Saturday, January 4, 2014

236 Mutations

Spider - Man Mutant
Warhammer: Slaves of Darkness

Want to make an old monster seem like new?  Add a mutation or random chaotic feature!

It's an old trick and built into many rule systems which feature a Law vs Chaos alignment system.

I was working up an new Beastiary entry and wanted to call out that a certain percentage of the creatures had random mutations.  Usually I'll find a chaotic feature or random mutation table and roll on it, but this time I decided that I would put them all together.  That was a number of hours at the computer over Christmas.  I may have been a little too ambitious on this one.

But here's a list of random mutations inspired by lists in RuneQuest, Warhammer and Metamorphosis Alpha.

The random Creature table for substituting body parts is below the jump.

Die Roll (d1000) Mutation Description
1 - 4 Acid Touch Anything that the creature touches or touches the creature takes 1d2 damage
5 - 6 Acidic Skin The creature exudes Acid from it's skin. Creatures it touches or which succeed in touching it take 1d4 acid damage
7 - 8 Albino The creature's skin is dull white and it has red eyes. -2 Constitution
9 - 13 Armor Class -2
14 - 18 Armor Class +12
19 - 23 Armor Class +2
24 - 28 Armor Class +4
29 - 33 Armor Class +8
34 - 53 Arms – Different Creature Roll on Creature Table, substitute the Arms
54 - 56 Arms- Quadruped/Biped If a Bipedal creature, the creature's arms become legs
57 - 71 Bat Wings The creature has Bat wings and may fly at one and a half times it's walking speed in Light Armor
72 - 73 Beaked The creature has a beak in place of it's mouth and nose. Roll d6:
  1-2 Duck,
  3-4 Chicken;
  5 Eagle;
  6 Pelican
74 - 78 Berserker The creature is capable of barbarian like rage.
79 - 88 Beweaponed Arms One of the creature's arms ends in a weapon instead of a hand. -2 on all Dexterity related skills. +2 on all attack rolls with the weapon. Roll d8:
1 – Spear;
2-3 Sword;
4-5 Mace/Hammer;
6-7 Light Crossbow;
8 – Anachronistic Weapon, such as an assault rifle, bazooka, laser pistol or chain saw
89 - 90 Big Ears The creature has large ears and gains +2 to Perception checks. Roll d6.
1- Oversized;
3-4 Rabbit Ears;
5 Elephant Ears;
6 Donkey Ears
91 - 97 Bird Legs The creature has bird legs and can execute an additional claw attack, if it forgoes adding dexterity to AC
98 - 102 Bird Tail The creature has a bird tail and gains +4 on Balance checks
103 - 104 Bison Horns The creature gains horns and a Gore attack
105 - 108 Blood substitution The creature's blood has been replaced by another substance. Roll d6:
1 – Electricity (successful attacks do 1d3 Electrical damage to the attacker);
2 – Acid (successful attacks do 1d3 Acid damage to the attacker);
3- Fire (successful attacks do 1d3 Fire damage to the attacker);
4- Gas (Successful attacks release a spurt of incapacitating gas. Fortitude 5 + HD/Level or unconscious ;
5 – Maggots (Constitution +2);
6 – Molten Metal (successful attacks do 1d3 Fire damage to the attacker for two rounds)
109 - 112 Body contains large Gem When the creature is killed a large precious gem is found in the body.
113 - 113 Body studded with Small gems The creature's body is studded with 6d4 semi-precious gems. +2 AC
114 - 117 Boneless The creature has cartilage in place of bones. +4 Dexterity
118 - 121 Bones of Brass The creature's (exo)-skeleton is made of brass. +2 AC, immune to electrical attacks
122 - 125 Bones of Iron The creature's (exo)-skeleton is made of iron. +4 AC, Bludgeoning weapons do a maximum of 1 point of damage
126 - 129 Bones of Stone The creature's (exo)-skeleton is made of iron. +2 AC,
130 - 131 Bowling Ball Head The creature's head is a perfect sphere with two round eyes, a round mouth and no nose or ears
132 - 135 Breath Fire The creature breathes fire (3d4 damage) twice a day
136 - 137 Bulging Eyes The creature's eyes bulge like a frog's. It gains dark vision but saves vs Light spells at -2
138 - 142 Burst into flames The creature bursts into flames causing 3d6 fire damage to all adjacent when killed
143 - 144 Camouflage Pattern Skin The creature's skin is camouflage patterned. DM Chooses colors. Creature must be nearly nude for to benefit from camouflage
145 - 146 Carapace The creature is covered in a hard carapace like a beetle. +4 AC, Movement * ¾
147 - 148 Charisma -2
149 - 151 Charisma +4
152 - 155 Charisma +6
156 - 160 Charisn'tma (Hat tip: Terry Pratchett) This creature s cursed with the opposite of charisma. Any other creature when encountering it for the first time must make a will save DC 12 or attack it immediately
161 - 167 Chicken Wings The creature has the wings of a chicken and subtracts 1 from every damage dice for falling
168 - 174 Cloven Hooves The creature has cloven hooves instead of feet and can execute an additional Kick attack, if it forgoes adding dexterity to AC
175 - 176 Colored Skin The creature's skin is an unusual hue of the DM's choice
177 - 178 Confusing Patterned Skin The creature's skin is patterned in a confusing way. DM Chooses colors. Creature must be nearly nude for attackers to suffer Confusion
179 - 180 Constitution -2
181 - 183 Constitution +4
184 - 186 Constitution +6
187 - 188 Copper Body The creature's body is made of gold. Immune to electrical, acid and fire attacks, Constitution +2
189 - 190 Crest The creature has a crest like a rooster (1-4) or wattles like a turkey (5-6)
191 - 191 Crown of Ears The creature has 2d4 ears growing around it's skull. +4 on Perception checks. Surprised only on 1 in 10.
192 - 193 Crown of Eyestalks The creature has 2d4 eye stalks growing around it's skull. +4 on Perception checks. Surprised only on 1 in 10.
194 - 194 Crown of Mouths The creature has 2d4 mouths growing around it's skull. It doesn't need backup singers.
195 - 195 Crown of Noses The creature has 2d4 noses growing around it's skull. It gains the Scent ability
196 - 197 Crown of Tentacles The creature has 2d4 tentacles growing around it's skull. +2 Dexterity
198 - 199 Cryokinesis The creature can cause extreme cold up to 25 feet away. Fortitude Save DC 10+ HD/Level or 1d3 damage
200 - 201 Crystal Body The creature's body is made of translucent crystal. +2 AC, +3 Constitution, +2 Charisma. -4 Saves vs Sonic attacks
202 - 203 Cyclopoid The creature has a single eye. -4 to Ranged attacks and -2 to Perception checks
204 - 205 De-evolution The creature causes mutants, demi-humans and humanoids to devolve towards the base creature. Each round those adjacent lose one mutation or racial ability until they are pure human.
206 - 207 Matte Black skin The creature's skin is dead black, with black eyeballs.
208 - 209 Death Gaze The creature has a death gaze attack, Fortitude save vs 10 + HD/Level or die
210 - 211 Deer Antlers The creature gains horns and a Gore attack with a 5 foot reach.
212 - 213 Dexterity -2
214 - 216 Dexterity +4
217 - 219 Dexterity +6
220 - 223 Double Vision The creature sees double. -4 on all attacks
224 - 227 Dual Mind The creature possesses two fully functional minds and personalities Each mind may take separate actions
228 - 247 Eagle Wings The creature has Eagle wings and may fly at twice it's walking speed in Light or Medium Armor
248 - 252 Elastic Arms The creature can double or halve the length of it's arms at will
253 - 257 Elastic Legs The creature can double or halve the length of it's legs at will
258 - 261 Electrical Discharge The creature can project a lightning bolt (6d6 damage) three times a day
262 - 263 Emaciated The creature's body is thin and wasted
264 - 265 Evil Eye The creature has the Evil Eye gaze attack, Will save vs 10 + HD/Level or become cursed -2 to all Saves, Attack and Damage until Curse is lifted
266 - 270 Explosion The creature explodes for 6d6 damage against all within 20 feet when killed
271 - 275 Extra Joints in Arms The creature's arms have extra joints. Escape Artist +2; Climb +2
276 - 280 Extra Joints in Legs The creature's legs have extra joints. Escape Artist +2; Climb +2
281 - 282 Faceted Eyes The creature has faceted eyes like an insect. +4 on Perception checks
283 - 287 Falcon Wings The creature has Bat wings and may fly at three times it's walking speed in Light Armor
288 - 289 Feathered The creature s covered in feathers
290 - 291 Featureless Head The creature's face is covered by blank skin. Despite this the creature perceives everything normally
292 - 296 Fits The creature is subject to epileptic fits. When first wounded or first attempting to cast a spell in combat roll d20 + Wisdom modifier. If the roll is less than 6, the creature is incapacitated by a seizure
297 - 298 Flaming Skull Face The creature's head is a naked skull, wreathed in Flames. Butt and Gore attacks do 1d4 Fire damage
299 - 300 Flat Head The creature has a flat head. Convenient for placing drinks
301 - 305 Flying Squirrel Membranes The creature has loose skin membranes like a flying squirrel and can glide long distances, if it is not wearing armor. If the player is from Minnesota, the creature can take off and fly acrobatically
306 - 307 Force Field Generation The creature generates a field which prevents physical intrusion within 5 feet of it.
308 - 309 Furry Hide The creature is covered in a furry hide. +2 AC
310 - 313 Gas Generation The creature produces gas out of the orifice of the DM's choice. Roll d6:
1-2 Stench (Fortitude 10 + HD/Level or be Sickened),
3-4 Poison (Fortitude 10 + (HD/Level)/2 or die),
5-6 – Laughing gas (Fortitude 10 + HD/Level or be incapacitated for d4+2 rounds). Bonus: DM gets to do sound effects
314 - 318 Genius The creature is and acts like a genius. +8 IQ, minimum score is 18
319 - 320 Giant Increase size category by two
321 - 322 Gills The creature has gills on it's neck. It may breathe underwater, but must keep it's gills moist at all times
323 - 324 Goat Horns The creature gains horns and a Gore attack
325 - 326 Gold Body The creature's body is made of gold. Immune to electrical, acid and fire attacks, Constitution +2, Charisma + 6
327 - 328 Grotesquely Obese The creature is immensely fat. +2 AC, Movement is halved and cannot fly
329 - 330 Hairy Skin The creature is covered in a hairy hide
331 - 345 Head – Different Creature Roll on Creature Table, substitute the Head
346 - 347 Headless The creature has no head. It's features appear in it's chest. -2 AC and -4 to Perception checks
348 - 349 Hideous Appearance The creature is uglier than a Packer fan outside of Wisconsin. -8 Charisma; surprises on 1-3.
350 - 354 Hopper The creature has a single massive leg. It moves at half speed by hopping
355 - 356 Hunchback The creature is hunchbacked. +2 Strength, the creature defends as if one size category smaller
357 - 364 Hybrid Creature - Arms, Legs, Tail Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
365 - 372 Hybrid Creature - Arms, Legs, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
373 - 380 Hybrid Creature - Arms, Legs, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
381 - 388 Hybrid Creature - Arms, Tail, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
389 - 396 Hybrid Creature - Arms, Tail, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
397 - 404 Hybrid Creature - Arms, Torso, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
405 - 412 Hybrid Creature - Head, Arms, Legs Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
413 - 420 Hybrid Creature - Head, Arms, Tail Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
421 - 429 Hybrid Creature - Head, Arms, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
430 - 437 Hybrid Creature - Head, Arms, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
438 - 445 Hybrid Creature - Head, Legs, Tail Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
446 - 454 Hybrid Creature - Head, Legs, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
455 - 462 Hybrid Creature - Head, Legs, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
463 - 470 Hybrid Creature - Head, Tail, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
471 - 479 Hybrid Creature - Head, Tail, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
480 - 487 Hybrid Creature - Head, Torso, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
488 - 495 Hybrid Creature - Legs, Tail, Torso Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
496 - 503 Hybrid Creature - Legs, Tail, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
504 - 511 Hybrid Creature - Legs, Torso, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
512 - 519 Hybrid Creature - Tail, Torso, Wings Roll on Creature Table, substitute the specified parts of the new creature for the base creature. If the creature has no Wings or Tail, ignore those body parts.
520 - 521 Hypnotic Gaze The creature has a hypnotic gaze attack, Will save vs 10 + HD/Level or become hypnotized
522 - 523 Hypnotic Pattern Skin The creature's skin is patterned in a hypnotic way. DM Chooses colors. Creature must be nearly nude for attackers to be Hypnotized
524 - 525 Illusion Generation The creature can project an full sensory illusion for 10 rounds plus it's Wisdom modifier
526 - 527 Illusion of Normality Despite any physical mutations, the creature appears like a normal individual of it's kind. Nor will it be noticed using most Extraordinary Abilities
528 - 532 Initiative -2
533 - 537 Initiative +2
538 - 539 Innate Magic User The creature has three spells as determined by the DM which it can cast as a Extraordinary Abilities
540 - 541 Intelligence -2
542 - 544 Intelligence +4
545 - 547 Intelligence +6
548 - 551 Invisible The creature is naturally invisible
552 - 553 Iron Body The creature's body is made of iron. Immune to electrical and fire attacks, Strength +2, Dexterity -2, AC +6
554 - 558 Irrational Fear The creature has an irrational fear of a type of creature. Roll d6:
1 – Random humanoid race;
2 random demi-human race;
3 – Girls;
4 - Boys;
5-6 Roll on Creature table
559 - 563 Irrational Hatred The creature has an irrational hatred of a type of creature. Roll d6:
1 – Random humanoid race;
2 random demi-human race;
3 – Girls;
4 - Boys;
5-6 Roll on Creature table
564 - 567 Leaps 30' The creature has the ability to spring 30' and attack
568 - 587 Legs – Different Creature Roll on Creature Table, substitute the Legs
588 - 589 Legs – Quadruped/Biped If a Quadrupedal creature, the creature's forelegs become arms
590 - 591 Levitation The creature can levitate itself and it's equipment only
592 - 593 Life Drain The creature can drain one level on a successful touch attack. Fortitude DC 10 + HD/Level
594 - 597 Light Generation The creature can generate a brilliant light from it's eyes as a double strength bulls-eye lantern
598 - 599 Lions Mane The creature has a mane like a lion
600 - 609 Lizard Tail The creature has a lizard tail and gains +2 on balance checks
610 - 614 Long Arms The creature has extremely long arms, it gains 5 foot reach and +2 Climb
615 - 619 Long Legs The creature has extremely long legs, it doubles it's movement speed
620 - 621 Long Neck The creature has a very long neck and may make Bite, Butt or Gore attacks with a 5 foot reach
622 - 623 Long Nose The creature has a comically long nose and gains the Scent ability
624 - 625 Macrocephalic The creature has a huge head. Intelligence +4
626 - 627 Magnetic Field Control The creature has complete control of the magnetic fields within 40 feet and can use them to manipulate any ferrous objects.
628 - 628 Manikin The creature's head becomes mostly a large mouth; gaining a Bite attack. Out of the top of the head grows a miniature head, arms and torso of the original creature which does all of the talking and thinking for creature. The manikin may be armed with diminutive weapons; but when using them, the creature's body may only make Bite attacks.
629 - 633 Mechanical Bird Wings Glittering pinions of sliver and brass allow the creature to fly at it's walking speed, regardless of the armor it carries
634 - 635 Mechanical Wings – Jet Swept back silvery wings make the creature as wide as it is tall. Jet engines under the wings roar like an F-14 Tomcat. The creature flys four times as fast as it can walk, regardless of Armor or Load. Huge or larger creatures with this mutation get four engines
636 - 637 Mechanical Wings – Propellers Fixed silvery wings make the creature one and a half times as wide as it is tall. Radial engines under the wings drone like B-17's. The creature flies twice as fast as it can walk, regardless of Armor or Load. Huge or larger creatures with this mutation get four engines
638 - 642 Mental Block The creature's mind simply blocks out the presence of a certain type of creature. Roll d6:
1 – Random humanoid race;
2 random demi-human race;
3 – Girls;
4 - Boys;
5-6 Roll on Creature table
643 - 644 Microcephalic The creature has a very tiny head. Intelligence -4; Treat as Confused
645 - 646 Molecular Disruption The creature can disrupt the molecular bonds controlling any material. 1D6 damage, bypasses Hardness and Armor
647 - 651 Moron The creature is a moron. -8 IQ, minimum 1
652 - 656 Movement *1/2 Applies to all movement
657 - 661 Movement *2 Applies to primary movement
662 - 666 Movement *3 Applies to primary movement
667 - 671 Multiple Arms The creature gains two additional arms.
672 - 681 Multiple Legs The creature gains two additional Legs.
682 - 685 Near Sighted The creature is near sighted. -4 on ranged attacks. Ranged attacks past the second range increment are at a random target
686 - 687 No Ears The creature has no ears. -4 to Perception checks.
688 - 689 No Neck The creature has no neck and may not turn it's head. -2 AC and -4 to Perception checks
690 - 691 No Nose The creature has no nose
692 - 693 No Skin The creature has a no skin, the veins, organs and muscles are clearly visible and it constantly leaves a trail of slime and gore. Attackers gain a +1 to confirm critical hits Charisma -4
694 - 695 Oily Skin The creature exudes a greasy oil from it's skin. +2 to Escape Artist
696 - 700 Overgrown Arm One arm is massively overgrown. The creature gains +2 damage to any blow struck with a weapon in that arm only. Roll D6 1-4 Dominant arm; 5-6 Off hand arm
701 - 705 Overgrown Leg One leg is massively overgrown. The creature gains a Kick attack, but movement speed is *3/4
706 - 707 Patterned Skin The creature's skin is patterned. Roll D6:
1-3 Striped;
4-5 Spots;
6 – Pinto. DM Chooses colors.
708 - 713 Peacock Tail The creature has a peacock tail, pretty isn't it, and gains +4 on Balance checks
714 - 717 Plague Bearer The creature carries an extremely virulent disease. All characters within 15' of it must make a Fortitude save DC 10 + HD/Level or contract it
718 - 719 Planar Travel The creature has the ability to move and adapt itself to any plane of existence
720 - 721 Pointy Head The creature's head rises to s sharp point, giving it a Gore attack. Intelligence – 2
722 - 725 Poison Bite The creature has poison fangs like a snake. Fortitude 10 + (HD/Level)/2 or die
726 - 729 Poison Touch The creature's very touch is poison. (Fortitude 10 + (HD/Level) or -2 Temporary Constitution damage)
730 - 734 Poor Dual Brain The creature possesses two fully functional minds and personalities Each mind may take separate actions Each mind tries to dominate the other, roll d6 each round to determine which brain wins. The brains will always act against each other.
735 - 736 Precognition The creature knows the future before it happens. All characters must declare (but not resolve) their actions before the mutant. +2 Dodge Bonus to AC against all attackers
737 - 746 Prehensile Tail The creature has a prehensile tail like an opossum and gains +2 on balance checks. It may also use the tail to wield a shield or off hand weapon
747 - 748 Pygmy Fun sized creature. Reduce size category by one
749 - 750 Pyrokinesis The creature can cause fires up to 25 feet away. Fortitude Save DC 10+ HD/Level or 1d3 damage
751 - 752 Quills The creature is covered in Quills, it may not wear armor, other than chain. +2 AC and attackers must make a Reflex save each round (DC 10 + creature's HD/Level) or be stuck with a quill for 1d2 damage
753 - 754 Radiates Cold The creature radiates cold, attackers take 1d6 cold damage per round
755 - 757 Ram Horns The creature gains horns and a Butt attack
758 - 767 Rat Tail The creature has a rat tail and gains +2 on balance checks
768 - 768 Rearranged Facial Features The creature's facial features are swapped into different positions on it's skull, leading to a bizarre appearance, but no other effect
769 - 772 Regeneration The creature regenerates HD/Level hit points per round
773 - 774 Repulsive Field Generation The creature generates a field with Strength 15 + HD/Level that it can use to push creatures and objects remotely
775 - 776 Rotting Flesh The creature's flesh is rotting away like a zombie. Charisma -2
777 - 778 Scaled Skin The creature is covered in reticulated scales. +2 AC
779 - 793 Scorpion Tail The creature has a scorpion tail and gains a Poison Sting attack
794 - 803 Seagull Wings The creature has Seagull wings and may fly at one and a half times it's walking speed in Light Armor
804 - 808 Short Arms The creature's arms become T Rex like in their puniness It has no reach and may only use weapons one size category smaller than the base creature.
809 - 813 Short Legs The creature's legs are very short. Halve movement speed
814 - 818 Shrunken Arm One arm is shriveled away. It can not be used for attacking or to hold a shield Roll D6
1-4 Dominant arm;
5-6 Off hand arm
819 - 823 Shrunken Leg One leg is shriveled away. The creature must use a crutch or other means of support to remain up right. It never gets a dexterity bonus to AC.
824 - 825 Siamese Twin Two creatures in a single body, each controls one side. All of these have either the Dual Brain mutation (90%) or the Poor Dual Brain mutation (10%). Perception +4, Constitution +2
826 - 829 Silly Voice The creature speaks in an extremely silly voice. -4 Charisma
830 - 833 Silly Walk The creature walks or otherwise perambulates in an extremely silly manner. It gains +2 on Initiative rolls as attackers are too bemused by it's erratic movements to react quickly
834 - 835 Skull Face The creature's head is a naked skull
836 - 839 Sonic Generation The creature can shatter 10 cubic feet of glass, 5 cubic feet of stone or 1 cubic foot of metal with the sound it makes.
840 - 844 Spell Absorption: 1st Level Spells Unaffected by spells of the indicated level(s)
845 - 849 Spell Absorption: 1st - 4th Level Spells Unaffected by spells of the indicated level(s)
850 - 850 Spell Absorption: 1st - 8th Level Spells Unaffected by spells of the indicated level(s)
851 - 851 Spell Absorption: 1st - 9th Level Spells Unaffected by spells of the indicated level(s)
852 - 854 Spell Absorption: 1st -5th Level Spells Unaffected by spells of the indicated level(s)
855 - 856 Spell Absorption: 1st -6th Level Spells Unaffected by spells of the indicated level(s)
857 - 858 Spell Absorption: 1st -7th Level Spells Unaffected by spells of the indicated level(s)
859 - 863 Spell Absorption: 1st & 2nd Level Spells Unaffected by spells of the indicated level(s)
864 - 868 Spell Absorption: 2nd Level Spells Unaffected by spells of the indicated level(s)
869 - 871 Spell Absorption: 3rd Level Spells Unaffected by spells of the indicated level(s)
872 - 874 Spell Absorption: 4th Level Spells Unaffected by spells of the indicated level(s)
875 - 878 Spit Acid The creature can spit acid (1d4 damage, lasts for two rounds) twice a day
879 - 881 SR 10 Spell resistance 10
882 - 888 SR 5 Spell Resistance 5
889 - 893 SR HD Spell Resistance equal to the creatures HD/Level
894 - 897 Stench The creature has a hideous stench or produces such a stench on demand. Fortitude 10 + HD/Level or be Sickened
898 - 899 Stone Body The creature's body is made of iron. Immune to electrical attacks, Strength +2, Dexterity -2, Constitution+2, AC +4
900 - 901 Strength -2
902 - 904 Strength +4
905 - 908 Strength +6
909 - 910 Surrounded by Flies The creature is surrounded by a swirling cloud of flies. Attackers suffer a -2 penalty due to concealment and distraction
911 - 930 Tail – Different Creature Roll on Creature Table, add or substitute the Tail
931 - 935 Tail Snake The creature has 5 foot snake for a tail. It gains +2 on Balance checks, and a Poison Bite attack
936 - 937 Telekinesis The creature can use telekinesis as a 5th level mage
938 - 939 Telepathy The creature can read and project thoughts. Roll d10 on a 1 the creature ALWAYS broadcasts it's thoughts
940 - 941 Teleport The creature can teleport itself and it's equipment only
942 - 943 Temporal Control The creature can control it's existence in the time stream, fading out and returning at will. No time passes for the creature while it is absent from the time stream.
944 - 945 Temporal Instability The creature intermittently fades from the time stream. Each round roll a d6. On a 1, the creature fades out and returns 5 rounds later in the same location; on a 2 the creature fades out and returns 4 rounds later. No time passes for the creature while it is absent from the time stream.
946 - 958 Tentacles for Arms The creature has tentacles instead of arms, - 2 Strength, +2 Dexterity
959 - 960 Third Eye The creature has a third eye in the middle of it's forehead. It gains True Seeing and Detect Alignment as Extraordinary Abilities
961 - 961 Three Heads – Different Species The creature has two heads, one of which is from the Creature table. One half of such mutants have also have the Dual Brain mutation; and one tenth also have the Poor Dual Brain mutation
962 - 962 Three Heads – Same Species The creature has three heads, they may be of either sex. Three quarters of such creatures also have the Dual Brain mutation; one tenth also have the Poor Dual Brain mutation
963 - 972 Torso – Different Creature Roll on Creature Table, substitute the Torso
973 - 974 Transparent Skin The creature has a transparent skin, the veins, organs and muscles are clearly visible. Attackers gain a +1 to confirm critical hits Charisma -4
975 - 975 Two Heads – Different Species The creature has two heads, one of which is from the Creature table. One quarter of such mutants have also have the Dual Brain mutation; and one quarter also have the Poor Dual Brain mutation
976 - 976 Two Heads – Same Species The creature has two heads, they may be of either sex. Half of such creatures also have the Dual Brain mutation; one quarter also have the Poor Dual Brain mutation
977 - 978 Undetectable by Magic The creature cannot be detected by any magical means, including scrying, clairaudience, clairvoyance etc
979 - 988 Vulture Wings The creature has Vulture wings and may fly at one and a half times it's walking speed in Light or Medium Armor
989 - 990 Warty Skin The creature is covered in a tough warty skin. +1 Ac, -2 Charisma
991 - 992 Wisdom -2
993 - 995 Wisdom +4
996 - 998 Wisdom +6
999 - 1000 Wreathed in Flames The creature's body is wreathed in flames. Attackers without reach take 1d4 fire damage every round



Random Creature Table

Die Roll (D100) Creature Body Part Effect
1 - 5 Ant Head IQ -2, Scent, Bite attack
Arms No hands. Strength +2
Legs Strength +2
Torso Strength +4, AC +2
Wings Fly (clumsy) at walking speed
Tail Stinger
6 - 10 Ape Head Bite attack
Arms Climb +2
Legs Climb +2
Torso Strength +2
Wings N/A
Tail N/A
11 - 15 Bat Head Bite attack, See Invisible, -2 to Sonic attacks
Arms N/A
Legs Climb +2; Movement ½
Torso N/A
Wings Bat Wings – Fly at walking speed
Tail Stub
16 - 20 Bear Head Bite attack
Arms Strength +2, claw attack
Legs Climb +2
Torso Strength +2, Constitution +2
Wings N/A
Tail Stub
21 - 25 Boar Head Gore Attack
Arms No hands, kick attack
Legs Movement – Run at 5* Movement
Torso Strength +2, Constitution +2
Wings N/A
Tail Curly
26 - 30 Bull Head Gore Attack
Arms No hands, Strength +2, kick attack
Legs Movement – Run at 4* Movement, kick attack
Torso Strength +4
Wings N/A
Tail Flyswatter
31 - 35 Deer Head Gore Attack with 5' Reach
Arms No hands, kick attack
Legs Movement *2, kick attack
Torso Save vs Cold +2
Wings N/A
Tail White tail
36 - 40 Dog Head Bite attack, Scent
Arms No hands
Legs No effect
Torso No effect
Wings N/A
Tail Waggily, -2 to Bluff checks
41 - 45 Crocodile Head Bite attack
Arms +2 on Jumping if both Arms and Legs
Legs +2 on Jumping if both Arms and Legs. Movement *1/2
Torso AC +4
Wings N/A
Tail Swim at twice walking speed. Slam attack
46 - 50 Eagle Head Perception +2, Bite attack
Arms Replaced by wings
Legs Kick atack, Movement * ¼
Torso -2 AC
Wings Eagle wings
Tail Bird tail
51 - 55 Horse Head Scent
Arms No hands
Legs Movement *2
Torso Constitution +4
Wings N/A
Tail Stringy
56 - 60 Lion Head Bite attack, Roar, Mane
Arms Claw attack, no hands
Legs Spring 10', claw attack
Torso Constitution +2
Wings N/A
Tail Tufted
61 - 65 Rabbit Head Perception +2, Long ears
Arms Claw attack, no hands
Legs Leap 20'
Torso No effect
Wings N/A
Tail Cottontail
66 - 70 Raven Head Wisdom +2
Arms Replaced by wings
Legs Kick atack, Movement * ¼
Torso -2 AC
Wings Raven wings
Tail Bird tail
71 - 75 Goat Head Butt attack
Arms No hands, kick attack
Legs Kick attack, climb +2
Torso Constitution +2
Wings N/A
Tail Stub
76 - 80 Snake Head Poison Bite attack
Arms None
Legs None
Torso Dexterity +2
Wings N/A
Tail Tapered
81 - 85 Spider Head Bite attack
Arms Multiple arms
Legs Multiple legs
Torso AC +2
Wings N/A
Tail Web Spinners
86 - 90 Tiger Head Bite attack
Arms Claw attack, Swim speed + 5
Legs Claw attack, Swim speed + 5
Torso Strength +4
Wings N/A
Tail Lashing
91 - 95 Weasel Head Bite attack for Constitution damage
Arms Claw attack
Legs Claw attack
Torso Dexterity +2
Wings N/A
Tail Balance +2
96 - 100 Rat Head Bite attack carries disease
Arms Claw attack
Legs Claw attack
Torso Constitution +2
Wings N/A
Tail Balance +2

1 comment:

  1. Great stuff! There's always a need for more random monster tables. I'm already thinking how this can be combined with say, Appendix D from the 1e DMG or even "Exquisite Corpses" by Stephan Poag.

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