These beasts live within dark caverns
and caves. Each one has random traits and abilities; roll once in
each category. You could also use this to generate random monsters
for Underark creatures as well, but you would need to replace some of
the results for the implied setting there. Replacing the 'dangling
goblin corpse' with a drow corpse, for example. Inspired by Dwarf
Fortress Forgotten Beasts and their potentially insane generations.
The Body
– 1d10
[1]
Humanoid (3 HD, 12
AC) Has a pot belly and deathly thin everywhere else. It's head leers
down over you. It's appearance belies a malevolent intelligence- it
can use weapons, but doesn't need to.
[2]
Beast Head (5 HD, 9
AC, Bite deals 1d10) Massive head, looks like an ape mixed with a
bear. Moves on a billion slithering tentacles, relies on scooping
prey into its mouth.
[3]
Bat (4 HD, 14 AC,
Flight) Thin, huge wings that fly in silence.
[4]
Worm (6 HD, 8 AC) It
can slink with frightening speed.
[5]
Fish (3 HD, 16 AC,
Hovering) Appears as a massive scaly fish that swims through air.
[6]
Lizard (4 HD, 14 AC,
Tongue-Lash) Six legged gecko. Has a long tongue attack that draws
people in to its mouth on a failed save.
[7]
Turtle (3 HD, 17 AC)
Like an armored tortoise with pitch black spikes growing out its
back. Has a dangling goblin corpse impaled on one of the spikes,
smells of death.
[8]
Herbivore (5 HD, 14
AC, no bite attack, gains two hoof attacks at 1d6) Knobbly legged
wildebeest. It doesn't belong here, poorly suited to this
environment.
[9]
Blob (8 HD, 6 AC,
Moves over/through all terrain, very slow) Flows as honey, with murderous
intent. You can escape it easily, but pursues relentlessly.
[10]
Insect (4 HD, 12 AC,
cannot be flanked or surprised) Six spindly insect legs over a short,
fat, grub of a body. No head, only holes on each end. Both holes do
each others job; eat and excrete.
Eyes
– 1d8
[1]
Red (+2 to hit)
Murderous, filled with a hate that is beyond instinct.
[2]
Unblinking (+1 HD)
Primordial and uncaring. Appraises you without thought.
[3]
Yellow (+2 to saves)
Pure glowing color, gives it the appearance of being an artificial
thing.
[4]
Spikes (+1 damage to
all attacks) Instead of eyes, it has dark metal spikes jutting out.
[5]
Spider (Can fire Web
once per combat) Many small, black eyes on its head and face.
[6]
Painted (Gains +1 AC,
cannot be blinded except Holy Water) It's eyes are drawn on, and its
vision can only be stopped by scrubbing them away. Regular water has
no effect.
[7]
Holes (Can cast a
single 1st
or 2nd
level spell, once per combat) Hollow eyes, it's enchanted by
something dark and sinister.
[8]
Cyclopean (Fire Eye
Laser once per combat,
save vs beams, deals 1d6) Sweeping beams emit from this single large
eye.
Material/Skin
– 1d8
[1]
Hot (Aura of Heat,
save or sweat each round in melee. Save again each round or take 1d4
nonlethal fire damage, beast takes ½ damage from fire spells) Appears like
cracked magma, water steams on touch.
[2]
Metal (+2 AC) The
metallic skin of the beast grinds as metal. If skinned, this could be
forged into a suit of unnaturally flexible metal armor; AC as
leather+1
[3]
Scaly (Immune to
Slows, Sleeps, and Stuns) Its looks like something lost to time.
[4] Matted Fur
(Takes ½ damage from cold, go into rage gaining +2 to hit and damage
but -2 AC when reaching half health) The beast is mangy and hungry
like a wild wolf.
[5]
Wrinkled (Takes ½
damage from daggers and spears, cannot be poisoned or hurt at all by
darts, ninja stars, etc.) It's body is wrinkled and clammy, smells of
dust between its folds.
[6]
Porcelain (Ignores
Bronze Armor & Weapons, +2 to hit with all attacks) Alabaster
white, a crafted being, looks like it belongs among the rubble and
columns of ancient cities.
[7]
Cloud (Immune to
nonmagical weapons and attacks) Barely present, it's smoking body is
a suggestion of a form. White spectral eels dance in its gut.
[8]
Infested (Choking
Spores fill the chamber- save or cannot speak/cast spells and take
1d4 damage, Treat as Undead, but +2 HD for Turning Attempts) The
creature looks half dead, rotting flesh with mushrooms growing from
every spot. Spores fall with each shake. Anything this creature kills
starts to sprout in 1d4 rounds, which also release spores when
disturbed.
Bite Attack
– 1d4
[1]
Molars (1d6+1
crushing damage) Giant molars that grind and squeeze.
[2]
Canines (1d8, -2 to
saves to escape) Sharp, pointed teeth, keeps prey in place.
[3]
Lamprey (1d6, heals
for half damage done on bites) Blood spilling, horrible spiral
wounds.
[4]
Fangs (1d6, save vs
poison or take 1d6 damage per round each round) Like a snake, huge
fangs jut out when teeth are bared. Dripping with sizzling venom.
Powers
– 1d10
[1]
Claws (Gains a claw
attack at 1d4) Two shrunken arms on chest, rip anything pressed up
close.
[2]
Javelins (On first
hit taken, all nearby must save or take 1d6 damage from ejected
spears) It's body is covered in rusted weapons from an ancient
attempt to slay the beast. Clearly, they failed.
[3]
Minions (After taking
3 hits, gives birth to 2d6 tiny 1 HD monsters. The monsters have one
attack at 1d4 and are nearly blind and deaf) The creature is
pregnant. After taking significant damage, it gives birth to a
squealing litter; the undeveloped fetal spawn as monstrous as their
parent and born weaned; ready to taste flesh.
[4]
Gaze of Pain (Each
round, one target the beast looks at must save or take 1d4 damage.
They feel horrible pain and lose concentration on spells) This
beast's eyes emit malice. Anyone who meets them will feel a horrible
pain; inflicted from within the beast's black soul.
[5]
Shifting Walls (If
the beast is killed, the area the party is in subtly warps without
their knowledge. They are shifted to another part of the dungeon,
potentially on another floor, randomly.) The beast's last laugh; a
gift from the minotaur.
[6]
Metamorphosis (Creature
can stop to transform its Body, Material, and/or Bite attack. It
keeps its original HD and hit points but changes AC and other stats
according. Transformation takes one round that cannot be used to
attack or use abilities) Its flesh is as clay, shifting into new
forms to dominate in any ecosystem, or to fight any foe.
[7]
Occult (Creature can
cast either one 3rd
level spell, OR two 1st
or 2nd
level spells each day. The spells are randomly determined, but should
be weighted towards curses and offensive magic) The being possesses a
magical presence. Large, dusty gray moths land on its surface when it
is still and swarm around it when it moves.
[8] Swallow
(Can swallow up to one medium sized creature at a time, deals 1d4
acid damage per round internally to that person, can only cut
yourself out with an attack roll of 19 or higher with a dagger or
claws inside) The creature has a belly or pouch and a large mouth.
Voracious.
[9]
Anomalous (Takes no
damage from the first three attacks or spells that hit it. If it is
hit by an anti magic spell; roll again on power table and it warps to
that) The being's skin and flesh sizzles and bubbles, the smell of
flowers fill your mind with memories you never had.
[10]
Ash Field
(Extinguishes 1 torch within melee range per round for Ash, takes ½
damage from Fire spells and converts spell level to Ash, If material
is “Hot”, gains 1 Ash per round. (Ash is used by the creature to
create a swirling shield around it of +2 per Ash used per round OR it
can roar/screech/rumble and throw up ash that fills a room which
causes temporary blindness & inability to cast spells.) The
creature is warm, its skin flakes with the sound of crackling fire.
oh man this is the good shit. I fuckin' love it.
ReplyDeleteIf cavegirl likes it, you know it has to be good.
DeleteOr like, edgy. lol
DeleteI rolled one up because losing is fun
ReplyDeleteBlob, holes, infested, lamprey, swallow
A horrible mass of fungal rot, hollow orifices that swallow things up and does the chef's choice of dissolve them in acid, suck their blood with a lamprey mouth, and I guess it should be able to cast Grease as its spell to make sure nothing escapes its inexorable, terrain-agnostic advance.
That's nasty!