-->
Showing posts with label Beastiary. Show all posts
Showing posts with label Beastiary. Show all posts

Tuesday, December 1, 2020

King Moonracer


  King Moonracer - Ruler of the Island of Misfit toys in the made for TV "Rudolph the Red-nosed Reindeer" holiday special.  What kind of monster would he be in D&D?


My much better half decided to put the show on this evening, must be twenty years since the kids wanted to watch it, so that's probably the last time I would have seen - or thought of it.  It's not my most loathed holiday special - that distinction goes to anything where they play "The Little Drummer Boy" - pah-rump-a-dum-dum.

When I saw the scene this time I immediately tried to classify him in terms of the D&D or other RPG bestiary.  Obviously some sort of winged lion, but that's still leaves a choice of monsters.







Manticore

     Left: Sullivan's manticore from the Monster Manual.  Bat wings and the head of Rutherford B Hayes.  Close, but Moonracer is a King not a President.

    Center: Trampier's manticore from one of the Treasure Assortment card stock playing aids of the 1970's.  Still bat wings and a human head, not sure who it looked like when he drew it, but now after watching the Harry Potter movies with the eldest granddaughter, he reminds me of an evil Hagrid.  Well, Hagrid's dad didn't size matter, maybe he was even less picky in his youth.

     Right: Manticore illustration from Warhammer FRP 1e.  Bat wings, human head - Gene Simmons from K.I.S.S.?

Griffons

One of the fandom wiki's suggested Moonracer was a Griffon.

Left: ACKS Griffon - love it noshing on hobbits, excuse me, "Halflings".  I hate halflings so much I made a completely different race to replace them.  But the classic front of an eagle, rear of a lion coniguration.

Right Top: Griffon from the Monster Mnaual.  It doesn't have Sullivan's or Trampier's initals, so I'd guess one of Hean Wells or Tom Wham's illustration.  Classic configuration for a griffon.

Right Lower; Griffon from Warhammer FRP.  Again, classic configuration.

Shedu



Maybe something from the Fertile Crescent.  Here's Sullivan's Shedu from the Monster Manual.  Winged, but body of bull not a lion.  Oddly, it wasn't included in 3rd Edition.

Lammasu

We may have something here.

Left: Trampier  illustration from the Monster Manual

Right: Lockwood illustration form the 3rd Edition Monster Manual.  I think we have a winner.

Lawful Good, flies, turns invisible, innate dimension door ability.  Clerical spells up to 4th level.  For whatever reasons of his own, Moonracer left his sandy desert for the icy one to provide a refuge for the unloved. 


Monday, July 6, 2020

Chivalry & Sorcery 1e - Shantak


     
Shantak
After Call of
Cthulhu illustration
The Shantak is a monster from Call of Cthulhu, based, of course, on the works of H. P. Lovecraft and needs to be converted. 
They were not any birds or bats known elsewhere on earth...for they were larger than elephants and had heads like a horse's. .... The Shantak-bird has scales instead of feathers and those scales are very slippery. The Dream-Quest of Unknown Kadath
      Here at least I have a an animal in C&S to start the conversion process with, since the Shantak is bigger than an elephant, I'll start with a Woolly Mammoth. The characteristics come from the Saurians book, which includes Ice Age fauna as well as dinosaurs.




Mammoth
Height/ LengthBodyWT.MoveArmor%Hit%DodgeExp
9'/12.5'15010,00060/ 1804+20% 5*WDF MLH(4)
+10% 5*WDF  MLK(2)
02250

Shantak
     Height and Length - the description says bigger than an elephant, but it flies, rtaher than trimping around on the ground.  The drawing from Call of Cthulhu 1e shows a wyvern-ish shape with a long neck.  I'll leave it at 9' tall, but stretch the body to 18' and assume it has about a 40' wingspan.
     Body  CoC includes stats for elephants as well as Shantaks.  It gives an elephant 31 HP and the Shantak 32 HP, so I'll leave Body at 150.
     Weight - I'm going to thin it down since it's a flier.  Mature Dragons in C&S weigh 250lbs for every foot of length, so 4,500
     Move-  C&S give a mature dragon a movement in the open of 225 yards/2.5 minutes walking (same as a man).  CoC gives a man a movement rate of 8 yards/combat rounds"of a few seconds".  If I assume 11 combat rounds per minute in CoC [It was probably 10, but trying to make the numbers work.] I get 220 yards /2.5 minutes.    So as a Shantak moves at 6 on the ground and  30 flying in CoC, multiplying it out for C&S it has a ground movement of 165 and a flying movement of 825 yards/ 2.5 minutes.  Making it the slowest flyer in the sky.  For combat turns, divide by 3.75 to get feet per turn, triple that for maximum movement speed of 132.  Same calculations for flying speeds.
     Armor - CoC reduces damage by the armor value, C&S changes the chance to hit.  So conversion by analogy here.  An elephant in Call of Cthulhu is is unarmored, a Shantak has an AC of 9, making it bullet proof more often than not.  I'm going to keep it's AC at 9, including the damage reductions from Plate and Chain armor.
     Hit  - the Mammoth has Large Horns (tusks) and Large Hooves (kicks).  Despite being depicted with large bird like talons, the only attack CoC lists for the Shantak is a bite.  I'm going to increase the size to compensate for fewer attacks, and give the the ability to 'toss' a victim.  In CoC an elephant has an average strength of 50, while a Shantak is 34, so I'll decrease the hit bonus by 5% and Weapon Damage Factor by 1.
    Dodge - 45% slower than the next slowest flier, these are large clumsy fliers.  No dodge.
    Experience -  Shantaks are malevolent, evil intelligent beings from the outer planes.  They will fight to cause terror and flee if their robust physical defenses let them down.  So I'll set it equal to a fire breathing wyvern - 3000 xp.
Height/ LengthBodyWT.MoveArmor%Hit%DodgeExp
9'/18'/40' wingspan1504,50044/ 132
220/ 660 Fly
9+15% 4*WDF MGB(2)03000


MGB - Monster Giant Bite
TypeWeaponBlowsWDF
MGB 9Giant Fangs/Teeth25**
012345678910
Hit5555504540353025201515
Critical4540403530252520201515

** A hit by one of these natural weapons permits an attacker to bash or toss a victim 5-30 feet.  There is a 60% chance that a victim in AC 0-2 will be stunned and a 25% that others will be stunned.  Increase chance of stunning by 5% for each 5' short of possible distance thrown if the victim is bashed into a wall.

From Chivalry & Sorcery Combat Tables page 52


Friday, July 3, 2020

Chivalry & Sorcery 1e - Giant Amoeba

Phagocytosis
The Giant Amoeba is a Warhammer FRP monster and needs to be converted.  I consulted the C&S Sourcebook which has guidelines for conversion and creation of monsters.  It actually calls out giant amoebas as possible but gives no stats.  The conversion guidelines turned out to be not  much more than, start with something similar (which doesn't exist in C&S) and it should follow real word physics.  OK I can deal with that.

The following is for a giant amoeba which would form a two foot (61 cm) diameter sphere.  Spread out it would be about six inches  (15 cm) thick and four feet (122 cm) in diameter radius, obviously it can reshape it's body considerably.

Giant Amoeba
A large single celled organism that scavenges dungeons and waterways.   Some amoeba have an Armor of 1 or 2 from chitin nodules embedded in their bodies, but most are AC 0.

Amoebas only Combat Maneuvers are Close and Retreat.  They will only retreat from fire the size of a torch or greater that has been applied for a minimum of three rounds.

Amoebas take no damage from Missile weapons.  Melee weapons do damage only on a critical hit.  Edged weapons do half damage, and thrusting weapons do one quarter damage in those cases.  No roll on the critical hit table is required, the only critical location is the nucleus. 

BodyWT.MoveArmor%Hit%DodgeExp
5030010/20Variesnilnil50
Attack Mode and Special Considerations 
1*WDF MMP. 
Giant amoebas attack prey by encircling them in pseudopods and dissolving them using a process known as phagocytosis.  The creature takes damage every round until freed.

MMP - Monster Medium Pseudopod
TypeWeaponBlowsWDF
MMP 2Pseudopods22
012345678910
Hit4030303030303025252515
Critical----------------------

Pseudopods do not score criticals, but all damage from phagocytosis is scored against the Body.  Opponents automatically take damage every melee turn after a successful attack until freed from the encircling pseudopod.  Attempting to free oneself or another character expends one blow and requires rolling under the character strength on a d20. 

Phagocytosis - involves secretion of chemicals that dissolve bonds in proteins, basically digestive acid attack.

Edited to improve table formatting.

Friday, July 26, 2019

WomGRR!


WomGRR!   

ADD 1eACKS
FrequencyCommonDungeon EncGang(1d6)/Warband(1d3 Gangs)
No. Appearing2-20Wilderness EncWarband(1d3 Gangs)
/Village(1d10 Warbands)
Armor Class54
Movement9" / Burrow 1"90 (30')/Burrow 5'
Hit Dice4+14+1
% In Lair20%20%
Treasure TypeIndividuals M (*10), Q, B, S in lairL per Warband + special
No. Of Attacks2 or 1Claw/Claw or 1 Large Club or Weapon
Damage2-5/2-5 or 1d10 or by weapon1d4+1/1d4+1 or 1d10 or Weapon +3
Special Attacksnilnil
Special DefenseProtected backProtected back
Magic ResistanceStandardN/A
Save N/AF4
IntelligenceSemi- to Low Semi- to Low
AlignmentNeutral or Chaotic EvilNeutral or Chaotic
SizeLarge (9+ feet tall)Large
Psionic AbilitynilN/A
Morale N/A+2
XP130+5/hp140

Womgrrs are a semi-successful crossbreed between wombats and ogres.  They inhabit plains and unforested hills, digging communal burrows for lairs.  While Womgrrs physically breed true, their mental capacities vary. 25% of the population are Chaotic Evil and Viscous with Low intelligence, resembling their Ogre ancestry, these fight with weapons and armor preferably.  50% of the population are Neutral with Low intelligence, they fight with their claws and rarely are given any armor.  This group makes up the bulk of the gangs and Warbands which will always be led by one of Chaotic Womgrrs.  The last 25% are Semi-intelligent vegetarians, which will only fight if cornered in their burrows.  A particularly cunning Chaotic Womgrr may use these as arrow fodder, pushing them ahead of the Warband to absorb damage and get magic users to self-identify.  These will retreat, underground if possible, in response to any damage. A DM should not award much XP for killing them unless they are used as above.

* the WomGRRs special ability is improved defense against attacks from the rear.  The thick cartilaginous back end provides improved protection, attackers do not receive any bonus for attacking from the rear.

See also: Surreptitious or Burrowing Tiger

Wednesday, July 3, 2019

Surreptitious or Burrowing Tiger

"You should ask Caldwell, he was Old Master Spratt's gardener."

      "He meant well, he really did," that worthy prefaced.  
      "Master Spratt always said that no matter how much I rolled the lawn, the mole tunnels still made the croquet balls miss the hoops.  So he says to me, 'I'll get you a helper, I will'."
      "So he took Top, a wombat he'd picked up in his travels to further parts.  And he took Lily, a tiger cub he'd been given and sort o' made new creatures out o' them."
      "Well, the critters dug through the ground like butter and took care of all of the moles.  But their tunnels were even bigger!  The master gave up on croquet and put in a shuffleboard court instead."

     "But the chicken coops?"

     "O' course, when they finished w' the moles, the beasties started going after the chickens.  That's why all the chicken coops in this area in these parts are built of stone, jus' like little castles." 

Surreptitious or Burrowing Tiger (ACKS Stats)

CommonGiant
% In Lair30%10%
Dungeon EncIdiocy (1d3)/Mob(1d6)      Singular(1)/Den(1d3)
Wilderness EncIdiocy (1d3)/Mob(1d6)      Singular(1)/Den(1d3)
AlignmentNeutralNeutral
Movement60' (20') / Burrow 5'90 (30')/Burrow 5'
Armor Class33
Hit Dice2*5*
Attacks3 (Claw/Claw/Bite)3 (Claw/Claw/Bite) or 1 (Rake)
Damage1d4/1d4/2d41d6/1d6/2d6  or 2d8
SaveF1F3
Morale+1+1
Treasure TypeNone10% Chance of F
XP29350

My lack of artistic talent
on full display
The Burrowing Tiger (Vombatis tigris vulgaris) is a small marsupial predator, whose prey consists of rats, rabbit, mole, earthworms, snakes and other small creatures living on or just under the surface.  In settled regions they are considered a nuisance due to damage cause by their large (6 - 8 inch) tunnels, which damage fences, small buildings and can cause injury to man and beast if they collapse under foot.  They also tend to preying on small domesticated fowl and animals, such as chickens, ducks and rabbits.  It is vitally important in these areas that such farm stock are kept in stone floored enclosures at night.  *The rear of the burrowing tiger is a mass of tough, cartilaginous tissue providing no advantage to attacks from the rear.

The Giant Burrowing Tiger is merely a rumor from antipodal rain forests.

Excerpt from the Society Report on the fate of the Saynsbury Expedition: Sir Oswalt Saynsbury chartered the brig Skua.  The said purpose of the trip was to investigate reports of a species of surreptitious tiger (Vombatis tigris maximus) said to hunt its prey by digging pits beneath the surface of the trail for it to fall into.  Captain Grimbalde of the Skua deposes that at the South Sea Company factory near the mouth of the Bomberra river, Sir Oswalt engaged a native guide with some rough understanding of our tongue, who promised to arrange bearers for the expedition from local Dorrikimbo villages a few miles up the river in exchange for some trade junk.  His mate Wardeby, deposed that Sir Oswalt debarked with his servant, Beale, at village approximately 5 miles from the mouth of the river called Wahrwahr or Tahrway.  Sir Oswalt instructed the rest of his party to return in two days with the trade junk he had brought.  Doctor Annelsey, of the Expedition, deposed that when Wardeby returned them to the village on the stated date, neither Sir Oswalt, nor Beale nor the guide they called Johnny were present.  The chieftain or high priest of the village (the Doctor was unable to determine the man's role with any precision)  presented them with Sir Oswalt's sword and shield while making a pantomime, the Doctor thought perhaps was of someone being attacked.  Based on the lack of any positive information and the multiple reports of the Dorrikimbo people being cannibal savages - we conclude that Sir Oswalt met his death in a cooking pot.
  The Society is open to backing any member or friend of Sir Oswalt who wishes to organize another trip to the Dorrikimbo lands for revenge or discovery.

Note:  These are wombat tiger crossbreeds, loosely based on the rules for combining creatures in ACKS.  Darren Wheeler on MeWe ACKS group suggested the crossbreed.

Sunday, June 30, 2019

Wombat

% In Lair: 60%
Dungeon Enc: Wisdom (2d6) /Mob (3d6)
Vombatus ursinus -Maria Island National Park
Wombat

Wilderness Enc: Mob(3d6)/Colony (4d6)
Alignment: Neutral
Movement: 60' (20')/(5' Burrow)
Armor Class: 3
Hit Dice: 1*
Attacks: 3 (Claw/Claw/Bite) or
1 (Kick with Rear Legs)
Damage: 1d2/1d2/1d4 or 2d4
Save: F1
Morale: -2
Treasure Type: None
XP: 13

Wombats are short-legged, muscular quadrupedal marsupials that are native to Australia. They are about 1 m (40 in) in length with small, stubby tails. - Wikipedia
[Edit: forgot this when I posted]
* the wombat's special ability is improved defense against attacks from the rear.  The thick cartilaginous back end provides improved protection, attackers do not receive any bonus for attacking from the rear.

Friday, May 17, 2019

Landshark

Landshark


% In Lair : nil  
Dungeon Enc: 1-2 (10% Chance mated pair)
Wilderness Enc: 1-2 (10% Chance mated pair)
Alignment: Neutral
Movement: 150’ (50’) Burrow 30’
Armor Class:  11/9/7
Hit Dice:  9***
Attacks:  3 (bite/claw/claw)
Damage:  4-48/3-18/3-18
Save:  F5
Morale: +4
Treasure Type: nil  
XP:  2500
The Landshark is a magical crossbreed, combining a snapping turtle with an
armadillo, with the temper of a grizzly with a sore tooth.  Fearless and always
ravenous, they will attack large parties just to eat a mount or draft animal. At
an average of 9 ½ feet tall and 12 feet long; these consume massive amounts
of food every day.

When fighting they use their front claws and gaping maw to kill, then will stop
and eat the pieces if not currently being attacked.  It takes a landshark one
round to eat a small creature, two for a medium and four for a large creature.
Surviving combatants wisely use this time to run away.  When surrounded,
the landshark can jump up to eight feet in the air, allowing them to make two
additional claw attacks with their rear feet.

The landshark is covered with massive armored scales; a prized component
in making magical shields.  It has two vulnerable spots, a small area behind
the crest (AC 7) and the small eyes from the front and sides (AC9).  There is
no penalty for calling a shot against these smaller targets, of the character is
in the right location.

The landshark is known for its ability to burrow underground, often with the
crest breaking through the surface.

Adapted from Advanced Dungeon and Dragon’s (1e) Monster Manual: Bulette

Conversion Notes:  One of the iconic monsters and copyrighted; this
conversion is for personal use only.   By straight conversion factor
the AD&D AC values of -2/4/6 convert to 11/3/5. (I convert based
off armor types, using a calculation only when the armor class is off
the charts like the AC-2.  In this instance the Monster Manual describes
the vulnerable spots as being small; so rather than giving characters a
-4 to hit them with a called shot, I increased the AC for the vulnerable
spots by 4.


Special Abilities: High Armor Class, Gaping Maw inflicts massive damage; Jump

Friday, April 5, 2019

Pseudo-Basilisk conversion for ACKS

Horned Serpent or Pseudo-Basilisk
% In Lair  None
Dungeon Enc: Nest 1d6
Wilderness Enc: Nest 1d6
Alignment: Neutral
Movement: 90’(30’)
Armor Class: 2
Hit Dice: 3*
Attacks: 1 spit
Damage: 1d3 + 1d4 CH loss
Save: F1
Morale: -1
Treasure Type:  None
XP: 65
A six foot long, fat, greenish-brown snake with a yellow horn on its’ nose. It
attacks by spitting acid with a range of 6 feet.  Anyone hit by the acid must
make a Save vs Breath or take an additional 1d4 Charisma loss. The
Charisma loss is permanent unless the character washes with soap and
water immediately afterwards, in which case the Charisma loss is reduced
by 1 point every two days as the skin heals.


A successful Beast Friendship, Knowledge Natural History or Naturalism
check will correctly identify the creature and know the requirements to
avoid the permanent Charisma loss.  A failure will leave the character
believing that it is a real basilisk. A successful Loremastery check will not
identify it as a pseudo-basilisk, but the character will know it does not
match the description of basilisks of legend.

 Based on the pseudo-basilisk from The Dark Eye (3rd Edition)

Wednesday, November 5, 2014

Neunage Affen or Lamprey Ape

Lamprey Ape
Breaking the sealed door and opening it allows a miasma of rotting fish to roll out of the chamber. A vision in pink awaits the party, but it's a vision that makes the characters wish for darkness to descend. From it's clawed toes to the tips of it's enormous flapping ears the ape-like body is pink. All shades of pink from bright fluorescent to the pink of blood spilled in water twist and writhe across patches of hair, scales and seamed wrinkly hide. From the center of it's triangular head, a single malevolent green eye balefully stare at you over the lamprey mouth dripping a disgusting yellow ichor on the scuffed out lines of the restraining pentagram.





Pathfinder Stats
XP 1,600
CE Large Aberration
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 19, touch 12, flat-footed 16; (+3 Dex, +7 natural, –1 size)
hp 63 (6d8+36)
Fort +11, Ref +4, Will +3

OFFENSE

Speed 30 ft.
Melee bite +8 (1d4+5) + ichor, 2 tentacles +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)

ichor
Bite—injury; save Will DC 17; frequency 1/round for 6 rounds; effect become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell ; cure 2 consecutive saves
save Fort DC 17 1 time. Effect – an egg is injected in the victim. If the initial Fort save is failed. Another one must be made the next day. Success means the egg failed to implant, failure means that the egg will hatch in 21 + 1d10 days, the larvae eating its way out of the host.

STATISTICS

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8



Friday, October 17, 2014

Alternative Means of Interring Vampires

Here's a brief survey of some folk remedies for keeping the dead quiet.

Bulgaria - iron stake through the left side of the chest PLUS removal of the lower left leg.  Apparently it makes them tip over when they try to hop after you.

Bulgaria - bind the hands of the dead

Romania - remove the heart of the corpse

Italy - put a brick in the corpse's mouth so they can't feed

Poland  - cut off the head and bury it between the legs.

Colonial America - bury the head in skull & crossbones position (not sure how you do that without complete dismemberment)

The source of these is a Daily Beast article, which is fitting as we're talking fantasy.  [Trigger warning: Do not read the article if you are easily offended by incoherent grammar, fifth grade level factual mistakes (Thracian is the name for the historical inhabitants of Bulgaria, not the name of a city) and/or use of the word ancestors to describe descendants of people previously alive.]

Another Take on Stymphalian Birds

Follow Me and Die has posted his version of Stymphalian Birds for Ad&D.  I really like the shooting bronze feathers as arrows.  But I thought they were encountered in mountains rather than swamps and forests.  Well, variety is the spice of life.  My take on the little beasties is here.  You can find all of Hercules labors on Tuft's Perseus site

Thursday, January 23, 2014

Origin of Species - Satyrs

Detail from Red Figure Psykter (Wine Cooler).  British Museum 
Mythology with it's stories of monsters encountered and overcome is one of the deepest roots of the hobby.  Many of us probably had an idea of these creatures before we cracked our first Monster Manual.  Culturally, the stories and their characters from Greek and Roman mythology are the common heritage of Europe and America and their images abound, albeit distorted from the original through the lens of time and demands of narrative in our media.

Consider the satyr, you may have first encountered him as Mr Tumnus in Narnia or as depicted in Legend. The 1e Monster Manual depicts them as "interested primarily only in sport - frolicking, piping, chasing wood nymphs, etc."  A gentle woodland creature, apt perhaps to play a trick on the players, but not generally considered an enemy.

Now look at the description of satyrs given 1900 years ago.

Pausanias - Description. Of Greece . There is also a smallish stone, just large enough to serve as a seat to a little man. On it legend says Silenus rested when Dionysus came to the land. The oldest of the Satyrs they call Sileni. Wishing to know better than most people who the Satyrs are I have inquired from many about this very point. Euphemus the Carian said that on a voyage to Italy he was driven out of his course by winds and was carried into the outer sea, beyond the course of seamen. He affirmed that there were many uninhabited islands, while in others lived wild men. The sailors did not wish to put in at the latter, because, having put in before, they had some experience of the inhabitants, but on this occasion they had no choice in the matter. The islands were called Satyrides by the sailors, and the inhabitants were red haired, and had upon their flanks tails not much smaller than those of horses. As soon as they caught sight of their visitors, they ran down to the ship with out uttering a cry and assaulted the women in the ship. At last the sailors in fear cast a foreign woman on to the island. Her the Satyrs outraged not only in the usual way, but also in a most shocking manner.

A much more wrathful creature than the gentle piper of the forest.  Researching the original myths is a good way to find alternatives to the usual depictions of monsters that will surprise your players with an unexpected challenge, keeping the game fresh for everyone at the table.


Yes that IS what the satyr is balancing the cup on, history is rarely G-rated.  For a very different take on Mr Tumnus and Narnia in general  try this entry from S#!t Roleplayers Say.

[Ed. Did you know Blogger's spellcheck doesn't check the Title? Corrected.]

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