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12:37, 24th April 2024 (GMT+0)

Random Encounter Tables.

Posted by StorytellerFor group 0
Storyteller
GM, 136 posts
Sun 1 May 2022
at 04:05
  • msg #1

Random Encounter Tables

Encounter Nature (1d7)
1= Fast Zombie Tomb Giant
2= Giant Elk Acid Bloody Skeleton
3= Giant Deathwatch Beetle Cursed Zombie Exoskeleton
4= Apocalypse Zombie
5= Mimic Fast Zombie
6= Scavenger Worm Electric Gasburst Fast Exoskeleton
7= Carrion Claw Relentless Zombie Exoskeleton




Stat Blocks
Fast Zombie Tomb Giant
CR 6
NE - Large Undead
HP: (15d8+15)
AC: 16 = (10 + 4 dex + 3 natural - 1 size)
BAB: +11
Attacks: 2 slams +22 (1d6+12) and 2 slams +22 (1d8+12), or mwk scythe +23/+18/+13 (2d6+13/19–20/×4)
Ranged: Rock +14 (1d8+12)
Str 34, Dex 19, Con -, Int -, Wis 10, Cha 10
Speed: 50 ft
Space: 10 ft.; Reach 10 ft.
Fort +5, Ref +9, Will +9
Undead Traits, Toughness Feat

Giant Elk Acid Bloody Skeleton
CR 6
NE - Large Undead
HP: (8d8+16), Fast Healing 4
AC: 14 = (10 + 3 dex + 2 natural - 1 size)
BAB: +6
Attacks: gore +13 (2d6+12 plus 1d6 acid)
Str 26, Dex 16, Con -, Int -, Wis 10, Cha 14
Speed: 40 ft
Space: 10 ft.; Reach 5 ft.
Fort +4, Ref +5, Will +4
Undead Traits, Acid Immunity, channel resistance +4, Improved Initiative
DR 5/bludgeoning
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Acidic Bones: Anyone striking an acid skeleton with an unarmed strike or natural attack takes 1d6 points of acid damage.

Giant Deathwatch Beetle Cursed Zombie Exoskeleton
CR 5
NE - Medium Undead
HP: (10d8+10)
AC: 12 = (10 + 0 dex + 2 natural + 0 size)
BAB: +7
Attacks: bite +13 (2d6+9 plus curse)
Str 23, Dex 10, Con -, Int -, Wis 10, Cha 10
Speed: 30 ft
Space: 5 ft.; Reach 5 ft.
Fort +3, Ref +3, Will +7
Undead Traits, Toughness
DR 5/bludgeoning
Burst: When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save or become staggered for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect. If the exoskeleton has 10 or more Hit Dice, the victim is instead nauseated for 1 round. The save DC is equal to 10 + half the exoskeleton’s Hit Dice + its Charisma modifier.
Zombie Curse (Su): Slam save Will DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; frequency —; effect as bestow curse; cure —.

Mimic Fast Zombie
CR 3
NE - Medium Undead (shepechanger)
HP: (8d8+8)
AC: 14 = (10 + 2 dex + 2 natural + 0 size)
BAB: +6
Attacks: Slam +11 (1d8+5), Slam +11 (1d6+5)
Str 21, Dex 14, Con -, Int -, Wis 10, Cha 10
Speed: 20 ft
Space: 5 ft.; Reach 5 ft.
Fort +2, Ref +4, Will +6
Undead Traits, Toughness
Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Mimic Object (rotting) (Ex): A zombie mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A zombie mimic’s body is hard and has a rough texture, and appears to be in a state of deterioration, no matter what appearance it might present. A zombie mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.

Scavenger Worm Electric Gasburst Fast Exoskeleton
CR 4
NE - Large Undead
HP: (5d8+10)
AC: 16 = (10 + 4 dex + 3 natural - 1 size)
BAB: +3
Attacks: bite +6 (1d8+4 plus 1d6 electricity)
Str 16, Dex 18, Con -, Int -, Wis 10, Cha 12
Speed: 40 ft., climb 20 ft.
Space: 10 ft.; Reach 5 ft.
Fort +2, Ref +5, Will +4
Undead Traits, Toughness
DR 5/piercing, Electricity Immunity
Burst: When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save or become staggered for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect. If the exoskeleton has 10 or more Hit Dice, the victim is instead nauseated for 1 round. The save DC is equal to 10 + half the exoskeleton’s Hit Dice + its Charisma modifier.
Electrified Flesh: Anyone striking an acid skeleton with an unarmed strike or natural attack takes 1d6 points of electricity damage.
Gas Burst: These bloated zombies are filled with toxic gas. When a gasburst zombie dies, it explodes in a cloud of noxious vapors. These noxious vapors fill a 10-foot cube surrounding the zombie. Gasburst zombies are commonly filled with burnt other fumes or ungol dust, but any poisonous gas may be used. Gas burst zombies have DR 5/piercing instead of DR 5/slashing.

Carrion Claw Relentless Zombie Exoskeleton
CR 4
NE - Large Undead
HP: (10d8+10)
AC: 15 = (10 + 3 dex + 3 natural - 1 size)
BAB: +7
Attacks: 6 claws +11 (1d6+5), bite +11 (1d3+5)
Str 20, Dex 16, Con -, Int -, Wis 10, Cha 10
Speed: 50 ft., climb 40 ft.
Space: 10 ft.; Reach 5 ft.
Fort +3, Ref +6, Will +7
Undead Traits, Toughness, Scent, +4 racial bonus to Survival checks to track by smell.
DR 5/bludgeoning
Burst: When an exoskeleton is destroyed, its desiccated husk bursts, releasing the dusty remains of the vermin’s insides into the surrounding air. Any creature adjacent to an exoskeleton when it bursts must succeed at a Fortitude save or become staggered for 1 round as it coughs and sneezes. Creatures that don’t need to breathe are immune to this effect. If the exoskeleton has 10 or more Hit Dice, the victim is instead nauseated for 1 round. The save DC is equal to 10 + half the exoskeleton’s Hit Dice + its Charisma modifier.
This message was last edited by the GM at 09:29, Sun 01 May 2022.
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