Elite Creature Generator
Each pack of
creatures has a 1 in 6 chance of having an elite mob. Take the
primary creature type of that mob and grant it +1 HD. Roll for any number of defining
features and then roll once on the corresponding table for its primary attack.
Defining Feature – 1d12
[1]
About a head taller then the other creatures in its pack.
[2]
Very long tail, hair, or shaggy fur coat.
[3]
Skin, fur, or paint of brightly different color. Roll 1d6 (red,
yellow, green, blue, purple, white)
[4]
Floating ball of wisp light, tiny cloud, or shackled soul of a human
following the creature.
[5]
Highly polished armor or scales OR wearing a colorful sash to denote
advanced rank.
[6]
Shadows collect unnaturally on its frame. It exudes darkness.
[7]
Has loud specific noise it generates. Rattling chains, ragged breath,
crackling flames, etc.
[8]
Strange primary weapon compared to others in its pack, highly
ornated.
[9]
Is constantly carried or preened by other creatures of its type.
[10]
Babbles in the language of a civilized race. Can do this even if
cannot normally speak.
[11]
Pervasive stench or spooky aura. Can tell where it has passed
recently.
Melee Creature - 1d6
[1]
Life Draining. Heals ½ damage dealt with its melee attack.
Weapon/claw is bloody or glowing.
[2]
Unnaturally tough, +2 AC and +1 HD. Thick hide or heavier armor.
[3]
Cleave, can hit up to 3 party members in melee.
[4]
Ultra fast. Moves at double movement speed.
[5]
Retribution. When killed deals 1d6 per HD to adjacent party members,
save to avoid.
[6]
Fearless. +2 morale and grants +2 morale to all allied creatures of
the same type.
Ranged Creature - 1d6
[1] Volley
of projectiles with each shot, can hit up to 3 adjacent targets.
[2]
Homing projectile. On a miss, comes back around for another chance.
[3]
Elemental attack. Deals +1d6 damage of a random element (fire, ice,
lightning, acid)
[4]
Can use up a turn to do a piercing shot. Hits all along a straight
line.
[5]
Can climb, swim, or float at normal speed.
[6]
Can attack in melee AND fire at range in the same round.
Magic Creature - 1d6
[1]
All saving throws against this creature's magic are made at -2
[2]
This creature can Turn
Lawful
once per day. (Or whatever other alignment makes sense)
[3] For it's round in combat; the creature can chant and
heal 1d4 health to its allies.
[4]
Creature's spells have random different element, such as
Iceball
instead of Fireball.
[5]
Creature can snap fingers to activate nearby dungeon traps.
[6]
When the creature gets below 50% HP and is not killed, can shapeshift
into a random monster of the same HD at full health. Cannot ever
change back.
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