If you want to
spruce up some random monster encounters, roll on this table. Make
sure to mention how these monsters look different or unique to those
of their ilk. Add the word of the modifier to the front of the
monster type. So if you roll a [6] for Trolls, they are now “Jeweled
Trolls”.
Unless otherwise
stated, the bonus is for every member of the pack of monsters
encountered.
[1] Bewitched-
Commanded by a powerful sorcerer or witch. They may carry symbols of
the witch's power, like wicker men, or may have sticks or bones
wrapped in their hair or fur. Scorched symbols around the lips or
eyes to bind them to the sorcerer is also common.
Bewitched-
The first time these monsters fail their morale check, they are
stunned for one round as the witch's dark magic takes over their
minds and behavior. Then, they continue fighting.
[2]
Infested-
These monsters are physical hosts for horrible little creatures.
Flesh eating maggots, swarms of killer wasps, spider eggs bursting
from every wound. They creatures outwardly showed signs of
infestation, and may be suicidal or constantly scratch themselves. If
these creatures are intelligent, they probably are willing hosts
belonging to an evil cult.
Infested- Upon death, each monster releases 1d4 swarmers. These are 1
HD bugs with weak attacks and minor, if any, special abilities like
buzzing flight that temporarily deafens or weak poison.
[3]
Empowered-
The monsters are magically charged, exemplars of their kind, blessed
by the dark gods, or have drunk from the spring of life. They may
have a glowing aura, or seem especially large and beautiful for
whatever kind of thing they are.
Empowered-
All monsters in this group have +1 HD, +1 chance to hit, and their
spells are cast as though they are one level higher. They're no joke.
[4]
Toxic-
These creatures are halfway digested or fused with horrible corrosive
acids which seeps from their clammy skin. They may be unformed
alchemical creations, or summoned from a realm more toxic and
spiritually lesser then this one.
Toxic-
Immune to acid damage. Corrode your armor when they roll a 20 to hit
and corrode your weapon if you roll a 1 on your attack to hit them.
[5]
Cornered-
They've been backed into a corner. Not necessarily literally- they
may be starving, hiding from the law, infected with rabies; anything
that makes a man or beast desperate.
Cornered-
Add +1 to their morale score. They deal +2 damage on a hit. Use a HD one size smaller to roll their hit points.
[6]
Jeweled- These
creatures are studded with all sorts of jewels and gems. For
intelligent creatures, they are heavily pierced and have gold or
silver body paint. For unintelligent monsters, they have the jewels
embedded or growing in their skin naturally.
Jeweled-
These monsters get +2 to all saves and AC. Triple the result when
they are looted.
[7]
Draining-
These monsters are in a lesser state of undead-hood, or are “holes”
for energy. Perhaps they've been contaminated from energies or sucked
dry of vital energies from beings beyond. If these creatures are
undead, consider increasing their HD by one as they are bolstered by
its dark power.
Draining-
Immune to negative energy/death spells. Save or have a level drained
if they roll max damage on a hit against your character. You can turn
them, as though they were Undead of their HD.
[8]
Holy-
Someone or something has blessed these. Perhaps they are the servants
of an arrogant godling, or blessed by an evil high priest. Evil
creatures may be rewarded with power if they perform many evil sins,
and good or neutral creatures may be rewarded for their role in
perpetuating the Dharma and cycle of rebirth.
Holy-
Increase maximum Hit
Points
by +3. One monster may heal another monster in its pack for 2d6 hit
points, once per day. Which monster? The holiest one, of course.
[9]
Illusionary- These
monsters are either totally illusionary, or are living qualia.
They give no outwardly signs of being illusions, other then how
suddenly they appear when encountered.
Illusionary-
They are fictional and can only be hurt by magic weapons.
If any character suspects and calls out that they are illusions-
everyone can roll a save to disbelieve. Once disbelieved, they
disappear from their sight and you see any wounds and spells they
cast are just harming your party members in their minds (they act it
out, but nothing is hurting them).
[10]
Prehistoric-
They look like cave men. Animals have larger fangs and tusks,
shaggier coats, and unkempt natural savagery. Intelligent creatures
fight with more primitive weapons and have sloped foreheads as though
they are ancient, thawed ancestors to whatever kind of monster they
are.
Prehistoric-
They can shrug off the first mind effecting spell that hits them in
combat. Also, they are incredibly physical adapt and can jump and run
50% higher and faster.
[11]
Emblazoned-
The monsters glow with an orange, proud fire. It does not burn, only
tickle the skin with its warmth, and seems like a supernatural flame
fed by their passion. Beyond this power, the monsters are proud and
cleaner then others of their kind- well groomed and almost regal.
Emblazoned-
Monsters get +1 morale and are resistant to fire and take half damage
from fire. If they were already resistant, they are now immune. You
cannot surprise them, but they cannot surprise you.
[12]
Arcane-
These monsters have a purple glow, and seem strangely tired to
etheric energies and magical places and beings. They have glowing
purple, blue, or green sigils on their clothes or skin that are
shaped as various runes for spells and magic.
Arcane-
Monsters get an extra spell. It isn't per monster, just per group.
Pick or roll a spell with a spell level equal to ½ of their HD or
less. The spell is cast either from the strongest monster in the
group on the first round of combat, or is a sort of passive effect
that kicks up when combat begins.
[13]
Concealed- These
monsters are hidden, or part of an order dedicated to stealth,
ambush, and assassination. Unintelligent monsters may be shadowy,
partially made of mist, or maybe partially transparent to give them
an inherent advantage to stealth.
Concealed-
These monsters have a 3 in 6 to surprise, plus any surprise value
they already had. Also give them +2 AC vs ranged attacks.
[14]
Brutal-
Covered in blood, claw marks, scars, pierced, and with bladed and
jagged weapons or claws. These monsters look savage and incredibly
violent. If they kill anyone, they will
desecrate the corpse, even animals or animated-object style construct
monsters.
Brutal-
Monsters have a critical strike. On an attack roll of 20, they deal
double damage. If you manage to escape from them, they will tear into
themselves (1d4 damage) or kill one of their own members in a fit of
rage.
[15]
Vague-
Their main form seems made of gray mist. They have a clear outline-
the fur on the bears or armor of the orcs is clear to see, but their
core body or form seems misty, theoretical, and not well defined.
Vague-
Once per combat, the DM can make them do something out of character
for this monster type's level of intelligence or tactics (such as
wild animals attacking the wizards in the back first) OR can shift
one monster's location or state to something else at the end of a
round- ie; grappled monster is inexplicably free at the end of the
round and up and fighting with no rolls made.
[16]
Chilled-
These monsters give off a mist from their ice-cold bodies. Their eyes
are stained bright blue or pure white, and the air crackles with
frost as they move. Animals and monsters with this effect always have
pure white fur to show their arctic connection.
Chilled-
Monsters have +1 AC and are resistant to ice, taking half damage. If
they were already resistant, they are now immune. If they flee
combat; chasing them will result in a magical wind deals 1d4 damage
to all party members that follow.
[17]
Gorgonic-
These monsters have glowing snake eyes, and emit the energies of
paralysis and petrification. They may be partially reptile or have
snakes for hair, tails, or fur. If the creatures have normal human
skin, make them covered in scales on patches. If the creature is
already a reptile, then it is more subtle what their power is but
they need the glowing snake eyes and maybe a toga.
Gorgonic-
These creatures can sacrifice a round in combat to attempt to petrify
a target. The target must be in the monster's line of sight, then the
target gets a save to avoid. On a failed save, they are frozen in
place for 1d3 rounds. Multiple creatures can use this ability at
once- so if three monsters use it on you and you fail all three
saves; petrified for 3d3 rounds. Each monster can use this power once
per combat. Additionally; these creatures are resistant to poison and
take half damage. If they were already resistant; they are now immune
to poison.
[18]
Mockery-
These monsters don't look real. They're made of plush fabric upon
close inspection, or taxidermy. They have button eyes and cotton stuffing.They are mockeries of the real monster. They may still have marks on their
feet or behind the ear that show ownership of this specific “toy”
monster. They are animated by supernatural energies. They are less
aggressive and more childish then other monsters of their same type-
this applies to both animal and intelligent monster mockeries, but
the intelligent ones are more terrifying. Like they'll say a silly
joke as they gut you.
Mockery-
Monsters are immune to blunt or bashing damage. They are weak to
fire, and take double damage from fire spells and attacks. No fall
damage. You get +1 reaction checks against this monster. They can
almost absorb you in their grip; monsters can grapple and characters
get -2 to escape. After one turn of downtime, they can sow themselves back up and fully heal.
[19]
Crystalline-
The monsters are made of crystal. They mimic the shape of the normal
types of monsters they are, but are made of smooth crystal skin and
shimmer with the slightest bit of light. They don't breathe and
appear as motionless statues until provoked.
Crystalline-
Halve whatever Hit Point totals were rolled for each monster. Totally
immune to sharp and piercing damage; only harmed by bludgeoning
weapons. Elemental damage and spells deal the minimum possible damage
they can roll. (ie; 3d6 damage fireball deals 3 damage.)
[20]
Aberrant- These
creatures reek of The Other. They don't move or vocalize as they
should, as though they are alien intelligence inhabiting these
bodies. Four legged animals may roll around on their backs at the
same speed they could run with their legs, bipedal humanoids may do a
handstand and attack with their legs which hold weapons as hands do,
and so on. Utterly insane and nightmarish; these creatures are hard
to face down directly.
Aberrant-
On a successful hit, monsters deal one point of damage to the
victim's Wisdom score, as if their sanity is being harmed. Also, when
encountered your hirelings must make a morale check to avoid the urge
to flee.
Quite an interesting list, with equally interesting effects. An easy and approachable way to spice up encounters. Was the last entry inspired by Attack on Titan, I wonder?
ReplyDeleteIt actually wasn't directly when I was writing it up, but yeah, I think it rattled loose in the subconscious somewhere. Attack on Titan has some great inspo for stuff like that.
DeleteAnother great post, infested sounds pretty scary. I was looking over your Manse '18 rules and wondered if you have a newer update with all your work since then, include your healing system?
ReplyDeleteSoon™
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