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