Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
VIII. Shapechange?: 1d10<br />
1-3 Shapechange (as a doppelganger)<br />
4-10 No shapechange<br />
IX. Saving Throws: 1d6<br />
1-2 Warrior<br />
3 Rogue<br />
4 Priest<br />
5-6 Wizard<br />
X. Magic Resistance: 1d12<br />
1-7 Nil<br />
8-9 5%<br />
10 10%<br />
11 20%<br />
12 30%<br />
XI. Number <strong>of</strong> Special Abilities: ld10<br />
1-3 1<br />
4-7 2<br />
8-9<br />
10<br />
3<br />
1 + roll again<br />
XII. Special Abilities: 1d100<br />
01-03 Shoots 1d4 Melf’s minute meteors<br />
every other round<br />
04-06 Invisible once/day as spell<br />
07-09 Spider climb at will<br />
10-12 Laughs crazily; affects foes as<br />
Tasha’s uncontrollable hideous<br />
laughter once/day<br />
13-16 Summon weather once/day<br />
17-20 Call lightning 1d10 times/day<br />
21-22 Emits acid, +1 to damage; treat<br />
as rust monster vs. metal<br />
23-25 Emits poison; every hit requires<br />
saving throw or an additional 15<br />
hp <strong>of</strong> damage<br />
26-28 Transmutes stone/wood to water<br />
(up to 100’) once/day<br />
29-30 Transmutes crystal/glass to<br />
glassteel by touch once/day<br />
affects up to 20 cubic feet<br />
31-33 Body emits foul odor; as stinking<br />
cloud but no visible vapors;<br />
Night Parade unaffected<br />
34-36 Extra mouth that whistles a highpitched,<br />
paralyzing tone; save or<br />
suffer -1 on attack rolls; effect is<br />
cumulative (-5 maximum)<br />
37-39<br />
40-42<br />
43-45<br />
46-48<br />
49-50<br />
51-53<br />
54-56<br />
57-59<br />
60-62<br />
63-65<br />
66-68<br />
69-70<br />
71-74<br />
75-77<br />
78-80<br />
81-83<br />
84-86<br />
87-89<br />
90-92<br />
93-95<br />
96-99<br />
100<br />
Spews liquid from mouth; treat<br />
as oil <strong>of</strong> fiery burning usable<br />
once/three rounds; immune to<br />
fire damage<br />
Mild electrical shock (+1 damage)<br />
with each hit; immune to<br />
electrical damage<br />
Can assume gaseous form three<br />
times/day<br />
Regenerates 2 hp/round; fire damage<br />
heals 4 hp/round<br />
Transmutes flesh to<br />
stone/wood/glass three<br />
times/day; save to avoid effect<br />
Water breathes at will<br />
1d8 extra eyes; successfully save<br />
vs. spell or be charmed with a -1<br />
penalty per eye<br />
Has dog/wolf’s head; can infallibly<br />
track any being whose blood<br />
has been tasted<br />
Large ears grant clairaudience<br />
with a range <strong>of</strong> 50’<br />
Immune to magic & magical<br />
weapons; normal weapons inflict<br />
double damage<br />
Darkness three times/day<br />
Paralyzing touch 3/day; successful<br />
save negates<br />
Summon swarm once/day<br />
Fireball 1d4 times/day; roll<br />
1d4+5 for caster level<br />
ESP three times/day<br />
Wall <strong>of</strong> force once/day<br />
Fumble three times/day<br />
Ice storm once/day<br />
Chill touch 3/day<br />
Vampiric touch once/day<br />
Allergic to wood; such weapons<br />
do double damage but metal<br />
weapons do only half damage<br />
Musical instrument grows from<br />
body; range: 50’ per size category;<br />
successfully save vs. spell<br />
with a -10 penalty or be hypnotized<br />
(as spell); Bardic ability can<br />
negate; music stops after creature<br />
is hit in combat<br />
117