I love monster modification tables. I love rolling dice to make things more horrid. I reckon most DMs love these things.
Here are some universal monster modifications to throw your players a curve ball shaped like an exploding ogre with beholder eyestalks. Zombies are too boring? Now they are immune to fire and self-immolate as they hug and munch your PCs brains. Griffons in your campaign are now inexplicably afraid of parchment and have a predilection for devouring gold and silver.
Roll a few times on the d12 table and add the results to your next random encounter.
Yes, but these ______s:
1. Explode in a 10' area when they perish. (Roll d4)
- Fire or burning ash
- Acid
- Bone and viscera
- Poison cloud
2. Are immune to fire and... (Roll d4)
- Self-immolating
- Breathe fire
- Immolate others psychically
- Break into smaller flaming selves when wounded
3. Are immune to cold and... (Roll d4)
- Covered in thick ice armour
- Have a cone of cold breath weapon
- Creak and moan like ice breaking (morale breaker)
- Are the frozen vessel or prison of another entity
4. Has dangerous blood (spatters attacker like a counter-attack). (Roll d4)
- Acid
- Contact poison (kills in 1d12+Con rounds)
- Causes insanity through horrific visions
- Causes petrification
5. Are really cyborgs or machines. (Roll d4)
- Clockwork
- Advanced tech (looks totally realistic with fur and flesh covering tech)
- Steam-powered
- Alien tech
6. Are Undead (if already undead, then they are positive energy undead). (Roll d4)
- Level drain
- Steal vitality (Ability drain; heads - STR, tails - CON)
- Mindless and murderously motivated to destroy the living
- Must consume living flesh
7. Is a shapechanger; takes the form of: (Roll d4)
- Any animal
- Any humanoid
- Anything it can see
- Anything at all
8. Consumes unusual material for sustenance/powers. (Roll d8)
- Gold or silver
- Non-precious metals
- Gemstones
- Magic
- Eyes
- Bones
- Fetuses or newborns
- Sex organs
D'aww! Chaotic Cute! |
9. Has an alignment diametrically opposed to the nature of its kin: a Chaotic Evil Gold Dragon or Chaotic Good Baatezu, for example. OR Roll a random alignment below and remove results of the current alignment of the affected creature. (Roll 2d6)
- Lawful
- Chaotic
- Neutral
- Evil
- Good
- Unaligned
10. Has an unusual weakness. (Roll d6)
- Water deals damage as fire
- Aversion to paper or papyrus, flees from it
- Fearful of children (or halflings)
- Allergy to Gold (suffers mortal wounds from gold weapons)
- Specific spices, seasonings or salt
- Flowers, specific types are poisonous
11. Composed of powerful magic, can be dispelled. Power source: (Roll d8)
- Necromancy
- Elementalism
- Blood Magic
- Heliomancy or Lunomancy
- Divinity
- Fae Magic
- Hateful or Righteous Force of Will
- Madness
12. Has the combined powers or physical parts of two or more creatures. (Roll d4)
- Eats the heart or major organs to steal strength from victims, takes one power temporarily for each organ consumed
- Spliced together by mad scientists
- Hellish abomination, twisted and insane
- Polymorphed composite of two creatures, as by Polycorporation
New LL Spell:
Polycorporation (MU 5)
Duration: Permanent*, Range: 10’
Two creatures are mystically combined. This bonding can be undone by another polymorph spell or a dispel magic spell. AC and HD are added together and halved (half HD are added as +1 per remaining HD). Saves are based on the higher HD creature. All abilities, defenses and attack modes are retained. *Willing creatures can remain combined indefinitely. Unwilling subjects of the spell can throw off the effects after a number of turns equal to the caster’s level+6.
New Monster:Corpidius, a powerful sorceror, has decided to polycorporate the orcs in his service with the displacer beasts (or phase tigers) from his breeding pens. The result is a terrible bloodlusting hunter with 10 limbs.
Displacer Orc: a six-legged tauric creature with two arms and two whip-like tentacles emerging from the shoulders.
- AC: 5 (6/4)
- HD: 3+3 (1/6, half level becomes +3)
- Morale: 10
- Attack: by weapon, shoulder whips 2d4/2d4
- Defenses: displacement, all attacks against a displacement orc are -2 to hit and saves are made at +2
- Saves as F6
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