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    Home » 100 Creepy Villainous Traits
    100

    100 Creepy Villainous Traits

    DndspeakBy DndspeakOctober 1, 2023No Comments1 Min Read

    One hundred of the creepiest, most sinister traits imaginable for the villains of your fantasy world.

    d100Entry
    1They change voices between every sentence. Most of the time it's just one of many intimidating voices, occasionally multiple, sometimes they throw in that of an innocent sounding child, rarely, you'll hear your own...
    2They are never fully seen, as they're always behind a veil of magical darkness that nothing seems able to dispel/always hidden beyond the party's perception checks. Occasional hints of their appearance come out, only to immediately be contradicted by something.
    3They are completely unflappable. No amount of threats, bargaining, insults, etc. are able to change their demeanor of eerie grinning stoicism.
    4They never move normally, whether crawling along the walls and ceiling, taking exaggerated movements, flailing about as they give chase towards someone, they never just casually walk.
    5Whenever one isn't looking at them, they can move completely silently and over any terrain without difficulty.
    6While you are speaking with them, they are stacking and restacking small piles of rodent bones. Every few minutes, they will ask whether this arrangement looks better than the last one.
    7They can possess other living beings. Makes for great 'oh shit' moment when party realizes that they are never safe, even when they are alone because one of them could be possessed.
    8You never, EVER, see them enter a room. They are just... There.
    9They never blink.
    10They know impossible things about your character.
    11If you see them eating or drinking it looks normal at first, but something is wrong. They eat/drink in a strange manner or the food/drink itself is strange and upsetting but it takes you a moment to notice.
    12Their shadow moves and acts independently, but you have to be very perceptive to notice.
    13When looking at them with peripheral vision, they appear totally different or monstrous.
    14When in their presence you hear something from your worst memory.
    15Your skin feels clammy anytime you are in their presence.
    16You feel intoxicated in their presence.
    17Whatever is... Wrong about them only YOU notice it (DM, hand different secret notes to your players with different creepy aspects).
    18They always stare for a couple seconds when asked a question as if trying to understand an alien language.
    19They are obsessed with dolls, doll houses, or doll house furniture.
    20They stare for hours on end without moving or uttering a word.
    21They bring up traumatic events, death, or torture with a playful or casual tone.
    22They understand things about the spirit world more than a normal person should.
    23They introduce dead objects on their person with you as if they are legitimately alive things.
    24Have no remorse for any morally questionable actions or thoughts.
    25They illogically blame others for the negative way they reacted to a situation.
    26They occasionally run their hand through their hair, with clumps of it coming out each time.
    27Turns out, the off-looking villain 'person' you've been talking to, was just a shape-shifted appendage of a much bigger creature hidden in the ground...
    28They talk to the group via a ventriloquist puppet with a mummified head.
    29The underlings of the villain are absolutely terrified to the core by the mere presence of their boss, despite the fact that they are totally calm and (overly?) friendly to them.
    30Unsettling perfection. Beauty, style and gracefulness turned up to 110%. Too good to be real.
    31Being normal and relatable contrasted by showing glimpses of extreme lack of empathy or sanity. 'You're from Gray Oaks? Ha! World's small! I grew up not half a days walk from there on a farm, just like you. Also had a younger brother. We had so much fun playing together. I left after I chopped him up and fed him to the pigs.'
    32Despite seemingly being a normal person with no supernatural powers, some very powerful people are terrified of them.
    33It's impossible to sneak up on them, they're always perfectly aware of where everyone is.
    34They don't seem to feel pain, however badly they're injured.
    35They have too many teeth.
    36They float across the floor, as of the very act of walking is beneath them.
    37Their face never moves when they talk. It’s a mouth on their chest! Let someone get a perception check as it moves.
    38The villain’s body is covered in ritualistic cuts, some of them quite gruesome. The villain’s clothing may cover them, but the villain isn’t concerned with keeping them concealed.
    39When something disappoints the villain, a minion approaches and offers its throat. The villain slays the minion without changing expression, then turns its attention elsewhere.
    40The villain keeps the head or skull of a hated opponent at hand, and frequently stops to condescend to it.
    41The villain’s body is covered in places by spiderwebs. If the villain spies one of the arachnid inhabitants, it eats the spider.
    42Due to its diet, the villain’s mouth and teeth are perpetually smeared in blood.
    43The villain once collected a beard from a renowned dwarf mystic. The beard has been mounted by leather bindings to a wooden handle, and the villain will sometimes lift the blood-tinged beard to its face like a mask.
    44The villain spends its spare time gazing into a special crystal ball that replays the violent final moments of various departed individuals.
    45The villain maintains a collection of fetishes of various characters. The fetishes are constructed of real animal bone, blood, hair, leather and flesh.
    46The villain can emit a maddening cacophony of whispers and disturbing cries. This supernatural sound can be heard at a distance, regardless of intervening materials, excepting magical silence. Unpleasant from afar, and deafening up close, this sound can be suppressed by the villain at will.
    47The villain does not walk. It is carried forth by a tide of putrid limbs that erupt from whatever surface the villain is upon, propel the villain in a seated position, then rapidly decay as the villain passes beyond the spot.
    48The villain’s appearance is normal for its species, but it’s lower face is missing. Where flesh would be, there are only teeth and a bony grimace. The villain never speaks.
    49The sound of crying, pleading young ones can be faintly heard from within the villain’s clothing.
    50The villain’s body is visibly riddled by rot grubs, though it does not seem to suffer ill effects from the wounds.
    51The villain carries an unholy tome, and constantly reads aloud prayers to a profane god. Though it may take other actions and cast spells, it will never stop its recitations to engage in conversation.
    52Visible within the flesh of the villain gestates a massive, monstrous, pulsating creature. Its birth will clearly kill the host, who shows great affection for the creature.
    53The villain’s eye sockets are empty, and it’s head is perforated by dozens of unnatural holes.
    54The villain’s head is entirely enclosed within a metal strongbox. There is a slotted panel that it could open if it chose to reveal its eyes.
    55The villain must slay one sentient being every day to maintain the pact it made with its dark master. The villain scars itself to maintain the count. After 99 days of victims, the villain will kill itself.
    56The villain gave up its mouth for its master. When the master desires it, it will manifest a mouth on the villain’s palm to speak through.
    57The villain’s heart beats supernaturally loud. Within thirty feet of the villain, your vision dims slightly on each beat. Standing next to the villain is dangerous to the psyche.
    58The villain is entirely encased in leather, armor, and goggles. If its suit is ever compromised, the vile fluid that comprises its body will seep into the earth and reconstitute itself somewhere else.
    59Anyone the villain rests its gaze upon experiences bleeding from their eyes and ears.
    60The villain can make its hand semicorporeal and remove the heart or brain from a willing or helpless subject.
    61There are places on the villain’s body where the flesh boils when the villain becomes angry.
    62The villain has a large number of progeny, and they frequently offer their lives in service to the villain.
    63The villain can project a shadowy version of itself to any area of dim light or darkness within one mile. It can see and hear through the projection. It frequently uses this ability to interrogate and threaten its enemies when they are alone.
    64The villain visits young, old, and vulnerable people, terrifying them and making strange demands of loyalty.
    65The villain will almost constantly use magic to create the sounds of an audience; clapping the villain's monologues, booing your/your party's retorts, gasping, cheering and laughing all at the villain's whim.
    66The villain's personality will shift between completely psychopathic and terrified NPC. One minute they're flaying the skin off of a live animal for fun and the moment the party have them at knifepoint, the 'villain' is violently sobbing, begging the heroes for forgiveness and asking for death, so as to stop this personality from harming their last remaining family, a young child.
    67They have an unsettling laugh that forces itself out of them during their speaking.
    68The villain gently caresses someone with something vile and/or deadly, like a ritual knife, a poisonous stinger, or a mummified hand. Bonus points if the villain licks said deadly weapon after that.
    69You never hear them approach, but they look like they've been there a while when you finally notice them.
    70When someone runs from the villain, the villain takes his or her sweet time. They speak slower, maybe even whistle a tune as they casually give chase.
    71The villain appears differently to whoever views it. Some see a pale human, others see a clammy, zombified creature, others a demon, whatever the case, the true form of this villain is unknown...
    72The villain refuses to attack or allow harm to one party member because they like the quality of their hair.
    73They’re constantly talking to an inanimate skull. They act more surprised when other people don’t talk to or greet the skull.
    74The villain is cheerful, friendly, personable, makes it a point to remember the name of everyone they meet, and it's apparently genuinely confused that the heroes won't join in on the villainy which is often ultra-violent.
    75The villain struggles to speak, and when they do the PC's hear it as if someone is whispering in their ear from behind, including feeling like someone is behind them even when there is nobody there.
    76The villain has patches of skin sewn on to their own to cover markings/wounds/whatever.
    77You can feel them in your head when they look at you, and it feels like they are licking your thoughts.
    78They take on the appearance of a porcelain doll, complete with an emotionless mask, child-like voice and frilly clothes. In their hand is a large pair of scissors dripping with blood and a slashed ragdoll similar in appearance to a missing villager.
    79They create puppet shows with life-like marionettes. These puppets are humanoids with wounds where the strings would be placed, mouths sewn shut, and eyes full of panic.
    80Their eyes are completely white (effectively blind) and will often ask for one to offer their sight to them. In their lair, jars of preserved eyes are kept in the hopes that they can regain their sight.
    81They are silent / mute, and often do not waste time with speech, acting quickly and with purpose without a word.
    82They have several wounds in their neck with many openings. Every breath sounds like a bagpipe filling, and as they speak their voice comes out as an eerier multi-toned chorus that is eerie and off key. Every proclamation from them sounds as if a chorus of spirits is speaking in unison.
    83They have many holes or enlarged pores that suggest illness and set off Tripophobia.
    84They assume the form of a treasured loved one of whoever they are speaking with / interacting with. It is a natural effect and they cannot choose the form they are perceived as.
    85Their bottom jaw actually splits into 2 when they speak, giving the appearance of mandibles.
    86They ominously play with a set of artisan's tools, it is not clear what they intend to do with them.
    87They pull out an easel and canvas, and ominously attempt to speed-paint the party whenever they monologue.
    88They are missing their left cheek, and their jaw is visible. Their whole outfit is leather made from left cheeks of many, many victims.
    89They are devoid of bodily fluids. Instead, insects and bugs swarm through their veins and writhe in their body.
    90The wind always picks up when the villain is present, blowing the trees, rustling the leaves, bending the branches, whistling around the eaves of buildings, whistling through fireplaces. Everyone within 50 feet gets a chill, a little shiver, feels as if they want to pull a cape tighter around themselves, button a jacket, throw a blanket around the shoulders, regardless of the weather.
    91Everything within 10 feet of the villain experiences accelerated mold and mildew growth, all surfaces (including creature/gear surfaces) turn sickly black/olive/brown with patches of mold and sporulating mildew in about 30 seconds. The stench of decay is noticeable within 60 feet.
    92A 10-foot radius around the villain is constantly in shadow (as if the villain were walking under an large, invisible, black umbrella).
    93The villain only speaks in whispers, but the whispers sound as if the villain's mouth is just outside your ear (or just behind you, regardless of the villain's location, and regardless of which way you turn).
    94All plant life within 20 feet of the villain turns gray, withers and dies.
    95All little creatures (insects, mice, roaches, small birds, etc.) within 20 feet of the villain flee (run/fly away from the villain).
    96The villain is draped in visible, but ethereal-looking and seemingly weightless, chains and shackles. The villain often tugs at them, as if trying to remove them, without realizing they are doing so.
    97The villain drools and smacks their lips constantly, as if looking at the most delicious meal in the world, even when speaking.
    98They do not perform incidental movements; they don't twitch, shift in place when standing, swing their arms as they walk, glance around, etc.
    99The villain's eyes dart to the source of any slight sound however they will continue to face and converse uninterrupted with whoever they were focusing on.
    100They have experimented on themselves and they gleefully and slowly display their glistening new appendages such as wings or extra limbs.
    Characteristics Enemy Monster Trait Villain
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