Drawabox.com | Drawing Prompts | D&D Creature Redesign
This is where the message goes!

Having trouble coming up with something to draw? No worries - while you'll eventually learn how to start from a tiny seed of a thought and gradually nurture it into a complex concept to explore through design and illustration, it's perfectly fine not to be there just yet.

For now though, here's an idea that might interest you.

D&D Creature Redesign

Dungeons and Dragons is full of all kinds of interesting creatures and critters - take a species and redesign it, using a real-world animal as its basis. Looking up the creature you're redesigning certainly helps, but try not to dig too deep into existing drawings of it. Textual descriptions are often better, as you're not going to end up polluting your mind with other peoples' interpretations. Even better, consider the origins of those creatures, as Dungeons and Dragons generally picks bits and pieces from other source material - from which you are welcome to pick and choose as well.

Take this kobold for example!

It's designed after a pangolin. Kobolds were originally house spirits from germanic folklore, but can go as far back as the Kobolds of greek mythology. They can range from helpful, doing chores and helping around the house, to being mischievous and ill mannered. These pangolins, as explained here perform a very specific task - making maps - and are quite mischievous in their desire to share them with others.

So - pick any D&D creature, do some research into its origins, and try to take it in a different direction.

This one isn't doing it for you? How about this one instead: Scrap Yard Tank Wars >>>
The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

The Art of Blizzard Entertainment

While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.

The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.

This website uses cookies. You can read more about what we do with them, read our privacy policy.