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At times i t might be useful
to have an unrecognizable creature of evil from
the planes of the Abyss,
Tarterus,
Hades,
Gehenna,
or Hell. It i s no great
matter to sit down and design
a fairly interesting one given an hour or so,
but time or desire lacking,
the following will enable you to create one or
several such monsters in
but a few minutes. The format is straight from the
AD&D MONSTER
MANUAL for ease of recording and handling the
creature(s) developed.
FREQUENCY: Common, uncommon,
or rare (d6: I, 2-3, 4-6)
NO. APPEARING: 1 to 2-8
(circumstances must dictate)
ARMOR CLASS: 0 to -3 (d4)
MOVE: 6", 9", 12", 15",
or 18"
(d8,
6-8 = roll d4 for move ond creature also has swimming or flying ability;
roll d6, 1-2 = swimming, 3-6 = flying, ond os o rule these speeds will
be greater than land move speed add 1-4 3" increments os you see fit or
by random determination using d4)
HIT DICE. 7 to 10
(d4 +
6, roll a second d4, and on a 4 the creature has 1-4 odditionol hit points
per hit die, as determined by another roll of the d4)
% IN LAIR: (circurnstonces
must dictate)
TREASURE TYPE: low value
if any (circumstances must dictote)
NO. OF ATTACKS: See APPEARANCE
TABLE below
DAMAGE/ATTACK: See ATTACK
TABLE below
SPECIAL ATTACKS: See SPECIAL
ATTACKS TABLE below
SPECIAL DEFENSES: See SPECIAL
DEFENSES TABLE below
MAGIC RESISTANCE: 5% per
hit die (to vary use d6, 1 = -5%, 2 = -10%, 3 = +5%, 4 = +10%, 5 = +15%,
and 6 = STANDARD magic resistance)
INTELLIGENCE: Low, average,
very, or high (d4)
ALIGNMENT: According to
plane of origin
SIZE: S, M, or 1 (d8, I
= S, 2-4 = M, 5-8 = 1)
PSlONlC ABILITY: Nil (90%)
or 96 - 115 (d20 + 95)
Attack/Defense
Modes: A-D (d4) / F-H (d6, 1-2 = F, 3-4 = F and G, 5-6 = F, G, and H)
LEVEL/X.P. VALUE: <add
XP values for special abilities? actually whole page should be C#, randomly
generated>
Appearance Table:
HEAD
1. bat-like
2. bird-like*
3. crocodilian
4. horse-like
5. human-like
6. monkey-like
7. snake-like
8. weasel-like
OVERALL VISAGE
1. gibbering - drooling
2. glaring - menacing
3. rotting
4. skeletal
5 . twitching - moving
6. wrinkled - seamed
EYE COLOR
1. amber
2. black
3. blue
4. green
5. metallic
6. orange-red
NOSE (if necessary)
1. flat, misshapen
2. huge, bulbous
3. slits only
4. snouted
5. tiny
6. trunk-like
HEAD ADORNMENT
1. antlers
2. crest or peak
3. horns (1 -4)
4. knobs
5. ridge(s)
6. ruff
7. spines
8. none
EARS
1 . dog-like
2. elephant-like
3. human, tiny
4. human, huge
5. trumpet-like
6. none
EYES (d6, 1 = 1, 2-4
= 2,5-6 = 3-4)
1. small, multi-faceted
2. small, slitted
3. swivel-socketed
4. stalked
5. huge, flat
6. huge, protruding
MOUTH (d6, 1 = tiny,
2-3 = average, 4-6 = huge)
1. fanged
2. mandibled**
3. sucker-like**
4. toothed, small or ridged
5. toothed, large
6. tushed
BODY ATTRIBUTES (d6, 1-4 = bipedal,5-6 = quadrupedal, et al.)
Bipedal Torso
1. ape-like
2. bear-like
3. bird-like
4. human-like
5. pig-like
6. rat-like
Quadrupedal or Other Torso
1. amoeba-like
2. bison-like
3. cat-like
4. crab-like
5. horse-like
6. insect-like
7. serpent-like or reptilian
8. spider-like
General Characteristics
(roll twice)
1. | fat | 2. | broad |
2. | long | 2. | muscled |
3. | short | 3. | narrow |
4. | thin | 4. | rubbery |
<fat = poison save bonus? see saving throw section in the DMG>
Tail (d6, 1-4 = tail)
1 . barbed **
2. dog-like
3. goat-like
4. horse-like
5. lion-like
6. pig-like
7. prehensile
8. stingered **
Body Odor
1. bloody
2. fishy
3. fecal
4. gangrenous
5. moldy
6. sweaty
7. urine
8. vomit
Skin
1. bald/smooth
2. furred
3. hairy/bristled
4. leathery/leprous
5. scaled
6. slimy
7. warted/bumpy
8. wrinkled/folded
Predominant Color
1. blackish
2. bluish
3. brownish
4. grayish - whitish
5. greenish
6. orangy
7. pinkish
8. purplish
9. reddish
10. yellowish - tannish
Back
1. humped/hunched
2. maned
3. normal
4. spiked/spined/ridged
Wings, if Any
1 . bat-like
2. bird-like
3. insect-like
4. membranous or fan-like
ARMS (2 or 4 if bipedal;
2,4, or 6 if otherwise)
1. animal-like
2. human-like
3. insect-like
4. tentacles
HANDS (d6,l-3 = all
alike, 4-6 = different)
1 .clawed
2. human-nailed
3. pincered
4. toloned
5. tentacle-fingered
6. withered and bony
LEGS AND FEET (as applicable)
<>
LEGS
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)
FEET
*
1 . duck-like
2. hawk-like
3. owl-like
4. pelican-like
5. stork-like
6. turkey-like
<*=?>
**Optionally
poisoned (or 4 in 6)
1. +1 on save
2. normal
4. -1 on save
5. -2 on save
5. insanity for 1-4 rounds
6. weakness; 1 point per hit die permanently lost
A bit of imaginative creation
is helpful in using the tables above. For
example, if the creature's
body is amoeba-like, you might
well decide to
give i t scores of tiny,
bubbling sucker mouths over its entire body, and omit
any mouth on the head; of
course, body covering would have to be adiusted
accordingly, and appendages
selected to suit the monster. Likewise,
you should feel at ease
adding to or amending the tables as you desire in
order to arrive ot still
more diverse and unexpected lower planes
creatures. (Cf. THE DRAGON
#20, Vol. Ill, No. 6: "Demonology Made Easy",
by Gregory Rihn. This excellent
article gives some interesting thoughts on
variant creatures of the
evil planes!) When you hove the form and appearance <link>
of the creature, determine
strength, if necessary, and then attack
capabilities.
- | Strength | "To Hit" | Damage |
01-25 | 17 | 1 | 1 |
26-45 | 18 | 1 | 2 |
46-60 | 18 (01-50) | 1 | 3 |
61-70 | 18 (51-75) | 2 | 3 |
71-80 | 18 (76-90) | 2 | 4 |
81-90 | 18 (91-99) | 2 | 5 |
91-95 | 18 (00) | 3 | 6 |
96-98 | 19 | 3 | 7 |
99-00 | 20 | 3 | 8 |
ATTACK TABLE
antlers or horns = 1 attack
each, damage 1-2 to 2-8
mouth = 1 attack each, damagefrom
1 to3-12
tail = special attacks only,
damage from 1 to 1-6
hands = 1 attack each possible
if no weapon use, strength bonus applicable if used as clubbing weapon,
damage from base 1-2 to 2-1 2
feet = 1 attack each if
applicable (flyer, leaper, etc.), damage from 1-2 to 3-1 2
Damage amount is determined
by overall size of creature, with strength
bonuses where applicable,
and the size and type of body weaponry, i.e. a
huge creature with clawed
hands would get damage ratings of at least 2-8
per hit. Constriction or
hugging damage would be commensurate with a
known creature of the same
approximate size. incidenta; spine-type damage
is best kept relatively
low -- 1-3, 1-4, or 1-6 range. Special effectsfrom
these attack forms -- poison,
energy drain, heat, cold, electrical discharge,
paralysis, or whotever-should
be kept to a minimum.
Special attacks and
special defenses can't be dealt with in as much detail
as would be desirable in
a work of unlimited length. The tables below will
suggest various magical
attack/defense forms, and the DM is urged to add
others of his own creation
as appropriate to the plane and the creature.
SPECIAL ATTACKS (1 -3)
1 . ability drain
2. energy drain (cold)
3. gaseous discharge or
missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate
Spell-like and spell
use abilities should be bosed upon intelligence level
and relative strength in
hit dice. Compare doemons, demons, devils, and
night hags. From 1-2 spells
and a like number of spell-like abilities is sufficient
for lesser creatures, while'the
more powerful and intelligent will
get a toto1 of 2-5 each,
some being of higher level (telekinesis, teleportation,
etc.).
SPECIAL DEFENSES (1 -4)
1. acid immunity
2. cold immunity
3. electrical immunity
4. fire immunity
5. gas immunity
6. metal immunity
7. poison immunity
8. regeneration
9. spell immunity
10. weapon immunity
Immunities above four
are possible only if the general class (demons,
devils, etc.) has more.
Metal immunity can pertain to iron, silver, steel, or
any other, including combinations,
but excluding mogicol weoponry.
Regeneration base is 1 hit
point per turn, with exceptional creatures
having a maximum of 1 per
round. Spell immunity must be limited to 1-4
pre-determined spells. Weapon
immunity refers to creatures hit only by
magical weapons of a certain
volue, i.e. + 1 , +2, etc.
OTHER ABILITIES
1 .audial superiority
2. surprise capability
3. visual superiority
Audial or visual superiority
will tend to negate surprise and enable detection
of creatures through sound
or vision. Surprise capability relates to
special movement ability
and possibly other factors. Visual superiority
refers to infravisual and
ultravisual capabilities.
To avoid having nothing more
than different mixtures of the same old ingredients,
be certain that you put
a bit of personal creativity into each
monster. A list of new and
different factors should be started, perhaps in
the margin, and then fresh
ideas added as they come. When a monster is
devised, cross off the unique
features from the marginal list.