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Monster Abilities

The document describes various monster abilities in a role-playing game. These abilities include calling allies for aid, making multiple attacks per round, being more determined in combat, using dark magic spells, inflicting status effects like disease and poison on adventurers, transforming into copies of adventurers, and more. Many abilities require adventurers to pass tests to avoid negative effects like being stunned, webbed, or petrified.

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Nazeeha Hafeez
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0% found this document useful (0 votes)
42 views3 pages

Monster Abilities

The document describes various monster abilities in a role-playing game. These abilities include calling allies for aid, making multiple attacks per round, being more determined in combat, using dark magic spells, inflicting status effects like disease and poison on adventurers, transforming into copies of adventurers, and more. Many abilities require adventurers to pass tests to avoid negative effects like being stunned, webbed, or petrified.

Uploaded by

Nazeeha Hafeez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Monster Abilities D100 Dungeon

Allies - The monster has lesser monsters that they can call upon or summon during a fight. At the start of each
combat round roll 1d6. If a 1 is rolled, an Ally comes to the monsters aid, so add /X to the end of its current HP
value, with X being equal to the number shown after the monsters Allies ability.

ATTACKS - The Monster is able to attack more than once in a single round of combat, and the number of times
it gets to make an attack roll is equal to its Attacks rating. For each attack that scores a hit, roll a damage die and
add them together for a total damage score, then roll for a hit location and apply its modifier (if any). Finally apply
the Monsters Dmg modifier (if any).

BOUND - The monster is more determined in combat and will attempt to escape less frequently. When the
monsters reaction is rolled at the start of a combat round, the monster will only attempt to escape on a roll of 10,
and all results of 8 and 9 that would cause a monster to escape, must be re-rolled.

DARK MAGIC - Spell Casters found in the dungeons have attuned themselves with Dark Magic, so at the start
of each Combat Round before step 1, roll 1d10 to see which magic spell they will use for the round.

1d10 Spell Description


1-2 Dark Strike: If the Monster attacks this combat round it gains +20 AV.
3-4 Shadowy Cloak For this combat round the Monsters gains +4 DEF.
5-6 Evil Touch For this combat round the Monsters gains +2 DMG.
7-8 Drain Life For this combat round each HP the Adventurer loses restores an equal number to the Monster.
9-0 Death Bolt The Adventurer loses 2 HP.

DEATH TOUCH - Whilst encountering a Monster with Death Touch, the Adventurer suffers -2 DEF and all
equipped Armour that it hits has a rating of A0. Damage may still be deflected as normal.

DISEASE - When a Monster scores a natural 1 on their damage dice, they infect the Adventurer with Disease
and the player shades in one pip on the Disease track of the Adventure Sheet, even if the Monster does not
deal any damage during the combat round. When the time track is refreshed, the player must roll 1d10, and if
the result is equal to or less than the number of Disease Pips shaded, the Adventurer suffers HP equal to the
number of pips shaded.

DOPPELGÄNGER - The monster transforms into an exact copy of the adventurer and has an AV equal to the
adventurer’s Str or Dex, depending on which was last used to attack the monster. The attack gains any bonuses
for the adventurer’s equipment and weapon such as to Str, Dex or Dmg, but does not gain any bonuses the
adventurer may have from the time track, or any potions or spells the adventurer has, or is using. When a hit is
scored to the monster, the location is rolled normally and any damage bonuses for location are applied. Next,
check to see if the adventurer is wearing any armour in the location hit. The monster will have the same armour
too, except the monster is not able to deflect damage like the adventurer can. If any armour is present, its A value
deducts from the damage scored. If the adventurer has a shield equipped, it has no effect for the monster. Note
that if any equipment the adventurer is wearing at the start of the combat is destroyed, due to deflecting damage,
it is not destroyed for the monster, who may continue to gain its benefit.

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ETHEREAL - The Monster has no substance, and normal weapons will simply pass through them. All attacks made
against an ethereal Monster must be with a legendary weapon or a form of spell (scroll) in order to inflict any kind
of damage.

FEAR - The Monster may strike fear in any Adventurer that it comes face to face with, and at the start of each
combat round the Adventurer must make a Fear test.

Fear - Test: Int -10 [S: Attack as Normal] [F: Forfeit next Attack, Attack Action] (Bravery)

FIRE - The Monster, in addition to its normal attack, has some sort of fire attack that may strike an Adventurer.
Each time a natural 1 is rolled for its damage, the Adventurer may be set on fire by its attack and must make an
Avoid Fire Test.

Avoid Fire - Test: Dex -5 [S: No Effect] [F:-2HP] (Dodge)

FLY - An Adventurer fighting a flying Monster suffers -10 STR when making an attack roll, but if using a ranged
weapon (Dex) it has no effect.

FREEZE - The Monster, in addition to its normal attack, has some sort of freeze attack that may strike an
Adventurer, and each time a natural 1 is rolled for its damage, the Adventurer may be frozen by its attack and
must make an Avoid Freeze Test.

Avoid Freeze - Test: Dex [S: No Effect] [F: -1HP, -2 DEF in next combat round] (Dodge)

FRENZY - The monster at times during a combat may go into a maddening rage. When a natural roll of 1 has
been scored on its damage dice, it gains another attack and the player repeats step 5 of combat. Note that if
another 1 is scored on the damage die for the second attack, it will gain another free attack and so on.

LARGE - The Monster is exceptionally large, and will often deal more damage when it hits an Adventurer than
smaller Monsters, therefore, damage die results of 1 or 2 gain +2 dmg.

LEAP - The monster is very agile in combat and will often pounce to attack. When a natural roll of 1 has been
scored on its damage dice, the monster has pounced, causing some extra damage. The player rolls the damage
die again for the monster, and adds it to the monsters damage total. Note that if another 1 is rolled, the player
olls again for extra damage and so on.

PACK - At the start of each combat round, each Monster still alive beyond the first adds, +5 to its AV. For instance,
if an Encounter has 4 Monsters still alive, they get AV+15 when they attack. When an Adventurer deals a pack
damage, its HP is depleted in the order from left to right, and any surplus damage spills over to the next and so
on. For instance, if an Adventurer faces a pack with HP 3/2/2 and has just dealt 4 damage, the left most pack
Monster is defeated and the second receives 1 point of damage and will have the following HP remaining 0/1/2.

PETRIFY - The monster has the ability to turn an adventurer into a solid stone statue from which there is no
return. If the monster rolls a natural 1 on its damage die, the adventurer must make an Avoid Petrify test. If the
test fails, the adventurer can use a Life Point or a Resurrection effect to negate being turned to stone, otherwise
they will make a nice life-sized ornament for the monsters lair and their adventure is now over.

Avoid Petrify - Test: Int +20 [S: No Effect] [F: Turned to Stone] (Aware, Lucky)

PHASE - The Monster can phase in and out of reality, making it a hard target to strike. The Adventurer suffers
-10 to their Str or Dex whilst attacking a Monster with the Phase Ability.

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POISON - When a Monster scores a natural 1 on their damage die, they infect the Adventurer with Poison and
the player shades in one pip on the Poison track of the Adventure Sheet, even if the Monster does not deal any
damage during the combat round. When the time track is refreshed, the player must roll 1d10, and if the result
is equal to or less than the number of Poison Pips shaded, the Adventurer suffers HP equal to the number of
shaded pips, and the player removes 1 pip from the Poison Track.

REGENERATE - The Monster has the ability to restore lost HP. Each time it roll a natural 1 on the damage die
it will restore 2 lost HP.

RESURRECTION - When the Monster is killed, it may resurrect and come back to life. After killing a Monster
with Resurrection and before it has been looted, roll 1d10. If a 1 is rolled it immediately returns to life with full HP,
and the Adventurer must once again attempt to kill it.

STUN - The Monsters attack may cause an Adventurer to become stunned, and each time the Monster deals
damage to the Adventurer, they must make a Dazed test.

Dazed - Test: STR-15 [S: No Effect] [F: Forfeit next Attack, Attack Action, Escape]
(Dodge)

SURPRISE- The Monster may surprise the Adventurer when it first appears, before the first round of combat
begins make a Surprise test.

Surprise - Test Int-10 [S: No Effect] [F: Monster Free Attack] (Aware)

WEB - At the end of each combat round in which the Monster is still alive, the Adventurer makes an Avoid Web
Test to determine if they will get an Attack, or make an Attack Action next Combat Round.

Avoid Web - Test: Dex +20 [S: Attack as Normal] [F: Forfeit Attack, Attack Action,
Escape] (Dodge)

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