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Moll Vents

Utility

Booby Trap

The vents are a security measure designed for military installations with the intention of perpetually hampering intruders as they move through specific facilities. It works by venting cocktails of designer proteins, nanites and vintage bacteria into an enclosed environment to induce random consequences from purely cosmetic to life-altering to fatal. Even should trespassers escape, they would still be identifiable by the mutations inflicted on them.   A significant drawback, however, is the sheer randomness that can be affected by moll on a victim. In addition to being potentially crippled, a person can also be significantly boosted (provided they don't mind any deformities) and become a greater threat to station guards.
To say nothing of being transformed into a mindless monster and a danger to everyone.
— Arima Gotta

Social Impact

Standard Simulacra Selection

The mutative potential that exists on either side of the Opal Portal; via protoplasm in the Perron Barren and moll in Opal, has conditioned those living there to be detached from their natural bodies and accept alternate biologies and enchantments as the norm.
Textiles as clothing are seen as options in many climate controlled vessels.

Alternate Name
  • Plague Vats
  • Seed Gun
    Access & Availability
    Moll is a naturally occurring cosmic byproduct within the nebula
    Complexity
    This ventilation is a hardily modified air circulatory system built into orbital and deep space stations.
  • Cosmetic (1-20)
    d% Mutation Name
    1 2d10 Extra Digits
    2Fins
    3Forked Tongue
    4Horns
    5Scaly Skin
    6Thin Fur Coat
    7Unnatural Eyes
    8Rainbow Hair
    9Complex Mouth
    10Ear Holes
    11Infertility
    12Rapid Aging
    13Toothless
    14Third Eye
    15Prehensile Tail
    16Long Tongue
    17Body Bald
    18Mirror Skin
    19Unibrow
    20Unhinged Skull
    21Chameleon Skin
    22Burly
    23Pineal Eye
    24Third Nipple
    25Heterochromia
    26Agender
    27Barrel Chested
    28Flappy Wings
    29Hook Fingers
    30Hooved Feet
    31Striped Skin
    32Hole
    33Neck Frill
    34Spike Teeth
    35Leather Skin
    36Flashing Skin
    37Sensitive Skin
    38Vestigial Bird Wings
    39Unusual Genitals
    40Overbite
    41Dog Face
    42Skin Flaps
    43Crown of 2d10 Tentacles
    44Neck Pouch
    45Puffy Face
    46Whiplike Tongue
    47Glow at Will
    48Glandular
    49Suckers
    50Lump
    51Detachable Tail
    52Chameleon Eyes
    53Tentacle Fingers
    54Checkered Skin
    55 2d6 Breasts in a row
    56Curly Pig Tails
    57Coloured Pupil
    58Compound Eyes
    59Telescoping Neck
    60Donkey Ears
    61Headless
    62Black Eyes
    63Two Necks
    64Iron Nails
    65Long Spine
    66Retractable Head
    67Briskly Beard
    68Musk Gland
    69Unsettling Laugh
    70Temp Sensitive Hair (cold purple to hot red)
    71Feathered Skin
    72Horse Tail
    73Rooster Comb
    74Grinding Throat
    75No Lips
    76Harlequin Skin
    77Star Skin
    78Blowhole
    79Anosmic
    80Second Stomach
    81Spike Chin
    82Static Cling
    83Whiskers
    84Spotted Skin
    85Prehensile Feet
    86Occasional Scales
    87Milky White Eyes
    88Second Face
    89Spare Organ
    90Goatling Face
    91Glass Eyes
    92Hydrophobic
    93Albino
    94Elongated Skull
    95Fluted Face
    96Rasp Tongue
    97Secret Pocket
    98Head Crest
    99Full Body Dandruff
    100Hermaphroditic
    Minor (21-40)
    d% Mutation Name Moll Cost Effect
    1 Memetic Vulnerability 3 -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5.
    2 Clubbed Foot 1 -10ft land speed
    3 Colour Blindness 1 -2 penalty on Spot checks. This doubles in conditions worse than full sunlight
    4 Congenital Emaciation 2
  • Weight is halved and can lower more if not at min weight
  • Half all speeds, rounded down to the nearest 5 ft increment (min 5 ft)
  • -2 penalty on STR based checks, melee attack and damage rolls.
  • 5 Congenital Obesity 2
  • Weight is tripled and can rise more if not at max weight
  • Half all speeds, rounded down to the nearest 5 ft increment (min 0 ft: immobile)
  • -2 penalty on STR based checks, melee attack and damage rolls.
  • 6 Cracking Joints 1 -2 penalty on moving silently
    7 Decreased Muscle Density 2 -2 to STR (min 1)
    8 Dietary Restriction 1 Roll 1d6 to determine the type of food that grants sustenance: 1.Bugs, 2.Sentient Creatures, 3.Carrion, 4.Live animals, 5.One type of plant (DM's choice) 6.Rocks
    9 Distorted Voice 1 Roll 1d6 to determine what type of unusual voice sounds you make: 1.Squeaks, 2.Clicks, 3.Raspberry Noises, 4.Honking, 5.Grunting, 6.Laughter
    10 Enlarged Organs 3 Enemies gain +2 in determining critical hits against you
    11 Acidic Saliva 1 1d4 acid damage for up to 5ft
    12 Adrenaline Jolt 3 Once per day, temporarily increase either your Strength or your Dexterity by 1d4+1 that lasts for [3 + CON modifier] rounds.
    13 Claws 1 Hands mutate in claws that deals slashing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 . They do not adversely affect manual dexterity.
    14 Darkvision 3 See in black and white, even in darkness, up to 60ft
    15 Energy Diffusion 2 Choose to gain 5 resistance to 2 types of energy or 10 resistance to 1 type of energy: acid, cold, lightning, fire or impact
    16 Fangs 1 Grow fangs that deal piercing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 .
    17 Force Barrier 3 3 times per day, generate an invisible electromagnetic barrier that reduces -3 against incoming weapon attacks and force effects that last [CON modifier] rounds (min 1 round). Electronic devices temporarily cease to function on their person while in effect.
    18 Gills 2 Can breathe both air and water
    19 Great Horns 1 Sprout horns that deal bludgeoning or piercing damage depending on your size: Small 1d4 , Medium 1d6 , Large 1d8 .
    20 Hypersensitivity 3 Gain a +2 on Listen, Search and Spot checks. Gain Blind-Fight:
  • do not lose your DEX bonus to Armour Class
  • attacker does not get the +2 bonus for being invisible
  • take only half the usual speed penalty for being unable to see
  • poor visibility reduces speed to three-quarters of normal
  • 21 Leaper 1 Gain a +10 bonus on all Jump checks
    22 Scaly Armor 3 Gain +2 natural armour bonus or +2 to existing natural armour bonus
    23 Scent 2 Can detect opponents within 30 ft by sense of smell. If upwind, the range increases to 60 ft; if downwind, it drops to 15 ft. Strong scents can be detected at twice the ranges. Overpowering scents can be detected at triple the normal range.
    24 Second Wind 2 Once per day, you can heal yourself by [CON modifier] damage (min 1)
    25 Smokescreen 1 Once per day, you can expel a 20 ft stationary radius of inky black smoke that obscures all sight, including darkvision, beyond 5 feet. Anything 5 ft away has one-half concealment (20% miss chance). Farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

    This functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.
    26 Tail 1 Grow a thick tail dependent on your size that deals bludgeoning damage: Small 1d4 , Medium 1d6 , Large 1d8 . +2 bonus on all Balance checks.
    27 Thick Fur Coat 1 Gain +4 bonus on Fortitude saves against cold temperatures.
    28 Ultra Immune System 2 Must have a 13 in Constitution, then gain a +2 bonus on saving throws to resist poisons, diseases and radiation sickness. Any permanent ability drain inflicted, is treated as temporary ability damage instead.
    29 Wall Crawler 2 Gain a +4 bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both negates the bonus entirely. Also gain a +4 bonus on Balance checks when moving a cross a slippery surface that is negated by any kind of footwear.
    30 Webbed Digits 1 Gain a +4 bonus on all Swim checks.
    31 Festering Sores 2 When wearing anything, decrease its max DEX bonus by -2 and its check penalty by -4
    32 Flesh Pincers 1 Fingers fuse into a lobster claw without being able to finely manipulate tools or wield weapons
    33 Genetic Inferiority 3 All stats decrease by 1 (min 1)
    34 Genetic Predisposition 1 Roll a 50% increased DC, twice, to resist addiction. Take the lower value.
    35 Geriatrification 3 Advantage one age category and only take penalties. If you are already venerable and fail a DC 10 CON + half your years, you gain those penalties again.
    Age Bonus Penalty
    Young Adult None None
    Middle Aged
  • +2 bonus to one skill of your choice
  • -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.
  • Old
  • +2 bonus to one skill of your choice
  • +1 bonus on all INT based skills and ability checks
  • -2 penalty on opposed STR checks and -2 STR for calculating carrying capacity.
  • -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.
  • Venerable
  • +1 skill point per level (applied retroactively)
  • +2 bonus to one skill of your choice
  • +1 bonus on all INT based skills and ability checks
  • -1 hp per level and -2 penalty on fortitude saves
  • -2 penalty on opposed STR checks and -2 STR for calculating carrying capacity.
  • -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.
  • 36 De-Aging 2 De-age one age category. If you are already a Young adult and fail a DC 10 CON + half your years, you gain those penalties again.
    37 Hemophilia 1 When you take hp damage, you continue to bleed for 2 hp per turn until you are either healed or succeed a DC 13 Heal check. If tending to yourself, the DC increases by +5.
    38 Hideous 3 Take +2 bonus to intimidate
    39 Hunchback 2 -6 penalty to CHA with checks requiring sight. Clothing and armours must be specially tailored to your unique body shape to provide any benefit.
    40 Hypoallergenic 1 -4 penalty on moving silently and a 20% chance to fail verbal communication
    41 Hyperhematosis 3 5% chance to stabilize while bleeding out
    42 Hyperhydrosis 1 -2 penalty on CHA-based and DEX-based checks.
    43 Hyperopia 3 -2 penalty on all Spot checks made less than 30 ft from you with targets also having concealment towards you. Can be corrected with specially crafted optic lenses or possibly surgery.
    44 Hypersensitivity 2 Upon taking hp damage, you immediately become shaken, unless you succeed a Fortitude save (DC 10 + damage taken) to power through the pain.
    45 Increased Density 2 -4 penalty on swim checks
    46 Infirmity 1 –2 penalty on all Fortitude saves
    47 Inflexible 1 -2 penalty to your Dexterity (min 1)
    48 Instability 1 Wobbly legs cause -4 on ability checks to resist being rushed or tripped when standing
    49 Light Blindness 2 Abrupt exposure to bright light blinds you for 1 round, then dazzled on subsequent rounds for as long as they remain in the affected area: -1 penalty on attack rolls, search and spot checks
    50 Mild Fluorescence 2 Outlined in a subtle glow
    51 Myopia 1 -2 penalty on all Spot checks made more than 30 ft from you, with targets also having concealment towards you. Can be corrected with specially crafted optic lenses or possibly surgery.
    52 Photodependency 2
  • Cloudy, night, heavy fog, darkness: No healing
  • Overcast, dawn, dusk, light fog: Fast healing +1
  • Partly cloudy: Fast healing +2
  • Mostly sunny: Fast healing +3
  • Sunny: Fast healing +4
  • 53 Pigeon-Toed 3
  • -2 penalty on Balance
  • -5ft speed (min 5 ft). After gaining a level with this mutation, you no longer take these penalties.
  • 54 Prey Scent 1 Pheromone glands effect predator-based simulacrum with a INT of 6 or less, will attack you. CHA advantage against other prey-based simulacrum with INT of 3 of higher.
    55 Psoriasis 1 -2 penalty on all social skills except Intimidate, but can be mitigated with with a successful DC 20 CHA check to disguise.
    56 Ravenous Hunger 2 Consume twice as much as normal to avoid starvation
    57 Recessive 2 Lose a random trait and take -1 penalty to CHA
    58 Rubbery Skin 1 Decrease speed by 5 ft (10 ft in colder environments)
    59 Slow Metabolism 2 Healing or regeneration effects are either halved or take twice as long (as appropriate)
    60 Stick Legs 1 -2 penalty on Jump and Swim checks
    61 Stiff Joints 1 -2 penalty on reflex saves
    62 Tachycardia 3 Effects of injury, poisons and drugs happen much faster. Any secondary effects take place after only one round instead. At an appropriate time, GM chooses DC 5, 10 or 15 :
  • If rolled lower than 10: Move at half speed and takes -6 penalty to STR and DEX
  • If rolled lower than 5: Can neither run nor charge and takes -2 penalty to STR and DEX
  • If rolled a nat 1: -2 penalty on all attack rolls, saving throws, skill checks, and ability checks for 1 min or 2 rounds
  • 63 Uncontrollable Flatulence 1 Make a DC 15 Fortitude save to not to fart when faced with even the mildest of discomforts
    64 Unhealthy 3 -2 penalty to your CON score (min 1)
    65 Waxy Ears 1 -2 penalty on Listen checks
    66 Crab Arm 3 1d8 crushing damage
    67 Burnt Stench 2 -4 Stealth
    68 Magnetic Sense 1 Can detect magnetic north unless near a strong magnetic field or iron
    69 Veno 3 Deal an extra 1d4 poison damage
    70 Leathery Hide 2 Base Armour becomes 12
    71 Monkey Tail 1 Take +4 to Climb
    72 Insecticide 3 Repel insects in a 20ft radius
    73 Stabbing Limb 1 Lose 15% of body weight. You lose 1 HP per level, but gain +4 bonus on Swim checks and fall damage is reduced by 2 points of damage per dice. If you have wings, your glide speed becomes a fly speed instead, with average maneuverability
    74 Strange Walk 3 -1 to speed
    75 Alluring Face 2 Take a +2 CHA
    76 Fractal Fingers 2 Cannot drop objects held in one hand due to 2d1000 fingers confined within its normal size
    77 Horrible Bloating 1 1 bludgeoning damage every time you eat solid food
    78 Bilious Vomit 1 Once, after having eaten, 1d4 damage in a 10ft cone
    79 Metal Skin 1 Base Armour becomes 18
    80 Thick Skull 2 - 1d6 INT. + 1d6 CON. Cannot be stunned by physical attacks.
    81 Swap 2 GM replaces a mutation with one rolled on this table
    82 Serrated Teeth 1 d6 damage from a bite
    83 Emaciated 2 Reduce STR, CON and hp by d4
    84 Gyroscopic Guts 1 - 1d6 CON, + 1d6 DEX. Cannot be knocked prone
    85 Moist 3 Cannot be set on fire. -1 to fire damage
    86 Dead Nerves 1 Gain d6 hp
    87 Rubber Flesh 3 Any fall damage that would kill you reduces you to 0 hp instead
    88 Molting 3 Shed your skin once a month that can make coats or blankets. Gain a +2 bonus to CHA for the following week. Every week after, take a -2 penalty to CHA until you molt again.
    89 Stick Figure 1 Gain +2 bonus to DEX and increase speed by 5ft. Take a -2 penalty to CON
    90 Genetic Normality 3 Average out your stats, rounding up, to determine new stats
    91 Flippers 1 Gain a +2 bonus to Swim checks but take a -5ft penalty to land speed
    92 Force or Finesse DEX and STR stats swap. If they are the same, instead gain a +1 bonus to both
    93 Bioluminescence 2
    Roll d6 to determine the colour:
    1. Red
    2. Orange
    3. Yellow
    4. Green
    5. Blue
    6. Violet
    Roll 1d6 to determine the trigger conditions required to glow:
    1. Arousal/Excitement
    2-3. At will
    4-5. Darkness
    6. Stress-Induced
    94 Hyperoculosis 1 Gain +4 to Spot checks as your anime eyes grant a greater field of vision. If you are subject to a critical hit, there is a 25% chance that one of your eyes is damaged, potentially partially blinding you.
    95 Hollow Bones 1 Lose 15% of body weight. You lose 1 HP per level, but gain +4 bonus on Swim checks and fall damage is reduced by 2 points of damage per dice. If you have wings, your glide speed becomes a fly speed instead, with average maneuverability
    96 Silly Walk 1 Take a -5ft penalty to speed, but gain a +2 DEX bonus to AC when provoking attacks of opportunity
    97 Spasmic 2
  • Cannot take bonus actions or reactions.
  • Disadvantage on STR and DEX saving throws, checks and attack rolls
  • 98 High 1 Take a -2 penalty to WIS saves, but gain a +2 to saves againt CHA and INT. Leviates after a short rest.
    99 Fat 2
  • Half speed
  • Weight is at least 30% more than average
  • Reduce delivered bludgeoning damage by 1
  • 100 Ditzy 3 -4 penalty to all INT, WIS and CHA checks
    Major (41-60)
    d% Mutation Name Moll Cost Effect
    1 Asthma 4 Can only run and hold your breath for half as long as normal. Succeed a DC 13 Fortitude save if there are any airborne pollutants to send you into a coughing fit, whereby you may only take a single move or standard action in the round
    2 Blind 4
  • -2 penalty to Armour Class
  • lose DEX bonus to AC
  • move at half speed
  • -4 penalty on Search, most STR and DEX based skill checks
  • Automatic fail for checks and activities that rely on vision
  • All opponents are considered to have total concealment (50% miss chance) to the blinded PC
  • Characters who remain blinded grow accustomed and can overcome some of them: blindsense out to twice your normal reach with a stick (typically 10 ft)
  • 3 Brittle Bones 4
  • Max hp decreases by 3
  • Take an additional 1d6 damage from a fall
  • Additional 5 damage when taking bludgeoning damage
  • 4 Charred Body 5
  • -2 penalty on saves against disease, skill checks, attack rolls and damage rolls if charred wounds are not properly dressed once a day, which require a DC 15 heal check that is increased by 5 if you attempt to do it on yourself.
  • -4 penalty to your CHA (persuade) score
  • 5 Withered Limb 5 Roll 1d4 to determine limb loss: 1.Left arm, 2.Right arm, 3.Left leg, 4.Right leg
    6 Deaf 6
  • -4 penalty on initiative
  • Automatic fail on checks that require listening
  • 20% chance of failure when speaking to communicate (optional)
  • Characters who remain deafened for a long time grow accustomed and can overcome some of them: read lips, learn sign language
  • 7 Memetic Vulnerability 4 -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5.
    8 Elemental Vulnerability 4 Susceptible to d4 element and take +50% damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure. Immunity to the element is lost if you had it: 1.Acid, 2.Cold, 3.Fire, 4.Lightning
    9 Thrombocythemia 6 A blood clot forms in either the arm or leg that incurs the following penalties:
    • Arm dangles uselessly, dropping whatever they were carrying, incapable of performing any actions with that limb.
    • Leg refuses to cooperate. Base speed is decreased by half and lose the ability to run, charge or climb. Deny DEX bonus (if any) to Armour Class.
    10 Feet-Hand 6 Take a -4 penalty on attack rolls or skill checks using your feet-hands. After gaining a level with this mutation, you adapt and take only a -2 penalty.
    11 Festering Host 5 Take a -2 penalty on Fortitude saves to resist diseases. If you fight off a disease, it merely goes dormant for a month.
    12 Flammable Skin 5 You ignite at 30°C (86°F) and remain on fire until you are doused, make it to a cooler environment, or die.
    13 Membranous Flesh 4 Susceptible to piercing for 5 Amplification Damage
    14 Lesser Metamorphosis 6 You cocoon yourself and enter a coma for 1 week whereby you are reincarnated into another form at -1 level. If interrupted in that time, you must succeed a DC 20 Fortitude save or die of shock or emerge misshapened.
    15 Inferior Pseudopod 5 One limb turns into a 10 ft long pseudopod that can curl and deal [ d6 bludgeoning damage plus ½ STR modifier]. Rising a level grants corrosive damage.
    16 Radiation Vulnerability 6 Take +50% damage as normal from radiation exposure
    17 Taut Skin 4 Susceptible to slashing for 5 Amplification Damage
    18 Thumbless 6 You can no longer wield most conventional weapons. Take -4 penalty on Grapple and Disarm checks.
    19 Utter Abomination 4 -8 penalty on CHA checks besides similar aberrations, and are initially a little more hostile towards you. Speed decreases by 15 ft (min 5 ft), and all ability scores are reduced by 1. Finally, roll for 3 more mutations.
    20 Water-Soluble Skin 4 When submerged for a number of [CON bonus] rounds (if any) before skin dissolves. After those rounds have passed, succeed a DC 20 Fortitude save or die. Success allows you to survive for one more round before making another save or exit the water. Failure results your innards spilling forth and dying a painful death in the next round (if still submerged).
    21 Grotesque 5 -6 to CHA, then roll again
    22 Illusion of Normality 4 Revert your appearance to whatever the PC considers normal, until you fail your next save (whatever kind it is)
    23 Concealed Mutation 4 1d6 of your mutations fade and only appear when you are stressed or damaged
    24 Revival 6 One free full regeneration for a missing body part, organ or limb. +20 hp at the start of a turn.
    25 Spider Gland 5 Excrete 10ft of silk rope per day that:
  • 4 hp
  • bursts with a DC 24 STR check
  • +2 bonus for using the rope
  • 26 Second Face 4 Your stomach can see and smell but not hear or speak
    27 Puny 6 Shrink to a quarter of your previous size, causing - 1d6 to all stats
    28 Migratory Fingers 4 One hand cannot hold anything anymore
    29 Oily 4 Secrete 1 flask per day of flammable fluid that has a 50% chance of igniting. If lit, it burns for 2 rounds and deals 1d3 fire damage to each target.
    30 Bone Sword 4 One arm ends at a serrated point of bone for 4d6 piercing
    31 Echolocator 5 60ft range blindsight
    32 Elasticity 5 Gain +10 to escape check. Can can squeeze through a passage one-tenth as wide and tall as your height at one- quarter the speed
    33 Energy Absorption 4 Choose 10 for two or 20 for one resistance: cold, fire, impact, lightning
    34 Enlarged Form 6 Treated as one size larger when it is advantageous to you. Does not change your face or reach
    35 Exoskeleton 5 Gain a +3 natural armor bonus or your existing natural armor bonus improves by 3
    36 Extra Arms 6 Gain a +4 on Climb and grapple checks.
    37 Gaze 4 Gain +2 on Search and Spot checks
    38 Pheromone Attraction 6 Gain +4 on all Bluff, Diplomacy, Handle Animal, and Intimidate checks against targets within 30 ft
    39 Prehensile Tail 4 Gain +2 on balance. Can manipulate a simple object one size smaller but not dexterous enoght to operate devices
    40 Prickly Pear 4 Deal 1d4 piercing damage to any target you are grappled with
    41 Radioactive 5 Immune to mild, low, and moderate degrees of radiation exposure. Once per day, you may release a 60 ft radius burst of within which targets suffer moderate degree of radiation for DC 18 Fortitude, incubation period 3d6 hours, initial and secondary damage 1d6-1 CON.
    42 Skeletal Reinforcement 5 Damage capacity increases by +3. Damage from a fall is reduced by one die. This stacks.
    43 Stinger 4 Grow a sharp stinger dependent on your size that deals piercing damage: Small 1d4 , Medium 1d6 , Large 1d8 . There is additional poison causing 1d6 damage to STR and paralysis for 2d6 minutes; on a failed DC 13 CON save.
    44 Telekinetic Mind 5 Move an unattended object weighing up to 5lbs up to 15 feet in any direction
    45 Telepathy 5 Once per round, forge a telepathic link with a willing living thing with an INT 6 or higher within 100 ft
    46 Tentacle 6 Grow a 10ft tentacle dependent on your size that deals bludgeoning damage: Small 1d4 , Medium 1d6 , Large 1d8 . Gain a +4 on grapple checks. Can manipulate a simple objects of your size category or smaller, but not dexterous enough for operating devices.
    47 Venomous Bite 4 Target must succeed on a DC 10 + 1/2 your level + CON modifier to negate the initial and secondary damage 1d4 CON.
    48 Vexing Voice 4 3 times per day, a target within 30ft must make a successful DC 10 + one-half your level + CHA modifier or be dazed for 1 round.
    49 Wings 6 Grant a natural fly speed of 60 ft
    50 X-Ray Vision 6 Can see through 1 ft of brick or stone, 1 in of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt at a max range of 20ft
    51 Duplication 5 Split in half. Reduce all your stats by 1d6 and half HP. The twin rolls new stats and HP.
    52 Cold Blooded 5 Under 50 degrees Fahrenheit:
  • Can only take a single standard or move action per turn
  • Half speed (round down to nearest 5ft increment)
  • Gain DR 5/Slashing
  • -1 penalty on attack rolls, AC and reflex saves
  • 15 Resistance to cold damage
  • 50% Fortification
  • Can roll twice on any saving throws against death, disease, fatigue and poison
  • Can appear dead, requiring a DC 15 Heal or a DC 25 Spot check to notice

    Above 70 degrees Fahrenheit:
  • One extra attack with base attack bonus and any modifiers
  • +1 bonus on attack rolls, AC and reflex saves
  • Any DEX loss bonus to Armour Class, also causes a -1 penalty to dodge
  • All modes of speed increase by 30 ft (max of twice the normal speed)
  • Does not stack
  • 53 Hideous Morphing 4 Replace all mutations with new rolls from this table
    54 Skin Slough 6 CHA becomes 2. -4 penalty against disease saves
    55 Acid Sweat 5 d4 acid damage to standard clothes
    56 Hibernate 6 Can sleep for 1 year without food or water
    57 Crystalline Body 4 Gain +2 bonus to CON, but take a -2 penalty to DEX. Gain Damage Reduction 10/Bludgeoning or Piercing. Damage Amplification 5/Bludgeoning and suffer twice the initial bludgeoning damage
    58 Herbivorous 6 Can only subsist on plant material
    59 Genomorph 4 Can change your sex at will to be biologically female, male, hermaphroditic, or agendered as a standard action. If you become pregnant as a biological female, you are unable to change form until you either give birth or terminate the pregnancy.
    60 Genetic Cesspool 4 GM decides 3 exact features that bring a benefit, a detriment and a neutral factor into your scenario
    61 Fast Metabolism 5 Eat twice as much of what you would normally eat or your weight score decreases by 1 every month. you heal twice as fast (including hitpoint regeneration and ability recovery), fast healing or regeneration effects are either doubled or last twice as long (when applicable).
    62 Dwarfism 5 Height is halved and weight is quartered as your size category is lowered by one (min Tiny). Take -2 penalty to STR and CON, but gain a +2 bonus to DEX
    63 Dromedary Hump 4
  • Gain a camel-like hump that impedes your ability to wear armor.
  • If you overeat for a full week, you can store nutrients for up to 1 day per point of CON.
  • Armour and clothes must be specially made to adjust your hump, and even then, take a -1 penalty to AC and the armour check penalty increases by -1.
  • 64 Brain or Brawn 5 INT and STR stats swap. If they are the same value, instead gain a +1 bonus to both
    65 Carnivorous 5 Can only subsist on animal tissue
    66 Immutable 6 Can no longer be further mutated. You do not lose any mutations you already possess.
    67 Quadrupedal 4
  • Unchanged speed
  • Carrying capacity is adjusted (STR x 15)
  • Armour and clothing must be properly tailored to your new shape
  • Weight increases by 40%
  • If you're already quadrupedal, you become bipedal instead
  • 68 Sepsis 4 Blood turns to poison, which is both a hindrance to you and your enemies:
  • Healing and ability recovery are all reduced by 1 from all sources
  • Poison deals 1d6 points of CON damage as initial and secondary damage
  • Poison is equal to DC 11 + ½ level + CON modifier
  • 69 Voltivorous 6 No longer need to eat or drink and gain 5 Electricity Resistance to subsist on
    70 Turgidity 6 Gain +2 bonus to your CON
  • Take a -2 penalty to your DEX
  • Base land speed decreases by 5ft
  • 71 Snake Legs 6 Resemble a snake from the waist down.
  • Take a -10ft penalty to land speed, but gain a climb and swim speed equal to your land speed (min 5ft).
  • 72 Resistance Calibration 5 Roll d6 to gain 10 resistance to one element, but a (1.5x) weakness to a second:
    1. Acid
    2. Cold
    3. Fire
    4. Bludgeoning
    5. Electricity
    6. Impact
    73 Sunlight Hypersensitivity 5 Takes 20 radiant damage when starting turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
    74 Amalgamation of Limbs 4 Increase speed by a number of feet equal to d2*5
    75 Vocal Blast 6
  • Emits a violent shockwave in a 30-foot cone, within which PCs must make a DC 14 CON saving throw (Recharge 5-6) . On a fail, they are knocked unconscious.
  • Alternatively, if it is directed at wood, stone, metal or glass; objects of that material must make a DC 14 STR save or take 6d6 damage and anyone in the AOE is deafened for 1 minute. On a success, the items take half as much damage and no one is deafened.
  • A deafened target can repeat a DC 7 CON saving throw at the end of each of their turn to recover hearing.
  • 76 Massive Weight Gain 5 Maximum possible DEX AC bonus becomes +2
    77 Minor Lycanthropy 6 Transformation Modifications:
    STR +2, DEX +4, CON +4
    Hybrid SizeClawBite
    Small 1d3 1d4
    Medium 1d4 1d6
    Large 1d6 1d8
    Huge 2d4 2d6
    78 Dense Skeleton 4
  • +1 to STR saves
  • weight becomes 10% greater than average
  • Regaining hp by a variable amount, is reduced by 2
  • When healed by a set value, is reduced by 25% (round up)
  • 79 Spawn Regeneration 6
  • Regain 10 hp at the start of every turn.
  • If it is from radiant, fire or cold damage, regain only 5 hp at the start of the next turn.
  • Can only die from an attack dealing radiant, fire or cold damage while the reaching 0 hp.
  • 80 Immaculate Conception 4 Regardless of gender, pregnancy runs between d10min8 months.

    The fetus does not need to nest in the abdomen. It could be growing in their inner thigh, their forehead, their hip, etc. What this NPC baby ends up being to the PCs is determined by the GM. It may be a normal baby, a parasite slowly killing its host or a hostile entity.

    Fortitude Save = d20 + CON modifier + proficiency bonus + other bonuses + penalties

    It manifests as:
  • Weakness: 1d2 STR damage per month
  • Ravenous Hunger: must eat twice as much to maintain nutrition
  • Aversion to certain foods: make a DC 15 FORT save or disgorge everything just eaten
  • Fatigue: cannot run and -2 penalty to STR and DEX
  • Increased Weight: (as the GM deems fit),
  • Bloating: take a -5 penalty on CON checks
  • Constant Nausea: take a -2 penalty on CON checks
  • Mood Swings: gain a +5 bonus to CHA
  • Pain in the Lower Back: -2 penalty on attack rolls

    In the later months of pregnancy:
    • Contractions cause characters to wake up exhausted measured up to six situational levels:
      1. -2 penalty to STR and DEX
      2. Speed halved
      3. -6 penalty to STR and DEX saving throws
      4. hp maximum halved
      5. Speed reduced to 0
      6. Death
    • Take a -2 penalty on attack rolls from sheer discomfort, in addition to the exhaustion.


    Finally, at the end of pregnancy's course:
    1. Character needs to find a place to rest constantly.
    2. During the birth, which takes 9 rounds, must succeed a DC 15 FORT save every round or take 1d2 damage. If hp is reduced to negative, they die.
      • If they survive the birth, make a DC 15 FORT save or fall unconscious for 1d4 hours.
    3. The baby must make a DC 5 FORT save or die.
  • 81 Weak Stomach 4
  • Must succeed a [DC 15 fortitude save anytime you eat or drink anything or vomit, losing all beneficial effects of the consumed item.
  • Even on a success, become nauseated for 1d4 rounds.
  • Take a -2 penalty to all fortitude saves.
  • 82 Nyctalopia 5
  • Treat shadowy lighting as dark lighting.
  • Can never benefit from darkvision or low-light vision.
  • 83 Incompetent 4
  • Cannot aid allies in combat
  • Can never gain bonuses to skill checks
  • 84 Short Temper 4 Enter an enraged state whenever you suffer damage:
  • Take a -2 penalty to Armour Class
  • Cannot make INT, WIS or CHA-based skill checks
  • Remain enraged for 1d4 rounds
  • 85 Paralyzing Claws 6 Target takes 1d10+3 slashing damage, or 2d10+3 slashing damage on an advantage, and must succeed on a DC 12 CON saving throw or be restrained until the end of its next turn. Then it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
    86 5
    87 4
    88 6
    89 4
    90 4
    91 4
    92 5
    93 5
    94 4
    95 6
    96 5
    97 6
    98 4
    99 6
    100 4
    Post Death (61-80)
    d% Mutation Name Moll Cost Effect
    1 Corrupted Organs 7 Guts writhe and everyone in 30ft must succeed DC WIS save against Fear
    2 Unstable 8 Parasitic limbs try to grapple nearby targets and fuse to them
    3 Poison Spot 9 Touching a blue coin-sized spot causes a DC 8 CON save or die
    4 Inside Out 7 Body hp is halved
    5 Hallucinogenic Spores 10 30ft radius of hallucinogenic spores causing effects for as long as they remain in the cloud and 1d4 rounds afterward:
  • -2 penalty to perceptive skills (Listen, Search and Spot)
  • -2 penalty to Initiative rolls
  • gain a +1 bonus on saves against effects that cause morale penalties and fear.
  • Pleasant colours, sounds and patterns dance about in the mind as a distraction or succeed a DC 10 fortitude save where after there is a 20% chance your intended action will be wasted.
  • 6 Spider Neck 8 Head separates from body using spider legs:
  • size decreases by two size categories
  • suffers a -4 penalty to STR and CON
  • max INT is 8
  • base speeds and special qualities relating to the head do not change
  • -4 on attack rolls
  • 7 Agaric Spores 7 Targets inside the 30ft radius of the spores take - d6 DEX, then after d3 days and must succeed a DC 10 WIS + d6 DEX damage or after 7 days the targets' body becomes an NPC:
  • INT and CON drops to 0
  • -2 CHA
  • - 2d6 DEX
  • +2 WIS
  • 8 Combustion 10 Body combusts in 1d6 rounds for 1d4 fire damage within 20 ft. Targets make a DC 10 fortitude save or be dazzled for 1d4 rounds.
    9 Slime Eye 9 One of your eyes turns green and slides out of its socket
    STR 10 (+0) DEX 11 (+0) CON 11 (+0) INT 1 (-5) WIS 8 (-1) CHA 6 (-2)

    Armour Class: 12 (natural armor)
    Hit Points: 10 ( 3d4+3 )
    Speed: 20 ft., climb 20 ft.
    10 Glue Blood 8 A thick viscous glob that takes 1 round to set
    11 Gaseous Guts 7 Targets within a 30ft radius are obscured and must succeed a DC 20 DEX + 1 for every 5 levels or suffer 3d6 acid damage. Gas diffuses 20ft every round until 100ft, causing 2d6 , d6 and 10 damage respectively.
    12 Caustic Spray 9 Targets in a 20ft cone suffer a 2d6 acid damage per end of round. Accompanying fumes deal 1 fire damage per die
    13 Fire Breath 10 Targets in a 30ft cone suffer 1d6 fire damage per level, to a max of 15d6 . For half damage, succeed a DC 13 reflex save.
    14 Poison Breath 8 Targets in a 30ft cone suffer d4 poison damage per level (max 5d4 ). Lingers in the area for 1 round after the initial burst.
    15 Blood Fountain 7 When the corpse takes a d6 damage, targets in a 10ft radius get stayed with blood
    16 Lightning Breath 10 Targets within 30ft suffer 20d6 lightning damage
    17 Dire Straits 8 Roll an additional 2 times for 2 mutations
    18 Chicken 9 Body flails and runs around mindlessly for 10 minutes before dropping dead again

    Limbs deal 4d10+10 bludgeoning damage and requires DC 15 to evade
    Str 17, Dex 18, Con 18, Int 2, Wis 4, Cha 1
    AC: 16
    hp: 8 10d8 )
    Speed: 50ft
    19 Lightning Blood 7 Immune to lightning. Any hits deal 1d6 lightning damage to attacker
    20 Homunculi Gland 8 A new version of you with 1/2 all your stats, hp, and memories bursts free.
    21 Inflatable 9 Corpse deflates and can be rolled up like a bedroll
    22 Molten Blood 10 2d8 fire damage within 10ft is trigged when touched
    23 Foam Blood 7 1d6 10x10x10 vapour streams of sticky red mist that do nothing
    24 Fire Blood 8 Immune to fire. Any hits deal 1d6 fire damage to attacker
    25 Acid Burst 9 2d6 acid damage in a messy 10ft radius
    26 Moronic 10 Large parts of your brain grow wings and fly away
    Str 0, Dex 0 (+5), Con 2, Int 2, Wis 2, Cha 2
    AC: 10
    hp: 15 ( 2d8 )
    Speed: 10ft Fly
    27 Whistling Blood 7 -4 penalty on attack, damage, and DC saves against you for 1 round
    28 Death Rattle 8 2d6 explosive and acid damage within 20ft
    29 Gastrodontus 10 Stomach opens into a maw that deals 4d8+10 piercing damage and requires DC 21 to escape
    Str 17, Dex 6 (+5), Con 12, Int 2, Wis 2, Cha 2
    AC: 10
    hp: 15 ( 2d8 )
    Speed: 10ft
    30 Hands Detach 9 Hands fall away and can deal d8+3 piercing damage and targets require a DC 13 DEX save to dodge away
    Str 8, Dex 8, Con 7, Int 3, Wis 10, Cha 2
    AC: 13
    hp: 20 ( 5d8 )
    Speed: 40ft, 20ft Climb
    31 Forsaken Shell 7 Animated skin that has +8 to grapple while dealing d8+5 bludgeoning damage and requires DC 13 STR and DC 8 DEX to escape
    Str 13, Dex 6, Con 12, Int 2, Wis 2, Cha 2
    AC: 15
    hp: 8 ( 15d8 )
    Speed: 30ft
    32 Green Father 8 Where possible, body releases enriching nutrients for more than 4 hours and cause plants around to grow wildly in a 100ft radius
    33 Fruit 9 Every morning a single new fruit grows from the corpse. It can maintain a number of fruits “on the vine” equal to ½ the CON score before older fruit begin to wither. Once plucked, a fruit lasts for 1d4 days before it loses its potency. Roll 1d10 to determine which fruit grows on a daily basis:
    1. Anti-radiation medication: 2% radiation resistance for an hour, increasing the amount of time one can spend in a radiation field. Upon use, it will also cure radiation poisoning.
    2. Explosive: Inside a 5ft cube, targets take 1d10 fire damage, and 1d6 fire damage until they are put out. This damage bypasses resistance, but not immunity.
    3. Immune system booster: Gain +2 to STR and DEX for 1 round
    4. Mental booster: Roll 1d4 + proficiency bonus to determine how much AC you gain
    5. Poison antidote: Saving Throw 18 to cure a persistent poison
    6. Radioactive: Targets take 1d8 fire damage at first, and then fluctuates between 1d6 and 1d4 radiation damage
    7. Sedative or tranquilizer: Inflict -1 poison damage per bite. If reduced to 0 hp by the tranquilizer, they fall unconscious
    8. Tasty food: d4 for one effect:
      1. heal 2d4+2
      2. increase speed by 20 feet for 1 minute
      3. adds +4 to abilities and skill check for 24 hours
      4. advantage to all Stealth checks for 24 hours
    9. Toxic poison: Deals 2d4+2 poison damage
    10. Two properties or other effects: 2d9
    34 Divisive Reproduction 10 If you ever increase in size category by one after getting this mutation. Your corpse will split into two NPCs of your original size, who are generally friendly towards who you were friendly to. Their base stats and abilities are split between them.
    35 Leprosy 8
  • Corpse has Damage Reduction 5/Slashing
  • d10 + PC level rounds after dying, popping sores cause targets in a 10ft radius for 1d6+1 rounds, to succeed a Fortitude save (DC 11 + level - CON modifier) or become sickened for 1 minute.
  • PCs with exposed skin have -4 penalty to Fortitude saves.
  • 36 Mass Schizophrenia 7 Within 6ft for 3d10 rounds:
  • -10 penalty to INT, WIS, CHA
  • Must succeed a DC 20 INT check to speak coherently
  • Must succeed a DC 20 WIS check in order to make a full action
  • 10% chance that a random image appears to the target
  • 37 Pseudo-Vampire 9 Corpse rises as an NPC with additional abilities:
  • Abrupt exposure to bright light blinds them for 1 round. On subsequent rounds, they are dazzled while operating in bright light
  • Gain +10ft bonus to movement speed
  • +2 bonus to Spot and Intimidate checks
  • Can stave off a thirst for blood every three days before losing ( 1d4 ) sanity per fourth day
  • Gain +2 bonus to your STR and CHA
  • 38 Rebirth 10 Explode dealing 2d6 explosive and fire damage per level in a 20 ft. radius
  • at the epicenter is a level 1 NPC egg, of appropriate size, with your mental and physical stats and none of your mutations
  • no penalty to CON
  • when hatched, it will have only a faint recollection of your past life
  • 39 Sanguine Storm 7 At a critical hit, the corpse explodes into splatterings of flesh for 1 full round, dealing 5d6 bludgeoning damage to everything within a 20ft radius. There is also a -4 penalty to Listen checks and half speed within the AOE for that round.

    After 1d4+1 rounds, it reforms into a fleshy ooze:
    STR DEX CON INT WIS CHA
    6 (-2) 12 (+1) 12 (+1) 3 (-4) 6 (-2) 3 (-4)
    Armour Class 11
    HP: 7 ( 2d4+2 )
    Speed: 5 ft., 5 ft. Climb, 15 ft. Swim
    Saving Throws: Stealth +3
    Skills:
  • Can move through a 1 in space
  • At a target's failed DC 15 CON save, the ooze gains an equal number of hp from the d4 damage inflicted on the target
  • 40 Symbiotic Hive 8 Flesh become porous and papery, with 1.5x weaknesses to fire, covered in hundreds of tiny holes from which a swarm emerges to deny the area to intruders:

    STRDEXCONINTWISCHA
    3(-4)13(+1)10(+0)1(-5)7(-2)1(-5)
    Armour Class 12 (Natural Armor)
    HP: 22 ( 5d8 )
    Fly Speed: 20 ft., 20ft. Climb
    Proficiency: +2
    Abilities:
  • 4d4 piercing damage, or 2d4 piercing damage if the swarm has half of its hp or fewer
  • at half hp, they re-enter the 'hive' to replenish their numbers in an hour
  • 41 Death Burst 9 For 5 mins, a 10ft radius fog emerges causing any breathing thing to make a DC 13 CON saving throw or be poisoned until the end of its next turn
    42 Fusing Vomit 10 Regurgitates a slimey substance onto a single target within 30 ft. On a failed DC 12 DEX save, they suffer 4d6 damage and become restrained.
    43 Foul Ichor 7 all targets within 10 ft must succeed on a DC 15 DEX saving throw or take 3d6 acid damage as the body collapses in a foul puddle of toxic filth and half-digested remains.
    44 Django 8
  • Size increases by 2 categories
  • Any movement increases by 30ft
  • Gain DR 10/-
  • Piercing Resistance equal to 10 + level
  • Regains hp equal to your level per round
  • May make 1 extra attack in a round at the highest attack bonus, but this attack takes a –2 penalty, as does every other attack made that round
  • Stats may remain the same or use: Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 18
  • 45 Berserker 10 Carrying the same stats, in addition to:
  • Extra attacks to attack the next nearest target after it fells its current one. If it has multiple possible targets, it attacks one at random.
  • Can use its reaction or bonus action to deal damage directly to a target.
  • Provokes an opportunity attack, when a non-hostile target moves out of a berserker's reach.
  • Disadvantage on WIS ability checks and saving throws.
  • Automatically fails INT ability checks and saving throws.
  • Immune to being charmed or frightened.
  • Rampage ends when it starts its turn with no targets within 60 ft that it can see or hear.
  • 46 Pathogen Burst 9 Explodes in a burst of acid and pathogens.

    Targets within 10 ft must make a DC 10 DEX saving throw or take 4d6 damage and 2d6 acid damage on a fail. Half as much damage on a success. If they take damage over 28, they must succeed on a DC 17 CON saving throw or be infected with a disease that mutates the creature in 1d6 + CON modifier hours (min 1 hour), unless the disease is cured.

    In half that time, the target's speed is halved, has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration, any stats you have become:
    STRDEXCONINTWISCHA
    16 (+3)12 (+1)12 (+1)6 (-2)12 (+1)6 (-2)


    If any effect that cures disease is used on the target before the mutations finish, must succeed on a DC 18 CON saving throw. Cured on a successful save.
    47 Acidic Blood 7 For 1d4 rounds after death, a 5ft radius circle centered on the space the body occupies is saturated with acid. Anything that enters that area for the first time on a turn, or starts its turn there takes 4d6 acid damage.
    48 Decompose 9 The corpse's flesh rapidly decomposes, leaving behind a perfectly cleaned skeleton.
    49 Bone Trap 8 Anyone who walks within 5ft of the body must make a DC 6 DEX saving throw. On a fail, they take 4d6 piercing damage and their speed is halved for 1 minute. On a success, they take half damage and suffer no further effects.
    50 Ghoul 10 A small or medium sized PC rises as a mindless ghoul NPC that cannot act if its handlers are unconscious or unable to take actions. It will perform any command the party gives it to the best of it’s ability, even sacrificing itself, until given another command.

    In combat, the ghoul always acts during your turn, either before or after your actions as you choose.
    Stat Changes: CON +2; STR or DEX +1; INT and WIS become 2; Speed is 30ft
    Feeding: Ghouls must consume their body’s worth of flesh to fulfill their food requirement, after which they are satiated for 2d20 + CON modifier days.
    • Does not stack, if they eat before they require the food again. Instead they must roll again to restart the day count.
    • 3 days before needing food, they must succeed a DC 12 +1 everyday they do not eat
      • CON saving throw at the end of combat.
      • If they fail the save, they suffer one of the effects of short term madness for 1d10+15 minutes.
        d100 Effect (lasts 1d10+15 minutes)
        01-20Character becomes paralyzed. The effect ends if they take any damage.
        21-30Character becomes incapacitated and spends the duration screaming, laughing or weeping.
        31-40Character becomes frightened and must use their turns to flee from the source of the fear.
        41-50Character begins making sounds with its mouth.
        51-60Character must use their action each round to attack the nearest creature.
        61-70Character experiences vivid hallucinations and has disadvantage on ability checks.
        71-75Character does what ever anyone tells them to do.
        76-80Character experiences an overpowering urge to eat something strange such as dirt, slime or offal.
        81-90Character is stunned.
        91-100Character falls unconscious.
    • While under these effect, they do not regrow limbs or other parts of their body during a long rest. This regeneration does not replenish hp or hit dice. Instead, add its proficiency bonus to its hit dice to heal.
    • When consuming food, it must succeed a DC 15 CHA saving throw. On a fail, it vomits and wll not fulfill its food requirement.
    51 Byakhee 7 Only applicable to a body with wings, wherein the corpse is suffused with decaying tissue, but maintains a humanoid core. This external tissue ruptures and sloughs off when it endures a critical hit. Anyone within 30ft who see this, must make a DC 16 FORT save. On a fail, they become sickened until the end of their next turn.
    STRDEXCONINTWISCHA
    18 (+4)12 (+1)7 (+3)7 (-2)0 (+2)8 (-1)
    Armour Class: 16 (natural armour)
    HP: 51 ( 6d10+18 )
    Speed: 15 ft., fly 60 ft.
    Melee: claw + 3d4+14 Slashing + grapple

    Byakhees can act as an NPC mount to carry medium or smaller riders through the void of outer space for 3d20 hours without needing to breathe itself.
    52 Ghast 8
    STRDEXCONINTWISCHA
    16 (+3)17 (+3)10 (+0)11 (+0)10 (+0)8 (-1)
    Armour Class: 13
    HP 36 ( 8d8 )
    Speed: 30 ft.
    Melee: bite + 2d8+3 piercing + paralyzed for 1 min on a failed DC 10 CON saving throw

    Poison Stench Anyone starting its turn within 5 ft must succeed on a DC 10 CON saving throw or be poisoned until the start of its next turn. On a success, they are immune to the ghast's stench for 24 hours.
    53 Crawling Arms 9 Slender arms detach and crawl around.

    Str: 12 (+1)Dex: 6 (-2)Wis: 8 (-1)
    Con: 8 (-1)Int: 1 (-5)Cha: 1 (-5)
    AC: 11
    HP: 6
    Speed: 2
    Melee: d4+1 + grapple
    54 Guard 7
    STRDEXCONINTWISCHA
    13(+1)12(+1)12(+1)10(+0)12(+1)10(+0)
    Armour Class: 15
    HP: 16 ( 3d8+3 )
    Speed 30 ft.
    Abilities:
  • 1d6+1 slashing
  • Advantage on attack rolls against a target if the guard has at least one ally within 5 feet
  • When the guard reaches 0 hp, it rises again at the end of its next turn with half its original HP
  • 55 Metal Skeleton 10
    STRDEXCONINTWISCHA
    16(+3)14(+2)17(+3)6(-2)8(-1)6(-2)
    Armour Class: 20
    HP: 75 ( 10d8+30 )
    Speed: 30 ft.
    Saving Throws: WIS +2, CHA +1
    Proficiency Bonus: +3
    Melee:
  • 3 attacks per turn
  • 1d8+3 bludgeoning
  • 1d6+2 piercing
    Abilities:
  • Any critical hit becomes a normal hit.
  • Advantage on saving throws
  • 56 Gnoll 8
    STRDEXCONINTWISCHA
    16(+3)12(+1)14(+2)6(-2)10(+0)10(+0)
    Armour Class: 13
    HP: 58 ( 9d8+18 )
    Speed: 40 ft.
    Proficiency Bonus: +2
    Melee: 1d8+3 slashing + 3d6 poison
    Abilities:
  • Melee target must succeed a DC 12 CON saving throw or their max hp decreases by 3d6 for every 24 hours that elapse.
  • If the target's hit point maximum reaches 0, the target dies.
  • The target can't regain hit points.
  • 57 Liver Leech 9 As many liver leeches emerge from the corpse for every 5 hp it possessed.

    STRDEXCONINTWISCHA
    4 (-3)10 (+0)12 (+1)4 (-3)6 (-2)3 (-4)
    Armour Class: 11 (natural armor)
    HP: 3 ( 1d4+1 )
    Speed: 15 ft., climb 15 ft.

    When this tiny NPC has spent 4 hours in a terrain, it gains a natural covering similar to its environment and advantage on DEX (Stealth) checks made to hide.
    58 Keeper-Moth 7 A pet NPC that peels itself from the corpse's back and shys away from combat.

    STRDEXCONINTWISCHA
    8 (-1)15 (+2)11 (+0)14 (+2)21 (+5)14 (+2)
    Armour Class: 14 (natural)
    HP: 17 ( 5d6 )
    Speed: 20 ft., fly 45 ft. (hover)
    Saving Throws: Dex +4, Int +4

    When a number of targets, max moth's WIS modifier, within 50ft must each succeed a DC 12 WIS saving throw (they may choose to fail) or be affected by the flashing colour on its wings until the end of their next turn:
    1. Apococyan: Gain 30ft darkvision with a greater range.
    2. Cosmogone: Cannot benefit from resistance or immunity to radiant damage.
    3. Irrigo: Disadvantage on WIS saving throws.
    4. Gant: Disadvantage on CON saving throws.
    5. Peligin: Advantage on the next melee attack roll it makes.
    6. Violant: Advantage on INT checks and saving throws.
    7. Viric: Disadvantage on saving throws against effects that would render it unconscious.
    59 Goblin Dog 10 A blunt-nosed rodent with a thin body and long legs that can be kept as an NPC pet.

    STRDEXCONINTWISCHA
    322-41-1
    Armour Class: 14
    HP: 17
    Speed: 40 ft.
    Saving Throws: STR +8, DEX +8, WIS +5
    Melee: Jaws + d6+3 piercing + DC 17 against status penalty for 3 rounds + slowed for 2 rounds (starting next turn) + another status penalty for 1 day (starting 1 turn after next)
    60 Ooze Breath 9 A 5-foot cone of slime seeps from the corpse's mouth.

    The slime deals 1d4 acid damage per two levels (max 5d4 ) and sickens targets in the area for 3 rounds. A successful saving throw (DC 10 + ½ level + CON modifier) halves the damage and negates the sickened effect.
    61 Sentient Blood 8
    STRDEXCONINTWISCHA
    18 (+4)15 (+2)18 (+4)5 (-3)10 (+0)5 (-3)
    Armour Class: 14
    HP: 95 ( 10d10+40 )
    Speed: 30ft, Swim 90ft
    Proficiency Bonus: +3
    Abilities: The sentient blood can move through a space 1 inch wide without squeezing.
    1. When anyone enters a space occupied by the blood or starts its turn there, must succeed on a DC 15 CON saving throw or be poisoned for 1 minute.
      • They can attempt this saving throw again at the end of each of its turns. On a success, they become immune to the effects for 24 hours.
    2. Whenever it deals damage to a target that has blood, it gains temporary hp equal to half the damage dealt and the target’s max hp are reduced by the amount of damage they take; until they finish a long rest.
    3. Each creature in the blood's space must make a DC 15 STR saving throw.
      • On a fail, the target takes 2d6+4 damage.
      • If it is Large or smaller, it is also grappled (escape DC 14).
      • Until this grapple ends, the target is restrained and unable to breathe.
      • On a success, the target is pushed out of the blood's space.
    4. A single target within 60 ft, becomes mentally compromised and must succeed on a DC 15 WIS Saving Throw or they can’t take reactions and must roll at the start of each of its turns to determine their confused behaviour for that turn.
      • Consult the table below.
      • At the end of each of its turns, an affected target can make a DC 15 WIS Saving Throw. On a success, this effect ends for that target and become immune for 24 hours.
      d10 Confusion Effect
      1-6Do not move or take actions this turn.
      7-8Use action to make a melee attack against a randomly determined target within reach. If there is no target, then do nothing this turn.
      9-10Can act and move normally.
    62 Bhut 7
    STRDEXCONINTWISCHA
    12 (+0)11 (+0)13 (+0)12 (+0)9 (+0)12 (+0)
    Armour: 19
    HP: 38 ( 7d8+7 )
    Speed: 30ft., Fly 50ft
    Melee: Bite 1d6+1 , Claws 1d4
    Abilities:
    • After a bite:
      • roll a d20 and on a 19-20, the target takes triple damage
      • target must make a DC 14 FORT save or take 2d6 WIS damage. If WIS drops to 0, the target becomes comatose and dies in d4 hours unless neutralized.
    • After a claw attack:
      • target must make a DC 19 FORT save or take d6 STR damage. Victims can only be effected once.
    63 Fascination 10 Once per day an inanimate corpse can create a 20ft radius that causes targets to become fascinated with it for a number of rounds equal to ½ the character's level (min 1). Targets may resist with a save (DC 10 + ½ level + CHA modifier).

    Fascinated effects:
    • Stand or sit quietly, taking no actions other than to pay attention to the object of fascination, for as long as the effect lasts.
    • Take a -4 penalty on skill checks made as reactions.
    • Any potential threat, such as an approaching hostile, allows for a new saving throw against the effect.
    • Any obvious threat, such as someone drawing a weapon or aiming a weapon at the effected target, automatically breaks the effect.
    • An effected target's ally may shake it free as a standard action.
    64 Acid Breath 9 A 5ft cone of acidic water burst from the mouth and deals 1d8 acid damage per two character levels (max 5d8 ). A successful reflex saving throw (DC 10 + ½ character's level + CON modifier) halves the damage.
    65 Flaming Skull 8
    STRDEXCONINTWISCHA
    1(-5)17(+3)14(+2)16(+3)10(+0)11(+0)
    Armour Class: 13
    HP: 40 ( 9d4+18 )
    Skills: PER +2
    Speed: fly 40 ft. (hover)
    Abilities:
  • Can switch between either:
    1. dim light in a 15ft radius
    2. bright light in a 15ft radius and dim light for an additional 15ft
  • Can a emit a line of 3d6 fire damage as a means of propulsion twice
  • 66 Vargouille 7 Ears grow into a 4ft wingspan to pull the head off the rest of the body.

    STRDEXCONINTWISCHA
    6 (-0)14 (+2)14 (+2)4 (-3)7 (-2)2 (-4)
    Armour Class: 12
    HP: 18 ( 4d4+8 )
    Speed: 5fy., fly 40ft.
    Abilities:
  • 1d6+2 piercing bite plus optional 3d6 poison damage
  • Targets within 30 feet and able to hear, must succeed on a DC 12 WIS saving throw or be frightened until the end of the vargouille's next turn. On a success, thethe targets are immune for 1 hour.
  • 67 Mohrg 10
    STRDEXCONINTWISCHA
    16 (+4)14 (+2)17 (+3)11 (+0)8 (+0)7 (-1)
    Armour Class: 12
    HP: 12 ( 15d8 )
    Speed: 30ft
    Abilities:
  • Grapple and restrain a target dealing 2d8+4 and need DC 15 CON to escape
  • Tongue attack target must make a DC 16 CON saving throw. On a fail, the target takes 6d6 damage and be paralyzed for 1 minute. They can repeat the saving throw at the end of each turn, ending the effect on a success.
  • 68 Cyst 9 A putrid blob disgorged from the corspe
    STRDEXCONINTWISCHA
    10 (+0)19 (+2)15 (+3)3 (-4)6 (-2)4 (-3)
    Armour Class: 14
    HP: 12 ( 4d6+5 )
    Speed: 15ft., climb 15ft
    Proficiency Bonus: +2 to Hide and Move Silently
    Abilities:
  • When at 0 hp, make a CON saving throw with a DC of 5 + the damage taken, unless from a critical hit. On a success, the cyst drops to 1 hp instead.
  • If a target is a size Medium or smaller, it is grappled (escape DC 10) and takes d4+4 . Plus, d4 reduction to max hp. Until the grapple ends, the cyst may not use this on another.
  • 69 Brute 7
    STR DEX CON INT WIS CHA
    22 (+0) 14 (+0) 20 (+0) 7 (+0) 8 (±0) 5 (+0)
    Armour Class: 15
    HP: 39 ( 7d8 )
    Speed: 30ft., climb 20ft
    Abilities:
  • Advantage on STR checks and STR saving throws
  • Gains a +2 bonus to damage roll when it attacks
  • If the target is large or smaller, it is grappled (escape DC 13) which grants advantage on attack rolls against the grappled
  • Throws random debris in a 30ft long and 5 ft wide line, provided it has no target grappled. Each target in the line's path must make a DC 13 DEX saving throw or take 3d6 bludgeoning damage. Half as much damage on a success.
  • 70 Sibriex 8
    STR DEX CON INT WIS CHA
    10 (+0) 3 (-4) 23 (+6) 25 (+7) 24 (+7) 25 (+7)
    Armour Class: 19
    HP: 150 ( 12d12 )
    Speed: 0ft., fly 20ft
    Saving Throws: INT +13, CHA +13
    Skills: Knowledge +13, Perception +13
    Abilities:
  • Targets within 30ft must succeed a DC 20 CON save or take 4d6 poison damage. Anything that dies in the area causes the terrain to become difficult. If they succeed, they are immune for 24hrs.
  • 3/day; can choose to succeed a failed saving throw instead
  • Advantage on saving throws against zetetic effects
  • 2d8 piercing damage + 2d8 acid damage
  • One target per turn within 120ft must make a DC 20 DEX saving throw or take 10d6 acid damage
  • Up to 3 targets within 120ft must make a DC 20 CON saving throw or become exhausted and poisoned; whereby targets must repeat 3 saving throws at the start of their turns to end the poison and exhaustion eeffects. Every failed save causes the target to gain another level of exhaustion until level 6 and thereafter die.
  • 71 Mouther 10
    STR DEX CON INT WIS CHA
    10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
    Armour Class: 9
    HP: 60 ( 2d8+27 )
    Speed: 10ft, swim 10ft
    Skills: Passive Perception +10
    Abilities:
    • Targets within 20 ft and can hear must succeed on a DC 10 WIS saving throw. On a fail, they can't take reactions until the start of their next turn and roll a d8 to determine what they can do on their turn:
      • On a 1 to 4, PC does nothing.
      • On a 5 or 6, PC takes no action or bonus action and uses all its movement to move in a randomly determined direction.
      • On a 7 or 8, PC makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
    • On a 5-6 recharge, it spits a chemical glob within 15 ft of it that explodes in a blinding flash of light on impact. Targets within 5 ft of the flash must succeed a DC 13 DEX saving throw or be blinded until the end of the mouther's next turn.
    72 Alkada 9
    STR DEX CON INT WIS CHA
    8 (-1) 8 (-1) 12 (+1) 6 (-2) 7 (-2) 10 (+0)
    Armour Class: 9
    HP: 9 ( 2d6+2 )
    Speed: 30ft, climb 10ft
    Proficiency Bonus: +2
    Abilities:
  • Has poisonous flesh whereby any consumer must make a DC15 CON saving throw or take 3d10 poison damage and become poisoned for 24hrs.
  • Deal d4-1 bludgeoning damage with its head tentacles And the target becomes grappled (escape DC 9).
  • 73 Dead Head 7
    STRDEXCONINTWISCHA
    8 (-1)13 (+1)12 (+1)5 (-3)14 (+2)3 (-4)
    Armour Class: 16
    HP: 17 ( 5d4+5 )
    Speed: 0ft, fly 20ft
    Skills: Perception 12
    Proficiency Bonus: +2
    Abilities: Target takes 1d4+1 piercing damage from bite and must then succeed on either a:
    1. DC 10 CON saving throw or be restrained for 10 mins. The target must succeed the saving throw at the end of its next turn to end the effect.

    2. OR
    3. DC 10 INT saving throw or it can't take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose just one of three: move, an action or a bonus action.
    74 Boneless 8
    STRDEXCONINTWISCHA
    16 (+3)14 (+2)15 (+2)1 (-5)10 (+0)1 (-5)
    Armour Class: 12
    HP: 26 ( 4d8+8 )
    Speed: 30ft
    Skills: Perception 10, Steath +4
    Proficiency Bonus: +2
    Abilities:
  • Large or smaller targets that are attacked are grappled and blinded.
  • Must succeed a DC 13 STR saving throw at the start of each turn to escape or take d4+3 bludgeoning damage
  • Boneless can detach itself by spending 5 ft of movement.
  • Anyone nearby can use their action to try to detach the grappling boneless and force it into the nearest unoccupied space.
  • 75 Clot 10
    STRDEXCONINTWISCHA
    20 (+5)10 (+0)16 (+3)3 (-4)8 (-1)10 (+0)
    Armour Class: 12
    HP: 104 ( 3d12 )
    Speed: 40ft
    Skills: Perception 9
    Saving Throws: CON +6
    Proficiency Bonus: +3
    Abilities:
    • Targets within 10ft must succeed on a DC 14 CON saving throw or take 2d8 poison damage and be poisoned until the start of the next turn.
    • If damage reduces the clot to 0 hp, it must make a (DC 5 + damage taken) CON saving throw, unless the damage is from a critical hit. On a success, the clot drops to 1 hp instead.
    • Targets within 30ft of it must succeed on DC 16 STR saving throw or take 3d10 bludgeoning damage
      • If the target is large or smaller, it is encase in a large object with AC 10, 25 hp, and immunity to poison; that restrains the target and delivers 3d6 damage at the start of its turns
    76 Soul Shaker 7
    STRDEXCONINTWISCHA
    20 (+5)8 (-1)18 (+4)8 (-1)11 (+0)14 (+2)
    Armour Class: 13
    HP: 76 ( 8d10 )
    Speed: 20ft
    Proficiency Bonus: +2
    Skills: Passive Perception +10
    Abilities:
  • When reduced to 0 hp, it explodes into d4+5 crawling claws. After d12 days, if at least two of those crawling claws are alive, they are compelled to the location of the soul shaker's death and reform into the soul shaker and regain all its hp
  • When dealing 2d8+5 bludgeoning damage to a medium or smaller target, it is grappled (escape DC 15)
  • The grappled target must succeed on a DC 14 CON saving throw or transfer 2d6 hp from the target's hp maximum to the soul shaker, for as long as until the target finishes a long rest. The target dies if its hp maximum is reduced to 0.
  • 77 Torso 9
    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 16 (+3) 7 (-2) 14 (-2) 10 (+0)
    Armour Class: 15
    HP: 45 ( 6d8 )
    Speed: 0ft, fly 30ft
    Skills: Perception +4
    Abilities: Up to 2 targets within 120ft endure one effect per turn. Target(s) must succeed a:
    1. DC 14 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
    2. DC 14 WIS saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
    3. DC 14 DEX saving throw or take 8d6 lightning damage, or half on a success.
    Can repeat a failed saving throw or check against being restrained, paralyzed, or grappled; 3/day.
    78 8
    79 10
    80 7
    81 9
    82 8
    83 10
    84 7
    85 9
    86 8
    87 10
    88 7
    89 9
    90 8
    91 10
    92 9
    93 7
    94 10
    95 8
    96 9
    97 7
    98 10
    99 8
    100 9
    Psychiatric (81-100)
    d% Mutation Name Moll Cost Effect
    1 Ability Decay 4 Excluding stats of 3 or less, choose one to permanently decrease by 2. This stacks
    2 Blood Hunger 1 d2 bite attack plus an extra 1d6 blood loss. Take 1d4 CON damage per 1d6 rounds that cannot be restored through normal healing.
    3 Mind Split 3 With a 10 in INT, WIS or CHA, PCs can reroll saves and checks
    4 Combat Fear 4 Make a (DC 15 CHA saving throw). On a fail, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks.
    5 Cybernetic Dependency 6 At level 7, PC is dependent on a medical device that does not confer its usual benefit (i.e. healing). If it is destroyed, you cannot heal naturally until it is replaced or repaired.
    6 Second Brain 6 d6 INT bonus from an abdomen brain that is deaf, blind, dumb and alive
    7 Frailty 3 take a -2 penalty on all saves made to stabilize at negative hp
    8 Heat/Cold Susceptibility 1 take double damage from prolonged exposure to extreme heat or cold
    9 Lethargy 2 Take a –2 penalty on all reflex saves.
    10 Light Sensitivity 1 Dazzled in bright light or within the radius of a light source
    11 Lost Arm 3 Take a –2 penalty on climb, swim and grapple checks.
    12 Mindslave 2 Take a –2 penalty on all CHA and WIS saves
    13 Dependency 5 At level 6, make a successful (DC 15 CON save) or take 1 STR or CON damage once within medicine for 1d6 rounds. Ability damage cannot be restored through normal healing.
    14 Pheromone Repulsion 1 Take a –4 penalty on all CHA checks made against targets within 30 feet.
    15 Poisonous Blood 6 At level 6, if you go 24 hours without an antitoxin, make a successful DC 15 Fortitude save or take 1d4 CON damage. This can be cured in 1d6 rounds with proper medicine.
    16 Rapid Aging 2 For every year over d4*10 , choose an ability score at random and make a CON save. On a fail, -1 from that ability. Do this for the other stats for every further threshold. Possibly increase the frequency of checks.
    17 Reduced Speed 3 Reduce speed by 5ft. This stacks
    18 Thin Skin 5 Take 1 additional damage each time you are wounded
    19 Ultraviolet Allergy 3 Ultraviolet light burns for 2d6 fire damage per round
    20 Weak Immune System 1 -2 penalty on all fortitude saves against poison, disease, and radiation sickness
    21 Analgesia 4 Uneffected by pain or the conditions of pain, but does not negate the damage or consequences.
  • Most of actions cannot be interrupted by damage
  • Never have to make concentration checks while taking damage
  • Not effected by attacks of opportunity
  • -2 penalty to AC and reflex saves
  • Damage and remaining hp are either handled by the DM or third party to be kept secret from you. But you can only know your hp after 1 min of self-check or aDC 17 WIS check
  • Regain 1d6 hp plus temporary hp equal to your INT modifier
  • Cannot be staggered unless hp becomes 0
  • 22 Apathetic Disorder 2 -4 penalty on Initiative check
    23 Attention Deficit Disorder 2 -4 penalty on DC 10 CON checks
    24 Auto-Brewery Syndrome 5 - ¼ CON score
    25 Decreased Brain Folds 2 -2 penalty to your INT score (min 1)
    26 Dissociative Disorder 3 cumulative 5% d% chance that you become confused until the end of combat
    27 Dolorivore 1 Must inflict 5 damage everyday on self or be starved
    28 Dyslexia 5 Two chances to succeed a DC 10; 15 if complex; 20 if exotic; INT check to read anything. If both chances failed, succeed a DC 5 WIS check to avoid drawing a false conclusion
    29 Expressive Language Disorder 4 Lose a language you know
    30 Herd Mentality 6 Every day without socializing with a group of at least 10 members, lose 1/1d4 sanity
    31 Memory Loss 3 d% for a 10% chance your skill ranks are ignored during a check
    32 Misaligned Brain 2 Succeed a DC 15 Fortitude save or take a -2 penalty on all attack, damage rolls, skill, initiative, and ability checks for the next 1d4+1 hours. If provided a DC 17 heal check, reduce the penalty to -1 and the duration to 1 hour
    33 Moronic 3 -2 penalty on INT based skill checks and your CHA score
    34 Mute 1
  • Unable to speak
  • -8 penalty to relevant CHA checks
  • 35 Narcolepsy 6 In combat, succeed a DC 13 WIS save + CHA modifier or you fall asleep for 1d4 rounds. This stacks.
    36 Panic Disorder 2 After initiative, make a DC 15 WIS saving throw + CHA modifier. On a fail, you are shaken for the duration of the encounter.
    37 Panophobic 4 -4 penalty on saves made against fear effects. If you were immune to fear, you lose your immunity. If you are ever intimidated, you become panicked instead
    38 Paranoia 2 Always shaken, and sleep is only half as restful
    39 Prosopagnosia 5 Succeed a DC 8 PER check + INT modifier to identify people you have prev meet
    40 Memetic Vulnerability 6 -2 penalty on saves against memetic effects. Any memetic resistance is reduced by 5
    41 Somniatic Disorder 6 Requires an extra 4 hours of sleep to be well rested. This stacks.
    42 Stunted Angular Gyrus 4 -2 penalty on Diplomacy and Gather Info checks
    43 Stunted Frontal Lobe 1 -2 penalty to CHA
    44 Stunted Medulla Fortuna 3 -2 penalty to Luck (min 1)
    45 Stunted Prefrontal Cortex 4 -2 penalty to WIS
    46 Stutter 6 -2 penalty on all skill checks that involve speaking
    47 Submissive Nature 6 -2 penalty on saves against memetics
  • Automatically fail Intimidate checks
  • If issued a direct order, succeed a (DC 11 + 1/2 your level + CHA modifier) to resist it. The DC increases by 5 if you are berated or otherwise insulted as a part of the command.
  • 48 Thought Projection 3 Succeed a DC 15 WIS save or you broadcast your surface thoughts
    49 Perfect Memory 1 At level 15, reroll the result of any knowledge check
    50 Mental Backsliding 2 - d6 to INT
    51 Extra Lobes 1 d6 to INT
    52 Addiction 3 Take 1d6 INT and CON damage each day you do not get the object of your addiction
    53 Mindless 2 INT becomes 1
    54 Dire Straits 5 Other players secretly vote on 2 new mutations for you
    55 Quick Nerves 1 Add d6 to DEX and WIS
    56 Oversize Brain 6 d6 to INT. Cannot wear standard helmets
    57 Anxiety Disorder 2 Gain +4 bonus to Initiative checks, but take -4 penalty to attack rolls and skill checks made in the first round of combat
    58 Autism Disorder 3 Roll 1d6 to determine where you fall on the spectrum:
  • 1-2 Low Functioning: Take a -4 penalty to CHA and -4 penalty to all social checks. Gain a +4 bonus to INT and a non-CHA based skill of your choosing.
  • 3-4 Mid Functioning: Take a -2 penalty to CHA and -2 penalty to all social checks. Gain a +2 bonus to INT and a non-CHA based skill of your choosing.
  • 5-6 High Functioning: Take a -1 penalty to all social checks. Gain a +1 bonus to INT and a non-CHA based skill of your choosing.
  • 59 Diurnal 5 Gain +1 bonus on spot checks made in bright light, but a -1 penalty on spot checks made in dark conditions.
    60 Doggerelitis 3 Unable to speak unless in rhyme. Grants +2 bonus to Performance checks
    61 Egghead 1 Gain a +2 bonus to INT, but take a -2 penalty to STR
    62 Eidetic Memory 4 Gain +10 bonus to INT
    63 Heightened Forebrain 2 Cannot be flanked
  • May reroll initiative checks once per encounter
  • Gain +1 to PER
  • -2 penalty on attack rolls, saving throws and skill checks during combat
  • 64 Idiot-Savant 2 May take 20 on any chosen skill, but take a -5 penalty on all other skill checks
    65 Imbalanced Amygdala 5 Gain +2 bonus on CHA (Performance) checks, but take a -2 penalty on CHA (Bluff, Diplomacy, and Intimidate) checks
    66 Mongoloid 2 Gain +2 bonus to STR, but take a -2 penalty to INT
    67 Nocturnal 3 Gain +1 bonus on spot checks made in dark conditions, but a -1 penalty on spot checks made in bright light
    68 Book Smarts 1 INT and WIS values swap. If they are the same, instead add +1 bonus to both
    69 Dormant Blight 5 Plants within 100ft radius wither via released debilitating chemicals
    70 Gigantism 4 Height is doubled and weight is quadrupled as your size category is increased by one (to a max of colossal). Take a -2 size penalty to DEX and INT, and gain a +2 size bonus to STR and CON.
    71 Genetic Soup 6 Body becomes a slime creature with
    Stat Changes: same STR, -4 DEX, +6 CON, same INT, -4WIS and CHA
    AC: -2
    Hit Dice: Becomes d10
    Speed: Moves at half the base speed or 20 feet (whichever is lower). If they could fly, they lose the ability to do so. If they could swim or climb, at half the previous speed.
    Saving Throws INT +4
    Abilities:
  • Cannot be flanked
  • Takes 1d6 less damage from a successful sneak attack
  • Takes half the additional damage dealt by a critical hit
  • 60ft Blindsight
  • Secondary Slam Attack plus 1/2 the STR bonus: Fine 1; Diminutive 1d2 ; Tiny 1d3 ; Small 1d4 ; Medium 1d6 ; Large 2d4 ; Huge 2d6 ; Gargantuan 2d8 ; Colossal 4d6
  • Additional Acid Damage: Diminutive 1; Tiny 1d2 ; Small 1d3 ; Medium 1d4 ; Large 1d6 ; Huge 1d8 ; Gargantuan 2d4 ; Colossal 2d6
  • 72 Sleepwalker 3 During a long rest, on a failed DC 5 INT save + WIS modifier:
  • Sleeper staggers about and remains helpless for all other purposes
  • Moves at half speed and is limited to a single move action each round
  • Not capable of moving at a higher rate of speed or taking other actions without assistance
  • Automatically fail any DEX or STR based skill checks
  • Any damage while sleepwalking causes a new saving throw or they awaken (if it has more than 0 hp)
  • Even when not walking, but still asleep, the sleeper can remain unconscious and can be awoken normally.
  • While sleepwalking allows the unconscious to move, it does not awaken them, nor does it stabilize or otherwise heal them
  • 73 Feeblemind 2 INT and CHA each drop to 1 and are unable to use INT or CHA based skills, understand language (min INT 3) or communicate coherently. Still, you know who your friends are and can follow them and even protect them. Take a -4 penalty on WIS saving throws.
    74 Concussion 3 On a failed DC 8 CON save, the target takes 1d4 WIS damage and is dazed for 1 round. Should they succeed, the damage is halved, and the target is dazzled for 1 round instead of dazed.
    75 Dementia 1 On a failed a DC 11 CON saving throw, WIS drops to 1.
  • Unable to use WIS based skills and loses all grasp on its current situation.
  • Can not distinguish friend from foe and has a starting attitude of indifferent to any creature. Any successful attempts to influence its attitude only last for 1 round, whereafter the creature once again becomes indifferent.
  • Take a -4 penalty to AC and to all attacks, but can otherwise still defend normally.
  • May attack only as reciprocation for an attack made against them in the previous round, and only against those creatures that made such an attack during that round.
  • 76 Touch of Idiocy 6 On a failed DC 8 accompanying stat, applies a 1d6 penalty to INT, WIS and CHA. This penalty can’t reduce any of these stats below 1.
    77 Adroit 2
  • Gain +2 to DEX and -2 to CON
  • Gain a +4 bonus on DEX checks
  • Get a -4 penalty on DC checks
  • At level 5, once every hour, you gain:
    • an extra attack
    • a +1 bonus on attack rolls
    • a +1 dodge bonus to AC and reflex saves
    • a +30ft (max x2 original speed) jump bonus
  • 78 Ego Whip 4 Deal 1d4 CHA damage and daze for 1 round
    79 Psychic Crush 2 Reduce hp to 1
    80 Mental Pinnacle 5 Gain +4 bonus to INT and WIS per level
    81 General Mental Resistance 6 Gain a +2 bonus to WIS saves
    82 Sleep Disorder 6 When stressed, need to make a DC 15 CON checks to stay awake and not put themselves in a dangerous situation.
    83 Forgetfulness 4 DC 16 WIS save or have a situational failure rate of 25%
    84 Common Sense 2 DC 14 WIS save or
    85 Homocidal Tendencies 2 On a DC 16 WIS save, for situations as determined by the GM, the PC is under the 'berserker' rules for d4 minutes
    86 Brainfart 5 On a failed DC 16 WIS save, there is a 25% chance an INT-based skill suffers a -10 penalty
    87 Short Attention Span 2 On a failed DC 14 WIS save, GM decides on a common element within 90ft that distracts and prevents an ability check one time
    88 ADHD 3
  • +2 to INT skill checks
  • -2 on things requiring concentration (spoting, listening etc.)
  • On a DC WIS save, from situations as determined by the GM, the PC may wander away or stay on task
  • 89 Book Worm 1
  • Lowers DC INT checks by -1
  • +2 to INT
  • 90 Gibbering 5 On a failed DC 15 WIS save, the PC cannot speak coherently for d4 rounds
    91 Light Sleeper 4
  • Max penalty to listening becomes -2
  • DC 15 + 1/2 level + CON modifier to sleep
  • 92 Hypochondriasis 6 At the beginning of each day, roll and take ability damage according to the disease.

    This ability damage cannot be healed by effects that normally restore ability damage, since they are not actually sick. The ability score cannot be reduced to zero as a result of this roll.

    Whenever you have to make a STR or CON Save, regardless of its success or failure, roll disease again. This new result displaces the old one, unless it is the same. In which case, they take double damage as if the disease had progressed. Similarly so, at the beginning of each day. Diseases do not progress a third time.

    d100 DiseaseEffects
    1-8Blinding Sickness
  • Disadvantage on WIS checks and saving throws and is blinded
  • 9-16Cackle Fever
  • d6 CHA damage
  • 17-25Flu
  • d6 WIS damage
  • 26-34Cerebral Parasites
  • d8 INT damage
  • 35-42Fever
  • d6 CON damage
  • 43-51Chills
  • d4 STR damage
  • 52-59Filth Fever
  • Disadvantage on checks, saving throws and attack rolls that use Strength
  • 60-68Mind Fire
  • Disadvantage on INT checks and saving throws
  • Acts confused during combat
  • 69-76Flesh Rot
  • Disadvantage on CHA checks and vulnerability to all damage
  • 77-84Red Ache
  • d6 STR damage
  • 85-92Shakes
  • Disadvantage on checks, saving throws and attacks that use Dexterity
  • 93-100Slimy Doom
  • Disadvantage on CON checks and saving throws
  • Stunned until the end of the next turn when taking damage
  • 93 Hippopotomonstrosesquippedaliophobia 3 Make a (DC 10 + d20 + WIS modifier + proficiency bonus + other bonuses + penalties) save, whenever you need to say a word with more than d20min15 letters. For every extra letter, add +1 to the DC check.

    On a fail, they are unable to speak for a minute per extra letter in the word. If they attempt to, they stutter and stammer, and are generally incomprehensible.
    94 Placebo 2 GM may choose any of the following effects to occur to the PC for 1 minute that the player can choose whenever to activatejust once:
  • Gain 1 temporary HP
  • Take +1 to the next ability check or saving throw using Strength
  • Take +1 to the next ability check or saving throw using Dexterity
  • Take +1 to the next ability check or saving throw using Constitution
  • Feel vaguely luckier:
    • Gain a pool of d6's equal to half of your level (rounded up).
    • Roll all of these d6's.
    • If you roll an odd number, choose an NPC, within 30 feet of you, to take a penalty equal to the number rolled to a saving throw, ability check or attack roll.
    • If you roll an even number, choose an NPC, within 30 feet of you, to take a bonus equal to the number rolled to a saving throw, ability check or attack roll.
  • 95 Urbanite 3
  • -4 penalty to checks related to nature
  • 20% chance to become fatigue if forced to camp outdoors
  • 96 Body Shy 1 PC becomes shaken when within 20ft of a non-ally
    97 Weak Mind 6 Automatically fail WIS checks made to resist being shaken, frightened or panicked.
    98 Seizures 2 You are stunned for 1 round whenever you fail a skill or ability check by 5 or more
    99 Unfocused 4
  • -4 penalty on any skill check that would take longer than 2 minutes to resolve
  • 100 Solo 4 Suffer a -1 to all saves whenever you separate from your team to do anything on your own or succeed a DC WIS save
      Cosmetic: Largely superficial exterior changes without consequences in game mechanics.   Minor: Changes in character profile that have include small in-game mechanics.   Major: Radical changes that effect PC play mechanics   Post Death: Special effects and sudden transformation that occur only after character death; creating a potential NPC obstacle and/or resource.   Psychiatric: Physical changes in the brain that effect the PCs' thought processes.


    Cover image: Meat by Riley Dannenbring

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