsters unpredictable. Players can’t memorize the creature’s optimal rotation and instead have to react to whatever happens on a given round.


  • It saves prep time. Instead of planning out complex tactics, jot down 6 actions that feel appropriate and you’re done. 


Adapting Action Tables to Your Game

Start small with creatures that feel one-dimensional.


For unintelligent beasts: Roll randomly every time. A dire wolf uses instinct instead of strategy.  Its table might include: bite, pounce and knockdown, howl for pack, savage wounded prey, or drag victim away.


For intelligent enemies: Choose from the table based on the situation. A goblin boss has options like: bark orders, sneak attack, use minion as shield, tactical retreat, or dirty trick. You pick whatever makes sense for the round.


For legendary monsters: Have a mix rolling and choosing. Roll for their general behavior, then choose specifics. A dragon's table might include breath weapon, wing buffet, tail sweep, flight, or lair action. You roll to see that it breathes fire, then choose which direction.


Building Your Own Tables

Keep tables short, about 4 to 8 actions tops. Every action should be different, not just attacks with different bonuses or damage types.


Be sure to include non-attack options. "Circle cautiously," "protect young," "issue challenge," and "feint" make creatures feel alive. Some of the best entries are things you would have never done tactically, but that create memorable moments. 


Match the die size to a creature’s complexity. Simple creatures get d4 tables (bite, pounce, howl, flee). Moderate threats get d6 tables. Legendary monsters with signature moves get d8 or d10 tables.


Write actions that reflect the nature of the particular creature. Mindless undead might have "stand still and long for life" or "mindlessly move in a random direction". Fey might have "vanish and reappear" or "twist words into truth." These flavor options can also help you seamlessly roleplay the creature’s behavior.


Oh, and this is important: you don’t need a table for every creature. Use them sparingly to add dynamic elements to your combat encounters. I’ve found they work best in encounters against smaller groups (five or fewer foes). If you use them in a fight with, say, ten goblins, the extra rolls can bog down enemy turns and turn the combat into a slog.


The Real Magic

Action tables make combat more interesting and they make GMing easier. We've reduced encounter-running to "roll die, describe cool thing." Your brain can focus on narration, pacing, and reacting to player creativity.


And when players ask "what's the owlbear doing?" you can say "let's find out" and mean it. That keeps things spontaneous and memorable, keeping everyone guessing.


Steal this mechanic. Your next combat will run smoother and feel wildly fun.



Follow us on YouTube to keep the conversation going! We have videos discussing this topic in more detail on our channels, Left for the Vultures and Headless Hammerhead:




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