Saturday, August 25, 2012

Alternate B/X, S&W Wandering Monster Tables




This is the Wandering Monster table I use for my Omegea setting and the occasional Wilderlands pick-up game. The tables are based on the B/X Wandering Monster tables, which I gradually adjusted over time to better suit my Weird Sorcery & Science style.

Obviously, there are not a lot of specific details available on a Wandering Monster table, such as physical description or how exactly certain special abilities work. I tend to work mainly off a combination of evocative names (such as "Fly, Giant Talking", or "Spiderbear") and whatever suits the situation and character abilities best.

Incidentally, you will notice there are no Clerics on these tables - in the Omegea campaign, all spell casters are considered to be "Sorcerers", with d6 HD, no armor use, may use all weapons, and may choose spells from Cleric or Magic User tables alike, using these according to the Magic User Spell progression. So, if you use Clerics in your campaign, simply give it a 50/50 chance whether a table result of "MU" is a Wizard or a Cleric.

Armor Class is Ascending, so if you use Descending AC, simply subtract the AC's listed below from 20 to get what you need (for example, AC14 below is AC6 for a descending AC game).





MONSTERS
(Monsters typically attack and save as Fighters of level equivalent to their HD. Monsters typically have 1d6 hit points per hit die. Some stronger monsters may have d8 or d10 per Hit Die at the Referees discretion)

Level One
1. Acolytes(1d8) – AC14; HD1; dmg1d6
2. Bandits(1d8) – AC13; HD1; dmg1d6
3. Beetle, Nuclear(1d8) – AC16; HD1; dmg1d6; bladder glows 20’ for 1 hour.
4. Wretches(1d6) – AC16; HD1; dmg1d6
5. Thieves(1d6) – AC15; HD1; dmg1d6
6. Marauders(2d4) – AC14; HD1-1; dmg1d6
7. Green Glowing Slime(1d4) – AC1; HD2; dmg dissolves person in 1d10 rounds unless burned off (1/2 dmg to both slime and victim).
8. Murderous Lepers(3d6) – AC13; HD1-1; dmg1d6
9. Giant Black Bees(1d10) – AC13; HD1d4; dmg1d3+poison(2d6).
10. Corn Children(4d4) – AC13; HD1d4; dmg1d4
11. Lizard, Giant Purple(1d3) – AC15; HD3; dmg1d8
12. Thugs(2d4) – AC13; HD1; dmg1d6
13. Giant Albino Mole(1d10) - ; AC16; HD2; dmg1d6
14. Mildew Skeletons(3d4) - ; AC13; HD1; dmg1d6
15. Snakes, two-headed(1d6) – AC13; HD1; dmg1d3x2+poison(1d6).
16. Spiders, baby-faced(1d4) – AC13; HD2; dmg1d8+poison(paralysis).
17. Mocking Faeries(3d6) – AC15; HD1d3; dmg1+poison(2d3).
18. Vampire Bats(1d10) – AC13; HD1; dmg1d3+1d6/rnd blood drain.
19. Sly Looters(1d8) – AC13; HD1; dmg1d6
20. Oozing Curs(2d6) – AC13; HD2; dmg1d6+5% chance oozing disease.


Level Two
1. Beetle, exploding(1d8) – AC16; HD2; dmg1d6; explodes when killed 2d6 5’r.
2. One-armed Berserkers(1d6) – AC13; HD1+1; dmg1d6 (+1 to-hit and dmg).
3. Cat, Giant Green(1d4) – AC14; HD3+3; dmg1d3/1d3/1d4; camo.
4. Elfs, Sadist(1d4) – AC15; HD2; dmg1d6; spells as MU2.
5. Fungus Ghouls(1d6) – AC14; HD2; dmg1d3/1d3+fungus paralysis.
6. Amazons, Jackal-headed(1d6) – AC15; HD2; dmg2d4.
7. Oooze, Stop-motion(1) – AC12; HD3; dmg2d8; acid dmg.
8. Slavers(1d6) – AC14; HD2; dmg1d6.
9. Lizard, Giant Frilled(1d4) – AC15; HD4; dmg1d10, hypnotic frill.
10. Lizard Men, Red(2d4); AC15; HD2; dmg1d6+2
11. Morlocks(1d10) – AC12; HD2; dmg1d6
12. Fops, drunken(2d6) – AC18; HD1d3; dmg1d6.
13. Imps(2d4) – AC17; HD2; dmg1d4+poison(2d6).
14. Fly, Giant Talking(1d6) – AC14; HD1; dmg1d6+1d4digestive bile.
15. Monkeys, Undead(2d6) – AC14; HD1; dmg1d6 or 1d3 ranged.
16. Snake, fire-breathing(1d8) – AC14; HD2; dmg1d4 15’ cone.
17. Spider, human-handed(1d3) – AC14; HD3; dmg1d6+poison(death).
18. Lizard Men, black horned(1d8) – AC15; HD2; dmg1d6+2.
19. Mercenaries(2d4) – AC18; HD2; dmg1d3.
20. Hazmat Zombies(2d4) – AC12; HD2; dmg1d4/1d4







Level Three
1. Ape, Four-armed albino(1d6) – AC6; HD4; dmg1d6/1d6/1d6/1d6.
2. Beetle, Halbard(1d6) – AC17; HD3; dmg1d10
3. Hulking Brutes(2d4) – AC15; HD3; dmg1d6+3
4. Silverfish, Giant Poisonous(1d3) – AC13; HD3; dmg1d2+poison(paralysis)x4
5. Shapeshifters(1d6) – AC15; HD4; dmg1d6; change appearance at will
6. Ice Ants(2d4) – AC17; HD4; dmg1d6; cold aura 30’ dmg1/rnd.
7. Doll, murderous(1d6) – AC15; HD4; dmg1d3/1d3/1d6
8. Compost Heap, Living and Hungry(1) – AC12; HD4; dmg1d6+paralyze and envelope
9. Houri(1d6) – AC13; HD3; dmg1d6; charm person at will.
10. Suit of Armor, animate(1d6) – AC4; HD3; dmg1d6
11. Wereworm(1d8) – AC13; HD3; dmg1d6+poison(2d6)+5% infection.
12. Witches(1d4) – AC11; HD2; dmg1d6; spells as MU2.
13. Obsidian Judge(1d3) – AC12; HD1; dmg1d6; gaze petrifies.
14. Pulsing Jelly(1) – AC12; HD5; dmg2d6; vampiric aura 30’ drains blood 1pt/rnd
15. Vicious Warriors(1d6) – AC14; HD4; dmg1d6+3.
16. Shadows(1d8) – AC13; HD2; dmg1d6+1pt Strength.
17. NPC Party(3d3) – 80% Fighting Men, 10% MU’s, 10% Thieves, Levels 1d3 each.
18. Spider, Howling(1d3) – AC15; HD4; dmg1d6+poison(2d6); paralyzing howl.
19. Ghoul Sorcerers(1d6) – AC14; HD3; dmg1d3/1d3+paralysis; spells as MU2.
20. Lecherous Spirit(1d6) – AC15; HD3; paralysis touch + cold 1d6/rnd.




Level Four through Five
1. NPC Party (3d4) – 70% Fighting Men, 10% MUs, 20% Thieves, Levels 1d3+1.
2. Bear, Stuffed Undead(1d2) – AC15; HD7; dmg 1d6/1d6/1d10
3. Jackals, Vampire(1d6) – AC15; HD4; dmg1d6+3d4 blood drain.
4. Giant Hookworm(1d3) – AC14; HD6; dmg1d8.
5. Heron, Evil Black(1d4) – AC14; HD5; dmg1d6+petrify
6. Shapeshifters(1d6) – AC15; HD4; dmg1d6; change appearance at will.
7. Ooze, Electric(1) – AC12; HD3; Dmg2d8 20’ radius.
8. Plague Men(2d4) – AC16; HD4; dmg1d6 or 3d6 acid 30’ cone.
9. Lizard, Black Centipede-headed(1d2) – AC16; HD6; dmg3d6.
10. Wereslugs(1d4) – AC16; HD4; dmg2d6
11. Werecentipedes(1d6) – AC20; HD4; dmg2d8
12. Brute, croc-headed(1d6) – AC14; HD6; dmg2d6
13. Jelly, Hypnotic(1) – AC15; HD5; dmg1d6/rnd; hold person 3/day.
14. Roachbear(1d4) – AC15; HD5; dmg1d6/1d6/2d6
15. Giant Mantis(1d4) – AC15; HD4+4; dmg2d6/2d6
16. Disintegrating Cloud(1d4) – AC18; HD5; dmg save or disintegrate one item or limb.
17. Blood Phantom(1d4) – AC18; HD6; dmg save or 3d6 blood loss dmg
18. Iron Giant(1d8) – AC16; HD6; dmg1d6/1d6; regen 2d6/rnd
19. Crab, Giant Land(1d4) – AC17; HD4+4; dmg2d4/2d4
20. Assassin, Shadow(1d4) – AC17; HD6; dmg 1d6+3/1d6+3; invisible





Level Six through Seven
1. NPCs(3d4) – 70% Fighting Men, 10% MU’s, 20% Thieves; Level 1d4+3
2. Razorworm, segemented(1d6) – AC16; HD7; dmg1d10+bleed 1/rnd
3. Mantisbear(1d2) – AC15; HD7; dmg1d8/1d8/1d10
4. Obsidian Orb(1) – AC14; HD10; dmg1d10+paralyzing tendril.
5. Stone Maw(1d3) – AC14; HD6; dmg1d8, walk through stone
6. Vampire Batman(1d4) – AC14; HD7; dmg1d4+4d6blood drain; teleport 120’
7. Dragon, Small, Stupid(1d4) – AC17; HD6; dmg1d3/1d3/2d6 or fire 60’ cone for 6d6dmg 3/day.
8. Brass Bull(1d2) – AC20; HD8; dmg2d6 or petrifying gas 60’ cone
9. Faeries, undead(2d4) – AC18; HD1; dmg1d6; spells as MU5
10. Snake, Giant 7-headed(1) – AC15; HD7; dmg1d10x7; regen5/rnd
11. Werebeetle(1d4) – AC22; HD8; dmg1d12
12. Brute, Elephant-headed(1d6) – AC16; HD8; dmg2d6
13. Bleeding Mummy(1d4) – AC5; HD5; dmg1d6/1d6 + 20% bleeding disease (1/rnd until cured).
14. Brain Jelly(1) – AC12; HD8; dmg1d10/rnd digest; hold person at will.
15. Spiderbear(1d4) – AC5; HD5; dmg1d6x8.
16. Ice Men(3d6) – AC18; HD2; dmg1d6; freezing aura 1/rnd 30’
17. Fire Men(3d6) – AC20; HD3; dmg1d6; burning aura 1/rnd 30’
18. Scorpion-bat, Giant(1d6) – AC18; HD4; dmg1d10+poison(4d6).
19. Ripping Spectre(1d4) – AC20; HD6; dmg1d6x6;
20. Clay Guardian(1d8) – AC18; HD6; dmg1d8/1d8; regen5/rnd



Level Eight +
1. NPC Party(3d6) – 60% Fighting Men, 20% MU, 20% Thieves. levels 1d4+4
2. Floating Green Cube(1) – AC20; HD12; dmg2d6 per 6 rays: cold, fire, electric, negative, nuclear, disintegrate.
3. Dog, Giant 3-headed(1d2) – AC18; HD8; dmg3d6x3
4. Giant, helmeted(1d3) – AC20; HD10; dmg1d12+3
5. Dragon, Fast, Smart(1d4) – AC22; HD12; dmg1d6/1d6/3d6 or 12d6 fire 60’ cone.
6. Demon(1d4) – AC20; HD9; dmg1d6/1d6/2d6 or weapon 4d6
7. Giant, Hawk-headed(1d6) – AC16; HD8; dmg3d6; flies.
8. Statue, Giant Guardian(2d3) – AC24; HD10; dmg2d10
9. Toad of the Abyss(1d4) – AC20; HD9; dmg1d20; adhesive/corrosive tongue.
10. Vampire Sorcerer(1d3) – AC15; HD9; dmg1d6 or 3d6 blood drain; spells as MU9.
11. Black Knights(2d4) – AC22; HD9; dmg1d6+5.
12. Master Assassins(1d6) – AC20; HD7; dmg1d6+poison(death); surprise.
13. Living Idol(1) – AC24; HD20; dmg5d6/5d6, poison breath 60’ cone.
14. Great Worm(1d3) – AC14; HD15; dmg2d8; swallow 15 or better.
15. Burning Bones(1) – AC19; HD9; dmg fireball (6d6) at will; flies.
16. Platinum Eidolon(1) – AC21; HD8; dmg2d6/2d6; immune to magic.
17. Spider, massive(1d4) – AC18; HD9; dmg2d8 + poison(death)
18. Mantis, Great Purple(1d3) – AC22; HD10; dmg3d6/3d6; spells as MU5.
19. Cold Shoggoid(1) – AC24; HD15; dmg1d8/1d8/1d8/1d8; cold aura 6
20. Mindlord(1) – AC20; HD12; dmg1d8+4; spells as MU10.

4 comments:

  1. Great tables! I like both their simplicity, and your philosophy: "I tend to work mainly off a combination of evocative names (such as "Fly, Giant Talking", or "Spiderbear") and whatever suits the situation and character abilities best."

    ReplyDelete
  2. Good stuff.

    I would be curious to know what thief rules you use with this setting.

    ReplyDelete
  3. @Brendan -

    I use my homebrew thief here: http://beyondtheblackgate.blogspot.com/2009/10/thief.html

    ReplyDelete

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