Friday, November 22, 2019

Random generation tables for the basilisk and cockatrice

Since I made random generation tables for the manticore, I decided I might as well do tables for the basilisk and cockatrice. I wrote these tables to reflect the sheer variety of basilisk and cockatrice depictions in medieval and modern art and literature. Such as the inset image:
"Eating Chips and Salsa" @BlueBroxton
I counted all the different depictions I could remember together, so these tables should provide results that were never depicted before. Even so, I doubt I accounted for every possibility so you should feel free to change these tables up at your leisure.

I didn't include any specific mechanical effects because I don't know what rules you'd be using, so any mechanical effects are suggestions only. Feel free to introduce your own mechanics or treat the results as purely cosmetic. If nothing else, then it might come in handy if you are drawing.

These tables are organized by head, body, tail, and special attack.

Head features

Species. Roll 1d5 to determine general species of the head
  1. Rooster
  2. Lizard
  3. Snake
  4. Dinosaur
  5. Multiple heads. Roll 1d4 to determine species, then roll 1d3 to determine number of heads.

Crown. Roll 1d6 to determine the appearance of the crown.*
  1. Diamond pattern
  2. Feathery plume. Bonus to first impression.
  3. Rooster's comb. Charisma bonus against hens.
  4. Antlers or horns. Gains gore attack.
  5. Vestigial wings. Gains wing buffet attack.
  6. Literal crown. This crown counts as treasure, possibly even magic (GM's discretion).
  7. Roll 1d6 twice, ignore nonsensical results.
  8. Roll 1d6 thrice, ignore nonsensical results.

Tongue. Roll 1d4 to determine the appearance of the tongue.*
  1. Normal pointed
  2. Forked like snake. Gains scent ability.
  3. Spade ended. Bonus to bite damage.
  4. Has two tongues, one forked and one spade.

Neck. Roll 1d8 to determine the appearance of the neck.*
  1. Smooth scales
  2. Rooster waddle. Charisma bonus against hens.
  3. Feathery mane. Bonus to cuteness.
  4. Movable frill. Bonus to intimidation when unfurled and hissing.
  5. Patterned cobra hood. Bonus to intimidation.
  6. Long serpentine neck
  7. Roll 1d6 twice, ignore nonsensical results.
  8. Roll 1d6 thrice, ignore nonsensical results.

*Roll once for each head, if more than one.

Body features

Size. Roll 1d3 to determine the monster's size.
  1. Small
  2. Medium
  3. Large

Body covering. Roll 1d5 to determine the appearance of the skin.
  1. All scaled like snake or lizard. Charisma bonus against reptiles.
  2. Feathered body with scaly legs like rooster. Charisma bonus against birds.
  3. Smooth pinkish skin like a plucked turkey. Charisma penalty against everyone.
  4. Patchy mix of scales, skin and feathers
  5. Roll 1d4, and this time it is covered in eyes. Cannot be flanked. The eyes sleep in shifts, so it can't be surprised that way.

Movement. Roll 1d3 to determine stance and locomotion.
  1. Serpentine slithering without legs. Cannot be tripped.
  2. Walking on two or more pairs of legs*
  3. Serpentine slithering, with two or more pairs of legs*
*Roll 1d4 to determine the number of pairs of legs, if any. Each leg past the first pair boosts resistance to tripping.

Limbs. Roll 1d4 to determine appearance of the legs and feet, if any.
  1. Scaly like lizard
  2. Talons and spurs like rooster. Gains claw/stab attack.
  3. Feathered like second pair of wings. Gains bonus to flight rolls.
  4. Vestigial legs. Relies on serpentine slithering anyway.

Wings. Roll 1d8 to determine the presence and appearance of wings
  1. Wingless
  2. Bird wings
  3. Bird wings with talons. Gains claw attack. Allows climbing.
  4. Bat wings. Allow hopping and climbing.
  5. Feathery bat wings
  6. Pterodactyl wings. Allow walking and climbing.
  7. Feathery pterodactyl wings
  8. Flightless fan-like fins. Allow swimming.

Tail features

Length. Roll 1d6 to determine the length and appearance of the tail.
  1. Long reptilian tail
  2. Long reptilian tail covered in feathers. Gains tickle attack.
  3. Long colorful pheasant tail feathers. Gains bonus to first impression.
  4. Long reptilian tail covered in fan-like feather. Gains bonus to flight.
  5. Short feathered fan tail. Do not roll for tail's tip.
  6. Vestigial or absent reptilian tail. Do not roll for tail's tip.

Tip. Roll 1d6 to determine the appearance of the tail's tip, if any.
  1. No special tip
  2. Spaded tip. Gains stab attack.
  3. Feathered plume. Gains bonus to first impression.
  4. Snake's head. Gains venomous bite attack.
  5. Cockatrice's head. Gains petrifying bite attack.
  6. Basilisk's head. Gains petrifying gaze attack.

Special attacks

Type. Roll 1d3 to determine the general nature of the special attack. Roll once for each head, if any.
  1. Gaze attack
  2. Bite attack
  3. Breath weapon (same dimensions as a gorgon's breath)

Effect. Roll 2d4−1 to determine the effect of the attack and the monster's coloration.
  1. Petrify. Black coloration.
  2. Immolate. Red, yellow, and orange coloration.
  3. Liquefy. Sea green coloration.
  4. Evaporate. White coloration.
  5. Freeze. Blue coloration.
  6. Hemorrhage. Blood-red coloration.
  7. Poison. Forest green coloration.

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