OTHERWORLDLY WARLOCKS


MONSTER RULES AND TABLES



INTRODUCTION The Bestiary ad nauseum. COMPARATIVE SIZES In General a Creature can carry another creature of a lower Size Level. COMPARATIVE SIZE LEVEL (SL) CHART SL Example: WL Others: 1 Ant 1 Bug 2 Hand Size 1 Tarantula, Rat, Bat, Fairy 3 House Cat 1 Imp, Brownie, Sprite 4 Child 1-2 Goblin, Kobold, Halfling 5 Dwarf 1-3 Elf, Satyr 6 Human 1-4 Orc, Hobgoblin, Gnoll 7 Horse 2-5 Centaur, Bugbear 8 Ogre 4-8 Troll 9 Hill Giant 10 Young Dragon, Elephant 10 Stone Giant 15 Hydra, Roc 11 Frost Giant 20 Adult Dragon 12 Fire Giant 25 Sea Serpent 13 Storm Giant 30 Elder Dragon 14 Titan 40 Behemoth, Colossus 15 Kraken 50 Leviathan 16 Kaiju 100 Godlings WL = Wound Limit GIANT SIZES Anything bigger than normal can be called "Giant Size" When a Creature is Large Size it is 1-2 Levels bigger. When a Creature is Huge Size it is 3-4 Levels bigger. When a Creature is Monstrous Size it is 5-6 Levels bigger. When a Creature is Humongous Size it is 7-9 Levels bigger. When a Creature is Gargantuan Size it is 10-15 Levels bigger. A Tiny or Shrunken version will have a Size Level of 1D3. NOTES ON GIANT SIZE Creatures of SL 9+ are immune to stun and most immobilization attacks. They are less affected by human size doses of poison. Grappling them is not terribly effective unless you get them around the neck possibly. CREATURE STATS Stats are given for Size and Level as general guidelines, however there are other Stats, especially combat related ones, that can be used to describe your Foes. The values can be whatever the GM desires. Stats of interest include: Wounds, Damage, Armor, Attack, Defense, Movement, Power Points and Magic Resistance. WOUND LIMIT Size Level directly ties into WL. Recommendations are given in the above table. Creatures with Wounds in excess of their WL are killed. DAMAGE Damage would be influenced by both Size and Level. You might want to give the Kobold a -1 and the Ogre a +6. A rule of thumb is to give +2 for each SL greater than 6. ARMOR For roughly man-size opponents use any actual Armor they are wearing. Larger Foes have thick hides and should get a bonus for that. The Delicate Fairy might get -1 while the Scaled Dragon has a +5. A rule of thumb is to give +1 for each SL greater than 6. ATTACK Bonus for Monster to hit when it is Attacking. The Clumsy Troll might get a -1 whereas the skilled elf has a +3. A rule of thumb is to give +1 for every 2 Levels. DEFENSE Bonus for Monster to avoid being hit when Attacked. The large purple Worm might have a -3 but the quick giant Spider has a +3. A rule of thumb is to give +1 for every 2 Levels. MOVEMENT Normal human speed is 30 Feet per combat turn. You might declare your Vampires can move 10 times as fast or 20 times faster if flying. POWER POINTS For casting Spells if the Monster is a Spellcaster. Note that many Monsters have Spell like abilities that do not use PP but rather can be used a certain number of times a day or even without any real limits. MAGIC RESISTANCE Larger and higher Level Monsters can often just Shrug off your Death Spells and Teleport (50 Feet into the Ground) Spells. However, If they fail a save the Spell might just cause a few wounds. MORE STATS Sometimes you will need to come up with other stats or modifiers as well, such as Grappling or Save vs Persuasion. Size and Level are good guidelines but the GM should always go with his gut instincts. ------------------------------------------------------------------------- BASE CREATURE TYPE AND MUTATIONS Every creature will have a base type such as Spider, Human, Elf, Orc, Fire Giant, Red Dragon. These are your run of the mill Versions. The multiverse however produces a multitude of Variations on these Themes. These variations are called Mutations. They can be good, bad, or Inconsequential. If on another world Base Creatures will have 1D6 Mutations. If it is a truly Alien world the Base Creatures will be different As well. For Example: Instead of having Cows their closest Base Creature would be a Blind, Herbivorous, Hairless, White, Mitotic Quadraped called a Zurt. OTHER WORLDLY PHYSICAL MUTATION TABLE 1D100 Mutation: 1 Different Color Skin 2 Hair or Fur or Hairless 3 Sticky Attack 4 Tripod: Trilateral Symmetry 5 Scales: Reptilian or Fish 6 Amphibious Version 7 Animal Head or Human Face 8 Slippery Defense 9 Dinosaur Version 10 Different Color Hair 11 Reptilian Version 12 Hooves 13 Bird Wings: Feathers 14 Insect Wings: Dragonfly, Butterfly 15 Bat Wings: Membranes 16 Gas Attack 17 Horns: Single, Double 18 Spikes 19 Antlers 20 Aquatic Version: Fins and Gills 21 Extra Set of Arms 22 Extra Set of Legs 23 Insect Version: Limbs, Body, Head 24 Unhinging Jaw: Swallow Big Things 25 Snake Eyes or Snake Tongue 26 Large Size 27 Giant Size 28 Monstrous Size 29 Humungous Size 30 Tiny Size 31 Omnivorous Version 32 Herbivore Version 33 Carnivore Version 34 Symbiotic 35 Stealth: Ambush, Pounce 36 Cyclops 37 Levitating or Hovering 38 Snake or Worm Body 39 No Tail or Tail 40 Prehensile Tail 41 Opposable Thumbs 42 Talons or Claws 43 Tentacles 44 Elephant-Like Trunk 45 Rage or Berserk 46 Pincers: Mouth or Limbs 47 Centipede Body 48 Larval Life Stage 49 Parasitic Life Stage 50 Metamorphosis: Second Adult Stage 51 Acid Blood 52 Extra Sexual Dimorphism 53 Mitotic Asexual Reproduction 54 Lays Eggs or Live Birth 55 Exoskeleton: Carapace 56 Tusks 57 Plant Version 58 Fungus Version 59 Slime Version 60 Transforms Victims into Zombies 61 Compound Eyes or Extra Eyes 62 Multiple Heads 63 Beak 64 Eyes on Side of Head 65 Fast Runner 66 Sloth Like 67 Wall Crawling 68 Super Jump 69 Powerful Defensive Kick 70 Hopping 71 Burrowing 72 Brachiation 73 Poison Stinger in Tail 74 Poison Fangs 75 Spit Poison or Acid 76 Spines 77 Long Undulating Neck 78 Eye Stalks 79 Amoeboid 80 Extra Long Limbs 81 Danger Sense 82 Constriction Attack 83 Pheromone Lure 84 Stench Attack: Spray, Proximity 85 Bioluminescent 86 Infravision or Ultravision 87 Shoot Needles 88 Rolling Form 89 Enhanced Vision 90 Enhanced Hearing 91 Enhanced Sense of Smell: Superior Tracking 92 Echolocation 93 Hibernation 94 Camels Hump 95 Chameleon or Natural Camouflage 96 Puffer Defense 97 Super Strong Jaws 98 Hive Organization 99 Sonic Screech 00 Disease Vector ----------------------------------------------------------- OTHER WORLDLY MAGICAL MUTATION TABLE 1D100 Mutation: 1 Elemental Form 2 Dispel Magic 3 Psychic Powers 4 Cause Weakness, Hopelessness 5 Darkness 6 Extra Sensory Perception 7 Size Altering 8 Charm 9 Sonic Attack 10 Ethereal Form 11 Blink: Short Range Teleport 12 Magic Resistance 13 Disenchant Magic Item: Touch 14 Rust Item: Touch 15 Invisibility 16 Circle of Darkness 17 Detect Invisible 18 Phase Through Walls 19 Sleep: Individual, Mass 20 Paralysis 21 Petrification: Touch, Gaze 22 Flying or Levitation 23 Invulnerability: Immune to Normal Weapons 24 Force Field 25 Siren Song: Lure 26 Fear: Individual, Mass 27 Suggestion, Hypnotism 28 Control: Monsters, Beasts, Person 29 Drain: Hits, Luck, Power, Attributes, Soul 30 Regeneration 31 Eye Beams 32 Immunities: Fire, Weapons, Mind Magic 33 Protection: Evil, Good, Magic 34 Confusion, Discord 35 Mirror Images 36 Ventriloquism 37 Dancing Lights 38 Death Gaze 39 Insanity: Individual, Mass 40 Illusions 41 Polymorph Self 42 Polymorph Others: Individual, Mass 43 Feeblemind: Individual, Mass 44 Telekinesis Attack 45 Summon other Creatures 46 Indestructible 47 Read Minds 48 Control Vegetation 49 Shapeshifter 50 Possession 51 Haste: Self 52 Slow: Individual, Mass 53 Time Stop 54 Displacement: Appears Elsewhere 55 Animate Dead 56 Stun: All in Medium Range 57 Pyrotechnics 58 Magic Missile 59 Force Attacks 60 Light Attacks 61 Air Attack: Gust of Wind, Whirlwind 62 Ice Attack: Chill Touch, Freeze 63 Water Attack 64 Earth Attack 65 Fire Attack: Bolt, Wall of Fire 66 Lightning Attack: Shock, Bolt 67 Pain: Individual, Mass 68 Gaseous Form 69 Rot Flesh: Touch 70 Age 10 Years: Touch 71 Gas Attack 72 Acid Attacks 73 Magical Strength 74 Spell Reflection 75 Teleport Foe Away 76 Dream Attacks 77 Astral Form 78 Blindness 79 Web Attack 80 Forgetfulness: Steal Memories 81 Fragments: If Killed New Monsters Created 82 Exploding: If Killed Explodes 83 Curse 84 Presence Causes Hex 85 Telepathy 86 Tree Walk 87 Healing 88 Teleport 89 Summon Swarm 90 Hallucinations 91 Reflect Missile Attacks 92 Anti-Magic 93 Misdirection 94 Weather Control 95 Wishes: Minor, Lesser, Major 96 Shadow Form 97 Animate Objects 98 Blur: Get +2 to Evade 99 Retching: Nausea 00 Spell Caster ------------------------------------------------------------------------ CHAOS MUTATION TABLE 1D40 Mutation: 1 Arm Mutated: Huge, Claw, Tentacle, Pincers, Talons 2 Grow an extra mutated Arm 3 Evil Twin appears on Torso or grow extra Head 4 Leg Mutated: Paws, Hoof, Bird Feet 5 Face Reorganized: Charisma -1D6 6 New Face: Beast Face, Demon Face, Fish Head 7 Horn or Horns on Head 8 Spikes on Back and Limbs 9 Tail: Monkey, Cat, Horse, Dinosaur, Bird, Scorpion 10 One Eye or extra Eyes 11 Covered in Fur, Hair, Feathers, Scales 12 Skin a Color of the Rainbow or Transparent Skin 13 Something Faces Backwards 14 Glistening Organs on the Outside 15 Obese: Gain 100 Pounds of Fat. Watch it Wiggle 16 Constantly Oozing: Pus, Slime, Vomit, acid, Blood, Offal, etc. 17 Large open un-healing Wounds 18 Sex Change or extra set of misplaced sex Organs 19 Eye Wanders around Face 20 Insect Proboscis for Mouth or Bird Beak or Camel Lips 21 Oversize Head 22 Long Nose 23 Long Tongue 24 Neck can Stretch 100 Meters 25 Faceless 26 Eyeless 27 Eye Stalks 28 One Legged Hopper 29 Parts of Body Ethereal 30 Skull for Head 31 Become a Floating Skull 32 Beehive/Insect Swarm in Ribcage 33 Composed entirely of Rats/Snakes/Swarm 34 Extendable Jaw: Bite Attack +1 Damage 35 Unceasing Defecation 36 Sprout Tentacles 37 No Head: Face on Chest 38 Hands become Swords, Hammers, Whips, Flails, Scissors, etc. 39 Crystal Skin: Armor +1 40 Single Horn protrudes from Forehead ------------------------------------------------------------------------ CREATURE DESCRIPTORS Use these to add some Detail to your encounters. Examples: Instead of just Goblin, say Hill Goblin Runt. Instead of just Snake, say Green Forest Viper. Instead of just Wolf, say Silver Mist Wolf. Alignment – Evil, Good, Chaos, Law Young – Whelp, Runt, Hatchling, Pup Old – Mature, Elder, Ancient Status – Lesser, Minor, Major, Greater Size – Large, Giant, Miniature, Pygmy Hide – Wooly, Naked, Scaly, Horned Element – Earth, Fire, Air, Water, Sand, Ice, Lightning Color – Red, Green, Blue, Azure, Purple, White, Black Pattern – Ringed, Striped, Spotted Gem – Emerald, Ruby, Diamond, Jade, Crystal Rock – Stone, Granite, Marble, Alabaster, Salt Metal – Iron, Steel, Gold, Silver, Brass Aquatic – Sea, Lake, River, Abyssal Weight – Scrawny, Lean, Fat, Starving, Runt Forest – Mossy, Tree, Briar, Thicket, Hedge, Wood Health – Diseased, Infected, Plague, Blind, Rabid Lighting – Shadow, Dark, Bright Outer Planar – Fel, Demon, Infernal Monstrous – Alien, Dragon, Beast Sylvan – Elven, Fae, Goblin Undead – Decaying, Skeletal, Bone Group – Horde, Scourge, Hive, Pack Ranking – Alpha, Chief, Champion Weather – Mist, Storm, Dry, Tempest Behavior – Skulking, Scavenging, Frolicking Personality – Feral, Brutal, Vicious, Fanatic, Insatiable Terrain – Desert, Hill, Mountain, Jungle, Crag Swamp – Bog, Fen, Mire, Marsh Arctic – Cold, Snow, Polar, Tundra Magic – Cursed, Eldritch, Mutant, Spirit, Clockwork Diet – Carnivorous, Man-Eating, Cannibal, Rock Eater Toxic – Poisonous, Venomous Job – Spy, Scout, Guard, Raider, Marauder, Hunter







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