D50 Monster Abilities (d50)

d50 Result

1

Invulnerable/resistant to (fire/cold/physical damage/etc.)

2

Only vulnerable to...(fire/cold/physical damage/etc.)

3

Siphons health

4

Two powers, roll twice. If you roll this again, count the roll as double 1s.

5

Revives/Animates dead

6

Flies/burrows

7

Acidic/rusts metal

8

Additional attack

9

Grapples/constricts

10

Stronger when dying

11

Lucky (rerolls a d20 once per day)

12

Invisible/Blinding effect

13

Casts healing spells

14

Shapeshifting

15

Explodes

16

Poison/Venom

17

Freezes/stuns

18

Heavily armored

19

Parasitic

20

Strengthened by (fire/cold/physical damage/etc.)

21

Charms/mind control

22

Regenerating

23

Modular

24

Silencing/Deafening/Blinding

25

Summons other monsters

26

Has long reach

27

Flaming

28

Confusing/Frightening

29

Area effect/damage

30

Breath weapon (cone or line, HDd6 damage, Skill save to dodge)

31

Fast

32

Lays traps or “mines”

33

Reflects spells/missiles

34

Disease touch

35

Sneaky

36

Drains attribute(s)

37

Ranged attacks

38

Penetrates armor

39

Telekinetic

40

Is magnetic, can reverse polarities to push/pull

41

Invulnerable save for one weak point

42

Aura (fire/cold/lightning/radiation, etc.)

43

Random Capstone trait

44

Action to swap places with any creature it can see

45

Hitting it with a melee weapon lowers its Quality by 1

46

Can’t be affected my Critical Hits

47

Healed by damage and hurt by healing

48

Hypnotic

49

Haymaker, When surrounded by two or more creatures, the monster can lash out with something forcing all adjacent creatures to take damage, Skill save for half.

50

Minion, 1 HP