d50 | Result |
---|---|
1 |
Invulnerable/resistant to (fire/cold/physical damage/etc.) |
2 |
Only vulnerable to...(fire/cold/physical damage/etc.) |
3 |
Siphons health |
4 |
Two powers, roll twice. If you roll this again, count the roll as double 1s. |
5 |
Revives/Animates dead |
6 |
Flies/burrows |
7 |
Acidic/rusts metal |
8 |
Additional attack |
9 |
Grapples/constricts |
10 |
Stronger when dying |
11 |
Lucky (rerolls a d20 once per day) |
12 |
Invisible/Blinding effect |
13 |
Casts healing spells |
14 |
Shapeshifting |
15 |
Explodes |
16 |
Poison/Venom |
17 |
Freezes/stuns |
18 |
Heavily armored |
19 |
Parasitic |
20 |
Strengthened by (fire/cold/physical damage/etc.) |
21 |
Charms/mind control |
22 |
Regenerating |
23 |
Modular |
24 |
Silencing/Deafening/Blinding |
25 |
Summons other monsters |
26 |
Has long reach |
27 |
Flaming |
28 |
Confusing/Frightening |
29 |
Area effect/damage |
30 |
Breath weapon (cone or line, HDd6 damage, Skill save to dodge) |
31 |
Fast |
32 |
Lays traps or “mines” |
33 |
Reflects spells/missiles |
34 |
Disease touch |
35 |
Sneaky |
36 |
Drains attribute(s) |
37 |
Ranged attacks |
38 |
Penetrates armor |
39 |
Telekinetic |
40 |
Is magnetic, can reverse polarities to push/pull |
41 |
Invulnerable save for one weak point |
42 |
Aura (fire/cold/lightning/radiation, etc.) |
43 |
Random Capstone trait |
44 |
Action to swap places with any creature it can see |
45 |
Hitting it with a melee weapon lowers its Quality by 1 |
46 |
Can’t be affected my Critical Hits |
47 |
Healed by damage and hurt by healing |
48 |
Hypnotic |
49 |
Haymaker, When surrounded by two or more creatures, the monster can lash out with something forcing all adjacent creatures to take damage, Skill save for half. |
50 |
Minion, 1 HP |