D100 Magical Mutations (d100)

d100 Result

1

1. Friendly - A normally hostile encounter doesn't have to be. Encounter can be friendly if not attacked.

2

2. Tentacle Tongue - Tongue can stretch out to a 10' range and be used as a prehensile tentacle.

3

3. Teleporter - When the going gets tough, this creature leaves. It may stalk the party and attack again later after wounds have healed.

4

4. Horrific GI Problems - Once every four rounds it will emit a Stinking Cloud from its rear.

5

5. Puntrification Gaze - Once every three rounds it can choose one living target within visual range, WIS Save DC 13 or victim must make a joke or pun. Failure to do so inflicts 2d8 psychic damage.

6

6. Resistant to psychic damage/attacks/effects.

7

7. Poisonous flesh. Anyone or anything eating flesh or blood of the mutant will have severe food poisoning effects for 1d6+2 hours.

8

8. Resistant to fire damage.

9

9. Soporific breath - Creature exhales a faint green mist (CON Save DC 12) that makes those failing it feel very passive and happy and wanting to just take a nap. Effect wears off after 1d12 minutes.

10

10. Resistant to Poison Damage

11

11. Immune to Seduction/Intimidation

12

12. Immune to Illusion/Phantasm

13

13. 10% Magic Resistance

14

14. The creature has 1d4 slime-covered tentacles. Save (CON DC 15) or Fear effect (lasts 1d4 rounds)

15

15. The mutant is able to turn ethereal and back. Requires one action and can take no further action on either entering or exiting the ethereal plane.

16

16. Mucous Ooze - Spit attack. 1d10 damage per round until washed off with alcohol or other agents.

17

17. Tractor Beam - Single target attack. STR Save DC 18 or pulled within melee range.

18

18. Discord - Silencing attack. DEX Save DC 10. 1/turn

19

19. Three Times Dying - Encounter has to be killed three times - the first two times it doubles HD as it mutates into a much more monstrous form.

20

20. Little Deux Coup - Twice per encounter it can attempt to weave a Dominate effect where the target thinks the encounter is an ally and the ally is the encounter.

21

21. Green Skin/Fur - No special abilities other than the coloration is off. Not necessarily green, just not a coloration normally found.

22

22. Stealth Predator - Encounter has Stealth 20.

23

23. Big Guy - Encounter has double HD for the usual racial amount.

24

24. Corrosive Slime - The creature exudes a slime that does 1d4 acid damage per round.

25

25. Fast Mover - Double movement speed. Able to use this once per encounter. May use it to attempt to escape if it hasn't been moved since then.

26

26. Rogue - Creature is a rogue of level appropriate to its hit dice/hp. If given the chance may steal items and escape.

27

27. Gaze Attack - Causes Confusion effect, Save vs Wisdom DC 12

28

28. Wizard - Creature/encounter has levels in wizard roughly equal to HD/CR. Might be negotiated with for scrolls or spells.

29

29. Monk - Creature/encounter has levels in martial arts skills roughly in keeping with CR level. If not humanoid it can use bite with flurry of blows.

30

30. Vampiric - Creature/encounter is a vampire version of creature unless they were already a vampire.

31

31. Sorcerer - Creature/encounter is a sorcerer of level roughly in the line of their HD/CR rating.

32

32. Horrific Visage - Creature/encounter can cast Fear on anything that meets his gaze. Saving throw negates.

33

33. Glowing Green mutant - Barbarian level is either on par with HD or CR level. It would like to Rage.

34

34. Immune to Poison, Paralysis, Polymorph, and Petrification

35

35. Immune to non-magical and non-adamantine weapons

36

36. Unfortunately it learned to polymorph itself into a human form for extended periods. Now it's got a day time job, it's doing all right. It can play the honky tonk like anything. Saving it up for Friday night.

37

37. Displacer - Mutation allows creature to appear slightly off from current position, giving it a +5 to AC.

38

38. Mind Shredder - Every 3 turns, it can attempt a 1d8 Intelligence attack. DC 15 to activate ability. Intelligence lost in this manner can be restored (1 point at a time) by Lesser Restoration or long rest.

39

39. Exceptionally Nasty Bite - One attack is increased by dice type. 1d4 becomes 1d6. 1d6 becomes 1d8, and so on.

40

40. Despair Aura - Every turn, those within 10' of mutant must CON Save (DC 12) or gain one level of fatigue.

41

41. Improved Invisibility at will

42

42. Double-header, two heads are better than one. Advantage vs mind-affecting effects.

43

43. Magic Resistance 25%

44

44. Immune to Frost Damage

45

45. Immune to Fire Damage

46

46. Immune to Poison and Paralysis

47

47. Immune to Charm

48

48. +5 to AC: armored carapace

49

49. Charm Attack: Charm Monster per spell, single target 1/3 rounds.

50

50. Venomous Claws - Weak venom DC 12 to resist, otherwise 1d6+1 damage per round until a successful CON save.

51

51. Immune to Piercing Damage due to subdermal armor mesh.

52

52. Immune to nonmagical weapons

53

53. Teleporter (Self)

54

54. Vomitus Verminius - 2/short rest can vomit up 2d6 1hp vermin (rats/cockroaches/slugs) which will scurry and attempt to climb up and attack random targets.

55

55. Immune to Acid

56

56. Immune to Electricity

57

57. Fixed Form - Immune to transformation and transmutation

58

58. Tough Hide - Half damage from slashing weapons

59

59. Exceptional Sense of Smell - Creature can detect invisible or hidden via scent.

60

60. Song of Doom - The creature/encounter can attempt to sing, and all those in range of its voice have to make a Saving Throw (Constitution DC 10) or be turned into a goldfish. Song only possible once per short rest.

61

61. Pop Goes The - Creature has burrowing 20' in addition to normal movement for species.

62

62. Digestive Enzymes - Creature/encounter can literally eat anything made of normal materials without digestive problems or being poisoned.

63

63. Radiant - Creature is immune to radiant damage and each attack does an extra 1d4 radiant. Creature glows with an internal light. Takes an extra 1d4 against necrotic damage.

64

64. Necrosis - Creature is immune to necrotic damage and each attack does an extra 1d4 necrotic. Creature seems to have a black mist wisping around it. Takes an extra 1d4 from radiant damage.

65

65. Anti-Magical Field - Creature/encounter is surrounded by an anti-magic aura that extends out to 10'. No magic operates within that area.

66

66. Halfway through battle, the creature coughs, hacks, and then its chest explodes instantly killing it. A mist erupting from the remains forms into a blue slaad.

67

67. The Puppet - A thread made of tough flesh leads from the encounter to a small grating nearby and disappears down the drainage pipe. If this thread is severed, the encounter drops like a marionette whose strings were cut. After three rounds the end of the thread splits into five smaller threads and the flesh rises up and begins attacking the nearest creature (Dex saving throw to avoid) and will attempt to burrow into the flesh and gain control over it.

68

68. Polymorph Victim - The encounter was polymorphed. roll one dice - even they can remember the past, odd they are lost within their polymorph. Roll on a reincarnation table to see what the original being was.

69

69. Godzilla Breath - The encounter can blast enemies with a line-based (60' x 1')breath weapon that does 10d10 damage.

70

70. Doom - Every turn the creature can attempt to Death Gaze an individual with a CON Save (DC 12) to resist the effect. Roll 1d4 for the timer - that's the number of turns before the Death Gaze knocks the target unconscious. DM should play up the "Death Gaze" as an insta-kill ability even though this doesn't actually kill anyone.

71

71. Double-header - The encounter has more than one head. If a spellcaster, the encounter can use verbal-only spells with the second head at the same time as the other head is otherwise engaged.

72

72. Animation Station - The creature/encounter can Animate Object on up to four objects at a time once per long rest.

73

73. Sweet Tooth - Creature's spit turns objects to candy (Saving Throw (Con DC 10) to avoid) in a manner similar to petrification. DM's choice as to what kind of candy.

74

74. Paralysis Poison - Claws or bite requires a DC:15 CON Save or target is paralyzed for 1d8 turns.

75

75. Disrupting Spittle - Spit Attack causes 1d8 CON damage (Dex Save DC 12) 1/3 turns.

76

76. Stunning Gaze - As an action can use stunning gaze (Con Save DC:12 to negate). Stun effects last 1d4 rounds.

77

77. Electric Glands - Every melee attack from the creature also does 1d8+2 electrical damage.

78

78. Petrifying Gaze - At the cost of doing nothing else that turn, can use a petrifying gaze attack similar to that of a basilisk.

79

79. Fast - Individual creature's speed and number of attacks are doubled.

80

80. Vengeance - Upon dying, the encounter begins to swell and bulge. 1d4 rounds later it explodes doing 2d4x10 damage to everything in a 60' radius.

81

81. Card - The encounter has a Deck of Many Things and holds one card out for someone to draw.

82

82. Web - The creature/encounter has the ability to spin a web, any size, catches thieves, just like flies.

83

83. Sleep Gas - Creature/encounter can use an action to release a cloud of sleep gas (Con Save DC 15) in a 60' radius. Those failing the save fall asleep per the Sleep spell.

84

84. Vicious Mockery - Creature/encounter has access to the Vicious Mockery cantrip.

85

85. Explosive Exit - Encounter explodes in a 10d6 fireball when it dies.

86

86. Putrifying Gaze - The creature's gaze causes rotting, mildew, rusting, and general decay of all non-magical or protected items. Costs 1 action and requires a CON Save (DC:18) to avoid.

87

87. Teleporter (Target) 3/encounter - Can perform a legendary action to teleport a single target within visual range up to 5 miles to a random location.

88

88. Magic Resistance 90%

89

89. Despair Attack - Cone Attack 45 degrees. WIS Save DC 12 or take 1d4 WIS damage. 1 attack per 4 turns.

90

90. Mind Screw - Psychic Attack single target in visual range (WIS Save DC 17 to negate) otherwise does 1d6 INT damage. Once every 4 turns.

91

91. Acid Blood - Any blood drawn does 1d12+1 acid damage and all non-magical equipment must save or begin melting.

92

92. Tentacular Spikes - 1d8 tentacles, each can grapple figures with 10' and inflict 1d6 piercing damage per round until the grapple is broken or released.

93

93. Poison Blood - Any blood spatter (such as from Slashing or Piercing weapons) requires a CON Save 15 to avoid paralysis and eventual death.

94

94. Quick-hardening mucus spit - As an action. Entangle effect. Dex save 15 to avoid.

95

95. Troll heritage - Regenerates 2hp per round from anything but acid or fire.

96

96. Zombie Plague - Bite requires Con Save DC:18 or target dies after 4 rounds. Rises as hungry undead after another 4 rounds.

97

97. Fire Gaze requires a full action to use. Objects that fail a DC 15 Dex Save ignite in a 45 degree cone effect.

98

98. Tentacles with mouths on them. 1d6 tentacles, each ending in a mouth. Each adds one action per round and can be used for either attack or grappling purposes.

99

99. Venomous Spines can be launched for 1d4+1 damage plus DC 18 CON Save or paralysis. If paralyzed, additional save for 4 rounds before death occurs.

100

100. Embryonic injection. Creature makes a special attack (DEX Save DC 12) that injects a parasitic organism into the victim. CON Save DC 15 to reject parasite (immunity to disease applies) per round - otherwise three rounds later victim mutates into a juvenile spawn of the creature that infected them.