These tables are designed to help you create strange and dangerous hybrid monsters such as Manticores, Chimeras, and similar.
To create an aberration, roll for the hybrid’s traits as they become apparent to the PCs – not before! Rolls against suitable skills (Hidden Lore: Aberrations, for instance) can determine some things in advance – generally, one trait per 2 points of success.
All aberrations have Magic Resistance equal to Peril. Most (but not all) aberrations have Quadruped [-35] or No Fine Manipulators [-30].
Before You See the Aberration
Aberration Stealth
Roll 3d6. (Need a die roller?)
3-7 | Stealth is 8+Peril |
8-9 | Stealth is 9+Peril |
10-11 | Stealth is 10+Peril |
12-18 | Stealth is 8+(2xPeril) |
Aberration Perception
Roll 3d6. (Need a die roller?)
3-7 | Per is 6+Peril |
8-10 | Per is 9+Peril |
11-13 | Per is 10+Peril |
14-16 | Per is 12+Peril |
17-18 | Per is 14+Peril |
When You First See the Aberration
Aberrations – Basic Form
Roll 1d, 1d, for head, body, and tail. (Need a die roller?) If Peril is 4 or more, roll for an extra, too.
Head | Body | Tail | Extras | ||
1-31 | Bat: Bad Sight (Near) [-25]; Scanning (Sonar) [10]; Vampiric Bite [30+] (Drains 2xPeril HT/s) | Bull: ST+1, HT+1 | Ankylosaur: Striker, C, 1, thr +1 cr [10] | Bony Plates: DR 4 [20] | |
1-3 | 2 | Bull: ST +1; Striker, C, thr imp [8]; Bad Temper (12) [-10] | Cheetah: DX+1; Catfall [10]; Combat Reflexes [15]; Enhanced Move 1 [10]; Move +2 [10] | Cat: Catfall [10]; Luck [15] | Chameleon Skin: Chameleon at Peril |
1-3 | 3 | Crocodile: ST+1; Born Biter [1]; Sharp Teeth [1]; Patience of Job [1]; Callous [-5] | Crocodile: Amphibious [10]; DR 2 [4] | Crocodile: Amphibious [10] |
Chitinous Carapace: DR 3 [15] |
1-3 | 4 | Dragon: ST+1; IQ+1; Born Biter [1]; Sharp Teeth [1]; Greed (12) [-15] | Eagle: Flight (Winged) [30]; Sharp Claws (thr cut) [1]; No arms | Dragon: Luck [15]; Magery 0 [5] | Fur: DR 1 [5]; Temperature Tolerance 2 [2] |
1-3 | 5 | Eagle: Acute Vision 4 [8]; Sharp Beak (thr-1 pi+) [1] | Horse: Hooves (thr+1 cr) [1]: Enhanced Move 1 [10] | Fox: IQ+1 | Horns: Striker, C, thr imp [8] |
1-3 | 6 | Horse: Congenial [-1] | Lion: ST+2; DX+1; Combat Reflexes [15]; DR 1 [5]; Sharp Claws (thr cut) [1] | Peacock: Body parts are 5x value. | Pincers: Striker, C, 1, thr cut [14] |
4-6 | 1 | Human: IQ +2, min IQ 9 | Monkey: Brachiator [5]; Weapon at DX+Peril. | Python: 360 Degree Vision [25]; Constriction Attack [15] |
Sabre-Teeth: Teeth (Fangs) thr-1 imp [2] |
4-6 | 2 | Jackal: Sharp Teeth [1]; Jealous [-10]; Bad Smell [-10] | Panther: DX+2; Catfall [10]; Combat Reflexes [15]; Perfect Balance [15] | Rat: Combat Reflexes [15]; Silence 2 [10] | Scales: DR 1 [5] |
4-6 | 3 | Lion: ST+2; Sharp Teeth [1]; Striking ST +2 (bite); Selfish [12 ][-5]; Terror [30] | Toad: Amphibious [10]; Super Jump 2 [20] | Rattlesnake: Accessory (Rattle) | Snaky Hair: 360 Degree Vision [25] |
4-6 | 4 | Owl: IQ+2; Sharp Beak (thr-1 pi+) [1]; Absent-Minded [-15] | Turtle: DR 4 [20]; Move -1 [-5] | Scorpion: Venomous striker (see spider-kin) | Spikes: Striker, C, thr imp [8] |
4-6 | 5 | Serpent: Mind Control [50]; Venomous bite (see spider-kin) | Serpent: Constriction Attack [15]; Vermiform [-35] | Serpent: 360 Degree Vision [25]; Venomous bite (see spider-kin) | Huge Talons: Claws (Long Talons) thr+1, either cut or imp [11] |
4-6 | 6 | Wolf: Acute Hearing 2 [4]; Sharp Teeth [1]; Terror [30] | Wolf: HT+1; Fit [5]; Blunt Claws [3] | Tiger: Catfall [10]; Combat Reflexes [15] |
Wings: Flight (Winged) [30] |
Aberration Size and Strength
Roll 3d6 and add Peril. (Need a die roller?) If ST is 18-29, add SM+1. If ST is 30+, add SM +2.
4-9 | ST is 4+(2xPeril) |
10-12 | ST is 6+(2xPeril) |
13-16 | ST is 6+(3xPeril) |
17+ | ST is 8+(3xPeril) |
When You Face the Aberration
Aberration Dexterity
Roll 3d6. (Need a die roller?)
3-7 | DX is 8+ Peril |
8-12 | DX is 9+ Peril |
13-18 | DX is 10+ Peril |
Aberration Health
Roll 3d6. (Need a die roller?)
3-6 | HT is 9 |
7-10 | HT is 10 |
11-14 | HT is 11 |
15-18 | HT is 12 |
Aberration Intelligence
Roll 3d6. (Need a die roller?) Determine Will and Perception separately.
3-7 | IQ is 5 |
8-10 | IQ is 7 |
11-15 | IQ is 5+ Peril |
16-18 | IQ is 9+(2xPeril) |
Aberration Will
Roll 3d6. (Need a die roller?)
3-8 | Will is 5+Peril |
9-10 | Will is 8+Peril |
11-14 | Will is 9+Peril |
15-16 | Will is 10+Peril |
17-18 | Will is 12+Peril |
Is the Hybrid Vulnerable to…
…Decapitation? Roll 3d6 and add Peril. (Need a die roller?) If result is 10 or less, then yes, any cutting damage that penetrates the neck’s DR is quadrupled, as per Vulnerable (Cutting to neck) x2. Note: the x4 also includes the normal x2 damage multiplier for cutting damage to the neck.
…Sunlight? Roll 3d6 and add Peril. (Need a die roller?) Subtract 2 for each “bat” element. If result is 12 or less, then yes, the hybrid takes 1d damage per 30 minutes in sunlight.
…True Faith? Roll 3d6 and add Peril. (Need a die roller?) The character with True Faith must be wielding their Holy Symbol, and so forth…
4-7 |
Yes, True Faith destroys it utterly. |
8-9 |
Yes, True Faith destroys it utterly – but only with a Contest of Will. |
11-13 |
Yes, True Faith repels it – but only with a Contest of will. Win by 5 or more to destroy it. |
14-17 |
Yes, True Faith repels it – but only with a Contest of Will, penalized by Peril. Win by 5 or more to destroy it. |
17+ |
No. It cares nothing for your little gods. |