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TABLES FOR FABLES
A collection of free tables for fantasy role-playing games.
 
Welcome to Tables for Fables. This is a collection of random tables, all of which:
 
  • have a fantasy theme,
  • are systemless - that is, don't use statistics or terms from a single game, and
  • use only normal, six-sided dice (d6s).
If you have a table that you want to contribute, please email me (news AT apolitical DOT info).
 
You can look at all 342 tables, or look at tables in a specific category:
 
Magic and Religion(36 entries)
Treasure(23 entries)
Wilderness and Worlds(52 entries)
Dungeons and Combat(42 entries)
Personalising Characters(90 entries)
Settlements and Countries(82 entries)
Adventure Ideas(87 entries)
Creating Creatures(32 entries)
 
Please note that magic items are in the Treasure section, not the Magic and Religion section.
 
Many of the ideas in these tables are used in the automatic Adventure Ideas Generator.
 
The Creature Creator automatically generates creatures based on this section in particular.
 
Paralysing Monsters
source or inspiration: Eric Minton
 
This table is used to decide the tactics of creatures who disable their opponents without killing them: for example by sending them to sleep, paralysis, throwing a net etc.

It can be used for unintelligent or intelligent creatures, including humans. The less intelligent a creature is, the more likely it will do the same thing each time. For intelligent creatures, the GM should subtract from the roll if the creatures are outnumbered or losing the battle, and add to it if they're more numerous or winning. Some results will be inappropriate for some types of creatures and should be re-rolled.
 
Roll 1 dice.
roll, modified if appropriate
Less than 1Flee for safety, hoping their opponents will tend to their disabled comrades instead of pursuing.
1Flee in hopes of luring their opponents after them (possibly into a trap), then double back to seize their disabled opponents.
2Kill the disabled opponents.
3 or 4Whenever an opponent is paralyzed, pick them up and carry them off.
5 or 6Ignore disabled opponents while there are other opponents left standing.
more than 6Unless directly engaged in combat, kill disabled opponents, and spend the rest of the combat eating them.
 
 
Dragon's Breath
source or inspiration: Basic and 1st edition Advanced Dungeons & Dragons
 
For every result other than bolts of lightning, the GM might roll for the shape of the weapon: 1-2 straight line; only one target at a time 3-4 cone; one or more targets at a time 5-6 cloud; potentially every opponent can be hit.
 
Roll 1 dice.
1Corrosive acid or venom. If the target is wearing armour, it will dissolve the armour before it does any damage to the target. It might also dissolve weapons, shields and other equipment.
2Fire. Targets have a chance of being set on fire if hit, as well as the initial damage. Metal armour will reduce this chance considerably, but wooden weapons and shields are highly likely to burn.
3Poison gas. Armour and shields are of no use against this attack.
4Gas. Roll on the 'Gas Clouds' table in the 'Dungeons & Combat' section (although the breath might not come out in a cloud). Armour and shields are of no use against this attack.
5A bolt of lightning. The bolt will more often hit a target wearing metal armour, even if the dragon intended to hit someone else. This will 'earth' the lightning, but may do damage to the wearer. If the bolt is aimed at someone who has a metal weapon or a shield, the bolt is likely to hit the weapon or shield. The target will be forced to drop a metal weapon hit in this way, and those who wear shields will find their arms numbed and temporarily useless.
6Choose a random spell from your campaign. Choose only from those spells which harm the target.
 
 
Half-Elves, -Orcs and Others
source or inspiration: James Hutchings
 
This table is designed for creatures whose parents are different species/kindred/'races', to decide how their statistics are generated.
 
Roll 1 dice.
1The creature will be treated as if it was the same kindred as its father.
2The creature will be treated as if it was the same kindred as its mother.
3The creature will have characteristics which are halfway between those of its father and mother.
4For any given characteristic, the creature will take after the 'better' kindred (for example if one parent has a high Strength and a low Dexterity, and the other a high Dexterity and a low Strength, the creature would have high Strength and high Dexterity). The creature will also be sterile.
5For any given characteristic, the creature will take after the worse kindred.
6Roll seperately on this table for each characteristic. If you get this result again, treat it as a result of 'halfway between the mother and father'..
 
 
Creatures 1: Creature Size
source or inspiration: James Hutchings
 
Roll 1 dice.
1Tiny - the size of a human's fist or smaller.
2Very Small - eg a cat or dog.
3Small - eg a (human) child.
4Medium - roughly the size of a human adult.
5Medium as above.
6Large - at least twice the size of the average human adult.
 
 
Creatures 2: Average Group Size
source or inspiration: James Hutchings
 
Creature SizeGroup Size
TinyTotal of 4 dice
Very SmallTotal of 3 dice
SmallTotal of 2 dice
Mediumroll 1 dice
Largeroll 1 dice: 1-2 one, 3-4 two, 5-6 three
 
 
Creatures 3: Habitat
source or inspiration: James Hutchings
 
If you're rolling up a monster for a specific environment, feel free to pick a result rather than rolling.
 
Roll 2 dice.
1st dice2nd diceresult
11-3The creature lives in the forest.
14-6The creature lives in the jungle.
21-3The creature lives on the plains.
24-6The creature lives in the desert.
31-3The creature lives in arctic regions.
34-6The creature lives in swamps and marshes.
41-3The creature lives in underground caverns.
44-6The creature travels through the ground (in the same sense that a fish moves through water or a bird through the air).
51-3The sea: the creature moves through the water like a fish.
54-6The sea: the creature moves along the sea floor as if it were land.
61-3The sea: the creature travels on the surface of the sea as if it were land.
64-6The creature lives in the astral plane.
 
 
Creatures 4: Appearance
source or inspiration: James Hutchings
 
This table is intended to be used with tables 5a, 5b and 5c.
Roll on the relevant table to fill in each A, B, and C.

This table also gives the basic type (or possible types) of the creature, out of five possibilities:
Animate: A non-biological imitation of a creature, which is created by mechanical cunning and/or magic rather than by reproduction. Some intelligent Animates will be able to create Animates (either of their own 'species', or another).
Monster: An unintelligent creature. The first members of any Monster species were created by magic ('magic' might include the vanished technology of the Ancients), but they now reproduce naturally.
Beast: An unintelligent creature which was not created by magical means (many Beasts will be species that exist in the real world).
Folk: An intelligent, non-human species, which reproduces naturally. The first members of any Folk might have been created by magical means, or may have evolved naturally. Examples of Folk are elves, orcs and centaurs.
Spirit: A supernatural creature which is the result of the death of a Beast, human, or member of a Folk. Examples of Spirits are ghosts, zombies, and vampires.
 
Roll 3 dice.
1st dice2nd dice3rd diceresultroll again for
creature type
11-21-2Has the body of A, but a head like Broll on table 4a below.
11-23-4Has the body of A, but a head like Broll on table 4a below.
11-25-6Has the body of A, but a head which looks like C1-2 Monster 3-4 Folk 5-6 Spirit.
13-41-2Has a body which looks like B, but with the face of Aroll on table 4a below.
13-43-4Has a body which looks like B, but with the face of A1-2 Monster 3-4 Folk 5-6 Spirit.
13-45-6Has a body which looks like C, but with the face of A1-2 Monster 3-4 Folk 5-6 Spirit.
15-61-2Looks like a wooden carving of A1-3 Animate 4-6 Spirit.
15-63-4Looks like a wooden carving of B1-3 Animate 4-6 Spirit.
15-65-6Looks like a wooden carving of C1-3 Animate 4-6 Spirit.
21-21-2Looks like a wooden puppet of A1-3 Animate 4-6 Spirit.
21-23-4Looks like a wooden puppet of B1-3 Animate 4-6 Spirit.
21-25-6Looks like a child's doll of A1 Animate 2 Monster 3-4 Folk 5-6 Spirit.
23-41-2Looks like a child's doll of B1 Animate 2 Monster 3-4 Folk 5-6 Spirit.
23-43-4Looks like B, but is humanoid, walking upright with human-like hands and feet. It has exactly two arms and two legs, even if the animal it resembles doesn't. If the animal it resembles has wings, it will have wings as well as arms. Its skin will resemble that of the animal it resembles, and it will be covered in fur if the animal it resembles is.roll on table 4a below.
23-45-6Looks like B, but is humanoid, walking upright with human-like hands and feet. It has exactly two arms and two legs, even if the animal it resembles doesn't. If the animal it resembles has wings, it will have wings as well as arms. Its skin will resemble that of the animal it resembles, and it will be covered in fur if the animal it resembles is.roll on table 4a below.
25-61-2Looks like A, but insubstantial and ghostlySpirit.
25-63-4Looks like A, but insubstantial and ghostlySpirit.
25-65-6Looks like B, but insubstantial and ghostlySpirit.
31-21-2Looks like C, but insubstantial and ghostlySpirit.
31-23-4Looks like the animated corpse of ASpirit.
31-25-6Looks like the animated corpse of ASpirit.
33-41-2Looks like the animated corpse of BSpirit.
33-43-4Looks like the animated corpse of BSpirit.
33-45-6Looks like A, but fiery and demonicSpirit.
35-61-2Looks like A, but fiery and demonicSpirit.
35-63-4Looks like B, but fiery and demonicSpirit.
35-65-6Looks like B, but fiery and demonicSpirit.
41-21-2Takes the form of A, but may revert to its true form, which looks like B1-2 Monster 3-4 Folk 5-6 Spirit.
41-23-4Takes the form of A, but may revert to its true form, which looks like B1-2 Monster 3-4 Folk 5-6 Spirit.
41-25-6Takes the form of A, but may revert to its true form, which looks like C1-2 Monster 3-4 Folk 5-6 Spirit.
43-41-2Looks like the offspring of B and B [re-roll any duplicated results]1-2 Monster 3-4 Folk 5-6 Spirit.
43-43-4Looks like the offspring of B and B [re-roll any duplicated results]1-2 Monster 3-4 Folk 5-6 Spirit.
43-45-6Looks like the offspring of B, B and B [re-roll any duplicated results]1-2 Monster 3-4 Folk 5-6 Spirit.
45-61-2Looks like C which has grown into the shape of A1-2 Monster 3-4 Folk 5-6 Beast.
45-63-4Looks like C which has grown into the shape of B1-2 Monster 3-4 Folk 5-6 Beast.
45-65-6Looks like a statue of A1-3 Animate 4-6 Spirit.
51-21-2Looks like a statue of B1-3 Animate 4-6 Spirit.
51-23-4Looks like a statue of C1-3 Animate 4-6 Spirit.
51-25-6Looks like a hedge, cut into the shape of B1-2 Monster 3-4 Folk 5-6 Beast.
53-41-2Looks like A above the waist, B belowroll on table 4a below.
53-43-4Looks like A above the waist, B belowroll on table 4a below.
53-45-6Looks like A above the waist, C below1-2 Monster 3-4 Folk 5 Beast 6 Spirit.
55-61-2Looks like the offspring of a human and Broll on table 4a below.
55-63-4Looks like the offspring of a human and Broll on table 4a below.
55-65-6Looks like the disembodied head of A1 Folk 2-3 Monster 4-6 Spirit.
61-21-2Looks like the disembodied head of B1 Folk 2-3 Monster 4-6 Spirit.
61-23-4Is a robot, built to resemble AAnimate.
61-25-6Is a robot, built to resemble BAnimate.
63-41-2Is a robot, built to resemble CAnimate.
63-43-4Looks like A on one side of its body, A on the other [re-roll any duplicated results]1-2 Monster 3-4 Folk 5-6 Spirit.
63-45-6Looks like A on one side of its body, B on the otherroll on table 4a below.
65-61-2Looks like A, wearing a mask of Broll on table 4a below.
65-63-4Looks like B, wearing a mask of Aroll on table 4a below.
65-65-6Looks like B, wearing a mask of B [re-roll any duplicated results]1-2 Monster 3-4 Folk 5-6 Spirit.
 
 
Creatures 4a: Origins of a Half-Animal, Half-Human Species
source or inspiration: James Hutchings
 
This table is intended to be used for some results on the table above.
 
Roll 1 dice.
rollresultroll again for
creature type
1Humans cursed by (roll again: 1-3 a god 4-6 an evil sorcerer).1-4 Monster 5-6 Folk.
2Humans whose evil forces them to return in this form after death.Spirit.
3Mating between humans and animals.1-3 Beast 4-6 Folk.
4An experiment (roll again: 1-3 using magic 4-6 using lost ancient technology).1-3 Monster 4-6 Folk.
5Natural evolution - from humans.1-4 Beast 5-6 Folk.
6Natural evolution - from animals.1-4 Beast 5-6 Folk.
 
 
Creatures 5a: Humans
source or inspiration: James Hutchings
 
This table is designed to be used with Creatures table 4 above.
 
Roll 2 dice.
1st dice2nd diceresult
11-3A child.
14-6A beautiful young woman.
21-3A strong, handsome youth.
24-6Either a beautiful young woman or a strong, handsome youth.
31-3A wrinked crone.
34-6A wizened old man.
41-3Either a wrinked crone or a wizened old man.
44-6Whoever is standing closest to it at the time.
51-3Whoever the person standing closest to it will respond best to - their first love, parents, a favourite teacher etc.
54-6A human, so deformed that its gender can't be determined.
61-3A person that could be either a boy or a young woman.
64-6A person that could either be a feminine-looking young man, or a masculine-looking woman.
 
 
Creatures 5b: Animals
source or inspiration: James Hutchings
 
This table is designed to be used with Creatures table 4 above.
 
Roll 2 dice.
1st dice2nd diceresult
11An ameoba.
12An ant.
13An ape.
14An armadillo.
15A bat.
16A bee.
21A bird of paradise.
22A blowfly.
23A butterfly.
24A cat.
25A chicken.
26A crocodile.
31A crow.
32A dog.
33An elephant.
34A frog.
35A goldfish.
36roll again: 1-2 a horse 3-4 a camel 5-6 a zebra.
41An iguana.
42A jackal.
43A kangaroo.
44A mouse.
45An owl.
46A parrot.
51A rhinoceros.
52A scarab/dung beetle.
53A seagull.
54A snail.
55A snake.
56A spider.
61roll again: 1-2 a tiger 3-4 a lion 5-6 a jaguar.
62A turtle.
63A vulture.
64A walrus.
65A warthog.
66A wolf.
 
 
Creatures 5c: Plants (and a few odds and ends)
source or inspiration: James Hutchings
 
This table is designed to be used with Creatures table 4 above.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2A rose.
1-21-23-4A Venus Flytrap.
1-21-25-6Ivy.
1-23-41-2A water lily.
1-23-43-4A leaf, not attached to any plant.
1-23-45-6Roll again: 1-3 a sunflower 4-6 a dandelion.
1-25-61-2An opium poppy.
1-25-63-4A mushroom.
1-25-65-6A plume of smoke.
3-41-21-2A weeping willow.
3-41-23-4A cherry blossom tree.
3-41-25-6A bunch of varied flowers.
3-43-41-2A laurel wreath.
3-43-43-4A tree, covered in green leaves.
3-43-45-6A tree, covered in autumn leaves.
3-45-61-2A tree, bare of leaves.
3-45-63-4A palm tree.
3-45-65-6A hedge maze.
5-61-21-2Seaweed.
5-61-23-4Clover. 1 in 36 of the creatures will have four leaves instead of three. That is, for each individual creature roll 2 dice, and if they're both 6s the creature is four-leafed. The four-leafed creatures may be more powerful and/or lucky than the normal members of their species.
5-61-25-6Mould.
5-63-41-2A pile of leaves.
5-63-43-4A dice.
5-63-45-6A haystack.
5-65-61-2A tumbleweed.
5-65-63-4A wooden hut.
5-65-65-6A piece of driftwood.
 
 
Creatures 6: Collective Noun
source or inspiration: James Hutchings
 
This table gives the name for a group of particular creatures
 
Roll 2 dice.
1st dice2nd diceresult
11flock (only for flying creatures - roll again if necessary).
12flight (only for flying creatures - roll again if necessary).
13band.
14herd.
15host.
16phalanx.
21company.
22colony.
23congress.
24congregation.
25nest.
26covey.
31wake.
32clutch.
33brood.
34horde.
35mob.
36murder.
41parliament.
42unkindness.
43school (only for sea creatures - roll again if necessary).
44shoal (only for sea creatures - roll again if necessary).
45cloud.
46cluster.
51knot.
52bask.
53den.
54bevy.
55gang.
56pit.
61gaggle.
62hive.
63pack.
64troop.
65swarm (only for creatures who are the size of a human fist or smaller - roll again if necessary).
66pride.
 
 
Creatures 7a: Animates' Special Abilities
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11Natural Armour and Immunity to Poison.
12as above.
13Natural Armour, Immunity to Poison, and roll once on 'on 'Creatures 8: Special Abilities' below.
14as above, but roll twice.
15as above, but roll three times.
16Natural Armour and Greater True Sight.
21as above.
22Natural Armour, Greater True Sight, and roll once on 'Creatures 8: Special Abilities' below.
23as above, but roll twice.
24as above, but roll three times.
25Natural Armour and Lesser True Sight.
26as above.
31Natural Armour, Lesser True Sight, and roll once on 'Creatures 8: Special Abilities' below.
32as above, but roll twice.
33as above, but roll three times.
34Greater True Sight and Immunity to Poison.
35as above.
36Greater True Sight, Immunity to Poison, and roll once on 'Creatures 8: Special Abilities' below.
41as above, but roll twice.
42as above, but roll three times.
43Lesser True Sight and Immunity to Poison.
44as above.
45Lesser True Sight, Immunity to Poison, and roll once on 'Creatures 8: Special Abilities' below.
46as above, but roll twice.
51as above, but roll three times.
52Greater True Sight, Natural Armour, and Immunity to Poison.
53as above.
54as above.
55as above.
56Greater True Sight, Natural Armour, Immunity to Poison, and roll once on 'Creatures 8: Special Abilities' below.
61as above, but roll twice.
62Lesser True Sight, Natural Armour, and Immunity to Poison.
63as above.
64as above.
65Lesser True Sight, Natural Armour, Immunity to Poison, and roll once on 'Creatures 8: Special Abilities' below.
66as above, but roll twice.
 
 
Creatures 7b: Monsters' and Folk's Special Abilities
source or inspiration: James Hutchings
 
Roll 1 dice.
1no special ability.
2no special ability.
3roll once on 'Creatures 8: Special Abilities' below.
4as above, but roll twice.
5as above, but roll three times.
6as above, but roll four times.
 
 
Creatures 7c: Beasts' Special Abilities
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3no special ability.
14-6no special ability.
21-3no special ability.
24-6no special ability.
31-3Lesser True Sight.
34-6roll once on 'Creatures 8: Special Abilities' below.
41-3as above, but roll twice.
44-6as above, but roll three times.
51-3as above, but roll four times.
54-6Lesser True Sight, and roll once on 'Creatures 8: Special Abilities' below.
61-3as above, but roll twice.
64-6as above, but roll three times.
 
 
Creatures 7d: Spirits' Special Abilities
source or inspiration: James Hutchings
 
Roll 1 dice.
rollresult
1-3The Spirit has Greater True Sight. In addition, roll again, subtract 1, and if the result is more than 0 roll that many times on 'Creatures 8: Special Abilities' below.
4-5as above, but the Spirit has Lesser True Sight rather than Greater True Sight.
6Roll again and roll that many times on 'Creatures 8: Special Abilities' below.
 
 
Creatures 7e: Spirits - Intangible?
source or inspiration: James Hutchings
 
Roll 1 dice.
1-2The Spirit is incorporeal: it can't be harmed except by magical means, nor can it directly physically harm anyone (eg a ghost).
3-4The Spirit is immune to non-magical harm (for example from normal weapons), but can fight other people normally (eg a vampire).
5-6The Spirit fights like a normal creature (eg a zombie).
 
 
Creatures 8: Special Abilities
source or inspiration: Mazes and Minotaurs
 
This table is intended to be used after rolling on the relevant one of tables 5a-5e above.

There's no ability along the lines of 'Low-Light Vision'.
Creatures encountered in dark places (eg some dungeons, or at night), can be assumed to have the ability to see in low light.

There's also no 'Flight' ability, as this is covered in Creatures table 3 above.

If you get the same result twice, an ability that the creature can't have (for example a Beast or Animate that rolls Steal Life), or two versions of the same ability (eg Greater and Lesser True Sight), ignore the roll but count it towards the number of abilities rolled (if you're told to roll twice for example, the useless roll counts as one of the two rolls).
 
Roll 2 dice.
1st dice2nd diceresult
11Amphibious: The creature can breathe both water and air. Flying creatures may not have this ability. Animates don't need to breathe, but if you roll this ability it means that water doesn't destroy their mechanisms.
12Breath Weapon: The creature breathes fire, like a dragon. Beasts may not have this ability. If The creature also has 'Extra Head' below, roll 1 dice: 1-3 only one head has a breath weapon, 4-6 both do.
13Gas: The creature breathes a cloud of gas. Roll on the Gas Cloud table in the 'Dungeons' section for what it does. The creature is immune to its own cloud of gas.
14Camouflage: The creature can change their flesh to the colour of their surroundings, making them harder to spot.
15Stealthy: The creature is extra-good at moving silently and staying hidden.
16Agile: The creature is extra-good at avoiding being hit (for a creature of its size: in many games, the smaller a creature is the harder it will be to hit. The 'agile' ability is on top of that effect).
21Charge or Dive: The creature charges at its enemies (or dives, in the case of flying creatures). They are one 'step' more frightening than normal when doing this (for example Laughable creatures become Underwhelming, Unnerving creatures become Frightening. Terrifying creatures don't change). For land creatures, using this ability requires reasonably flat terrain. Water creatures may not have this ability.
22Crush: If the creature manages to get hold of an enemy which is roughly its size or smaller, it will eventually crush it to death. This means that the victim will take damage automatically, and can't attack, until and unless they manage to break free. Creatures smaller than Medium roll again: they still have this ability, but it's unlikely to effect most player-characters.
23Swallow whole: This works in a similar way to Crush (above). However the creature can only swallow beings which are half its size or smaller. The victim can't attempt to break free - they can only be saved if the creature dies. The creature will dissolve armour first, and only then start to damage the character. Creatures smaller than twice the size of a human ('Large' on Creatures table 1) roll again: they still have this ability, but it's unlikely to effect most player-characters. Only Monsters and Folk can have this ability.
24as above, but the creature's stomach doesn't dissolve metal. It will never swallow characters with metal armour (or Animates made of metal). Only Monsters and Folk can have this ability.
25Rust:The creatures' touch corrodes metal. This may effect armour, weapons, Animates etc. Beasts may not have this ability. Animates can only have this ability if they're not made of metal (see Creatures table 7). If the creature also has Crush or Swallow Whole, successfully doing so will corrode metal very quickly. The creature is unable to use any metal items.
26Parasitoid: The creature lays its eggs in other species. Animates and Spirits may not have this ability.
31Spread Disease: The creature's touch can cause disease (if you're using the 'Disease' table in the 'Wilderness' section, treat the creature's touch as adding a set number of Exposure Points).
32Drain Magic: The creature's touch drains magical ability.
33Mimic: The creature can temporarily gain the abilities of any creature near to it. This ability won't work on Animates or Spirits. Beasts may not have this ability.
34Suppress Magic: Being near to the creature makes it very difficult to use magic. This doesn't have any permanent effect on characters' magical abilities. Spirits who are immune to non-magical harm can't have this ability.
35Magnetic: The creature is magnetic. Metal items (including armour) will be dragged towards it. In the case of weapons, this may cause the creature significant harm.
36Entangling Web: The creature spins webs which are likely to restrict the movement of creatures of its size or smaller. Creatures smaller than Medium may have this ability, but it's unlikely to effect most player's characters.
41Great Speed: The creature is far faster than normal creatures of its size.
42Natural Armour: The creature's hide is so tough that it's treated as armour. This doesn't stop the creature having actual armour as well, if appropriate.
43Steal Life: If The creature successfully causes damage, it heals as well. Beasts and Animates may not have this ability.
44Lesser True Sight: The creature is less effected by magical attacks based on illusions or fear than a normal creature would be.
45Greater True Sight: The creature is totally immune to magical attacks based on illusions or fear.
46Extra Head: If the creature is a Monster, Spirit, or Animate, it may attack with each head. If one head is severed, it remains alive as long as it has a head left. Beasts may not have this ability.
51Magic: The creature has the ability to use a spell or spells from the same list that is available to player-characters. Beasts may not have this ability.
52Cling to Walls: The creature has the ability to climb or stick to any surface without the risk of falling.
53Resistant to Poison: The creature is less effected by poison than a normal creature of its type would be.
54Immunity to Poison: The creature is totally immune to poison. Beasts may not have this ability.
55Poison: The creature's attack involves poison. Usually this means that it a wound will continue to do damage until the poison is removed or a natural or magical antidote can be applied.
56Paralysis: A particular kind of poison: rather than continue to do damage, the creature's attack may cause paralysis, until the poison is removed or a natural or magical antidote can be applied.
61Resistant to Magic: The creature is less effected by magic than a normal creature would be. Spirits who are are immune to non-magical harm may not have this ability.
62Immunity to Magic: The creature is immune to magic. Spirits who are immune to non-magical harm may not have this ability.
63Regeneration: The creature heals unnaturally quickly. Beasts may not have this ability.
64Viral Breeding: If the creature causes a wound to a Beast, human, or member of a Folk, the victim may eventually turn into a Spirit similar to the creature itself (like the bite of a vampire). Only Spirits may have this ability.
65Vital Ingredient: Actually a disadvantage: a part of the creature has a magical use. Roll on the Blessings table in the 'Treasure' section to see what the effect is. The creature doesn't gain the ability to use that magical effect. Usually the body part must be prepared in a particular way for the effect to work. Animates and Beasts may not have this 'ability', nor may incorporeal Spirits.
66Stamina: The creature tires far less quickly than a normal creature would..
 
 
Creatures 9a: Animates - Made of What?
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3Roll on the 'Precious Stones' table in the 'Treasure' section.
14-6Steel.
21-3Iron.
24-6roll again: 1-2 Brass 3-4 Copper 5-6 Bronze.
31-3Gold.
34-6Silver.
41-3Wood.
44-6Glass (clear).
51-3Glass (stained).
54-6Jade.
61-3The Animate is covered in human flesh (or that of some other intelligent species of your game world). Roll again for its internal workings, ignoring this result. Also, optionally roll again: 1-3 the Animate can pass as a living being 4-6 the Animate is obviously artificial.
64-6roll twice more on this table, ignoring this result. If you get the same result twice, re-roll one of them. If one of the results is to roll on the 'Precious Stones' table, the creature is made of the other material, but their 'skin' is studded with the precious stones..
 
 
Creatures 9b: Animates - Powered by What?
source or inspiration: Sean Wills
 
If the Animate needs fuel or re-winding, roll again for how often: 1-2 daily 3-4 weekly 5-6 monthly.
 
Roll 1 dice.
1Steam (the Animate must periodically ingest coal).
2Clockwork (Roll again: 1-3 the Animate must periodically find another to wind it. 4-6 the Animate's makers discovered the secret of perpetual motion, and the Animate can wind itself, or two of this kind of Animate can wind each other).
3Radium (the Animate can operate for years without needing fuel).
4A smaller Animate lives in the robot's (roll again: 1-3 head 4-6 chest) and controls it (roll again on this table for what is powering that Animate).
5Magic (the Animate doesn't need fuel, but effects which dispel magic can kill the Animate or render it unconscious).
6Solar (the Animate must spend an hour in the sun gathering power for every (roll again: 1-3 day 4-6 week) of operation. Roll again: 1-2 the Animate can work normally during this time 3-4 it must remain motionless, but can still sense and communicate 5-6 it will be motionless and unconscious..
 
 
Creatures 10: How Frightening
source or inspiration: James Hutchings
 
Roll three dice, discard the highest, and take the total of the remaining two.

Apply the following modifiers (results less than 2 count as 2, and over 12 count as 12):
Tiny -3
Very Small -2
Small -1
Large +3
Beast -2
Animate +2
Spirit +3
Creature has no special abilities -2
For each 2 special abilities +1
Particular types of character may be familiar with, and so less frightened of, particular types of creatures
eg hunters against Beasts, warriors against Monsters, wizards against Spirits.

If the player characters are outnumbered at least two to one, by creatures who are at least roughly the same size as them (in most cases, Medium or Large), then the creatures become one 'step' more frightening. For example Laughable creatures become Underwhelming, Unnerving creatures become Frightening. Terrifying creatures don't change.
 
2Laughable: Those who fight this creature are likely to underestimate it, at least until they're wounded by it.
3Laughable as above.
4Laughable as above.
5Underwhelming: Those who fight this creature are unlikely to feel themselves in any danger.
6Underwhelming as above.
7Unnerving: Those who fight this creature are likely to perform less well, physically and mentally, than they would in moments of tranquility.
8Unnerving as above.
9Frightening: Those who fight this creature are likely to be significantly impaired by fear, and may even find themselves panicking and fleeing.
10Frightening as above.
11Frightening as above.
12Terrifying: Merely being able to act when this creature is threatening is a sign of some courage. Its enemies will frequently panic and run, 'freeze up', faint, or may even die of terror.
 
 
Creatures 11a: Species Nicknames, part a
source or inspiration: James Hutchings
 
This table is supposed to be used with table 12b below.

Normally, the results should be combined 'A B', where A is the result on this table, and B is the result on table 12b. For example, 'Sorrowful Gentleman'.

However, if the entry here is marked with a (+), the result is 'BA'. For example, 'King-on-the-Hill'.

If the result here is 'Barrow-', don't put a space. For example, 'Barrow-Worm'.

If the result is 'Imperial Emperor' or 'Conquering Conquerer', roll again on both tables.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Ancient.
11-23-4Barrow-.
11-25-6Beautiful.
13-41-2Black.
13-43-4Bronze.
13-45-6Burrowing.
15-61-2Cave.
15-63-4Compassionate.
15-65-6Conquering.
21-21-2Dark.
21-23-4Fat.
21-25-6Floating.
23-41-2Foul.
23-43-4Gibbering.
23-45-6Golden.
25-61-2Greedy.
25-63-4Green.
25-65-6Harmonious.
31-21-2Harsh.
31-23-4Hopeful.
31-25-6Hungry.
33-41-2Imperial.
33-43-4-in-the-Dark (+).
33-45-6-in-the-Green (+).
35-61-2-in-Yellow (+).
35-63-4Light.
35-65-6Lost.
41-21-2Love's.
41-23-4Mad.
41-25-6Merciful.
43-41-2Nameless.
43-43-4-on-the-Hill (+).
43-45-6-o'-the-Isles (+).
45-61-2Peaceful.
45-63-4Pitiful.
45-65-6Proud.
51-21-2Purple.
51-23-4's Mercy (+).
51-25-6's Ruin (+).
53-41-2Screaming.
53-43-4Shambling.
53-45-6Shining.
55-61-2Silent.
55-63-4Silk.
55-65-6Slithering.
61-21-2Thin.
61-23-4Twisted.
61-25-6Velvet.
63-41-2Watchful.
63-43-4Whispering.
63-45-6White.
65-61-2-Who-Waits (+).
65-63-4-Who-Watches (+).
65-65-6-With-Two-Voices (+).
 
 
Creatures 11b: Species Nicknames, part b
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11Bird.
12Champion.
13Companion.
14Conqueror.
15Dandy.
16Dandy.
21Drinker.
22Duchess.
23Duchess.
24Duke.
25Emperor.
26Eye.
31Finger.
32Folk.
33Forgiver.
34Gentleman.
35Gentleman.
36Guide.
41Hag.
42Hand.
43Heart.
44Hisser.
45Judge.
46King.
51Knight.
52Lady.
53Lady.
54Mother.
55Peacock.
56Protector.
61Servant.
62Sister.
63Sleeper.
64Sower.
65Warrior.
66Worm.
 
 
Creatures 12a: Species Names, part a
source or inspiration: Mazes and Minotaurs
 
Tables 13a, 13b and 13c are designed to be used together. Combine the results in that order to create a single word.
For example, rolling all 1s would give 'Abberaban'. All 6s would give 'Ursuovore'.

If the result on 13a is marked with a (+), roll on 13b. Otherwise, roll one dice, and only roll on 13b if you get a 1-3.

There's a small chance of getting a name with a double i, u, c or y.
In any of these cases, change it to a single letter.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-3Abber.
114-6Abomin.
121-3Albin.
124-6Arach.
131-3Arg.
134-6Arimas.
141-3Ash.
144-6Atlan.
151-3Auton.
154-6Baph.
161-3Bar.
164-6Basil.
211-3Blu.
214-6Bru.
221-3Bucen.
224-6Cac (+).
231-3Capr (+).
234-6Car.
241-3Carn (+).
244-6Cary.
251-3Cato.
254-6Cer.
261-3Cha.
264-6Chi.
311-3Chiro.
314-6Col.
321-3Cyn.
324-6Degen.
331-3Der.
334-6Dich.
341-3Dodec.
344-6Dol.
351-3Dr (+).
354-6Drac.
361-3Fom.
364-6Gor.
411-3Gorg.
414-6Gr (+).
421-3Har.
424-6Hecat (+).
431-3Hecaton.
434-6Hell (+).
441-3Hipp.
444-6Hyper.
451-3Ich.
454-6Jugger.
461-3Mal.
464-6Manti.
511-3Megalo.
514-6Min.
521-3Mor.
524-6Mus.
531-3Myr.
534-6Nyct.
541-3Olym.
544-6Olymp.
551-3Per.
554-6Ple (+).
561-3Pyr (+).
564-6Quin.
611-3Rhab.
614-6Rhin.
621-3Sagit.
624-6Scor.
631-3Sti.
634-6Tant (+).
641-3Tetr (+).
644-6Trag.
651-3Tri.
654-6Trog.
661-3Un.
664-6Urs.
 
 
Creatures 12b: Species Names, part b
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2a.
1-21-23-4e.
1-21-25-6i.
1-23-41-2o.
1-23-43-4u.
1-23-45-6y.
1-25-61-2ae.
1-25-63-4ai.
1-25-65-6ao.
3-41-21-2au.
3-41-23-4ea.
3-41-25-6ee.
3-43-41-2ei.
3-43-43-4eo.
3-43-45-6eau.
3-45-61-2ia.
3-45-63-4ie.
3-45-65-6io.
5-61-21-2oa.
5-61-23-4oe.
5-61-25-6oi.
5-63-41-2oo.
5-63-43-4ou.
5-63-45-6ua.
5-65-61-2ue.
5-65-63-4ui.
5-65-65-6uo.
 
 
Creatures 12c: Species Names, part c
source or inspiration: Mazes and Minotaurs
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2ban.
113-4banian.
115-6barian.
121-2basti.
123-4beria.
125-6beros.
131-2bian.
133-4blepas.
135-6borean.
141-2can.
143-4cephal.
145-6cephalon.
151-2cephalon.
153-4ceros.
155-6chios.
161-2clope.
163-4clops.
165-6core.
211-2corn.
213-4cornean.
215-6crit.
221-2crota.
223-4cus.
225-6dosian.
231-2dra.
233-4dyte.
235-6ean.
241-2gog.
243-4gon.
245-6gryph.
251-2lian.
253-4lid.
255-6liph.
261-2lith.
263-4lock.
265-6mander.
311-2mar.
313-4massu.
315-6median.
321-2mera.
323-4mia.
325-6mian.
331-2midon.
333-4midon.
335-6mur.
341-2mure.
343-4nasm.
345-6naut.
351-2neon.
353-4niad.
355-6nian.
361-2nid.
363-4nite.
365-6nix.
411-2path.
413-4pax.
415-6phalon.
421-2phant.
423-4pheros.
425-6phin.
431-2phon.
433-4pian.
435-6pion.
441-2poid.
443-4pusa.
445-6rate.
451-2raton.
453-4ratos.
455-6rax.
461-2rena.
463-4rete.
465-6roid.
511-2ron.
513-4rone.
515-6ronian.
521-2ront.
523-4ros.
525-6rost.
531-2saur.
533-4seid.
535-6sk.
541-2soid.
543-4ssus.
545-6st.
551-2stomos.
553-4tanian.
555-6tarian.
561-2taur.
563-4tauride.
565-6taurine.
611-2teon.
613-4tep.
615-6tesk.
621-2tetra.
623-4theon.
625-6thid.
631-2thoid.
633-4thol.
635-6tid.
641-2toid.
643-4tomian.
645-6ton.
651-2tor.
653-4tos.
655-6trice.
661-2tyr.
663-4vern.
665-6vore.
 
 
Combat Behaviour
source or inspiration: James Hutchings
 
This table is usable for intelligent and non-intelligent creatures.
If the creature is a solitary one, 'half its strength' means 'half its hit points', or the equivalent in your system.
For creatures that live in groups, 'half its strength' means 'at least half the creatures in the group who are able to fight are alive and unwounded'
 
Roll 2 dice.
1st dice2nd diceresult
11-2Will fight to the death. Will pursue anyone who attempts to retreat.
13-4Will fight to the death. Will pursue anyone who tries to retreat unless it's down to a quarter of its strength or less.
15-6Will fight to the death, but will not pursue enemies.
21-2Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will surrender. Will pursue enemies if it has at least half its strength.
23-4Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will surrender. Will not pursue enemies.
25-6Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will fight to the death. Will pursue enemies if it has at least half its strength.
31-2Will fight until it's down to half strength or less, and will then try to run away. If there's no escape, will fight to the death. Will not pursue enemies.
33-4Will fight until it's down to half strength or less, then will surrender. Will pursue enemies if it has at least three-quarters of its strength.
35-6Will fight until it's down to half strength or less, then will surrender. Will not pursue enemies.
41-2Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight to the death. Will not pursue enemies.
43-4Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight to the death. Will only pursue enemies if unwounded.
45-6as above.
51-2Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will not pursue enemies.
53-4Will only fight until it's wounded, and will then try to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will only pursue enemies if unwounded.
55-6Will always attempt to run away. If there's no escape, will surrender. Will not pursue enemies.
61-2Will always attempt to run away. If there's no escape, will fight to the death. Will not pursue enemies.
63-4Will always attempt to run away. If there's no escape, will fight until it's wounded, and will then surrender. Will not pursue enemies.
65-6Will always attempt to run away. If there's no escape, will fight until it's down to half strength or less, and will then surrender. Will not pursue enemies.
 
 
Attitudes to Strangers
source or inspiration: James Hutchings
 
This table is useful to decide how a group, whether human or not, will react to strangers (most obviously the player characters)
 
Roll 2 dice.
1st dice2nd diceresult
11-3They will attack or harass anyone who enters their territory.
14-6They will allow travellers to pass through their territory by a particular route, but attack them if they leave the route. They may also attack travellers who stop for too long.
21-3They may hide from travellers, or attack them, depending on how strong the travellers seem.
24-6They will hide from travellers. If cornered they will fight or give in, depending on how strong the travellers seem. If the travellers take any of their goods they may pursue them.
31-3They will be friendly to strangers, but won't give any help unless it's paid for (payment isn't necessarily in the form of currency). If the travellers are obviously close to death they will help, but expect payment afterwards. If the travellers take something without paying there is likely to be violence - either immediately if they're powerful enough, or as soon as they can call the sheriff / get a mob together.
34-6As above, but if the travellers are close to death they will help without expecting payment.
41-3As above, As above, but if the travellers are close to death they will help without expecting payment, and they will give information for free, only expecting payment for more substantial forms of help.
44-6They will give food, water and shelter to any travellers without expecting payment, but out of duty rather than inclination. They won't offer any help unless asked, or unless the travellers are obviously in a bad way, and will grudgingly give the minimum their code allows.
51-3They will willingly give food, water and shelter and offer any information they can, without expecting payment.
54-6As above, but if able they will willingly give other help, for example offering fresh horses or volunteering to guide the strangers.
61-3Roll twice more, ignoring this result or the one below. The better result applies to their own kin, the worse result to anyone else. 'Kin' may mean members of their own species, or a sub-group of that species, or a group defined in another way such as followers of a particular religion.
64-6Their reaction may be any that appear on this table, depending on a complicated system of omens, their mood at the time, or other factors: roll for each individual group of travellers, or even each individual traveller. There should be no rhyme or reason to their actions - they may attack a large well-armed group but hide from an individual, then give their best horses to speed the journey of the next person who passes through.
 
 
Good Magical Creatures - Titles 1
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll on this table, and the one below. The creature will be known as 'the A of B',
where A is the result on this table, and B is the result of the one below.
For example, if you rolled 1,4,2,2 in that order, the creature would be known as the Queen of Wisdom.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Mother.
14-6Queen.
21-3Herald.
24-6Bringer.
31-3Lord.
34-6Lady.
41-3Knight.
44-6Champion.
51-3Shepherd.
54-6Protector.
61-3Servant.
64-6Heart.
 
 
Good Magical Creatures - Titles 2
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Light.
14-6Hope.
21-3Wisdom.
24-6Mercy.
31-3Justice.
34-6Compassion.
41-3Love.
44-6Forgiveness.
51-3Peace.
54-6Harmony.
61-3Beauty.
64-6Pity.
 
 
Evil Magical Creatures - Titles 1
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Evil creatures' titles can be generated in a similar way to those of good creatures, as explained above.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Mother.
13-4Queen.
15-6Herald.
21-2Bringer.
23-4Lord.
25-6Lady.
31-2Champion.
33-4Protector.
35-6Servant.
41-2Heart.
43-4Overlord.
45-6Emperor.
51-2Empress.
53-4Archfiend.
55-6Duke.
61-2Autarch.
63-4Spawn.
65-6Destroyer - in this case only, roll on 'Good Magical Creatures - Titles 2' for the second part of the creatures' name.
 
 
Evil Magical Creatures - Titles 2
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Conquest.
13-4Damnation.
15-6Darkness.
21-2Decay.
23-4Despair.
25-6Destruction.
31-2Dread.
33-4Famine.
35-6Fear.
41-2Fury.
43-4Greed.
45-6Hate.
51-2Madness.
53-4Malice.
55-6Pestilence.
61-2Ruin.
63-4Sorrow.
65-6Terror.
 
 
 
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