Spider - Man Mutant Warhammer: Slaves of Darkness |
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 |
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.
ReplyDelete