Showing posts with label mutants. Show all posts
Showing posts with label mutants. Show all posts

Monday, January 16, 2023

[ToM] Burrowers Room

This room is coated in a floor of downy, ancient fluff. It is almost decayed to nothingness. Around the room are holes dug in the earthwork pillars and floor, as well as piles of even longer decayed leaves and shed snake skins. It is a nesting room. As you explore with any light source, several curious but shy eyes will peak out behind cover- this place is still inhabited.

The Burrowers are a bird-like creature, stunted, of a sickly gray-green color. These creatures exist to clean and consume the shedding-skins and leavings of the great serpent, the Eggeater. There are only half a dozen of them left, and all are heavily malformed and scrawny- wretched little birds. They have no combat stats; their skin is thin as paper and their bones brittle as flower stems- even their peak cannot piece the shell of the smallest beetles. It seems impossible that this generation could even still live.

In the corner of the room is a small altar lit by two small crystal stones; a dim light like a dying candleflame illuminates a handful of bright green feathers, fastidiously cleaned- a shrine of ancestral worship.

The burrowers will seem agitated if you take the feathers or search through their squalid nesting sites, but can obviously do nothing about it. Even if you are "friendly" to them, they will watch at distance, and will follow you out in the Eggeater's burrow, but will never step foot outside willingly.

Beyond the green feathers- you can also find a handful of grime-covered ancient silver bangles; much too big to fit around any of these stunted things' necks. They are worth 250 gp in total, and take a turn to dig up.

Monday, December 9, 2019

Mutant Wasteland-Guide Generator

There is a mutant who will gladly take you through the radioactive desert wasteland. He is a guide and will help you avoid the worst patches of radiation and the feral, cannibal mutants. What's he like?

What's up with his Skin and why does he cover it with his Cloak?- 1d8
[1] Blackened, like from a fire.
[2] White and albino. Easily sunburnt.
[3] Leathery gray or brown skin. Animal smell.
[4] Insectoid chitin. Dull gray plates.
[5] Green, glows in the dark.
[6] Melty. Looks like its saggy and wrinkled, a bit like its melting. Still solid though.
[7] Taut, papery skin. Visible blood and lymph travels through it, partially transparent.
[8] Purplish-gray color, with armored skin coverings. Roll on the subtable below.

(Subtable) Purple-Skin Coverings Armor- 1d4
[1] Squares patches of eczema, made into tough leathery plates.
[2] Lumps of fat and waste bubbled to the surface. Retards fire.
[3] Studs, material as horn.
[4] Ridges of bone, growing along the nervous system tract.

What's his “Lucky” Arm Like?- 1d6
[1] Squashed. The limb is shorter then normal. The bones, connective tissue, muscles and so forth are all the same, just much more densely packaged, and as such basically impossible to cut off.
[2] Elongated. The arm is much longer then normal. Has an extra joint. It is weaker and less tough then you'd expect, with thin skin and brittle bones, but is very fast and gives good reach.
[3] Noodly. Emaciated and very thin, but has some prehensile properties. You can smack it with a hammer and the bones just bend and jumble around; doesn't hurt.
[4] Muscular. It's roughly human shape, but is incredibly vascular and tinted red with its intense blood flow. Insanely strong, sometimes acts out violently as though with a mind of its own.
[5] Fat. The limb is fat and sags, heavy and bloated. Acts as a fat store for trips across the radioactive desert. If you cut into it, it bleeds greasy water.
[6] Tubular. It inflates only when in use, requiring a heavy breath and has an innate direct line of air from the lungs, otherwise hangs down like an empty glove. Can be hidden with ease.

What are the Fingers on his “Lucky” Arm like?- 1d6
[1] Cat's claws.
[2] Stubby, visible pores, excellent grip for climbing.
[3] Fused into a mitten shape.
[4] Standard. Little tattoo of an hourglass on his middle knuckle.
[5] Desiccated and shriveled. Looks like bone with tight skin covering; still functions.
[6] Aligned into points. Skin on the tip is regularly cut off to be manicured, else grows long fingernail like protrusions too rapdily; dangle down to touch the floor in two months without a trim.

What's this Mutant's Face like?- 1d6
[1] Chiseled, ragged, teeth grinded down from lifetime of pain.
[2] Innocent, with long hair streaked down. Almost looks like they're hiding their face.
[3] Nose is missing, as though a leper.
[4] Bubbled over from radiation.
[5] Smooshed in, has trouble breathing and speaking at the same time. From physical trauma.
[6] Mouth is pronounced outwards, has inhuman grinding teeth and a weak jaw.

How does he walk? - 1d6
[1] Just fine on his own, thanks.
[2] With a hobble, he has a bad leg.
[3] With a long warbled walking stick. He's a bit older.
[4] With a short iron pipe. Doubles as weapon.
[5] Through short, but still inhumanly capable leaps and bounds. Like a weird frog.
[6] Demands to be carried or pulled in a cart. So emaciated he barely weighs anything.

How does he Protect himself? - 1d8
[1] He doesn't. That's why he needs to “serve” people by “guiding” them!
[2] He doesn't. He runs away and leads his foes into his traps and random monster dens.
[3] An old rifle. He counts the bullets each night before and after sleep.
[4] With a wicked old rusted knife.
[5] Fights with fists and kicks. Mutations have made him inhumanly strong.
[6] With a metal club. Has painted it up and down, “practices” and thinks he's a swordfighter.
[7] Using a hidden natural weapon, granted by mutation. Poison stinger, ejecting his stomach, etc.
[8] Has a pair of well trained dogs. They mean well, despite having eyes that look like fried eggs.

What's his Area of Expertise? - 1d10
[1] Knows a secret bunker that possesses old world ammo + giant killer robot.
[2] Knows how to filter the water from the ancient sewer into something drinkable.
[3] Knows a secret passage to avoid the mutated flesh eating megaphants.
[4] Knows the secret to “master the blazing bolt”. He just straps a car battery to his back.
[5] Draws maps. Maps are child like, with landmarks and little monster stick figures.
[6] Writes books about the land. One fact is dangerously false; acts as copy protection.
[7] Mechanically gifted. Could actually get a car running with proper materials.
[8] Tells tall tales about the old world. He was there.
[9] Everyone owes him a favor.
[10] Is absolutely insane. His mad cackle even gives raiders pause.

What's the One Place he Refuses to take you? - 1d6
[1] An active bomb in a carter. He doesn't want it to blow up.
[2] A nuclear waste dumping ground. Can't afford to absorb any more radiation.
[3] The Metal-Heads' territory. The worst raider gang; weld metal to their skin to prove toughness.
[4] The Albino Pit-Bird's lair. He has nightmares of it eating him alive.
[5] His wife's grave.
[6] A friendly town. Horrible, painful disease has broken out there. It must be contained.

What's his Attitude towards Death? - 1d8
[1] As an old friend.
[2] As a bitter conclusion.
[3] Something people should remember.
[4] Something people should cover with a tarp and leave to rot.
[5] Food for the vultures.
[6] There are worse fates.
[7] I have too much left I want to do.
[8] Sweet release.

Thursday, January 17, 2019

20 Teeth Mutations

[1] Your teeth become wavy, with extremely strange formations and hooks. You have a slight lisp and take twice as long to consume any ration; but for one specific fruit, vegetable, or seed you can consume in a split second. Determine randomly- your teeth excel at taking it apart, but nothing else.

[2] Your teeth look pretty normal, but have a strange property when they exit your mouth. Whenever you have a tooth pulled OR take 4+ blunt damage from a mace, club, or punch- your tooth flies out from your mouth. The tooth will begin to swell each second, doubling in size every combat round. It stops after 6 rounds, becoming a huge white boulder with a very hard outer shell. If broken apart, could be used to make material for some kind of armor, or could be flung as a +1 siege weapon.

[3] You have bull teeth. Long incisors on the bottom row, molars in the back, and a rough dental pad on the top. You can chew and digest grass now, but lack the sharp teeth necessary for a bite attack. Also you can moo like a bovine and female cows gather around you for your protection. Bulls prefer to charge you and try to gore you to establish dominance.

[4] Your teeth turn into tiny, chattering undead skulls. They chew food for you, but also try to talk over you whenever you speak, by warping your words into a cacophony of voices. Turn undead being cast on you makes 1d4 of your teeth fall out, who try to run and hide in little cracks in the walls.

[5] Cage Mouth. Your teeth are long and hard, similar to prison bars. It's hard for you to bite down on things or eat, but any small creature you trap in your mouth has disadvantage on all rolls to try and escape as long as you don't talk.

[6] Liquid Teeth. Instead of teeth, you what an opaque white liquid kept in your mouth. It doesn't drip out unless you want it to or you spit, and can be safely stored in your gums or under your tongue when you speak or eat before use. The liquid teeth touches things and acts as though they have been bitten and chewed- sloshing some of your liquid teeth over a piece of bread tears it into little bite sized wet chunks. You can spit out your liquid teeth on others to deal 1 damage to them, or throw a bottle filled with your liquid to deal a 1d4 chew bomb, in which their injuries appeared as though you bit them. You can also chew things on the go by spitting out your liquid teeth into a container and adding your liquid teeth to it, thus chewing food inside a hip-flask while you walk. You don't get new liquid teeth if you lose yours but it's relatively easy for you to drink it back in if you manage to find any of your lost mouth-fluids.

[7] Planet Teeth. Your teeth look like tiny planets, a few with moons. Food you eat are blasted apart by gravatonic forces and meteorite impacts, a primitive civilization is developing on your back molar. Avoid cavities, lest the sinkhole take away their finest city.

[8] Your teeth were swapped with that of a holy man. If you smile while turning undead, add +1 to the roll or if you cannot turn undead you get +2 AC for a single attack made against you by an undead creature per round, as long as you focus your smile on them. If you drink alchol or eat anything too luxurious, you'll get toothaches. Regardless of your actions in life, your teeth will be taken as a holy relic.

[9] Regenerating Teeth. Your teeth constantly rot away, but also regenerate just as fast- they grow back in less then a day. Unfortunately, all your teeth rot and regrow at different rates, meaning at any given time you need to charm someone or smile randomly lose -1d4 Charisma based on your rate of teeth decay. Because of this, your teeth will always grow back if knocked out, and you can also temporarily have all your teeth grow back and be clean for a short time by pulling all your teeth out so they grow back about at the same time- requires hour long tooth pulling session and you take 1 damage from the blood lose and general pain.

[10] Hollow fangs. Not necessarily a vampire, but you can only 'eat' things by sucking liquid out of them with your long hollow fangs- such as sucking juice out of a fruit or draining a gourd of its moisture. You can deal 1d4 damage with these but don't heal from it unless you become partially undead or a vampire.

[11] Special Tooth. All your teeth fall out except for one; it's a large and slightly blue magical tooth. Treat it as a +1 weapon and you can eat ghost food or chew ghostly things with it. You can also use up its magical powers for the rest of the day to cast a spell with +1 damage. The tooth also contains some of your life force and if the tooth is ever removed you take -1d4 Constitution per day damage until you die from wasting away.

[12] Gremlin Teeth-Town. Each one of your teeth has a “door” appear on the back of it. Each tooth is lived in by a gremlin as their little house. They live off picking up bits of stuff from between your teeth, and may occasionally ask you to eat something specific- like eat some more lettuce so we can make new curtains. The richest gremlins live in your molars, little mansions with the best detritus to gather. The gremlins come out and dance on your tongue whenever you sleep, and sometimes you breathe out little bits of white smoke when their chimneys are all lit up. If you make friends with them you may be able to use them for something, like spitting them into a machine to try and figure out how it works from the inside or have them make you a very tiny set of chainmail for your uvula.

[13] Your teeth become fake and capable of being lifted up. There is a small storage space between your fake teeth and gums, but as long as you keep your teeth in they feel and act as totally real. Anything hidden between under your fake teeth is impossible for anyone else to find, as your teeth are so convincing. You have enough space under their to store a small rolled up scroll, a very tiny vial of poison, or some other miniature useful item.

[14] Harmonious teeth. Your teeth change to have many holes, weird groves, carvings, and smooth disc-like surfaces raised on them. They do not look diseased or rotten, instead simply looking like a work of art. While annoying to keep clean, if you fill your mouth with water and let it pour out the water will make a sound similar to a wind chime as it works your way through your strange and mystical teeth. The sound can be used to open certain secret passages that have a common passcode, such as a short musical ditty or if it opens at the phrase “open sesame”.

[15] Big Bucks. You now have only two teeth, two huge front incisors or 'buck' teeth. You can use them to cut and chew through things as a dagger or small hand axe could, and you can often be seen chewing on wood and shaping little sculptures or spears.

[16] Energetic Teeth. Your teeth store energy you consume or put upon them; shaking your head or jumping up and down makes your teeth feel strange, like they're lagging behind the rest of you or more effected by inertia. When you eat food, some of the flavor gets suctioned into your teeth to give them physical energies. At your will, you can speak in a massive booming voice powered by your magical teeth that lets you speak over crowds or make intimidating commands.

[17] Your teeth are replaced with tiny shellfish. They are shaped a bit like teeth with white shells, but can squirt ink as a defense mechanism. You can now spit out a stream of ink, which could be used for drawing and writing, marking walls, or to try and blind someone. If you use it underwater it becomes a murky black cloud that is very hard to shoot through and may help you escape an attacker. If you need a limit; 4 + Con modifier uses per day.

[18] Flail teeth. All your teeth disappear from your mouth, and your tongue instead is replaced with a chain and spiked flail within, with the same texture and whiteness as your teeth. You “chew” food by smashing it with the flail inside your mouth, which somehow works and makes meaty slaps even if you keep your mouth closed. You can also use this as a weapon in combat, swinging your head around and sticking out your new flail to attack foes, dealing 1d6 damage and having -1 to hit. If you roll a 1 on an attack roll with your tongue flail, it comes back and hits you in the face for 1d4 damage and you take the same amount of damage to your Charisma score from the black eye. You can use this flail at the same time you're using other weapons if you're a fighter, but get -2 to all attacks due to the difficulty unless you're really good at using your teeth-tongue-mouth flail thing.

[19] Mirror teeth. Your teeth are very shiny. You can trap a beam, color, or burst of light inside your mouth by 'eating' it and keeping it inside your mouth. As long as you don't open your mouth (like talking or drinking a potion) you can keep the light inside which is released when you open your mouth- bursting out as though you had given off the source of light yourself or the enemy you burp it on was hit by that light-spell.

[20] Molar-Mouth. Your teeth slowly mutate into all being huge, fat molars. You have a massive, creepy smile and can crush things in your mouth at 1d6 blunt damage, including other people's hands, fingers, metal objects, glass, etc. Your mouth also gets really tough to avoid getting hurt by chewing this stuff, but you still cannot swallow it without suffering the normal effects that would have.

Sunday, February 4, 2018

50 Types of Beastmen

The Wooly Sloggoth [41]
[1] Hummingbird man. Tiny regular sized hummingbird wings can someone support his weight, letting him hover a few feet off the ground or Feather Fall once per day. Eats nectar and has a sickeningly gentle voice.
[2] Eel man. Can unhinge jaw to swallow creatures as big as a kobold or halfling. Can squeeze anywhere where its skull could fit.
[3] Stick-Insect man. Holding still lets it get a 5 in 6 chance of being undetected in a forest. Long limbs means it can hit with melee at range.
[4] Cat-Dog man. Long limbs of a dog, long cat like tail and claws and whiskers. Desires to chase things and then rub them with its face. Filled with internal strife.
[5] Double mole-man. Both front end and back end are the upper bodies of a mole. Constantly argues which direction to dig, but when they work together dig as fast as a horse runs.
[6] Slothclaw. Body of man but arms are replaced with long dangling sloth claws. Has no disadvantages to speed or energy, but claws are dangerous and give a strong climbing advantage.
[7] Goataur. Upper body of a man, lower body of a goat. Has four legs which is uses to easily climb up mountainous trails and rocks.
[8] Ostrich man. Head and arms of a man, rest of the body is an ostrich. Typically weilds a spear and charges around.
[9] Walrus man. Looks like a huge walrus on land- has two legs and everything. Mercenary work suits it, it's so fat and thick-skinned that it has natural armor and resistance to cold magic.
[10] Rhinoceros man. Big strong man with a huge rhino horn coming out of his face. Can gore and charge with +1 to hit and damage.
[11] Viper man. Absolutely normal body, except the head of a large hooded cobra. Has poisonous bite and is excellent at telling lies, but few believe him when he tries to tell the truth.
[12] Snake man. Entire body is mildly snake-like, thin but normal proportioned limbs with a thing neck and snake like head. Lesser poison to the Viper man.
[13] Vulture man. Can vomit as an attack, bald and looks old regardless of age.
[14] Rainbow Jaguar. Bottom two legs and body fur looks like a Jaguar but with an obnoxious color.
Roll 1d6
1.Neon Green
2.Purple
3.Golden
4.Blood Red
5.Light blue
6. White and reroll for polkadot color
 [15] Zabu-style minotaur. Big fleshy lump on back gives +1 AC vs attacks from behind.
[16] Siamese cat men. Always come in pairs.
[17] Koala man. Head and ears are Koalas, everything else is normal. Heavily resistant to poison and mind control magic due to retardation.
[18] Heavy Feather. Large bird-like man without wings, just feathers and a beak. Warriors without peer, but unable to fly.
[19] Camin man. Like a crocodile man, but kobold sized. Snips ruthlessly, often lives with packs of its own kind in the swamps. Eats insects.
[20] Hermit Crab-Man. One arm replaced with a giant crab claw, deals d12 damage if you get stuck in it and it crushes you.
[21] Eyestalk man. Looks like a normal man but with invertebrate eyestalks. Can 'see' heat and 8 more colors then humans can.
[22] Scorpion tailed man. Dangerous poison.
[23] Ant-Head men. Regular humans with ant heads. Incredible fortitude and work ethic. Each one will produce a single masterwork item in their lifetime and hide it in an underground chamber.
[24] Lamprey man. Gray skin, slim, has a horrible suction lamprey mouth filled with teeth. Deals 1d4 bleeding damage per turn if bite until bandaged.
[25] Sponge man. Looks awful; yellow or orange skinned human with millions of holes on his flesh. If he sits down in a small pond he can filter feed without expending a ration however. Any part of his body broken off with regenerate eventually.
[26] Mantis Man. Regular human with extra set of preying-mantis style claw arms on his back that extend over his body. Extra attack.
[27] Bear body. Head, arms and legs of a man but bears torso. Can eat massive amounts of food and has double HP but can't wear normal armor.
[28] Body of a rat, face and hands of a man. Sneaky, smart, lives in the city. At least one of the high ranking thieves guild members is this.
[29] Armadillo man. Curls into a ball.
[30] Starfish man. Face is in the center, each arm is identical and can rotate his face in any direction. Any arm chopped off becomes another starfish man, regenerates.
[31] Geckoman. Bright colored skin that can change to blend in with surrondings. Torso is way longer then should be, huge wide fingers.
[32] Zebra man. Human body but with zebra stripped skin all over, stand together to blend in.
[33] Ferret man. Long slender body that can squeeze through tight spaces.
[34] Basilisk man. Head and legs are chicken like with lizard skin and tail. If you meet his gaze save vs paralysis or else be stunned one round.
[35] Beetleman. Body of a huge beetle, face looks humans but underneath armored plates and crest.
[36] Tiger-Elephant man. Long striped trunk and claws and fur. Absolutely terrifying.
[37] Stoat man, agile. Gets very angry and attacks with two daggers if you call him a ferret/weasel.
[38] Shark-Mouth man. Human but mouth full of teeth. Dorsal fin 50% chance of being present.
[39] Arachnid man. All human except for a fat spider abdomen and random antennae. Can throw webs but prefers to sow.
[40] Spider Person. Horrible 8 eyed face, lower body of a spider. Huge fangs deliver venom.
[41] Wooly Sloggoth. Huge furred head with tusks, lower body is like a fat slug without any slime, moves slowly but can crush people.
[42] Toucan Man. Kenku type man with brightly colored beak; loves to sing and dance.
[43] Hostyr- Lower body of a man with head of a horse. Stupid, but can take a punch.
[44] Bloodhound Man. Regular looking human with dog nose and ears. Excellent sense of smell.
[45] Amoeba man. Looks like a normal human but has no internal organs or bones. Can push things into any part of body to digest or store for later.
[46] Beaver person. Builds dungeons in the river.
[47] Otter person. Swims in river dungeons.
[48] Aardvark man. Stats as Dwarf. Everything.
[49] Chipmunk man. Huge teeth count as daggers, likes to bite wood into formidable staves for MUs
[50] Rooster man. Called Fierce Cocks, skilled in many styles of martial and weapon-based arts. Obsessed with honor and taking many wives.