I used this table last night and my players loved it - They were attacked by a pack of corrupted dire wolves, that the locals just call abominations.
This table can be applied to any hostile creature. Any ideas to expand or improve it?
The players had a ton of fun because each wolf in the pack was unique in some way, and they had to figure out the right tactics for each.
I don't use experience points in my game, but if I did I'd increase the creatures CR by a step, or possibly 2 steps if they roll an 11 or 12 and get extra mutations.
The Abomination Table
Roll a d12 twice, reroll any duplicate results.
1: Extra Tough - The creature's hide is mostly covered in scaly, leathery plates. - Increase the creatures AC by 3, and HP by 50%.
2: Extra limbs - The creature sports an extra pair of arms/front legs/appendages. - The creature gains one extra claw/swipe/limb attack. If they don't have such an attack already, they gain one: +4 to hit, 5ft reach, 1d6+2 damage (S/P/B depending on what makes sense for the creature).
3: Extra head - The creature has two heads. - The creature gains one extra bite/chomp/breath/head attack per round. If they don't have such an attack they gain one, +4 to hit, 5ft reach, 1d6+2 damage (S/P/B depending on what makes sense for the creature).
4: Bursting lesions- Bulbous lesions cover the creatures body, oozing a rotten smelling yellow pus. - When hit by an attack, several lesions burst, spraying pus in a 5ft radius around the creature. Any creature in range must make a DC 12 CON save or receives the poisoned condition for 1d4+1 rounds.
5: Venomous - The creatures claw/fangs/jaws are extra long and needle-like, dripping a virulent green venom. - When the creature hits with its primary melee attack (pick one), the target takes an additional 3d6 poison damage and receives the poisoned condition for 1 round. A successful DC 12 CON save reduces the damage by half and prevents the poisoned condition.
6: Regenerating - The creature's wounds close with incredible speed. - At the start of the creature's turn it regenerates 10 HP (including after it has dropped to 0 HP). If the creature takes either fire or radiant damage its regeneration is prevented next round.
7: Massive - The creature has grown to a massive size, far larger than natural for it's type. - Add one size category, increase HP by 25%, add +4 to hit, and +4 to damage on all melee attacks made by the creature.
8: Acidic Vomit - A viscous bile drips from the creature's open maw, smoke rises from the small puddles of bile that drip to the ground. It's body lurches as a cascading spray of bile spews forth. - (Recharge 5 or 6) As an action, the creature spews acidic vomit in a 15ft cone. Anyone in the effected area takes 3d6 acid damage immediately and 1d6 additional acid damage at the start of their turn for 2 rounds. A successful DC 14 DEX save halves the damage and prevents the 2 rounds of additional acid damage.
9: Extra long, extra jointed limbs - The creature's limbs have extra segments and weirdly bending joints. It's movement across the battle field is frighteningly quick and unpredictable. - The creature gains +10 movement in all non-flying movement types in possesses. Additionally the creature's unnatural and unpredictable movements give it immunity to attacks of opportunity from leaving a threatened area.
10: Tentacles - Long rubbery tentacles sprout from the creatures back/shoulders/etc, waving menacingly in the air above it. - In addition at it's normal actions, the creature may make one tentacle attack per round. +5 to hit,10 ft reach. On a hit the target takes no damage but is automatically grappled. The target can escape the grapple by using an action to make a DC 14 athletics or acrobatics check (target's choice). The creature has advantage with its other attacks against the grappled target and may maintain the grapple each round by not using its tentacles to attack again.
11: Extra mutation - roll three times instead of twice, re-roll 11's, 12's, and duplicates.
12: Two Extra Mutations - roll four times instead of twice, re-roll 11's, 12's, and duplicates.
The source of these mutations is up to you and could be fertile ground for adventure hooks.
I used this table last night and my players loved it - They were attacked by a pack of corrupted dire wolves, that the locals just call abominations.
This table can be applied to any hostile creature. Any ideas to expand or improve it?
The players had a ton of fun because each wolf in the pack was unique in some way, and they had to figure out the right tactics for each.
I don't use experience points in my game, but if I did I'd increase the creatures CR by a step, or possibly 2 steps if they roll an 11 or 12 and get extra mutations.
The Abomination Table
Roll a d12 twice, reroll any duplicate results.
1: Extra Tough - The creature's hide is mostly covered in scaly, leathery plates. - Increase the creatures AC by 3, and HP by 50%.
2: Extra limbs - The creature sports an extra pair of arms/front legs/appendages. - The creature gains one extra claw/swipe/limb attack. If they don't have such an attack already, they gain one: +4 to hit, 5ft reach, 1d6+2 damage (S/P/B depending on what makes sense for the creature).
3: Extra head - The creature has two heads. - The creature gains one extra bite/chomp/breath/head attack per round. If they don't have such an attack they gain one, +4 to hit, 5ft reach, 1d6+2 damage (S/P/B depending on what makes sense for the creature).
4: Bursting lesions - Bulbous lesions cover the creatures body, oozing a rotten smelling yellow pus. - When hit by an attack, several lesions burst, spraying pus in a 5ft radius around the creature. Any creature in range must make a DC 12 CON save or receives the poisoned condition for 1d4+1 rounds.
5: Venomous - The creatures claw/fangs/jaws are extra long and needle-like, dripping a virulent green venom. - When the creature hits with its primary melee attack (pick one), the target takes an additional 3d6 poison damage and receives the poisoned condition for 1 round. A successful DC 12 CON save reduces the damage by half and prevents the poisoned condition.
6: Regenerating - The creature's wounds close with incredible speed. - At the start of the creature's turn it regenerates 10 HP (including after it has dropped to 0 HP). If the creature takes either fire or radiant damage its regeneration is prevented next round.
7: Massive - The creature has grown to a massive size, far larger than natural for it's type. - Add one size category, increase HP by 25%, add +4 to hit, and +4 to damage on all melee attacks made by the creature.
8: Acidic Vomit - A viscous bile drips from the creature's open maw, smoke rises from the small puddles of bile that drip to the ground. It's body lurches as a cascading spray of bile spews forth. - (Recharge 5 or 6) As an action, the creature spews acidic vomit in a 15ft cone. Anyone in the effected area takes 3d6 acid damage immediately and 1d6 additional acid damage at the start of their turn for 2 rounds. A successful DC 14 DEX save halves the damage and prevents the 2 rounds of additional acid damage.
9: Extra long, extra jointed limbs - The creature's limbs have extra segments and weirdly bending joints. It's movement across the battle field is frighteningly quick and unpredictable. - The creature gains +10 movement in all non-flying movement types in possesses. Additionally the creature's unnatural and unpredictable movements give it immunity to attacks of opportunity from leaving a threatened area.
10: Tentacles - Long rubbery tentacles sprout from the creatures back/shoulders/etc, waving menacingly in the air above it. - In addition at it's normal actions, the creature may make one tentacle attack per round. +5 to hit,10 ft reach. On a hit the target takes no damage but is automatically grappled. The target can escape the grapple by using an action to make a DC 14 athletics or acrobatics check (target's choice). The creature has advantage with its other attacks against the grappled target and may maintain the grapple each round by not using its tentacles to attack again.
11: Extra mutation - roll three times instead of twice, re-roll 11's, 12's, and duplicates.
12: Two Extra Mutations - roll four times instead of twice, re-roll 11's, 12's, and duplicates.
The source of these mutations is up to you and could be fertile ground for adventure hooks.
I dig it. Kind of like the chaos mutations from the Warhammer RPG.
This is an amazing resource. Plus: abominations. I 100% approve!
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