Random Mutation (3.5e Other)

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Author: Wildmage (talk)
Date Created: 11/01-2011
Status: Complete
Editing: Clarity edits only please
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Random Mutations[edit]

Mutations are often the result of dealing with demons and other vile powers off chaos and evil, therefore mutants are often hunted and burned as heretics, this is not always the case but often so.

If ever you roll a mutation you already have it mutates away instead, the only exception to this is that you can have more than one of roll 99.

Mutations Roll 1D100

Roll 1D100 Mutation
01-05 Mutant gains 1D6 fingers evenly on both hands.
06-10 Mutant gains 1D6 toes evenly on both feet.
11-12 Mutant gains an extra set of eyes on the forehead [+4 spot and search]
13 Mutant gains an eye on forehead [gains the supernatural ability to detect magic and invisibility at will]
14-16 Mutant grows an extra set of eyes on his/her/it's neck [gains Uncanny dodge as a 10 level Rogue]
17-19 Hard leathery skin [natural armor +1]
20-21 Thick fur [natural armor +1D3+1]
22 Hard reptilian scales [natural armor +5]
23-24 A random hand becomes a claw (like the one from a lobster) for medium creature it deals 1D6 Bludgeoning damage, but can’t be used to manipulate objects.
25 Strange colorations begin to surface on skin even sometimes move
26-28 Gains a swimming membrane between finger and toes [gains a swim speed of 30 ft]
29-31 Mutant develops gills, [can now breathe under water]
32 Mutant develops gills and a swimming membrane between finger and toes [can now breathe under water and gains a swim speed of 30 ft]
33-34 Skin changes color at every full moon
35-37 Becomes a were-creature (as the disease not natural)
38 Becomes a were-creature (natural not the disease)
39-40 Eyes become glossy white and you lose sight and becomes blind, but gains [Blindsense 20 ft]
41-44 Hands mutates into claws that for a medium creature deals 1D6 slashing damage.
45-47 Grow fangs that for a medium creature can be used for bite attack that deals 1D4 piercing damage.
48 Grow fangs that for a medium creature can be used for bite attack that deals 1D4 piercing damage +Poison, the poison is identical to that of a Monstrous Spider of same size.
49-53 Grows small set of horns on forehead.
54-55 Grows a set of bull’s horns which can be used on a charge to deals 1D8 piercing damage for a medium creature.
56 Grows a single horn in forehead like the horn on a unicorn, which can be used on a charge to deals 1D10 piercing damage for a medium creature. Special it is enchanted +3 to hit and damage and counts as magical.
57-59 Grows an acid gland, Gains a breath weapon which is a extraordinary ability to spit acid as a standard action, that doesn’t provoke attack of opportunity. It deals 2D4 acid damage on a ranged touch attack, and when used the mutant must wait 1D4 rounds before it can be used again, it can be used a number of times each day equal to the mutants Constitution modifier to a minimum of one.
60-62 Grows an gas gland, Gains a breath weapon which is a supernatural ability to spit fire as a standard action, that doesn’t provoke attack of opportunity. It deals 1D8 fire damage in a 10 ft cone, reflex save for half damage, The save DC against the breath weapon is 10 + 1/2 mutant’s HD + mutant’s Con modifier, and when used the mutant must wait 1D4 rounds before it can be used again, it can be used a number of times each day equal to the mutants Constitution modifier to a minimum of one.
63-65 Develops two small antennas on top of head [gains Tremorsense 60 ft.]
66-70 Strange rune on body (could be holy or unholy symbol, arcane rune, wizards personal mage rune, strange cult rune, etc.) its up to the DM what the rune looks like but it is recommended that it’s something that will bring the mutant great trouble one way or the other.
71-74 Grow an extra set of arms, (small and useless)
75 Grow an extra set of arms, (Normal size and usable)
76-77 Grow an extra set of legs [+ 5 bonus to balance]
78-80 Grow a Large Tail [+ 5 bonus to resist being tripped]
81-84 Grow a Tentacle on the mutant's back [+ 4 bonus to grapple]
85 Grow 1D4+1 Tentacles on the mutant's back [+ 4 bonus to grapple from each]
86-87 Random arm mutates into a tentacle, but can’t be used to manipulate objects. [+ 4 bonus to grapple]
88-89 Snake tongue, the mutants tongue is split into two at the tip
90-91 Mutates into a albino [Exposure to sunlight directly on the skin or eyes of the albino mutant causes 1 point of fire damage each round]
92-93 Grows a Scorpions’ Tail, gains extra natural attack that does 1D4 piercing damage for a medium creature +Poison, the poison are identical to that of a Monstrous Scorpion of same size.
94-95 Mutates hooves instead of feet [+5 ft. base land speed and run speed is X5]
96-97 Mutates a hunchback with a will of its own [INT 2d6+3, WIS 2d6+3, CHA 1d12+3, Alignment same as mutant and the ability to communicate telepathic with owner]
98 Spawning gland, first time each day the mutant takes damage the gland spawns 1d4+1 Tiny Monstrous Spiders which are always friendly towards the mutant and grows a size category each week until the reaches Large size, from large each size category takes a year.
99 Evil mutant twin grows out of stomach falls off in 1d6 days and grows to

maturity in 1D8+4 Months, the twin hates the caster [Precise copy of Caster except for alignment which is opposite of casters]

100 Roll a d100 1d6+1 times on this table and re-rolling any roll of 100.



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AuthorWildmage +
Identifier3.5e Other +
RatingUndiscussed +
SummaryGenerates Random Mutations for whatever reason you need a random mutation. +
TitleRandom Mutation +