Spawning Pool of The Elder Things (10070827)
Spawning Pool of The Elder Things (10070827)
Spawning Pool of The Elder Things (10070827)
I!
Shub-Niggurath!
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About the Cover Art: The cover features a multi-reflected detail from one of
the color plates in by Harry Clarke.
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the copyright status of Mr. Clarkes later works (the art used in this book is in
the public domain), I quote the following from Wikimedia Commons: The
illustrations are in the public domain because they were first published in the
United States between 1923 and 1963 with no copyright notice or renewal. (Refer
also for example to Grandmasgraphics.com/copyright.php.)
This volume references and expands upon concepts from classic authors
whose work is in the public domain, including selections from Lord Dunsany
and H. P. Lovecraft.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast.
Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild. All other original material in this work is copyright
2016 by Kent David Kelly and published under the Community Content
Agreement for Dungeon Masters Guild.
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SPAWNING POOL
~ OF THE ~
ELDER THINGS
Being a Most Profound Treatise Grimly Reflecting Upon
The Old School Dark Fantasy Paradigm
In Regards to Unearthly Monster Creation
A GRISLY MISADVENTURE FOR
DELECTABLE VICTIMS
OF EXPERIENCE LEVELS 1 TO 66
Ex Libris
Darkseraphim
OSR
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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~ BY ~
WONDERLAND IMPRINTS
MMXVI
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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DEDICATION
This work is dedicated
To the great dreamers who devoted
Their labors to a revelation
Of other worlds:
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CODEX
I
INTRODUCTION
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I.1
DESCRIPTION
SPAWNING POOL OF THE ELDER THINGS is the ultimate random monster
creation tool, created specifically for the most recent edition of the worlds first
and foremost Fantasy Role-Playing Game (FRPG).
This colossal 620 page compendium contains the largest, most
comprehensive, and most ambitious monster creation system ever devised. If
you feel that your game might be suffering from a lack of variety in monsters and
encounters; if you want straightforward help and guidance in refining your own
monster concepts; or, if you just want to inject some old school Gygax-inspired,
Arnesonian, and Lovecraftian atmosphere into your modern FRPG, then this is
the perfect resource for you. Tap into the chaos, fear and madness of the Elder
Things to animate, twitch and galvanize your game!
The SPAWNING POOL is actually a complex set of interrelated monster
customization systems. These systems follow the unifying principle of guided
randomness, ensuring that your monster is otherworldly, but also that it makes
sense and fits perfectly into your structured game world. You can selectively
pick and choose from the worksheets and various tools provided herein to
supplement your own unique method of monster design. Or, you can enjoy a
guided and example-driven mentorship approach, which will lead you through
all of the principles of monster creation, encounter development, and campaign
integration from beginning to end.
Herein, to assist the harried Game Master (GM), you will find:
POWER: Complete rules for creating any kind of monster (Abomination),
from CR 0 to 30. The variety of the monsters you can create is virtually infinite.
OPTIONS: Over 260 articulated Abomination body types to inspire your
brainstorming and the creation of ever more bizarre monstrosities. Everything
from worms to octopi to centaurs are included.
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ARSENALS:
Nearly 700 unique monster abilities, quirks, and
vulnerabilities, arranged into 30 monstrous themes, from Acidic to Water /
Aquatic and everything in between.
MATRICES: Interconnected systems to generate monster descriptions,
senses, languages, alignment, movement, ability scores, hit points, armor class,
and basic and special attacks. All you need are percentile dice and imagination.
CULTISTS AND MADMEN: Extensive guidelines for monster summoners,
binders, worshippers, cultists, and minions.
NEW HORIZONS: Suggested rules for monstrous events including
otherworldly rituals, madness, parley, trophy harvesting, adventurer
resurrection, and journeys to the campaign-widening Dream Worlds.
DARK HUMOR: A Lovecraftian glossary of over 300 obscure adjectives
and evocative terms, hungrily palpitating for your rugose and squamous
delectation.
LAVISH QUOTES AND ILLUSTRATIONS: This volume was made to honor
and celebrate the golden age of fantasy and weird fiction, and features many
quotes from the masters (Dunsany, Lovecraft, Machen, Poe, Verne, Wells, and
so forth). It also feature dozens of haunting masterworks from artists Clarke,
Haeckel, and Sime.
SPAWNING POOL OF THE ELDER THINGS is the latest FRPG offering from
Kent David Kelly, the author of over twenty books including the popular Castle
Oldskull line of OSR gaming supplements, the acclaimed FRPG history series
Hawk & Moor, and the Lovecraftian epic Necronomicon: The Cthulhu Revelations.
This is the first in a line of extremely detailed player-requested supplements to
be published by Wonderland Imprints. You are always welcome to guide future
development and my upcoming offerings. What do you want to see? Feel free to
provide feedback, questions, and future content requests to the author at
shadowed_sky@hotmail.com.
(V1.01, 102,700 words, 782 pages.)
From Wonderland Imprints Only the Finest Works of Fantasy.
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I.2
IMAGINATION
THE DABBLERS GUIDE
TO MONSTER IDEAS
Hail, and well met.
If you want an in-depth introduction which leads directly into the lengthy
series of steps involved in random monster design, click here.
Otherwise, for a quick dip or a general overview, please continue
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interesting, and then follow the appropriate link or chapter heading, skip any
text that seems extraneous, and start rolling percentile dice (D100) on any table
that you find.
The only detail you need to know right now, if you wish to browse, is that this
books concept of Base Lethality Rating (BLR) is roughly equivalent to
Challenge Rating (CR). Everything else should be fairly self-explanatory.
Have fun wandering around!
TABLE 1
QUICK REFERENCE:
TOPICAL BROWSING GUIDE
Advice on encounter
preparation
Description (end)
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Describing a monster
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Determining a monsters
Condition Immunities
Determining a monsters
Damage Immunities
Determining a monsters
Damage Resistances
Determining a monsters
Damage Vulnerabilities
Determining a monsters
frequency of appearance
Determining a monsters
senses and detection abilities
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Comprehension: Abomination
Languages
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Giving a monster a
Lovecraftian ability
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Powers I: Acid
Powers X: Death
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I.3
LIBRARIUM
TABLE OF CONTENTS
Title Page
Dedication
CODEX I: INTRODUCTION
I.1
Description
I.2
I.3
I.4
Incantation
I.5
Awakening: An Introduction
I.6
I.7
I.8
I.9
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II.2
II.3
II.4
II.5
II.6
II.7
II.8
II.9
III.2
III.3
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III.4
III.5
III.6
III.7
III.8
III.9
IV.2
IV.3
Powers I: Acid
IV.4
IV.5
IV.6
IV.7
IV.8
IV.9
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V.2
V.3
V.4
V.5
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V.6
V.7
V.8
V.9
VI.4
VI.5
VI.6
VI.7
VI.8
VI.9
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APPENDICES
Appendix A: Calculating Abomination Challenge Ratings
Appendix B: Suggested Inspirational Reading
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I.4
INCANTATION
The Old Ones were, The Old Ones are,
And the Old Ones shall be.
Not in the spaces we know,
But between them, they walk serene
And primal, undimensioned and to us unseen.
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I.5
AWAKENING
AN INTRODUCTION
They first created earth-life using available substances according to longknown methods. The more elaborate experiments came after the annihilation of
various cosmic enemies. They had done the same thing on other planets; having
manufactured not only necessary foods, but certain multicellular protoplasmic
masses capable of moulding their tissues into all sorts of temporary organs under
hypnotic influence and thereby forming ideal slaves
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many of the usable monsters are variations of grim-faced humanoid? You can
only throw Orcs and Kobolds at your heroes so many times before it all turns
into a predictable and unchallenging clich.
The modern game, quite simply, does not yet have enough quality monsters.
Even the FRPGs official 2014 bestiary beyond the highly limited System
Reference Document 5.0 (SRD5) is somewhat lacking, when one considers the
games decades-long legacy and its incredible array of creatures. How can you
convince your players that monsters should not all be in the official guides, and
change their expectations? And can you catch veteran players off guard with
fantastic new monsters, carefully built for the current edition, while remaining
true to the classic spirit of the game?
And lastly: What can you do in a world of information, where your players
are likely to own every game book that you do? They can memorize everything
official thats out there. Where is the sense of wonder? Where can adventurers,
and their players, still discover the unknown?
The fact that these questions were somewhat difficult to answer will tell you
why this book was written.
The modern game needs many more monsters, of individual craftsmanship
and high quality. And it needs them now! Thousands of good monsters are
locked away in the archives, and the official monster customization tools are
lacking. Instead of waiting for more official releases, you can begin to create
hundreds of your own monsters tonight. Using this book, together, we can even
make it fun. All you need are this volume, some ten-sided dice, some printable
worksheets (optional), a notebook or a word processor, and the power of your
imagination. Some fond supplications to Doctor Frankenstein, Herbert West,
the Elder Things, and Mana-Yood-Sushai wouldnt hurt our worthy endeavor
either.
When you decide to create monsters, youll quickly find yourself in good
creative company. But after your first experiment, the difficulty curve quickly
becomes immense. How many variations on a theme can you create before you
burn out? Are there viable alternatives to limited random monster systems with
predictable outputs, or to wild monster systems which only generate ludicrous
results? Your eternal challenge will be to frequently create new monsters that
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In short, you need to convince your players that adding hundreds of deadly
new monsters to the game is going to be fun.
All of this, is easier said than done. The design workload implied by such
changes can be colossal, and you can expect to spend many years creating
incremental change in your campaign. You may well never find yourself saying
The work is done at any point in your Game Mastering career.
But there is hope!
This book is focused on hitting the challenge head on, and turning these
many problems into a singular and golden opportunity. More monsters are
needed, yes, with more color and variety, and with more inspired links to the
game and its storied past. And the modern game could certainly benefit from
more randomness, more challenge, more malleable options, more monstrous
powers, and more variety. You can work on improving all of these aspects
simultaneously with the Spawning Pool. Why not consider changing the flavor
of your entire campaign, and making it darker, more classic, more immersive,
more unpredictable, more daunting and more weird? Why not make your game
more epic and apocalyptic too, and turn the influx of new monsters into a major
campaign event that will guide the course of play into glorious realms of darkness
for years to come?
This is not just a monster book, if you want to do more. This compendiums
chapters can also be used to change your entire campaign into a living, breathing
exemplar of the Old School Renaissance (OSR) and Gygaxian play. Whether you
go there is up to you.
You dont need to embrace that drastic of a change if you dont want to, of
course. But if youre looking for the same things that I am hungry for in the
games current mostly harmless and vanilla edition excitement, atmosphere,
fear, doubt, callbacks to the old school, adventurer mortality, role-playing
opportunities, mystery, a need for scouting and party strategy, and above all a
dark and compelling sense of wonder then you will want to use most of the
features in this book.
And now that Ive probably intimidated you with the scope of this endeavor,
you will be happy to know that you can also flip through the pages for a few
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minutes and just roll on a couple tables to supplement your own ideas and
monstrous creations, without committing to any long-term project whatsoever.
Click here, for example. Feel free to roam around as you explore.
If you wish to begin the deeper journey now, we will consider the Elder Things,
their darkling spawn the Abominations, and what those Chaotic monsters mean
in relation to your campaign.
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I.6
IMPOSSIBILITY
AN UNDERSTANDING
OF THE ELDER THINGS
What are the Elder Things? What are Abominations?
The overarching premise of this book is that a powerful extra-dimensional
race the Elder Things themselves invaded the game world during the Elder
Age, when the world was primal, cooling, savage, and its magic still Chaotic.
Those Old Ones in their descending from the stars annihilated the worlds few
sentient elemental defenders. They created mankind in an alchemical pool, an
ichorous liquid filled with extra-planar matter torn from other worlds. They
warped beasts into monsters, and they concocted a thousand failed experiments.
Some even say that magic is the residual result of the Elder Things twisting of
the game worlds physical laws, and their disruption of the fundamental
dimensions which underpin the universe.
The myriad legion of creatures they created those which were not mankind
were collectively known as the Abominations.
These fell experimental creatures slithered and grew, becoming fiends and
slimes and krakens and other gibbering wonders, Things which crawled away
deeper into the nether and into the void before they could be exterminated by
their makers. The Elder Things themselves are now extinct, but the eldritch
ruins of their frigid and opalescent cities still remain. So too does their horde of
orphaned horrors, the innumerable Abominations of Chaos which hunt and feed
and journey in ascension through the unfathomable deep.
The Abominations endure, in the terrible places where prudent mortals dare
not go. Adventurers are almost always the first people to rediscover them.
Such interaction between Abomination and adventurer is actually rather
frequent. Mankind has had fleeting contact with these horrors over many
thousands of years, through the conquest of hidden Wilderlands, the breaking
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other words, neither the gods nor the devils made these horrors. These entities
from the Spawning Pool of the Elder Things predate humans, even elves, and
even the elven gods. And there remains the terrible question: Where are this
worlds god-avatars, their images so fleeting now? And why do so many praying
clerics sense in their gods and goddesses an aura of divine disbelief, where before
were only gifted spells and sacred revelation? Whatever is coming, the gods fear
it. Not all of the diviners questions, now, are answered. The world is faltering
without the simple conviction of Fate, and the worlds priests are left to wonder
if everything they ever knew is merely a lie gilt over a darker Truth.
This time, this Age of Awakening, was never spoken of in prophecy. The world
the adventurers and wanderers know is no longer merely a chessboard
comprised of wilds and tribal lands and dungeons and mortal empires; it is once
again a savage garden, filled with perplexing youth and renascent ancientry.
The Abominations come. The Unknown is stirring in its sleep.
Impossible things are crawling through the sewers and the alleys. Rainbowmembraned silkworms are creeping up from fungal caverns, and strange greenpetaled flowers bloom in rooms where children wake, singing in musical
languages they never learned. Enormous, quavering, cinnamon-scented spiders
born from pearlescent eggs found deposited in the skulls of madmen, and
growing wildly now spin their scarlet webs over rooftops and minarets
throughout the City State, turning their forelegs to the wind while they engender
their own song a mewling chant of birth, of sorts through stroking the
chime-like growths clustered around their girl-like faces.
Worlds unknown are nearer and finally touching to the Fields We Know, cusp
to void. Madness has come from the Beyond to the mortal world, and much of
it is beautiful.
For not all of the Abominations are horrific; some of them are ageless, or nigh
omnipotent, or alluring and strangely beautiful. Some heal what others destroy,
many demand worship while others willingly die and so rot like enormous
flowers, creating moldy and sensuous lifeforms of another cryptic kind.
Butterflies made of emerald glass flit over whirlpools which form upon the rivers,
as the rivers foam and reverse their courses. Stones grow goatish eyes, shadows
congeal and walk away from their masters footsteps. The sole trait which all of
these impossible creatures share with one another is otherworldliness: an
inexplicable alien origin, a sudden manifestation of being which confounds all
mortal fear, hope, and even comprehension.
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Now, in your game world, a bold generation of powerful humans (and dwarves,
and elves, and others) has newly arisen as well, just as the Abominations are
making their presence known to mortal ken. For the first time in centuries, the
world of recognizable creatures and governable magic is shifting upon an
unpredictable axis. The dimensional rifts are widening, the forbidden seals lofted
over the temple ruins are disenchanted. Treasure hunters are digging too deeply
beneath the earth in search of mithral and adamantite. And everywhere the
lords and peasants nightmares are slowly manifesting themselves, living beyond
the edge of slumber, coalescing into some uneasy and oozing form of a more
pliant reality.
The monstrous horrors graven in the worlds most ancient hieroglyphs walk
the earth once again. Not the known threats of orcs, or werewolves, or trolls and
giants and dragons, no. These are the children of creatures inspired by YogSothoth, the dancing blood drops of Skarl the Eternal Drummer, the flesh-tatters
falling from the shroud of the King in Yellow, the carnal sentient memories of
Mana-Yood-Sushai. The worlds afar are converging, and the gates are opening.
The stars will soon again be made aright. This is not the End Time, for the End
Time is known and graven in the books of prophecy. This is the Time Before the
End, the unknown and penultimate future-now when terrible and wondrous
things will happen, which no sage or augur can foretell.
This is the age of the greatest heroes, and the monsters they destroyed, and
the monsters which they became.
And with your turning of this page, the Age Penultimate will begin. Welcome
to the Age of Abomination
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I.7
CABALA
A LEGEND
OF THE ABOMINATIONS
Come, child. Walk with me in rising to the cliffs, this one last time.
Madness, it is a sea, spiraling around the stone we call the world. When the
stone begins to sink, the weak must perish. As must I. The strong among us
you, and too, your sister shall quickly come to understand, when the terror
comes to swallow you, that you have always known the secret of how to swim.
You only need to believe that this is true and then it will be.
For the sea created you and I and all our sisters, droplets each unto a moment
of their own. From out of the madness we rise for merely a dawning to be puppets
in this one life, and then down shall fall our souls to deeping madness once
again. We all bear within us a primal comprehension of how to swim, yet some
of us knew only fear when we were born, and so that vulgar secret remains
unknown to us. In denial, we become the entropy which shall unweave us from
the flesh. We dare refuse to believe, because to believe would cause us in death
to believe that we are unclean.
Those who cannot bear to be unclean are born to die.
A paradox? No. It is merely timidity. Some of us forbid this wisdom of
ourselves. It is a visage of pride. When death comes tonight for me, I will go,
and with joy. When death in elder seasons comes for you and all your kith, only
those of you who dare to embrace the true origin of man as seeds of Chaos
will die in revelation, and live forever to be born unto other women. Droplets,
rising, falling, foam of tomorrows ocean.
It is good, in times of death, to fall back upon the tales which we feel we have
outgrown and become grander than. In aging, we tell ourselves the stories which
caused us to know fear as children are untrue. This is a foolishness, and it is
this mortal imprudence which the Abominations feast upon when we dream.
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Blindness creates desire, a wanting for what we know is already inside us and
yet deny.
It is wisest to revisit these childhood dreams when we find ourselves near to
death, and to remember, so that in dying the few who are strong shall
understand. Only the understanding of the un-self allows the Chaos-soul to be
reborn again, as hope. This is the gift that I cannot give myself, for I cannot
forgive my own part in this resurgence of the terror-spawn of the Old Ones. I
give this black gift of memory only to the worthy, to you.
Know this:
There was an age when the Abominations were known to our grandsires
grandsires. Still they are known instinctually to us all, in nightmare. But only
the oldest wellsprings of remembrance hold the truest secrets of these monsters,
their weaknesses, and their eventual destruction. The most ancient elven lore
masters, the most deeply-graven rune stones of the dwarves, the codices written
in the Elder Time of soaring ships, each sewn together from aethereal leather
and from spider-strand and steel these are the only arks, the true accounts,
that you shall teach your children to harbor with and to revere before your end.
The story they will unearth when you are gone, still lost in a thousand
fragments, will mayhap complete the puzzle of what little I can now unveil for
you of the forbidden, the Elder Age, which is this and this only:
When the Old Ones opened their quicksilvered star mirrors and deigned to
walk upon the earth, they destroyed the elementals which opposed them. An
ordering of wind, sand, magma and wave had been foreordained here, and the
elementals strove for aeons to craft this world as a paradise for our eventual
dawning in the name of a sacred Law that was yet to come.
The Old Ones refused this world that destiny, and turned the annihilated
elementals corpses into energy. Elementals of air became spell chaunts,
elementals of earth became treasure vessels of stony flesh, elementals of flame
became the power to instill untrue life in artifice, and elementals of wave became
the Abzu beneath the earth, the Spawning Pool of many gates and unreflected
worlds. The Old Ones first created there the Shogthai to wage war against the
Great One, and primates men and women were merely made as food, and
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murder-trinkets, and dream-slaves for the Shogthai and their twisted desires to
toy with.
When the Shogthai revolted against their masters, the surviving primates
fled. A great Sundering killed many of the Old Ones, and they in desperation
created many Things in an effort to regain control of the primates and the
Shogthai. In this final endeavor they failed, and as they died in war against the
Great One, all of their degenerate creations fled into the void, the netherworld,
the fractured star mirror and the primal sea.
After the Age of Conquest and the extinction of the Old Ones, the victorious
minions of the Great One found the planet turning upon its axis. The stars were
no longer right. Many of them leapt to other worlds, others perished, while some
few were entombed with their high priest, dead and dreaming beneath the sea.
The primates crept back up to the earths surface, and there believed that they
little gods! were masters of a world where elder powers no longer ruled.
Thus, with a fools desire, they woke the interest of the Yellow King. The primates
played with Fate as had their makers and so they cruelly mastered beasts,
learned some few secrets and legerdemain, and began to gaze toward the stars
and to wonder what ultimate Horror had long ago created them.
For you see, their desire for the unreal ensured that the Yellow King could
reign as pretender forever upon the throne of Truth, thy martyr unremembered.
In pondering this Horror, men created their own gods. But before they gave
birth to the gods and goddesses of the Fields We Know, they created dreams.
These dreams more elder-spawned desires for Otherness in a simple and shorn
life unfulfilled fed the deep Abominations, and created a language between
monsters and mortal nightmare. From this psychic union between dreamer and
dream sender were born the Dream Worlds, where sleepers explore their secretlycraved illusions, and the Abominations walk ever on as flesh toward the rind of
the world of man.
Mortals became heroes in their sleep. Men and women in the Dream Worlds
would seek out these Abominations, would harp and chant to call them from
their lairs, to ask and to entreat them of the lesser secrets such as immortality,
omniscience, meaning, and power unimaginable. From such monstrous
sharings did mortals learn of their Creator, Mana-Yood-Sushai.
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But these lore-monsters who gifted our race with revelation were wiped out
as the children of men forged weapons, and raised cities, and grew fearful of UnNature and the Unknown. Man the Questioner became the Unbeliever, and then
the Tyrant. Thus the Abominations for their truths were bloodily driven
underground, and to other planes, and from dreams of longing into the
suppression of our nightmares. There the Abominations slept in restlessness,
whispering still, waiting for the primates to forget the many secrets and to dream
of false desire and gilded wonder once again.
And now, as grand-grandchildren of such fools, we invite the final choir of
regency ere the return of the Yellow King. We tamper with the keys and seals we
do not understand. We shatter the spheres, we unlock the temples, we tilt the
world once again only to spill its contents. The stars reel as we core the
underworld. Too many treasure seekers delve deep into the earth, scratching
and goading Things which should forever be left to slumber. Feeble archmages,
craven overlords, tyrannical emperors all explore the many planes, touch the
slumbering Abominations in their tombs, and wake the Deathless simply
because they want to know what will happen when forbidden Things are made
once again to wake.
Such fools we are.
And the Deathless now are stirring to the surface, in this dusk. They are
awakening because even as we crave our own annihilation, so we desire Them.
This is how the terrors, the Abominations of legend, have come to be true again.
We who are too frightened, in questioning the void, to slay ourselves? We adore
the Things that shall be bold enough to destroy us. We desire an ultimate
Ending, a meaning for having been, and so an Ending comes for us which is
nothing like the one we love and long for.
The final word of the sacred Law the one word which, a maidens name,
would create our Paradise shall never by our unborn kindred be truly spoken.
And what will happen now, you ask? What of the heroes? What of Fate?
This is all that is known to me. I was told, in youth when I blinded myself
before the Hierophantess, that Time with valorous wisdom could be unwoven.
Only in the Un-Time can our descendants now undo our terrible destiny. Can
your childrens children learn to journey back through Time? Can the sins of
our grandsires, and our own foolishness, be erased by heroic men and women
yet unborn? This we can never know, our own moments above the sea upon the
stone droplets falling, rising are too scattered and too few. I tell you this
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all only because I swore to my grandmothers matriarch that I would pass on the
death riddles which she entrusted to me, when I first dared question All.
And so I have done. And in hearing this, you take now a blood oath to reveal
all that I have told to your own daughters, ere the dusk-in-dawning when you
too will die and come to me. You may not have understood everything I have
said, but I promise that the gates of comprehension are within you.
My last kiss to your brow, the Key.
The cliff, and I taste the salt wind. I go now, into the sea. The droplets have
no names when they deign to become free. Our stone is sinking.
Do not comprehend. That is tomorrows journey. Remember.
Swim, my loved one. Swim and be prepared to breathe beneath the Abzu
and when you surface, remember only what you have sworn to echo, to relent,
and so believe in me.
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I.8
INSPIRATION
CREATING A MONSTER
OF YOUR OWN
I beheld the wretch the miserable monster whom I had created. He held up
the curtain of the bed; and his eyes, if eyes they may be called, were fixed on me.
His jaws opened, and he muttered some inarticulate sounds, while a grin wrinkled
his cheeks. He might have spoken, but I did not hear; one hand was stretched
out, seemingly to detain me, but I escaped and rushed downstairs
In a future time beyond that of mages and heroes a silver age of the
perilously-ordered magic to be known to its few disciples by the uninspired name
of Science there will be a good doctor, christened Victor, who shall prepare
an unnatural Thing in the guise of man. His readings of your work the
experiments which you are about to perform will unearth the dread secrets
which shall first inspire him.
So what are you waiting for? Lets create our very first monster!
To begin with, you might want to print out (or at least review) some of the
Spawning Pool worksheets included hereafter. These sheets were created to
speed and organize your thoughts. I will also provide you with a series of ongoing
examples, which will illustrate how I personally use the guidelines in this book,
expand upon them, twist them, and even break them when it suits me. These
detailed examples titled The Oldskull Experiment will reveal every step of
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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the full creation process, and show you how a few dice rolls and some careful
decision making can create an amazing creature for your game.
You may want to consider this next question carefully as you prepare to
create your first Abomination: Do you want to test your players with a single
weird encounter, or do you want to change the entire game and create a myriad
of new foes? You can use this book to aid you in either approach.
This is also a good time to ask yourself further: Are you going to create a
race of monsters, or a singular anomaly? Memorable races such as the dark
elves, the Morlocks, the Fungi from Yuggoth, or the Deep Ones can, if you
craft them well, turn your campaign into a memorable crusade of heroic good
battling in defiance of ancient Evil.
But sometimes, an encounter can be made even more memorable if the
players (and their characters) are made to understand that the Abomination they
have discovered is a Nonesuch, and that its extinction after all these centuries
will send it back into the oblivion of legend. Consider the great Conan-conquered
demon Thog (The Slithering Shadow), the Blatant Beast (The Faerie Queene), the
Jabberwock (Through the Looking Glass), and even the Questing Beast (Le Morte
dArthur). All of these creatures of folklore remain fascinating to us today
because they defied heroes, because they were mysterious, and because they
were unique.
Whatever you decide to do, strive to make your own creation memorable. Be
ready to make your mark upon the game. And choose wisely.
I arbitrarily decide on the spur of the moment that I will create a new race of
monsters, not just a Nonesuch. That way, if my beastie gets killed I can always
bring back some more to torture the adventurers. You can feel free to use my
creation in your own campaigns. Do excuse me while I prep my worksheets
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I.9
GUIDANCE
HOW TO USE THIS BOOK
This book has been designed to render the monster creation process as
detailed, but also as streamlined, as humanly possible. Despite its old-fashioned
eccentricities, this book employs some modern tools to speed your work:
Click links are used throughout, so that you can navigate to the
appropriate tables with ease. If you click overzealously, you can use the Table
of Contents (linked here) to aid you in your return to your point of departure.
Examples are used and clearly marked, so that you can see how the
systems work at a glance.
And, the worksheets themselves are organized and coded to allow your
design efforts to flow in a logical fashion. You are hereby granted unlimited
permission to print, modify, and even program these sheets for non-profit use.
If you provide a shout out to this book in return, I would appreciate that gesture.
Also, you can receive a separate PDF file of the worksheets, separated from
everything else, if you e-mail the author.
To use this book you will need either pen and paper, or a word processor.
You will also want at least two, preferably three, ten-sided dice (D10) to make
percentile rolls (D100). One system in this book is extensive enough in its
options that you will want to make a D1000 roll, which you can do with three
dice: the first roll indicates hundreds, the second is tens, and the third is ones.
A roll of 9-8-7 for example is 987, a roll of 0-3-4 is 34, and a roll of 0-0-0 is 1000.
You can also of course use Excel (or a similar spreadsheet program) and macros
such as RANDBETWEEN(1,100) if you prefer to make your random
determinations in a more automated fashion.
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And now, the worksheets! Feel free to review them quickly, we will get into
the details further on.
The main sheets which summarize the orderly steps of monster design are:
Features:
Coloration, body part descriptions, random
description rolls, recommended lair locations, preferred climate,
preferred terrain, languages known.
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1-1
1-2
1-3
1-4
Monster Name:
(Optional)
Monster Type:
(Check one)
Monster Body
Type:
Arms?
Legs?
Tail?
Keywords:
(Check all that
apply)
Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey One
Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead
Yes: ________________
Yes: ________________
Yes: ________________
Aquatic
Arcane
Carrion Eater
Climbing
Dream Eater
Elemental
Arcane Devourer
Elemental Devourer
Carnivore
Herbivore
Nonesuch (Unique)
Very Rare Species
Rare Species
No
No
No
Flesh Eater
Levitating
Omnivorous
Plant Eater
Tunneling
Winged
Omnivore
Psionic Devourer
Carrion Eater
Uncommon Species
Common Species
Unknown at This Time
1-5
Nature:
(Check all that
apply)
1-6
Monster
Population
Rating:
(Check one)
Number of PCs in Party: _________
Number of NPCs in Party: _________
Total PC Experience Levels: ______
Total NPC Experience Levels: ______
Monster Base Lethality Rating (BLR):
Madness Effects:
(In regards to current
APL and key player
characters various
experience levels)
1-7
1-8
1-9
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2-1
2-2
2-3
2-4
2-5
2-6
2-7
2-8
Monster Senses:
Blindsight
Darkvision
Sense Magic
Tremorsense
Monster Size:
(Check one)
Hit Point Range:
(Check one)
Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Tiny
Medium
Huge
Small
Large
Gargantuan
Lesser
Average Hit Points (AHP): _____
Median
Hit Point Range:
__________
Greater
Equivalent Hit Dice:
__________
Ability Scores:
Strength (STR)
Dexterity (DEX)
Constitution (CON)
Physical
_____
_____
_____
Ability Scores:
Intelligence (INT)
Wisdom (WIS)
Charisma (CHA)
Mental
_____
_____
_____
Dexterity
Low
Above Average
Classification:
Below Average
High
(Check one)
Average
Movement
Burrowing
Movement Rate:
_____
Modes:
Climbing
Movement Rate:
_____
(Check all that
Flying
Movement Rate:
_____
apply)
Ground
Movement Rate:
_____
Hovering
Movement Rate:
_____
Swimming
Movement Rate:
_____
Species
Chaotic, Primal
Lawful Good
Alignment
Chaotic Evil
LG with N Tendencies
(Check one)
CE with N Tendencies
Lawful Neutral
Chaotic Good
LN with E Tendencies
CG with N
LN with G Tendencies
Tendencies
Neutral, Primal
Chaotic Neutral
True Neutral
CN with E Tendencies
TN with C Tendencies
CN with G
TN with E Tendencies
Tendencies
TN with G Tendencies
Lawful, Primal
TN with L Tendencies
Lawful Evil
LE with N Tendencies
Unlimited Permission Granted to Copy for Non-Profit Use
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3-1
3-2
3-3
3-4
3-5
3-6
3-7
3-8
3-9
3-10
3-11
3-12
3-13
3-14
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4-1
4-2
4-3
4-4
4-5
4-6
4-7
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5-1
5-2
5-3
5-4
5-5
_____________________________
_____________________________
_____________________________
_____________________________
Recommended
Lair Locations:
(Check all that
apply)
Color:
Color:
Color:
Use?
(Yes / No / Other)
Use?
Use?
Use?
Use?
Alternate Material
Worlds / Dimensions
Ancient Arcane
Prisons
Archmage Fortresses
Corrupted Wilderness
Dream Worlds
Dreams / Visions
Cold (Arctic / Antarctic)
Sub-Arctic / Sub-Antarctic
Temperate
Subtropical
Tropical
Forest
Freshwater
Hills
Plains
Dungeons
Planar Rifts
Post-Apocalyptic
Ruins
Ruins (Normal)
Temples
Underwater
Underworld
Mountains
Saltwater
Swamp
Wasteland
5-6
Preferred Climate:
(Check all that
apply)
5-7
Preferred Terrain:
(Check all that
apply)
5-8
Languages Known:
(List primary
languages with an
asterisk *)
Unlimited Permission Granted to Copy for Non-Profit Use
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CODEX
II
MONSTER DESIGN
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II.1
NOMINA
NAMING YOUR CREATION
(Refer to Worksheet 1, Section 1-1)
Naming a new monster is, ironically, both one of the hardest and one of the
most delay-worthy aspects of the entire process. You can come up with the name
first if you like, and then let your name guide your vision and your work. Some
example names (completely off the top of my head, to be honest) which may
inspire you appear below.
Or, you can fully create your monsters details and then come back to this
section at the very end. That is the approach that I actually recommend for your
first creation, because it allows you to avoid preconceptions and may well result
in a more surprising monster design than you have otherwise anticipated.
Take the approach that you find to be the most fun.
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TABLE 2
SOME RANDOM IDEAS
FOR NAMED ABOMINATIONS
(Steal, spindle, and mutilate as you prefer)
Bloodied Spawn of
Mung
Remonstrators of Dagon
Broodlings of Xom
Crolai Crolm
Sheddings of Azathuul
Leeching Beast
Devourers of Kolthrai
Doll Fungi
Typhon Shadows
Moon-Ghouls
Winter Weavers
Eyeless Matriarch
The Worshippers
Beneath
Once you have named your monster, and as you prepare for your next game
session, you may want to consider dropping the name into your campaign with
some subtle and casual deliberation. With your guidance adventurers might
hear the cryptic name of your creation as follows:
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Use this list extensively, if you like, and for the best effect you can even design
have a dozen Abomination types and then seed all of the names in various places
throughout your world. Let your imagination run, and build up some trepidation
and nervous expectation in your players minds.
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II.2
TAXON
MONSTER TYPES
(Worksheet 1, Section 1-2)
To generate a random monster, the first percentile dice roll you make should
be used to determine the monsters type. Abominations belong to the same 14
categories as normal FRPG monsters, although their physical descriptions tend
to vary due to extra-planar origin, planar travel and adaptation, mutation,
metamorphosis, regeneration, and the long-term effects of primordial Chaos.
Roll D100 and consult the table below to determine your Abominations type.
Of course, you can always make a selection rather than a random roll, and
override any result that does not suit your vision for the monsters creation.
Unless you have something truly brilliant in mind, I recommend the random
roll to make things interesting.
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TABLE 3
MONSTER TYPE DETERMINATION
D100
Roll
Monster
Type
[01-07]
Aberration
[08-14]
Beast
[15-21]
Celestial
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D100
Roll
Monster
Type
[22-28]
Construct
[29-35]
Dragon
[36-42]
Elemental
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D100
Roll
Monster
Type
[43-49]
Fey One
[50-56]
Fiend
[57-63]
Giant
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D100
Roll
Monster
Type
[64-72]
Humanoid
[73-79]
Monstrosity
[80-86]
Ooze
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D100
Roll
Monster
Type
[87-93]
Plant
[94-00]
Undead
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II.3
PHYLA
BODY TYPES
(Worksheet Section 1-3, with use of Section 1-4)
Once the monsters general type has been established, you will want to
determine the monsters body type as well. Consider for example that hyenas,
giant spiders, hawks and killer whales are fall under the general classification of
Beast. With so many variations in body type, how will you be able to envision
the monster so fully that you can describe it to the players when they encounter
it?
This is where random tables suit the design process perfectly.
Indescribable monsters might be fun in theory, but your players will have a
very hard time buying into your monstrous creation if even you are unable to
describe it.
To solve that conundrum, I have offered a sampling of over 260+ body types
in the tables below. These general descriptions have been derived from careful
research into various FRPGs, world mythology, folklore, 20th-century pulp
fiction, classic monster movies, and the authors campaign and imagination.
(More types will be included in the future.) As such, this selection of body types
offers a good general overview of nearly all the major monster types found in the
current edition of the FRPG, and many more besides.
To determine a monsters body type, you can either choose one which sounds
appealing, or roll D100 on the table which is appropriate to monster type. (For
example, if you rolled a Celestial in the previous section, you would next roll on
the Celestial Body Type table.)
Please note that some of the random results which can be generated will lead
you to other tables to create a compound creature, with multiple body types. For
example, a role on the Construct Body Type table may indicate a result of
Monstrous Construct, which would then send you to the Monstrous Body Type
table to make a new D100 roll. Using this nested table feature, this sub-system
can be used to generate several thousand different body types for your random
monster needs.
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Less than 1% of the time, you may be directed to a third or even a fourth table
as a result of these successive random results. I recommend that if you find
yourself bouncing back and forth too often, you should stop after the third D100
roll. A monster with too many body types can be interesting, but it can also be
very hard to describe.
Please note also that this table represents a mere sampling of the many types
of monsters which can exist. You can choose to avoid these tables and devise
your own unusual body type if you find that my selections are lacking in any
particular area. For example, you might envision a giant sea urchin, or a
congealed multi-bodied organism, or a living crystalline structure capable of
animation and movement between various planetary habitats. These outr
creative endeavors should be celebrated, never stifled. Always, if you have a
better idea than the ones I provide here, go with your instinct and make a
monster that will be truly unique.
Each entry in the following fourteen tables has a summary of the body types
major appendages: the monsters arms / forelimbs, legs / hind limbs, and
tail. Some entries also feature Keywords, which are brief descriptors (such as
Elemental, Flesh Eater, Omnivorous, etc.) that can each have a unique effect on
your decision making process later on. Whenever you roll a body type with one
or more Keywords, you can note those by checking them off on Worksheet #1, in
section 1-4.
To randomly determine an Abominations body type, roll 1D100 and consult
the appropriate table below.
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TABLE 4
ABOMINATION BODY TYPE
DETERMINATION
Abomination
Type
Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey One
Fiend
Table 5: Aberrations
Table 6: Beasts
Table 7: Celestials
Table 8: Constructs
Table 9: Dragons
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Abomination
Type
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead
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II.4
BODY TYPES I
THE ABERRATIONS
Stepping closer, he halted in sudden horror at the amorphic bulk which
sprawled before him. Its unstable outlines somewhat suggested an octopus, but
its malformed tentacles were too short for its size, and its substance was a
quaking, jelly-like stuff which made him physically sick to look at.
From among this loathsome gelid mass reared up a frog-like head, and he was
frozen with nauseated horror to realize that the sound of weeping was coming from
those obscene blubbery lips. The noise changed to an abominable high-pitched
tittering as the great unstable eyes of the monstrosity rested on him, and it hitched
its quaking bulk toward him.
He backed away and fled up the tunnel, not trusting his sword. The creature
might be composed of terrestrial matter, but it shook his very soul to look upon it,
and he doubted the power of man-made weapons to harm it. For a short distance
he heard it flopping and floundering after him, screaming with horrible laughter.
The unmistakably human note in its mirth almost staggered his reason. It was
exactly such laughter as he had heard bubble obscenely from the fat lips of the
salacious women of Shadizar, City of Wickedness, when captive girls were
stripped naked on the public auction block. By what hellish arts had Tsotha
brought this unnatural being into life?
Conan felt vaguely that he had looked on blasphemy against the eternal laws
of nature
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TABLE 5
ABOMINATION
BODY TYPE DETERMINATION:
ABERRATIONS
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[01-04]
Amorphous
Aberration
This monster is a
blob of amoeba-like
flesh, with
tentacular
pseudopods.
Keywords:
Climbing,
Omnivorous
Pseudo
Pseudo
No
[05-08]
Aquatic
Ichthyoid
Aberration
Tentacles
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[09-12]
Batrachian
Aberration
This frog-like
monster has a head,
two tentacles
(instead of arms)
and two bent legs.
Keywords: Aquatic,
Omnivorous
Tentacles
Yes (2)
No
[13-16]
Bipedal
Aberration
Tentacles
Yes (2)
Yes
50%
[17-20]
Bipedal
Octopoid
Aberration
Yes (2)
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
Yes (2)
Yes
[21-24]
Bipedal
Sacral
Aberration
Tentacles
[25-28]
Cerebral
Tentacled
Aberration
The monster is
similar to a
tentacled brain,
which may hover or
move aquatically.
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)
Tentacles Tentacles
No
[29-32]
Cnidarian
The monster is
similar to a
tentacled jellyfish.
It may move by
hovering or
swimming.
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)
Tentacles Tentacles
No
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D100
Roll
Abomination
Type
[33-36]
Four-Limbed
Pillarine
A crawling pillar
with four tentacle
arms, similar to a
Roper. Keywords:
Climbing,
Omnivorous
[37-40]
Gargante
[41-44]
Gorgonian
Aberration
Description
Arms?
Legs?
Tail?
Tentacles
(4)
No
No
The monster is
similar to a
Gargante of Greek
myth, having a
head, torso, two
arms, and two
snake-like tentacles
for legs. Keywords:
Flesh Eater.
Yes (2)
Tentacles
No
Yes (2)
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[45-48]
Loathsome
Acephalus
A bipedal creature
with two tentacles
(instead of arms)
and two legs.
However, Acephali
are headless; their
fanged maws are in
their torsos. They
possess
Tremorsense
instead of eyes.
Keywords: Flesh
Eater.
Tentacles
Yes (2)
No
[49-52]
Loathsome
Sacral
Acephalus
Similar to a
Loathsome
Acephalus, but this
monster also has a
tail. Keywords:
Omnivorous
Tentacles
Yes (2)
Yes
[53-56]
Quadrupedal
Aberration
Tentacles
Yes (4)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[57-60]
Sacral
Bipedal
Aberration
Tentacles
Yes (2)
Yes
[61-64]
Serpentine
Aberration
Tentacles
No
Yes
[65-68]
Six-Limbed
Pillarine
A crawling pillar
with six tentacle
arms, similar to a
Roper. Keywords:
Climbing,
Omnivorous
Tentacles
(6)
No
No
[69-72]
Talpidal
Quadruped
A mole-like
quadruped with four
legs, a head, and
tentacle-like
appendages on its
face. Keywords:
Omnivorous
No
Yes (4)
Yes
50%
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
[73-76]
Tentacled
Spherical
Aberration
A sphere with
tentacles, which
moves by pulling
and rolling itself
toward prey.
Keywords: Flesh
Eater
Tentacles Tentacles
No
[77-80]
Tentacled
Pillarine
A crawling pillar
with tentacle-like
arms which can
extend from inside
its body; somewhat
similar to a Violet
Fungus. Keywords:
Omnivorous
Tentacles Tentacles
No
[81-84]
Testudine
Quadrupedal
Aberration
A monster with a
head, four legs, a
tail, and two
tentacle-like
appendages;
somewhat similar to
a Rust Monster.
Keywords:
Omnivorous
Tentacles
Yes
Yes (4)
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[85-88]
Teuthidian
Tentacles
No
No
[89-92]
Tripedal
Aberration
Tentacles
Yes (3)
No
[93-96]
Winged
Bipedal
Octopoid
Aberration
Wings,
Arms
Yes (2)
No
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D100
Roll
[97-00]
Abomination
Type
Wormlike
Aberration
Description
The monster has a
head, a long body,
and a tail. It has
tentacles or a ring of
fangs, perhaps
similar to a
lamprey. Keywords:
All are Omnivorous,
also: Aquatic (50%),
Tunneling (50%)
Arms?
Legs?
Tail?
No
No
Yes
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
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II.5
BODY TYPES II
THE BEASTS
A flying shadow that swept across the gleaming floor was his only warning,
and his instinctive sidelong leap all that saved his life. He had a flashing glimpse
of a hairy black horror that swung past him with a clashing of frothing fangs, and
something splashed on his bare shoulder that burned like drops of liquid hell-fire.
Springing back, sword high, he saw the horror strike the floor, wheel and scuttle
toward him with appalling speed a gigantic black spider, such as men see only
in nightmare dreams.
It was as large as a pig, and its eight thick hairy legs drove its ogreish body
over the floor at headlong pace; its four evilly gleaming eyes shone with a horrible
intelligence, and its fangs dripped venom that Conan knew, from the burning of
his shoulder where only a few drops had splashed as the thing struck and missed,
was laden with swift death.
It scuttled across the crystal floor and ran up the wall to the ceiling, where it
crouched for an instant, glaring down at him with its fiendish red eyes. Then
without warning it launched itself through space, trailing a strand of slimy grayish
stuff
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TABLE 6
ABOMINATION
BODY TYPE DETERMINATION:
BEASTS
D100
Roll
Abomination
Type
Description
Arms?
Legs
?
Tail
?
[01-03]
Avian
A bird-like
abomination.
Keywords:
Omnivorous, Winged
Wings
Yes
(2)
Yes
[04-05]
Batrachian
Quadruped
Forelegs
Yes
(2/2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs
?
Tail
?
[06-08]
Behemoth
Yes
Yes
(4)
Yes
50%
[09-10]
Boar-Like
Quadruped
A four-legged boar
monster. Keywords:
Omnivorous
No
Yes
(4)
Yes
[11-12]
Centipede
Abomination
The monster is
shaped like a
centipede (with 30 to
over 300 legs,
variable, as preferred
by the GM).
Keywords: All are
Omnivorous, also:
Climbing, Tunneling
(25%)
No
Yes
(30 to
300)
Yes
(1 or
2)
(Order #10070827)
90
(Order #10070827)
91
D100
Roll
Abomination
Type
[13-14]
Description
Arms?
Legs
?
Tail
?
Chiropteran
Avian
Wings
Yes
(2)
Yes
[15-16]
Coleopteran
Six-legged, and
similar in shape to a
beetle. Likely to be
winged. Keywords:
All are Omnivorous,
also: Climbing (75%),
Winged (75%)
Wings
(75%)
Yes
(6)
No
[17-18]
Crocodilian
Abomination
A reptilian
quadruped, similar in
appearance to an
alligator or crocodile.
Keywords: Aquatic,
Flesh Eater
No
Yes
(4)
Yes
(Order #10070827)
92
D100
Roll
Abomination
Type
[19-20]
Crustacean
Abomination
[21-22]
[23-24]
Description
Arms?
Legs
?
Tail
?
A creature similar to a
crab; typically with
ten legs (likely
including eight legs
for locomotion and
two pincer forelimbs).
Keywords: Aquatic,
Omnivorous
Forelimbs
Yes
(8)
No
Decapede
A ten-legged creature,
perhaps insectile in
appearance. Similar
to an old school
Anhkheg. Keywords:
All are Omnivorous,
also: Climbing (50%),
Tunneling (25%)
No
Yes
(10)
Yes
50%
Dipteran
A six-legged flying
insect, similar to a fly.
Keywords: Carrion
Eater, Winged
Wings
Yes
(6)
No
(Order #10070827)
93
(Order #10070827)
94
D100
Roll
Abomination
Type
[25-26]
Dodecapede
[27-28]
[29-30]
Description
Arms?
Legs
?
Tail
?
A twelve-legged
creature, perhaps
insectile in
appearance. Similar
to an old school
Anhkheg. Keywords:
All are Omnivorous,
also: Climbing (50%),
Tunneling (25%)
No
Yes
(12)
Yes
50%
Elephantine
Quadruped
A quadruped with a
long trunk (perhaps a
tentacle or even a
second head on a long
neck), similar to an
elephant or
mammoth.
Keywords: Plant
Eater
No
Yes
(4)
Yes
Equine
Quadruped
A horse-like
quadruped.
Keywords: Plant
Eater
No
Yes
(4)
Yes
(Order #10070827)
95
D100
Roll
Abomination
Type
Description
Arms?
Legs
?
Tail
?
No
Yes
(4)
Yes
[31-33]
Feline
Quadruped
A tiger-like
quadruped.
Keywords: All are
Flesh Eater, also:
Climbing (25%)
[34-35]
Flightless
Avian
This feathered
creature has a head,
two vestigial wings,
and powerful hind
legs. Emus and
Ostriches are
examples of this form.
Keywords:
Omnivorous
Wings
(Vestigial)
Yes
(2)
Yes
[36-38]
Gastropod
An amorphous
creature, similar to a
giant slug. Keywords:
All are Carrion Eater,
also: Climbing (50%),
Tunneling (25%)
No
1
Foot
No
[39-41]
Hexapede
A six-legged monster,
likely a giant insect.
Keywords: All are
Omnivorous, also:
Aquatic (10%),
Climbing (75%),
Tunneling (25%)
No
Yes
(6)
No
(Order #10070827)
96
D100
Roll
[42-44]
Abomination
Type
Hymenopteran
Description
Arms?
Legs
?
Tail
?
A six-legged flying
insect, similar to a
wasp. Keywords:
Flesh Eater
Wings
Yes
(6)
No
(Order #10070827)
97
D100
Roll
Abomination
Type
Description
[45-46]
Hystrican
Quadruped
A four-legged monster
covered in spines or
quills, perhaps
similar to a
porcupine. Keywords:
Plant Eater
[47-48]
Ichthyoid
Abomination
A fish-like monster.
Keywords: Aquatic,
Omnivorous
Arms?
Legs
?
Tail
?
No
Yes
(4)
Yes
Fins
No
Yes
(Order #10070827)
98
D100
Roll
Abomination
Type
[49-50]
Ixodoid
Abomination
[51-52]
Description
Arms?
Legs
?
Tail
?
An eight-legged
monster with a large
body, similar to a
giant tick. Keywords:
Flesh Eater, Climbing
(50%)
No
Yes
(8)
No
Leonine
Quadruped
No
Yes
(4)
Yes
[53-54]
Lepidopteran
A moth-like monster.
Keywords: Plant
Eater, Winged
Wings
Yes
(6)
Yes
50%
[55-56]
Lupine
Quadruped
No
Yes
(4)
Yes
(Order #10070827)
99
D100
Roll
Abomination
Type
[57-58]
Manta-Like
Abomination
[59-60]
[61-62]
Description
Arms?
Legs
?
Tail
?
A monster with no
limbs, but with a tail,
head, and two winglike flaps (either for
flying or swimming).
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)
Flaps
No
Yes
Mantodean
Abomination
A six-legged monster
(likely an insect) with
six legs. The forelegs
are raptorial, and
outsized. May be
winged.
Keywords: Flesh
Eater, also: Climbing
(75%), Winged (50%)
Forelegs
100%,
Wings
50%
Yes
(6)
Yes
50%
Muridan
Quadruped
A four-legged, rat-like
monster. Keywords:
All are Carrion Eater,
also: Climbing (25%)
No
Yes
(4)
Yes
(Order #10070827)
100
D100
Roll
Abomination
Type
[63-64]
Musteloid
Abomination
[65-67]
Description
Arms?
Legs
?
Tail
?
A four-legged monster
that is similar to a
skunk or wolverine in
appearance.
Keywords:
Omnivorous
No
Yes
(4)
Yes
Octopede
An eight-legged
monster, perhaps
spider-like.
Keywords: All are
Flesh Eater, also:
Aquatic (10%),
Climbing (75%),
Tunneling (25%)
No
Yes
(8)
No
[68-70]
Octopoid
Abomination
A monster similar to
an octopus, with eight
tentacle-legs. May be
capable of moving
over ground.
Keywords: Aquatic,
Flesh Eater
Forelimbs
50%
Yes
(8)
No
[71-72]
Reptilian
Quadruped
No
Yes
(4)
Yes
(Order #10070827)
101
D100
Roll
Abomination
Type
Description
Arms?
Legs
?
Tail
?
[73-74]
Ruminant
Quadruped
No
Yes
(4)
Yes
[75-76]
Sacral
Crustacean
A creature similar to a
crayfish; typically
with ten legs (likely
including pincers)
and a tail. Keywords:
Aquatic, Omnivorous
Forelimbs
Yes
(8)
Yes
[77-79]
Sacral
Octopede
An eight-legged
monster with a tail,
perhaps scorpion-like.
Keywords: All are
Flesh Eater, also:
Climbing (50%)
Forelimbs
Yes
(6)
Yes
[80-82]
Sacral
Quadruped
A four-legged monster
with a tail. It might
look like anything
Keywords: All are
Omnivorous, also:
Climbing (25%),
Tunneling (25%)
Forelimbs
50%
Yes
(4)
Yes
(Order #10070827)
102
(Order #10070827)
103
D100
Roll
Abomination
Type
Description
[83-84]
Sauropod
A four-legged reptilian
monster with a long
neck and a long tail,
similar to a
Brontosaurus (but of
any size). Keywords:
Plant Eater
[85-86]
Selachimorph
A shark-like
Abomination.
Keywords: Aquatic,
Flesh Eater
[87-89]
Serpentine
Abomination
A monster with a
head, tail, and
slender body, but no
limbs. Keywords: All
are Flesh Eater, also:
Aquatic (10%),
Climbing (50%)
Arms?
Legs
?
Tail
?
No
Yes
(4)
Yes
Fins
No
Yes
No
No
Yes
(Order #10070827)
104
(Order #10070827)
105
D100
Roll
Abomination
Type
Description
Arms?
Legs
?
Tail
?
[90-91]
Tauran
Quadruped
No
Yes
(4)
Yes
[92-94]
Testudine
Quadruped
No
Yes
(4)
Yes
[95-97]
Ursine
Quadruped
No
Yes
(4)
Yes
50%
[98-00]
Worm
A monster similar to a
Purple Worm.
Keywords: All are
Omnivorous, also:
Aquatic (25%),
Tunneling (75%)
No
No
Yes
(Order #10070827)
106
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(Order #10070827)
107
II.6
TABLE 7
ABOMINATION
BODY TYPE DETERMINATION:
CELESTIALS
D100
Roll
[01-08]
Abomination
Type
Amorphous
Energy
Description
This celestial being is a
cloud-like whorl of
energy. The Colour Out
of Space (Lovecraft) is a
similar monster.
Keywords: Arcane,
Levitating
Arms? Legs?
No
No
(Order #10070827)
Tail?
No
108
D100
Roll
Abomination
Type
Description
Arms? Legs?
[09-17]
Astral
Aberration
Varies
Varies Varies
[18-25]
Astral
Construct
Varies
Varies Varies
[26-33]
Bestial
Celestial
Varies
Varies Varies
(Order #10070827)
Tail?
109
D100
Roll
Abomination
Type
Description
Arms? Legs?
Yes
(2)
[34-42]
Bipedal
Celestial
Yes (2)
[43-50]
Celestial
Ooze
Varies
Varies Varies
[51-58]
Draconian
Celestial
Varies
Varies Varies
[59-67]
Energy
Sphere
No
No
(Order #10070827)
Tail?
No
No
110
D100
Roll
Abomination
Type
Description
Arms? Legs?
[68-76]
Monstrous
Celestial
Varies
Varies Varies
[77-85]
NonCorporeal
Celestial
Varies
Varies Varies
[86-93]
NonCorporeal
Djinnian
Yes (2)
No
(Order #10070827)
Tail?
Yes
111
D100
Roll
[94-00]
Abomination
Type
Winged
Bipedal
Celestial
Description
Arms? Legs?
Arms,
Wings
Yes
(2)
Tail?
No
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chapter, please click here.
(Order #10070827)
112
(Order #10070827)
113
II.7
BODY TYPES IV
THE CONSTRUCTS
No word was spoken. No word was necessary. Khosatral spread his great
arms, and Conan, crouching beneath them, slashed at the giant's belly. Then he
bounded back, eyes blazing with surprise. The keen edge had rung on the mighty
body as on an anvil, rebounding without cutting. Then Khosatral came upon him
in an irresistible surge.
There was a fleeting concussion, a fierce writhing and intertwining of limbs and
bodies, and then Conan sprang clear, every thew quivering from the violence of
his efforts; blood started where the grazing fingers had torn the skin. In that
instant of contact, he had experienced the ultimate madness of blasphemed
nature; no human flesh had bruised his, but metal animated and sentient; it was
a body of living iron which opposed his.
Khosatral loomed above the warrior in the gloom. Once let those great fingers
lock and they would not loosen until the human body hung limp in their grasp. In
that twilit chamber it was as if a man fought with a dream-monster in a nightmare
(Order #10070827)
114
TABLE 8
ABOMINATION
BODY TYPE DETERMINATION:
CONSTRUCTS
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[01-08]
Bestial
Construct
A sculpted monster,
shaped like a beast.
Roll on the Beast table.
The Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.
Varies
Varies
Varies
[09-17]
Bipedal
Construct
Yes (2)
No
[18-25]
Colossus
A gargantuan bipedal
construct.
Yes (2)
No
Yes (2)
(Order #10070827)
115
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[29-33]
Draconian
Construct
A sculpted monster,
shaped like a dragon.
Roll on the Dragon
table. The Abomination
will be made of
inanimate matter (such
as bone, crystal, or
stone) encasing an
ancient remnant of
organic matter.
Varies
Varies
Varies
[34-42]
Dream World
Construct
A sculpted monster,
shaped like a Fey One.
Roll on the Fey One
table. The Abomination
will be made of
inanimate matter (such
as bone, crystal, or
stone) encasing an
ancient remnant of
organic matter.
Keywords: Dream Eater
Varies
Varies
Varies
(Order #10070827)
116
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[43-51]
Fiendish
Construct
A sculpted monster,
shaped like a fiend. Roll
on the Fiend table. The
Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.
Varies
Varies
Varies
[52-60]
Golem
A large bipedal
construct.
Yes (2)
Yes (2)
No
[61-68]
Headless
(Acephalus)
Construct
Yes (2)
Yes (2)
No
[69-76]
Juggernaut
A wheeled construct.
No
Wheeled
No
(Order #10070827)
117
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[77-84]
Monstrous
Construct
A sculpted monster,
shaped like a
monstrosity. Roll on the
Monstrosity table. The
Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.
Varies
Varies
Varies
[85-92]
Ossified
Pillarine
A pillar of stone-like
substance, perhaps
similar to a column,
stalagmite, or stalactite.
The monster probably
hovers to move around.
Keywords: Levitating
No
No
No
[93-00]
Ossified
Quadruped
A four-legged construct.
The monster may be
shaped like a crude
beast, but is more likely
to look like a four-legged
golem or machine.
No
Yes (4)
Yes
50%
(Order #10070827)
118
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(Order #10070827)
119
II.8
BODY TYPES V
THE DRAGONS
TABLE 9
ABOMINATION
BODY TYPE DETERMINATION:
DRAGONS
D100
Roll
Abomination
Type
[01-14]
[15-16]
Description
Arms?
Legs? Tail?
Draconian
Abomination
A dragon-like monster
with four legs and
wings. Keywords: All
are Flesh Eater, also:
Winged (50%)
Wings
50%
Yes
(4)
Yes
Five-Headed
Draconian
Wings
25%
Yes
(4)
Yes
(Order #10070827)
120
(Order #10070827)
121
D100
Roll
Abomination
Type
[17-18]
Description
Arms?
Legs? Tail?
Four-Headed
Draconian
Wings
25%
Yes
(4)
Yes
[19-28]
Serpentine
Wyrm
A dragon-like monster
with four legs (two
serving as forelimbs),
and a long, slender and
wingless body. Similar
to an old school Gold
Dragon, or many
dragons of Chinese
folklore. Keywords: All
are Arcane, Flesh Eater
and Levitating, also:
Aquatic (10%)
Forelimbs
Yes
(2)
Yes
[29-38]
Six-Legged
Draconian
A dragon-like monster
with six legs and wings.
Keywords: Flesh Eater,
Winged
Wings
Yes
(6)
Yes
[39-48]
Six-Legged
Wyrm
A dragon-like monster
with six legs, but no
wings. Keywords: All
are Flesh Eater, also:
Tunneling (25%)
No
Yes
(6)
Yes
(Order #10070827)
122
D100
Roll
[49-58]
Abomination
Type
Testudine
Draconian
Description
A dragon-like monster
with a shell, similar to a
Dragon Turtle.
Keywords: Aquatic,
Omnivorous
Arms?
No
Legs? Tail?
Yes
(4)
(Order #10070827)
Yes
123
D100
Roll
[59-60]
Abomination
Type
ThreeHeaded
Draconian
Description
Arms?
Wings
25%
Legs? Tail?
Yes
(4)
(Order #10070827)
Yes
124
D100
Roll
Abomination
Type
[61-70]
Description
Arms?
Legs? Tail?
Two-Headed
Draconian
A dragon-like monster
with two heads, four
legs, and perhaps wings
as well. Keywords: All
are Flesh Eater, also:
Winged (50%)
Wings
50%
Yes
(4)
Yes
[71-80]
Two-Headed
Viverna
Wings
Yes
(2)
Yes
[81-90]
Viverna
Wings
Yes
(2)
Yes
[91-00]
Wyrm
A dragon-like monster
with four legs, but no
wings.
Keywords: All are Flesh
Eater, also: Tunneling
(25%)
No
Yes
(4)
Yes
(Order #10070827)
125
(Order #10070827)
126
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chapter, please click here.
(Order #10070827)
127
II.9
BODY TYPES VI
THE ELEMENTALS
TABLE 10
ABOMINATION
BODY TYPE DETERMINATION:
ELEMENTALS
D100
Roll
[01-08]
Abomination
Type
Aerial
Quadruped
Description
A four-legged Air
Elemental, with a
leonine body made of
wind. Keywords:
Elemental, Levitating
Arms? Legs?
No
Yes
(4)
Tail?
Yes 50%
(Order #10070827)
128
D100
Roll
Abomination
Type
Description
Arms? Legs?
Tail?
[09-17]
Amorphous
Element
No
No
No
[18-25]
Armless
Elemental
No
Yes
(2)
No
(Order #10070827)
129
D100
Roll
Abomination
Type
Description
Arms? Legs?
Tail?
[26-34]
Bipedal
Elemental
Yes (2)
Yes
(2)
No
[35-42]
Djinnian
A monster with a
head, two arms, a
torso, and wispy
tapering legs, similar
to a Djinni. Keywords:
Elemental, Levitating
Yes (2)
No
1 Tail
50%, 2
Leg-Tails
50%
[43-51]
Elemental
Sphere
No
No
No
(Order #10070827)
130
D100
Roll
Abomination
Type
Description
Arms? Legs?
Tail?
[52-59]
Gaian
Quadruped
A four-legged Earth
Elemental, with a body
made of stone.
Keywords: Elemental,
Tunneling (50%)
No
Yes
(4)
Yes 50%
[60-68]
Headless
(Acephalus)
Elemental
A bipedal elemental
with two arms and two
legs. However,
Acephali are headless;
their mouths are in
their torsos. They
possess Tremorsense
instead of eyes. The
GM should decide
which element this
elemental belongs to.
Keywords: Elemental,
Tunneling (if earth)
Yes (2)
Yes
(2)
No
[69-76]
Oceanic
Quadruped
A four-legged Water
Elemental, with a
body made of
shifting water.
Keywords: Aquatic,
Elemental
No
Yes
(4)
Yes 50%
(Order #10070827)
131
D100
Roll
Abomination
Type
Description
[77-82]
Pyric
Quadruped
A four-legged Fire
Elemental, with a
leonine body made of
fire. Keywords:
Elemental, Levitating
(10%)
[83-87]
Thalassian
A somewhat-bipedal
liquid figure with two
arms, two legs, and
a head. Similar to
an old school Water
Elemental. Keywords:
Aquatic, Elemental
[88-92]
Whirlpool
[93-00]
Whirlwind
Arms? Legs?
Tail?
No
Yes
(4)
Yes 50%
Yes (2)
Yes
(2)
No
This aquatic-only
Water Elemental is a
living whirlpool.
Keywords: Aquatic,
Elemental
No
No
Whirlpool
A sentient cyclone
with eyes, similar to
an old school Air
Elemental. Keywords:
Elemental, Levitating
No
No
Whirlwind
(Order #10070827)
132
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chapter, please click here.
(Order #10070827)
133
(Order #10070827)
134
II.10
TABLE 11
ABOMINATION
BODY TYPE DETERMINATION:
FEY ONES
D100
Roll
[01-07]
Abomination
Type
Capran
Dream
Worlder
Description
Arms?
Legs?
Tail?
Yes (2)
Yes
(2)
Yes
50%
(Order #10070827)
135
D100
Roll
Abomination
Type
Description
Arms?
Legs?
[08-14]
Celestial
Dreamer
Varies
Varies Varies
[15-21]
Dreaming
Aberration
Varies
Varies Varies
(Order #10070827)
Tail?
136
D100
Roll
Abomination
Type
Description
Arms?
Legs?
[22-28]
Dreaming
Beast
Varies
Varies Varies
[29-35]
Dreaming
Construct
Varies
Varies Varies
(Order #10070827)
Tail?
137
D100
Roll
Abomination
Type
Description
Arms?
Legs?
[36-41]
Dreaming
Dragon
Varies
Varies Varies
[42-48]
Dreaming
Fiend
Varies
Varies Varies
(Order #10070827)
Tail?
138
D100
Roll
Abomination
Type
Description
Arms?
Legs?
[49-55]
Dreaming
Giant
Varies
Varies Varies
[56-61]
Dreaming
Slime
Varies
Varies Varies
(Order #10070827)
Tail?
139
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
Yes (2)
Yes
(2)
No
[62-67]
Dream
Worlds
Acephalus
A bipedal Dream
Worlder with two arms
and two legs. However,
Acephali are headless;
their mouths are in
their torsos. They
possess Tremorsense
instead of eyes.
Keywords: Dream Eater
[68-74]
Dream
Worlds
Batrachian
Yes
(2)
No
[75-81]
Dream
Worlds Biped
This (beautiful?)
creature has a head,
two arms, and two legs.
It may appear mostly
human, with a
distinguishing feature
(chameleon-skinned,
eyeless, horned,
transparent, etc.)
Keywords: Dream Eater
Yes
(2)
Yes
25%
Yes (2)
(Order #10070827)
140
D100
Roll
Abomination
Type
[82-87]
Description
Arms?
Legs?
Tail?
Flightless
Dream
Worlds Avian
Wings
Yes
(2)
Yes
[88-94]
Monstrous
Dreamer
Varies
[95-00]
Yes (2)
Varies Varies
Yes
(2)
(Order #10070827)
Yes
141
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chapter, please click here.
(Order #10070827)
142
II.11
TABLE 12
ABOMINATION
BODY TYPE DETERMINATION:
FIENDS
D100
Roll
[01-06]
Abomination
Type
Amorphous
Fiend
Description
Arms?
Legs?
Tail?
Pseudo
Pseudo
No
(Order #10070827)
143
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
Yes (2)
Yes (2)
Yes
50%
[07-12]
[13-18]
Cranial
Abomination
No
No
No
[19-25]
Fiendish
Aberration
Varies
Varies
Varies
[26-32]
Fiendish
Beast
Varies
Varies
Varies
(Order #10070827)
144
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[33-38]
Fiendish
Giant
Varies
Varies
Varies
[39-44]
Four-Armed
Infernal
Biped
Yes (4)
Yes (2)
Yes
50%
[45-50]
Gorgonian
Fiend
Yes (2)
Yes (2)
Yes
25%
[51-56]
Infernal
Acephalus
Yes (2)
Yes (2)
No
(Order #10070827)
145
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[57-62]
Infernal
Batrachian
Yes (2)
No
[63-68]
Infernal
Biped
Yes (2)
Yes (2)
No
[69-74]
Infernal
Sacral
Acephalus
Similar to an Infernal
Acephalus, but this
monster also has a tail.
Keywords: All are
Flesh Eater, also:
Tunneling (25%)
Yes (2)
Yes (2)
Yes
[75-80]
Sacral
Infernal
Biped
Yes (2)
Yes (2)
Yes
(Order #10070827)
146
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[81-87]
Winged
Fiend
This monster is a
winged humanoid with
infernal features and a
tale. Perhaps similar
to a Gargoyle or Pit
Fiend. Keywords:
Winged
Wings,
Arms
Yes (2)
Yes
50%
[88-94]
Winged
Infernal
Biped
This monster is a
winged humanoid with
infernal features, which
has taken on
somewhat-human
features to interact
with mortals. Perhaps
similar to a Succubus.
Keywords: Dream
Eater, Winged
Varies
Varies
Varies
[95-00]
Winged
Scorpion
Biped
Wings,
Arms
Yes (2)
Yes
(Order #10070827)
147
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chapter, please click here.
(Order #10070827)
148
(Order #10070827)
149
II.12
BODY TYPES IX
THE GIANTS
The Lord Gro lifted the ball with both hands above his head, and it was
ponderous as a ball of lead, and according to the command of Gorice the King he
hurled it on the floor, so that it was pashed in pieces.
And, behold, a puff of thick smoke burst forth from the fragments of the ball
and took the form of one of human shape and dreadful aspect, whose two legs
were two writhing snakes; and it stood in the chamber so tall that the head of it
touched the vaulted ceiling, viewing the King and Gro malevolently and menacing
them.
The King caught down a sword that hung against the wall, and put it in Gro's
hand, shouting, Smite off the legs of it! And delay not, or thou art but dead! Gro
smote and cut off the left leg of the evil wight, easily, as it were cutting of butter.
But from the stump came forth two fresh snakes awrithing
(Order #10070827)
150
TABLE 13
ABOMINATION
BODY TYPE DETERMINATION:
GIANTS
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[01-04]
Aquatic
Ichthyoid
Giant
Yes (2)
TailLegs (2)
TailLegs (2)
[05-08]
Batrachian
Giant
Yes (2)
Yes (2)
No
[09-18]
Bipedal
Giant
Yes (2)
Yes (2)
No
[19-22]
Boar-Like
Giant
Similar to an
enormous Wereboar.
Keywords:
Omnivorous
Yes (2)
Yes (2)
Yes
50%
(Order #10070827)
151
D100
Roll
Abomination
Type
[23-26]
Description
Arms?
Legs?
Tail?
Capran Giant
Yes (2)
Yes (2)
Yes
50%
[27-30]
Equine Giant
Similar to a Capran
Giant, but with equine
hooves and perhaps
features as well
(similar to an
enormous Silenus).
Keywords: Plant
Eater
Yes (2)
Yes (2)
Yes
50%
[31-34]
Feline Giant
Similar to an
enormous Rakshasa
or Weretiger.
Keywords: All are
Flesh Eater, also:
Climbing (10%)
Yes (2)
Yes (2)
Yes
(Order #10070827)
152
D100
Roll
Abomination
Type
[35-38]
Description
Arms?
Legs?
Tail?
Four-Armed
Giant
Yes (4)
Yes (2)
No
[39-42]
Four-Armed
Insectoid
Giant
This is a four-armed
insect-like giant, such
as an ant-man-giant.
Keywords: All are
Omnivorous, also:
Climbing (25%)
Yes (4)
Yes (2)
No
[43-47]
Giant Simian
An enormous ape-like
or baboon-like biped.
Keywords: All are
Omnivorous, also:
Climbing (50%)
Yes (2)
Yes (2)
No
(Order #10070827)
153
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[48-51]
Gorgonian
Giant
Yes (2)
Yes (2)
No
[52-55]
Headless
(Acephalus)
Giant
Yes (2)
Yes (2)
No
(Order #10070827)
154
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[56-59]
Ichthyoid
Giant
Yes (2)
TailLegs (2)
TailLegs (2)
[60-63]
Insectoid
Giant
An insect-like giant,
such as an ant-mangiant. Keywords: All
are Omnivorous, also:
Climbing (25%)
Yes (2
50%, 4
50%)
Yes (2)
No
[64-67]
Lupine Giant
Similar to an
enormous Werewolf.
Keywords: Flesh
Eater
Yes (2)
Yes (2)
Yes
50%
[68-71]
Muridan
Giant
Similar to an
enormous Wererat.
Keywords: Carrion
Eater
Yes (2)
Yes (2)
Yes
(Order #10070827)
155
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[72-75]
Ossified
Giant
A stone-carapaced
giant, similar to a
Stone Giant but with
rock-like flesh.
Keywords: All are
Omnivorous, also:
Tunneling (50%)
Yes (2)
Yes (2)
No
[76-79]
Sacral Giant
Yes (2)
Yes (2)
Yes
[80-83]
Sacral TwoHeaded
Giant
This is a two-headed
reptilian giant with a
tail, similar to a
demon lord.
Keywords: Flesh
Eater, Dream Eater
Yes (2)
Yes (2)
Yes
(Order #10070827)
156
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[84-87]
Scorpion
Giant
Yes (2)
Yes (2)
Yes
[88-91]
Tauran Giant
Similar to an
enormous Minotaur.
Keywords: Flesh
Eater
Yes (2)
Yes (2)
Yes
50%
[92-96]
Two-Headed
Giant
Similar to an Ettin,
but likely much more
intelligent and
evolved. Keywords:
Flesh Eater
Yes (2)
Yes (2)
No
[97-00]
Ursine Giant
Similar to an
enormous Werebear.
Keywords:
Omnivorous
Yes (2)
Yes (2)
No
(Order #10070827)
157
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(Order #10070827)
158
II.13
BODY TYPES X
THE HUMANOIDS
TABLE 14
ABOMINATION
BODY TYPE DETERMINATION:
HUMANOIDS
D100
Roll
[01-04]
Abomination
Type
Acephalus
(Headless
One)
Description
Arms?
Legs?
Tail?
A bipedal humanoid
with two arms and
two legs. However,
Acephali are headless;
their fanged maws are
in their torsos. They
possess Tremorsense
instead of eyes.
Keywords: All are
Omnivorous, also:
Tunneling (25%)
Yes (2)
Yes (2)
No
(Order #10070827)
159
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[05-08]
Aquatic
Ichthyoid
Biped
Yes (2)
TailLegs (2)
TailLegs (2)
[09-12]
Batrachian
Biped
Yes (2)
Yes (2)
No
[13-16]
Boar-Like
Biped
Similar to a Wereboar.
Keywords:
Omnivorous
Yes (2)
Yes (2)
Yes
50%
(Order #10070827)
160
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[17-20]
Yes (2)
Yes (2)
Yes
50%
[21-24]
Yes (2)
Yes (2)
Yes
50%
[25-28]
Feline Biped
Yes (2)
Yes (2)
Yes
This is a tiger-like
humanoid, similar to
a Rakshasa.
Keywords: All are
Flesh Eater, also:
Climbing (50%)
(Order #10070827)
161
D100
Roll
Abomination
Type
[29-32]
Description
Arms?
Legs?
Tail?
Four-Armed
Biped
Yes (4)
Yes (2)
No
[33-36]
Four-Armed
Insectoid
Biped
This is an insect-like
humanoid, such as an
ant-man or mantisman.
Keywords: All are
Omnivorous, also:
Climbing (50%)
Yes (4)
Yes (2)
No
[37-40]
Gorgonian
Biped
Yes (2)
Yes (2)
No
[41-45]
Ichthyoid
Biped
This is a fish-like
humanoid, similar to
a Deep One.
Keywords: Aquatic,
Flesh Eater
Yes (2)
Yes (2)
No
(Order #10070827)
162
(Order #10070827)
163
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[46-50]
Insectoid
Biped
This is an insect-like
(but only four-limbed)
humanoid, such as an
ant-man or mantisman. Keywords: All
are Omnivorous, also:
Climbing (50%)
Yes (2)
Yes (2)
No
[51-54]
Lupine Biped
This is a wolf-like
humanoid, similar to
a Werewolf.
Keywords: Flesh
Eater
Yes (2)
Yes (2)
Yes
[55-58]
Muridan
Biped
This is a rat-like
humanoid, similar to
a Wererat. Keywords:
All are Carrion Eater,
also: Climbing (25%),
Tunneling (25%)
Yes (2)
Yes (2)
No
[59-62]
Ossified
Biped
Yes (2)
Yes (2)
No
(Order #10070827)
164
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[63-66]
Sacral
Acephalus
Similar to a normal
Acephalus, but this
monster also has a
tail. Keywords: All
are Omnivorous, also:
Tunneling (25%)
Yes (2)
Yes (2)
Yes
[67-71]
Sacral Biped
Yes (2)
Yes (2)
Yes
[72-75]
Sacral TwoHeaded
Biped
This is a two-headed
reptilian biped with a
tail, similar to a
demon lord.
Keywords: Flesh
Eater, Dream Eater
Yes (2)
Yes (2)
Yes
[76-80]
Sacral Ursine
Biped
This is a bear-like
biped with a tail,
similar to an Owlbear.
Keywords:
Omnivorous
Yes (2)
Yes (2)
Yes
50%
(Order #10070827)
165
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[81-84]
Scorpion
Biped
This is a humanoid
with a long scorpion
tail, similar to a
wingless Bone Devil or
the Scorpion People of
Mesopotamian myth.
Keywords: All are
Flesh Eater, also:
Climbing (25%)
Yes (2)
Yes (2)
Yes
[85-89]
Simian
An ape-like or
baboon-like biped.
May be a degenerated
form of humanity.
Keywords: All are
Omnivorous, also:
Climbing (75%)
Yes (2)
Yes (2)
No
[90-93]
Yes (2)
Yes (2)
Yes
50%
[94-96]
Two-Headed
Biped
Yes (2)
Yes (2)
No
(Order #10070827)
166
D100
Roll
Abomination
Type
[97-00]
Ursine Biped
Description
Arms?
Legs?
Tail?
A bear-like humanoid,
similar to a Werebear.
Keywords:
Omnivorous
Yes (2)
Yes (2)
No
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chapter, please click here.
(Order #10070827)
167
II.14
BODY TYPES XI
THE MONSTROSITIES
The nethermost caverns ... are not for the fathoming of eyes that see; for their
marvels are strange and terrific. Cursed the ground where dead thoughts live new
and oddly bodied, and evil the mind that is held by no head.
Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath
lain, and happy the town at night whose wizards are all ashes. For it is of old
rumour that the soul of the devil-bought hastes not from his charnel clay, but fats
and instructs the very worm that gnaws; till out of corruption horrid life springs,
and the dull Carrion Eaters of earth wax crafty to vex it and swell monstrous to
plague it. Great holes secretly are digged where earths pores ought to suffice,
and things have learnt to walk that ought to crawl.
(Order #10070827)
168
TABLE 15
ABOMINATION
BODY TYPE DETERMINATION:
MONSTROSITIES
D100
Roll
(Order #10070827)
Abomination
Type
Description
Arms?
Legs?
Tail?
[01-04]
Centauran
An equine monster
like a centaur, with an
equine body and a
humanoid head, arms,
and torso. Keywords:
Omnivorous
Yes (2)
Yes (4)
Yes
[05-07]
Cerebral
Quadruped
A creature which
looks like a fourlegged brain, or a
quadrupedal beast
with an exposed brain.
Keywords: All are
Dream Eaters, also:
Climbing (10%)
No
Yes (4)
No
169
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[08-11]
Chimeric
Beast
A monster combining
the features of two or
three animals. There
are many examples in
heraldry, such as the
Allocamelus,
Calygreyhound,
Pantheon, and Tyger.
No
Yes (4)
Yes
75%
[12-14]
Dipteran
Abomination
A creature similar to a
giant fly with a
human-like or trolllike face. Keywords:
Carrion Eater, Winged
Forelimbs
(2)
Yes (4)
No
[15-17]
Dodecapedal
Abomination
A serpentine monster
with twelve legs which
can rear up and use
its forelegs, like a
Remorhaz. Keywords:
All are Omnivorous,
also: Climbing (25%)
Forelegs
(2)
Yes
(10)
Yes
[18-21]
Evolved
Hexapede
A six-limbed monster
which moves as a
quadruped, with two
forelimbs as arms.
Keywords: All are
Omnivorous, also:
Climbing (50%)
Forelimbs
(2)
Yes (4)
Yes
50%
(Order #10070827)
170
D100
Roll
(Order #10070827)
Abomination
Type
Description
Arms?
Legs?
Tail?
[22-25]
Evolved
Octopede
An eight-limbed
monster which moves
on six legs, with two
forelimbs as arms.
Keywords: All are
Omnivorous, also:
Climbing (50%)
Forelimbs
(2)
Yes (6)
Yes
50%
[26-29]
Evolving
Quadruped
Forelegs
(2)
Hind
Legs
(2)
Yes
50%
[30-32]
Four-Armed
Serpentine
Abomination
A monster with a
head, four arms, and
tail, similar to a
Marilith Demoness.
Keywords: Flesh
Eater
Yes (4)
Yes (2)
Yes
[33-35]
Harpyia
A winged monster
similar to a Harpy.
Keywords: Flesh
Eater, Winged
Yes (2),
Wings
Yes (2)
Yes
171
(Order #10070827)
D100
Roll
Abomination
Type
[36-39]
Ichthyoid
Abomination
[40-42]
[43-45]
Description
Arms?
Legs?
Tail?
A tentacled swimming
creature, similar to an
Aboleth. Keywords:
Aquatic, Omnivorous
Tentacles
No
Yes
Leonine
Centauran
A quadrupedal beast
with a torso, head,
and two forearms,
similar to a Lamia.
Keywords: Flesh
Eater
Forearms
(2)
Yes (4)
Yes
Long-Necked
Quadruped
A monster similar to
the mythic Katobleps.
Keywords: All are
Omnivorous, also:
Aquatic (10%)
No
Yes (4)
Yes
172
D100
Roll
(Order #10070827)
Abomination
Type
Description
Arms?
Legs?
Tail?
[46-49]
Monstrous
Behemoth
No
Yes (4)
Yes
50%
[50-52]
Quadrupedal
Selachimorph
No
Yes (4)
Yes
50%
[53-55]
Sacral
Hexapede
A six-legged monster
with a tail, like a
Dimensional Beast.
Keywords: All are
Flesh Eater, also:
Climbing (25%)
No
Yes (6)
Yes
173
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[56-58]
Sacral
Octopede
An eight-legged
monster with a tail,
like an old school
Basilisk. Keywords:
Elemental
No
Yes (8)
Yes
[59-62]
Serpent
Thing
A snake with a
human-like head,
similar to an old
school Larva or Naga.
Keywords: All are
Dream Eater, also:
Climbing (25%)
No
No
Yes
[63-66]
Serpentine
Hexapede
A monster with a
head, six arms, and
tail, similar to a
Marilith Demoness.
Keywords: Flesh
Eater
Yes (6)
No
Yes
[67-70]
Serpentine /
Ichthyoid
Monstrosity
A monster with a
head, two arms /
forelegs, and a tail,
similar to a
Hippocampus,
Merman or
Salamander.
Keywords:
Omnivorous
Yes (2)
No
Yes
(Order #10070827)
174
(Order #10070827)
D100
Roll
Abomination
Type
[71-74]
Spherical
Abomination
[75-77]
Description
Arms?
Legs?
Tail?
A hovering or
swimming spherical
monster with two
pincer limbs.
Keywords: All are
Flesh Eater, also:
Aquatic (50%),
Levitating (50%)
Forelimbs
(2)
No
No
Tripedal
Behemoth
Yes (3)
Yes (3)
No
[78-80]
Uraean
A winged serpent.
Keywords: Flesh
Eater, Winged
Wings
No
Yes
[81-84]
Uraean Avian
A winged serpent-like
monster with two legs,
similar to a
Cockatrice. Keywords:
Carrion Eater, Winged
Wings
Yes (2)
Yes
175
(Order #10070827)
176
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[85-88]
Winged and
Serpentine
A winged serpent-like
monster with two
arms, similar to a
Dantean arch-devil.
Keywords: Flesh
Eater, Winged
Yes (2),
Wings
No
Yes
[89-92]
Winged
Chimeric
Beast
A winged monster
combining the
features of two or
three animals.
Several examples are
the mythic
Criosphinx,
Hieracosphinx, and
Hippogriff. Keywords:
Omnivorous, Winged
Wings
Yes (4)
Yes
75%
[93-96]
Winged
Equine
Quadruped
An animal with a
horse-like body and
wings, similar to the
mythic Pegasus or
Shedu. It may or may
not have a human- or
humanoid-like face.
Keywords: Plant
Eater, Winged
Wings
Yes (4)
Yes
75%
(Order #10070827)
177
D100
Roll
[97-00]
Abomination
Type
Winged
Leonine
Quadruped
Description
Arms?
Legs?
Tail?
Wings
Yes (4)
Yes
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
178
II.15
For one instance I saw a Form, shaped in dimness before me, which I will not
farther describe. But the symbol of this form may be seen in ancient sculptures,
and in paintings which survived beneath the lava, too foul to be spoken of...
(Order #10070827)
179
TABLE 16
ABOMINATION
BODY TYPE DETERMINATION:
OOZES
D100
Roll
Abomination
Type
[01-10]
Description
Arms?
Legs?
Tail?
Abominable
Slime
A slime covered in
mouths and eyes,
similar to a Gibbering
Mouther or Shogthai.
Keywords: Flesh Eater,
Climbing
Pseudo
Pseudo
No
[11-20]
Amorphous
Algae
No
Creepers
25%
No
[21-30]
Amorphous
Energy
No
No
No
(Order #10070827)
180
D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[31-40]
Amorphous
Flesh
Pseudo
Pseudo
No
[41-50]
Amorphous
Sand
No
No
No
[51-60]
Cubic
Pillarine
An artificial creature of
Pseudo
cubic shape, similar to a
Gelatinous Cube.
Keywords: Carrion
Eater
No
No
[61-70]
Pillarine
A crawling pillar of
flesh. It may have many
tiny legs, or pull itself
along on muscled
pseudopods. Keywords:
All are Carrion Eaters,
also: Climbing (50%)
Pseudo
50%
No
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[71-80]
Pillarine
Slime
A crawling pillar of
slime, like a demon lord.
It may have many tiny
legs, or pull itself along
on pseudopods.
Keywords: All are
Omnivorous, also:
Climbing (50%)
No
Pseudo
50%
No
[81-90]
Serpentine
Liquid
No
No
Yes
[91-00]
Two-Limbed
Pillarine
A slime with a
rudimentary head and
two arms, similar to a
Lemure. Keywords: All
are Carrion Eaters, also:
Climbing (25%)
Yes (2)
No
No
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II.16
TABLE 17
ABOMINATION
BODY TYPE DETERMINATION:
PLANTS
D100
Roll
Abomination
Type
Description
[01-06]
Amorphous
Algae
[07-12]
Arboreal
Biped
A two-legged tree
monster, similar to a
Treant. Keywords:
Plant Eater
Arms?
Legs?
Tail?
No
No
No
Branches
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
Yes (2)
Yes (2)
No
[13-18]
[19-24]
Brugmansian
Abomination
A plant monster
which releases pollen
grains that can cause
confusion,
hallucinations,
madness, poisoning,
or death. Keywords:
Carrion Eater
No
Creepers
25%
No
[25-29]
Dionaena
A monster similar to a
moving Venus flytrap.
Keywords: Flesh
Eater
No
Creepers
25%
No
[30-34]
Droseran
A monster similar to a
moving sundew.
Keywords: Flesh
Eater
No
Creepers
25%
No
[35-40]
Fungal Biped
A walking sentient
mushroom-like
fungus; a fungus
man. Keywords:
Omnivorous
Yes (2)
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[41-46]
Fungal
Hexapede
A strange walking
fungus with six legs.
Keywords: All are
Carrion Eaters, also:
Climbing (25%),
Tunneling (10%)
No
Yes (6)
No
[47-52]
Fungal
Octopede
A strange walking
fungus with eight
legs, perhaps a
fungal spider.
Keywords: All are
Carnivores and
Carrion Eaters, also:
Climbing (25%),
Tunneling (10%)
No
Yes (8)
No
[53-58]
Fungal
Pillarine
A crawling pillar of
fungus, similar to a
Shrieker. Keywords:
All are Plant Eater,
also: Climbing (10%)
No
Creepers
50%
No
[59-64]
Fungal
Quadruped
A strange walking
fungus with four
legs. Keywords: All
are Carrion Eaters,
also: Climbing (25%),
Tunneling (10%)
No
Yes (4)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[65-70]
Gorgonian
Plant
Yes (2)
Yes (2)
No
[71-76]
Hogweed
Abomination
A plant monster
which excretes acidic
sap as its basic
physical attack.
Keywords: Carrion
Eater
No
Creepers
25%
No
[77-82]
Mold
A deadly monstrous
mold, sometimes
golden or brown in
color. Keywords:
Climbing (assumed to
be mobile),
Omnivorous
No
No
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[83-86]
Slime Mold
Pseudo
25%
Pseudo
25%
No
[87-90]
Spherical
Spore
A hovering fungoid
creature with a
spherical body. The
monster may have a
unique type of
feature, such as eye
stalks, tentacles, an
exposed brain, or a
fanged maw.
Keywords: Dream
Eater, Levitating
No
No
No
[91-95]
Viridian
Biped
A two-legged plant
monster, similar to a
Shambling Mound.
Keywords: All are
Omnivorous, also:
Aquatic (25%)
Yes (2)
Yes (2)
No
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D100
Roll
[96-00]
Abomination
Type
Viridian
Quadruped
Description
A four-legged plant
monster. Keywords:
All are Plant Eater,
also: Climbing (10%)
Arms?
Legs?
Tail?
No
Yes (4)
No
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II.17
TABLE 18
ABOMINATION
BODY TYPE DETERMINATION:
UNDEAD
D100
Roll
[01-06]
Abomination
Type
Armless
Bipedal
Undead
Description
This damaged
monster has a head,
severed arms, and
two legs. Keywords:
Flesh Eater
Arms?
Legs?
Tail?
No
(Severed)
Yes (2)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[07-13]
Gorgonian
Undead
Yes (2)
Yes (2)
No
[14-19]
Headless
(Acephalus)
Undead
A bipedal undead
creature with two
arms and two legs.
However, Acephali
are headless; their
fanged maws are in
their torsos.
Alternately, the
creature might have
been decapitated in
life. Acephali possess
Tremorsense instead
of eyes. Keywords:
All are Flesh Eater,
also: Tunneling
(50%)
Yes (2)
Yes (2)
No
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D100
Roll
[20-25]
Abomination
Type
Legless
Undead
Description
Arms?
Legs?
Tail?
This damaged
monster has a head,
two arms, and
severed legs.
Keywords: Flesh
Eater
Yes (2)
No
(Severed)
No
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[26-32]
One-Armed
Bipedal
Undead
This damaged
monster has a head,
one intact arm, one
severed arm, and two
legs. Keywords:
Flesh Eater
Yes (1)
Yes (2)
No
[33-39]
Undead
Aberration
Roll on the
Aberration table. The
monster will be
partially skeletal,
rotting, zombified, or
mutilated in
appearance.
Varies
Varies
Varies
[40-46]
Undead
Beast
Varies
Varies
Varies
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D100
Roll
Abomination
Type
Description
[47-53]
Undead
Behemoth
[54-59]
Undead
Celestial
Arms?
Legs?
Tail?
No
Yes (4)
Yes
50%
Varies
Varies
Varies
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[60-66]
Undead
Dragon
Varies
Varies
Varies
[67-72]
Undead Fey
One
Varies
Varies
Varies
[73-79]
Undead
Fiend
Varies
Varies
Varies
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D100
Roll
Abomination
Type
Description
Arms?
Legs?
Tail?
[80-86]
Undead
Giant
Varies
Varies
Varies
[87-93]
Undead
Humanoid
Varies
Varies
Varies
[94-00]
Undead
Monstrosity
Roll on the
Monstrosity table.
The monster will be
partially skeletal,
rotting, zombified, or
mutilated in
appearance.
Varies
Varies
Varies
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CODEX
III
THE DETAILED
CONCEPTION
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III.1
NATURA
PREDATORS AND PREY
(Worksheet Section 1-5, and referring to section 1-4)
III.1.1
COMPLEX NATURE:
BEYOND THE SCOPE OF THE SPAWNING POOL
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Dont overdesign until you need to. Keep moving, and keep creating new
monster types instead of obsessing over one. The overarching goal in this regard
is to make your campaigns monsters as varied as possible, and that goal is
better served by making your monster repertoire broader before you make it
deeper.
III.1.2
SIMPLE NATURE:
THE DIET AND ITS IMPLICATIONS
One detail that is easy to summarize and helpful to know, however, is the
monsters preferred diet. All Abominations regardless of nature feast on souls,
dreams, and mortal life essence; that curious distinction (we might call it
adaptive trans-planar consumption) is what allows them to keep incarnating
and surviving in the game world away from their alien home.
In addition to that basic need, Abominations can also possess one or the
following feasting preferences, based on their recorded Keywords, as follows:
Monsters with the Keyword Arcane are arcane devourers, which means
that they feast upon magical energies. These types of monsters will
prefer to eat spells, spell victims (even their own fallen kind), magic
items, and spell casters.
Monsters with the keywords Carrion Eater are scavengers, and will eat
just about anything substantive, even after it is dead and rotting.
Monsters with the keywords Dream Eater are psychic / psionic
devourers, and will seek out mortals especially dreamers who are
lost in the Dream Worlds to drain their minds of hopes and thoughts.
These monsters will focus on prey with high Intelligence and/or
Wisdom scores.
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Even if the appropriate Keywords are not present, you can add one or more
of these options to your monster description if they seem interesting or
appropriate.
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III.2
DENIZENS
MONSTER POPULATION rating
(Worksheet Section 1-6)
While you are designing your Abomination, you may want to consider (if you
have not already done so) whether the creature is unique or representative of a
species. Unique creatures will of course not have eggs, young, nests, and so
forth in most circumstances. You can create special exceptions if you feel this
will lead to a compelling scene within the game; for example, you might create a
unique monster that is actually malformed because it has a bud on its head
that is going to drop off and turn into a new baby monster when the mommy
dies. (Surprise, disgusted adventurers!)
If you cannot imagine multiples of the monster existing, or if you want to have
the players (and PCs) learn that the creature is the last of its kind for dramatic
effect, then you will want to classify your creation as a Nonesuch as I mentioned
earlier (Section I.8).
Otherwise, you will probably want to classify the monsters frequency of
appearance, or population rating, at this time. I recommend the use of the
classic Common / Uncommon / Rare / Very Rare (CURVR) progression to
measure monster populations, with some minor modifications to approach as
explained below.
In my opinion there is a pitfall in classic editions of the FRPG, where monsters
would be listed as Very Rare but then would be found all over the place in
dungeon modules and other officially published materials. And conversely,
monsters listed as Common would often be in short supply, simply because
they tended to be mundane and uninteresting. With the Abominations, however,
every creation you make is evocative and otherworldly and you can feel
comfortable using a well-crafted monster with any level of CURVR frequency
especially if you are designing an Abomination invasion scenario in your
campaign. Creatures that are extra-planar and Very Rare right now might well
be Rare in another game year, and Uncommon after a year after that.
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Keep in mind as always that these are guidelines, and that to use this system
effectively you may need to classify all of the SRD5 monsters according to CURVR
frequency. If there is sufficient GM interest in knowing the frequencies of classic
monsters and other hidden data that is not in the current edition, I will include
this type of data in a future work.
And if all of this is simply too much to think about at this stage of your
monster creation process, you can simply check the Unknown at This Time box
in worksheet section 1-6 and ignore the problem for now. Just be careful not to
leave the problem unattended in the long term, because the frequent inclusion
of Abominations in your dungeons will decisively change the nature of the game.
The change will be for the better if you are careful and thoughtful in the changes
that you are making to the monster population overall.
I do not yet know the frequency of my new hogweed plant monster, and I dont
know its Challenge Rating either. My vision at this time is that this monster will
be relatively weak in the world, and I dont want to have my new Abomination
popping up everything if this experiment doesnt work. Therefore, I decide that
my monster will be Rare and I note that in worksheet section 1-6.
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III.3
PROTAGONISTS
CALCULATING
AVERAGE PARTY LEVEL
(APL)
(Worksheet Section 1-7)
To move forward with your monster design, you will need to consider more
complex meta-game intangibles beyond just the monster itself. You need to
generally know how powerful the monster could potentially be, even though you
dont yet know all of the things that allow you to calculate a specific Challenge
Rating. You also need to have a decent understanding of how the monster will
fit into your existing campaign. To do that, you need to assess your regular play
groups relative power level for all of the Player Characters (PCs), which will allow
you make informed decisions about the rough potential range of low and high
Challenge Ratings that might be appropriate for the new Abominations entering
your game world.
A PC groups power level is a very tricky thing to measure, because there are
so many variables in play which affect the actual rating. Things which this book
cannot measure, but which certainly affect relative party power level, include:
player intelligence and creativity; player skill; player teamwork; class selections,
availability, and unavailability; player attendance (do you still play when the
group is at partial strength?); group aggression and play style; min-maxing (or a
lack thereof); ruling loopholes (and how the GM responds to them when they
drastically and clearly favor a self-serving player); how forgiving the GM is (do
you fudge any rolls to save a PCs life?); the frequency and power of magical
healing, as well as the armor rewards provided to the group; and, an
understanding of how you as a GM tend to build the majority of your encounters.
Some GMs always build easy or average encounters for story purposes, while
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others build deadly and deadly+ encounters all over the place and then expect
the players to plan and react accordingly.
(Caveat emptor: The author, despite harboring a tender soft spot for veteran
players with many decades of play experience, shamelessly falls into that latter
category! ~K)
There are two helpful power variables which are easy to factor, however: [1]
the number of Player Characters in your regular group, and [2] the experience
levels of those characters and their associates. These numbers can give you a
rough measuring stick which I call the Average Party Level (APL). My system
varies somewhat from the official systems for the FRPG, but nevertheless I feel
it is fairly informative as a guideline for monster difficulty purposes.
To calculate your partys APL, simply do the following:
[1] Count the number of PCs in the regular group. This is the PC Count.
[2] Include those NPCs who frequently accompany the party (henchmen,
retainers, etc.). This is the NPC Count.
[3] Add the PC Count and NPC Count together to get the Character Count.
[4] Add all of these characters experience levels together. For example, if
your group has five characters of levels 3, 3/3 (multi-classed), 4, 5, and 6, then
the sum is (3 + 3 + 3 + 4 + 5 + 6 =) 24. This number is the Level Count.
[5] Divide the Level Count by the Character Count. This is the Average Party
Level (fraction included), or APL.
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[6a] If the Character Count is 2 (!), reduce the APL by 50% (x .5).
A single character death would always be catastrophic for this party.
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[7] Round the APL off to get an easily workable number, as follows:
[7a] If the decimal for your APL number is 0.499 or lower, round the number
down to the next lowest integer (e.g., 6.434 becomes 6).
[7b] If the decimal for your number is 0.5, round up to the next highest
integer (i.e., 6.5 becomes 7).
[7c] If the decimal for your number is 0.501 or higher, round up to the next
highest integer (e.g., 6.934 becomes 7).
(Please note that this system can never be perfect, due to the need for simplicity
and the vagaries inherent in the obfuscated bounded accuracy paradigm of
game design. I welcome veteran GM feedback on these estimations, because Fifth
Edition is not my primary rules set, and I may modify this system in the future.
~K)
[8] Record the resulting final APL score, along with the date you made the
calculation, in Abomination worksheet section 1-7. Keep in mind that you will
want to re-crunch this number on a fairly periodic basis as the group changes;
I recommend doing so once (a) a month, or (b) whenever there is a significant
change in player membership, or (c) whenever there is a permanent character
death and you are preparing for the next session.
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the way you play the game. You may then want to lower this power number if
your game is hard or unforgiving (meaning that the party is relatively weak in
ratio to your monsters), or increase this power number if your game is easy.
As a judgmental rule of thumb, if you do everything you can to save a PCs life
up to and including cheating, you are an easy GM.
In either direction of APL variance, low or high, be honest with yourself for
best results!
Now that you have an idea of your campaigns approximated APL, you can
move forward with the design of multiple monsters within a general range of
acceptable lethality. Refer to the next section for more concerning an
Abominations Base Lethality Rating (BLR), a calculated variable which can
be used to guide the creation of monsters possessing a tough but fair level of
difficulty.
For the sake of our continuing example, let us say that our campaign includes
six active PCs: a level 6 barbarian, a level 5 cleric, a level 5 druid, two fighters
(levels 3 and 5) and a level 7 wizard. These adventurers have three frequent NPC
companions, including a level 2 ranger, a level 3 monk, and a brown bear. Now
the bear is a bit of a wild card, so we will consider his CR of 1 (meaning hes an
easy yet respectable challenge for a low-level party) and arbitrarily give him an
experience level of 2 for calculation purposes.
The PC Count for this group is 6. The NPC Count is 3. (Bear advocacy rights
just scored, big time.) The Character Count, adding 6 and 3 together, is 9. The
experience levels are 6 + 5 + 5 + 3 + 5 + 7 + 2 + 3 + 2, totaling 38. Thats the
Level Count. The Level Count divided by the Character Count, 38 divided by 9,
is 4.222 (repeating, of course). That is our Average Party Level (APL).
Next, we modify the APL based on the Character Count, which is high at 9.
Calculation step [6h] shows us that we should apply a modifier of 1.75, basically
increasing the APL to reflect the large party size. 4.222 multiplied by 1.75 is
7.3885. Thats our new APL figure, replacing the old 4.222.
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III.4
ANTAGONISTS
BASE LETHALITY RATING
(BLR)
AND ITS IMPORTANCE
(Worksheet Section 1-8)
Once you have considered the power of the heroes in your campaign, you can
then consider the power of your monster-in-progress and come to a meaningful
conclusion as to the relative power of your fiendish creation.
Unlike classic normal monsters which have all been pre-designed, play
tested, refined and balanced for the FRPG it is very difficult to create a random
monster generator, with a vast array of possibilities, that will always pop out
interesting beasties to instantly fit into a preconceived Challenge Rating (CR) that
you assign.
Balance in a creative game doesnt and cannot work that way. Creation is
messy. There needs to be some breathing room within the system prior to any
difficulty assignment, so that we can maximize the potential number of
monstrous possibilities at in design phase. If you pre-restrict your Abominations
into CRs before they even possess any generated powers, your unique monsters
will then quickly tend to resemble one another after only a few design attempts.
And why? Because the calculations involved in CR determination demand that
your monsters can barely move within the constricting difficulty box you will
shove them into. A single strong ability, or a single weakness, can significantly
alter a CR along the way as we sort the monsters powers out.
This means that some intentional chaos needs to be seeded into a quality
monster design system, so that a huge number of aberrations (each of a
reasonable magnitude!) can potentially result. We sacrifice predictive balance in
favor of infinite options.
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III.4.1
A NECESSARY SECTION YOU CAN SAFELY IGNORE:
(IN WHICH THE AUTHOR GOES TROMPING OFF ON A MERRY TANGENT)
(Rant on.)
If youre just going to create something safe and orthodox to replace Orcs
something that isnt very interesting then why not just stick with Orcs and
call it a day?
Dont play it safe when you design your Abomination. Go for weird, and go
for memorable. Make your monster interesting, even if you cant figure out
precisely how powerful its going to be.
And yes, I know your players will probably blame you if your monster ends
up being too dangerous and too difficult. Well, your more difficult players think
theyre smart and savvy and skilled, right? They do all of that studying, the rules
lawyering, the build sharing online, and the min-maxing to maximize their
characters power, yes? (They may role-play and make atmospheric choices and
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design well too, but any skillful player who says they dont ever try to empower
their character outside of play time is selling something.)
Theyre hero material, right? Then welcome to the proving grounds. Your
players are simply going to have to deal.
Monsters should always kill PCs at least some of the time. Skill mitigates
that risk, but it never eliminates it. The inherent danger should always be there.
Old school play is about calculated risk-taking in the face of danger. And
here, we are focused upon the most important risks inherent in the game: the
monsters themselves. Make them fearsome. When your PCs defeat them, you
want the players to feel as if they really accomplished something because they
did.
III.4.2
UNDERSTANDING THE BLR:
AN UNORTHODOX PREDICTIVE TOOL
Now, to get slightly back on track: How do we abandon Challenge Ratings for
now and still keep our monsters within a roughly predictable power bracket
while allowing enough system flexibility for near-infinite design options?
This book utilizes a compromise system which is useful for monster power
forecasting (not measurement), which is called the Base Lethality Rating (BLR).
A BLR is similar to a Challenge Rating, and will tend to range between 0 and 30.
A BLR is still a measure of an Abominations power level, but it is necessarily
hazier than a CR and it has a very different intent.
To be clear: The purpose of a CR is to estimate a monsters power after the
monster has been fully designed and play-tested, so that reliable CR calculations
can be plugged into an encounter during the pre-session scenario design phase.
A BLR, conversely, is a guideline which can be used to frame a monsters
potential power spectrum (within a fixed range of relative highs and lows) while
the monsters powers are still being generated, pondered, shifted and modified.
Where a CR is made to be restrictive and informative, a BLR is made to be
unstructured and intuitive. The looseness of the BLR therefore allows you the
maximum number of potential and random variables, while its upper and lower
limits prevent the generation of a truly ludicrous random result.
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The BLR range will (for example) prevent you from creating a tiny CR 3 batsquid with a CR of 28. But the BLR will also guide you towards powers that are
reasonable for CR 3, while still allowing for some power creep.
As you may have already surmised, I am not precisely enamored with the
Challenge Rating system. I rather believe that it is necessary to create more
powerful and varied monsters for the game, and to move the expectation away
from modern GM-driven encounter balance, and back toward player-driven
encounter appraisal.
My rather unpopular position is this: You shouldnt be creating balanced
encounters. At least, not all of the time. Your players characters should be
hiding, hiring, divining, scouting, planning, and plotting, always trying to figure
out if any given encounter is conquerable and worth it, or simply something to
be avoided.
It is an open (if controversial) secret that the current editions CR and
encounter design systems were engineered to create mostly soft and easy results,
where the PCs will almost always win an encounter unless they either (a) do
too many things in one day, (b) roll everything terribly and refuse to disengage,
or (c) make an extremely stupid tactical decision. In other words, if you have
clever players and/or a forgiving Game Mastering style, the outcome of almost
every encounter is foreordained.
This means that the excitement,
unpredictability, and danger inherent in old school play (in my opinion, which
you are probably learning can be sour!) are effectively neutered. The players in
such a campaign, which is filled with predictable encounter templating, rarely
need to make a tactical estimation of any one monsters strength. The players
can simply assume that if you put it in the game, it was put there by the book,
and therefore it was designed to be beaten. This mentality is supported, and
encouraged, by the mechanics of balanced and CR-driven encounter design.
Since this book has been designed to re-infuse the modern game with old
school principles of monster development, I recommend that you actually do not
give your Abominations a Challenge Rating at all. Tell your players the next
session will be dangerous, and let the dice fall where they may. The systems in
this book were designed to create memorable encounters that will never be
boring, predictable, easily measurable, or a pushover. Hopefully, the results will
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be surprising and exciting to the GM and players alike. Some Abominations will
be easily defeated by a skilled group, but most of the new encounters will be
challenging indeed. The classic maxim Run away, live to fight another day is
crucially missing from the game if all of your encounters are balanced to ensure
automatic monster defeats. If you are willing to change this paradigm, and to
warn your players that you are increasing the games difficulty level and mode of
play, then new Lovecraftian monsters become the perfect and justifiable nemeses
which even epic-level heroes might be eager to run away from.
All of this uncertainty in early monster power estimation is included here by
design. The BLR (and its resultant Abomination difficulty rating) is a feature,
not a bug. This supplement was written and dedicated to celebrate the Weird,
the Horrifying, and the Unknown. Much of this cumulative atmospheric effect
can be ruined if you use the current editions CR and encounter design systems
to create an easily-defeated Abomination. And as experienced GMs know, even
a Deadly encounter can be a pushover for a well-played team of Player
Characters.
With all of that being said, I do understand that these principles of design
and play are considered outmoded or at the very least esoteric by many
people who have played the FRPG for fewer than 20 or 30 years. The game has
become generational and the generations of players and GMs now see things very
differently. For that reason, I do include guidelines at the end of this tome (as
an appendix) that will allow you to approximate an Abominations CR prior to
play, if you feel that you must have that piece of information.
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III.4.3
A MEASURE MOST CHAOTIC:
DECIDING UPON A BLR FOR YOUR MONSTER DESIGN
And now that you understand what a BLR is, and its predictive intent during
the design process, I can provide a recommended range of BLRs for you to
consider for your monster creation.
I recommend that the very first monster you create with the Spawning Pool
should possess a BLR equal to your campaigns Average Party Level, or APL.
In other words, if you campaigns current APL is 6, then you will probably want
to create a BLR 6 monster before you use the systems wider potential power
range.
After you create your first Abomination and grow more comfortable with the
results, you can then tinker with my systems until they suit you and your games
style and difficulty level perfectly. You may serendipitously find a sweet spot
where the Abominations are perfectly suited as a dangerous and deadly
challenge which your players will welcome with eager fear, loathing, and
anticipation. If (for example) you have a very skilled and crafty group of players
who always have memorable encounters with Abominations of a BLR equal to
their APL+2, then you can keep designing BLR=APL+2 monsters for the rest of
that campaign.
Alternately, you can later randomly determine the BLR within a fixed range
to keep the uncertainty and loathing strong. If you do so, I recommend that you
introduce monsters which possess a BLR between APL-3 and APL+3, with a
minimum BLR of 0 and a maximum of 30. For example, if your games current
APL is 8, then you would want to create new Abominations with a BLR between
APL (8 - 3 =) 5 and (8 + 3 =) 11. This spectrum keeps the monsters you worked
so hard to create relevant to the game for a long time, and it gives a good range
of unpredictability that will keep your players fearful and on their toes. The
difficulty of individual monster types can be tweaked simply by tinkering with
the number of Abominations appearing in any given encounter. Monsters with
low BLRs can appear in swarms, while those with high BLRs can be singular or
in small groups and surrounded with protective minions. (See the last portion
of this book for many ideas in that direction.)
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TABLE 19
CALCULATING
THE APPROPRIATE BLR
FOR A NEWLY-CREATED ABOMINATION
D100
Roll
Suggested Action
[01-03]
[04-10]
[11-25]
[26-75]
[76-90]
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D100
Roll
Suggested Action
[91-97]
[98-00]
III.4.4
IN CLOSING:
BLRS ENCOURAGE UNPREDICTABILITY
Once you become comfortable with the BLR system, you will hopefully come
to find that the players are beginning to respond to the variance in encounter
difficulty levels. They may not always like it, but they will probably begin to
approach encounters differently.
Keep in mind too that because Abominations are so unusual and variable,
the players are very likely to first perceive them all as an invasive threat. As the
campaign continues and Abominations of different alignments and power levels
are introduced, their role in the campaign will expand from mere kill-on-sight
enemy to further encompass possibilities such as lucrative, entertaining,
and potentially helpful. Your adventurers will later become interested in
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tracking down specific Abomination species to seek sage advice from, to tame, to
conjure, or to kill and harvest for potion ingredients. When these possibilities
broaden naturally within the game, the BLR mechanism will become less
important to your designs.
It is hoped that the BLR forecasting technique will help you to become more
comfortable with reintroducing the principles of uncertainty, chaos, and
potential monster lethality to the modern game. If it all seems a bit much to
consider, just remember: Even though you will need to calculate a BLR to
effectively use the upcoming monster ability chapter of this book, you can always
fall back to the firmer ground of the CR appendix (Appendix A) if you are
uncomfortable with the vagaries inherent in the BLR.
In our last example, we calculated our imagined partys Average Party Level
(APL) at 7. This means two things: [1] Our first monster design, the hogweed
plant Abomination which we have not forgotten, should have a Base Lethality
Rating (BLR) equal to the APL, meaning 7; and [2] in the future, beginning with
our second monster design, we will roll percentile dice on Table 19 above to
determine the appropriate BLR for each new Abomination type. If when we
decide to create a second Abomination our partys APL is still 7, then we will be
looking at BLRs between APL-3 and APL+3, indicating a difficulty range between
4 and 10. Due to the way Table 19 is designed, 50% of the time, the BLR will be
equal to the APL; 25% of the time, the BLR will be lower; and 25% of the time,
the BLR will be higher. The players will never know exactly how powerful each
new monster is.
For now, we will keep the figure BLR=7 in mind, so that when we move on
to the next design step we know approximately how strong our hogweed plant
monster will be.
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III.5
DELIRIUM
THE MADNESS SYSTEM
(Worksheet Section 1-9)
I cannot forget Carcosa where black stars hang in the heavens; where the
shadows of men's thoughts lengthen in the afternoon, when the twin suns sink
into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask.
I pray God will curse the writer, as the writer has cursed the world with its
beautiful stupendous creation, terrible in its simplicity, irresistible in its truth a
world which now trembles before the King In Yellow.
There is one excellent old school play mechanic which is already featured in
the SRD5, and the Spawning Pool works perfectly with its inclusion in your
campaign. This is the FRPGs optional Madness system.
I recommend that you read the official system in the SRD5 carefully, and
strongly consider including it in your campaign. Players frequently tend to
dislike the madness rules because they are seen as punitive, and because they
can also potentially remove player control of a PC on a temporary basis.
However, I have found that the rules perfectly complement the inclusion of
Abominations in the game, and serve to quantify the uncanny atmosphere which
is created when ungodly entities invade the mundane game world. Further,
many of the conditions are relatively minor, and enduring madness can only
commonly occur when the players insist on getting the PCs in over their heads.
The inclusion of the Madness system, in my opinion, is a clean and balanced
way to introduce the precepts of Weird Fiction to your game.
If you do decide to use the Madness rules, I recommend the following changes
and features to make the rules work perfectly with your Abominations. This
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section is necessarily suggestive rather than strict, because your campaign and
your players will be very different from mine in ways that I cannot foresee.
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If the Abominations BLR is less than the partys APL, then bravery should
prevail over the trauma of the psychic link, and no madness should be
possible. You can describe the onslaught of visions, of course, but the
victims willpower silences the intrusive missives.
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If the Abominations BLR is 1 or 2 points higher than the APL, then longterm madness is possible.
If the Abominations BLR is 3 or more points higher than the APL, then
indefinite madness is possible.
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To retain game balance, each character can only suffer death knell madness
once as a result of killing any given species. In other words, if you have
Abomination species A, B, C, D, and E in the campaign, then a character will go
mad when he lands a killing blow for the first time on A, and will suffer madness
once again when killing species B for the first time as well. Killing multiples of
species A simultaneously will only result in madness once, and encountering
species B later and killing more of them will not result in madness after the first
time. However, later encountering and killing species C for the first time would
induce the death knell madness once again. You will of course need to keep a
campaign journal summary of each characters interaction with each
Abomination species to apply this ruling fairly.
If you do decide to use the death knell system, I recommend that there should
be no saving throw, unless the killing character in question is (a) a cleric, (b) a
paladin, (c) Chaotic Evil, (d) Chaotic Neutral, and/or (e) possesses a Wisdom
score in excess of 15.
The severity of the death knell madness effect can be based solely on the
monsters BLR, ignoring the characters APL, as follows:
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Lesser Entities:
madness.
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These systems should allow the logical use of the madness system in your
heroic fantasy campaign, without completely overriding player control of the PCs.
The purpose of these rules is not to punish the players, but rather to evolve their
play, and to maximize the atmospheric potential of Abominations in the game.
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III.6
KINESTHESIA
THE MONSTERS SENSES
(Worksheet Section 2-1)
Once the thorny issues surround monster power have been sorted out, it is
time to focus on some of the easier and more straightforward qualities that your
creation will possess. The first variable in this category is the monsters senses,
chiefly its sense of sight.
The following options summarize the nature of monstrous senses as
portrayed in the official SRD5. You may want to add some more elaborate
details, such as how acute the monsters hearing and perception ratings are, or
unusual senses far beyond mortal scope and certainty; but the general details
below should be sufficient to allow you to run most Abomination encounters.
The first question you will want to ask yourself in this regard is simple: Does
the monster have eyes and a sense of vision? This may seem like a very
straightforward yes/no question, but you will want to consider how you perceive
the nature of your worlds monsters before you answer this decisively. For
example, constructs typically have sculpted or jeweled eyes because they are
statue-like. But do those eyes convey vision, or do the constructs sense prey
through vibration or some other detection mechanism? Undead tend to have
eyes, even if they are non-corporeal. But if something is deathless, are its eyes
still functional and alive? Or does it use something more like Tremorsense to
find its enemies? Does a humanoid plant monster have eyes? If not, how does
it sense and interact with its environment? These finer points of contention can
go either way, depending on how you think your monsters should realistically
function in your game world.
Next, you will want to consider a monsters Perception rating. Perception is
a Skill that is based on Wisdom. It usually makes sense to give your monster
Perception or Passive Perception based on its general capabilities. My best
common sense recommendation in this regard is to consider your Abominations
BLR, and to compare it to the CRs of monsters at that same approximate level.
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You can check off all of these appropriate senses in section 2-1 of your
Abomination worksheets.
Lastly, you will want to consider the intensity of each of the monsters
senses. This is a measurement of the senses maximum range under most
conditions. This level of micro detail can be a pain to reasonably decide on,
unless you want to wait until your monster design is almost complete. I
encourage you to determine the intensity of an Abominations special senses,
and the resultant maximum ranges, using simple random rolls on the table
below. Please note that these ranges are based on the many examples evident
in the SRD5, and that I have followed my research into that data carefully. You
can use longer ranges than these if you prefer, but keep in mind that by doing
so you are making your monsters senses more acute than just about anything
else in the game.
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TABLE 20
RANGE DETERMINATION
FOR ABOMINATION SENSES
If the
Abomination
possesses:
[21-40]
[41-60]
[61-80]
[81-00]
Blindsight
Limited
(10 Range)
Normal
(20
Range)
Attuned
(30
Range)
Acute
(40
Range)
Excellent
(60 Range)
Darkvision
Limited
(30 Range)
Normal
(60
Range)
Attuned
(75
Range)
Acute
(90
Range)
Excellent
(120
Range)
Sense Magic
Instinctual
(15 Range)
Limited
(30
Range)
Attuned
(60
Range)
Acute
(90
Range)
Excellent
(120
Range)
Tremorsense
Limited
(10 Range)
Normal
(20
Range)
Attuned
(30
Range)
Acute
(45
Range)
Excellent
(60 Range)
Truesight
Instinctual
(10 Range)
Limited
(30
Range)
Attuned
(60
Range)
Acute
(90
Range)
Excellent
(120
Range)
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Continuing with the design of our BLR 7 hogweed plant monster, I now
consider the monsters senses. First, I look at the SRD5 to see which monsters
have a CR of 7 (equal to my new monsters BLR). I can see that the CR 7 roster
includes Young Black Dragons, Young Copper Dragons, Stone Giants, Oni,
Shield Guardians, and Giant Apes (ctrl-F in a PDF is a lifesaver). The Passive
Perception scores for these monsters range from 14 to 17, with the dragons at
the high end of the scale. Since I dont think my plant monster is an innate
predator or hypersensitive beastie, I stick with a Passive Perception of 14.
Next, I read and consider the entries for special senses. Blindsight seems
perfect, since this is a plant and that ability is recommended for plants. I decide
to not give it Darkvision, because as a plant I cant yet conceive that it thrives
underground.
Sense Magic its interesting, but seems inappropriate.
Tremorsense fits well, however, and so I decide that the monster will have that
too. Truesignt seems inappropriate.
Next, I roll for the intensity of its Blindsight. A roll of 29 shows that it has
Normal Blindsight, at 20 range. I then roll for the intensity of its Tremorsense:
my roll of 03 shows that it has Limited Tremorsense at lonely a 10 range.
These are lower than average rolls, so I start thinking of my plant monster as
something a bit like a Venus flytrap: it cant detect prey at a very long range,
but it exudes a pleasing fragrance to attract things to it. When things get close,
it is very aware of them and lurches into action.
Now were beginning to come up with some interesting ideas. I record this
information in section 2-1 of the worksheets and journey on.
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III.7
DIMENSIONS
MONSTER SIZE
(Worksheet Section 2-2)
Next, you should consider the monsters Size Rating: it will be either Tiny,
Small, Medium, Large, Huge, or Gargantuan. You may already have a vision of
how big your monster is based on its description. If youre designing something
like an eel, for example, you might settle on a length somewhere between about
1 and 15. (Yes, I just looked it up on the Internet.) A normal humanoid might
be regarded as being between 4 and 7 tall. When in doubt, base your monster
on something in the real world if you possibly can, and extrapolate from there.
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If, rather, you would prefer to randomly determine your monsters size, you
can roll 1D100 based on the monsters BLR, and consult the table below. Doing
this can create some very entertaining and surprising results what it your
vicious draconian race is actually Tiny or Small? What if your slime monster is
Gargantuan? Can you have a giant that is only 7 tall, but its body is incredibly
muscular and broad?
The results below have been limited (again based on monster BLR) so that
they do not overstrain ones credulity, as follows:
TABLE 21
CALCULATING THE SIZE
OF AN ABOMINATION
Abominations
Base Lethality
Rating
(BLR)
Small
Medium
Large
Huge
Gargantuan
01-75
76-90
91-99
00
N/A
N/A
1/8
01-60
61-80
81-95
96-00
N/A
N/A
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Abominations
Base Lethality
Rating
Small
Medium
Large
Huge
Gargantuan
1/4
01-45
46-70
71-90
91-00
N/A
N/A
1/2
01-40
41-60
61-85
86-00
N/A
N/A
01-25
26-50
51-80
81-00
N/A
N/A
01-10
11-40
41-75
76-99
00
N/A
01-05
06-20
21-65
66-95
96-00
N/A
01
02-10
11-60
61-90
91-00
N/A
N/A
01-05
06-55
56-85
86-00
N/A
N/A
01
02-50
51-80
81-00
N/A
N/A
N/A
01-45
46-75
76-00
N/A
N/A
N/A
01-40
41-70
71-00
N/A
N/A
N/A
01-35
36-67
68-00
N/A
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Abominations
Base Lethality
Rating
Small
Medium
Large
Huge
Gargantuan
10
N/A
N/A
01-30
31-63
64-99
00
11
N/A
N/A
01-27
28-65
66-95
96-00
12
N/A
N/A
01-24
25-60
61-90
91-00
13
N/A
N/A
01-21
22-55
56-90
86-00
14
N/A
N/A
01-18
19-55
56-80
81-00
15
N/A
N/A
01-15
16-50
51-75
76-00
16
N/A
N/A
01-12
13-45
46-70
71-00
17
N/A
N/A
01-10
11-40
41-65
66-00
18
N/A
N/A
01-08
09-35
36-60
61-00
19
N/A
N/A
01-06
07-30
31-55
56-00
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Abominations
Base Lethality
Rating
Small
Medium
Large
Huge
Gargantuan
20
N/A
N/A
01-04
05-25
26-50
51-00
21
N/A
N/A
01-02
03-20
21-45
46-00
22
N/A
N/A
01
02-15
16-40
41-00
23
N/A
N/A
N/A
01-10
11-35
36-00
24
N/A
N/A
N/A
01-10
11-30
31-00
25
N/A
N/A
N/A
01-10
11-25
26-00
26
N/A
N/A
N/A
01-10
11-20
21-00
27
N/A
N/A
N/A
01-05
06-15
16-00
28
N/A
N/A
N/A
01-03
04-10
11-00
29
N/A
N/A
N/A
01-02
03-05
06-00
30
N/A
N/A
N/A
01
02
03-00
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For the sake of fun and demonstrating the random system, I decide that my
hogweed monster races size will be completely random. The BLR is 7, and I roll
a 58. That means that my monster is Large: a plant species that grows to
between 9 and 14 high. This little tidbit gets recorded in worksheet section 22.
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III.8
LIFEBLOOD
DETERMINING THE MONSTERS
AVERAGE HIT POINTS
(AHP)
(Worksheet Section 2-3)
Once you know an Abominations BLR and Size, you can determine its
Average Hit Points (AHP). This is the value you can use for the monsters hit
points on short notice, or if you prefer not to roll monster hit points randomly.
For speed and convenience, the following researched Hit Point variables have
been designed to fit into three potential brackets:
To determine your monster types AHP, either choose one of these three
brackets (whatever seems best for your monstrous vision so far), or roll D100.
Then consult the BLR-sequenced table below.
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Please note that these values were derived not from the official monster
creation guidelines, but rather from a detailed analysis of the actual HP totals
listed in the SRD5 monster descriptions. In other words, actual values have
been relied upon rather than theoretical ones. You can always adjust these
recommended numbers upward or downward if you feel the need to do so.
The recommended AHP ratings for Abominations, based on BLR, are as
follows:
TABLE 22
CALCULATING AN ABOMINATIONS
AVERAGE HIT POINTS
Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
Tiny
Small
10
Medium
12
Large
10
15
1/8
Tiny
10
1/8
Small
12
1/8
Medium
11
17
1/8
Large
15
22
1/4
Tiny
13
1/4
Small
11
17
1/4
Medium
16
24
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
1/4
Large
12
22
32
1/2
Tiny
13
22
1/2
Small
17
27
1/2
Medium
11
22
33
1/2
Large
14
27
41
Tiny
17
28
Small
10
21
32
Medium
15
32
50
Large
20
39
58
Tiny
21
35
Small
12
25
39
Medium
20
40
60
Large
28
54
81
Huge
36
61
86
Tiny
25
42
Small
14
30
47
Medium
25
47
70
Large
36
64
93
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
Huge
49
74
100
Tiny
29
49
Small
16
35
55
Medium
35
60
85
Large
50
77
105
Huge
70
97
125
Small
18
42
66
Medium
45
72
100
Large
60
90
120
Huge
85
112
140
Small
20
49
78
Medium
55
82
110
Large
75
102
130
Huge
90
120
150
Medium
65
92
120
Large
85
115
145
Huge
100
132
165
Medium
75
102
130
Large
95
125
155
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
Huge
110
142
175
Medium
85
112
140
Large
105
135
165
Huge
120
152
185
10
Medium
95
122
150
10
Large
115
147
180
10
Huge
130
165
200
10
Gargantuan
150
182
225
11
Medium
105
132
160
11
Large
125
157
190
11
Huge
140
175
210
11
Gargantuan
160
197
235
12
Medium
115
142
170
12
Large
140
170
200
12
Huge
155
182
220
12
Gargantuan
175
210
245
13
Medium
125
152
180
13
Large
155
182
210
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
13
Huge
170
200
230
13
Gargantuan
190
222
255
14
Medium
135
162
190
14
Large
170
195
220
14
Huge
185
212
240
14
Gargantuan
205
237
270
15
Medium
145
172
200
15
Large
185
207
230
15
Huge
200
225
250
15
Gargantuan
230
257
285
16
Medium
155
182
210
16
Large
200
220
240
16
Huge
215
237
260
16
Gargantuan
245
270
295
17
Medium
165
192
220
17
Large
215
232
250
17
Huge
230
252
275
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
17
Gargantuan
260
285
310
18
Medium
175
202
230
18
Large
230
245
260
18
Huge
245
265
285
18
Gargantuan
275
297
320
19
Medium
185
212
240
19
Large
245
260
275
19
Huge
260
280
300
19
Gargantuan
290
312
335
20
Medium
195
222
250
20
Large
260
275
290
20
Huge
280
300
320
20
Gargantuan
310
332
355
21
Medium
205
232
260
21
Large
275
290
305
21
Huge
295
315
335
21
Gargantuan
325
347
370
22
Medium
215
242
270
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
22
Large
290
305
320
22
Huge
310
330
350
22
Gargantuan
345
367
390
23
Large
305
322
340
23
Huge
325
347
370
23
Gargantuan
360
385
410
24
Large
320
340
360
24
Huge
340
365
390
24
Gargantuan
375
402
430
25
Large
335
357
380
25
Huge
355
382
410
25
Gargantuan
390
420
450
26
Large
350
375
400
26
Huge
370
400
430
26
Gargantuan
405
437
470
27
Large
365
392
420
27
Huge
385
417
450
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Base
Lethality
Rating
Size
Lesser AHP
[01-20]
Median AHP
[21-70]
Greater AHP
[71-00]
27
Gargantuan
420
455
490
28
Large
380
410
440
28
Huge
400
435
470
28
Gargantuan
440
477
515
29
Large
395
427
460
29
Huge
415
452
490
29
Gargantuan
455
495
535
30
Large
410
445
480
30
Huge
440
480
520
30
Gargantuan
480
522
565
Considering my hogweed monsters BLR of 7, and its Large size, I roll 1D100
and the result is 54. Cross-referencing on the table above, I therefore learn that
my monsters Average Hit Point (AHP) rating is Median, at 115.
This seems a bit high for a plant, but I can justify it by saying that the monster
is (a) very tough despite its nature, and (b) it possesses a dense bundle of
subterranean roots under the ground. In other words, the visible monster is
Large, but its actually bigger than that if you dig it up.
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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Hmm, a huge twisted root bundle now I have a place to put the monsters
brain! Heheh
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III.9
VITALITY
DETERMINING ACTUAL
HIT POINT TOTALS
FOR ABOMINATIONS
(Worksheet Section 2-3)
This section is somewhat optional, depending on the way that you play. You
only need to use this section if (a) you want to consider your monsters hit points
beyond the AHP rating, and/or (b) you want to calculate your monsters Hit Dice.
III.9.1
METHOD 1:
QUICK AND EASY (FLAT VALUE)
The actual Hit Point totals for your creations, when they are played in the
game, depends on how you personally prefer to roll monster HP overall. If you
want quick-and-easy totals so that you can design encounters quickly and
account for wandering monster rolls on the fly, then you should always use the
numbers given in the previous section.
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III.9.2
METHOD 2:
SLIGHT VARIANCE (D20 RANGE)
If you instead want a slight range of variation so that individual monsters will
differ from one another, then you can use the AHP from the tables in the previous
section, subtract 10, and add 1D20. Note that this method does not work well
for Average Hit Point values below 15; below 15, you may want to use AHP6+1D12, AHP-5+1D10, AHP-4+1D8, or AHP-3+1D6 instead, with a minimum
possible HP total of 1.
As an example, if you have a Large BLR 5 Abomination with a Median AHP of
90, you can then state that the monster species actual HP totals for individuals
range at (90 minus 10 plus 1D20 equals) 80+1D20, which gives individual scores
between 81 and 101 inclusive, averaging 90.5. This will make every monster
slightly different within a predictable averaging scale.
This method is slightly confusing at first, but it has the advantages of (a)
giving you random hit point totals within a fixed range and (b) requiring only a
single die roll per monster encountered.
III.9.3
METHOD 3:
SIGNIFICANT RESEARCHED VARIANCE (FULL HD CALCULATION)
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use for your monster type. And if you are very detail-oriented, you will note that
the actionable data sample is rather sparse and that you have may well have
some serious additional research work to do.
(Preemptive author alibi: I did not make these values, I just report them. Kindly
do not shoot the messenger! ~K)
TABLE 23
CALCULATING AN ABOMINATIONS
HIT DICE
And a
roughly
equivalent
official
monsters
CR is
therefore:
And your
monsters
Size is:
Tiny
2D4
Small
10
3D6
Medium
13
3D8
1/8
1/8
Small
2D6
1/8
1/8
Medium
13
3D8
1/8
1/8
Large
15
2D10+4
1/4
1/4
Small
17
5D6
1/4
1/4
Medium
18
4D8
If the
monsters
calculated
BLR is:
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And a
roughly
equivalent
official
monsters
CR is
therefore:
And your
monsters
Size is:
1/4
1/4
Large
19
3D10+3
1/2
1/2
Medium
13
3D8
1/2
1/2
Large
16
3D10
Medium
27
5D8+5
Medium
33
6D8+6
Medium
39
6D8+12
Large
33
6D10
Large
39
6D10+6
Medium
52
8D8+16
Huge
90
12D12+12
Medium
97
13D8+39
Large
93
11D10+33
Medium
110
13D8+52
If the
monsters
calculated
BLR is:
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And a
roughly
equivalent
official
monsters
CR is
therefore:
And your
monsters
Size is:
Large
94
9D10+45
Medium
104
16D8+32
Large
114
12D10+48
Large
110
13D10+39
Huge
157
15D12+60
Medium
78
12D8+24
Large
78
12D10+12
Large
157
15D10+75
Huge
200
16D12+96
10
10
Medium
136
16D8+64
10
10
Large
135
18D10+36
11
11
Huge
168
16D12+64
If the
monsters
calculated
BLR is:
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And a
roughly
equivalent
official
monsters
CR is
therefore:
And your
monsters
Size is:
11
11
Gargantuan
248
16D20+80
12
12
Medium
99
18D8+18
12
12
Medium
153
18D8+72
13
13
Large
184
16D10+96
13
13
Huge
200
16D12+96
14
14
Large
180
19D10+76
14
14
Huge
195
17D12+85
15
15
Medium
97
13D8+39
15
15
Huge
207
18D12+90
16
16
Large
200
16D10+112
16
16
Huge
225
18D12+108
17
17
Huge
256
19D12+133
If the
monsters
calculated
BLR is:
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260
And a
roughly
equivalent
official
monsters
CR is
therefore:
And your
monsters
Size is:
17
17
Gargantuan
341
22D20+110
19
19
Huge
262
21D12+126
20
20
Large
300
24D10+168
20
20
Gargantuan
333
18D2+144
21
21
Large
243
18D10+144
21
21
Gargantuan
350
20D20+140
22
22
Gargantuan
385
22D10+154
23
23
Gargantuan
487
25D20+225
24
24
Gargantuan
546
28D20+252
30
30
Gargantuan
676
33D20+330
If the
monsters
calculated
BLR is:
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For the sake of example and general crunchy masochism, I decide that I want
to know the exact details of my hogweed monsters hit dice.
You may recall from earlier examples that my monster is BLR 7, Large, and
with a Median AHP, meaning that monsters of this new species have an average
of 115 hit points.
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III.10
POTENTIALITY
ABOMINATION
ABILITY SCORE RANGES
(Worksheet Sections 2-4 and 2-5)
In order to effectively use your Abomination in the game, you will need to
quantify its three physical ability scores (Strength (STR), Dexterity (DEX), and
Constitution (CON)) as well as its three mental ability scores (Intelligence
(INT), Wisdom (WIS), and Charisma (CHA)).
It can at times seem a bit facetious to attempt calculation of an unearthly
entitys capabilities on a scale of mortal and earthly measures, but nevertheless
these scores can be very helpful to determine a monsters saving throws, skills,
accuracy, and so forth. The game is easier to run when you know these scores
beforehand.
When considering an Abominations ability scores, consider the following
definitions that I recommend:
resistance,
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An Abominations six ability score ranges (that is, the minimum and
maximum possible scores for each of the listed attributes) are all dependent upon
the monsters BLR and its Size. Similar to the earlier chapter on Average Hit
Points (AHP), this section is the result of a deep and synthesized analysis of the
official monsters featured in the existing SRD5. Some additional smoothing and
(to my mind) logical coherence has been built in to these findings, to eliminate
or at least reduce the chance of creating impractical and unusable
monstrous outsiders.
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TABLE 24
ABOMINATION ABILITY SCORE RANGES
BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
Tiny
1 to 10
5 to 13
8 to 10
1 to 5
3 to 5
1 to 4
Small
1 to 11
5 to 12
8 to 11
1 to 5
3 to 5
1 to 4
Medium
2 to 12
5 to 11
8 to 12
1 to 5
3 to 5
1 to 4
Large
4 to 14
5 to 10
8 to 14
1 to 5
3 to 5
1 to 4
1/8
Tiny
1 to 10
5 to 14
8 to 10
1 to 6
3 to 6
1 to 5
1/8
Small
2 to 11
5 to 13
8 to 11
1 to 6
3 to 6
1 to 5
1/8
Medium
3 to 12
5 to 12
8 to 12
1 to 6
3 to 6
1 to 5
1/8
Large
5 to 14
5 to 11
8 to 14
1 to 6
3 to 6
1 to 5
1/4
Tiny
1 to 11
6 to 15
8 to 11
1 to 7
3 to 7
1 to 6
1/4
Small
3 to 12
6 to 14
8 to 12
1 to 7
3 to 7
1 to 6
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
1/4
Medium
3 to 13
6 to 13
8 to 13
1 to 7
3 to 7
1 to 6
1/4
Large
5 to 15
6 to 12
8 to 15
1 to 7
3 to 7
1 to 6
1/2
Tiny
1 to 11
6 to 16
8 to 11
1 to 8
3 to 8
1 to 7
1/2
Small
3 to 13
6 to 15
8 to 13
1 to 8
3 to 8
1 to 7
1/2
Medium
4 to 13
6 to 14
8 to 13
1 to 8
3 to 8
1 to 7
1/2
Large
6 to 15
6 to 13
8 to 15
1 to 8
3 to 8
1 to 7
Tiny
1 to 12
7 to 16
8 to 12
1 to 9
3 to 9
1 to 8
Small
4 to 13
7 to 15
8 to 13
1 to 9
3 to 9
1 to 8
Medium
5 to 13
7 to 14
8 to 13
1 to 9
3 to 9
1 to 8
Large
7 to 15
7 to 13
8 to 15
1 to 9
3 to 9
1 to 8
Tiny
1 to 12
7 to 17
8 to 12
2 to 10
3 to 10
1 to 9
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
Small
5 to 13
7 to 16
8 to 13
2 to 10
3 to 10
1 to 9
Medium
6 to 13
7 to 15
8 to 13
2 to 10
3 to 10
1 to 9
Large
8 to 15
7 to 14
8 to 15
2 to 10
3 to 10
1 to 9
Huge
10 to
17
7 to 13
10 to
17
2 to 10
3 to 10
1 to 9
Tiny
1 to 13
8 to 17
8 to 13
3 to 11
3 to 11
2 to 10
Small
5 to 14
8 to 16
8 to 14
3 to 11
3 to 11
2 to 10
Medium
6 to 14
8 to 13
8 to 14
3 to 11
3 to 11
2 to 10
Large
8 to 16
8 to 12
8 to 16
3 to 11
3 to 11
2 to 10
Huge
10 to
18
8 to 11
10 to
18
3 to 11
3 to 11
2 to 10
Tiny
1 to 13
8 to 16
8 to 13
4 to 12
4 to 12
3 to 11
Small
6 to 14
8 to 16
8 to 14
4 to 12
4 to 12
3 to 11
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
Medium
6 to 15
8 to 14
8 to 15
4 to 12
4 to 12
3 to 11
Large
8 to 17
8 to 13
8 to 17
4 to 12
4 to 12
3 to 11
Huge
10 to
19
8 to 12
10 to
19
4 to 12
4 to 12
3 to 11
Small
6 to 15
9 to 16
8 to 15
5 to 13
5 to 13
4 to 12
Medium
6 to 16
9 to 15
8 to 16
5 to 13
5 to 13
4 to 12
Large
8 to 18
9 to 14
8 to 18
5 to 13
5 to 13
4 to 12
Huge
10 to
20
9 to 13
10 to
20
5 to 13
5 to 13
4 to 12
Small
7 to 15
10 to
16
8 to 15
6 to 14
6 to 14
5 to 13
Medium
7 to 16
10 to
15
8 to 16
6 to 14
6 to 14
5 to 13
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
Large
9 to 18
10 to
14
9 to 18
6 to 14
6 to 14
5 to 13
Huge
11 to
20
10 to
13
11 to
20
6 to 14
6 to 14
5 to 13
Medium
7 to 17
10 to
16
8 to 17
7 to 15
7 to 15
6 to 14
Large
9 to 19
10 to
15
9 to 19
7 to 15
7 to 15
6 to 14
Huge
11 to
21
10 to
14
11 to
21
7 to 15
7 to 15
6 to 14
Medium
8 to 17
11 to
17
8 to 17
8 to 16
8 to 16
7 to 15
Large
10 to
19
11 to
16
10 to
19
8 to 16
8 to 16
7 to 15
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
Huge
12 to
21
11 to
15
12 to
21
8 to 16
8 to 16
7 to 15
Medium
8 to 18
11 to
18
8 to 18
9 to 17
9 to 17
8 to 16
Large
10 to
20
11 to
17
10 to
20
9 to 17
9 to 17
8 to 16
Huge
12 to
22
11 to
16
12 to
22
9 to 17
9 to 17
8 to 16
10
Medium
9 to 18
12 to
18
9 to 18
10 to
18
10 to
18
9 to 17
10
Large
11 to
21
12 to
17
11 to
21
10 to
18
10 to
18
9 to 17
10
Huge
13 to
23
12 to
16
13 to
23
10 to
18
10 to
18
9 to 17
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
10
Gargantuan
15 to
25
12 to
15
15 to
25
10 to
18
10 to
18
9 to 17
11
Medium
9 to 19
12 to
19
9 to 19
11 to
19
11 to
19
10 to
18
11
Large
12 to
21
12 to
18
12 to
21
11 to
19
11 to
19
10 to
18
11
Huge
14 to
23
12 to
17
14 to
23
11 to
19
11 to
19
10 to
18
11
Gargantuan
16 to
25
12 to
16
16 to
25
11 to
19
11 to
19
10 to
18
12
Medium
9 to 20
13 to
19
9 to 20
12 to
20
12 to
20
11 to
19
12
Large
13 to
22
12 to
18
13 to
22
12 to
20
12 to
20
11 to
19
12
Huge
15 to
24
12 to
17
15 to
24
12 to
20
12 to
20
11 to
19
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
12
Gargantuan
17 to
26
12 to
16
17 to
26
12 to
20
12 to
20
11 to
19
13
Medium
10 to
20
13 to
20
10 to
20
13 to
21
13 to
21
12 to
20
13
Large
14 to
22
12 to
18
14 to
22
13 to
21
13 to
21
12 to
20
13
Huge
16 to
24
12 to
17
16 to
24
13 to
21
13 to
21
12 to
20
13
Gargantuan
18 to
26
12 to
16
18 to
26
13 to
21
13 to
21
12 to
20
14
Medium
11 to
20
14 to
20
11 to
20
14 to
22
14 to
22
13 to
21
14
Large
15 to
22
12 to
18
15 to
22
14 to
22
14 to
22
13 to
21
14
Huge
17 to
24
12 to
17
17 to
24
14 to
22
14 to
22
13 to
21
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
14
Gargantuan
19 to
26
12 to
16
19 to
26
14 to
22
14 to
22
13 to
21
15
Medium
12 to
20
14 to
20
12 to
20
15 to
22
15 to
22
14 to
22
15
Large
16 to
23
12 to
18
16 to
23
15 to
22
15 to
22
14 to
22
15
Huge
18 to
25
12 to
17
18 to
25
15 to
22
15 to
22
14 to
22
15
Gargantuan
20 to
27
12 to
16
20 to
27
15 to
22
15 to
22
14 to
22
16
Medium
13 to
20
15 to
20
13 to
20
16 to
23
16 to
23
15 to
23
16
Large
17 to
23
12 to
18
17 to
23
16 to
23
16 to
23
15 to
23
16
Huge
19 to
25
12 to
17
19 to
25
16 to
23
16 to
23
15 to
23
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
16
Gargantuan
21 to
27
12 to
16
21 to
27
16 to
23
16 to
23
15 to
23
17
Medium
14 to
20
15 to
20
14 to
20
17 to
23
17 to
23
16 to
24
17
Large
18 to
23
12 to
18
18 to
23
17 to
23
17 to
23
16 to
24
17
Huge
20 to
25
12 to
17
20 to
25
17 to
23
17 to
23
16 to
24
17
Gargantuan
22 to
27
12 to
16
22 to
27
17 to
23
17 to
23
16 to
24
18
Medium
15 to
20
16 to
20
15 to
20
18 to
24
18 to
24
17 to
25
18
Large
18 to
24
12 to
18
18 to
24
18 to
24
18 to
24
17 to
25
18
Huge
20 to
26
12 to
17
20 to
26
18 to
24
18 to
24
17 to
25
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
18
Gargantuan
22 to
28
12 to
16
22 to
28
18 to
24
18 to
24
17 to
25
19
Medium
16 to
20
16 to
20
16 to
20
19 to
24
19 to
24
18 to
26
19
Large
19 to
24
12 to
18
19 to
24
19 to
24
19 to
24
18 to
26
19
Huge
21 to
26
12 to
17
21 to
26
19 to
24
19 to
24
18 to
26
19
Gargantuan
23 to
28
12 to
16
23 to
28
19 to
24
19 to
24
18 to
26
20
Medium
17 to
20
17 to
20
17 to
20
20 to
25
20 to
25
19 to
27
20
Large
20 to
24
12 to
18
20 to
24
20 to
25
20 to
25
19 to
27
20
Huge
22 to
26
12 to
17
22 to
26
20 to
25
20 to
25
19 to
27
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
20
Gargantuan
24 to
28
12 to
16
24 to
28
20 to
25
20 to
25
19 to
27
21
Medium
18 to
20
17 to
20
18 to
20
21 to
25
21 to
25
20 to
28
21
Large
21 to
25
12 to
18
21 to
25
21 to
25
21 to
25
20 to
28
21
Huge
23 to
27
12 to
17
23 to
27
21 to
25
21 to
25
20 to
28
21
Gargantuan
25 to
29
12 to
16
25 to
29
21 to
25
21 to
25
20 to
28
22
Medium
19 to
20
18 to
20
19 to
20
22 to
26
22 to
26
21 to
29
22
Large
22 to
25
12 to
18
22 to
25
22 to
26
22 to
26
21 to
29
22
Huge
24 to
27
12 to
17
24 to
27
22 to
26
22 to
26
21 to
29
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
22
Gargantuan
26 to
29
12 to
16
26 to
29
22 to
26
22 to
26
21 to
29
23
Large
23 to
25
12 to
18
23 to
25
23 to
26
23 to
26
22 to
30
23
Huge
25 to
27
12 to
17
25 to
27
23 to
26
23 to
26
22 to
30
23
Gargantuan
27 to
29
12 to
16
27 to
29
23 to
26
23 to
26
22 to
30
24
Large
24 to
26
12 to
18
24 to
26
24 to
27
24 to
27
23 to
30
24
Huge
26 to
28
12 to
17
26 to
28
24 to
27
24 to
27
23 to
30
24
Gargantuan
28 to
30
12 to
16
28 to
30
24 to
27
24 to
27
23 to
30
25
Large
24 to
26
12 to
18
24 to
26
25 to
27
25 to
27
24 to
30
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
25
Huge
26 to
28
12 to
17
26 to
28
25 to
27
25 to
27
24 to
30
25
Gargantuan
28 to
30
12 to
16
28 to
30
25 to
27
25 to
27
24 to
30
26
Large
24 to
26
12 to
18
24 to
26
26 to
28
26 to
28
25 to
30
26
Huge
26 to
28
12 to
17
26 to
28
26 to
28
26 to
28
25 to
30
26
Gargantuan
28 to
30
12 to
16
28 to
30
26 to
28
26 to
28
25 to
30
27
Large
24 to
26
12 to
18
24 to
26
26 to
28
26 to
28
26 to
30
27
Huge
26 to
28
12 to
17
26 to
28
26 to
28
26 to
28
26 to
30
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BLR Abomination
Size
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
27
Gargantuan
28 to
30
12 to
16
28 to
30
26 to
28
26 to
28
26 to
30
28
Large
24 to
26
12 to
18
24 to
26
27 to
29
27 to
29
27 to
30
28
Huge
26 to
28
12 to
17
26 to
28
27 to
29
27 to
29
27 to
30
28
Gargantuan
28 to
30
12 to
16
28 to
30
27 to
29
27 to
29
27 to
30
29
Large
24 to
26
12 to
18
24 to
26
27 to
29
27 to
29
28 to
30
29
Huge
26 to
28
12 to
17
26 to
28
27 to
29
27 to
29
28 to
30
29
Gargantuan
28 to
30
12 to
16
28 to
30
27 to
29
27 to
29
28 to
30
30
Huge
26 to
28
12 to
17
26 to
28
28 to
30
28 to
30
28 to
30
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BLR Abomination
Size
30
Gargantuan
STR
Score
Range
DEX
Score
Range
CON
Score
Range
INT
Score
Range
WIS
Score
Range
CHA
Score
Range
28 to
30
12 to
16
28 to
30
28 to
30
28 to
30
28 to
30
Dexterity
Between 10 and 15
Constitution
Between 9 and 19
Between 7 and 15
Wisdom
Between 7 and 15
Charisma
Between 6 and 14
I dont yet know the exact scores appropriate for this race, but that will be the
subject of our next chapter.
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III.11
APTITUDE
ACTUAL ABILITY SCORES
FOR ABOMINATIONS
(Worksheet Sections 2-4 and 2-5)
Similar to the situation with hit point generation complexity, your approach
to determining an Abominations actual viable ability score values is dependent
upon the level of detail and variance that you want to put into your game.
If you want to keep it simple, you can pick scores at random from the ranges
provided in the previous chapter; or, to be more methodical, you can choose one
of the following approaches to suit your preferred level of game complexity.
III.11.1
METHOD 1:
QUICK AND EASY (FLAT CALCULATED VALUE)
If you want quick ability scores with no personal preference involved, take the
average of the provided range and round up. For example, if the range for
Strength is listed as 12 to 17, the average score is then (12 plus 17 equals 29,
divided by two equals 14.5, rounded up equals) 15.
Continue this method to determine the monsters Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
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III.11.2
METHOD 2:
CHOOSE WISELY (FLAT DECIDED VALUE)
If you want quick ability scores dependent upon your own opinion, simply
choose a number within the range. For example, if the range is listed as 12 to
17, choose the number you prefer between 12 and 17 inclusive. This is my
recommended method.
Instead of making this a completely arbitrary process, you can consider the
Abominations monster type, body type, and general characteristics (so far) to
inform your decisions. A slender plant monster would like be weaker than a
construct, for example, meaning that the plant monster would probably have a
Strength score at the low end of the range while the construct would have a
Strength score at the high end.
III.11.3
METHOD 3:
DETERMINE THE RANGES DIE CLASSIFICATION, AND ROLL
(COMPLEX CALCULATED AND RANDOMIZED VALUE)
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[1] Count the number of possible ability score results. For example, if the
ability score range is 20 to 26, then there are seven possible results: 20, 21, 22,
23, 24, 25, or 26. The number of options (seven in this case) is the Range
Breadth.
[2] Write down the number 1, and also the Range Breadth. To continue the
above example, you would write 1 to 7 on a piece of scratch paper. The number
that is not 1 (in this case, 7) is your Base Die Range (BDR).
[3] Note the lowest possible score. This is the Range Minimum. Continuing
the above example, the lowest possible score is 20.
[4] Subtract 1 from the Range Minimum. Continuing the above example, the
lowest possible score minus 1 is (20 minus 1 equals) 19. This is your Die Roll
Modifier (DRM).
[5] Determine the type of die you need to roll. For example:
[5a] If your BDR is 2, you need to roll 1D2. Most GMs simulate this with a
coin toss.
[5b] If your BDR is 3, you need to roll 1D3. You can do this by rolling 1D4
and rerolling a result of 4, or you can buy special three-sided dice.
[5d] If your BDR is 5, you need to roll 1D5. You can do this by rolling 1D6
and rerolling a result of 6.
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[5f] If your BDR is 7, you need to roll 1D7. You can do this by rolling 1D8
and rerolling a result of 7, or by buying a special die.
[5h] If your BDR is 9, you need to roll 1D9. You can do this by rolling 1D10
and rerolling a result of 0 / 10.
[5j] If your BDR is 11, you need to roll 1D11. You can do this by rolling
1D12 and rerolling a result of 12.
To continue the above example, the BDR is 7, which means we will be rolling
1D8 and ignoring a result of 8.
[6] Roll the die / dice indicated by the BDR. For the sake of example, let us
say that you rolled 1D7 (1D8, rerolling if you roll an 8) and you got a 6. This is
the Random Result.
[7] Add the DRM (Step 4) to the Random Result (Step 6). Continuing the
above example, the DRM was 19, and 6+19 = 25. Congratulations, in the
recommended range of 20 to 26, you have randomly determined that this ability
score for this monster is 25.
(And now you know why I recommend simply choosing a value within the
range )
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And please, for your own sanity, dont ever consider rolling separate and
unique sets of ability scores for each individual monster encountered! If you
truly want to roll each individual monsters ability scores separately, then
congratulations: You have officially surpassed the highest level of complexity
that I am willing to support within this 600-page volume. You have some design
work to do!
For the sake of authorial sanity, we will say that I chose Method 2: Choose
Wisely to determine the ability scores for my hogweed monster. I will show you
the thought process that I used to develop my monsters ability scores within the
earlier-determined ranges.
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Hopefully, these notes show some of the general thought process behind
selecting a monsters ability scores. You can always change things around if
your design themes change during the creation process, or if the monster proves
to be too weak or too strong during play.
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III.12
AGILITY
DEXTERITY CLASSIFICATION
(Worksheet Section 2-6)
A whimpering gasp escaped her lips. The darkness was taking form.
Something huge and bulky grew up out of the void. She saw a great misshapen
head emerging into the light. At least she took it for a head, though it was not the
member of any sane or normal creature. She saw a great toad-like face, the
features of which were as dim and unstable as those of a specter seen in a mirror
of nightmare. Great pools of light that might have been eyes blinked at her, and
she shook at the cosmic lust reflected there. She could tell nothing about the
creature's body. Its outline seemed to waver and alter subtly even as she looked
at it; yet its substance was apparently solid enough. There was nothing misty or
ghostly about it.
As it came toward her, she could not tell whether it walked, wriggled, flew or
crept. Its method of locomotion was absolutely beyond her comprehension
Once you have determined the Abominations body type, and you know its
Size Rating and Dexterity, you can figure out which movement modes the
monster is capable of and how quickly it can move.
There are six general modes of movement considered in the FRPG:
Burrowing, Climbing, Flying, Ground (the default), Hovering, and Swimming.
Flying and Hovering are generally distinguished as follows: Flying requires
wings, and is at the mercy of realistic flight dynamics; while Hovering is a magical
or otherworldly effect which allows floating, levitation, and unpredictable (but
maybe also slow) movement. You can choose whichever one is appropriate for
your monster, or you can choose neither.
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You can quickly determine a monsters movement modes by looking over the
keywords you have recorded (in worksheet section 1-4), as follows:
Beyond these general suggestions, you can add additional movement modes
for the monster as you feel are appropriate. A ghost of a supernatural aquatic
beast, for example, might be capable of both Hovering (above the waters surface)
and Swimming (below it).
(Special Note: A specific Power which will appear later in this book, Unnatural
Celerity, can increase an Abominations Dexterity to 20. If this occurs, the DEX
20 rating should supersede the guidelines given hereafter.)
When in doubt, the monster can always move via Ground, unless you have a
reason to believe otherwise (e.g., a jellyfish is typically incapable of breathing or
moving on land).
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And now, I need to decide whether my hogweed plant monster can move. This
will be an example of creative problem solving rather than a detailed explanation
of me following the rules.
You may recall way, way back in experiment session 3 that my hogweed
monster had a 25% chance of having creepers (vine-like tendrils) as a form of
locomotion due to its body type. The result was negative, which means that the
monster does not have a conventional form of movement.
My monster does not have any of the Keywords (above) that denote assured
forms of movement either. However, I am not fully content with having my
monster being completely immobile, and I want to make sure that it is eerie,
surprising and otherworldly. Therefore, I have to think about this for a bit.
First, I think about how a plant monster might move around. I already
decided that it has a large root bundle beneath the surface, and that it is
intelligent, and that it has a brain inside there. This means that the most
vulnerable parts of the plant are hidden underground. Then I think about plant
monsters in general. This makes me think of Tolkiens Ents animating trees
(they uproot and walk around), mandrake roots in folklore (they get plucked) and
the moss folk of German folklore, the Waldschrat (presumably, they walk around,
but who really knows?).
If you hadnt read Tolkien (gasp!) and you didnt have my deep reading in
folklore and mythology (understandable), you could probably get some ideas by
Googling killer plant monster or something similar. Inspiration comes from
books, movies, dreams, videogames, other monster designs, and yes: random
Internet searches for wild trivial information.
Idea repository sites like
Wikipedia, TVTropes, IMDB, Goodreads, Theoi Greek Mythology (theoi.com),
Google Image Search, and Project Gutenberg can be very helpful when youre
trying to find some unusual ideas from unexpected sources. You probably have
your own favorites to add to this list; and there are of course the D&D forums
too if you need some input from other Game Masters. Have fun out there.
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Basically, this thought process makes me decide that the monster can move
on a limited basis, but that doing so is odd and dangerous in some way. Im not
aware of the exact game mechanics yet, but I decide on a basic concept: painful
uprooting. The monster has Ground movement, but it only does this when
necessary, because it causes damage. The hogweed uproots itself when there
are no enemies around, which makes its root bundle vulnerable, and it crawls
along on its roots with surprising rapidity. However, to do this it needs to snap
its taproot, which causes it to take 10% or so of its hit points as immediate selfinflicted damage. This means that the monster will not move to charge (it will
either camouflage itself against strong enemies or lure weak ones with
fragrance), and will only move to flee if it has no other option.
This will require some further thought later on, but is an example of emergent
design: the only reason I came up with this unique ability is because I was trying
to solve a design problem in my monsters ability set, and the rules and
guidelines had not yet offered a solution.
So, in short, my monsters movement mode is Ground (Special).
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III.13
CELERITY
ABOMINATION SPEED
When you know the monsters movement mode(s), you can determine its
relative speed(s) by consulting the appropriate table for its Size Rating, below.
Per the official FRPG, very generally speaking: smaller creatures tend to have
high Dexterity, while larger monsters have average Dexterity. Speed seems to be
based on a combination of size / gait and agility, and those implied guidelines
have been statistically smoothed and clarified here for your ease of use.
Simply use the table column that is appropriate for your monsters Dexterity
score, and record the rate of each movement mode on the worksheet for future
reference.
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TABLE 25
PREDETERMINED SPEEDS
FOR TINY ABOMINATIONS
Low DEX
(5 or 6)
Below
Above
Average DEX Average DEX Average DEX
(7, 8, or 9)
(10 or 11)
(12, 13, or
14)
High DEX
(15+)
Burrowing
10
Burrowing
10
Burrowing
15
Burrowing
15
Burrowing
15
Climbing 20
Climbing 20
Climbing 25
Climbing 30
Climbing 30
Flying 20
Flying 25
Flying 30
Flying 35
Flying 40
Ground 10
Ground 20
Ground 25
Ground 30
Ground 40
Hovering 20
Hovering 25
Hovering 30
Hovering 35
Hovering 40
Swimming
15
Swimming
15
Swimming
20
Swimming
25
Swimming
25
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TABLE 26
PREDETERMINED SPEEDS
FOR SMALL ABOMINATIONS
Low DEX
(5 or 6)
Below
Above
Average DEX Average DEX Average DEX
(7, 8, or 9)
(10 or 11)
(12, 13, or
14)
High DEX
(15+)
Burrowing
10
Burrowing
10
Burrowing
15
Burrowing
15
Burrowing
20
Climbing 20
Climbing 25
Climbing 30
Climbing 35
Climbing 40
Flying 20
Flying 30
Flying 40
Flying 50
Flying 60
Ground 15
Ground 20
Ground 25
Ground 30
Ground 40
Hovering 20
Hovering 30
Hovering 40
Hovering 50
Hovering 60
Swimming
20
Swimming
20
Swimming
25
Swimming
30
Swimming
30
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TABLE 27
PREDETERMINED SPEEDS
FOR MEDIUM ABOMINATIONS
Low DEX
(5, 6, or 7)
Below
Average DEX
(8, 9, 10, or
11)
Average DEX
(12 or 13)
Above
Average DEX
(14, 15, 16,
or 17)
High DEX
(18+)
Burrowing
10
Burrowing 15
Burrowing
20
Burrowing 25
Burrowing
30
Climbing 20
Climbing 25
Climbing 30
Climbing 35
Climbing 40
Flying 20
Flying 35
Flying 50
Flying 65
Flying 80
Ground 10
Ground 20
Ground 30
Ground 40
Ground 50
Hovering 20
Hovering 35
Hovering 50
Hovering 65
Hovering 80
Swimming
20
Swimming 25
Swimming
30
Swimming 35
Swimming
40
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TABLE 28
PREDETERMINED SPEEDS
FOR LARGE ABOMINATIONS
Low DEX
(5, 6, or 7)
Below
Average DEX
(8, 9, or 10)
Average DEX
(11 or 12)
Above
Average
(13, 14, or
15)
High DEX
(16+)
Burrowing
15
Burrowing 20
Burrowing
25
Burrowing 30
Burrowing
40
Climbing 20
Climbing 25
Climbing 30
Climbing 35
Climbing 40
Flying 30
Flying 60
Flying 90
Flying 120
Flying 150
Ground 15
Ground 25
Ground 35
Ground 45
Ground 55
Hovering 20
Hovering 35
Hovering 50
Hovering 60
Hovering 80
Swimming
20
Swimming 25
Swimming
30
Swimming 35
Swimming
40
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TABLE 29
PREDETERMINED SPEEDS
FOR HUGE ABOMINATIONS
Low DEX
(7 or 8)
Below
Average DEX
(9, or 10)
Average DEX
(11, 12, or
13)
Above
Average
(14 or 15)
High DEX
(16+)
Burrowing
20
Burrowing 25
Burrowing
30
Burrowing 35
Burrowing
40
Climbing 25
Climbing 30
Climbing 30
Climbing 35
Climbing 40
Flying 30
Flying 60
Flying 90
Flying 120
Flying 150
Ground 20
Ground 30
Ground 40
Ground 50
Ground 60
Hovering 20
Hovering 35
Hovering 50
Hovering 60
Hovering 80
Swimming
25
Swimming 30
Swimming
30
Swimming 35
Swimming
40
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TABLE 30
PREDETERMINED SPEEDS
FOR GARGANTUAN ABOMINATIONS
Low DEX
(12)
Below
Average DEX Average DEX
(13)
(14)
Above
Average
(15)
High DEX
(16+)
Burrowing
30
Burrowing
35
Burrowing
35
Burrowing
40
Burrowing
40
Climbing 30
Climbing 35
Climbing 40
Climbing 45
Climbing 50
Flying 80
Flying 100
Flying 120
Flying 140
Flying 160
Ground 20
Ground 30
Ground 40
Ground 50
Ground 60
Hovering 20
Hovering 35
Hovering 50
Hovering 60
Hovering 80
Swimming
30
Swimming
30
Swimming
35
Swimming
40
Swimming
40
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III.14
ETHOS
AN ABOMINATIONS ALIGNMENT
(Worksheet Section 2-8)
He knew he was face to face with a demon of the Elder World, and the
realization robbed him of all his faculties except sight.
The trunk of the horror was lifted and quested about, the topaz eyes stared
unseeingly, and Conan knew the monster was blind. With the thought came a
thawing of his frozen nerves, and he began to back silently toward the door.
But the creature heard.
The sensitive trunk stretched toward him, and Conan's horror froze him again
when the being spoke, in a strange, stammering voice that never changed its key
or timbre. The Cimmerian knew that those jaws were never built or intended for
human speech.
Who is here? Have you come to torture me again, Yara? Will you never be
done? Oh, Yag-kosha, is there no end to agony?
Tears rolled from the sightless eyes, and Conan's gaze strayed to the limbs
stretched on the marble couch. And he knew the monster would not rise to attack
him
Once you have determined the monsters Intelligence score, you can consider
its alignment. Classically, most otherworldly entities are interpreted (by mortal
prey) as being something akin to Chaotic Evil or Neutral Evil. In practice,
however, I recommend giving your Abominations a Chaotic Neutral alignment
whenever you do not want to make a random determination. This will make the
monster malicious when provoked, but will also leave you with rich opportunities
for negotiation, tense circumstances, and role-playing. Do remember in all
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honesty, we are trying to build new monsters into the game in a special way so
that we can (a) give smart and adaptable PCs a more challenging time, and (b)
kill, maim, or punish PCs who are stupid and stubborn. A Chaotic Neutral
alignment for most Abominations tends to fit both of these opportunities quite
nicely.
There is a common exception to my Chaotic Neutral recommendation: In
accordance with implied FRPG parameters, I recommend that most
Abominations of low Intelligence should be considered Unaligned. This
simply means that they are self-interested, instinctual, and/or uncaring of
mortal ethics.
I recommend the following rule of thumb overall:
If for whatever reason you do not want to use a Chaotic Neutral alignment
without considering a random determination, I have developed a more complex
system which includes all of the FRPGs alignments (with some extra old school
flavor thrown in).
Below, I give a random alignment determination table which emphasizes the
fact that Abominations are otherworldly intelligences existing beyond mortal
concerns. I reintroduce a mostly forgotten old 1970s detail the idea of
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TABLE 31
ABOMINATION ALIGNMENT
SEPARATE DETERMINATION
FOR SPECIES AND INDIVIDUALS
D100
Roll
Abomination
Species Alignment
[01-05]
Chaotic, Primal
[06-11]
Chaotic Evil
[12-13]
[14-19]
Chaotic Good
[20-21]
Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)
C (P)
CE
CE (N)
CG
CG (N)
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D100
Roll
Abomination
Species Alignment
Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)
[22-27]
Chaotic Neutral
CN
[28-29]
Chaotic Neutral
with Evil
Tendencies
CN (E)
[30-31]
Chaotic Neutral
with Good
Tendencies
CN (G)
[32-36]
Lawful, Primal
L (P)
[37-42]
Lawful Evil
[43-44]
[45-50]
Lawful Good
LE
LE (N)
LG
[01-92] CN
[93] CE, [94] CG, [95] LE,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN
[01-92] LE
[93] CE, [94] CG, [95] CN,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN
[01-50] LE, [51-75] LN, [7600] NE
[01-92] LG
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LN, [98] NE,
[99] NG, [00] TN
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Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)
D100
Roll
Abomination
Species Alignment
[51-52]
LG
[53-58]
Lawful Neutral
LN
[01-92] LN
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] NE,
[99] NG, [00] TN
[59-60]
LN (E)
[61-62]
LN (G)
[63-67]
Neutral, Primal
N (P)
[68-73]
Neutral Evil
[74-75]
NE (C)
[76-77]
NE (L)
NE
[01-92] NE
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NG, [00] TN
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D100
Roll
Abomination
Species Alignment
Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)
[78-83]
Neutral Good
NG
[84-85]
NG (C)
[86-87]
NG (L)
[88-92]
True Neutral
[93-94]
TN (C)
[95-96]
TN (E)
[97-98]
TN (G)
[99-00]
TN (L)
TN, or N
[01-92] NG
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NE, [00] TN
[01-92] TN
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NE, [00] NG
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CODEX
IV
DESCRIPTORS
AND POWERS
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IV.1
PRECEPTS
MONSTER DESCRIPTORS
(Worksheet Sections 3-1 and 3-2)
Now that you have struggled through the laborious details of guided yet
random monster creation, and chosen your preferences from a myriad of
complexity levels, the real fun of monster design can finally begin! This next
major section is the heart of the book, featuring hundreds of different powers,
characteristics, and disadvantages that will collectively allow you to generate an
effectively infinite number of reasonable and fascinating monsters.
To make your creation truly unique, it will need Descriptors. The Descriptors
are basically a pair of special keyword adjectives, which define the creatures
inherent (super)nature. With two rolls, you can create monsters that are Bestial
and Burning, Earthen and Eldritch, Ocular and Oozing, or Savage and
Slithering. Simply roll D100 on the table below, and put the first result in the
Primary Descriptor section of your worksheet (3-1); and then roll again and
put a Secondary Descriptor in section 3-2. If the Secondary Descriptor ends
up being identical to the Primary Descriptor, you should then reroll until you
receive a different result.
The decision to give every Abomination two Descriptors was not arbitrary on
my part. I have found that giving monsters a single descriptor is insufficient,
because it reduces the potential amount of monster variety by over 90%. And
worse, experiments with three Descriptors led to diluted monsters designs
which tended to be sillier than they were thematic. The monsters with too many
Descriptors seemed too random and were difficult to envision or believe in.
I strongly recommend that you should give every monster two Descriptors,
no more and no less, unless you have a very specific beastie in mind that would
benefit from more or less thematic detail.
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The Descriptor system is the major nexus of this volume. The master
monster engine table which powers it also determines which tables you will be
rolling on to determine your monsters random abilities.
When you use this table repeatedly, you will notice that some of the options
have a higher percentage chance of being selected than others, with no logically
apparent reason for the distinction. The reason for this is that due to various
cross-referencing systems (such as special Behemoth powers for large
monsters, Water powers for aquatic monster body types, and Sacral monsters
with tails), the rarer results are compensated for in other aspects of this work.
These varying levels of probability are balanced in the table below so that you
will have the widest theoretical array of monster powers and types available with
every roll.
To determine your monsters Primary and Secondary Descriptors, roll twice
on the table following and record the results on your worksheet.
TABLE 32
ABOMINATION DESCRIPTORS
AND ASSOCIATED POWER TABLES
D100
Roll
Lo, the
Abomination
Shall Be
[01-03]
Airy
[04-06]
Bestial
[07-09]
Burning
[10-13]
Corrosive
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D100
Roll
Lo, the
Abomination
Shall Be
[14-15]
Earthen
[16-18]
Eldritch
[19-20]
Entropic
[21-23]
Flying
[24-29]
Frigid
[30-32]
Fungoid
[33-36]
Insectoid
[37-39]
MindShattering
[40-43]
Ocular
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D100
Roll
Lo, the
Abomination
Shall Be
[44-46]
Oozing
[47-48]
Otherworldly
[49-51]
Pestilent
[52-55]
Psychic
[56-58]
Savage
[59-62]
Shifting
[63-65]
Slithering
[66-71]
Tailed
[72-75]
Tenebrous
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D100
Roll
Lo, the
Abomination
Shall Be
[76-77]
Thalassic
[78-84]
Thundering
[85-88]
Undying
[89-90]
Unearthly
[91-93]
Venomous
[94-96]
Verdant
[97-00]
Writhing
If after rolling the Secondary Descriptor you think it conflicts with the
Primary, you can feel free to reroll. However, do consider that many seemingly
contradictory combinations can actually work just fine with a little imagination.
A monster with both Fire and Water / Aquatic Descriptors for example can be
conceived as a Steam Abomination. Similarly, the powers of Death and Life &
Healing are consistently found in world mythology as being coupled in one divine
being despite the paradox; and a shape-shifter could certainly be both Avian and
Earthen. Use your creativity to make unlikely combinations memorable!
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they are not only invading our world, but they feel it is for our own good, and
they mean to save some few of us that prove ourselves worthy? Are they planning
to Terraform the game world a la War of the Worlds with the red vines? Its a
truly odd situation, but I think it has a lot of potential for role-playing, mystery,
and strange and deadly combat scenarios too.
My monster is now becoming quite surprising, colorful, disturbing and
potentially campaign-changing. Just as it should be. Are these plants the first
sign of an invasion from another world? Is it like Stephen Kings The Mist, but
with plants and seeds instead of insects and arachnids?
And now I have also decided on a name for my monster based on these deeper
Descriptor details: the Gazer Lotus.
I am happy to see it all coming together, although I dont know where the
design is taking me. (Oh, the joy of writing actual game design examples using
completely random results )
In the next experiment, we will get to determine our hogweeds special powers.
Stay tuned!
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IV.2
POWERS
ADVANTAGES & DISADVANTAGES
(Worksheet Sections 3-4 through 3-10)
Having determined both Descriptors, you can now roll your monsters
random Powers (and Disadvantages). Your monster will have between 4 and 7
separate Powers, with weaker Abominations having fewer abilities and stronger
ones having more. The Power selector system has been set up so that high-BLR
monsters have the most powers, while weaker Abominations still have a few
tactical options.
This approach balances things so that each Abomination is unique and
memorable, while ensuring that (a) most of the monsters powers will come into
play during an encounter and (b) you will not be wasting your time creating an
over-detailed monster. You can always override this 4 to 7 approach if you feel
that is wise for your campaign, but I strongly recommend that the BLR limitation
on Power strength should remain in place.
(The one change I do always recommend is this: If you can think of a power
that is absolutely perfect for your monster, but the random roll does not select
it, then you should right the situation. In that case, remove the one random
power that does not seem to fit with the rest, and replace it with the one power
that you really feel your monster still needs. But watch those power levels when
you make the changes!)
I also recommend creating a new Abomination species whenever you want
more variety, rather than adding power detail to an existing type, so that you
can keep the players encountering new and exciting things. Keep in mind that
the primary purpose of this supplement is to ensure that the players and their
PCs frequently come into contact with the unknown. You can make your
monsters interesting, but you should try to avoid overdeveloping a new monster
to the point that you feel reluctant to create a new monster type.
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The next step is to roll up your monsters powers, as follows hereafter. Each
power has a separate technique of random determination, so that the monsters
type, body type, Descriptors, movement mode, and so forth have a chance to be
reasonably represented.
IV.2.1
DETERMINING THE ABOMINATIONS FIRST POWER
The first powers rules of determination have been designed to ensure that
the body type, monster type, and/or Keyword(s) you recorded early on are
reflected in the monsters final design.
Therefore, to determine the appropriate table for the first Power, you will need
to answer the following 11 questions, in order. You can do so by referring to the
information recorded so far in your Abomination worksheets.
The questions, in order, are as follows:
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[7] Does the monster move by either (amongst all its movement modes) either
Flying or Hovering?
If yes, then the first power is an AVIAN power.
Stop answering these questions and move on to the Avian Power
table.
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[11] Is the monsters body type described as having a tail, but it is not a
Dragon?
If yes, then the first power is a SACRAL power.
Stop answering these questions and move on to the Sacral Power
table.
If the answer to all of these questions was no, then the monsters first power
will be determined randomly. The roll will depend on the monster type. Roll
1D100 and consult the table below:
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TABLE 33
RANDOM DETERMINATION
OF AN ABOMINATIONS FIRST POWER
Monster Type
Aberration
[01-25]
[26-50]
[51-75]
[76-00]
Beast
[01-50]
[51-60]
[61-80]
[81-00]
Celestial
[01-25]
[26-40]
[41-80]
[81-90]
[91-00]
Construct
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Monster Type
Dragon
[01-15]
[16-25]
[26-40]
[41-50]
[51-60]
[61-75]
[76-00]
Elemental,
Indeterminate
Element
[01-25]
[26-50]
[51-75]
[76-00]
Elemental, Air
Elemental, Earth
Elemental, Fire
Elemental, Water
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Monster Type
Fey One
[01-10]
[11-20]
[21-30]
[31-70]
[71-80]
[81-90]
[91-00]
Fiend
[01-10]
[11-20]
[21-40]
[41-60]
[61-80]
[81-90]
[91-00]
Giant
[01-15]
[16-55]
[56-70]
[71-85]
[86-00]
Humanoid
[01-20]
[21-40]
[41-60]
[61-80]
[81-00]
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Monster Type
Monstrosity
[01-35]
[36-45]
[46-60]
[61-75]
[76-00]
Ooze
[01-15]
[16-30]
[31-45]
[46-85]
[86-00]
Plant
[01-10]
[11-20]
[21-30]
[31-40]
[41-80]
[81-90]
[91-00]
Undead
[01-40]
[41-60]
[61-75]
[76-85]
[86-00]
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IV.2.2
SELECTING THE POWERS VIA BASE LETHALITY RATING (BLR):
ROLLING, SELECTING, AND DE-SELECTING RANDOM ABOMINATION
POWERS
As you roll on the first appropriate Table (there are 30 in all), you will need
some crucial information to assist you in selecting Powers from the correct list.
Firstly, you will want to keep the Abominations Basic Lethality Rating (BLR)
in mind. This determines whether the monster can actually have the Power that
you randomly roll. You should carefully avoid abilities that your monstrous
creation does not qualify for, because this is the failsafe system that prevents
(for example) a CR 2 creature from having a 90-point breath weapon. If you
ignore the BLR ratings on the powers, you will end up with hugely overpowered
monsters and lots of Total Party Kills (TPKs), no matter how well the players
manage to perform.
The abilities are all measured by minimum required BLR, with each rating
expressed with a + indicator (3+, 5+, 12+, etc.). So if your monster has a BLR
of 3, and you randomly roll an ability that requires a BLR of 10+ (meaning 10 or
higher), you will not be able to select that power due to the systems balance
controls, and you will need to make a new determination.
To save you time, you do not need to reroll when this occurs. Rather, you
can keep scanning through the Power entries sequentially until you get to the
next available Power that fits. Continuing the above example, after your BLR
3 monster has a roll that indicates a BLR 10+ Power, you will ignore the roll and
keep reading down through the table entries until you get to one that has a BLR
requirement of 0+, 1/8+, 1/4+, 1/2+, 1+, 2+, or 3+. Then, you select that Power
and add it to your worksheet. If you get to the bottom of the table with no valid
Power being available with a usable BLR rating, then simply start again at the
top of the table and keep reading down. Every table has powers rated at low
levels to account for this necessary workaround.
Some readers may find this counter-intuitive and prefer to reroll; but I have
found that after you use these systems multiple times, the ignore and read
down method is actually faster in most instances. You can reroll if you choose
to but that method can become laborious especially if you are designing a
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weak monster with a low BLR, where very few of the potential Powers will actually
apply.
IV.2.3
SUCCINCT & APPROXIMATED DEFINITIONS:
AN IMPORTANT NOTE CONCERNING VAGUE SPECIAL ABILITIES
The significant majority of the Powers in these 30 tables have been remixed
from their original appearances in the SRD5 document. This means that the
powers are made available away from their original source. This allows you to
use cool monster powers for other monster types in a logical fashion, without
needing to create new rules to outline the abilitys effects. For example, the
ability Scorpion Claws is defined as follows: The monster can grapple and
claw, similar to a Giant Scorpion. This is a double-claw attack. This notation
allows you to look up the Giant Scorpion entry in the SRD5 (Ctrl-F will save you
time), and there you will find all of the needed details for using that attack in
play.
Some abilities, however, are either derived from spells, or there is insufficient
information in the SRD5. (The length of such entries, to be perfectly honest, has
been kept to a strict and succinct limit so that this book does not run to over
800 pages.)
In these instances, you may need to make up a few of the details on your own.
As one specific example, if a powers maximum rate of use is not stated, I
recommend that a mystery special ability cannot be used by an individual
monster more than three times in a single battle. You can make exceptions to
this rule of thumb whenever it feels appropriate keeping in mind, of course,
that frequent use of a mystery ability can make a monster significantly more
powerful! Turn this design knob with caution.
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This step in the design of my monster (the Gazer Lotus) is a bit involved,
but it is simply a matter of following the 11 design questions. The questions are
as follows:
Therefore, I skip questions 5 through 11, since I have a Yes, and I roll on
the Plant Power table as directed. I am moving a bit forward into the rules here,
but to continue the example: I then go to the Plant Power table and roll D100,
and get a 75. This gives me the Power Song of the Black Goat, which is defined
as follows: Similar to the Animate Trees ability of a Treant. The BLR rating on
this Power is 4+, and my monsters BLR is 7, so this power fits effectively. But
is it appropriate?
Next, I go to the SRD5 and search for the term Animate Trees, in the Treant
monster description. This gives me a long paragraph describing the ability and
its game effects.
At first, it might seem that this power is inappropriate for the lotus / hogweed
plant monster concept I have developed so far. Animate Trees is a tree ability,
not a flowering plant one. But I think the problem through like this:
First, the Black Goat is actually an associative reference which can be
interpreted as pertaining to the Lovecraftian deity Shub-Niggurath. (If you did
not know this, you would learn it by entering the term black goat into Google,
or you would follow a different creative path than mine which is fine, because
the point of this book is to create different monsters depending on your unique
creative input.) We will use Lovecrafts inspiration to create a memorable
creature of our own. Shub-Niggurath is a huge monster that creates plant-like
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monsters as buds that fall from her body mass. This works fairly well, because
it tells me that my Gazer Lotus monsters probably come from the same world /
dimension as Lovecrafts Shub-Niggurath.
I then remember my monsters Chaotic Good alignment, which is another
problem Shub-Niggurath (imagined from a distance in game terms) is probably
Evil, or at the very least Neutral. So my plants are not the brood of ShubNiggurath herself, since I am not including that entity in my campaign. I decide
that they are an intelligent plant species from her home world, and that they are
being wiped out by her and her servants, which has resulted in the Gazer Lotus
invasion of the game world on the Material Plane. My monsters are invading
because they are being wiped out in their home, and need a new place to survive.
So theres an interesting piece of background the PCs might pick up if they chat
with my monster at length!
Secondly, the Animate Trees entry in the Treant description in the SRD5
mentions how the trees uproot themselves to move around and attack. Since
this fits in well with the root bundle / uprooting movement system Ive already
roughed out, this is actually a good fit. Why would my Gazer Lotus animate
trees? Probably (a) to hide itself when it needs to move and relocate while at its
most vulnerable, and (b) to attack enemies that prove to be too strong for it.
Therefore, after thinking about this for a while I like the Animate Trees power
quite a bit. I put this information in worksheet section 3-4, and also write a note
about the Treant entry and the SRD5 page where I can look up the abilitys
particulars.
Done! My monsters first power has been selected, justified, and elaborated
and I have accidentally added some detail my creation through problem
solving.
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IV.2.4
DETERMINING THE ABOMINATIONS SECOND POWER
When compared to the complex questions required to select the monsters
first Power, the method for determining the second Power is very easy. Every
monster will have at least one ability derived from a random roll on the Common
Abomination Power table. You will want to be sure to follow the BLR
requirement rule (i.e., do not select Powers that your monsters BLR do not
qualify it for), when using this table.
This ability can be determined by rolling 1D100 on the table below, as follows:
TABLE 34
COMMON ABOMINATION POWERS
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Ambusher (D10)
3+
[05-08]
Born of the
Labyrinth
0+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[09-12]
Clawed
Appendage /
Slashing Horns /
Brutal Strikes
(D5)
2+
[13-16]
Cruel Strikes
(D10)
3+
[17-19]
Damage
Immunity,
Bludgeoning
7+
[20-22]
Damage
Immunity,
Piercing
7+
[23-25]
Damage
Immunity,
Slashing
7+
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D100
Roll
Abominations
Special Ability
[26-29]
Eye of the
Serpent
[30-32]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/2+
Eyeless
2+
[33-36]
Foul Stench
(Lovecraftian
Foetor)
5+
[37-40]
Glowing
Crimson Eyes
0+
The
Abomination
Darkvision ability.
[41-44]
Gnawing Face /
Long Stinger /
Piercing Spine /
Slashing Claws
(D3)
1/4+
has
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[45-47]
Heightened
Sense of Hearing
1/4+
Hearing
[48-50]
Heightened
Sense of Smell
1/4+
[51-54]
Lying in Wait
(D7)
2+
[55-57]
Merciless
Onslaught
7+
The
monsters
attacks
are
magical, similar to the Magic
Weapons ability of a Golem. This
applies to any weapons wielded
by the monster, and also to its
unarmed attacks.
[58-61]
Motionless
1+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[62-64]
Stalking
Between the
Worlds
3+
[65-68]
Stench of the
Grave
4+
[69-71]
Summoned and
Earthbound
5+
[72-74]
Swarm Tactics
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[75-77]
They Walk
Serene
8+
[78-81]
Thorny
Carapace or
Flesh / Deadly
Blood (D5)
1+
[82-84]
Thorny
Protrusion (D2)
1/8+
[85-87]
Two-Headed
Monstrosity
5+
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D100
Roll
Abominations
Special Ability
[88-90]
Unnatural
Celerity
[91-93]
Required
Base
Lethality
Rating
(BLR)
Effect Description
10+
The
Abominations
Dexterity
score is raised to a minimum of
20. The monster is also Reactive
in combat, similar to the ability of
a Marilith Demon.
Unsleeping One
2+
[94-97]
Vicious Strikes
(D13)
4+
[98-00]
Wild Aggressor
1/2+
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To figure out my Gazer Lotuss second Power, I roll D100 and come up with
a 37. That results in Glowing Crimson Eyes, which has a BLR requirement of
0+. This means that it is a descriptive note / minor ability, rather than a strong
combat power. The definition is: The Abomination has the Darkvision ability.
This works perfectly fine, because I already decided that my monster is
shadowy, that it moves only in secrecy, and that it has an eye stalk. So I enter
this information in worksheet section 3-5, and also make a note in section 2-1
(Senses) to indicate this logical upgrade.
Things are moving along nicely
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IV.2.5
DETERMINING THE ABOMINATIONS THIRD POWER
IV.2.6
DETERMINING THE ABOMINATIONS FOURTH POWER
IV.2.7
DETERMINING THE ABOMINATIONS FIFTH POWER
If the monsters BLR is 5 or higher, you should roll a fifth power on the same
table as the third power. That is, you should roll again on the table indicated by
the Abominations Primary Descriptor. If the fifth Power roll result is identical
to that for the third Power, you should reroll.
If your monsters BLR is lower than 10, then the selection of Powers is
complete with this fifth power selection, and you can move on to the next
chapter.
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IV.2.8
DETERMINING THE ABOMINATIONS SIXTH POWER
If the monsters BLR is 10 or higher, you should roll a sixth power on the
same table as the fourth power. That is, you should roll again on the table
indicated by the Abominations Secondary Descriptor. If the sixth Power roll
result is identical to that for the fourth Power, you should reroll.
If your monsters BLR is lower than 20, then the selection of Powers is
complete with this sixth power selection, and you can move on to the next
chapter.
IV.2.9
DETERMINING THE ABOMINATIONS SEVENTH AND FINAL POWER
In this example, I show how I came up with the third, fourth, and fifth powers
for my Gazer Lotus monster. You may recall that my monster has a Primary
Descriptor: Unearthly, and a Secondary Descriptor: Ocular.
The Unearthly Descriptor means that I roll up the monsters third power on
the Astral, Celestial, & Ethereal Power Table. I roll an 02, which gives the
ability Astral Entity. However, the BLR requirement on this Power is 10+, and
my monsters BLR is only 7, so I read down the table until I come to an entry
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The Ocular Descriptor means that I roll up the monsters fourth Power on the
Eye Power Table. I roll a 36, which gives me the rather boring ability Damage
Resistance, Psychic (Psionic): The monster takes reduced damage from psychic
attacks and effects. Not very exciting, and it doesnt make perfect sense; and
unfortunately its not eye-themed either. Therefore, I now break my own rules
and decide to select a power on this table, instead of just rolling this randomly.
(Yes, you should do this too; the book is not in command, you are! The book is
just here to help you.)
I consider the Dread Gaze ability, but that one is very powerful and seems
a bit unfair for a mere plant-thingy to be as strong in its gaze as an angelic Solar.
So I settle for the more reasonable and yet still well-themed ability Deeping
Sight: Similar to the Devils Sight ability of an Imp or similar Devil. Looking up
Devils Sight in the SRD5, this simply means: Magical darkness doesnt
impede the devils Darkvision. Thats perfectly reasonable to go along with my
monsters shadow and secrecy theme, so thats what I go with.
My monsters BLR is between 5 and 10, and that means that it also qualifies
for a fifth and final Power roll. The fifth Power is again based on the Primary
Descriptor, which is Unearthly. So I go back to the Astral, Celestial, & Ethereal
Power Table for one more roll. I roll a 27, which gives Condition Immunity,
Unconscious: The monster cannot be afflicted with the unconscious condition.
Thats uninteresting, but its also perfectly logical, so I take it.
With that, all of my monsters abilities are fully selected. It still doesnt have
a nasty and atmospheric main attack form (outside of animating trees), but we
will worry about that later theres another system to deal with such
circumstances.
Moving on!
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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IV.3
POWERS I
ACID
TABLE 35
ABOMINATION
POWERS DETERMINATION:
ACID
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[01-04]
6+
[05-08]
Acid Quills
(D45)
10+
Effect Description
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[09-12]
Acid Spines
(D30)
8+
[13-16]
Acidic Fangs
(D9)
3+
[17-20]
Acidic Nature
9+
[21-24]
Acidic Spittle
(D22)
6+
[25-28]
Acidic Spray
(D10)
4+
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D100
Roll
Abominations
Special Ability
[29-32]
Acidic Vapor
(D3)
[33-36]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/2+
Blinding
Spittle
3+
[37-40]
Condition
Immunity,
Paralyzed
3+
[41-44]
Condition
Immunity,
Poisoned
3+
[45-48]
Corrosive Acid
Spittle (D49)
9+
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Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[49-52]
Corrosive Bite
(D11)
3+
[53-56]
Corrosive
Flesh
6+
[57-60]
Damage
Immunity,
Acid
7+
[61-64]
Damage
Immunity,
Poison
7+
[65-69]
Damage
Resistance,
Acid
4+
[70-74]
Damage
Resistance,
Poison
4+
Effect Description
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[75-78]
Deathly Acid
Spittle (D67)
12+
[79-82]
Dangerous
Acidic Fangs
(D19)
5+
[83-86]
Gargantuan
Acidic Fangs
(D28)
7+
[87-91]
Irritating
Vapor (D1)
0+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[92-96]
Sinister Acid
Spittle (D54)
10+
[97-00]
Swallow and
Consume
11+
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IV.4
POWERS II
THE AIR
TABLE 36
ABOMINATION
POWERS DETERMINATION:
AIR
D100
Roll
Abominations
Special Ability
[01-04]
Airy Essence
[05-08]
Airy Flesh
[09-12]
Beckon the
Aerial Spirits
Required
Base
Lethality
Rating
(BLR)
Effect Description
2+
1/8+
5+
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Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[13-16]
Celerity of the
Wind
8+
[17-19]
Condition
Immunity,
Deafened
3+
[20-22]
Condition
Immunity,
Grappled
3+
[23-25]
Condition
Immunity,
Prone
3+
[26-28]
Condition
Immunity,
Restrained
3+
[29-32]
Cyclonic Force
(D14)
4+
[33-35]
Damage
Immunity,
Cold
7+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[36-38]
Damage
Immunity,
Lightning
7+
[39-41]
Damage
Immunity,
Thunder
7+
[42-45]
Damage
Resistance,
Cold
4+
[46-49]
Damage
Resistance,
Lightning
4+
[50-53]
Damage
Resistance,
Thunder
4+
[54-57]
Damage
Vulnerability,
Bludgeoning
0+
[58-61]
Defiance of
Gravity
0+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[62-65]
Dissipation
upon Death
0+
[66-69]
Enslaved Wind
Spirit
3+
[70-73]
Gaseous
Metamorphosis
4+
[74-77]
Gather the
Tempest
7+
[78-81]
Greater
Whirlwind
9+
[82-85]
Ill Wind
1/4+
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Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[86-89]
Incarnation of
Wind
7+
[90-93]
Shantak Wind
4+
[94-96]
Undying
Aethereal
Essence
11+
[97-00]
Whirlwind
5+
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IV.5
POWERS III
AMORPHOUS
I then fixed my eyes quietly on what was before me. Though horror and
revolting nausea rose up within me, and an odour of corruption choked my breath,
I remained firm. The skin, and the flesh, and the muscles, and the bones, and
the firm structure of the human body that I had thought to be unchangeable, and
permanent as adamant, began to melt and dissolve
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TABLE 37
ABOMINATION
POWERS DETERMINATION:
AMORPHOUS
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Condition
Immunity,
Blinded
3+
[04-06]
Condition
Immunity,
Charmed
3+
[07-09]
Condition
Immunity,
Deafened
3+
[10-12]
Condition
Immunity,
Exhausted
3+
[13-15]
Condition
Immunity,
Frightened
3+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[16-18]
Condition
Immunity,
Grappled
3+
[19-21]
Condition
Immunity,
Prone
3+
[22-24]
Condition
Immunity,
Restrained
3+
[25-27]
Damage
Resistance,
Acid
4+
[28-30]
Damage
Resistance,
Bludgeoning
4+
[31-33]
Damage
Resistance,
Cold
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[34-36]
Damage
Resistance,
Lightning
4+
[37-39]
Damage
Resistance,
Piercing
4+
[40-42]
Damage
Resistance,
Slashing
4+
[43-46]
Face Dancer
1+
[47-51]
Flesh Twisting
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[52-56]
Flickering
Shapes
0+
[57-61]
Greater
Shape-Shifter
5+
[62-66]
Humanoid
Shape-Shifter
2+
[67-73]
Malleable
Shape-Shifter
3+
[74-80]
Planar ShapeShifter
7+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[81-87]
Shifting
Features
0+
(or equivalent
changing and
thoughts and
creatures, a
[88-94]
Supernatural
Shape-Shifter
10+
[95-00]
Swarming
Embrace
1/8+
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IV.6
POWERS IV
ARACHNID & INSECTOID
The stairway led up to two folding doors, and they stood a little ajar, and
through the crack Leothric entered and tried to continue straight on, but could get
no farther, for the whole room seemed to be full of festoons of ropes which swung
from wall to wall and were looped and draped from the ceiling. The whole chamber
was thick and black with them. They were soft and light to the touch, like fine
silk, but Leothric was unable to break any one of them, and though they swung
away from him as he pressed forward, yet by the time he had gone three yards
they were all about him like a heavy cloak. Then Leothric stepped back and drew
Sacnoth, and Sacnoth divided the ropes without a sound, and without a sound the
severed pieces fell to the floor. Leothric went forward slowly, moving Sacnoth in
front of him up and down as he went. When he was come into the middle of the
chamber, suddenly, as he parted with Sacnoth a great hammock of strands, he
saw a spider before him that was larger than a ram, and the spider looked at him
with eyes that were little, but in which there was much sin, and said: Who are
you that spoil the labour of years all done to the honour of Satan?
And Leothric answered: I am Leothric, son of Lorendiac.
And the spider said: I will make a rope at once to hang you with
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TABLE 38
ABOMINATION
POWERS DETERMINATION:
ARACHNID & INSECTOID
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[01-04]
A Touch upon
the Stands
2+
[05-08]
Arachnid
Spinnerets
3+
[09-11]
Beetle Pincers
(D2)
1/8+
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Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[12-14]
Centipede
Shapechanger
1+
[15-17]
Condition
Immunity,
Paralyzed
3+
[18-20]
Condition
Immunity,
Poisoned
3+
[21-24]
Cruel Spider
Bite (D10)
3+
[25-27]
Damage
Immunity,
Poison
7+
[28-30]
Damage
Resistance,
Acid
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[31-33]
Damage
Resistance,
Poison
4+
[34-36]
Damage
Vulnerability,
Cold
0+
[37-39]
Damage
Vulnerability,
Radiant (Light)
0+
[40-43]
Deathly Spider
Bite
9+
[44-47]
Eyes of the
Hungering
Spider
0+
[48-51]
Horrific Spider
Bite
6+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[52-54]
Mantid Eyes
0+
[55-58]
Paralyzing
Sting
4+
[59-61]
Scorpion Claw
3+
[62-65]
Scorpion Claws
4+
[66-69]
Scorpion Sting
1+
[70-73]
Spider Bite
(D11)
2+
[74-77]
Spider Lunge
2+
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Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[78-81]
Spider Senses
4+
[82-85]
Spider
Shapechanger
1+
[86-89]
Spontaneous
Vermin
Blossom
6+
[90-92]
Sprouting
Maxillae
0+
[93-96]
Uncanny
Climbing
Ability
2+
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D100
Roll
Abominations
Special Ability
[97-00]
Virulent Spider
Bite
Required
Base
Lethality
Rating
(BLR)
Effect Description
4+
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IV.7
POWERS V
THE ARCANE & THE OCCULT
TABLE 39
ABOMINATION
POWERS DETERMINATION:
ARCANE & OCCULT
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Arcane Spine
(D17)
6+
[05-09]
Arcane Thorns
(D33)
7+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[10-13]
Cabalistic
Annihilation
4+
[14-17]
Chimeric Mantle
1+
[18-21]
Condition
Immunity,
Charmed
3+
[22-25]
Condition
Immunity,
Frightened
3+
[26-29]
Damage
Immunity,
Psychic (Psionic)
7+
[30-33]
Damage
Resistance,
Psychic (Psionic)
4+
The
monster
takes
reduced
damage from psychic attacks and
effects.
[34-37]
Damage
Vulnerability,
Radiant (Light)
0+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[38-41]
Eldritch Eye
5+
[42-46]
ExtraDimensional
Essence
14+
[47-51]
Fundamental
Unreality
8+
[52-55]
Greater Arcane
Mantle
2+
[56-59]
Guise of
Revelation
3+
[60-64]
1/8+
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D100
Roll
Abominations
Special Ability
[65-69]
HyperDimensional
Essence
[70-73]
Required
Base
Lethality
Rating
(BLR)
Effect Description
20+
Lesser Arcane
Mantle
1+
[74-78]
Remembrance of
Fallen Prey
0+
The
monster
is
continually
surrounded by phantasmal faces,
which scream in silence. The effect
ranges from barely discernable
(when the monster is peaceful) to
very disturbing (when the monster
is enraged).
[79-84]
Scent the
Arcane
1/2+
[85-90]
Shimmering
Aura
0+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[91-95]
Sorcerous
Severance
3+
[96-00]
Visages of
Deception
5+
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(Order #10070827)
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IV.8
POWERS VI
ASTRAL, CELESTIAL,
& ETHEREAL
TABLE 40
ABOMINATION
POWERS DETERMINATION:
ASTRAL, CELESTIAL, & ETHEREAL
D100
Roll
Abominations
Special Ability
[01-02]
Astral Entity
[03-04]
Astral Gaze
Required
Base
Lethality
Rating
(BLR)
Effect Description
10+
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[05-06]
Beckoning of the
Stars
6+
[07-08]
5+
[09-10]
Celestial Sanctum
9+
[11-12]
Condition
Immunity,
Charmed
3+
[13-14]
Condition
Immunity,
Exhausted
3+
[15-16]
Condition
Immunity,
Frightened
3+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[17-18]
Condition
Immunity,
Grappled
3+
[19-20]
Condition
Immunity,
Paralyzed
3+
[21]
Condition
Immunity,
Petrified
3+
[22-23]
Condition
Immunity, Prone
3+
[24-25]
Condition
Immunity,
Restrained
3+
[26-27]
Condition
Immunity,
Unconscious
3+
[28-29]
Damage
Immunity, Cold
7+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[30-31]
Damage
Immunity,
Lightning
7+
[32-33]
Damage
Immunity, Poison
7+
[34-35]
Damage
Immunity,
Radiant (Light)
7+
[36-37]
Damage
Resistance, Acid
4+
[38-39]
Damage
Resistance, Cold
4+
[40-41]
Damage
Resistance, Fire
4+
[42-43]
Damage
Resistance,
Lightning
4+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[44-45]
Damage
Resistance,
Necrotic (Death)
4+
[46-47]
Damage
Resistance, Poison
4+
[48-49]
Damage
Resistance,
Radiant (Light)
4+
[50-51]
Damage
Resistance,
Thunder
4+
[52-53]
Damage
Vulnerability,
Force (Arcane)
0+
[54-55]
Damage
Vulnerability,
Necrotic (Death)
0+
[56-57]
Dimensional
Rupture
5+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[58-59]
Eyes of the
Cosmos
0+
[60-61]
7+
[62-63]
Flickering Flesh
2+
[64-65]
Flickering
Presence
0+
[66-67]
Golden Radiance
1/8+
[68-69]
9+
[70-71]
Membranous
Planar Wound
8+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[72-73]
Moebius Gate
7+
Similar
to
casting
Forbiddance spell.
[74-75]
4+
[76-77]
4+
[78-79]
Planar Expulsion
6+
Similar
to
casting
Banishment spell.
[80-81]
Planar Flickering
0+
[82-83]
Planar Shifting
4+
Effect Description
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[84-85]
Planar Strike
5+
[86-87]
Planar Whorl
8+
[88-89]
Presence of ManaYood-Sushai
2+
[90-91]
Prismatic Blur
2+
[92-93]
Radiant Wisps
1/4+
[94-95]
Revelation of
Kadath
12+
[96-97]
Sublime Radiance
0+
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D100
Roll
Abominations
Special Ability
[98]
[99-00]
Touch and
Illumine
Required
Base
Lethality
Rating
(BLR)
Effect Description
13+
2+
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(Order #10070827)
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(Order #10070827)
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IV.9
POWERS VII
AVIAN
TABLE 41
ABOMINATION
POWERS DETERMINATION:
AVIAN
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Beckon Bat
Swarms
5+
[05-08]
Beckon Bats
2+
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D100
Roll
Abominations
Special Ability
[09-12]
Brutal Wing
Sweep
[13-16]
Chiropteran
Shape-Shifter
[17-20]
Required
Base
Lethality
Rating
(BLR)
Effect Description
5+
1/2+
Chiropteran
Snout
0+
[21-24]
Chromatic
Quills
0+
[25-27]
Condition
Immunity,
Deafened
3+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[28-30]
Condition
Immunity,
Paralyzed
3+
[31-33]
Condition
Immunity,
Prone
3+
[34-36]
Damage
Immunity,
Cold
4+
[37-40]
Damage
Resistance,
Cold
4+
The
monster
takes
reduced
damage from cold attacks and
effects.
[41-44]
Damage
Resistance,
Lightning
4+
The
monster
takes
reduced
damage from lightning attacks and
effects.
[45-48]
Damage
Resistance,
Thunder
4+
The
monster
takes
reduced
damage from thunder attacks and
effects.
(Order #10070827)
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Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[49-51]
Damage
Vulnerability,
Acid
0+
[52-54]
Damage
Vulnerability,
Fire
0+
[55-57]
Damage
Vulnerability,
Poison
0+
[58-61]
Deafening
Screech
6+
[62-65]
Diving Blur
1/8+
[66-69]
Echolocation
1+
[70-73]
Flying Mount
1+
Effect Description
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[74-77]
Gargantuan
Beak (D27)
6+
[78-80]
Gargantuan
Talons (D23)
7+
[81-84]
Gift of the
Winged Ones
2+
[85-88]
Harpy Talons /
Sharp Beak
(D6)
2+
[89-92]
Raven ShapeShifter
1/2+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[93-96]
Vulture Beak
(D10)
3+
[97-00]
Vulture Talons
(D14)
4+
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chapter, please click here.
(Order #10070827)
392
IV.10
POWERS VIII
BEHEMOTH
TABLE 42
ABOMINATION
POWERS DETERMINATION:
BEHEMOTH
D100
Roll
Abominations
Special Ability
[01-03]
A Mountain
Walks
[04-07]
Blunt Goring
Horns (D9)
Required
Base
Lethality
Rating
(BLR)
Effect Description
13+
3+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[08-10]
Claws of the
Tarrasque (D28)
7+
[11-13]
Condition
Immunity,
Exhausted
3+
[14-16]
Condition
Immunity,
Grappled
3+
[17-19]
Condition
Immunity,
Poisoned
3+
[20-22]
Condition
Immunity,
Prone
3+
[23-25]
Condition
Immunity,
Restrained
3+
(Order #10070827)
394
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[26-28]
Condition
Immunity,
Stunned
3+
[29-32]
Crushing
Trample (D22)
5+
[33-35]
Damage
Resistance,
Bludgeoning
4+
[36-38]
Damage
Resistance,
Necrotic (Death)
4+
[39-41]
Damage
Resistance,
Poison
4+
[42-45]
Deadly Goring
Horns (D24)
5+
(Order #10070827)
395
D100
Roll
Abominations
Special Ability
[46-49]
Deafening Roar
[50-53]
Required
Base
Lethality
Rating
(BLR)
Effect Description
9+
Extra-Planar
Monstrosity
15+
[54-57]
Gargantuan
Claws (D15)
4+
[58-61]
Garish
Coloration
0+
[62-64]
Goring Horns
(D13)
3+
(Order #10070827)
396
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[65-68]
Goring Tusks
(D19)
4+
[69-71]
Heavy Tail
Swipe (D15)
4+
[72-75]
Jaws of the
Tarrasque (D36)
10+
[76-78]
Massive Club
Tail (D24)
5+
[79-81]
Mighty
Trampling
Charge
7+
[82-85]
Savage
Trampling
Charge
6+
(Order #10070827)
397
(Order #10070827)
398
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[86-89]
Swallow Whole
(D22)
12+
[90-93]
Terrifying Roar
7+
[94-96]
Thundering
Roar
11+
[97-00]
Tyrannic Fangs
(D33)
8+
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
399
(Order #10070827)
400
IV.11
POWERS IX
BESTIAL & BLOOD
And then, as I peered, curiously, a new terror came to me; for away up among
the dim peaks to my right, I had descried a vast shape of blackness, giantlike. It
grew upon my sight. It had an enormous equine head, with gigantic ears, and
seemed to peer steadfastly down into the arena. There was that about the pose
that gave me the impression of an eternal watchfulness of having warded that
dismal place, through unknown eternities. Slowly, the monster became plainer to
me
A Note on Powers from the Bestial & Blood Table: This list is a necessary
conglomeration of many possible sub-types, including: bestial frenzy, lupine
qualities, ursine qualities, and so forth. I have decided (in the interests of variety
and atmosphere) that Bestial Abominations should be mixed hybrids of normal
types, instead of following mundane precepts too closely.
(Order #10070827)
401
TABLE 43
ABOMINATION
POWERS DETERMINATION:
BESTIAL & BLOOD
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-02]
Beast of
Burden
2+
[03-04]
Beast Charge
(D15)
4+
[05-06]
Bestial
Leaping
1+
[07-08]
Bleeding Beast
0+
(Order #10070827)
402
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[09-10]
Blood Drain
(D5+)
3+
[11-12]
Blood Frenzy
7+
[13-14]
Blood Speaks
to Blood
1/4+
[15-16]
Bloodthirst
(D4)
1+
[17-18]
Boar Charge
(D7)
3+
[19-20]
Bull Charge
(D22)
5+
(Order #10070827)
403
D100
Roll
Abominations
Special Ability
[21-22]
Charging
Strike (D10)
[23-24]
Required
Base
Lethality
Rating
(BLR)
Effect Description
3+
Claws (D3)
1/2+
[25]
Condition
Immunity,
Charmed
3+
[26]
Condition
Immunity,
Exhausted
3+
[27]
Condition
Immunity,
Frightened
3+
[28]
Condition
Immunity,
Grappled
3+
[29-30]
Corner and
Devour
4+
(Order #10070827)
404
(Order #10070827)
405
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[31-32]
Crushing Leap
(D28)
7+
[33]
Damage
Resistance,
Bludgeoning
4+
[34]
Damage
Resistance,
Piercing
4+
[35]
Damage
Resistance,
Slashing
4+
[36]
Damage
Vulnerability,
Fire
0+
[37-38]
Deadly Claws
(D17)
5+
(Order #10070827)
406
D100
Roll
Abominations
Special Ability
[39-40]
Deceptive
Cries
[41-42]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/4+
Equine Charge
(D8)
3+
[43-44]
Equine
Feature
0+
[45-46]
Fangs
1/2+
[47-48]
Feline
Appearance
0+
[49-50]
Gouging
Spines /
Antlers (D10)
3+
[51-52]
Great Ursine
Claws (D13)
4+
(Order #10070827)
407
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[53-54]
Great Ursine
Fangs (D15)
4+
[55-56]
Hooved Strike
(D11)
3+
[57-58]
Hurl Deadly
Quills (D7)
3+
[59-60]
Impaling Horn
(D7)
3+
[61-62]
Instinctual
Empathy
6+
[63-64]
Leonine
Celerity
3+
(Order #10070827)
408
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[65-66]
Leonine Claws
(D11)
3+
[67-68]
Leonine Fangs
(D11)
3+
[69-70]
Lupine Howl
0+
[71-72]
Mane of Quills
0+
[73-74]
Mauling Tusks
(D10)
3+
[75-76]
Mighty Boar
Charge (D17)
5+
[77-78]
Pounce (D7)
3+
(Order #10070827)
409
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[79-80]
Powerful Leap
2+
[81-82]
Prey on the
Wounded
1+
[83-84]
Retractable
Claws
2+
[85-86]
Sure-Footed
1/2+
[87-88]
Twisting Flesh
of the Boar
2+
[89-90]
Twisting Flesh
of the Wildcat
2+
[91-92]
Unearthly
Mount
1+
(Order #10070827)
410
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[93-94]
Unerring
Stalker of
Prey
6+
[95-96]
Voice of Ursus
0+
[97-98]
Wild Blood
1+
[99-00]
Yellowed
Tusks
0+
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chapter, please click here.
(Order #10070827)
411
(Order #10070827)
412
(Order #10070827)
413
IV.12
POWERS X
DEATH
TABLE 44
ABOMINATION
POWERS DETERMINATION:
DEATH
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-02]
Adoration of
Mung (D21+)
13+
[03-04]
Annihilating
Gaze of Mung
13+
A
disembodied
cosmic
eye,
bloodshot with black hole tracers,
flickers above the monster as it
momentarily erupts from the
dimension of entropy. Similar to
casting a Disintegrate spell.
(Order #10070827)
414
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[05-06]
Beckon Ghouls
of the Nether
7+
[07-08]
Beckon the
Spectral Fallen
7+
[09-10]
Black Heart
10+
[11-12]
Chaunt of the
Priests of Mung
(D5+)
3+
[13-14]
Condition
Immunity,
Charmed
3+
[15-16]
Condition
Immunity,
Exhausted
3+
Effect Description
(Order #10070827)
415
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[17-18]
Condition
Immunity,
Frightened
3+
[19-20]
Condition
Immunity,
Poisoned
3+
[21-22]
Condition
Immunity,
Unconscious
3+
[23-24]
Damage
Immunity,
Necrotic (Death)
7+
[25-26]
Damage
Immunity,
Poison
7+
[27-28]
Damage
Resistance,
Necrotic (Death)
4+
(Order #10070827)
416
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[29-30]
Damage
Resistance,
Poison
4+
[31-32]
Damage
Vulnerability,
Radiant (Light)
0+
[33-34]
Death Curse
8+
[35-37]
Death
Premonition
2+
[38-39]
Draining Touch
(D9)
5+
[40-42]
Entropic
Affliction
3+
[43-44]
4+
(Order #10070827)
417
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[45-47]
Foetor of Decay
0+
[48-49]
Frenzy of
Oblivion
8+
Similar
to
the
Berserk
disadvantage of a Clay Golem.
[50-52]
Ghast Claws
(D10)
6+
[53-55]
Ghoul Claws
(D7)
5+
[56-58]
12+
(Order #10070827)
418
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[59-60]
Lingering
Undeath
1/8+
[61-63]
Lure of Death
12+
[64-65]
Necrotic Blight
(D36)
9+
[66-68]
Necrotic Curse
(D4)
2+
[69-70]
Necrotic Rot
(D21)
6+
[71-73]
Oath of
Deliverance
1/2+
(Order #10070827)
419
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[74-75]
Shriveling
Touch (D17)
4+
[76-78]
Soul Drinker
(D32)
10+
[79-80]
Sphere of
Entropy
7+
[81-83]
Sphere of
Nullification
11+
[84-85]
15+
(Order #10070827)
420
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[86-88]
Touch of Death
6+
[89-90]
Tremors of the
Progenitor
1+
[91-93]
Unconquerable
Death
9+
[94-95]
Visage of Death
7+
[96-98]
Whispers of
Mung
6+
[99-00]
5+
Effect Description
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chapter, please click here.
(Order #10070827)
421
(Order #10070827)
422
IV.13
POWERS XI
DREAM WORLD & FAERIE
TABLE 45
ABOMINATION
POWERS DETERMINATION:
DREAM WORLD & FAERIE
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[01-03]
Admonition of
Kaman-Thah
6+
[04-07]
6+
Effect Description
(Order #10070827)
423
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[08-11]
Beguiling
Phantastes
4+
[12-15]
Citadel of Dreams
9+
[16-18]
Condition
Immunity,
Charmed
3+
[19-21]
Condition
Immunity,
Frightened
3+
[22-24]
Condition
Immunity,
Unconscious
3+
[25-27]
Damage
Immunity, Force
(Arcane)
7+
(Order #10070827)
424
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[28-30]
Damage
Immunity,
Necrotic (Death)
7+
[31-33]
Damage
Resistance, Force
(Arcane)
4+
[34-36]
Damage
Resistance,
Necrotic (Death)
4+
[37-39]
Damage
Vulnerability,
Psychic (Psionic)
0+
[40-42]
Damage
Vulnerability,
Radiant (Light)
0+
[43-46]
Defiant Unreality
11+
[47-50]
Dream Journey
4+
(Order #10070827)
425
D100
Roll
Abominations
Special Ability
[51-54]
Dreamers Insight
[55-57]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/8+
Dreamers Walk
with Me
7+
[58-61]
3+
The
monster
can
beguile
mortals with strong impressions
of the beauty of the Dream
Worlds, similar to the Fey
Charm ability of a Dryad.
[62-65]
Guise of Nodens
1+
[66-68]
Lamentations of
Leng
5+
[69-72]
Mantle of the
Moon-Beast
2+
(Order #10070827)
426
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[73-76]
Many Maidens
3+
[77-80]
Of a Dream Within
a Dream
2+
[81-84]
Slowing Nightmare
8+
[85-88]
Song of Celephais
1+
[89-92]
Twisted Shadows
of the Dream
Worlds
6+
Effect Description
(Order #10070827)
427
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[93-96]
Unsettling Allure
0+
[97-00]
Visions of Lost
Pegana
7+
Similar
to
the
Nightmare
Haunting ability of a Night Hag.
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
428
(Order #10070827)
429
IV.14
POWERS XII
THE EARTH
TABLE 46
ABOMINATION
POWERS DETERMINATION:
EARTH
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Beckoning of
Chthon
5+
[04-06]
Blood of Dust
1/2+
[07-09]
Bore Through
Stone
1/4+
(Order #10070827)
430
D100
Roll
Abominations
Special Ability
[10-11]
Burrowing of the
Great Worms
[12-13]
Required
Base
Lethality
Rating
(BLR)
Effect Description
12+
Condition
Immunity,
Paralyzed
3+
[14-15]
Condition
Immunity,
Petrified
3+
[16-17]
Condition
Immunity,
Stunned
3+
[18-19]
Corundum
Extrusion
1+
[20-22]
Crumble
Foundations
6+
(Order #10070827)
431
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[23-24]
Damage
Resistance,
Bludgeoning
4+
[25-26]
Damage
Resistance, Cold
4+
[27-28]
Damage
Resistance,
Lightning
4+
[29-30]
Damage
Resistance,
Piercing
4+
[31-32]
Damage
Resistance,
Slashing
4+
[33-34]
Damage
Vulnerability,
Acid
0+
(Order #10070827)
432
D100
Roll
Abominations
Special Ability
[35-36]
Damage
Vulnerability,
Radiant (Light)
[37-39]
Devourer of Iron
[40-42]
Doom of
Calcification
[43-45]
[46-48]
Required
Base
Lethality
Rating
(BLR)
Effect Description
0+
1/4+
10+
Dust Halo
0+
Earth Incarnate
3+
(Order #10070827)
433
D100
Roll
Abominations
Special Ability
[49-51]
Earthen
Carapace
[52-54]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/8+
Earthen Claws
(D4)
1+
[55-57]
Earthen Maw
(D13)
4+
[58-60]
Exhalation of
Dust
3+
[61-62]
Fearful of Water
0+
[63-65]
Hammer of
Stone (D14)
4+
(Order #10070827)
434
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[66-68]
Heavy Hurlstone
(D21)
6+
[69-71]
Hurl Enormous
Boulder (D30)
7+
[72-73]
Immortal
Sandstorm
11+
[74-76]
Incarnation of
Stone
7+
[77-79]
Kiss of
Calcification
8+
[80-82]
Pelting Stones
(D6)
2+
[83-85]
Phase Through
Stone
5+
(Order #10070827)
435
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[86-88]
Rusting
Carapace
6+
[89-91]
Rusting Touch
8+
[92-94]
Seeker of the
Precious
2+
[95-97]
Tremor Strike
7+
[98-00]
Whorl of Stone
Dust
6+
Dust
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
436
(Order #10070827)
437
IV.15
POWERS XIII
THE EYE
TABLE 47
ABOMINATION
POWERS DETERMINATION:
EYE
D100
Roll
Abominations
Special Ability
[01-06]
Baleful Stare of
Annihilation
[07-12]
Behold the
Aether
[13-18]
Behold the
Futility of All
[19-24]
Required
Base
Lethality
Rating
(BLR)
Effect Description
9+
1/2+
11+
8+
(Order #10070827)
438
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[25-30]
Bloodshot Eyes
0+
[31-35]
Condition
Immunity,
Stunned
3+
[36-40]
Damage
Resistance,
Psychic (Psionic)
4+
[41-46]
Damage
Vulnerability,
Acid
0+
[47-52]
Damage
Vulnerability,
Piercing
0+
[53-58]
Damage
Vulnerability,
Slashing
0+
[59-64]
Deeping Sight
1/4+
(Order #10070827)
439
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[65-70]
Detect Prey
1+
[71-76]
Dread Gaze
7+
[77-82]
The Eye of
Nothingness
1+
[83-88]
Haunting Gaze
4+
[89-94]
Horrific
Petrifying Gaze
12+
[95-00]
Petrifying Gaze
10+
(Order #10070827)
440
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
441
(Order #10070827)
442
IV.16
POWERS XIV
FIRE
TABLE 48
ABOMINATION
POWERS DETERMINATION:
FIRE
D100
Roll
[01-02]
Abominations
Special Ability
Annihilate Water
Required
Base
Lethality
Rating
(BLR)
Effect Description
1+
(Order #10070827)
443
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[03-04]
Beckoning of the
Pyre
5+
[05-06]
Bequeathal of
Flame Essence
4+
[07-08]
Blue-Lit Fumes
0+
[09-10]
Burning Carapace
(D10)
3+
[11-12]
Burning Coils
(D18)
6+
(Order #10070827)
444
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[13-14]
Burning Fangs
(D20)
5+
[15-16]
Burning and
Healing Flesh
5+
[17-18]
Burning Vortex
(D28)
7+
[19-20]
Bursting Pyre
Eggs (D42)
9+
[21-22]
Chimeric Fire
Breath (D31)
8+
(Order #10070827)
445
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[23-24]
3+
[25-26]
Condition
Immunity,
Blinded
3+
[27-28]
Cruel Burning
Fangs (D26)
6+
[29-30]
Cruel Sheet of
Fire (D14)
4+
[31-33]
Damage
Immunity, Fire
7+
[34-35]
Damage
Immunity,
Lightning
7+
[36-38]
Damage
Resistance, Fire
4+
(Order #10070827)
446
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[39-40]
Damage
Resistance,
Lightning
4+
[41-42]
Damage
Resistance,
Radiant (Light)
4+
[43-44]
Damage
Vulnerability,
Cold
0+
[45-46]
Deadly Burning
Fangs (D34)
7+
[47-48]
Devastating Fire
Breath (D63)
12+
[49-50]
3+
[51-52]
Fingers of Flame
(D21)
5+
(Order #10070827)
447
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[53-54]
6+
[55-56]
1/2+
[57-58]
Flesh of Fire
4+
[59-60]
Flickering Flames
1/8+
Similar
to
the
Ignited
Illumination ability of a Magmin
(10, at will).
[61-62]
Gnashing
Inferno (D50)
10+
[63-64]
Halo of Fire
5+
[65-66]
Heated Carapace
(D5)
2+
(Order #10070827)
448
D100
Roll
Abominations
Special Ability
[67-68]
Illuminating
Flames
[69-70]
Incarnation of the
Balefire
[71-72]
Incinerating Fire
Breath (D56)
[73-74]
Required
Base
Lethality
Rating
(BLR)
Effect Description
1/2+
7+
10+
Incinerating
Touch (D10)
4+
[75-76]
Infernal Life
Force (D70)
15+
[77-78]
Infernal Nature
9+
(Order #10070827)
449
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[79-80]
Obsidian
Carapace
1+
[81-82]
7+
[83-84]
Pyroclasm (D38)
8+
[85-86]
Pyroclastic Fire
Breath (D91)
17+
[87-88]
Pyrolosis upon
Death
1/8+
(Order #10070827)
450
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[89-90]
Scorching Fangs /
Fiery Strikes
(D12)
3+
[91-92]
Seed of a Dying
Star (D7)
3+
[93-94]
Sheet of Fire
(D10)
3+
[95-96]
Sheet of Infernal
Fire (D17)
5+
[97-98]
Spine of Living
Fire (D10)
5+
[99-00]
Witch Fires
1/4+
(Order #10070827)
451
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chapter, please click here.
(Order #10070827)
452
(Order #10070827)
453
IV.17
POWERS XV
FUNGAL
TABLE 49
ABOMINATION
POWERS DETERMINATION:
FUNGAL
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Beguiling
Spores
3+
[04-06]
Blinding Spores
6+
[07-09]
Cloud of
Scintillant
Spores
3+
(Order #10070827)
454
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[10-11]
Condition
Immunity,
Blinded
3+
[12-13]
Condition
Immunity,
Charmed
3+
[14-15]
Condition
Immunity,
Deafened
3+
[16-17]
Condition
Immunity,
Frightened
3+
[18-19]
Condition
Immunity,
Poisoned
3+
[20-22]
Cordyceps
Fungus
4+
[23-24]
Damage
Immunity, Acid
7+
(Order #10070827)
455
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[25-26]
Damage
Immunity,
Poison
7+
[27-28]
Damage
Immunity,
Psychic
(Psionic)
7+
[29-30]
Damage
Resistance,
Acid
4+
The
monster
takes
reduced
damage from acid attacks and
effects.
[31-32]
Damage
Resistance,
Poison
4+
The
monster
takes
reduced
damage from poison attacks and
effects.
[33-34]
Damage
Resistance,
Psychic
(Psionic)
4+
The
monster
takes
reduced
damage from psychic attacks and
effects.
[35-36]
Damage
Vulnerability,
Cold
0+
(Order #10070827)
456
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[37-38]
Damage
Vulnerability,
Fire
0+
[39-40]
Damage
Vulnerability,
Radiant (Light)
0+
[41-43]
Delirium Spores
7+
[44-46]
Devils Finger
Fungus (D4)
1+
[47-49]
Foul
Debilitating
Spores
7+
[50-52]
Fungal Guise
0+
[53-55]
Hallucinatory
Spores
6+
(Order #10070827)
457
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[56-58]
Hooting Fungus
1/8+
[59-61]
Inescapable
Paralyzing
Spores
15+
[62-64]
Irresistible
Sleep Spores
13+
[65-67]
Overpowering
Slowing Spores
13+
[68-70]
Overwhelming
Weakness
Spores
14+
[71-72]
Paralyzing
Spores
9+
(Order #10070827)
458
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[73-74]
Poisonous
Spores (D5)
5+
[75-76]
Potent Slowing
Spores
9+
[77-78]
Powerful
Paralyzing
Spores
12+
[79-80]
Pungent
Weakness
Spores
12+
[81-82]
Sleep Spores
8+
[83-84]
Slowing Spores
7+
(Order #10070827)
459
D100
Roll
Abominations
Special Ability
[85-86]
Somnolent
Spores
[87-88]
Required
Base
Lethality
Rating
(BLR)
Effect Description
5+
Spores of Deep
Slumber
10+
[89-90]
Spores of
Enfeeblement
6+
[91-92]
Spores of
Lethargy
4+
[93-94]
Spores of Spice
0+
[95-96]
Sprout Edible
Fungi
1/8+
(Order #10070827)
460
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[97-98]
Violet Tentacle
7+
[99-00]
Weakness
Spores
8+
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chapter, please click here.
(Order #10070827)
461
(Order #10070827)
462
IV.18
POWERS XVI
ICE & FROST
TABLE 50
ABOMINATION
POWERS DETERMINATION:
ICE & FROST
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-05]
Bastion of
Glacial Ice
7+
[06-09]
Boreal Shards
(D18)
5+
[10-14]
Boreal Tempest
(D35)
8+
(Order #10070827)
463
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[15-19]
Burst of Sleet
(D5)
3+
[20-23]
Condition
Immunity,
Paralyzed
3+
[24-28]
Cruel Frigid
Fangs (D19)
4+
[29-34]
Damage
Immunity, Cold
7+
[35-40]
Damage
Resistance, Cold
4+
[41-45]
Damage
Vulnerability,
Fire
0+
[46-49]
Deathly Ice
Blast (D72)
18+
Effect Description
(Order #10070827)
464
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[50-53]
Frigid Breath
(D22)
6+
[54-58]
Frigid Fangs
(D9)
3+
[59-62]
Frigid Mandibles
/ Frozen Fangs
/ Icy Tentacle
(D22)
5+
[63-66]
Frigid Needles
(D5)
2+
[67-70]
Frost Breath
(D40)
8+
[71-74]
Glacial Blast
(D45)
9+
[75-78]
Glacial
Maelstrom (D54)
10+
(Order #10070827)
465
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[79-82]
Icy Blood
1+
[83-86]
Icy Hide
1/4+
[87-90]
Lurk in Frost
1/8+
[91-95]
Path of Ice
0+
[96-00]
Wendigo Walker
1+
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chapter, please click here.
(Order #10070827)
466
IV.19
POWERS XVII
LIFE & HEALING
TABLE 51
ABOMINATION
POWERS DETERMINATION:
LIFE & HEALING
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Aura of Life
3+
[05-08]
Benediction of
Ptah
5+
(Order #10070827)
467
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[09-12]
Breath of the
Progenitor
1+
[13-16]
6+
[17-20]
Crawling Blood
0+
[21-24]
Damage
Immunity,
Necrotic (Death)
7+
(Order #10070827)
468
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[25-28]
Damage
Resistance,
Necrotic (Death)
4+
[29-32]
Damage
Vulnerability,
Necrotic (Death)
0+
[33-36]
Embrace of the
Life Gods
8+
[37-41]
Enduring Life
Force
3+
[42-45]
Ever-Knitting
Flesh
7+
(Order #10070827)
469
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[46-51]
Greater Condition
Immunity
6+
[52-57]
Greater Damage
Resistance
8+
(Order #10070827)
470
D100
Roll
Abominations
Special Ability
[58-62]
Grim Vitality
[63-66]
Intimations of
Immortality
[67-71]
Required
Base
Lethality
Rating
(BLR)
Effect Description
3+
11+
Similar
to
the
Legendary
Resistance of an Ancient Black
Dragon.
Laying of Hands
4+
[72-76]
2+
[77-80]
10+
(Order #10070827)
471
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[81-84]
Path of Creation
0+
[85-88]
Progenitor
Symbiosis
5+
[89-92]
Resilient Vitality
5+
[93-96]
Tremors of
Empathy
1/2+
[97-00]
Undying Flesh
10+
(Order #10070827)
472
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chapter, please click here.
(Order #10070827)
473
IV.20
POWERS XVIII
LIGHTNING
TABLE 52
ABOMINATION
POWERS DETERMINATION:
LIGHTNING
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Condition
Immunity,
Blinded
3+
[04-06]
Condition
Immunity,
Deafened
3+
[07-09]
Condition
Immunity,
Paralyzed
3+
(Order #10070827)
474
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[10-12]
Condition
Immunity,
Stunned
3+
[13-16]
Damage
Immunity, Fire
7+
[17-20]
Damage
Immunity,
Lightning
7+
[21-24]
Damage
Immunity,
Radiant (Light)
7+
[25-28]
Damage
Immunity,
Thunder
7+
[29-32]
Damage
Resistance, Fire
4+
The
monster
takes
reduced
damage from fire attacks and
effects.
[33-36]
Damage
Resistance,
Lightning
4+
The
monster
takes
reduced
damage from lightning attacks and
effects.
(Order #10070827)
475
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[37-40]
Damage
Resistance,
Radiant (Light)
4+
The
monster
takes
reduced
damage from radiant attacks and
effects.
[41-44]
Damage
Resistance,
Thunder
4+
The
monster
takes
reduced
damage from thunder attacks and
effects.
[45-48]
Damage
Vulnerability,
Bludgeoning
0+
[49-52]
Deadly Storm
Maw (D31)
8+
[53-56]
Deathly
Lightning Arc
(D66)
13+
[57-60]
Forked
Thunderbolt
(D45)
9+
Similar to casting
Lightning spell.
[61-64]
Gathering
Storm (D17)
5+
(Order #10070827)
Chain
476
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[65-68]
Gnashing Storm
(D11)
3+
[69-72]
Lightning Arc
(D22)
6+
[73-76]
9+
[77-80]
Savage
Lightning Arc
(D55)
10+
[81-84]
Shocking Arc
(D9)
3+
[85-88]
Sinuous
Thunderbolt
(D22)
7+
(Order #10070827)
477
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[89-92]
Static Aura
0+
[93-96]
Storm Maw
(D23)
7+
[97-00]
Tempestuous
Lightning Arc
(D88)
16+
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chapter, please click here.
(Order #10070827)
478
IV.21
POWERS XIX
MADNESS
TABLE 53
ABOMINATION
POWERS DETERMINATION:
MADNESS
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[01-05]
Aura of Dread
6+
[06-09]
Aura of Terror
8+
[10-14]
Babbling of
Skarl
4+
Effect Description
(Order #10070827)
479
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[15-19]
Comprehension
of the Spheres
3+
[20-23]
Condition
Immunity,
Frightened
3+
[24-27]
Condition
Immunity,
Stunned
3+
[28-31]
Damage
Immunity,
Necrotic (Death)
7+
[32-35]
Damage
Immunity,
Psychic (Psionic)
7+
[36-39]
Damage
Resistance,
Necrotic (Death)
4+
(Order #10070827)
480
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[40-43]
Damage
Resistance,
Psychic (Psionic)
4+
[44-47]
Damage
Vulnerability,
Radiant (Light)
0+
[48-52]
Ghastly
Appearance
0+
[53-57]
Indescribable
Appearance
4+
[58-62]
Instinctual
Possession
11+
[63-67]
Maddening
Revelation
10+
(Order #10070827)
481
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[68-72]
Name of the
King in Yellow
9+
[73-76]
One with
Oblivion
3+
[77-81]
Revelation of
the True Form
5+
[82-86]
Sibilance of
Dorozhand
4+
[87-91]
Song of the
Fluting Ones
(D14)
13+
[92-95]
Stirring of
Mana-YoodSushai
12+
Effect Description
(Order #10070827)
482
D100
Roll
[96-00]
Abominations
Special Ability
Whisper with
the Hound of
the Gods
Required
Base
Lethality
Rating
(BLR)
4+
Effect Description
Similar to casting a Divination
spell for an adventurer. Even a
malicious Abomination is likely to
engage
in
telepathic
communication and to offer this at
the beginning of an encounter.
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chapter, please click here.
(Order #10070827)
483
(Order #10070827)
484
IV.22
POWERS XX
PLANT
He was looking into a broad cell, and a space of this was caged off with closely
set bars extending from floor to ceiling, set firmly in the stone. Within these bars
lay a figure, which, as he approached, he saw was either a man, or the exact
likeness of a man, twined and bound about with the tendrils of a thick vine which
seemed to grow through the solid stone of the floor. It was covered with strangely
pointed leaves and crimson blossoms not the satiny red of natural petals, but a
livid, unnatural crimson, like a perversity of flower-life. Its clinging, pliant
branches wound about the man's naked body and limbs, seeming to caress his
shrinking flesh with lustful avid kisses. One great blossom hovered exactly over
his mouth. A low bestial moaning drooled from the loose lips; the head rolled as if
in unbearable agony, and the eyes looked full at Conan. But there was no light of
intelligence in them; they were blank, glassy, the eyes of an idiot.
Now the great crimson blossom dipped and pressed its petals over the writhing
lips. The limbs of the wretch twisted in anguish; the tendrils of the plant quivered
as if in ecstasy, vibrating their full snaky lengths. Waves of changing hues surged
over them; their color grew deeper, more venomous
(Order #10070827)
485
TABLE 54
ABOMINATION
POWERS DETERMINATION:
PLANT
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Blossoming
Wilderness
4+
[05-07]
Condition
Immunity,
Blinded
3+
[08-10]
Condition
Immunity,
Charmed
3+
[11-13]
Condition
Immunity,
Deafened
3+
[14-16]
Condition
Immunity,
Exhausted
3+
(Order #10070827)
486
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[17-19]
Condition
Immunity,
Frightened
3+
[20-22]
Condition
Immunity,
Poisoned
3+
[23-25]
Damage
Immunity, Poison
7+
[26-28]
Damage
Immunity,
Psychic (Psionic)
7+
[29-31]
Damage
Resistance, Cold
4+
[32-34]
Damage
Resistance,
Lightning
4+
[35-37]
Damage
Resistance,
Poison
4+
(Order #10070827)
487
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[38-40]
Damage
Resistance,
Psychic (Psionic)
4+
[41-43]
Damage
Vulnerability, Fire
0+
[44-46]
Damage
Vulnerability,
Lightning
0+
[47-49]
Damage
Vulnerability,
Slashing
0+
[50-53]
Emerald
Wanderer
8+
(Order #10070827)
488
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[54-56]
Guardian of the
Eternal
Wilderland
14+
[57-60]
Photosynthesis
0+
[61-64]
Rhytid Flesh
2+
[65-68]
Rooted and
Waiting
1/4+
(Order #10070827)
489
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[69-72]
Stinging Nettles
(D6)
3+
[73-76]
4+
[77-80]
Swallowing Vines
5+
[81-84]
1/8+
[85-88]
Tread of the
Black Goat
1+
[89-92]
Verdant Empathy
1/8+
[93-96]
Viridian
Awakening
4+
(Order #10070827)
Trees
490
D100
Roll
Abominations
Special Ability
[97-00]
Watcher of the
Forests
Required
Base
Lethality
Rating
(BLR)
Effect Description
10+
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chapter, please click here.
(Order #10070827)
491
(Order #10070827)
492
IV.23
POWERS XXI
POISON
TABLE 55
ABOMINATION
POWERS DETERMINATION:
POISON
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
Condition
Immunity,
Paralyzed
3+
[05-08]
Condition
Immunity,
Poisoned
3+
[09-11]
Damage
Immunity, Poison
7+
(Order #10070827)
493
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[12-14]
Damage
Resistance, Acid
4+
[15-17]
Damage
Resistance,
Necrotic (Death)
4+
[18-20]
Damage
Resistance,
Poison
4+
[21-24]
Deadly Poison
Fangs (D29)
7+
[25-28]
Deadly Vapor
Cloud (D22)
5+
[29-32]
Deathly
Envenomed
Breath (D45)
9+
(Order #10070827)
494
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[33-36]
Envenomed
Breath (D21)
6+
[37-40]
Envenomed Fangs
(D10)
3+
[41-44]
Fatal Poison
Exhalation (D77)
19+
[45-48]
Loathsome Poison
Exhalation (D56)
10+
[49-52]
Nettling Fangs
(D1)
1+
[53-56]
Noxious Fangs
(D7+)
7+
poison
Breath
Green
poison
(Order #10070827)
495
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[57-60]
Noxious Vapors
1/2+
[61-64]
Poisoned Quills
(D4)
2+
[65-68]
Poisonous
Exhalation (D42)
9+
[69-72]
Poisonous Fangs
(D22)
5+
[73-76]
Poisonous Nettles
(D5)
2+
[77-80]
Poisonous Spittle
(D45)
8+
[81-84]
Serpent Bite
(D6+)
4+
Effect Description
(Order #10070827)
496
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
[85-88]
Vermin Blight
0+
[89-92]
Vicious
Envenomed Fangs
(D22+)
8+
[93-96]
5+
[97-00]
Virulent Poison
(D8+)
8+
Effect Description
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chapter, please click here.
(Order #10070827)
497
(Order #10070827)
498
IV.24
POWERS XXII
PSIONIC
TABLE 56
ABOMINATION
POWERS DETERMINATION:
PSIONIC
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Beguile the
Beast
2+
This
power
allows
the
Abomination
to
psychically
communicate and compel a tiny
animal, similar to casting an
Animal Messenger spell.
[04-06]
Condition
Immunity,
Charmed
3+
(Order #10070827)
499
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[07-08]
Condition
Immunity,
Stunned
3+
[09-11]
Condition
Immunity,
Unconscious
3+
[12-13]
Creature of
Guile
3+
[14-15]
Damage
Immunity,
Psychic (Psionic)
7+
[16-17]
Damage
Resistance,
Psychic (Psionic)
4+
[18-20]
Damage
Resistance,
Radiant (Light)
4+
[21-23]
Damage
Vulnerability,
Force (Arcane)
0+
(Order #10070827)
500
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[24-26]
Deceptive Mind
Mask
3+
[27-28]
Dominate Mortal
8+
[29-31]
Enigmatic
Entity
5+
[32-33]
Greater
Telekinetic
Surge
12+
[34-35]
Impenetrable
Thoughts
4+
[36-37]
Memory of
Fallen Magi
6+
Effect Description
(Order #10070827)
501
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[38-39]
Mind Leech
4+
[40-41]
Moment of
Premonition
3+
[42-44]
Primal Empathy
1+
[45-46]
Primal Visions
1/2+
[47-49]
Probe the
Weaker Mind
3+
[50-52]
Psionic
Beguiling
11+
(Order #10070827)
502
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[53-55]
Psychic Narcosis
4+
[56-57]
Psychic
Possession
6+
[58-59]
Psychic
Symbiosis
5+
[60-61]
Psychic Terror
10+
[62-64]
Psychic
Tranquility
3+
Similar to casting
Emotions spell.
[65-66]
Psychic Veil
3+
[67-69]
Telekinetic
Barrier
5+
(Order #10070827)
Calm
503
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[70-71]
Telekinetic
Bludgeon (D18)
6+
[72-74]
Telekinetic
Force
6+
[75-77]
Telekinetic
Strangulation
7+
[78-80]
Telekinetic
Surge
9+
[81-82]
Telekinetic
Wave
3+
[83-85]
Telepathic
Compulsion
2+
[86-87]
Telepathic
Contact
3+
Similar to casting
Thoughts spell.
[88-90]
Telepathic
Imagery
1/2+
Effect Description
(Order #10070827)
Detect
504
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[91-92]
Telepathic
Isolation
3+
[93-95]
Telepathic
Scrutiny
4+
[96-98]
Unveil the
Mortal Will
4+
[99-00]
Whispering Mind
0+
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chapter, please click here.
(Order #10070827)
505
(Order #10070827)
506
IV.25
POWERS XXIII
REPTILIAN
TABLE 57
ABOMINATION
POWERS DETERMINATION:
REPTILIAN
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-04]
5+
[05-07]
Condition
Immunity,
Deafened
3+
[08-10]
Condition
Immunity,
Frightened
3+
(Order #10070827)
507
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[11-13]
Condition
Immunity,
Grappled
3+
[14-16]
Condition
Immunity,
Poisoned
3+
[17-20]
Condition
Immunity, Prone
3+
[21-24]
Constriction (D6)
3+
[25-28]
Constricting Coils
(D10)
4+
[29-32]
Damage
Resistance,
Bludgeoning
4+
[33-36]
Damage
Resistance,
Psychic (Psionic)
4+
(Order #10070827)
508
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[37-40]
Damage
Vulnerability,
Cold
0+
[41-44]
Damage
Vulnerability,
Piercing
0+
[45-48]
Deadly
Constricting Coils
(D34)
8+
[49-52]
Draconian Maw
(D22+)
10+
[53-56]
Five-Headed
Monstrosity
9+
[57-60]
Flicking Tongue
1+
Effect Description
(Order #10070827)
509
Required
Base
Lethality
Rating
(BLR)
D100
Roll
Abominations
Special Ability
[61-64]
Gargantuan
Snapping Beak
(D26)
6+
[65-68]
Horns of the
Tarrasque (D32)
7+
[69-72]
Maw of
Annihilation
(D36+)
16+
[73-76]
Pebble-Like Hide
0+
[77-80]
Powerful
Constricting Coils
(D15)
5+
[81-84]
Reptilian Feature
0+
[85-88]
Reptilian Venom
(D17)
5+
Effect Description
(Order #10070827)
510
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[89-92]
Retractable Fangs
2+
[93-96]
Serpent Strikes
6+
[97-00]
Serpentine Fangs
(D8)
4+
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chapter, please click here.
(Order #10070827)
511
(Order #10070827)
512
IV.26
POWERS XXIV
SACRAL
TABLE 58
ABOMINATION
POWERS DETERMINATION:
SACRAL
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-07]
Condition
Immunity,
Grappled
3+
[08-14]
Condition
Immunity, Prone
3+
[15-22]
Deadening Sting
(D4+)
2+
(Order #10070827)
513
D100
Roll
Abominations
Special Ability
[23-31]
Envenomed
Stinger (D5+)
[32-39]
Required
Base
Lethality
Rating
(BLR)
Effect Description
3+
Gargantuan
Stinger (D19+)
11+
[40-48]
Sacral Feature
0+
[49-57]
Scorpion Sting
(D13+)
6+
[58-66]
4+
[67-74]
Tail of the
Tarrasque
6+
(Order #10070827)
514
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[75-83]
Weakening Sting
(D10+)
9+
[84-91]
Wrath of the
Mantichoras
3+
[92-00]
Wyvern Sting
(D11+)
7+
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chapter, please click here.
(Order #10070827)
515
IV.27
POWERS XXV
SHADOW
TABLE 59
ABOMINATION
POWERS DETERMINATION:
SHADOW
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[01-03]
Collapse of the
Flesh
3+
[04-06]
Colour Out of
Space
1+
(Order #10070827)
516
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[07-09]
Condition
Immunity,
Blinded
3+
[10-12]
Condition
Immunity,
Frightened
3+
[13-15]
Condition
Immunity,
Grappled
3+
[16-18]
Condition
Immunity,
Paralyzed
3+
[19-21]
Condition
Immunity,
Petrified
3+
[22-24]
Condition
Immunity,
Prone
3+
(Order #10070827)
517
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[25-27]
Condition
Immunity,
Restrained
3+
[28-30]
Condition
Immunity,
Stunned
3+
[31-33]
Condition
Immunity,
Unconscious
3+
[34-36]
Creep, Shadow
3+
[37-38]
Damage
Immunity, Cold
7+
[39-40]
Damage
Immunity,
Poison
7+
[41-43]
Damage
Resistance,
Cold
4+
(Order #10070827)
518
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[44-46]
Damage
Resistance,
Necrotic (Death)
4+
[47-49]
Damage
Resistance,
Poison
4+
[50-52]
Damage
Resistance,
Psychic
(Psionic)
4+
[53-55]
Damage
Vulnerability,
Force (Arcane)
0+
[56-58]
Damage
Vulnerability,
Radiant (Light)
0+
[59-61]
Daylight Is
Death
0+
Similar
to
the
Sunlight
Hypersensitivity disadvantage of a
Vampire.
(Order #10070827)
519
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[62-64]
Drained by
Sunlight
0+
[65-67]
Enshrouded
One
1/2+
[68-70]
Flitting
Shadows
1/4+
[71-73]
Quadrupedal
Shadow
5+
[74-76]
Ride with
Shadow
3+
[77-79]
Shadow
Ambush
1+
[80-82]
Shadow Whorl
2+
[83-85]
Spook
1+
Escape
(Order #10070827)
Aura
520
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[86-88]
Tenebrous
0+
[89-91]
TwoDimensional
2+
[92-94]
TwoDimensional
Flesh
7+
Similar to casting
Invisibility spell.
[95-97]
Umbral Shroud
[98-00]
Wither in
Daylight
Greater
1/2+
0+
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chapter, please click here.
(Order #10070827)
521
(Order #10070827)
522
IV.28
POWERS XXVI
SLIME
It dropped the girl, wheeling toward its attacker, and the maddened
Cimmerian's saber, shrilling through the air, sheared clear through the black
viscous bulk and rang on the stone floor, showering blue sparks. Conan went to
his knees from the fury of the blow; the edge had not encountered the resistance
he had expected. As he bounded up, the thing was upon him.
It towered above him like a clinging black cloud. It seemed to flow about him
in almost liquid waves, to envelop and engulf him. His madly slashing saber
sheared through it again and again, his ripping poniard tore and rent it; he was
deluged with a slimy liquid that must have been its sluggish blood. Yet its fury
was nowise abated.
He could not tell whether he was slashing off its members or whether he was
cleaving its bulk, which knit behind the slicing blade. He was tossed to and fro in
the violence of that awful battle, and had a dazed feeling that he was fighting not
one, but an aggregation of lethal creatures. The thing seemed to be biting, clawing,
crushing and clubbing him all at the same time. He felt fangs and talons rend his
flesh; flabby cables that were yet hard as iron encircled his limbs and body, and
worse than all, something like a whip of scorpions fell again and again across his
shoulders, back and breast, tearing the skin and filling his veins with a poison
that was like liquid fire.
They had rolled beyond the circle of light, and it was in utter blackness that the
Cimmerian battled. Once he sank his teeth, beast-like, into the flabby substance
of his foe, revolting as the stuff writhed and squirmed like living rubber from
between his iron jaws
(Order #10070827)
523
TABLE 60
ABOMINATION
POWERS DETERMINATION:
SLIME
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Amorphous
Passage
3+
[04-05]
Beslimed Earth
2+
[06-07]
Condition
Immunity,
Blinded
3+
[08-09]
Condition
Immunity,
Charmed
3+
[10-11]
Condition
Immunity,
Deafened
3+
(Order #10070827)
524
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[12-13]
Condition
Immunity,
Exhausted
3+
[14-15]
Condition
Immunity,
Frightened
3+
[16-17]
Condition
Immunity,
Grappled
3+
[18-19]
Condition
Immunity,
Poisoned
3+
[20-21]
Condition
Immunity,
Prone
3+
[22-23]
Condition
Immunity,
Restrained
3+
(Order #10070827)
525
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[24-25]
Condition
Immunity,
Stunned
3+
[26-27]
Condition
Immunity,
Unconscious
3+
[28-29]
Corrosive
Pseudopod
(D11)
3+
[30-31]
Corrosive Slime
2+
[32-34]
Crawling and
Lurking
2+
[35-36]
Damage
Immunity, Acid
7+
(Order #10070827)
526
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[37-38]
Damage
Immunity,
Poison
7+
[39-40]
Damage
Immunity,
Psychic
(Psionic)
7+
[41-42]
Damage
Resistance,
Acid
4+
The
monster
takes
reduced
damage from acid attacks and
effects.
[43-44]
Damage
Resistance,
Lightning
4+
The
monster
takes
reduced
damage from lightning attacks and
effects.
[45-46]
Damage
Resistance,
Piercing
4+
The
monster
takes
reduced
damage from piercing attacks and
effects.
[47-48]
Damage
Resistance,
Poison
4+
The
monster
takes
reduced
damage from poison attacks and
effects.
(Order #10070827)
527
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[49-50]
Damage
Resistance,
Psychic
(Psionic)
4+
The
monster
takes
reduced
damage from psychic attacks and
effects.
[51-52]
Damage
Resistance,
Slashing
4+
The
monster
takes
reduced
damage from slashing attacks and
effects.
[53-54]
Damage
Vulnerability,
Cold
0+
[55-56]
Damage
Vulnerability,
Fire
0+
[57-58]
Damage
Vulnerability,
Lightning
0+
[59-60]
Draining
Pseudopod
4+
[61-62]
Enveloping
Attacks
2+
(Order #10070827)
528
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[63-64]
Flesh of the
Shogthai
5+
[65-66]
Gluey Slime
3+
[67-68]
Lethal
Corrosive
Pseudopod
(D24)
5+
[69-70]
Luminous Slime
Vapor
1+
[71-73]
Lurking in Wait
1/2+
[74-76]
Oozing Path
0+
[76]
Reactive
Cytokinesis
4+
(Order #10070827)
529
D100
Roll
[77]
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
Slime Pool
1+
[78-79]
Slimy
Pseudopod (D7)
2+
[80-81]
Smothering
Slime (D10+)
3+
[82-83]
Splitting
Amoebic Flesh
3+
[84-85]
Swallowing
Slime
3+
[86]
Swarm of
Mouths (D17)
4+
[87-88]
Toxoplasmic
Vapor
5+
[89-90]
Transformative
Slime Globules
4+
(Order #10070827)
530
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[91-92]
Translucent
Pseudopod
(D10)
3+
[93-94]
Translucent
Slime
1/2+
[95-96]
Vaporous Slime
Globs
6+
[97-98]
Weakening
Pseudopod
4+
[99-00]
Withering
Pseudopod
4+
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chapter, please click here.
(Order #10070827)
531
IV.29
POWERS XXVII
TENTACLE
Two large dark-coloured eyes were regarding me steadfastly. The mass that
framed them, the head of the thing, was rounded, and had, one might say, a face.
There was a mouth under the eyes, the lipless brim of which quivered and panted,
and dropped saliva. The whole creature heaved and pulsated convulsively. A
lank tentacular appendage gripped the edge of the cylinder, another swayed in
the air. There was something fungoid in the oily brown skin, something in the
clumsy deliberation of the tedious movements unspeakably nasty. Even at this
first encounter, this first glimpse, I was overcome with disgust and dread
(Order #10070827)
532
TABLE 61
ABOMINATION
POWERS DETERMINATION:
TENTACLE
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-03]
Barbed
Ensnaring
Tentacles (D11+)
4+
[04-06]
Burrowing
Tentacles
5+
Similar to casting
Tentacles spell.
[07-09]
Climbing
Tentacles
2+
[10-12]
Clutching
Tentacles (D10)
4+
[13-15]
Condition
Immunity,
Grappled
3+
(Order #10070827)
Black
533
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[16-18]
Condition
Immunity,
Restrained
3+
[19-22]
Crushing
Tentacles (D6)
2+
[23-25]
Damage
Resistance,
Bludgeoning
4+
The
monster
takes
reduced
damage from bludgeoning attacks
and effects.
[26-28]
Damage
Resistance,
Piercing
4+
The
monster
takes
reduced
damage from piercing attacks and
effects.
[29-31]
Damage
Vulnerability,
Fire
0+
[32-34]
Damage
Vulnerability,
Radiant (Light)
0+
[35-37]
Deflecting
Armored
Tentacles
3+
(Order #10070827)
534
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[38-40]
Erupting Barbed
Tentacles
4+
[41-43]
Erupting
Tentacles
3+
[44-46]
Gargantuan
Tentacle (D20)
5+
[47-49]
Grasp of the
Great Sleeper
(D20+)
18+
[50-52]
Grasping
Tentacles
3+
[53-55]
Hurling
Tentacles
6+
(Order #10070827)
535
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[56-58]
Lithe Tentacles
1+
[59-61]
Metamorphosing
Tentacle Attack
(D12+)
7+
[62-64]
Missile Snaring
Tentacles
4+
[65-67]
Octopoid
Tentacles (D10)
3+
[68-70]
Pair of
Gargantuan
Tentacles (D20+)
7+
[71-73]
Reeling
Tentacles
3+
[74-76]
Regenerating
Tentacles
5+
(Order #10070827)
536
Required
Base
Lethality
Rating
(BLR)
Effect Description
D100
Roll
Abominations
Special Ability
[77-79]
Slashing
Tentacles (D9)
2+
[80-82]
Small Venomous
Tentacles (D18)
4+
[83-85]
Spiny Tentacle
(D11)
3+
[86-88]
Spiny Tentacles
(D11+)
5+
[89-91]
Tentacle of the
Great Sleeper
12+
[92-94]
Tentacular
Sporelings
2+
[95-97]
Triad of
Gargantuan
Tentacles (D20+)
10+
(Order #10070827)
537
D100
Roll
[98-00]
Abominations
Special Ability
Vestigial
Tentacles
Required
Base
Lethality
Rating
(BLR)
Effect Description
0+
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
(Order #10070827)
538
(Order #10070827)
539
IV.30
POWERS XXVIII
VERMIN & DISEASE
TABLE 62
ABOMINATION
POWERS DETERMINATION:
VERMIN & DISEASE
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-05]
5+
[06-10]
Blighting Palsy
8+
(Order #10070827)
540
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[11-15]
Condition
Immunity,
Paralyzed
3+
[16-20]
Condition
Immunity,
Poisoned
3+
[21-25]
2+
[26-29]
Damage
Immunity,
Necrotic (Death)
7+
[30-33]
Damage
Immunity,
Poison
7+
[34-37]
Damage
Resistance,
Necrotic (Death)
4+
The
monster
takes
reduced
damage from necrotic attacks and
effects.
(Order #10070827)
541
D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[38-41]
Damage
Resistance,
Poison
4+
The
monster
takes
reduced
damage from poison attacks and
effects.
[42-46]
Deadly Plague
Strikes (D21+)
7+
[47-51]
Diseased Bite
(D5+)
2+
[52-56]
Diseased Fangs
(D12+)
4+
[57-60]
Dripping Flesh
0+
[61-65]
2+
[66-70]
Leprous Plague
5+
[71-75]
Plague Strikes
(D10+)
3+
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D100
Roll
Abominations
Special Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[76-80]
Rat ShapeShifter
1+
[81-85]
Rat-Thing ShapeShifter
2+
[86-90]
Ratman ShapeShifter
2+
[91-95]
Trail of Vermin
0+
[96-00]
Vermin Bite
(D4+)
1+
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
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IV.31
POWERS XXIX
WATER & AQUATIC
Something, too, was tugging at the rudder, twisting and jerking it until the tiller
strained and creaked in my hand. All at once it snapped; the tiller swung useless
and the boat whirled around, heeling in the stiffening wind, and drove shoreward.
It was then that I, ducking to escape the boom, caught a glimpse of something
ahead something that a sudden wave seemed to toss on deck and leave there,
wet and flapping a man with round, fixed, fishy eyes, and soft, slaty skin. But
the horror of the thing were the two gills that swelled and relaxed spasmodically,
emitting a rasping, purring sound two gasping, blood-red gills, all fluted and
scolloped and distended
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TABLE 63
ABOMINATION
POWERS DETERMINATION:
WATER & AQUATIC
D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[01-02] Amphibious
Adaptation
0+
[03-04] Animate
Water
5+
[05-06] Aquatic
0+
1/2+
[09-10] Batrachian
Leap
1/2+
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[11-12] Batrachian
Shape-Shifter
2+
[13-14] Beckon
Sharks
2+
[15-16] Beckoning of
the Sea
5+
[17]
Condition
Immunity,
Deafened
3+
[18]
Condition
Immunity,
Frightened
3+
[19-20] Condition
Immunity,
Grappled
3+
[21-22] Condition
Immunity,
Paralyzed
3+
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[23-24] Condition
Immunity,
Poisoned
3+
[25-26] Condition
Immunity,
Prone
3+
[27-28] Crashing
Waves (D13)
3+
[29-30] Damage
Resistance,
Acid
0+
[31-32] Damage
Resistance,
Cold
4+
[33-34] Damage
Resistance,
Poison
4+
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[35-36] Damage
Vulnerability,
Fire
0+
[37-38] Damage
Vulnerability,
Lightning
0+
[39-40] Deluge
6+
1/8+
[43-44] Ensnaring
Pincer (D11)
3+
[45-46] Expulsion of
Mist
1+
0+
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
3+
0+
[53-54] Gathering
Vapors
7+
1/8+
[57-58] Grappling
Pincer (D16)
4+
[59-60] Grappling
Pincers (D16+)
6+
3+
10+
[55-56] Gills
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
[65-66] Maelstrom
6+
9+
[69-70] Needle-Like
Fangs
3+
Similar to the
Plesiosaurus.
[71-72] Octopoid
Feature
0+
2+
0+
[77-78] Scalding
Steam (D4)
1+
Bite
attack
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
Siren Song
2+
[81-82] Slimy
Amphibian
0+
Similar
to
the
Limited
Amphibiousness disadvantage of a
Sahuagin.
[83-84] Snapping
Beak (D5)
1+
[85-86] Steaming
Ichor (D4)
1+
[87-88] Thalassic
Flesh
2+
[89-90] Thalassic
Incarnation
7+
[91-92] Tidal
Engulfment
(D13+)
5+
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D100
Roll
Abominations
Special
Ability
Required
Base
Lethality
Rating
(BLR)
Effect Description
5+
[95-96] Vulnerable to
Freezing
0+
[97-98] Waters of
Rlyeh
5+
2+
If you are done with this section and wish to proceed directly to the next
chapter, please click here.
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Then the bo'sun sung out to us to haul the crab aboard, that we had it most
securely; yet on the instant we had reason to wish that we had been less
successful; for the creature, feeling the tug of our pull upon it, tossed the weed in
all directions, and thus we had full sight of it, and discovered it to be so great a
crab as is scarce conceivable a very monster. And further, it was apparent to
us that the brute had no fear of us, nor intention to escape; but rather made to
come at us
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IV.32
INSIGHT
FURTHER POWER
CONSIDERATIONS
(Worksheet Sections 3-11 through 3-14)
During the design process, you may have noticed that various Condition
Immunities, Damage Immunities, Damage Resistances, and Damage
Vulnerabilities appear in the Abomination Power selection tables. This was done
so that Abominations would feature different, random, and reasonable strengths
and weaknesses which reflect the several hundred examples given for classic
monsters in the SRD5.
However, these entries were kept to a percentile minimum, so that their
inclusion would not overwhelm the more interesting Powers and Disadvantages
in each table. Therefore, once you are done with the Power selection process,
you may want to consider your monsters full repertoire of abilities and ask
yourself if these four categories of detail need to be further assessed.
Below is a summary of Condition Immunities, Damage Immunities, Damage
Resistances, and Damage Vulnerabilities which can commonly exist, based on
the monsters two Descriptors. You will probably want to review these lists, and
decide if any additional strengths and weaknesses need to be added. For
example, if you are making an Acid / Frost Ooze monster, and you can see that
the Condition Immunity: Paralyzed is suggested for both monster types, you will
want to strongly consider adding that advantage to your monsters worksheet.
Refer to worksheet sections 3-11 through 3-14 for details.
After you have performed this review, you can add any additional resistances
or vulnerabilities that you feel are appropriate; but this list, combined with the
many Power tables, should ensure that you will not need add anything further
unless you really have something that youve just been dying to add.
How many immunities you add, and whether you add any vulnerabilities, is
really a matter of personal Game Master taste. This is why these entries have
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
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been split into the Power tables (as general fleeting reminders and invitations for
deeper consideration) and then more extensively here (for the GMs who love to
load up their monsters with immunities, like me).
I should note in all honesty that I find that condition applications (Grappled,
Restrained, Stunned, and all the rest) are a cheap and unfair way for parties
to smack down powerful monsters before they have a chance to fight back. For
that reason, I use this table extensively. But if you disagree, you are welcome to
avoid these considerations and to move on to the next chapter.
TABLE 64
ABOMINATION
POWER & DISADVANTAGE
CONSIDERATIONS
Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
ALL
N/A
Bludgeoning N/A
Piercing
Slashing
N/A
(Considerations
for All
Abominations)
ALL:
BEHEMOTH
(Considerations
for All
Abominations
if They Are
Large, Huge,
or
Gargantuan)
(NonMagical)
Exhausted
Grappled
Poisoned
Prone
Restrained
Stunned
N/A
Necrotic
Poison
N/A
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
ALL: TAILED
Grappled
Prone
N/A
N/A
N/A
Deafened
Grappled
Prone
Restrained
Cold
Lightning
Thunder
Cold
Lightning
Thunder
Bludgeoning
Charmed
Exhausted
Frightened
Grappled
N/A
N/A
Fire
Blinded
Fire
Lightning
Fire
Lightning
Radiant
Cold
(Considerations
for Sacral
Abominations,
and those
described as
having tails)
Descriptor:
AIRY
(For monsters
which use the
Air Power
Table)
Descriptor:
BESTIAL
(For monsters
which use the
Bestial &
Blood Power
Table)
Descriptor:
BURNING
(For monsters
which use the
Fire Power
Table)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
CORROSIVE
Paralyzed
Poisoned
Acid
Poison
Acid
Poison
N/A
Paralyzed
Petrified
Stunned
N/A
Cold
Lightning
Acid
Radiant
Charmed
Frightened
Psychic
Psychic
Radiant
Charmed
Exhausted
Frightened
Poisoned
Unconscious
Necrotic
Poison
Necrotic
Poison
Radiant
(For monsters
which use the
Acid Power
Table)
Descriptor:
EARTHEN
(For monsters
which use the
Earth Power
Table)
Descriptor:
ELDRITCH
(For monsters
which use the
Arcane &
Occult Power
Table)
Descriptor:
ENTROPIC
(For monsters
which use the
Death Power
Table)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
FLYING
Deafened
Paralyzed
Prone
Cold
Cold
Lightning
Thunder
Acid
Fire
Paralyzed
Cold
Cold
Fire
Charmed
Deafened
Frightened
Poisoned
Acid
Poison
Psychic
Acid
Poison
Psychic
Cold
Fire
Radiant
Paralyzed
Poisoned
Poison
Acid
Poison
Cold
Radiant
(For monsters
which use the
Avian Power
Table)
Descriptor:
FRIGID
(For monsters
which use the
Ice & Frost
Power Table)
Descriptor:
FUNGOID
(For monsters
which use the
Fungal Power
Table)
Descriptor:
INSECTOID
(For monsters
which use the
Arachnid &
Insectoid
Power Table)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
MINDSHATTERING
Frightened
Stunned
Necrotic
Psychic
Necrotic
Psychic
Radiant
Stunned
N/A
Psychic
Acid
Piercing
Slashing
Blinded
Charmed
Deafened
Exhausted
Frightened
Grappled
Poisoned
Prone
Restrained
Stunned
Unconscious
Acid
Poison
Psychic
Acid
Lightning
Poison
Psychic
Cold
Fire
Lightning
(For monsters
which use the
Madness
Power Table)
Descriptor:
OCULAR
(For monsters
which use the
Eye Power
Table)
Descriptor:
OOZING
(For monsters
which use the
Slime Power
Tabe)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
OTHERWORLDLY
Charmed
Frightened
Unconscious
Force
Necrotic
Force
Necrotic
Psychic
Radiant
Paralyzed
Poisoned
Necrotic
Poison
Necrotic
Poison
N/A
Charmed
Stunned
Unconscious
Psychic
Psychic
Radiant
Force
Blinded
Charmed
Deafened
Exhausted
Frightened
Grappled
Prone
Restrained
N/A
Acid
Cold
Lightning
N/A
(For monsters
which use the
Dream World
& Faerie
Power Table)
Descriptor:
PESTILENT
(For monsters
which use the
Vermin &
Disease Power
Table)
Descriptor:
PSYCHIC
(For monsters
which use the
Psionic Power
Table)
Descriptor:
SHIFTING
(For monsters
which use the
Amorphous
Power Table)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
SLITHERING
Deafened
Frightened
Grappled
Poisoned
Prone
N/A
Psychic
Cold
Piercing
Blinded
Frightened
Grappled
Paralyzed
Petrified
Prone
Restrained
Stunned
Unconscious
Cold
Poison
Cold
Necrotic
Poison
Psychic
Force
Radiant
Acid
Cold
Poison
Fire
Lightning
Fire
Lightning
Radiant
Thunder
Bludgeoning
(For monsters
which use the
Reptilian
Power Table)
Descriptor:
TENEBROUS
(For monsters
which use the
Shadow
Power Table)
Descriptor:
THALASSIC
(For monsters
which use the
Water &
Aquatic Power
Table)
Descriptor:
THUNDERING
(For monsters
which use the
Lightning
Power Table)
Deafened
Frightened
Grappled
Paralyzed
Poisoned
Prone
Blinded
Deafened
Paralyzed
Stunned
Fire
Lightning
Radiant
Thunder
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
UNDYING
N/A
Necrotic
Necrotic
Necrotic
Cold
Lightning
Poison
Radiant
Acid
Cold
Fire
Lightning
Necrotic
Poison
Radiant
Thunder
Force
Necrotic
(For monsters
which use the
Astral,
Celestial &
Ethereal
Power Table)
Charmed
Exhausted
Frightened
Grappled
Paralyzed
Petrified
Prone
Restrained
Unconscious
Descriptor:
VENOMOUS
Paralyzed
Poisoned
Poison
Acid
Necrotic
Poison
N/A
Charmed
Deafened
Exhausted
Frightened
Poisoned
Poison
Psychic
Cold
Lightning
Poison
Psychic
Fire
Lightning
Slashing
(For monsters
which use the
Life &
Healing Power
Table)
Descriptor:
UNEARTHLY
(For monsters
which use the
Poison Power
Table)
Descriptor:
VERDANT
(For monsters
which use the
Plant Power
Table)
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Abomination
Possible
Descriptor and Condition
Power Type
Immunities
Possible
Damage
Immunities
Possible
Possible
Damage
Damage
Resistances Vulnerabilities
Descriptor:
WRITHING
N/A
N/A
Grappled
Restrained
Fire
Radiant
(For monsters
which use the
Tentacle
Power Table)
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Prone: 2 mentions.
Restrained: 2 mentions.
Stunned: 2 mentions.
Unconscious: Automatically selected, because I rolled this as
one of my monsters random powers.
I decide to select all of those Condition Immunities that were mentioned twice:
Exhausted, Grappled, Prone, Restrained, and Stunned (in addition to
Unconscious).
The stats dont help me here as much, so I decide to see what the Damage
Resistance possibilities are (below) before I make my final decisions.
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Acid: This does not seem to fit (my plant has a vulnerable
eye organ and leaves), so I do not take this.
Piercing (Non-Magical):
considering the eye organ.
cant
justify
this
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This is a bit tricky, because I only have a little guidance from the tables
suggestions, and I want my monster to have one secret weakness (but no more)
so that I can reward intelligent players who use divination, trial and error,
research, and so on. I do not take acid, piercing, or slashing, simply because
they were mentioned above as possible resistances. So that leaves force and
necrotic. Since my monster is a tough blossoming thing that is learning how to
thrive in another world, I decide that its symbolic of life. That means that
necrotic is the perfect weakness. Therefore, I decide on necrotic as its one
damage vulnerability.
Phew! That was a fair amount of work. Confident that Ive considered these
matters carefully (a level of quality that will show in the monsters final design),
I record all of this information into the appropriate sections of my worksheets for
later reference.
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CODEX
V
DESCRIPTIONS
& CONCEPTUAL
DETAILS
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V.1
FORTITUDE
ABOMINATION
ARMOR CLASS RATING
(Worksheet Section 4-1)
After the Powers have determined (which is really the heavy lifting part of
monster design), its time to focus on some more of the combat-related and
conceptual details.
The next consideration involves the Abominations Armor Class (AC) rating.
Unlike normal monsters, most Abominations even humanoids tend to
avoid wearing mundane types of armor such as leather, mail, and plate. This is
because they are infrequent visitors to the Material Plane, and adopting foreign
materials as a trusted form of protection is actually a rare occurrence for these
Otherworlders. Just as we would be unlikely to wear slime and dead exotic
plants when visiting an oozy verdant world, the Abominations tend to favor forms
of protection which are natural to their own native environment even when they
are far from home.
Instead of crafted leather and metal, Abominations tend to possess armor
(inherent protection) that is either Exotic, Chitinous, or Dimensional in nature.
Exotic Armor is composed of material which mortals would deem bizarre.
Possible examples include: hardened resinous secretions; lightweight crystalline
material; bone or leather (stitched skin) armor created from the bodies of past
victims; woven vines or molted tentacles; or unidentifiable metallic alloys which
absorb light and which crumble when the life force of the Abomination is
extinguished.
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TABLE 65
ABOMINATION
ARMOR CLASS DETERMINATION
Base
Lethality
Rating
Poor
Armor
Class
[01-10]
Below
Average
Armor
Class
[21-30]
Average
Armor
Class
[31-70]
Above
Average
Armor
Class
[71-90]
Excellent
Armor
Class
[91+]
10
10
11
12
1/8
10
10
11
12
1/4
10
10
11
12
13
1/2
10
11
11
12
13
11
11
12
13
14
11
12
12
13
14
12
12
12
14
15
12
12
13
14
15
12
13
13
15
16
13
13
13
15
16
13
13
14
16
17
13
14
14
16
17
14
14
14
16
18
10
14
14
15
17
18
11
14
15
15
17
19
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Base
Lethality
Rating
Poor
Armor
Class
[01-10]
Below
Average
Armor
Class
[21-30]
Average
Armor
Class
[31-70]
Above
Average
Armor
Class
[71-90]
Excellent
Armor
Class
[91+]
12
15
15
15
17
19
13
15
15
16
18
20
14
15
16
16
18
20
15
16
16
17
18
20
16
16
17
17
19
21
17
17
17
18
19
21
18
17
18
18
19
21
19
18
18
19
20
22
20
18
19
19
20
22
21
19
19
20
21
22
22
19
20
20
21
23
23
20
20
21
22
23
24
20
21
21
22
23
25
21
21
22
23
24
26
21
22
22
23
24
27
22
22
23
23
24
28
22
23
23
24
25
29
23
23
24
24
25
30
23
24
24
25
26
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Armor Class is a simple matter; for my Gazer Lotus, I just consider its BLR of
7 and its Dexterity (DEX) of 10. I roll 1D100, and the result is a 93. I add 10 to
this (for the DEX) to get a final result of 103. This gives the monster an Excellent
Armor Class, which for BLR 7 (referencing the table) is AC 17. This is a bit hard
to justify given that my creature is a plant, but I can rationalize the situation as
follows:
[1] the monsters most vulnerable parts (except the eye) are
underground; [2] it is partly made of shadow; and [3] the monsters writhing
foliage does not feel pain, so its probably hard to slash enough of it away to get
in a good hit on the stalk. Considering all of this, I decide that the Gazer Lotus
has mostly Dimensional Armor, mixed in with some thick crystalline resin which
hardens and protects the stem and root bundle.
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V.2
MELEE
THE BASIC ATTACK TYPES
(Worksheet Sections 4-3 to 4-6)
Despite all of the determination of random abilities so far, your monster may
still be lacking a significant basic attack type. Basic attack forms are either
strong natural appendages (such as claws, fangs, horns, etc.) or swift violent
actions (bear hug, slam, stomp, etc.). If you feel that your monster still needs
an additional set of mundane attack types before its repertoire of abilities is
complete, you can use this section to flesh out your design with a reasonable set
of attack forms. Unfortunately, there are so many variables that this deliberation
process can be difficult to systemize, but I have provided some detailed
guidelines here to aid your decisions.
First, you should consider the Abominations physical attributes and
appendages, and choose one or two appropriate attack types. You can do this
by considering the monsters type and body type, and then looking up an official
monster that is roughly similar to your creation. A fluid creature might be
analogous to a Water Elemental, a serpentine one could be equivalent to a
Constrictor Snake or Naga, a winged humanoid could be similar to a Gargoyle,
and so forth. I recommend that you choose either one type of basic attack, or
two (with claw / claw / bite being the classic example of a dual basic attack
form).
The table below provides a summary of the most common basic attack types,
and a notation on the associated damage type. You can change the damage type
as needed; for example, a slime will typically have an envelopment attack that
causes bludgeoning damage, but if it is covered in thorny spines you might
decide that this inflicts piercing damage instead.
Here is a recommended set of about thirty basic attack types for your
consideration:
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TABLE 66
ABOMINATION
BASIC ATTACK TYPES
Common Attack
Type
Most Commonly
Associated
Damage Type
Antlers
Bludgeoning
Beak
Slashing
Bear Hug
Bludgeoning
Bear, Owlbear
Blunted Horns
Bludgeoning
Brontotheres, Titanothere
Claws
Slashing
Envelopment
Bludgeoning
Fangs / Bite
Piercing
Fist
Bludgeoning
Gnashing Teeth
Bludgeoning or
Slashing
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Common Attack
Type
Most Commonly
Associated
Damage Type
Goring Antlers
Slashing
Goring Tusks
Slashing
Hooves
Bludgeoning
Equines, Ungulates
Horns
Bludgeoning or
Slashing
Chimera, Rhinoceros
Impaling Horns
Piercing
Minotaur, Tarrasque
Pincers
Slashing
Pseudopod
Bludgeoning
Raking / Slamming
Branches
Bludgeoning or
Slashing
Razor Beak
Piercing
Owlbear, Roc
Slam
Bludgeoning
Spiked Tail
Piercing
Manticore, Stegosaurus
Spines / Quills
Piercing
Porcupine, Urchin
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Common Attack
Type
Most Commonly
Associated
Damage Type
Stinger
Piercing
Stomp
Bludgeoning
Tail Swipe
Bludgeoning
Aboleth, Dragon
Talons
Slashing
Tentacles
Bludgeoning
Thorns or Nettles
Piercing
Plant Abominations
Trample
Bludgeoning
Baluchitherium, Behemoth,
Elephant
Wing Swipe
Bludgeoning
Dragon
Once you have decided upon the basic attack type(s), you should consider the
number of attacks (Multiattack) which you think is fair for the monster, its
size, and its speed. The number of attacks does not necessarily need to equate
to the number of attacking appendages, however; a fast serpentine monster
might attack twice a round with its bite, or a large quadruped might only attack
with one forelimb while it uses the other to maintain balance.
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To determine the damage per attack, you can compare your monsters BLR to
the CR of official monsters listed in the SRD5; or, you can refer to the monster
creation guidelines featured in your FRPGs GMs Guidebook.
You may also need to consider how many total attacks the monster can make
in a single round of combat can it claw and also bite? Can it strike two targets
at once? Does it have multiple heads? How fast is it, even if it is relatively
immobile? (Consider the blinding speed of an angry snapping turtle, for
instance.) These variables cannot be codified in a work of this size, but I again
recommend that you use official monsters templates as examples to guide your
design.
And concerning the damage inflicted by basic attacks, based on an
Abominations BLR, my own rough recommendations follow hereafter:
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TABLE 67
DAMAGE PER ATTACK
CALCULATIONS & ESTIMATIONS
Average
Damage per
Round
Average
Damage per
Attack, 1
Attack per
Round
Average
Damage per
Attack, 2
Attacks per
Round
Average
Damage per
Attack, 3
Attacks per
Round
Average
Damage per
Attack, 4
Attacks per
Round
.5
N/A
N/A
1/8
1.5
N/A
1/4
2.5
1/2
3.5
2.5
1.5
4.5
11
11
5.5
3.5
2.5
14
14
4.5
3.5
18
18
4.5
24
24
12
30
30
15
10
7.5
36
36
18
12
42
42
21
14
10.5
48
48
24
16
12
10
54
54
27
18
13.5
11
60
60
30
20
15
BLR
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Average
Damage per
Round
Average
Damage per
Attack, 1
Attack per
Round
Average
Damage per
Attack, 2
Attacks per
Round
Average
Damage per
Attack, 3
Attacks per
Round
Average
Damage per
Attack, 4
Attacks per
Round
12
66
N/A
33
22
16.5
13
72
N/A
36
24
18
14
78
N/A
39
26
19.5
15
84
N/A
42
28
21
16
90
N/A
45
30
22.5
17
96
N/A
48
32
24
18
102
N/A
51
34
25.5
19
108
N/A
54
36
27
20
115
N/A
57
38
28.5
21
125
N/A
62
41
31
22
135
N/A
N/A
45
33.5
23
145
N/A
N/A
48
36
24
160
N/A
N/A
53
40
25
175
N/A
N/A
58
43.5
26
190
N/A
N/A
63
47.5
27
210
N/A
N/A
70
52.5
28
230
N/A
N/A
76
57.5
29
250
N/A
N/A
83
62.5
30
270
N/A
N/A
90
67.5
BLR
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You will note that these values are quite fair when compared to classic
monsters in the FRPG of a corresponding Challenge Rating. In fact, the damage
values above may be a little low; but I have done this so that the Abominations
will become more known for their Powers, madness effects, and special attack
forms, as opposed to mere brute force basic attacks.
And here are some suggested die / dice ranges which you can use to arrive
at some of these figures:
TABLE 68
SUGGESTED DICE ROLLS
FOR DAMAGE DETERMINATION
Attack
Forms
Average
Damage
Suggested
Damage Range
Corresponding
Die / Dice Roll
.5
0 to 1
1D2-1
1.5
1 to 2
1D2
1 to 3
1D3
2.5
1 to 4
1D4
2 to 4
1D3+1
3.5
1 to 6,
or 2 to 5
1D6,
or 1D4+1
2 to 6
2D3
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Attack
Forms
Average
Damage
Suggested
Damage Range
Corresponding
Die / Dice Roll
4.5
1 to 8,
or 2 to 7
1D8,
or 1D6+1
2 to 8
2D4
5.5
1 to 10,
or 2 to 9
1D10,
or 1D8+1
1 to 11,
or 3 to 9
2D6-1,
or 2D4+1
6.5
1 to 12,
or 2 to 11
1D12,
or 1D10+1
2 to 12
2D6
5 to 12,
or 4 to 13
1D8+4,
or 1D10+3
5 to 14,
or 4 to 14
1D10+4,
or 2D6+2
10
5 to 15,
or 3 to 18
2D6+3,
or 3D6
11
6 to 16,
or 4 to 18
2D6+4,
or 2D8+2
12
7 to 17,
or 5 to 19
2D6+5,
or 2D8+3
13
6 to 20,
or 3 to 24
2D8+4,
or 3D8
14
7 to 22,
or 4 to 24
3D6+4,
or 4D6
15
8 to 22,
or 8 to 23
2D8+6,
or 3D6+5
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Attack
Forms
Average
Damage
Suggested
Damage Range
Corresponding
Die / Dice Roll
16
7 to 25,
or 9 to 24
2D10+5,
or 3D6+6
17
8 to 26,
or 5 to 30
2D10+6,
or 5D6
18
11 to 25,
or 7 to 29
2D8+9,
or 2D12+5
20
13 to 28,
or 10 to 31
3D6+10,
or 3D8+7
21
11 to 31,
or 6 to 36
4D6+7,
or 6D6
22
9 to 36,
or 12 to 32
3D10+6,
or 4D6+8
24
11 to 38,
or 14 to 34
3D10+8,
or 4D6+10
26
10 to 43,
or 8 to 44
3D12+7,
or 4D10+4
28
10 to 46,
or 13 to 43
4D10+6,
or 6D6+7
30
8 to 52,
or 9 to 51
4D12+4,
or 6D8+3
31
7 to 56,
or 9 to 54
7D8,
or 9D6
32
15 to 50,
or 10 to 55
5D8+10,
or 5D10+5
34
16 to 52,
or 6 to 61
4D10+12,
or 5D12+1
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36
14 to 58,
or 8 to 64
4D12+10,
or 8D8
38
14 to 61,
or 18 to 58
7D8+7, or
8D6+10
40
12 to 68,
or 9 to 72
8D8+4,
or 9D8
42
12 to 72
12D6
45
13 to 78
13D6
48
14 to 84
14D6
52
15 to 90
15D6
56
16 to 96
16D6
60
16 to 104
8D12+8
66
12 to 120
12D10
70
20 to 120
20D6
(etc.)
(Additional dice rolls between these figures can be quickly extrapolated by using
the nearest figure; for example, if 45 is 13D6, then 46 could be 13D6+1.)
This step in monster design can be a little frustrating until you get some
practice in deciding the best approach. Fortunately, over the last twenty
experiments we have considered a vast array of possibilities for the Gazer Lotus.
We have a pretty clear conception of the type of monster were designing now,
even though it is very strange.
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First, I look at the SRD5 for some similar monsters. There are not many;
probably the closest relations to the Gazer Lotus are the Awakened Shrub, the
Violet Fungus, and the Shambling Mound. An Awakened Shrub attacks once
with raking thorny branches; a Violet Fungus attacks one to four times with
necrotic tentacles; and a Shambling Mound attacks twice with slamming branchlike arms. None of these options fit my plant monster exactly (and you can see
that the Gazer Lotus is filling a need in the SRD5 for a good plant monster that
is not a fungus), but they do give me some decent ideas.
The real giant hogweed attacks with dangerous corrosive and irritating sap.
And, my monster does not move very much. Plus, it is shadowy, sneaky, and
sinister. So I dont think that slamming or raking branches are the way to go
here. Instead, I decide that my plant will have two tentacle-like sub-stalks, like
arms, that will constrict, sting with nettles, and inject painful sap secretions
into prey. This is a combination bludgeoning, piercing, and acid attack. The
FRPG tends to only have one or two damage types per attack, so I decide that
the attack will do mostly bludgeoning damage, perhaps with a bit of acid damage
added in. That level of complexity can be hashed out in the final design.
Next, I simply take my own advice and give this monster a Multiattack rating
of two. It attacks with these appendages twice per round; lets say it attacks two
targets at a maximum distance of 5 or 10 (Ill figure that out later, based on the
final description). I will call this attack form Lashing Tendrils which is a good
descriptive phrase to use in a first combat encounter against adventurers.
Then, I look up at the previous Table 67, which shows me how much damage
my monsters attacks should do. The BLR 7 entry shows that my monsters basic
attacks should inflict an average of 36 damage per round, assuming both tendrils
hit. This means that each tendril should hit for 18 points per strike. This is
actually quite a lot, considering that my monster is just a plant; so now I
reconsider my design.
I up the number of attacks from two to six, so that each individual tendril
inflicts a more reasonable amount of damage. If I divide 36 by 6, this means
that each tendril inflicts an average of 6 points of damage per strike. This seems
more reasonable to me, when we consider the damage per attack for the
comparison monsters: 1 point for the Awakened Shrub, 4 points for the Violet
Fungus, and 13 points for the Shambling Mound.
Let us also assume that I want my monster to do a random amount of damage
per attack, averaging 6 points. In that case looking next at Table 68 I can
now see that an attack which inflicts an average 6 points can be simulated with
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V.3
STRATAGEM
TACTICAL CONSIDERATIONS
(Worksheet Section 4-7)
Having crunched out the stats for any needed basic attack forms, you may
want to consider how the Abomination is likely to react during a threatening
encounter with the unknown (adventurers, from its perspective). Factors which
could affect the monsters behavior include, but are by no means limited to:
monster type, body type, nature, Intelligence, Wisdom, and alignment.
I recommend considering the following categories of potential behavior:
Preferred Attack Type(s) / Tactics at Range: Now that you know all of the
monsters powers and basic attack forms, what is the range of its longest attack?
What is it likely to do when attacked with spells or missile weapons? Will it
remain at range, back off, or close to nearer range to use a breath weapon for
example?
Preferred Attack Type(s) / Tactics in Melee: When in melee, what will the
monster do? Does the monster potentially inflict more damage at range, or in
melee? Intelligent monsters will attempt to stay at the range where they are most
effective, while suffering the least damage.
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Morale / Fearlessness: Will the monster fight to the death? Even the wisest
Abominations might do so, simply because they know they can reform
themselves in days, years, or centuries in this alien physical realm which mortals
call reality.
Likelihood of Retreat: Will the monster seek to save itself if its physical
form is about to be annihilated? Does it guard an artifact, or a temple ruin, or
worshippers? Does it care about the existence of allies?
Answering all of these questions ahead of time, at least briefly, can prevent
an adventurer massacre later on. And even if slaughter becomes a necessity, at
least you will know how to play through the scene efficiently and with rational
decisions concerning monstrous activity!
This thought process is actually fairly difficult to illustrate, but I can simplify
my thoughts about the Gazer Lotus for you as follows:
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As you can see, these decisions are the result of everything that we have
learned so far: the monsters type, Powers, weaknesses, Intelligence, alignment,
attack forms, and so forth. Let your imagination take you where it will: even if
it takes you a while to answer these questions, you will find that the thought
process results in a significant amount of additional interesting detail which you
can add to your Abominations worksheets. Have fun with the process.
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V.4
EXPLICATION
ABOMINATION DESCRIPTION
(Worksheet Sections 5-1 to 5-5)
Now that youve labored through the labyrinthine details of your monstrous
creation, you can have some fun envisioning and conceptualizing it for the final
design. Best of all, now you get to try to describe it.
What does it look like in your mind? How has your conception of the creature
changed from the first random die rolls, when you were considering its monster
type and body type? How does it move? (And I dont just mean Ground; does
it shamble, slither, hop, or skulk?) What kind of armor does it have? Does it
make improvised tools for hunting or working? What are they? What does it
smell like, sound like, feel like? And most importantly for that crucial first player
impression: If you had to describe the monster in a single sentence in either
a story or a game encounter what would that sentence be?
The easy way to get started with writing a brief monster description is to
consider the Primary and Secondary Descriptor. If the monster is Frigid and
Fungoid, you might well use those adjectives to describe it in an encounter. You
will also probably want to consider what type of normal monster the
Abomination is most similar to, because that is going to be the momentary
guess that mortal minds make when they experience first contact. Even if your
beastie possesses sixteen legs, four wings, numerous pseudopods and an orange
pulsating aura, if it looks kind of like an ant in body shape then the first
impression is going to be a giant, flying ant with waving blobs undulating along
its undersurface.
The details can be found in the lists of the creatures powers and abilities.
Many of the powers define physical attributes (tentacles, wings, tail, stinger, etc.)
directly. Other abilities can imply an appearance which you can include in the
monsters description: an acid-resistance creature might have rubbery flesh
coated in slime, while a psionic monster might have an enlarged cranium or even
an exposed brain.
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Lastly, you can add some unsettling details that emphasize the monsters
alien origin. Just think of your favorite horror story, movie, or even a nightmare
if you are hungry for ideas. The Thing might have eyes along its flanks, or it
might look like a Hieronymus Bosch hybrid of monster and object, or maybe it
has spindly limbs that make it look like something out of a Dali painting.
Describing monsters is an art, not a science, and I have included systems
beyond these suggestions to help you with two of the most difficult details to
decide upon: coloration, and evocative adjectives which can turn a brief
description into an unforgettable mental scene.
To describe my monster a little more than we already have (large, root bundle,
eye stalk, lashing tendrils, etc.), I simply add a few more realistic details by
looking up the giant hogweed plant online. The Gazer Lotus is dark green and
tenebrous, with sheath-stalks that hide the extending tendrils when they are not
in use. The central eye stalk has a bulbous appendage on the end, like a lotus
pod. These crucial and vulnerable parts of the plant (stalk, sheaths, and eye)
are veiled by foliage, which appears just as it does on the real plant: broad
serrated leaves which create overlapping layers of shadow, hiding the plants
roots and foundation.
My single-sentence description, for potential use in the first encounter in the
game: You see a large dark green plant of some kind looming in the shadows,
with the weighty bulb atop its central stalk nodding solemnly in the breeze.
(Alert players will note with concern that a few minutes earlier, I stated that the
dense forest has dead calm air with no winds or breezes to speak of.)
The stage is set!
Theres still work to be done, turning the Gazer Lotus worksheets into a
formatted monster template; but my Oldskull experiments stop here. I hope you
have enjoyed watching me work (and yes, struggle) with my conception of a
completely random monster for insertion in my campaign.
Pity my players, will you?
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V.5
CHROMA
OVERALL COLORATION
(Worksheet Section 5-1)
A crucial part of any good description is the overall color of a Thing. What
is the general background hue of the monsters body? The basic colors for
descriptive purposes are [1] black, [2] blue, [3] brown, [4] gray, [5] green, [6]
orange, [7] purple, [8] red, [9] white and [10] yellow. (And yes, I numbered those
options so that you can throw 1D10 if youre completely at a loss!)
You can also choose a color depending on the monsters nature. (For
example, my Gazer Lotus monster will not have a random color; it is green and
shadowy black in hue.) If a monster swims on the surface and has a camouflage
ability, it might be blue. A nocturnal monster might be black. A subterranean
monster, made pale from the absence of sunlight, could be white.
After you decide upon the overall color, you can describe the exact shade of
the Thing by either selecting or rolling on the table below. There are many other
shades than the ones I list here of course, but I chose 100+ descriptors that I
found particularly evocative, odd, and/or easy to visualize.
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TABLE 69
ABOMINATION COLORATION
FOR DESCRIPTIVE PURPOSES
Color
Black
Blue
Brown
[01-08]
[09-16]
[17-24]
[25-33]
Black Onyx
Coal Black
Crow Black
Ebony
[34-41]
[42-50]
[51-58]
Hued
[59-66]
Inky Black
Jet Black
Midnight-
Pitch Black
Raven-Hued
Sable
Sooty
[70-77]
[78-84]
[85-92]
[93-00]
Sapphire
Sky Blue
Turquoise
Ultramarine
[72-79]
[80-86]
Brown
[87-93]
[94-00]
Russet
Sandy
Obsidian
[01-08]
[09-16]
[17-24]
[25-32]
[33-39]
Aquamarine
Azure
Cerulean
Cyan
Imperial Blue
[40-47]
[48-55]
Blue
[56-61]
[62-69]
Indigo
Midnight
[01-07]
[08-14]
[15-21]
Brown
[22-28]
Brown
[29-35]
Bronze
Burnt Umber
Chestnut
[36-42]
[43-49]
[50-56]
[57-63]
Brown
[64-71]
Ecru
Hazel
Mahogany
Muddy
Chocolate
[67-75]
[76-84]
[85-92]
[93-00]
Robins Egg
Royal Blue
Sepia
Tan
Ochre
Cinnamon
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Color
Gray
Green
[01-08]
[09-16]
[17-23]
[24-31]
[32-39]
Ash Gray
Basalt
Dove Gray
Dun
Dusky Gray
[40-46]
Hued
[47-54]
[55-62]
[63-69]
Quartz
Heather-
[70-77]
[78-84]
[85-92]
[93-00]
Silvery
Slate Gray
Smoky Gray
Steel Gray
[01-06]
[07-12]
[13-19]
[20-25]
[26-31]
Green
[32-37]
Apple Green
Celadon
Emerald
Grass Green
Harlequin
[38-44]
[45-50]
[51-56]
[57-62]
[63-69]
Jade
Malachite
Mint Green
Moss Green
Olive
[70-75]
[76-81]
[82-88]
[89-94]
[95-00]
Sage
Sea Green
Slime Green
Verdigris
Viridian
Leaden
Platinum
Rose
Hunter Green
Orange [01-09]
[10-18]
[19-27]
[28-36]
Burnt Orange
Cinnabar
Copper-Hued
Coral
[37-45]
Orange
[46-54]
[55-63]
[64-72]
Flame
Jacinth
Peach
Rust
[73-81] SalmonColored
[82-90] Tawny
Orange
[91-00] Vermilion
Purple
Amethyst
Fuchsia
Heliotrope
Lavender
[34-41]
[42-49]
[50-58]
[59-66]
Purple
Lilac
Magenta
Mauve
Midnight
[67-74]
[75-82]
[83-91]
[92-00]
[01-08]
[09-16]
[17-24]
[25-33]
Plum
Puce
Royal Purple
Violet
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Color
Red
White
Yellow
[01-07]
[08-14]
[15-20]
[21-27]
[28-33]
Blood Red
Burgundy
Cerise
Cherry Red
Cinnabar
[34-40]
[41-46]
[47-53]
[54-60]
[61-67]
Crimson
Damask
Maroon
Pink
Ruby
[68-74]
[75-81]
[82-87]
Hued
[88-94]
[95-00]
Russet
Rust Red
Sandstone-
[01-08] Alabaster
[09-16] Bone White
[17-24] CreamColored
[25-32] Eggshell
White
[33-40] Ivory
[41-48]
[49-56]
[57-63]
White
[64-71]
Lily White
Milk White
Opalescent
[72-79]
[80-86]
White
[87-93]
[94-00]
Pale / Pallid
Seashell
[01-06]
[07-11]
[12-17]
[18-23]
[24-28]
[29-34]
[35-40] Gold
[41-46] Goldenrod
[47-52] HoneyHued
[53-58] KhakiColored
[59-64] Lemon
[65-70] ParchmentHued
[71-76]
Yellow
[77-82]
[83-88]
[89-94]
Yellow
[95-00]
Primrose
Amber
Brassy Yellow
Bronze
Citrine
Fallow
Flaxen-Hued
Pearl White
Scarlet
Terra Cotta
Snow White
Vanilla
Saffron
Straw Yellow
Sulphur
Topaz
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V.6
SHADES
COLORATION
OF DISTINCTIVE BODY PARTS
(Worksheet Section 5-2)
To make your monsters description of color more nuanced and realistic, you
can quickly add a few highlights to the description using the following system.
Simply roll two to four times on the table below, and then reroll if the result
indicates a feature that the monster does not possess. Once you have a list of
distinctive features (for example, aura, labrum and pincers), you can roll on the
color table in the previous section to determine that varying color of those parts.
If you want to add a little more realism, consider that herbivores and things
that hide tend to be all of one color. So if your monster is blue and of a cerulean
shade, you might want to roll only on the blue table to define the slightly different
hues of the distinctive body parts. But creatures such as predators, poisonous
things, and extremophiles which defines most of the Abominations at a glance!
can have garish and wildly different color schemes and the result will still be
logical considering that nature.
To randomly determine the body parts that are differently colored, roll 1D100
on the table hereafter.
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TABLE 70
ABOMINATION BODY PARTS
FOR DESCRIPTIVE PURPOSES
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
[01]
Abdomen
[35]
Frills
[67]
Pseudopods
[02]
Antennae
[36]
Fur
[68]
Quills / Barbs
[03]
Antlers
[37]
Gill Sheaths
[69]
Rump
[04]
Arms
[38]
Gills
[70]
Scales
[05]
Aura
[39]
Hair
[71]
Segments
[06]
Back
[40]
Hands
[72]
Shell
[07]
Back Plates
[41]
Haunches
[73]
Shoulders
[08]
Beak
[42]
Hide
[74]
Siphon
[09]
Blowhole
[43]
Hindquarters
[10]
Brows
[44]
Hocks
[77]
Snout
[11]
Carapace
[45]
Hooves
[78]
Spikes
(Order #10070827)
601
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
[12]
Cephalothorax
[46]
Horns
[79]
Spines
[13]
Chelicerae
[47]
Hump
[80]
Spinnerets
[14]
Chelipeds
[48]
Jaws
[81]
Spiracles
[15]
Chest
[49]
Labrum
[82]
Spots
[16]
Claws
[50]
Legs
[83]
Stinger
[17]
Coat
[51]
Limbs
[84]
Stripes
[18]
Coils
[52]
Lobes
[85]
Swimmerets
[19]
Crest
[53]
Mandibles
[20]
Dewlap
[54]
Mane
[88]
Tail Tip
[21]
Ears
[55]
Mantle
[89]
Talons
[22-23]
Eyes
[56]
Markings
[90]
Tentacles
[24]
Fangs
[57]
Midsection
[91]
Tergum
[25]
Feathers /
Plumes
[58]
Muzzle
[92]
Thorax
[86-87] Tail
(Order #10070827)
602
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
D100
Roll
Distinctive
Body Part
[26]
Feelers
[59]
Neck
[93]
Tongue
[27]
Feet
[60]
Nose
[94]
Trunk
[28]
Fetlocks
[61]
Ovipositor
[95]
Tufts
[29]
Fins
[62]
Paws
[96]
Tusks
[30-31]
Flanks
[63]
Pedipalps
[97]
Underbelly
[32]
Flukes
[64]
Pincers
[98]
Whiskers
[33]
Forearms
[65]
Plates
[99]
Wings
[34]
Forequarters
[66]
Proboscis
[00]
Withers
(Order #10070827)
603
(Order #10070827)
604
V.7
EIDOLON
RANDOM DESCRIPTION ROLLS
(Worksheet Section 5-3)
(Order #10070827)
605
TABLE 71
THE GLOSSARY
OF THE SPAWNING POOL
~ A IS FOR ANTEDILUVIAN ~
[001-003]
[004-007]
[008-010]
Aberrant
Abhorrent
Abnormal
[011-013]
[014-016]
[017-020]
Abominable
Abysmal
Abyssal
[021-024]
[025-027]
[028-030]
Accursed
Achromatic: Colorless,
perhaps implying
transparency.
[031-033]
[034-036]
[037-039]
Acidic
Acrid
Adamantine:
Extremely resilient, or
diamond-like.
(Order #10070827)
606
[040-042]
[043-045]
[046-048]
Alchemical: Created
by alchemy
(intentionally or
otherwise).
Alien or
[049-050]
[051-052]
Amorphous
Ancient
[057-059]
[060-063]
Appalling or
Arcane or
Apparitional
Archaean: Extremely
ancient.
[053-056]
Antediluvian:
Belonging to a period
after a great flood.
[064-066]
Archelonian: Of or
pertaining to Archelon
ischyros, an extinct
species of gargantuan
turtle.
(Order #10070827)
607
[067-069]
[070-073]
[074-076]
Ashen
Asphytic: Gasping, or
perhaps even breathing
without oxygen.
Astral
[077-080]
[081-083]
[084-086]
Atlantean: Of or from
the lost city of Atlantis.
Atrocious
Babbling
(Order #10070827)
608
(Order #10070827)
609
~ B IS FOR BURBLING ~
[097-100]
[101-103]
Bellowing
Bestial
[107-110]
[111-113]
[114-116]
Blasphemous
Bleating
Bloated
[117-119]
[120-123]
[124-126]
Bloodshot
Blubbery
Boiling
[127-129]
[130-132]
[133-136]
Boreal: Of or
pertaining to Boreas,
the Greek god of the icy
northern wind.
[137-139]
Bulbous
Brobdingnagian: Of
colossal size and fit to
pass for a giant.
[140-142]
Burbling: Making a
bubbling, warbling
sound with the throat.
[104-106]
Bifurcated: Split into
two branches from a
single root.
Buboed: Covered in
buboes (swollen lymph
glands).
[143-146]
Cackling
(Order #10070827)
610
~ C IS FOR CHTHONIC ~
[147-149]
Cacophonous:
Erupting with a loud
clashing of many
simultaneous noises.
[156-158]
Centipedal:
Reminiscent of a
centipede.
[150-152]
[153-155]
Cadaverous
Cataleptic: Locked in a
state
of
suspended
animation.
[160-162]
[163-165]
Cephalopodean: Of or
pertaining to a
cephalopod, a tentacle
creature (such as an
octopus, squid, or
cuttlefish).
Chaldean: Of or
pertaining to Chaldea, a
region of Babylonia
famed for its
astronomers,
astrologers and Dream
Worlds wanderers.
[166-169]
[170-172]
[173-175]
Charnel
Chimeric
Chiming
(Order #10070827)
611
(Order #10070827)
612
[176-178]
[179-182]
[183-185]
Chitinous:
Reminiscent of chitin (a
hard material found in
the exoskeletons of
insects and spiders).
Chittering or
Choloritc: Suffering
from chlorosis, a lack of
chlorophyll. Pallid.
Choleric: Highly
irritable and prone to
anger. By occult
extension, of or
pertaining to the bodily
humour known as
choler.
[186-189]
[190-192]
[193-195]
Chthonic: Of or
associated with the
supernatural entities of
the netherworld.
Colossal or
Congregated
Conjunctival:
Connected by mucous
membranes.
[196-199]
[200-202]
[203-205]
Constricting
Convulsing
[206-208]
[209-211]
[212-214]
Corroded
Corrosive
Corrupt
[215-217]
[218-220]
[221-224]
Creeping
Croaking
Corpulent: Bloated,
fat, fleshy.
Crudivorous: Eating
only raw, or still-alive,
food.
(Order #10070827)
613
[225-227]
[228-230]
[231-233]
Crumbling
Crustaceous
Cryptic
[234-236]
[237-239]
[240-243]
Crystalline or
Cyclopean:
Architecture or
landscaping fit for use
by (or created by) a
Cyclops, which is to
say, gigantic. May also
be used of a living
thing, or more
appropriately of a
construct.
Daemoniac or
Cupric: Coated in
copper, or having a
coppery hue.
Damnable
(Order #10070827)
614
(Order #10070827)
615
~ D IS FOR DEATHLESS ~
[244-246]
[257-250]
[251-253]
Dank
Deathless
Debased
[254-256]
[257-260]
[261-263]
Decayed
Decomposing
Decrepit
[264-266]
[267-270]
[271-273]
Deformed
Desiccated:
Completely dehydrated
and bereft of all fluids.
Diabolical
[274-276]
[277-279]
[280-283]
Discordant
Dissolving
Distended
[284-286]
[287-289]
[290-293]
Distorted
Dividing
Draconian
[294-297]
[298-300]
[301-303]
Dripping
Dusty
Effulgent
(Order #10070827)
616
~ E IS FOR ELDRITCH ~
[304-306]
Elastic
[307-309]
[310-313]
[314-316]
[317-319]
[320-323]
Emaciated
Encrusted
Endless
[324-326]
[327-329]
[330-332]
Enshrouded
Enveloping
Ethereal
[333-335]
[336-339]
[340-342]
Evanescent: Fading
and vaporous.
Exsanguined: Having
been made bloodless;
drained.
Faceless
(Order #10070827)
617
(Order #10070827)
618
~ F IS FOR FUNGOID ~
[343-345]
[346-349]
[350-352]
Fecund
Festering
Festooned
[353-355]
[356-359]
[360-362]
Fibrous
Fiery
Filthy
[363-365]
[366-368]
[369-371]
Flabby
Flowing
Foaming
[372-375]
[376-378]
[379-381]
Foul
Frenzied
[382-384]
[385-387]
[388-391]
Frigid
Frozen
Funereal
Foetid: Fetid
(antiquated). Stinky.
(Order #10070827)
619
[392-395]
[396-398]
Fungoid or
Fusiformed: Tapering
at the end(s).
Fungous
or
Galvanic: Infused with
bio-electricity.
[399-401]
Galumphing: A
portmanteau of
galloping and
triumph; in other
words, to proudly walk
in a thoroughly
animated manner. A
good word for Dream
Worlders.
~ G IS FOR GRUESOME ~
[402-404]
Gangrenous: Afflicted
with gangrene
(infection, decay, or
necrosis of the flesh).
[405-408]
[409-411]
Gaunt
Gelatinous or
Gelid: Extremely cold.
(Order #10070827)
620
[412-414]
[415-417]
Ghastly: Appalling,
horrific. In Lovecraftian
parlance, more
accurately, Ghastly
(capitalized) means
reminding one of a
Ghast.
[422-424]
Ghoulish: Morbid,
cannibalistic,
disturbing. In
Lovecraftian parlance,
more accurately,
Ghoulish (capitalized)
means acting in the
manner of (or
resembling) a Ghoul.
[418-421]
Gibbering
[425-427]
[428-430]
Gimbling: Moving in a
way reminiscent of a
gimlet (a small metal
tool), boring holes into
earth, leather, or flesh.
Glowing
[431-433]
[434-436]
[437-440]
Glutinous or
Gnashing or
Gnarled
Gore-Caked
Gorgonian: Reminding
one of a gorgon (a
monster whose gaze
would turn any
beholder to stone), such
as Medusa.
(Order #10070827)
621
[441-443]
[444-447]
[448-450]
Grasping
Greasy
[451-454]
[455-457]
[458-460]
Grisly
Grotesque
Gruesome
Gossamered: Covered
in fine strands, like a
spider web.
~ H IS FOR HYPERBOREAN ~
[461-463]
[464-466]
Hadean: Reminding
one of Hades, the Greek
netherworld of the
judged dead.
Hallucinatory or
Harrowing
[467-470]
Hasturian: Pertaining
to Hastur (a ravening,
mysterious Entity who
dwells eternally in the
Lake of Hali).
(Order #10070827)
622
[471-473]
[474-477]
Hideous
Hierophantic: Similar
to a hierophant (a ritual
priest of the Eleusinian
Mysteries in ancient
Greece) or the
revelations of a
hierophant.
[478-480]
Hircine: Like a goat,
especially in smell.
or
Hissing
[481-483]
[484-486]
[487-490]
Horrible or
Horrific or
Horrid
Howling
Hyperborean: From, or
bearing qualities of, the
lost kingdom of
Hyperborea (the land
which lies beyond the
northern wind.)
(Order #10070827)
623
~ I IS FOR ICHTHYOID ~
[491-493]
[494-497]
Hyper-Geometrical:
Angular or complex in a
mathematical way,
resonating with those
dimensions which lie
higher than the third.
Ichorous: Dripping
with a black, acidic,
aethereal substance
roughly akin to gluey
blood which is found
in the veins of corporeal
supernatural entities.
[501-503]
[504-506]
[507-510]
Icy or
Immolated: Sacrificed
(or prepared for
sacrifice) in a
destructive, sometimes
incendiary fashion. Or,
burning to death.
Infernal or
[511-513]
[514-516]
[517-520]
Infinite
Insectile
Iridescent
Ignescent: Capable of
bursting into flame.
[498-500]
Ichthyoid: Fish-like.
or
Ictal: Prone to
seizures, or perhaps
moving in the manner
of a seizure.
Infested
(Order #10070827)
624
~ J IS FOR JELLIFIED ~
[521-524]
[525-527]
[528-530]
Jabbering
Jaundiced
Jellified
~ K IS FOR KLEPTOMANIACAL ~
[531-533]
[534-536]
Jumbled or
Kleptomaniacal:
Afflicted with
kleptomania (the
compulsion to snatch or
steal). Grabbing and
clutching.
Jumentous: Stinking
like a beast.
[537-539]
Lachrymal: Involving
or featuring tears (or
some other dripping
fluid).
(Order #10070827)
625
~ L IS FOR LEPROUS ~
[540-542]
Lamprey-Like
[543-546]
Lemurian: From, or
reminding one, of the
ancient land of
Lemuria.
[547-549]
Leprous
[550-553]
[554-556]
[557-559]
Loathsome
Luminescent
Lurking
~ M IS FOR MANXOME ~
[560-562]
[563-565]
[566-569]
Macabre
Maggoty
Malevolent
(Order #10070827)
626
[570-573]
[574-576]
Malign or
Manxome: Fearsome
and primal, and
perhaps implying
island-dwelling. The
word may be derived
from Manx, meaning
of the Manx people, or
from the Isle of Man.
Malignant
[580-582]
Meeping: Making a
muttering, squeaking
sound (much like a
Ghoul).
[577-579]
Mausolean: Immense
and morbid, in the
manner of a
mausoleum (an
elaborate pillared
tomb).
[583-585]
[586-589]
Membranous or
Mephitic or
Mephistophelean
[590-592]
[593-595]
[596-598]
Mesmerizing or
Miasmal: In the
manner of a miasma (a
stinky, dangerous gas,
such as that emitted by
decaying corpses).
Mildewed or
[599-601]
[602-605]
[606-608]
Misty
Mithral
Moaning
[609-611]
[612-615]
[616-618]
Molten
Molting
Mottled
Metameric: With a
body divided into
segments.
Mimicking
(Order #10070827)
627
[619-622]
Mouldering: Moldering
(antiquated), crumbling,
decaying.
[623-625]
Murmuring or
Murmurous
[626-628]
Mycologic: Dealing
with or reminding one
of mycology (the study
of fungi).
~ N IS FOR NON-EUCLIDEAN ~
[629-631]
[632-634]
[635-638]
Nauseating or
Nebulous or
Nebulous
Necromantic: Of or to
pertaining to black
magic (death magic,
zombification, Ghoul
rituals, reanimation,
etc.).
[639-642]
[643-645]
Necrophagous:
Feasting on the dead.
Nictitating: Winking
frequently.
[646-648]
Noisome
(Order #10070827)
628
[649-652]
[653-655]
Non-Euclidean:
Informally, angular in
such a hyperbolic way
that the physical laws of
the third dimension are
violated.
Noxious
[656-658]
Obfuscated: Hidden,
veiled, or confused.
~ O IS FOR OCTOPOID ~
[659-661]
Obliviated: Thrown
irrevocably into
oblivion.
[662-665]
Octopoid: In the
manner of (or bearing
the features of) an
octopus.
[666-668]
Odious
[669-671]
[672-675]
[676-678]
Oily
Oneirodynian: Bearing
the marks of primordial,
subterranean
nightmare.
Oozing
(Order #10070827)
629
[679-681]
[682-684]
[685-687]
Outgribing: Bellowing,
whistling and making a
sneezing-snorting
sound, all at once.
Overripe or
Pale or
Pallid
~ P IS FOR PLUTONIAN ~
[688-691]
[692-694]
[695-697]
Pandemoniacal: In the
frenzied manner of a
horror from
Pandemonium (the city
of all demons, believed
to lie deep in the
netherworld).
Parasitic or
Pentacular: Bearing
the angles of a pentacle
(a star-shaped, fivepointed diagram.)
Pasty
(Order #10070827)
630
[698-700]
[701-704]
Perfidious or
Pestilent
[708-711]
[712-714]
Phantasmagoric:
Evoking a
phantasmagoria (a
display of extremely
convincing
hallucinations or
illusions).
Phantasmal: In the
manner of a phantasm
(a realistic illusion of a
person, thing or
monstrosity).
[718-720]
[721-723]
Phlegmatic: Phlegmy.
In an occult sense, it
alludes to phlegm as
one of the bodys
humours.
Phosphorescent:
Softly glowing, due to
radiation or
bioluminescence.
[705-707]
Phanerozoic: The
current scientific eon of
the Earths chronology.
It could mean
geologically recent,
but in practice it means
very old indeed,
perhaps as old as 500
million years.
[715-717]
Phantastic: Fantastic
(antiquated); unreal,
unbelievable.
[724-727]
Plutonian: Of or
pertaining to Pluto.
Pluto can mean either
the tenth planet of our
Solar system, or the
title of Hades, god of the
netherworld.
(Order #10070827)
631
[728-731]
Polypous: Covered
with polyps (mucuscovered flesh growths).
[738-740]
[732-734]
[735-737]
Porous or
Precambrian: From
the prior eon of Earths
chronology. In practice,
something that is
Precambrian is at least
542 million years old.
Possessed
[741-743]
[744-746]
Protoplasmic or
Protozoic
Pseudopodal: In the
manner of a pseudopod
(a temporary, tentaclelike limb, constructed
from protoplasm).
[747-749]
[750-752]
[753-756]
Pulsating
Pungent
[757-760]
[761-763]
[764-766]
Putrid
Quavering
Procrustean:
Constricting and
murderous.
Putrefacted: Having
falling victim to
putrefaction; decayed.
Pustulant: Covered in
pustules (blister-like
sores filled with pus).
(Order #10070827)
632
~ Q IS FOR QUINTESSENTIAL ~
[767-770]
Quintessential: From
or composed of the
rarefied fifth element
which binds the
universes primal air
(gas), earth (solid), fire
(energy) and water
(liquid) together.
[771-773]
[774-776]
Rainbowed or
Reanimated or
Rancid
Reeking
~ R IS FOR RETICULATED ~
[777-779]
[780-782]
[783-785]
Reptilian
Repugnant
Repulsive
[786-789]
[790-792]
[793-795]
Reticulated: Covered
or arranged in a mesh.
Rubbery
Rubicund: Ruddy,
reddish.
(Order #10070827)
633
[796-799]
Rugose: Covered in
alternating wrinkles
and ridges.
[800-802]
[803-805]
Ruined
Ruinous
~ S IS FOR SEPULCHRAL ~
[806-808]
[809-811]
[812-814]
Sanguinary: Bloody or
blood-like.
Saurian
Scabby
[815-818]
[819-821]
[822-824]
Scaly
Scorched or
Scabrous: Covered
with scabs.
Scorching
[825-827]
[828-830]
[831-834]
Scintillating or
Seeping or
Sepulchral: Reminding
one of a sepulcher (an
ancient tomb).
Seething
(Order #10070827)
634
[835-837]
[838-840]
[841-843]
Serpentine
Shimmering
Shivering
[844-846]
[847-849]
[850-852]
Shuddering
Sinewy
Skeletal
[853-855]
[856-858]
[859-861]
Slimy
Slithering
[862-865]
[866-868]
[869-871]
Slobbering
Sluggish
Smoky
[872-874]
[875-877]
[878-881]
Snaking
Spectral
[882-884]
[885-887]
Stygian
Sulphurous
Squamous: Covered
with dry, decaying
scales.
[888-890]
Susurrating: Emitting
a susurrus (a rustling,
whispering sound).
(Order #10070827)
635
[891-893]
[894-896]
[897-899]
Swarming or
Synaesthetic: Causing
the senses to become
confused with one
another.
Talismanic: Bearing
the properties of a
talisman (an occult
amulet with
supernatural powers,
typically of summoning
or protection).
Swollen
~ T IS FOR TENTACULAR ~
[900-902]
Tempestuous
[903-905]
Tenebrous: Deeply
shadowed.
[906-909]
Tentacular: Covered
with (or exhibiting the
properties of) tentacles.
[910-912]
[913-915]
[916-918]
Thrashing
Trembling
Tremulous: Quivering,
shuddering.
(Order #10070827)
636
[919-921]
[922-924]
Troglodytic:
Pertaining to troglodytes
(cave-dwelling
degenerates).
Tulgey: Tulgey
(Carrollian) can be
understood to mean
tumored and bulgy.
[925-927]
Tumescent: Swollen.
[928-930]
[931-933]
[934-936]
Tumorous: Covered or
filled with tumors.
Turgid: Distended by
internal gasses.
Ululating
~ U IS FOR ULULATING ~
[937-939]
[940-942]
[943-945]
Unclean
Vaporous
(Order #10070827)
637
~ V IS FOR VORPAL ~
[946-948]
[949-951]
[952-954]
Vermilion: Shockingly
red.
Vile
[955-957]
[958-960]
[961-963]
Viscous
Viperous: In the
manner of a viper.
~ W IS FOR WRITHING ~
[964-966]
[967-969]
[970-972]
Wailing
Warped
Warping
[973-975]
[976-978]
[979-981]
Webbed
Whirling
Withered
(Order #10070827)
638
[982-984]
[985-987]
[988-990]
Wretched
Writhing
Yammering or
Yeastlike
~ Y IS FOR YUGGOTHIAN ~
[991-993]
[994-997]
Yithian: Reminding
one of the time-traveling
Great Race of Yith, or
something from their
homeworld (such as an
alien artifact).
Yuggothian:
Originating on the
remote, shadowy ice
planet of Yuggoth
(known to mere mortals
as Pluto). Yuggoth is
probably a dimensionleaping planet, and so
may well exist in the
game worlds distant
solar system.
[998-000]
Zymotic: Fermenting,
spoiling.
(Order #10070827)
639
~ Z IS FOR ZYMOTIC ~
(Order #10070827)
640
V.8
DOMAIN
RECOMMENDED LAIR LOCATIONS
(Worksheet Section 5-5 through 5-7)
To rough out the lair possibilities of your creation, you can simply run
through the worksheet checklists (Worksheet 5) and decide whether the monster
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might appear there. I have provided entries for climate, terrain, and locale. The
locales listed which I felt offered a general overview of reasonable locations for
most game worlds are as follows:
Once you know where the monster can acclimate and exist, you can put the
race into your world. You can make this is as simple as putting one encounter
in your next sessions dungeon setting, or you can look at your entire game world
at the meta level, and decide if any undeveloped regions need to harbor an
unspeakable secret that will startle the sages (and the heroes, as well). You
might have a vague jungle, or a moon, or a netherworld that you havent yet fully
developed and you dont know what to put there. Why not consider some new
Abomination species for those regions? The choice is yours.
As further inspiration, consider this: You never know which one of the little
monstrosities you create that will become your players next hated foe. And if
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your players end up enjoying a particular new monster (even if their enjoyment
involves stares of disbelief and growls aimed at an unfair and old-school-afflicted
Game Master), you should consider making that Abomination a major invading
planar race. This is quite different from you making a conscious decision to work
on a monster, you see. The players are unintentionally running the show here.
If your players love to hate it, give it some greater depth.
You can then develop the monsters culture, beliefs, and home world for
future use in the campaign. Consider for example the Drow (dark elves), which
are widely regarded as one of the most iconic FRPG races. In the early TSR
materials, they were merely hinted at as the folkloric Nordic Svartalfar in 1976;
and then whispered of in a monster book entry in 1977; and then they became
a full-blown racial culture, complete with a dangerous homeland to explore, in
1978. They were then reimagined by other authors in the 1980s, and then made
classic (and almost clich, due to oversaturation) with much more added detail
throughout the decades. Many books have been written about them now.
If you are patient and design an excellent and intriguing Abomination, you
may find yourself with a similar situation on your hands! What will you create
that will inspire other Game Masters and game designers in the future?
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V.9
COMPREHENSION
ABOMINATION LANGUAGES
(Worksheet Section 5-8)
As a last atmospheric detail which makes the monster blend well into your
campaign, you may want to consider the known languages that your
Abomination can telepathically speak, comprehend, or even utter on its own.
I must apologize for this section being in a chapter which might seem to be
completely out of place; but when I considered that you as the GM would need
to know the Abominations Intelligence, behavior, description, and lair
environments before you would be able to fully consider this question, this
section feels as if it should be included here.
This step is entirely optional, and it depends on precisely how alien you want
your otherworldly monsters to be. The easy way out of this conundrum (if you
are tired with fiddling with your monsters details) is to say that all of the
Abominations in your game world possess an innate, almost instinctual form of
visual telepathy. Even the nearly mindless ones can express themselves by
planting crude and garish images in mortals heads, and the supra-genius
entities can speak to mortal minds in a myriad of ways. Clever psychic entities
can easily lace mortal thoughts with beautiful and enticing words of silence,
using any language that will prove to be the most persuasive.
That is honestly the approach that I recommend for your game, at least
initially. Its otherworldly, interesting, unsettling, and easy. But for those of you
who want more detail, and to make Abominations a lasting part of an ongoing
campaign with years of play, here is a system which will help you to determine
an Abominations known languages in accordance with the systems in the
current FRPG editions game design.
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DEMI-HUMAN LANGUAGES
Dwarvish: The language of Dwarfkind.
Elvish: The language of the Elvenfolk.
Gnomish: The language of Gnomekind and burrowing animals.
Halfling: The language of the Shire Folk.
Undercommon: The language of netherworld demi-humans
BESTIAL LANGUAGES
Giant Eagle: The language of birds of prey (and some raptor-hybrid
monsters).
Giant Elk: The language of the primal beasts.
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ELEMENTAL LANGUAGES
Aquan: The language of aquatic creatures.
Auran: The language of the elemental air.
Ignan: The language of the elemental fire, spoken by Azer.
Primordial: The common language of the elementals and primals.
Terran: The language of the elemental earth.
HUMANOID LANGUAGES
Gnoll: The language of bestial humanoids.
Goblin: The language of small tribal humanoids.
Orcish: The language of corrupted humanoids.
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Sahuagin: The language of the Sea Devils and the Deep Ones
Winter Wolf: The language of boreal predators.
With this collective knowledge, you can perform some random die rolls to
determine whether your Abomination race has had an opportunity to learn how
to communicate with various creatures in the game world as listed above.
The problem, however, is that you will end up with a decidedly small list of
main languages which the Abomination can understand. But what of the minor
languages, where it will probably be able to deduce what is being said rather
quickly without knowing the language fully?
If you would like to randomly determine the monsters secondary languages,
you can roll multiple times on the guide table below. You will need to refer to
your worksheets fairly extensively, because my system presupposes that your
monsters ability to learn is based primarily on its Intelligence, and also on its
alignment, descriptors, monster type, movement mode, and potentially its
surroundings as well.
To use this table, simply read every appropriate line and apply the existing
Intelligence (INT) modifier. If your Abomination has (for example) an INT of 10,
and the entry reads that there is an INT x 3% chance of knowing the Infernal
language, then that would mean your monster has a 30% chance to be able to
learn that language quickly enough that it could potentially communicate in a
first encounter. You would then list Infernal as a minor language on the
monsters worksheet. The monster might even know a few words a minor
language, perhaps from listening to worshippers or begging prey or something
similar.
The full table of language options appears below. Roll 1D100 per applicable
entry, as appropriate. Please note that there is some necessary redundancy
inherent in the table, so that if Undercommon is indicated as known with an
early die roll, you dont need to roll on the later Undercommon entries. But if
the first Undercommon roll fails, you should roll on each subsequent
Undercommon entry to reasonably increase the chance that your monster race
has that language aptitude in its psychic nature.
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TABLE 72
DETERMINATION OF ABOMINATION
LANGUAGE PROFICIENCIES
Abomination Trait
(Default language)
CONSIDERATION OF ALIGNMENT
Abomination Trait
Alignment, Lawful
Neutral
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Abomination Trait
Descriptor, Airy
Descriptor, Bestial
INT
INT
INT
INT
INT
Descriptor, Burning
Descriptor, Earthen
Descriptor, Flying
Descriptor, Slithering
Descriptor, Thalassic
x
x
x
x
x
1%
1%
1%
1%
1%
chance
chance
chance
chance
chance
to
to
to
to
to
know
know
know
know
know
Blink Dog
Giant Elk
Sphinx
Winter Wolf
Worg
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Abomination Trait
Descriptor, Unearthly
Descriptor, Writhing
INT
INT
INT
INT
INT
x
x
x
x
x
3%
3%
5%
1%
1%
chance
chance
chance
chance
chance
to
to
to
to
to
know
know
know
know
know
Gnoll
Goblin
Orcish
Thieves Cant
Worg
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Movement Mode,
Hovering
Movement Mode,
Swimming
CONSIDERATION OF SURROUNDINGS
(ENVIRONMENTAL FACTOR)
Abomination Trait
Surroundings Where
Encountered, Dream
Worlds
Surroundings Where
Encountered, Dungeon
Surroundings Where
Encountered,
Netherworld
Surroundings Where
Encountered, Underwater
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V.10
MINUTIAE
DEALING WITH
NETTLESOME DETAILS
Having dealt with the esoteric issue of monster languages, there are a few
more little pieces of data which you may want to include (or at least think about)
before putting your monster into play. These are relatively minor, and I have not
developed systems for such inconsequential concerns; if you have read this far,
you are well on your way toward making your own decisions about any detail
inherent in the creation of new monsters. But nevertheless I will elaborate on
one or more of these topics in the future, if there is sufficient interest. Basically,
by this point and after hundreds of pages of micro-managed detail, you should
be able to complete your monster without my mentorship with a few quick
insightful decisions!
A worksheet has not been developed for these details, but you can note them
on scratch paper and keep them with your sheets for future reference as you
refine the monsters final template.
These details include:
Ability Score Modifiers: You can record the modifiers for the monsters
ability scores using the rules in your FRPG if you wish to do so.
Challenge Rating:
appendices.
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Saving Throws: These can be calculated using your FRPGs monster creation
rules. Generally, a Saving Throw is typically equal to the Proficiency Bonus plus
the appropriate Ability Score Modifier.
Skills: The only crucial skill for a Monster in most encounters is Perception.
If your campaign deals significantly with role-playing, subterfuge or diplomacy,
however, you may want to add some more skills that round out the design.
Examples from classic monsters featured in the SRD5 include, but are not
limited to: Arcana, Athletics, Deception, Insight, Persuasion, Stealth, and
Survival. Any or all of these might be appropriate to your monster, depending
on its body type and ability scores.
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V.11
DWEOMERCRAFT
PUTTING IT ALL TOGETHER
Having fully created your monster, you will probably want to turn your
worksheets into a full and coherent monster entry for future play. This isnt
necessary, but you will find it very useful for archival purposes, future encounter
design, and sharing with your friends. Also, archiving the data in a traditional
format makes it easy to ensure that your freshly-concocted monsters many
details will not get lost.
It would certainly be nice to have been able to use this template in the
beginning, of course, but as this book follows a logical progression of thoughts
and systems, the order of interrelated topics discussed does not in any way
coincide with the order of the monster template! I wanted to teach you how to
design monsters, and to build your confidence in critical thinking, rather than
to just have you roll on a set of a tables to come up with a thoughtless result.
If you would like to format your monster, you can use the emulated multipage template which I have included below. You can also find a nicer official
template via the games publisher if you would prefer to use something formatted
for publication, rather than for your use and modification in your own campaign.
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FRPG
MONSTER TEMPLATE
Monster
Name:
Size:
Monster
Type:
Alignment:
Armor
Class:
Armor Type:
Hit Points:
Hit Dice:
Speed Ratings
Ground
_____
Burrow
_____
Climb
_____
Fly
_____
Hover
_____
Swim
_____
DEX
_____
(
)
Mental
CON
_____
(
)
INT
_____
(
)
WIS
_____
(
)
CHA
_____
(
)
Encounter Information
Saving
Throws:
Dex
_____
Con
_____
Wis
_____
Cha
_____
Special
____________
Skills:
Perception
____________
#2
____________
#3
____________
#4
____________
#5
____________
Damage
Resistances:
____________
____________
____________
____________
____________
____________
____________
Damage
Immunities:
____________
____________
____________
____________
____________
____________
____________
Condition
Immunities:
____________
____________
____________
____________
____________
____________
____________
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Senses:
#1
____________
#2
____________
#3
____________
#4
____________
#5
____________
Languages:
#1
____________
#2
____________
#3
____________
#4
____________
#5
____________
Challenge:
XP Value:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #2:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #3:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #4:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #5:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #6:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Action #7:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Reactions
Reaction
#1:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Reaction
#2:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
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Reaction
#3:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Details
Summary:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Description:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Qualities / Noteworthy Traits
Quality #1:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Quality #2:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Quality #3:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Quality #4:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Supplementary
Additional
Notes:
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
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____________________________________________________________________
____________________________________________________________________
Author /
Creator:
Permissions
/ Copyright
Status:
(Be sure to take credit for your hard work, you earned it. And do consider
sharing your monster with the community. Be proud of what you have
accomplished, and encourage other enterprising GMs to take the advanced
course in monster design as well!)
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CODEX
VI
ENCOUNTERS &
CAMPAIGN
INTEGRATION
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VI.1
MILIEU
INTEGRATING ABOMINATIONS
WITH THE GAME WORLD
Welcome! This bonus codex has nothing to do with monster design, as
such. Rather, it is all about campaign options, which will help you to integrate
Abominations and Abomination themes in a way that your players will find
reasonable, well-reasoned, mystifying, and fascinating.
By following all of the advice in this book, you have completely designed at
least one monster that can be introduced immediately into your campaign. If
you have the personal preference and expertise to design challenging and
memorable encounters without my further advice, you can safely ignore this
entire section of the book and go on with your game. However, if you would like
to consider some further campaign-related issues and metagame topics which
you may have not yet fully considered, or if you want more guidance, then this
section is written specifically for you. The overriding goal of Codex VI is to give
you some serious and extensive advice that will show you how to move any
number of Abominations into your campaign with a minimum of disruption.
It is probably clear to you by now that one of the major intentions of this book
is also to reintroduce an old school mentality to an FRPG which, in my opinion,
has strayed too far toward player convenience and too far away from the original
ideals which made the game such a phenomenon in the 1970s and early 1980s.
But many of the ideas presented herein specifically, increasing the difficulty
level, making monsters mysterious and difficult to gauge in the moment of an
encounter, and emphasizing the likelihood of adventurer deaths when things go
wrong will cause upheaval in the game if your players are not accustomed to
these antiquated ideas.
Therefore, the most important topic in this Codex involves being tough but
fair with your players. Encounters with Abominations should be treated as
special events, with the players clearly understanding that something ominous
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and very different is going on. That way, they can change their strategy and
tactics in response to the unknown. Negotiation with monsters should become
an important part of the game, if it is not already. Death should not be the
absolute end of an adventurers path, and I have included ideas here to make
death a transformative experience for the heroes rather than a game ender.
The second goal of this Codex is to tie the idea of Abominations to the game
world so deeply that their introduction will not seem completely out of sync with
the existing game. Instead, the Abomination invasion will feel like the next epic
chapter in the story of your campaign. This is a bit tricky to implement smoothly,
but it mostly involves designing blended encounters that feature human NPCs
and/or common monsters in the presence of most of your new Abominations.
In this way, the Abominations become the strange and otherworldly element in
the encounter, but the entire encounter itself does not feel at odds with the
FRPGs existing modern atmosphere. It is when Abominations are encountered
alone that they will feel like a tacked-on afterthought to your game.
And lastly, the third design goal of this Codex is to make your players want
to experience further encounters with Abominations as these creatures
(hopefully) become the most interesting and challenging aspect of the campaign.
To do this, I have offered a system that shamelessly plays to player greed
(introducing the concept of harvesting monster body parts for gold and profit),
and the much longer-term plan of introducing the Dream Worlds to your
campaign. The Dream Worlds ensure that your games high-level adventurers
will have more challenging and unpredictable realms to explore as they approach
the epic difficulty level in search of greater glory.
I hope you will find the various tools and ideas in this section interesting, and
remember: I ask always that you consider my opinion, but I never ask that you
let my experiences over the decades with the game override your own! Give my
unusual pieces of advice a chance, and then change what doesnt work in your
game so that your players will enjoy this Abominable experiment as one of the
more memorable game events they have ever experienced.
Be bold, insightful, and open to change. And on we go, into the shadowed
lands
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VI.2
FORESIGHT
DESIGNING ABOMINATION
ENCOUNTERS AND PREDICTING
POTENTIAL OUTCOMES
To carefully introduce Abominations to the game, you will need to avoid using
them as wandering monsters or random encounters. You may be tempted to
do so, to emphasize the random and unpredictable nature of these entities and
to create instances volatile emergent play. But unfortunately, if you create a
strong new monster encounter at random and then spring it on your players
when they have grown accustomed to balanced encounters with usual
monsters, you will likely find that the following bad things are going to happen:
[1] A lot of PCs are going to die; [2] the players are going to blame you; [3] the
random monster is going to be regarded as the reason why the game flew off the
rails; and [4] as a direct result, your players are going to strongly resist the
introduction of further random monsters into the campaign.
Clearly, you will want to avoid these headaches as much as you possibly can.
One of the best things you can do prior to your next game session is to plan out
not just the new random monsters stats, but also a detailed summary of the
encounter variables that you are going to introduce when the Abomination(s)
first come into play. I have created a sixth worksheet that is specifically designed
to track and address the many concerns and atmospheric choices in this Codex
of the book, and to help you consider every aspect of the encounter before it
occurs. You still wont know whats going to happen, how the dice are going to
fall, or how the players are going to react; but you will at least be armed with
enough information to make some informed decisions on the fly when the
unexpected inevitably takes place.
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6-3
Abomination Species
Encountered:
Number of
Abominations
Appearing:
Species Alignment:
6-4
Disciples Present?
Yes
No
6-5
Summoner Present?
Yes
No
6-2
6-6
Ritual Underway?
6-7
Predetermined
Activity Notes:
Notes on Potential
Encounter Lethality:
6-8
6-9
6-10
6-11
6-12
6-13
Possibilities if PCs
Parley:
Possibilities if PCs Flee:
Possibilities if PCs
Fight:
Reagents for Harvest:
Type 1:
Lair Groups
Alignment:
Number:
Type:
Challenge:
Alignment:
Class:
Level:
Binder?:
____________________
____________________
____________________
Yes
No
Challenge:
Yes
Type:
____________________
No
____________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
_______________ # Specimens:
_______________ GPV Each:
GP
Type 2:
_______________ # Specimens:
_______________ GPV Each:
GP
Type 3:
_______________ # Specimens:
_______________ GPV Each:
GP
Other Treasures
____________________________________________________
Present:
____________________________________________________
Unlimited Permission Granted to Copy for Non-Profit Use
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VI.3
NUMERA
GUIDELINES FOR
THE NUMBER APPEARING
(Worksheet Section 6-2)
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VI.3.1
EQUIVALENT POWERS:
GUIDELINES FOR BASELINE ABOMINATIONS
VI.3.2
SUPERIOR POWERS:
GUIDELINES FOR GREATER ABOMINATIONS
Abominations Stronger Than the Party: If the APL+2 is equal to the BLR
(meaning that the party is 2 levels lower than the BLR), then there should be 1
Abomination appearing.
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VI.3.3
INFERIOR POWERS:
GUIDELINES FOR LESSER ABOMINATIONS
Abominations Weaker Than the Party: If the APL-2 is equal to the BLR
(meaning that the party is 2 levels higher than the BLR), then there should be 2
to 5 monsters appearing. You can roll 1D4+1 or determine the number as you
see fit.
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TABLE 73
AN EXAMPLE OF ESTIMATING
THE NUMBER OF ABOMINATIONS APPEARING
If the APL is
5 and the
Abomination
BLR is
7 to 28
7D4
1/8
6 to 24
6D4
1/4
5 to 20
5D4
1/2
4 to 16
4D4
3 to 12
3D4
2 to 8
2D4
2 to 5
1D4+1
1 to 4
1D4
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If the APL is
5 and the
Abomination
BLR is
1 to 3
1 = Moderate Challenge
2 = Dangerous
3 = Deadly
1D3,
or 1D4 (rerolling a result
of 4)
1 or 2
1 = Dangerous
2 = Deadly
1D2
1 (Deadly)
N/A
1 (Deadly)
(Significant Warning
Recommended)
N/A
9+
(Not Recommended)
N/A
You will soon find that the number appearing is a sliding scale, and as your
players gain power and proficiency you can increase the encounter size at a
steady rate to keep the game challenging for aspiring heroes. Remember too that
a party that knows to run away, strategize, and return with reinforcements is
indicative of effective encounter design and intelligent players. Conversely,
stubborn players tend to lose lots of characters when you apply the tough but
fair maxim of old school play. And this is a good thing, really.
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After the first encounter with a new monster type, you should consider if the
Abominations proved to be too weak to challenge your group. If the encounter
was still a pushover, you should be certain to increase the number of
Abominations and the number of worshippers appearing for use in future
adventures. Always keep in mind that Abomination encounters should be
memorable, exceptional and dangerous, or the purpose of all of this meticulous
design work is for naught!
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VI.4
DISCIPLES
GUARDIANS, WORSHIPPERS
& CULTISTS
(Worksheet Section 6-4)
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You can even theme your humanoid tribes around your new creations to
make the creative circle complete. For example, Goblins worshipping a bat
Abomination might unbury ancient shrines in guano caves, herd giant bats as
protectors, and their shamans might use spells and powers that involve
darkness, echolocation, insect summoning, prey tracking, and disease. Now
your generic humanoids have motives, allies, lairs, powers, weaknesses, and
above all personality!
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So what creatures should you use to serve as Disciples in the game? Low- or
zero-level human NPCs are the default, with the use of humanoids strongly
encouraged as well. Demi-human NPCs should be used on a very selective basis
so that their rare worship of Abominations does not class with the traditional
taboos which dwarves, elves, gnomes, and halflings have against the veneration
of such creatures. Ergo, demi-human Disciples tend to be exiles dwelling far
away from their racial clans and ancestral kingdoms.
Not all Disciples are human or humanoid, however. You can also make very
memorable encounters by selecting sentient monsters of an alignment identical
to the Abominations own. For example, Chaotic Evil Abominations might be
worshipped by Hill Giants; Lawful Neutral Abominations could be worshipped
by Azers or even Gynosphinxes; and so forth. Human-like monsters, or
intelligent monsters with human-like faces (such as Manticores and Nagas) make
excellent choices as well, because they will leave the insinuation that such
monsters were once human and degenerated to their monstrous state through
contact with the Abominations over the centuries. In this way (similar to the
Goblin example above) you can add considerable background lore to basic
monsters with a minimum of additional design work.
To aid you in selecting appropriate Disciple types for you Abominations, I
have gone through the trouble of combing the official SRD5 monster list and
creating CR- and BLR-specific lists for all nine alignments. The tables below will
tell you, for example, which worshippers (and which CR levels) might be
appropriate for a Lawful Good Abomination of BLR 5, or a Neutral Evil
Abomination of BLR 12.
To use these tables which are admittedly a bit complex on first appraisal
you can roll 1D100 and determine which of the four columns you read down.
Then, you can read down the table until you come to the row associated with
your Abominations BLR, and then read all of the entries upward until you find
a monster type that appeals to you.
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For example, let us say that you have a Chaotic Evil Abomination race. The
Abomination BLR is 7. You roll 1D100, and roll a 37 (a number between 21 and
40, see the brackets used in the tables hereafter), which means that you should
consult the second column marked [21-40]. You then read that column down to
the BLR 7 row, which indicates that your Abominations could be worshipped by
level 8 Chaotic Evil NPCs. Reading upward in the row, you can see other
monsters of lower Challenge Ratings which might also be worthy of
consideration: Hill Giants, Ettins, Minotaurs, Ghouls, Drow, and level zero
human Bandits. Then, you can select one or more of these monster types
which seem most appropriate to your Abomination. If (for example) your
Abominations are venomous and serpentine, then you might want to use a
combination of Ghouls and human Cultists to worship them; or if your
Abominations are aggressive Behemoths, then Hill Giant and Ettin worshippers
might feel more appropriate.
The tables below may be somewhat confusing on first use, but with repeated
use the process of selecting appropriate Disciples becomes very quick and
intuitive. The only notes of explanation which I believe are needed are:
[2] Many tables in the cells provide different options depending on the
Abominations alignment. For example, the entry Chuul (CE), Bearded
Devils (LE), Incubi (NE) means that Chuuls should be used for a Chaotic
Evil Abomination, Bearded Devils should be used for a Lawful Evil one,
and Incubi should be used for a Neutral Evil one.
[3] Four columns are provided, for D100 rolls of 01-20, 21-40, 41-60, and
61-80. On a roll of 81-00, you should assume that a Magister is present.
You can use the next following chapter to determine the Magisters
identity.
(Order #10070827)
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Many additional monster types may be added to this table as you feel
appropriate for use in your campaign. Depending on further clarification of the
FRPG game license, I may be able to add more detail to this table in the future
beyond the SRD5.
(Order #10070827)
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(Order #10070827)
679
TABLE 74
DISCIPLE TABLE I:
RECOMMENDED CULTISTS
FOR EVIL ABOMINATIONS
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
1/8
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
1/4
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
L0 NPCs
(equivalent to
Bandits)
1/2
Dretches (CE)
Lemures (LE)
Drow (NE)
Drow (CE)
Kobolds (LE)
Goblins (NE)
L1 NPCs
Kobolds (LE)
Grimlocks (NE)
L1 NPCs
Gnolls (CE)
Hobgoblins (LE)
Dust Mephits
(NE)
L2 NPCs
Orcs (CE)
L2 NPCs (LE)
Ice Mephits
(NE)
Shadows (CE)
Sahuagin (LE)
Magma Mephits
(NE)
(Order #10070827)
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BLR
[01-20]
[21-40]
[41-60]
[61-80]
Bugbears (CE)
Imps (LE)
Dust Mephits
(NE)
Ghouls (CE)
L3 NPCs (LE)
Ice Mephits (NE)
Harpies (CE)
L3 NPCs
L3 NPCs (LE)
Magma Mephits
(NE)
Ghasts (CE)
L4 NPCs (LE)
Ettercaps (NE)
L4 or 5 NPCs
Ogres (CE)
Wererats (LE)
Ice Mephits
(NE)
Merrow (CE)
Wererats (LE)
Magma Mephits
(NE)
L6 NPCs
Minotaurs (CE)
Bearded Devils
(LE)
L6 NPCs (NE)
Werewolves
(CE)
Mummies (LE)
Wights (NE)
Chuul (CE)
Bearded Devils
(LE)
Incubi (NE)
Ettins (CE)
Manticores (LE)
Succubi (NE)
Lamias (CE)
Mummies (LE)
Wereboars (NE)
L7 NPCs
Ettins (CE)
Barbed Devils
(LE)
Night Hags (NE)
L8 NPCs
Trolls (CE)
Mummies (LE)
Wraiths (NE)
(Order #10070827)
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BLR
[01-20]
[21-40]
[41-60]
[61-80]
L8 NPCs
L9 NPCs
Vrock Demons
(CE)
Medusas (LE)
Wraiths (NE)
L9 NPCs
L10 NPCs
Vrock Demons
(CE)
Oni (LE)
Night Hags (NE)
Vrock Demons
(CE)
Oni (LE)
Wraiths (NE)
L10 NPCs
L11 NPCs
Spirit Nagas
(CE)
Chain Devils
(LE)
Frost Giants
(NE)
Vrock Demons
(CE)
Chain Devils
(LE)
Wraiths (NE)
10
Glabrezu
Demons (CE)
Bone Devils
(LE)
Evil Cloud
Giants (NE)
Hezrou Demons
(CE)
Fire Giants (LE)
Frost Giants
(NE)
L12 NPCs
L13 NPCs
11
Glabrezu
Demons (CE)
Aboleths (LE)
Evil Cloud
Giants (NE)
Hezrou Demons
(CE)
Fire Giants (LE)
Frost Giants
(NE)
L14 NPCs
L15 NPCs
(Order #10070827)
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BLR
[01-20]
[21-40]
[41-60]
[61-80]
12
Glabrezu
Demons (CE)
Efreeti (LE)
Evil Cloud
Giants (NE)
Hezrou Demons
(CE)
Horned Devils
(LE)
Frost Giants
(NE)
L16 NPCs
L17 NPCs
13
Glabrezu
Demons (CE)
Erinyes (LE)
Evil Cloud
Giants (NE)
Hezrou Demons
(CE)
Horned Devils
(LE)
Frost Giants
(NE)
L17 NPCs
L18 NPCs
14
Glabrezu
Demons (CE)
Rakshasas (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Vampires (LE)
Frost Giants
(NE)
L18 NPCs
L19 NPCs
15
Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Vampires (LE)
Frost Giants
(NE)
L19 NPCs
L20 NPCs
(Order #10070827)
683
(Order #10070827)
684
BLR
[01-20]
[21-40]
[41-60]
[61-80]
16
Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
L20 NPCs
L20 NPCs
17
Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
L20 NPCs
L20 NPCs
18
Marilith
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
19
Marilith
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
(Order #10070827)
685
BLR
[01-20]
[21-40]
[41-60]
[61-80]
20
Balor Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Marilith
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)
21
Balor Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)
Balor Demons
(CE)
Mummy Lords
(LE)
Evil Cloud
Giants (NE)
Marilith
Demons (CE)
Pit Fiends (LE)
Frost Giants
(NE)
Marilith
Demons (CE)
Pit Fiends (LE)
Frost Giants
(NE)
22+
Balor Demons
(CE)
Pit Fiends (LE)
Evil Cloud
Giants (NE)
Balor Demons
(CE)
Pit Fiends (LE)
Frost Giants
(NE)
Liches
Liches
(Order #10070827)
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TABLE 75
DISCIPLE TABLE II:
RECOMMENDED PROTECTORS
FOR GOOD ABOMINATIONS
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/8
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/4
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/2
Commoners
(CG)
Commoners
(LG)
Sprites (NG)
Commoners
L1 NPCs (CG)
(CG)
L1 NPCs (LG)
Commoners (LG)
Sprites (NG)
L1 NPCs
(Order #10070827)
687
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L1 NPCs (CG)
L1 NPCs (LG)
Sprites (NG)
L1 NPCs
L2 NPCs
L2 NPCs (CG)
L2 NPCs (LG)
Sprites (NG)
L2 NPCs (CG)
L2 NPCs (LG)
Sprites (NG)
L2 NPCs
L3 NPCs
L3 NPCs
L4 NPCs
L4 NPCs (CG)
L4 NPCs (LG)
Centaurs (NG)
L5 NPCs
L5 NPCs (CG)
L5 NPCs (LG)
Centaurs (NG)
L5 NPCs
L5 NPCs
L6 NPCs
L6 NPCs
L6 NPCs (CG)
Couatls (LG)
Centaurs (NG)
L6 NPCs
L7 NPCs (CG)
Couatls (LG)
Centaurs (NG)
L7 NPCs
L7 NPCs (CG)
Couatls (LG)
Werebears (NG)
L7 NPCs
L8 NPCs (CG)
Couatls (LG)
Werebears (NG)
L8 NPCs
L8 NPCs (CG)
Couatls (LG)
Werebears (NG)
L8 NPCs
L9 NPCs (CG)
Couatls (LG)
Werebears (NG)
L9 NPCs
L9 NPCs (CG)
Couatls (LG)
Werebears (NG)
L9 NPCs
L10 NPCs
(Order #10070827)
688
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L10 NPCs
L11 NPCs
10
Treants (CG)
Couatls (LG)
Good Cloud
Giants (NG)
Treants (CG)
L12 NPCs (LG)
Good Cloud
Giants (NG)
L12 NPCs
L13 NPCs
11
Treants (CG)
Devas (LG)
Good Cloud
Giants (NG)
Treants (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L14 NPCs
L15 NPCs
12
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Djinn (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L16 NPCs
L17 NPCs
13
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Djinn (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L17 NPCs
L18 NPCs
(Order #10070827)
689
BLR
[01-20]
[21-40]
[41-60]
[61-80]
14
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L18 NPCs
L19 NPCs
15
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L19 NPCs
L20 NPCs
16
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)
L20 NPCs
L20 NPCs
17
Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
L20 NPCs
L20 NPCs
(Order #10070827)
690
BLR
[01-20]
[21-40]
[41-60]
[61-80]
18
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
19
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
20
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
21
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)
22+
Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)
Djinn (CG)
Planetars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Solars (LG)
Good Cloud
Giants (NG)
Storm Giants
(CG)
Solars (LG)
Good Cloud
Giants (NG)
(Order #10070827)
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TABLE 76
DISCIPLE TABLE III:
RECOMMENDED WORSHIPPERS
FOR NEUTRAL ABOMINATIONS
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/8
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/4
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
L0 NPCs
(equivalent to
Commoners)
1/2
Commoners
L1 NPCs
Magmins (CN)
L1 NPCs (LN)
Lizardfolk (TN)
L2 NPCs
Satyrs (CN)
L2 NPCs (LN)
Merfolk (TN)
Satyrs (CN)
L2 NPCs (LN)
L2 NPCs (TN)
(Order #10070827)
692
BLR
[01-20]
[21-40]
[41-60]
[61-80]
Magmins (CN)
L2 NPCs (LN)
Lizardfolk (TN)
Satyrs (CN)
L2 NPCs (LN)
Lizardfolk (TN)
Satyrs (CN)
L3 NPCs (LN)
Merfolk (TN)
L3 NPCs
L4 NPCs
L5 NPCs
Magmins (CN)
Azers (LN)
Gibbering
Mouthers (TN)
Satyrs (CN)
Azers (LN)
Gibbering
Mouthers (TN)
L5 NPCs
L6 NPCs
Magmins (CN)
Azers (LN)
Gibbering
Mouthers (TN)
Satyrs (CN)
Azers (LN)
Gibbering
Mouthers (TN)
L6 NPCs
L7 NPCs
Magmins (CN)
Azers (LN)
Weretigers (TN)
Satyrs (CN)
Azers (LN)
Weretigers (TN)
L7 NPCs
L8 NPCs
Magmins (CN)
Azers (LN)
Otyughs (TN)
Satyrs (CN)
Azers (LN)
Shambling
Mounds (TN)
L8 NPCs
L9 NPCs
Magmins (CN)
Azers (LN)
Shambling
Mounds (TN)
Satyrs (CN)
Azers (LN)
Xorn (TN)
(Order #10070827)
693
BLR
[01-20]
[21-40]
[41-60]
[61-80]
L9 NPCs
L10 NPCs
Magmins (CN)
Azers (LN)
Stone Giants
(TN)
Satyrs (CN)
Azers (LN)
Xorn (TN)
Cloakers (CN)
L10 NPCs (LN)
Stone Giants
(TN)
Cloakers (CN)
L11 NPCs (LN)
Xorn (TN)
L10 NPCs
L11 NPCs
10
Cloakers (CN)
L12 NPCs (LN)
Stone Giants
(TN)
Cloakers (CN)
L13 NPCs (LN)
Xorn (TN)
L12 NPCs
L13 NPCs
11
Cloakers (CN)
L14 NPCs (LN)
Stone Giants
(TN)
Cloakers (CN)
L15 NPCs (LN)
Xorn (TN)
L14 NPCs
L15 NPCs
12
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L16 NPCs
L17 NPCs
(Order #10070827)
694
BLR
[01-20]
[21-40]
[41-60]
[61-80]
13
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L17 NPCs
L18 NPCs
14
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L18 NPCs
L19 NPCs
15
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L19 NPCs
L20 NPCs
16
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L20 NPCs
L20 NPCs
17
Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)
Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)
L20 NPCs
L20 NPCs
(Order #10070827)
695
BLR
18+
[01-20]
Cloakers (CN)
Androsphinxes
(LN)
Stone Giants
(TN)
[21-40]
Cloakers (CN)
Androsphinxes
(LN)
Xorn (TN)
[41-60]
L20 NPCs
[61-80]
L20 NPCs
(Order #10070827)
696
(Order #10070827)
697
VI.5
MAGISTERS
SUMMONERS & BINDERS
(Worksheet Section 6-5)
(Order #10070827)
698
(Order #10070827)
699
Magisters are loners who crave great power and knowledge, and who foolishly
summon Abominations either as their potential servants, or as sages to be
questioned and learned from. In summoning Abominations to the Material
Plane, the Magisters create (or widen) dimensional gates that will be used by
other planar invaders in the centuries to come. The Magister always feels
powerful in this situation, but almost never has a complete grasp of what is going
on. Mortal lifespans are too short to fully comprehend the implications of the
summoning. Despite the power of the Magister the Abominations tend to
eventually gain the upper hand, and they will commonly either kill or imprison
the Magister after a lengthy period of interrogation. Good-aligned Abominations
are likely to preserve foolish Magisters rather than destroy them (for example,
encasing them in crystal, or sending them into an eternal dreaming slumber, or
turning them into a sentient pool of water).
Less commonly, the Abomination will form a symbiotic attachment with a
Magister, and a strange form of empathic allegiance will result. Such pairings
tend to bring flocks of worshippers as the psychic bond becomes stronger, and
the Magister becomes utterly convinced that he is a high priest who has ushered
a new rightful god into the undeserving world.
Most Magisters are Summoners, which means that they have brought the
Abomination(s) into the world while craving control in the name of knowledge,
without demanding domination. However, 15% of Chaotic Magisters (5% CG,
10% CN), 50% of Evil Magisters (20% LE, 30% NE) and 75% of Chaotic Evil
Magisters (CE) are Binders. A Binder is someone who is probably insane, or at
least deluded, and who has actually managed to temporarily enslave the
Abomination(s) to do his bidding. Binders are extremely dangerous, because
they can direct the Abominations attacks psychically while also casting spells,
and they will very rarely negotiate before attempting to enslave meddlesome
adventurers who do not surrender to their mind-rending cause.
Binders will have INT 20 and WIS 20, enhanced by the connection with the
Abomination and their psychic revelations of other worlds. They will almost
assuredly be insane (90%+); you can roll on the FRPGs Madness tables for
inspiration as to the particular type of madness they are afflicted with. Sadly,
Good-aligned Binders are among the most dangerous, because they are
convinced that they are following the precepts of their alignment in bonding with
the Abomination, and they will not be above wiping out a few misguided
innocents (such as the PCs) on their path to a greater glory.
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS
(Order #10070827)
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Binders will also be well-protected, and are likely to possess powerful magic
items, which may have aided in the Abomination enslavement process. Play
them as you would any other eccentric, misguided, supernatural super-genius,
and watch your players squirm.
Almost all Magisters are human, simply because the demi-human races are
neither foolish nor prideful enough to attempt direct arcane contact with an
Abomination. (Theres that mortal lifespan thing again; demi-humans, with
ancestral memories and longer lives, tend to be smarter.) You can determine the
Magisters particulars according to your preference, or you can follow my
guidelines (below) to determine the NPCs class, alignment, and experience level.
(Order #10070827)
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(Order #10070827)
702
TABLE 77
MAGISTER CLASS
AND ULTIMATE MOTIVATION
D100
Roll
Magister
NPCs
Class
[01-03]
Bard
[04-08]
Cleric
[09-10]
Druid
[11-30]
Sorcerer
[31-80]
Warlock
[81-00]
Wizard
(Order #10070827)
703
TABLE 78
MAGISTER ALIGNMENT
AND POSSIBLE PERSONALITY
D100
Roll
Magister NPCs
Alignment
[01-25]
Chaotic Evil
[26-31]
Chaotic Good
[32-45]
Chaotic Neutral
[46-59]
Lawful Evil
[60-62]
Lawful Good
(Order #10070827)
704
D100
Roll
Magister NPCs
Alignment
[63-69]
Lawful Neutral
[70-88]
Neutral Evil
[89-91]
Neutral Good
[92-00]
True Neutral
(Order #10070827)
705
(Order #10070827)
706
(Order #10070827)
707
(Order #10070827)
708
VI.6
RITUALS
ABOMINABLE SECRETS
(Worksheet Section 6-6)
(Order #10070827)
709
Rituals are an idea mechanism, which will provide you with a general vision
to set the descriptive scene, while also creating the questions that will drive you
to further detail the encounter (or multi-encounter lair). And as you detail each
separate encounter, you will find that you are also adding depth to your
Abomination species, and to the campaign storyline as a whole.
(Order #10070827)
710
To determine a Ritual randomly, simply roll D100 and consult the table below.
TABLE 79
RITUALS
TO DEFINE ABOMINATION, NPC,
AND MONSTER BEHAVIOR
D100
Roll
Ritual Performed
[01-05]
[06-09]
[10-13]
[14-18]
Seeking power
[19-23]
Seeking knowledge
[24-28]
[29-32]
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D100
Roll
Ritual Performed
[33-36]
[37-40]
[41-44]
[45-48]
[49-52]
[53-56]
[57-60]
[61-66]
[67-72]
[73-76]
[77-80]
understanding,
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D100
Roll
Ritual Performed
[81-84]
[85-88]
[89-92]
[93-96]
[97-00]
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VI.7
ACTIONUM
ABOMINATION, MONSTER
& NPC ACTIVITIES
(Worksheet Section 6-7)
If you want to know even more about what your Abominations and their
guardians are doing, or if you dont feel that a Ritual should be performed in
every encounter, you can use the following system to determine what the
monsters and/or NPCs are doing when they are encountered by the adventurers.
I believe you will find that this table is general and useful enough in nature that
you will want to apply this system to all of your encounters in the game, although
your results may vary.
The table below is divided into two broad categories: Unintelligent Monsters
(defined as having an Intelligence score below 5), and Intelligent Monsters
(defined as having an Intelligence of 5 or higher). Simply roll 1D100 and consult
the appropriate column.
Feel free to reroll any results that dont make sense, or which might seem
more comical than compelling. For example, fearsome intelligent sea serpents
are probably not gambling or carousing when the adventurers stumble into their
lair. But you never know
You can apply some imagination and creativity to these results, so that they
make sense for the monsters alignment, lair setting, motivations, and current
environment. For example, a result of Harvesting / Planting might simply
mean farming for non-evil creatures that are discovered above ground. But if
this same result was indicated for demonic creatures lairing in a temple
underground, you might rule that they are actually harvesting by draining
imprisoned victims of their soul essence.
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TABLE 80
ABOMINATION, MONSTER,
& NPC ACTIVITIES
WHEN ENCOUNTERED
D100
Roll
[01-03]
Arguing
[04-06]
Bartering / Trading
[07-08]
Attacking Unintelligent
Enemies / Prey
Bathing / Cleaning
[09-10]
Attacking Unintelligent
Enemies / Prey
Breeding / Mating
[11-12]
Bathing / Submerged
Brewing / Cooking
[13-14]
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D100
Roll
[15-16]
Burrowing / Digging
Butchering / Rendering
[17-18]
Burrowing / Digging
Carousing / Intoxicated
[19-20]
Caged / Trapped
Chanting / Singing
[21-22]
Caged / Trapped
[23-24]
Confused / Disoriented
[25-26]
Crafting / Experimenting
[27-28]
Cleaning / Preening
Defending / Guarding
[29-30]
Cleaning / Preening
Drinking
[31-32]
Climbing / Exploring
Eating
[33-34]
Climbing / Exploring
Escaping
[35-36]
Confused / Disoriented
Exploring
[37-38]
Defending / Guarding
Fighting Enemies
[39-40]
Defending / Guarding
Gambling / Playing
[41-42]
Dominating / Sparring
Gathering
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D100
Roll
[43-44]
Dominating / Sparring
Grieving / Mourning
[45-46]
Drinking
Guarding
[47-48]
Drinking
Harvesting / Planting
[49-50]
Eating
Healing / Wounded
[51-52]
Eating
Hiding / Lurking
[53-54]
Hunting / Trapping
[55-56]
Fleeing
Imprisoned / Imprisoning
[57-58]
Fleeing
[59-60]
Gathering / Harvesting
[61-62]
Hatching / Incubating /
Nesting
Interrogating / Torturing
[63-64]
Hatching / Incubating /
Nesting
Lost
[65-66]
Healing / Wounded
Meditating
[67-68]
Healing / Wounded
Mining
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D100
Roll
[69-70]
Hiding / Lurking
Negotiating
[71-72]
Hiding / Lurking
Patrolling
[73-74]
Hunting / Tracking
Planning / Plotting
[75-76]
Hunting / Tracking
[77-78]
Hunting / Tracking
Reading / Studying
[79-80]
Relaxing / Resting
[81-82]
Resting
[83-84]
Resting
Scavenging
[85-86]
Scavenging
[87-88]
Stalking / Tracking
[89-90]
Sleeping / Hibernating
Storytelling / Talking
[91-92]
Sleeping / Hibernating
Taming / Training
[93-94]
Spawning
Traveling / Wandering
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D100
Roll
[95-97]
Wandering
Working
[98-00]
Wandering
Worshipping
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VI.8
IMMINENCE
SETTING THE SCENE
& EXPECTATIONS
Looking round me again, I saw that, quite near, what I had taken to be a
reddish mass of rock was moving slowly towards me. Then I saw the thing was
really a monstrous crab-like creature. Can you imagine a crab as large as yonder
table, with its many legs moving slowly and uncertainly, its big claws swaying,
its long antennae, like carters' whips, waving and feeling, and its stalked eyes
gleaming at you on either side of its metallic front? Its back was corrugated and
ornamented with ungainly bosses, and a greenish incrustation blotched it here
and there.
I could see the many palps of its complicated mouth flickering and feeling as it
moved. As I stared at this sinister apparition crawling towards me, I felt a tickling
on my cheek as though a fly had lighted there
In keeping with uncanny tales and horror fiction, you should be sure to give
your players lots of atmospheric warnings that they are going to be meeting
something bizarre and unearthly before you spring it on them. You dont always
need to use words out of NPCs mouths, however. You can describe spoor, a
Foetor stench, dripping slime, babbling helpless victims, worshippers enthralled
by strange statues or idols, strangely mutilated corpses of victims, tapestries or
mosaics showing sacrifices, suggestive dreams, psychic whispers, and so forth.
Even beautiful monsters can be haunting, uncanny, or uncomfortable to
experience. Above all you should emphasize the presence of the Unknown.
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Doing all of this builds doubt and expectation, and it also gives players the
sense that youre going to be throwing something at them that they should take
seriously and not just charge in and attack. Of course, if the players insist on
charging in blindly in the belief that youll save them when the encounter gets
too tough, let the dice fall where they may. Theyll be wiser next session.
Sometimes you can save your Player Characters lives with a few innocuous
questions, if you want to change your players default level of strategic thinking.
On the night that you are going to introduce some deadly new Abominations,
start asking your players ominous questions before the encounter occurs. This
puts your players on guard and it might even make them more careful. If your
group is arguing and the PCs are walking along, and you ask them, What is
your marching order, what do you guys have in your hands, and what are you
guys doing right now exactly? and then start rolling dice, your players are
certain to respond with intelligence and care! Similarly, you can: ask them
whether they really want to take a short rest instead of a long one; or, where
their henchmen or followers are standing in relation to their liege; or, second
guess their advice to one another (Do you think that will really work?); or, ask
who has the highest Dexterity score (oh, no reason, youre just updating your
records); or, just ask the best question of all time, whenever they tell you what
they want their characters to do next:
Are you sure?
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VI.9
PARLEY
NEGOTIATING
WITH ABOMINATIONS
(Worksheet Section 6-9)
In the near future, your players will likely be surprised (and perhaps
unnerved) to discover that Abominations like to parley and to communicate with
mortals, even greedy mortals carrying pointy things who want to kill them.
Abomination lifespans tend to be exceedingly long; many of them can be
regenerate or even resurrect themselves; and, most of the worlds they visit are
desolate and uninteresting. Reachable lifeforms are exceedingly rare in the
universe, and sentient life is even more so. Further due to more pliant and
malleable laws of physics, time, cause and effect, and unreality Abominations
tend to thrive and adapt to the Dream Worlds more easily than they do to the
more mundane mortal realms of the physical Material Plane. In fact, many
Abominations which hail from nightmares know that they should not exist, and
the only reason they emerged from the Dream Worlds and came to life was
because enough foolish mortals believed in them before they actually existed.
(Wrap your head around that one for a while )
In short, Abominations are curious and chatty, and want to get to know you.
They find you interesting.
This is an intentional and important side effect which you should include in
your campaign when you adopt the many systems of the Spawning Pool. You
are introducing old school atmosphere, unknowns, randomness, and difficulty
to the game, and many ultra-powerful and extra-planar beings too. This means
that quite a few adventurers in your campaign could potentially die in the
months to come. By having the Abominations be willing, even eager, to
communicate and negotiate with mortals, you can later point out (perhaps well
after the adventurers blood first hits the dungeon flagstones) that the violence
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and bloodshed were actually instigated by the players choices, not necessarily
by the new monsters you introduced.
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Do Good Abominations deeply care for people and their needs? How much
do you care for the fly buzzing and bumping its head against your window?
The Abominations cant really relate to mortal circumstances, but the ones
with high INT and/or WIS scores can certainly emulate human emotions with
some eloquent efficiency, given enough processing time and contemplation.
You may want to write down some interesting questions for the next
encounter, and maybe have the Abomination ask something even as the party
ambushes it and the first arrows are flying through the air. And do Abominations
all feel pain? Probably not as we do. If an Abomination is ultra-powerful, it
might want to get a few good questions in even as it crushes the most irksome
of its assailants. After all, the monster probably doesnt care which human
answers, as long as one of them answers and the answer is interesting.
Play the weirdness of the situation to the hilt. If after the encounter ends
the players are not sure what just happened, or whether they came out on
top, but they want to talk to Abominations some more in the future to maybe
figure it all out, then you did a good job in the role-playing of your new monster.
And if it all still fails and your players are stupid, and the PCs keep attacking
something they cannot kill that is trying to talk to them, then the answer is yes:
Abominations do like to eat mortals, and particularly mortal dreams, hopes, and
souls. But the smartest monsters know that mortals are basically egg-laying
chickens. You can eat the chicken meat today, but that means no eggs
tomorrow. Wouldnt it be better to eat the eggs (the mortals sanity) for a few
years, keep it in a cage, and then slowly eat the chicken some lonely night when
youre really hungry?
Why, of course thats a great idea! Abominations are very smart, you see.
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VI.10
FLIGHT
FLEEING FROM ABOMINATIONS
(Worksheet Section 6-10)
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In general, Abominations will usually not pursue the PCs to slaughter them,
unless: [1] the PCs have enraged a Binder (who will pursue the PCs along with
the monster, so that the PCs can be imprisoned); [2] the PCs have managed to
steal important treasure; [3] the PCs have slaughtered a significant number of
Disciples; or, [4] a crucial Ritual was disrupted (for example, a dimensional gates
opening was interrupted and the gate collapsed). Barring these situations, the
PCs will probably be able to flee and even to return.
So you should encourage fleeing, but you dont really need to reward it beyond
its own success. You might even want to include a minor atmospheric event to
punish the fleeing adventurers, if you like: the introduction of nightmares.
When mortals battle with Abominations and then flee, the Abominations create
a lingering long-distance psychic link which allows them to feed upon the
mortals dreams in the weeks to come. These nightmares will be filled with
images of the Abominations communicating with the adventurers, revealing
themselves, and making terrible revelations. This is also a perfect time to
introduce glimpses and premonitions of the Dream Worlds (described hereafter).
These nightmares will linger in each PCs mind for (20 minus the PCs Wisdom)
nights after the encounter the PCs were forced to flee from.
If youre feeling mean, you can say that a long rest is not possible during the
nightmare nights, so that you can enforce some down time (which the PCs will
hopefully take to perform some planning and research). However, this effect may
not work with all play groups. It might even discourage your players from having
their PCs flee from such encounters in the future. Therefore, I only recommend
instituting this nightmare effect if your players are bloodthirsty and always tend
to rush in without planning or thinking about their actions. If that is the case,
then two weeks of down time where they receive tactical advice from NPCs,
and maybe even some allies interested in joining the next expedition might
prove beneficial.
If you want to introduce some more variety and describe each players
nightmares, you can include some of the following ideas:
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Through all of these combined effects, you will teach the players that every
encounter has lingering consequences, and also this: Even a perceived defeat,
through learning about the enemy, can be turned into eventual victory.
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VI.11
REAPING
KILLING & HARVESTING
ABOMINATIONS
(Worksheet Section 6-12)
In this extremity, nothing but the promptness and agility of Peters saved us
from destruction. Leaping upon the back of the huge beast, he plunged the blade
of a knife behind the neck, reaching the spinal marrow at a blow. The brute
tumbled into the sea lifeless, and without a struggle, rolling over Peters as he fell.
The latter soon recovered himself, and a rope being thrown him, returned in
triumph to the schooner, towing our trophy behind us.
The types of treasures which an Abomination defends are sadly a bit beyond
the scope of this work. I can say that Abominations will tend to have rich
treasure hoards, especially if they are allied with a Magister and/or Disciples.
You can use the standard FRPG rules to generate appropriate treasures, using
either the calculated encounter CR, the party APL, or the BLR = CR
approximation as a general guide to the level of treasure reward that might be
deemed appropriate for an Abominations lair.
More interestingly, as I noted previously Abominations do not typically
appreciate mortal treasures for their intrinsic value. Even magic items are of
limited interest to them, because they comprehend on an instinctual level that
magic is simply a limited rules set which allows the temporary breakdown of
one worlds physics. And if Abominations come from worlds superior to our own,
what would they care in the long term for items which they could not use in their
own environment?
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TABLE 81
ABOMINATION TROPHIES AND REAGENTS,
AND THE CHARACTERS WHO COVET THEM
D100
Roll
Abominations
Trophies Are
Coveted By:
[01-09]
Alchemists
[10-18]
Artificers
[19-27]
Evil Clerics
[28-36]
Druids
[37-45]
Good Clerics
(Pagan)
[46-54]
Nobles
[55-63]
Sages
[64-72]
Scribes
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D100
Roll
Abominations
Trophies Are
Coveted By:
[73-81]
Sorcerers
[82-90]
Warlocks /
Witches
[91-99]
Wizards
[00]
Covens /
Secret
Societies
To develop this idea further, you should select one, two, or three coveted
Trophies which are specific to your new Abomination species. You may have
several Trophies already in mind based on the monsters description, but if you
need some creative assistance you can roll on the following table.
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TABLE 82
SUGGESTED TYPES
OF ABOMINATION TROPHIES
(AND OTHER ORGANIC SUBSTANCES)
D100
Roll
Trophy Type
D100
Roll
Trophy Type
D100
Roll
Trophy Type
[01-02]
Bile
[33-35] Essence /
Foetor (Must
be harvested
magically)
[03-04]
Black Bile /
Melancholia
[05-07]
Blood
[39-41] Eyes
[72-73] Powdered
Hooves /
Bones
[08-09]
Blubber
[74-76] Slime
[10-11]
Bones
[45-46] Fat
[77-78] Sloughed /
Shed Skin
[12-14]
Brains
[47-49] Flesh
[79-80] Sounds /
Echoes (Must
be harvested
magically)
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D100
Roll
D100
Roll
Trophy Type
Trophy Type
D100
Roll
Trophy Type
[15-16]
Carapace
Plates
[17-18]
Chitin
[52-53] Heart
[83-84] Spleen
[19-20]
Claws
[54-55] Ichor
[85-86] Spoor
[21-23]
Cocooned /
Preserved
Corpses of
Prey
[87-89] Swallowed
Objects /
Digesting Prey
[24-25]
Diseased
Flesh
[58-59] Marrow
[90-92] Tentacles
[26-27]
Ectoplasm
[60-61] Molted
Carapace
[93-95] Unrecognizable
Organ (But
youll know it
when you see
it!)
[28-29]
Eggs
[62-63] Parasites
(Alive?)
[96-98] Venom or
Musk
[30-32]
Entrails
[99-00] Wing
Membranes
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The next table provides recommended values per specimen collected, based
on the Abominations BLR. For example, if the Abominations BLR is 3 and you
have rolled up two different Trophy types which can be harvested from each one
slain, then (reading the table) you will find that each Trophy is worth 125 Gold
Pieces. This means that one harvested specimen would be worth 250 GP, two
specimens 500 GP, ten specimens 2,500 GP, and so forth.
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TABLE 83
SUGGESTED GOLD PIECE VALUES
FOR ABOMINATION TROPHIES
BLR of
Abomination
If 1 Trophy type
is valuable:
If 2 Trophy
types are
valuable:
If 3 Trophy
types are
valuable:
25 GP
12 GP
8 GP
1/8
50 GP
25 GP
16 GP
1/4
75 GP
35 GP
25 GP
1/2
100 GP
50 GP
30 GP
150 GP
75 GP
50 GP
200 GP
100 GP
65 GP
250 GP
125 GP
85 GP
300 GP
150 GP
100 GP
400 GP
200 GP
130 GP
500 GP
250 GP
160 GP
600 GP
300 GP
200 GP
750 GP
375 GP
250 GP
1,000 GP
500 GP
330 GP
10
1,250 GP
625 GP
410 GP
11
1,500 GP
750 GP
500 GP
12
1,750 GP
875 GP
580 GP
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BLR of
Abomination
If 1 thing is
valuable
If 2 things are
valuable
If 3 things are
valuable
13
2,000 GP
1,000 GP
650 GP
14
2,500 GP
1,250 GP
850 GP
15
3,000 GP
1,500 GP
1,000 GP
16
4,000 GP
2,000 GP
1,300 GP
17
5,000 GP
2,500 GP
1,600 GP
18
6,000 GP
3,000 GP
2,000 GP
19
8,000 GP
4,000 GP
2,600 GP
20
10,000 GP
5,000 GP
3,300 GP
21
12,500 GP
6,250 GP
4,100 GP
22
15,000 GP
7,500 GP
5,000 GP
23
17,500 GP
8,750 GP
5,800 GP
24
20,000 GP
10,000 GP
6,500 GP
25
25,000 GP
12,500 GP
8,000 GP
26
30,000 GP
15,000 GP
10,000 GP
27
35,000 GP
17,500 GP
11,500 GP
28
40,000 GP
20,000 GP
13,000 GP
29
45,000 GP
22,500 GP
15,000 GP
30
50,000 GP
25,000 GP
16,000 GP
(Increase these values as needed, based on your campaigns wealth level, the
availability of magic items, and the level of player enticement that you desire.)
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[1] A rough estimate of the races Average Hit Point (AHP) value. The
estimate you give them should never be 100% accurate; it should be 10%
too high (25% chance), 5% too high (25%), 5% too low, or 10% too low.
By doing this, you are rewarding your players with the understanding that if
they go the extra mile to learn about Abominations and their anatomy, they will
learn significant information that will in turn give them a considerable advantage
against that species in the future.
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Some players are pretty bloodthirsty when they play the game, and when they
learn that Gazer Lotus Eyes are worth a small fortune, theyll basically decide
its Christmas, youre Santa Claus, and the Gazer Lotus is an endangered
species.
But to encourage your less-aggressive players to harvest the Abominations,
you should make it clear that even heavily damaged / mutilated / scorched
specimens will command full market value. However, to be certain that your
players will make Abomination Trophy recovery a significant goal, you can also
use the following sub-system to encourage them to immediately halt adventuring
and to return home to sell the gathered specimens to their waiting NPC
benefactor.
When the Trophies are fresh and first harvested, they are each worth 100%
of the values listed above. They will retain this value for 24 game hours. Then,
the stink sets in. After that time, they will quickly begin to fester and to rot away
as the energies which hold them together in the Material Planes begin to
dissipate. Between 24 and 48 hours, the specimens will be reduced to half value
unless they are magically preserved. If transported for more than 48 hours, they
will lose two-thirds of their value. Further, after the second full day, there is a
cumulative 10% chance per day that the specimens will simply rot away into
uselessness. This means that after twelve full days have elapsed, there is a 100%
chance (barring magical preservation) that the all of the Trophies will become
useless.
The rotting, when it occurs, will be a garish sight to behold. The collapse of
flesh and structures will be nearly immediate, and a cloud of repulsive stench
(the Foetor) will linger over the area in a thick, curdled, scintillating vapor. The
smells and psychic emanation which erupt during this carnal collapse will cause
mundane nature in the immediate area to go berserk. Herbivores in the area
will turn violent, plants will wither, the air will waver with glimpses of other
worlds, birds will flock away, insects will fall out of the sky, and predators will
track the adventurers (for the scent is upon them) and fight to the death.
Clearly, staying out in the wilderness with rotting Trophies is an unwise
proposition. Your players will probably learn this after the first major mistake.
They should either get serious about harvesting Trophies, or they should leave
well enough alone.
(Yes, these rules are shamelessly designed to get even single-minded players
who cant communicate interested in Abominations.)
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Once the PCs manage to score a significant NPC bounty for successfully
delivering Trophies, greed will become a powerful motivator for future activity.
They will probably want to harvest more Trophies in the future, and your job will
be to supply new types of NPCs who are looking for different reagents and
ingredients. You can either use this opportunity to provide more clues about the
pre-existing Abomination species (with untouched populations rumored to exist
in deeper dungeons and more distant wilderness), or you can decide that this is
the perfect time to roll up some new Abomination races and to begin an entirely
new adventure.
Congratulations, you just turned your players into habitually obsessive
Abomination hunters!
Sorry about the mess.
He slimed me.
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VI.12
IMMOLATION
WHEN ABOMINATIONS KILL
(Worksheet Sections 6-8 and 6-11)
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VI.12.1
RECOVERING THE DEAD
If the surviving PCs can recover their fallen friends body, then the campaign
world will resonate with this first heroic victim who has fallen prey to an
otherworldly power from the times of yore. Make certain that word gets around
that one of the city states respected adventurers was slain by something bizarre
and extremely powerful, which invaded from another world. It was something
that looked like an hieroglyph on the citys most ancient gate. Assuredly, a
temple of the fallen adventurers alignment will express a passionate interest in
resurrecting the victim, even if the adventurer worshipped a different deity in
life.
There will be no gold piece cost to the survivors, or to the slain adventurers
clan or family, as this service of resurrection is offered. There will be a price to
pay, however: The high priest(s) of the temple will want to probe the slain
persons mind, to determine exactly what has happened. (For the temples
ancient scrolls have warned that in this very year, a hero would fall mysteriously,
and would bear a dire invisible mark upon his bodys lingering aura; and now,
this ominous prophecy has finally been fulfilled.)
When the fallen one is resurrected, the following negative effects will occur:
A scar upon body or soul: -1 to one of the six ability scores, as chosen
by the player of the fallen PC.
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After the first such PC death, temples of all alignments will still be interested
in raising dead PCs, with the same demand and the same negative resultant
effects. There will be a gold piece cost after the first casualty however, which will
be decided upon by the GM. All faiths in the game world possess their own
legends, myths, and cryptic predictions which only begin to make sense as the
various Abomination species rise and appear, and the PCs who fight against and
communicate with these creatures will come to be known as planar heroes who
are fulfilling the prophecies with their adventurous actions.
VI.12.2
WHEN THE DEAD ARE LOST
If recovery of the body is not possible, then the GM should make a special
arrangement for the player of the fallen PC. I advise that you use this tactic for
the first such death only; you want to get the players accustomed to PC mortality,
but you dont want to make them reliant on your mercy when they should be
increasing their caution and play skill.
When the PC dies, let the player know that the PC is lost and out of the game
(at least for a time). Perhaps a later wish or powerful magic will allow the slain
PC to return to play. But until then, the player should be encouraged to create
a new PC of the same experience level as the adventurer who has fallen.
Therefore, if a level 12 thief was slain, then the player of the thief should be
allowed to create a level 12 character of any class. The GM will decide on this
new characters wealth, equipment, spells, and magic items (which should all be
relatively modest in the beginning). Fortunately however, the new PC can be
termed as an heir of some kind: a brother, a sister, a clan hero who looked up
to the PC from afar, or a member of the same knightly / magical / bardic / etc.
order. Therefore, the player can have the new PC inherit half of the slain PCs
wealth, and half of his magic items (round down), as chosen by the player.
After this occurs and the new PC is introduced into play with the surviving
party members, make it clear that this is a one-time act of mercy. And thats
one time for the entire party, not for just one player. The players will not be
rewarded when they get their PCs killed by an Abomination. The point is to get
the players interested in keeping Abominations in the game, despite the
challenge and the danger, while you gradually ramp up the difficulty level of the
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campaign. Your players might even thank you in retrospect for coming down on
them. You never know!
After the second PC death, you can allow a new PC to be rolled. However,
this new characters experience level will be one level lower than the slain PCs
level. (In the above example, the new PC would be level 11.) Further, this time
it will be an outsider, a freed prisoner, or a foreign adventurer who wishes to join
the party. The surviving PCs will be given access to the fallen PCs wealth and
magic items, and the inheritance guideline provided above will not be offered by
the GM. The players can still discuss amongst themselves, of course, and decide
how much they want to entrust this bold newcomer with wealth and items as a
new adventure begins.
After the third death, the new PCs level will be equal to the fallen PCs level
minus two; after the fourth death, the new PCs level will be equal to the fallen
PCs level minus four; and so forth. If this keeps happening, then at some point
after many generous gestures by the patient GM the players of slain PCs
will find themselves rerolling level 1 characters to enter the game as apprentices
to the surviving adventurers. And this is as it should be. Such apprentices will
be extremely vulnerable, and may die if not carefully protected; but if they
manage to survive a few encounters, they will quickly level up and become
worthy journeymen who can contribute to the party. Eventually, a well-played
new PC may almost catch up to the partys highest experience level.
This system may seem harsh, but it only applies when the surviving PCs are
unable to recover the bodies of the fallen. When the bodies can be saved, the
temple resurrection game system comes into play instead.
In time, your grumbling players will likely regard these rules as tough but
fair. Those who dont like them are encouraged to play better, to be cleverer, to
be more cautious, and to keep practicing the game until they learn that there
will always, always be more powerful entities in the game world than the
adventurers themselves. The game would be a boring and tedious exercise in
self-adulation if every immortal PC had the potential to become a god. Its all
about challenge, not entitlement, you see.
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VI.13
WONDER
INTRODUCING
THE DREAM WORLDS
INTO PLAY
There are not many persons who know what wonders are opened to them in
the stories and visions of their youth; for when as children we listen and dream,
we think but half-formed thoughts, and when as men we try to remember, we are
dulled and prosaic with the poison of life. But some of us awake in the night with
strange phantasms of enchanted hills and gardens, of fountains that sing in the
sun, of golden cliffs overhanging murmuring seas, of plains that stretch down to
sleeping cities of bronze and stone, and of shadowy companies of heroes that ride
caparisoned white horses along the edges of thick forests; and then we know that
we have looked back through the ivory gates into that world of wonder which was
ours before we were wise and unhappy.
Celephas, by H. P. Lovecraft
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Material Plane game world, but which can only be visited by dream avatars when
the PCs agree to attempt to meet in the unifying, consensual dream.
The players are likely to first be introduced to the Dream Worlds when a PC
death occurs and the fallen adventurers body cannot be recovered. When this
occurs, explain the heir system which I outlined in the previous section. If the
players find these rules unappetizing, you can then also choose to tell them (if
you are ready) about the Dream Worlds and the potential for a rather curious
form of campaign play which can occur: Namely, adventures which are shared
between dreaming PCs, and their slain comrades who can return to life for a
few episodic adventures in the Dream Worlds.
Are you prepared?
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The Dream Worlds PC cannot play with the party in normal, real world
adventures. That character is dead, and his soul is trapped in dream.
This type of campaign can be very challenging to create, but very rewarding
as well. If you want to create a Dream World for your PCs to explore, I suggest
that you pick a favorite Dunsany or Lovecraft story and model the environment
off of that. Google some maps for inspiration. And if you simply cant decide,
then I strongly recommend The Dream-Quest of Unknown Kadath. That volume
inspired Gary Gygaxs conception of dungeon modules D1, D2, and D3, and you
will find a fantastic amount of inspiration therein. You may also want to pick
up a beautiful book entitled The Encyclopedia of Places That Never Were, by
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Michael Page and Robert Ingpen. Another good (yet intimidating) idea source is
The Dictionary of Imaginary Places, by the extremely well-read Alberto Manguel
and Gianni Guadalupi. These volumes will save you lots of time.
Adventures in the Dream World can be very deadly, because none of the
adventurers will ever really die. If the fallen PC dies in the Dream Worlds, then
the death is only in effect until the next game session. In the next dream session,
the dead PC is returned to full health (dreamed of once again by his living friends)
and play resumes. Similarly, if a living dreamer dies while on a Dream World
adventure, then that PC wakes up screaming in the normal game world and is
simply prevented from engaging in another Dream World adventure for a period
of one game month while their psyche recovers from the shock.
Please note that adventurers who die in the Dream World will suffer some
repercussions, so that the players are not constantly throwing their PCs into
reckless danger: The PC who was slain will experience long-term madness
upon waking, and will suffer a permanent loss (system shock) of -1 hit point.
These effects reoccur with every dream death that is suffered, until much like
Randolph Carter the adventurers reluctantly decide that dreaming is a
dangerous undertaking and their passions begin to fade.
Characters who adventure together in the Dream Worlds can slay monsters,
find treasures, and gain experience points. When the PCs wake in the real
world, they will retain their XP and will even discover that the dream treasures
they won have become real and have followed them into the normal world. (A
magic sword won in a dream adventurer will appear, and stay, in the normal
game world when the wielder of the sword awakens. However, its powers might
be toned down, or altered in some way.)
And in case you were wondering, the Abominations positively thrive in the
Dream Worlds. Many were created there and they are much, much more
common there. In fact, you should have about 50% of the Dream World
encounters be with Abominations and their allies, while the other 50% are with
other dreamers (NPCs) and exotic (normal) monsters from the SRD5. In this
way, the Dream Worlds are a relatively safe way to converse and spar and battle
with Abominations, but they are also extremely dangerous in their own right.
Because the logic of dreams is empathic and frequently counter-intuitive, you
do not need to have the adventures there follow a coherent and mundane path.
Travel between a city and a waterfall cavern could be instant, for example (akin
to a misty teleport), or it could take many in-game years. PCs who adventure
in a Dream World filled with (for example) magical mists, singing fruit and
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Chaotic Good orcs might wish to return to that same world later, but you might
decide (for the next game session) that the PCs will wake up in a different Dream
World entirely perhaps a moon of that previous world, where all of the citizens
are intelligent fungi and the treasures are incarnate spells and exotic spices.
Your imagination is truly the limit when you use the Dream Worlds in play. You
can experiment with different game modes and play styles that might be too risky
to include in the default Material Plane game world, and if something doesnt
work, then It was all a dream is the perfectly logical reason to remove the failed
experiment from further consideration.
And everywhere, yes, the Abominations will be wandering between the worlds,
feeding off of the minds of the dreaming heroes, and wanting to converse with
them deeply as they all go slowly mad.
Hopefully I have inspired you to try this wild experiment for your own. It is a
great way to share, cultivate, and expand your imagination.
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A BEGINNING
I hope that you have found this supplement enjoyable, thought-provoking, a
bit controversial, and I also hope that it changes your game in surprising,
challenging, and unexpected ways. Honor the games creators, and the authors
and inspired who inspired them. Make some more Abominations, hone your
craft, get advice, give advice, share your creations, and get ready to play the next
session with your friends that is going to change everything.
Happy gaming. Have fun with the horrors you have wrought!
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AFTERWORD
Of course it is not in the world, the magician said, but over the Edge of the
World you may easily find it. And he told the man that he was suffering from flux
of time and recommended a day at the Edge of the World.
He went past Bleth: he went along the Hills of Neol-Hungar and came to the
Gap of Poy. All these are in that part of the world that pertains to the Fields We
Know; but beyond the Gap of Poy on those ordinary plains, that so closely
resemble Sussex, one first meets the unlikely.
A line of common grey hills, the Hills of Sneg, may be seen at the edge of the
plain from the Gap of Poy; it is there that the incredible begins, infrequently at first,
but happening more and more as you go up the hills.
Over these plains went Jones and over the Hills of Sneg, meeting at first
unlikely things, and then incredible things, till he came to the long slope beyond
the hills that leads up to the Edge of the World, and where, as all guidebooks tell,
anything may happen.
You might at the foot of this slope see here and there things that could
conceivably occur in the Fields We Know; but soon these disappeared, and the
traveller saw nothing but fabulous beasts, browsing on flowers as astounding as
themselves, and rocks so distorted that their shapes had clearly a meaning, being
too startling to be accidental. Even the trees were shockingly unfamiliar, they had
so much to say, and they leant over to one another whenever they spoke and
struck grotesque attitudes and leered. Jones saw two fir-trees fighting.
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The effect of these scenes on his nerves was very severe; still he climbed on,
and was much cheered at last by the sight of a primrose, the only familiar thing
he had seen for hours, but it whistled and skipped away. He saw the unicorns in
their secret valley. Then night in a sinister way slipped over the sky, and there
shone not only the stars, but lesser and greater moons, and he heard dragons
rattling in the dark
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APPENDICES
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A.1
APPENDIX A
CALCULATING ABOMINATION
CHALLENGE RATINGS
As promised, this section is provided to those Game Masters who feel the need
to hold fast to the deeply flawed concept (ahem) of Challenge Ratings, when new
monsters (Abominations) are being created. I personally feel that CRs are
dangerous, because they imply certainty where none exists. But nevertheless,
this is a book of options for respectful GM consideration
Due to the limitations of the game license, I am not certain that I can provide
fully explicit details on the calculation here. But I can certainly offer some
guidelines which will help you as you attempt to estimate an Abominations
Challenge Rating. For a more exact and orthodox system, you can refer solely to
the FRPGs official Game Masters Guidebook. Its title is something like that, Im
pretty sure.
Protective Challenge Rating (PCR): I recommend that you calculate a
monsters Protective (Defensive) Challenge Rating based upon the Abominations
Average Hit Points (AHP). You can also use the monsters Armor Class if you
like, but you should note then that Abominations tend to be better-armored than
most normal monsters (by design), so you might need to take that higher-arcing
variable trend into account. Using the AHP, calculate the PCR based on the
official system.
Attack Challenge Rating (ACR): I recommend ignoring the monsters Attack
Bonus, and focusing on its average damage per round. First, look at the average
damage per round for the monsters basic attacks, and consider its Multiattack
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ability (if any). If for example the monster can attack 3 times per round and
inflict and average of 24 points of damage per attack, then its average damage
per round is 72. Then, look at the monsters special abilities (Powers) and see if
any of the Powers inflict more than the basic attack. (For example, if a breath
weapon inflicts an average of 80 points, then the total you will be considering
would be 80, not 72.) Using the highest average damage value (either the basic
attacks, or the strongest damaging Power), calculate the ACR based on the
official system.
Final Challenge Rating (CR): Once you have the PCR and the ACR, round
them up to arrive at the Abominations final Challenge Rating. Using experience
and a careful eye, you might want to adjust this number a bit further upwards
if any of the following factors are evident:
Once you have determined the Abominations CR to the best of your ability,
you may also find it useful to have one Abomination engage in a mock battle
(with no player interaction, just as a GM exercise) with a normal monster of the
same CR. This testing approach works best with Abominations which have
relatively low CRs. For testing purposes, I recommend the following attackoriented monsters as the basis for your comparison:
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(Beyond CR 17, the mock battle testing guideline becomes too precarious and
misleading to offer valuable insight, in my opinion.)
If you find that the Abomination easily wins 2 of 3 mock battles with the
normal monster, you may want to increase the Abominations CR by +1 and
retest against a new mock opponent.
And if its all too much of a time-consuming burden, simply ignore the CR
and use the BLR for approximate guidance. Were intentionally building some
overpowered monsters here and accommodating for that power in as many ways
as we possibly can.
Turn off the targeting computer and trust your feelings, Luke
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A.2
APPENDIX B
SUGGESTED
INSPIRATIONAL READING
A rambling and lengthy book like this is derived from many hundreds of
sources and decades of reading and FRPG play, so I cant really offer you a
complete map of the road I took to get here. But below you will a good sampling
of inspirational sources which I can recommend as a starting point for the
enterprising GM. Entries are arranged chronologically, so that the evolution of
various concepts can be appreciated. Enjoy!
1818
Frankenstein, or The Modern Prometheus, by Mary Wollstonecraft Shelley.
1838
The Narrative of Arthur Gordon Pym of Nantucket, by Edgar Allan Poe.
1887
The Horla, by Guy de Maupassant.
(You may need to work a bit to find a good translation. Barnes & Noble has a
good one in a hardcover collection I possess.)
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1890
The Great God Pan, by Arthur Machen.
1895
The Time Machine, by H. G. Wells.
1896
The Island of Doctor Moreau, by H. G. Wells.
1897
The War of the Worlds, by H. G. Wells.
1904
In Search of the Unknown, by Robert W. Chambers.
1905
The Gods of Pegana, by Lord Dunsany.
1906
Time and the Gods, by Lord Dunsany.
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1907
The Boats of the Glen Carrig, by William Hope Hodgson.
1908
The Fortress Unvanquishable, Save for Sacnoth (The Sword of Welleran), by Lord
Dunsany.
1920
Celephas, by H. P. Lovecraft.
1922
The Worm Ouroboros, by Eric Rucker Eddison.
1923
The Festival, by H. P. Lovecraft.
1926
The Dream-Quest of Unknown Kadath, by H. P. Lovecraft.
1927
Supernatural Horror in Literature, by H. P. Lovecraft.
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1928
The Dunwich Horror, by H. P. Lovecraft.
1930
Last and First Men: A Story of the Near and Far Future, by Olaf Stapledon.
1931
At the Mountains of Madness, by H. P. Lovecraft.
1933
The Seven Geases, by Clark Ashton Smith.
1934
The Devil in Iron, by Robert E. Howard.
1962
Hothouse, by Brian Aldiss.
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1976
Metamorphosis Alpha: Physical and Mental Mutations (Rulebook Section), by
James M. Ward.
1977
How Green Was My Mutant (The Dragon #5), by E. Gary Gygax.
1978
D&D Option: Demon Generation (The Dragon #13), by Jon Pickens.
1979
From the Sorcerers Scroll: Random Generation of Creatures from the Lower
Planes (The Dragon #23), by E. Gary Gygax.
1980
The Mist, by Stephen King.
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1981
Codex Seraphinianus, by Luigi Serafini.
1982
The Thing (film), directed by John Carpenter.
1983
Hordling (Hordes of Hades), in a monster book, by E. Gary Gygax.
1985
Why Is This Mutant Smiling? (Dragon #96), by John M. Maxstadt.
2008
The Random Esoteric Creature Generator, by James Edward Raggi IV.
2009
The Dungeon Alphabet, by Michael Curtis.
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ABOUT
THE
AUTHOR
BEGINNING PLAY as a Chaotic Neutral normal human with one measly hit
point to his name, KENT DAVID KELLY eventually became apprenticed to a
magic-user of ill repute ... a foul man who dwelt in the steamy deeps of the Ivory
Cloud Mountain. After this mentor carelessly misplaced an intelligent soulsucking sword and then died under suspicious circumstances, his former
henchman Mr. Kelly escaped to the deeper underground and there began playing
Satanic role-playing games. This, the legends tell us, occurred in the year 1981.
Hoary wizard-priests who inspired Mr. Kelly in his netherworldly
machinations included the peerless Gygax, Carr, Arneson, Cook, Hammack,
Jaquays, Bledsaw, Moldvay, Kuntz, Schick and Ward. Sadly, a misguided madefor-the-basements movie entitled Mazes and Monsters gave Mr. Kellys parents
conniptions in 1982. As a result of that blasphemous Tom Hanks debacle (and
other more personal lapses in judgment), Mr. Kelly was eventually forbidden from
playing his favorite game for a considerable length of time.
Nonplussed but not defeated, he used this enforced exile to escape to a
friends alehouse, and there indulged himself in now-classic computer RPGs
such as Zork, Telengard, Temple of Apshai, Ultima, Tunnels of Doom, The Bards
Tale, Phantasie, Pool of Radiance, Wizards Crown and Wasteland. He then went
on to write computer versions of his own FRPGs, which led to his obsession with
coupling creative design elements with random dungeons and unpredictable
adventure generation.
Mr. Kelly wrote and submitted his first adventure for Dungeon magazine #1
in 1986. Unfortunately, one Mr. Moore decided that his submission was far too
Lovecraftian, horrific and unfair to ever serve that worthy periodical as a
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publishable adventure. Mr. Kelly, it must be said, took this rejection as a very
good sign of things to come.
In the late 80s and 90s, Mr. Kelly wrote short stories, poems and essays ...
some of which have been published under the Wonderland Imprints banner. He
wrote several dark fantasy and horror novels as well. Concurrently, he ran Dark
Angel Collectibles, selling classic FRPG materials as Darkseraphim, and assisted
the Acaeum with the creation of the Valuation Board and other minor research
projects.
At this time, Mr. Kelly and his entourage of Evil gnomes are rumored to dwell
in the dread and deathly under-halls of the Acaeum, Dragonsfoot, ENWorld,
Grognardia, Knights & Knaves, ODD, and even more nefarious levels deep in the
mega-dungeon of the Web.
There he remains in vigil, his vampiric sword yet shivering in his hand. When
not being sought outright for answers to halfling riddles or other more sundry
sage advice, he is to be avoided by sane individuals at all costs.
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