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Some other classic snacks.
Beholder
Or other non-trademarked eye-beasts. The flesh of a beholder crackles like dry french fries. Invisible ichor drips upwards from your chin. In the distance, howling, or music.
Roll
|
Result
|
1-2
|
Screaming Madness. Save or become
permanently insane.
|
3-4
|
Outsider Flesh. Save vs Con. If
you pass, gain 1 random mutation. If you fail, gain 1d6+1 random mutations.
|
5-7
|
Twisting Cells. Permanently gain +2 to a random stat and -2 to a
different random stat.
|
8-9
|
Eye Rays. Gain a random spell. 1. Charm Person, 2-3. Eye Laser, 4.
Fear, 5. Sleep 6. Telekinetic Shove. If you are not a spellcaster, Save or
immediately cast the spell on a random target using d4 magic dice. If you
pass your Save, you can cast the spell once per day using 1 MD, firing it
from a random eye.
|
10
|
Natural Magic. You gain 1 Magic Dice and 1 spell slot. If you were not
one aleady, you become a spellcaster.
|
Rust Monster
There is meat under the chitin of a rust monster, but it tastes terrible. Cooking does not improve the flavour or texture. Add +2 to the roll if you soak the meat in bonemeal or lime for a night and a day, but while this may leach some of the poisons out, it does nothing to diminish the harsh and acrid taste.
Roll
|
Result
|
1-2
|
Metal Blood. You are poisoned by the metallic blood of the rust
monster. Save or die immediately. If you pass, lose 1d6 Con per day, for 1d6
days, or until you are cured. Most
antidotes and treatments will not cure heavy metal poisoning.
|
3-6
|
Broken Teeth. You crack a molar on a particularly ferrous bit of flesh.
Save vs Con or lose any benefit from the
meal.
|
7-8
|
Fortified. Permanently gain 1 HD (1d8 HP). Your flesh becomes slightly coppery.
|
9
|
Metal Sense. You can sense the presence of ferrous metals, as well as their
approximate amounts, within 50’. Thick walls block this effect, but
invisibility does not. The effect lasts for 1d10+1 days.
|
10
|
Rust Touch. Any ferrous metals that touch your bare skin or bodily fluids
have a 25% chance to rust instantly. Metal tarnishes at your touch. Your
blood has a 90% chance to rust ferrous metals instantly. This effect is
permanent.
|
Aboleth
The syrupy grey flesh of the aboleth tastes like rotting tuna. It loses all unusual properties if cooked or dried. If you drink the red fluid from the eyes of an Aboleth, roll on the table below twice, then Save vs Wisdom or go catatonic for 1d6 days.
Roll
|
Result
|
1-2
|
Grey Slime. Save or lose the ability to breathe air. You gain the
ability to breathe water.
|
3-4
|
Memories. Save vs Wis or go
permanently insane. If you pass, gain a useful vision from the aboleth’s past.
|
5-6
|
Open Mind. A nearby character, chosen at random, must tell you an
important secret or shameful memory.
|
9
|
Mental Tentacles. You gain the ability to cast telekinetic shove once per day using 1 MD. Save or reduce your
Strength by 2.
|
10
|
Power of the Outsider. Save vs Con. If you pass, gain 1 random
mutation. If you fail, gain 1d6+1 random mutations. Your eyes become
red, and a third one grows on your forehead. You permanently gain +2
Intelligence and Wisdom.
|
Carrion Crawler
Tastes like old socks, rotting fruit, and bad meat. Cooking changes but does not improve the flavour. Despite the taste, the meat is surprisingly filling.
Roll
|
Result
|
1-5
|
Carrion. Save
vs
Con or lose any benefit from the meal, and spend the rest of the day queasy
and gassy.
|
6-9
|
No
extra effect.
|
10
|
Look, a penny! You discover 1d00 silver pieces (in gold, silver, copper, or gems) in a cyst-like sac.
|
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