Appendix D: Random Generation of Creatures from the Lower Planes

by Dorian Cleavenger


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Appendices
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DMG

At times i t might be useful to have an unrecognizable creature of evil from
the planes of the Abyss, Tarterus, Hades, Gehenna, or Hell. It i s no great
matter to sit down and design a fairly interesting one given an hour or so,
but time or desire lacking, the following will enable you to create one or
several such monsters in but a few minutes. The format is straight from the
AD&D MONSTER MANUAL for ease of recording and handling the
creature(s) developed.

FREQUENCY: Common, uncommon, or rare (d6: I, 2-3, 4-6)
NO. APPEARING: 1 to 2-8 (circumstances must dictate)
ARMOR CLASS: 0 to -3 (d4)
MOVE: 6", 9", 12", 15", or 18"
    (d8, 6-8 = roll d4 for move ond creature also has swimming or flying ability;
        roll d6, 1-2 = swimming, 3-6 = flying, ond os o rule these speeds will be greater than land move speed add 1-4 3" increments os you see fit or by random determination using d4)
HIT DICE. 7 to 10
    (d4 + 6, roll a second d4, and on a 4 the creature has 1-4 odditionol hit points per hit die, as determined by another roll of the d4)
% IN LAIR: (circurnstonces must dictate)
TREASURE TYPE: low value if any (circumstances must dictote)
NO. OF ATTACKS: See APPEARANCE TABLE below
DAMAGE/ATTACK: See ATTACK TABLE below
SPECIAL ATTACKS: See SPECIAL ATTACKS TABLE below
SPECIAL DEFENSES: See SPECIAL DEFENSES TABLE below
MAGIC RESISTANCE: 5% per hit die (to vary use d6, 1 = -5%, 2 = -10%, 3 = +5%, 4 = +10%, 5 = +15%, and 6 = STANDARD magic resistance)
INTELLIGENCE: Low, average, very, or high (d4)
ALIGNMENT: According to plane of origin
SIZE: S, M, or 1 (d8, I = S, 2-4 = M, 5-8 = 1)
PSlONlC ABILITY: Nil (90%) or 96 - 115 (d20 + 95)
    Attack/Defense Modes: A-D (d4) / F-H (d6, 1-2 = F, 3-4 = F and G, 5-6 = F, G, and H)
LEVEL/X.P. VALUE: <add XP values for special abilities? actually whole page should be C#, randomly generated>

Appearance Table:

HEAD
1. bat-like
2. bird-like*
3. crocodilian
4. horse-like
5. human-like
6. monkey-like
7. snake-like
8. weasel-like

OVERALL VISAGE
1. gibbering - drooling
2. glaring - menacing
3. rotting
4. skeletal
5 . twitching - moving
6. wrinkled - seamed

EYE COLOR
1. amber
2. black
3. blue
4. green
5. metallic
6. orange-red

NOSE (if necessary)
1. flat, misshapen
2. huge, bulbous
3. slits only
4. snouted
5. tiny
6. trunk-like

HEAD ADORNMENT
1. antlers
2. crest or peak
3. horns (1 -4)
4. knobs
5. ridge(s)
6. ruff
7. spines
8. none

EARS
1 . dog-like
2. elephant-like
3. human, tiny
4. human, huge
5. trumpet-like
6. none

EYES (d6, 1 = 1, 2-4 = 2,5-6 = 3-4)
1. small, multi-faceted
2. small, slitted
3. swivel-socketed
4. stalked
5. huge, flat
6. huge, protruding

MOUTH (d6, 1 = tiny, 2-3 = average, 4-6 = huge)
1. fanged
2. mandibled**
3. sucker-like**
4. toothed, small or ridged
5. toothed, large
6. tushed

BODY ATTRIBUTES (d6, 1-4 = bipedal,5-6 = quadrupedal, et al.)

Bipedal Torso
1. ape-like
2. bear-like
3. bird-like
4. human-like
5. pig-like
6. rat-like

Quadrupedal or Other Torso
1. amoeba-like
2. bison-like
3. cat-like
4. crab-like
5. horse-like
6. insect-like
7. serpent-like or reptilian
8. spider-like

General Characteristics (roll twice)
 
1. fat 2. broad
2. long 2. muscled
3. short 3. narrow
4. thin 4. rubbery

<fat = poison save bonus? see saving throw section in the DMG>

Tail (d6, 1-4 = tail)
1 . barbed **
2. dog-like
3. goat-like
4. horse-like
5. lion-like
6. pig-like
7. prehensile
8. stingered **

Body Odor
1. bloody
2. fishy
3. fecal
4. gangrenous
5. moldy
6. sweaty
7. urine
8. vomit

Skin
1. bald/smooth
2. furred
3. hairy/bristled
4. leathery/leprous
5. scaled
6. slimy
7. warted/bumpy
8. wrinkled/folded

Predominant Color
1. blackish
2. bluish
3. brownish
4. grayish - whitish
5. greenish
6. orangy
7. pinkish
8. purplish
9. reddish
10. yellowish - tannish

Back
1. humped/hunched
2. maned
3. normal
4. spiked/spined/ridged

Wings, if Any
1 . bat-like
2. bird-like
3. insect-like
4. membranous or fan-like

ARMS (2 or 4 if bipedal; 2,4, or 6 if otherwise)
1. animal-like
2. human-like
3. insect-like
4. tentacles

HANDS (d6,l-3 = all alike, 4-6 = different)
1 .clawed
2. human-nailed
3. pincered
4. toloned
5. tentacle-fingered
6. withered and bony

LEGS AND FEET (as applicable)

<>
LEGS
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)

FEET
* 1 . duck-like
2. hawk-like
3. owl-like
4. pelican-like
5. stork-like
6. turkey-like

<*=?>

**Optionally poisoned (or 4 in 6)
        1. +1 on save
        2. normal
        4. -1 on save
        5. -2 on save
        5. insanity for 1-4 rounds
        6. weakness; 1 point per hit die permanently lost

A bit of imaginative creation is helpful in using the tables above. For
example, if the creature's body is amoeba-like, you might well decide to
give i t scores of tiny, bubbling sucker mouths over its entire body, and omit
any mouth on the head; of course, body covering would have to be adiusted
accordingly, and appendages selected to suit the monster. Likewise,
you should feel at ease adding to or amending the tables as you desire in
order to arrive ot still more diverse and unexpected lower planes
creatures. (Cf. THE DRAGON #20, Vol. Ill, No. 6: "Demonology Made Easy",
by Gregory Rihn. This excellent article gives some interesting thoughts on
variant creatures of the evil planes!) When you hove the form and appearance <link>
of the creature, determine strength, if necessary, and then attack
capabilities.
 
 
- Strength "To Hit" Damage
01-25 17 1 1
26-45 18 1 2
46-60 18 (01-50) 1 3
61-70 18 (51-75) 2 3
71-80 18 (76-90) 2 4
81-90 18 (91-99) 2 5
91-95 18 (00) 3 6
96-98 19 3 7
99-00 20 3 8
<finish links>

ATTACK TABLE
antlers or horns = 1 attack each, damage 1-2 to 2-8
mouth = 1 attack each, damagefrom 1 to3-12
tail = special attacks only, damage from 1 to 1-6
hands = 1 attack each possible if no weapon use, strength bonus applicable if used as clubbing weapon, damage from base 1-2 to 2-1 2
feet = 1 attack each if applicable (flyer, leaper, etc.), damage from 1-2 to 3-1 2
 

Damage amount is determined by overall size of creature, with strength
bonuses where applicable, and the size and type of body weaponry, i.e. a
huge creature with clawed hands would get damage ratings of at least 2-8
per hit. Constriction or hugging damage would be commensurate with a
known creature of the same approximate size. incidenta; spine-type damage
is best kept relatively low -- 1-3, 1-4, or 1-6 range. Special effectsfrom
these attack forms -- poison, energy drain, heat, cold, electrical discharge,
paralysis, or whotever-should be kept to a minimum.

Special attacks and special defenses can't be dealt with in as much detail
as would be desirable in a work of unlimited length. The tables below will
suggest various magical attack/defense forms, and the DM is urged to add
others of his own creation as appropriate to the plane and the creature.

SPECIAL ATTACKS (1 -3)

1 . ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate

Spell-like and spell use abilities should be bosed upon intelligence level
and relative strength in hit dice. Compare doemons, demons, devils, and
night hags. From 1-2 spells and a like number of spell-like abilities is sufficient
for lesser creatures, while'the more powerful and intelligent will
get a toto1 of 2-5 each, some being of higher level (telekinesis, teleportation,
etc.).

SPECIAL DEFENSES (1 -4)

1. acid immunity
2. cold immunity
3. electrical immunity
4. fire immunity
5. gas immunity
6. metal immunity
7. poison immunity
8. regeneration
9. spell immunity
10. weapon immunity

Immunities above four are possible only if the general class (demons,
devils, etc.) has more. Metal immunity can pertain to iron, silver, steel, or
any other, including combinations, but excluding mogicol weoponry.
Regeneration base is 1 hit point per turn, with exceptional creatures
having a maximum of 1 per round. Spell immunity must be limited to 1-4
pre-determined spells. Weapon immunity refers to creatures hit only by
magical weapons of a certain volue, i.e. + 1 , +2, etc.

OTHER ABILITIES

1 .audial superiority
2. surprise capability
3. visual superiority

Audial or visual superiority will tend to negate surprise and enable detection
of creatures through sound or vision. Surprise capability relates to
special movement ability and possibly other factors. Visual superiority
refers to infravisual and ultravisual capabilities.

To avoid having nothing more than different mixtures of the same old ingredients,
be certain that you put a bit of personal creativity into each
monster. A list of new and different factors should be started, perhaps in
the margin, and then fresh ideas added as they come. When a monster is
devised, cross off the unique features from the marginal list.