Owlbears, and Other Monstrosities [tables]

Here’s some table for generating owlbears, among other terrible hybrid animals. Why settle for just owlbears when you can have shark-horses, rhino-turtles, and spider-snake-lion-swans? So here are a few tables for the creations of mad wizards.

A basic hybrid has 3 HD and AC 7 [13]. Attacks with a 1d8 bite or two 1d4 claws.

Composition (number of different animals; what is where)

1d6

Composition Special

1

Head & arms; body & legs Roll 3

2

Head & body; arms & legs Roll 3
3 Head; arms; body & legs

Roll 2

4 Head; body; arms & legs

Roll 2

5 Head & legs; body; arms

Roll 2

6 Head; arms; body; legs

Roll 1

Animals: mix and match

1d20

Part Notes

1

Bear Add +2 HD. Arms: claw attack is 1d6+1.

2

Deer Head: has horns (1d8).
3 Eagle

Legs: has claws (1d6). Arms: has wings (see below).

4

Giraffe Head: long neck gives bite attack reach.
5 Hippo

Add +1 HD. Head: bite deals +1 damage.

6

Horse (none)
7 Lion (or tiger)

Arms: claws are 1d6. Legs: if both claw attacks hit, can attack with both 1d6 leg claws as well.

8

Lizard Arms/Legs: 50% to be able to walk on walls.
9 Monkey

Arms/Legs: can climb and hold items.

10

Owl Head: can rotate, very perceptive. Arms: has wings (see below).
11 Rhino

Head: has horn (1d6, 2d6 on charge)

12

Scorpion Arms: if both claws hit, grab hold and deal +1d6 damage.
Body: additional attack is a poisonous stinger.
13 Seal

Arms/Legs: can swim. Body: resists cold

14

Shark Head: increase bite damage die by one step
15 Spider

Head: 50% to be poisonous. Legs: can walk on walls.

16

Swan Arms: has wings, see below.
17 Toad (or frog)

Head: 50% to have grabby tongue. Legs: jumps far.

18

Turtle Body: strong shell improves AC by 3, can hide inside.
19 Viper

Head: poisonous bite. Arms/Legs: smaller snakes.

20 Wolf (or dog)

Head: trips you on successful bite, can track.

Wings: 50% to be able to glide. Otherwise, can fly but has no claws on hands.

Special: when things go wierd(er)

1d20

Special

1

Poisonous bite. If duplicate, claws poisonous as well.
2

Can breathe out poisonous gas cloud once per combat.

3

Can breathe out a ball of fire once per combat (1d6 damage per HD).
4

Larger size, add +1 HD.

5

Petrifying gaze.
6

Arms end in another animal’s head (roll on parts table).

7

Another pair of arms (roll on parts table).
8

Another pair of legs (roll on parts table).

9

Two-headed (roll on parts table for second head).
10

Can detach random body part.

11

On taking damage, deals 1d6 burning blood to everyone nearby.
12

Constantly on fire. Deals 2 damage per round to everyone nearby.

13

Triple-jointed.
14

Casts a random second-level spell.

15

Can turn invisible.
16

Can teleport short distances.

17

Arms end in various weapons.
18

Eyes all over body. Can’t be surprised or backstabbed, but definitely blinded.

19

No legs, instead another creature connected at waist (roll another one).
20

Reroll parts, but individually per limb (what a mess).

Re-roll all duplicates.

 

Example creature:

A hippo with the arms and legs of a bear, as well as a pair of deer legs for added speed.
All limbs have more joints than strictly necessary, and it contains vile, acrid blood.

Probably the creation of a wizard needing something mobile but powerful…

 

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