Monday, December 7, 2020

d66/d36 Dungeon Monsters.

In the notes doc for my previous post, I also had another d66 table - more general monsters this time. Filled in a few gaps, swapped out a few regular generics and tidied everything up a bit.

 

Black Ichor is something like this: https://dysonlogos.blog/2018/08/06/further-delves-for-the-black-ichor/ 

 

Unless specified or you have it planned out, HD = DL (dungeon level) and Number Appearing is d6 + DL. 

 

Solo monsters have HD = average party level + DL.

 

As always, season according to taste and usual caveat about probability distribution. 


Roll d6:


1. Roll d6:

  1. Silverfish, Giant: If surprised, they immediately try to escape; roll HD vs. HD to see if they overrun you; 2d6 + DL appearing. A really big one could cause ramming damage and knock you prone. Eat paper, glue and rations.
  2. Spider, Giant (1): Reroll any initial Hostile Reaction. This human- to pony-sized monster is content to feast on the more numerous dungeon fauna rather than risk losing a leg against you. Odds/evens, it's a web-spinner/ running hunter. Use the same chances as Dragons for whether it's sleeping, a talker, intelligent etc.
  3. Woodlice, Giant: Not aggressive; roll HD vs. HD for overrun; will attempt to eat your rations. A really big one could cause ramming damage and knock you prone. Armoured. You can cook and eat them - they smell and taste strongly of piss and make you wet the bed, but it's nutritious and may help with GUI.
  4. Ravenous Larvae: Hungry and relentless; will destroy your backpack, leather goods, belts, spellbooks, rations etc.; bite for continuous damage; only scared of fire; 2d6 + DL appearing. Grow up to be Beetles, Moths or Tunnel Worms, but you'd need to be a specialist to tell them apart.
  5. Beetle, Giant - Snicker-snack (1): It looks scary, it acts peaceful, it can take off an extremity on a critical hit. Heads they glue in a cluster to their abdomen as egg-chambers (they drop off when the egg is ready to hatch). Always wins Initiative when it deploys its wings, either to charge or escape.
  6. Vapour Rats: Wispy trails with inky, defined eyes, teeth and nails; 1-2 on d6 each round, it coughs or sneezes and curls in on itself to nothing, uncurling a short distance away (as a Blink Dog). Intelligent animals, curious, playful - steal your trinkets and eat your rations. Magic weapons or fire/ lightning to harm.

2. Roll d6:

  1. Rust Grubs: Squeal loudly as they feed; immediately try to eat your armour and weapons; first grub has double chance of surprising you;  1d6 + 1d6/DL appearing. Their acidic jaws do not harm flesh, wood or leather, but leaves an orange stain with a horrible smell.
  2. Rot Monster (1): Grotesque, stinky (pineapples!), curious and sort-of-friendly, it will kill by accident or by design. Might be mistaken for something undead, as it constantly decomposes and regrows its flesh. Or it might actually be undead.
  3. Ghouls: Roll d6: 1. frenzied & rotting, 2. hairy & panting, 3. pale & whispering, 4. sallow & creeping, 5. well-dressed & smiling, 6. fungoid & glowing.
  4. Wererat Skeletons: Stealthy, mist-shrouded undead; chill touch drains STR; living Wererats are absolutely terrified of them.
  5. Croglin Vampires: BECMI Giant Shrew crossed with a Thoul; wants to suck your blood; d6 - 1 + DL appearing. They have treasure stuffed in a greasy burrow or scattered about a bone-strewn chamber.
  6. Wererats: Odds/evens, they’re armed with muskets and pistols, as well as knives and cudgels. Odds/evens, they're in human form (if capable). d3 to see if they're like Skaven, Lankhmar wererats or RAW.

3. Roll d6:

  1. Frilled Priests: Ignore all bonuses to Reaction because they're not happy you’re interrupting their pilgrimage/ sacred rites. Their artefacts are valuable but cursed/ venomous.
  2. Trolls, Dwarves, Elves, Gnomes and/or Goblins: The grim fairy tale kind. At least one spell & possibly full casters (L=HD); 2-3 on 2d6 to spot them if you're L3 or less, 1-2 on d6 if you're L4 - L7. Only take min. damage unless from iron or blessed weapon. d3 appearing DL 1-3, d6 4+.
  3. Ogres: Base HD 4 + 1 (17hp) plus 1 + 1 (5 hp) per 2 whole dungeon levels. No. App. is d2 x DL - these Ogres are friends and/or a family. Not that much bigger than humans, but much tougher. Like food and treasure more than they like recreational cannibalism. Which they do like.
  4. Giant Moth Swarm: Big, but no bigger than a substantial thumb. Disturb them and they swarm all around and over you. Keep calm and you'll be okay, otherwise you'll agitate them even more and they'll start smothering you. 1 on d6 they're blood suckers, too (a polymorphed Vampire if there's one in the dungeon).
  5. Kobolds/ Knockers: You can’t hurt them unless you use iron or blessed weapons or mining tools; death throes in spectacular Dragonlance Draconian fashion. They definitely know where there's treasure, traps and Black Ichor. Reskin duergar,  gnome, halfling or svirfneblin. d3 appearing DL 1-3, +DL-3 on 4+.
  6. Beetles, Giant – Fire: Easy-going arthropods with glowing glands (red, yellow or blue). Non-aggressive unless you start messing with their eggs. Often devoured by their Ravenous Larvae.

4. Roll d6:

  1. Moth, Giant – Brillig: From head to torso sized. If one hovers (can't do anything else), it's like a +2 mirror image effect. If there's 3 or more flying around, they're under a blur effect. Their vomit is like Giant Locust spit. Non-aggressive. Killed by sunlight.
  2. Mound People: Tall, pale skin, black hair, glazed eyes; finely crafted antique armour, weapons and equipment. Everything is as if in dream to them. Odds/evens, they attempt to charm you into following them, and eventually disappear into solid earth or stone - taking you with them or leaving you behind, heartbroken (Black Ichor is the only cure).
  3. Custodians/ Guardians: They won’t hurt you unless you’re harming the dungeon, but they make you feel uneasy, creepy little cherub-things. Reskinned BECMI Halflings.
  4. Bugbears: There’s a good chance that Black Ichor (or a shrine to Tsathogghua) is nearby; they’re aggressive, but not stupid, and they've got homes to go to not that far away.
  5. Ghosts: Lots of people and monsters died down here; odds/evens, they have remains that can be laid to rest; d3 appearing, regardless of DL. They can scare (even unto death) and curse the living, but otherwise cannot harm them directly.
  6. Troglodytes: Nude and slinky reptile people who think material culture is pointless - especially that of dry-skin surface-dwelling light-seers. Unless you surprise them, they will be camouflaged; will follow you to pick off stragglers, because you're tasty.

5. Roll d6:

  1. Blind Hairy Underworld Cannibals: Don’t speak your language but they're not stupid, and not necessarily hostile if they’re not hungry (odds/evens).
  2. Guardian Skeletons: Hand weapon, spear, shield, helmet, armour in any combination; either on patrol or tied to a particular area or object. They will fight to the death, but won't attack unless you interfere with their duties.
  3. Tunnel Worm (1): Odds: soft and slimy, drools and spits digestive enzymes that eat through flesh (vinegar or wine to rinse). Elongated, it runs the length of the passageway; compressed, blocks it like a fleshy plug. Evens: armour plated, jaws bite through metal, superheated innards so dangerous death throes. Burrows through rock.
  4. Creeping Shadows: Hang around at the edge of the lamp light, waiting to drain the life from the dying (any Casualty/0 hp, but also 3 hp or less); immune to normal weapons.
  5. Crawling Slime (1): Shimmers with hypnotic rainbow colours; destroys wood, metal, and flesh.
  6. Mad Dogs: Not necessarily rabid, but hungry and dangerous.

6. Roll d6:

  1. Shuffling Corpses: Bog-standard zombies; will attack half-heartedly, unenthusiastic in pursuit. 1 on d6 each round to realise they've been hungry for living flesh all along and that's the motivation they needed. Or roll on this table.
  2. Miners: Underworld humanoids, digging out treasure or remodelling the dungeon. Probably short in stature, but odds/evens they're mundane/ supernatural.
  3. Lost Hirelings: They’ll join you for a chance to get back to the surface world. Odds/evens, at least one is a disguised monster.
  4. Bristling Burrower (1): Bear-badger-mole-porcupine; claw/claw/bite; shed/shoot diseased spines. It's almost blind, but has a superb sense of smell and echo-location. Strong, identifiable musk to mark its territory. Aggressive; avoided by all intelligent dungeon denizens.
  5. False Healer (1): Whatever it turns out to be, it appears to be a healer with a safe place to rest. Doppelgangers, medusas, mind flayers, undead and subterranean nymphs all spring to mind.
  6. Adventurers: You might even know them. Roll d6 to determine how many of No. App. are actual adventurers, the excess are hirelings, prisoners and animals. Odds/evens, they're doing better/worse than you so far.

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