Not done a d66 for a while now - here's 18 types of humanoid monster encounter you might run up against in your local megadungeon. Season according to your setting and system.
Number Appearing is d6 + dungeon level; HD can be capped at dungeon level. Damage d6.
Lone monsters are 50% specials with HD = average party level + dungeon level. Damage d6+1 (or d8).
Controlling Cloaks and Brain Bats are not humanoids, but will 50% be in possession of one as a host (roll again on this table for type if you like). If more than 1 is encountered, you can check for each or the one is trying to lure hosts for the others.
d66 |
Result |
11,12 |
Hyperboreans. Short, slim, red hair and beards; Stone Age hand weapons but 50%
chance of ancient technology that looks like magic; at least one spell each
(B/X Elves). You’re a come-lately sub-being driving them inexorably to
extinction, but they don’t automatically hold that against you. |
13,14 |
Black
Ichor Addicts. Wretched dungeoneers (human or otherwise) without a choice; if they
don’t know where there is Black Ichor, they want to know; always initial Neutral
Reaction. |
15,16 |
Eyeless Cannibals. They don’t need eyes to find you (so you can surprise them even with
a light); they don’t need clothes, either; don’t want to eat you more than
they want to live. |
21,22 |
Radioactive Dwarves. Solemn, slow, bald, robes and jewelry of lead; their very presence
weakens and kills you; if they’re Hostile, it’s because their brains are
rotten. You could reskin duergar, svirfnebli and similar - or give them
psionics. |
23,24 |
Minions. Of the dungeon master; they have been sent to foil or imprison you;
know things you can beat out of them; 1 on d6, there’s a spell-caster with
them; similar chance they have a double strength leader/ champion/ brute. |
25,26 |
Doppelgangers. Whether made out of shadow or made out of meat, they want to walk
into your life and then out of this dungeon; might not look like you at
first. |
31,32 |
Bandits. They only want your stuff, but will kill for it if they need to;
probably not welcome in the dungeon, either; probably adventurers/
dungeoneers/ murderhobos like you. |
33,34 |
Controlling Cloaks. A sort of vampire; clings to your back and shoulders; do what they
say or they’ll bite and smother you; can’t go out in the daylight; good
relations with Dark Ones, know where there is Black Ichor, hate Brain Bats
and Frilled Priests. |
35,36 |
Custodians. Cherub/putti, elemental manifestations that maintain and protect the
dungeon; essentially neutral, they’re there to stop chaotic disruptions to
the dungeon, so might step in to break up a fight. Reskinned B/X Halflings. |
41,42 |
Berserkers. They can’t help it – they just love to fight. Odds/evens, they’re thigh-slapping
Brian Blessed knock offs who’ll share a pint with you afterwards, or cruel
bastards who like to cripple and kill. |
43,44 |
Carrion Sifters. Ghoulish wretches that like to send others against others and pick
over the corpses; spies for the Dark Ones, know where there’s Black Ichor and
monster lairs. |
45,46 |
Brain Bats. Ugly telepathic winged brains that are low-rent, off-brand mind
flayers/ intellect devourers; it’s really obvious to everyone else if you’ve
got one clinging to your head, but you have no idea; hate everyone. |
51,52 |
Dark Ones. Ultimately out to dominate and supplant the human race, but never
overlook an opportunity to do a little business; Hostile means you’ve
stumbled on something private and secret. They run those incongruous shops in
mega- & roguelike-dungeons. Cartilage instead of bones, nails and teeth;
stretchy. |
53,54 |
Cenobites. Flayed men and rubber maids, armed with hooks, chains, spikes, hooked
and spiked chains, and flensing knives; they just want to share the exquisite
pain with you. Each round, 2 on 2d6 they’re sucked back to their hell
dimension - you might go with them if they’ve hooked and chained you. |
55,56 |
Frilled Priests. Never stop pilgrimaging; can spit holy venom and use telescopic rods
to shrink down and escape; interested in Black Ichor and Hyperboreans; know
spells. |
61,62 |
Lost Souls. Not quite alive, not quite undead; they’re attracted to your light
and life, but can’t tolerate it for long; some can still remember their
mortal lives. |
63,64 |
Shape Devourers. What they kill and eat, they can turn into; if intelligent, they’re
collectors/ connoisseurs; hate Doppelgangers and can recognise them. |
65,66 |
Ancient Knights. They chose… poorly, and must guard the thing forever; not undead;
cannot leave their charge; must be destroyed or they eventually reform and
rise; at least full chainmail armour, with ancient weapons and shields; might
never have seen a firearm. |
+1 Hellraiser reference!
ReplyDeleteAlso are radioactive dwarves a thing? I had an idea along those lines and thought it was entirely original... Or maybe we're both entirely original!
Let's say we're both entirely original.
ReplyDeleteThe Mutations post I did last month reminded me that what I thought was my Dark Sun period of creativity was actually a lot more Gamma World - the radioactive dwarves are a variant on a Athasian dwarf ghoul variant.