Page 1 Opening and Resource management
Page 2 Metals Table and Economic Rock Table
Page 3 Gemstones Table
Page 4 Foliage Table and Player money, resources and expenditure
Page 5 Worker Costs, Starting Workers, Starting Cart Contents
Page 6 Days and months
Page 7 Stronghold Build Prices, Goods prices, mercenary groups
Page 8 Upkeep Costs and Mercenary Stats
Page 8 Chaos and Danger in The Fort.
Page 9 Winter/Cold Climate Table, Snowfall Table, Wind Table
Page 10 Frost Conditions, Frostbite Symptoms
Page 11 Hypothermia, Hypothermia Symptom Table, Summer/Hot Climate Table
Page 12 Heat Conditions, Heat Conditions Table
Page 13 Spring/Autumn/Temperate Climates, Temperate Climate Table, Rain Table
Page 13 Fey Moods
Page 14 Mood Table, Mood Types
Page 15 Fey/Secretive/Possession Claim Table
Page 16/17 Base Object Table
Page 18 Specific Objects, Instruments Table
Page 19 Decorations, Decoations Table, Materials and Madness
Page 20 Random Materials Table, Example Artifact
Page 21 Forgotten Beasts
Page 22 Forgotten Beast Shape Table
Page 23 Forgotten Beast Shape Attacks and Stats
Page 24 Forgotten Beast Materials Table
Page 25 Materials Stats, Mutations Table
Page 26 Color Tinge Table, Forgotten Beast Special attacks, Special Attack Table
Page 27 Special Attack stats
Page 28 Special Attack stats continued
Page 29 Special Attack stats continued
Page 30 Special Attack stats continued, example Forgotten Beast
Page 31 Syndromes, Syndromes Table
Page 32 Localised Syndromes Table, Syndrome Duration
Page 33 Syndrome Duration Table, Non Localised Syndrome Effects
Page 34 Non Localised Syndrome Effects continued, Evil Biomes and Supernatural Weather
Page 35 Supernatural Weather Tables, example supernatural weather
About the Dwarf Fortress D&D 5E homebrew concept
This homebrew is designed to facilitate settlement management style gameplay with many direct mechanics or concepts copied from Tarn Adam’s Dwarf Fortress (which can be downloaded for free at his website Bay 12). It does however feature many general settlement management mechanics and survival mechanics that could be used in a non-DF style game. I have playtested this game style for a year with 2 seperate D&D groups and surprisingly it works very well. I showed the players a map and let them choose where to settle, what faction in my world they worked for and why their characters wanted to lead the expedition.
Your Role as DM
Your goal is to add characters, plots and adventure to a game set only in one general location and tell the story of it’s dynamic growth into a bustling settlement ruled by the players. If you have dungeons make sure to place them within a day or so’s travel of the settlement, or even under it. If you have villains make sure their motivations involve the player’s camp. Feel free to attack their settlement but make sure the players never become too afraid to venture forth and allow their guards or defences to hold the wilderness at bay. As the camp becomes more and more a desirable place to settle have self start businesses show up and set up shop, specialist workers seek employment and various factions bartering for deals. Some of these visitors might be monsters in disguise.
The Pitch I Gave The Players
‘You are tasked with heading a week’s travel from civilization to a site marked by prospectors as potentially hiding seams of valuable metals. As time goes on pressure to supply will mount and as the de-facto foremen and warriors of the group you will be expected to make the hard decisions and dangerous action that will keep your miners alive and the camp prosperous. As the camp grows and the tunnels bore deeper what long forgotten secrets and threats will you discover lurking in the blackest shadows below the land? What dangers encroach from all directions? Will your camp flourish into a hub of wealth and glory or collapse into another corpse ridden labyrinth for a group of heroes to plunder?’
Local Materials Tables
As DM there are numerous times you will be required to roll for random resources. I recommend you make the players do the roll while you check the corresponding Tables, as if to include them in the creation of the world. Upon them founding their first settlement you should immediately roll for metals, economic rock and foliage. I recommend 2 or 3 rolls for metal, 2 or 3 rolls for economic, 1 to 3 rolls for gemstones and at least 2 rolls for both trees and other plants. You should also roll for foliage whenever the players move a significant distance away from their camp and for metals and economic rock whenever they strike earth at a new location.
Name Price Per 1000OZ AC (raw density) Found in
Roll 1d6 then 1d12 to determine specific type
Roll 1d20 for either Trees or Plants, the use for said materials is adjacent.
Player money, resources and expenditure
While as DM you manage the world and it’s intricacies a player should be assigned to keep track of what resources their group has including all items. This takes a load off you and allows them to keep track of their options. Have at least 1 faction trader show up periodically to bulk buy/sell goods for the party. Here is a calculation of human resource consumption.
Each person consumes 2 pounds of food per day, usually rye bread totalling at 2 or 3k calories. A maximum of one gallon of ale per day per person at 1500 calories. A gallon is 8 pounds or 8 pints. If rationed at 2 pounds of food per day only 560lb food is needed for 1 and ? months Therefore each person requires 62 pounds of assorted grains and breads each month and 31 gallons of booze. Lets round that down to 60lb of food and 30 gallons of booze (240lb) A wagon can hold 2000 pounds (1 tons), It would take 7200 pounds of booze to last a month if consuming 8 pints a day. Rationing at 2 pints a day would mean 840 for a month. A wooden barrel can contain 200 pounds of food. The players start with 2 carts and one is taken away by Liaison Barnabul Dysis. The players start with the workers shown in the Starting Worker Names section and the resources shown in the Starting Cart section.
2SP per regular worker. 10 workers for a day = 2GP. 10 workers for a week = 14GP
Skilled workers = 1GP
Ouapeshi Slavedrivers = 2GP driving 30 workers
Starting Worker Names
The Starting Cart Contains.
840 pounds of grain and oats (over 1 month worth)
700 pounds of wood
5 gallons or 40 pounds of water
8 wooden barrels
The Second Cart Contains
1680 pounds of booze or 56 gallons (one month if rationed well)
10 pounds of pickles and gelatin preservative
50 pounds of coal
10 pounds of arrows (200 arrows)
10 pounds of clothing
Cooking equipment, 10 pickaxes, 4 woodchopping axes
Camping equipment including tents and bedrolls for 14 people.
Example Trade Representatives:Liaison Barnabul Dysis, Director Rolnir Tolson of Vathro
Days and Months
Mark off the Days,
only 28 in each month to simplify things
Stronghold Building Prices
Abbey – 50.000GP Arena – 10.000GP
Guild Hall – 5000GP Colosseum – 400.000GP
Keep or small castle – 50.000GP House – 2000GP
Noble Estate with manor – 25.000GP Windmill – 4000GP
Outpost or Fort – 15.000GP Smithy or Workshop – 500GP
Palace or Large Castle – 500.000GP Grand Smithy 2000GP
Temple – 50.000GP Shrine 2000GP
Fortified Tower – 15.000GP Tannery – 3000GP
Trading Post – 5000GP Beastmaster’s Hold – 4000GP
Granary – 2000GP Siege Weapon – 300GP
Bridge – 500GP Long Stone Road – 5000GP
Dungeon – 10.000GP Graveyard – 2000GP
1cp 1 ib. of wheat
2cp 1 ib. of flour or one chicken
5cp 1 ib. of sall
1sp 1 Ib. of iron or 1 sq. yd. of canvas
5sp 1 Ib. of copper or 1 sq. yd. of cotton cloth
1 Ib. of ginger or one goat
1gp 1 Ib. of cinnamon or pepper, or one sheep
2gp 1 Ib. of cloves or one pig
5gp 1 Ib. of silver or 1 sq. yd. Of linen
10gp 1 sq. yd. of silk or one eow
15gp 1 Ib. of saffron or one ox
50gp 1 Ib. of gold
500 1 Ib. of platinum
Eventually the party will want to hire guards so that they can venture forth safely. Their best option for generic, well trained infantry would be the Soarsa Blazehelms.
Grizzled bounty hunters. Armed with bows and spears. Adept beast tamers. 50GP for easy target. 100GP for armed target or small beast. 500GP for multiple or strong targets 1000GP for large beast or dangerous quarry.
Ex-soldiers. Modestly equipped infantry and guards. 5GP for 10 per day
Well equipped, respectable infantry. Enough money to buy their full force can turn the tide of a war. 10GP for 10 per day
Order of the Ominous Tapestry
Devastating Guerrefore armored cavalry who are very specific about their clientele. 50GP for 10 per day.
Workers: 2SP per day
Skilled Worker: 1GP per day
Nobility: 4GP per day
Aristocrat: 10GP minimum
Example Reliable Mercenary Stats. 5sp per soldier per day.
Blazehelm Infantry CR1/2.
Chainmail and Shield
AC16 (18 in formation) HP16 Speed30
STR16 DEX12 CON12 INT10 WIS10 CHA10
Perception +0. Languages: Common. Skills: Athletics, Intimidation
Longsword Melle Attack +5 to hit 1d8+3 damage
Effect: Shield Wall
When a Blazehelm soldier is adjacent to another Blazehelm with a shield they receive +2AC against melle attacks and advantage against ranged attacks.
AC12 (leather) HP9 Speed 30ft
STR12 DEX13 CON9 INT8 WIS10 CHR10
Perception +0 Languages: Common
Longbow: +3 to hit. Range 150/600ft. One target. 1d8+1p
Volley: When more than one archer is firing they may choose to Volley within 150ft. All creatures within the 20ftAOE must make a DC10 DEX saving throw or take 1d6+1p damage per archer firing or on a successful save half that damage.
Sergeant (see veteran in MM)
Chaos and Danger for the Fort
There are myriad risks to settler life in the fort. Strange weather, madness, syndromes and forgotten beasts being examples. Some dangers are a product of the supernatural while starvation, dehydration, heat stroke and frostbite are more mundane concerns. As DM you should force the players to think laterally or pragmatically to solve problems and throw dangers at them they cannot face with raw power. For example if a Stone Giant attacks four level 1 players they might die in a direct assault but if you give them time to scheme they might find a more creative approach. Whenever they become comfortable direct disaster their way or scheming villains to infiltrate their camp. Maintaining a sense of danger without making the players feel constantly bombarded with improbable misfortune is a careful balance. Try to foreshadow long term threats whole sessions in advance.
If you are trying to simulate a very extreme environment such as Phelegethos the fourth layer of hell or the Sea of Ice in the Elemental Planes you may wish to pick a specific temperature or only roll 1d4 from among the most extreme temperatures. In most normal circumstances every day you roll on the related Climate Table and the Wind Table.
Winter/Cold Climate Table
Note that Snowfall becomes less likely at extremely low temperatures. For example a roll of 6 on Snowfall would usually mean Whiteout but during Intense Cold you -2 the snowfall result so instead you only get Deep.
A creature exposed to cold weather can be in great danger of negative status effects, disability or even death. A creature can only be affected by Frost conditions if the Winter/Cold Climate Table does not say No Chance beside Temperature/Moisture. The constitution saving throw for both Frostbite and Hypothermia is made in one roll every 20 minutes of exposure. For example if the DC for Frostbite is 8 and for Hypothermia is 4 and the creature rolls a 3 they receive both conditions whereas if they rolled a 6 they would only get Frostbite.
When a creature fails their first save they are at stage 1 and every time they fail the save afterwards they move up a stage. Symptoms persist until the creature takes a short rest in a warm place. Stage 3 symptoms however become permanent unless the creature begins to take a short rest in a warm place within an hour of reaching stage 3.
The DC of the save for both Frostbite and Hypothermia can be decreased by wearing warm clothes as shown here. Armor stacks on clothing.
-Commoners, Fine or Costume clothes. -4DC
-Travellers clothes -6DC
-Any Armor -1DC
In cold temperatures a check against Frostbite is made every 20 minutes. Also make a check instantly if struck by a powerful cold damage spell such as Cone of Cold. When a character first gets a new instance of frostbite roll for affected body part on the table.
Frostbite Symptoms Table
Roll 1d4 to determine affected body parts.
Stage 1: Frostnip. Affected area turns red and is hard to articulate.
Stage 2: Superficial Frostbite. Ice crystals form, skin may turn blue, pale or mottled.
Stage 3: Deep Frostbite. All sensation in affected area is numbed and eventually affected parts turn black.
Hypothermia shares the saving throw made every 20 minutes with Frostbite however make a hypothermia check instantly if the creature is already exposed and is struck by powerful cold damage spells such as Cone of Cold or is suddenly drenched in water. Circumstantial Cold Modifiers make Hypothermia far more likely.
Circumstantial Cold Modifiers
-Creature is Wet: +10 to DC
-Creature has imbibed significant quantities of alcohol within the last 2 hours +4 to DC
Hypothermia Symptom Table.
Stage 1: Mild. Confusion and shivering., fast breathing
Stage 2: Shivering Stops, Confusion increases,
Stage 3: Paradoxical undressing. Increased risk of heart stopping.
Effect. Movement speed halved,.Incapacitated,
Stage 4: Frozen corpse
Summer/Hot Climate Table
Keep in mind the temperature in a desert at night time is usually Cool.or Chilly
Sandstorms: In a desert environment strong winds can cause sandstorms. On the Wind Table roll the related check. A sandstorm can last all day and reduces all senses except blindsense to 5ft including echolocation.
Heat Conditions encompasses three stages of heat related malady.
While Frost Conditions are exponentially more likely when there’s a combination of no clothes, low temperature and wind, Heat Conditions are more likely from a combination of too many clothes, not enough wind and too much physical activity. If the Summer/Hot Climate Table says No Chance then Heat Conditions cannot occur at that temperature. When they can occur roll a constitution save every 20 minutes with a DC equal to the Heat Condition DC on the Summer/Hot Climate Table plus or minus Circumstantial Heat Modifiers
Also make the constitution save against heat conditions instantly if heat conditions can occur and the creature is hit with a fire damage spell such as Fireball. If the creature is in shade they usually don’t need to make checks.
Circumstantial Heat Modifiers
Armor DC stacks on clothes DC.
Constant or Strenuous physical activity such as repeated dashing or carrying heavy objects. +4
Common and Fine clothes. +1
Traveller’s Clothes or Performer’s clothes +2
Creature has imbibed alcohol in the past 2 hours +1
Creature has had a cool drink in the past 2 hours -5
Every failed Constitution Save against Heat Conditions moves the creature 1 Stage up the Heat Conditions Stages. All Heat Condition stages can be removed by taking a short rest in a cool or shaded place unless the creature has Stage 3 Heat Conditions. When a creature hit’s Stage 3 or above only a long rest assisted by a successful Medicine check can restore the creature.(not including residual exhaustion).
Heat Conditions Table
Temperate Climates can include hot and cold weather but never to the extremes of either. While a creature can experience Frostbite or Heatstroke in a temperate climate it is very unlikely without great misfortune.The only weather effect unique to a temperate climate is rain.
Spring/Autumn/Temperate Climate Table.
To determine if rain happens at all roll 1d8 and on an 8 it rains for 1d8 hours. Roll on the Rain Table to determine strength of rainfall.
First of all as a DM either choose an individual to be struck with a mood or somehow determine randomly. Then roll on the Mood Table for the type of mood.
Moods are random, extreme bouts of inspiration or madness that allow people, usually Dwarves, to produce artifacts of unparalleled quality at the risk of their own sanity. All created artifacts are invincible objects that still retain the original materials properties. For example an artifact chair made of wood might burn but it will never be damaged by the fire. Artifacts may not inherently possess magical properties but they are ideal components for enchantment however the random nature of the object means not all artifacts are especially useful. For example a toy, mug or quill.
The individual is overcome with inspiration and claims a workshop and tools appropriate to the associated craft, from that point on they will constantly shout what they need to complete their passion project.. Roll on the Fey/Secretive/Possession Claim Table or choose based on profession. Then roll on the Base Object Table
Similar to a Fey mood but the individual will draw pictures of what they want. Rather than shout.
The individual will mumble vague riddles or descriptions of the necessary materials and will mutter the name of the resulting artefact under their breath all day.
The individual will always claim either a cooks utensils/kitchen or a leather workers tools/workshop. Determine the workshop 50/50 by flipping a coin or choosing odds or evens on a dice. Once a workshop or tools is claimed the individual will run to the nearest character and murder them, drag their corpse back to the relevant workshop and use their bones and skin to make the artefact. For cooks utensils simply roll on any of the other base object tables at random, dwarves are amazing at bonecraft.
Fey/Secretive/Possession Claim Table
The shorthand is used on other tables, be sure to refer back to here if unsure.
Base Object Table
Roll 1d12 then relevant dice for column. Table continued on next page.
Base Object Table Continuation
In most cases you should flavour the base object to be relevant to your setting, history, fort or individual. For example a painting might be a depiction of a historical figure, a loved one, a landscape or building. A toy might be of a soldier from a specific faction or a tiny wooden replica of a tool the inspired individual wants their child to grow accustomed to. As DM you can use your creativity to add flavour to it or allow the players to do so. For instruments however you can use this table.
The individual will feel compelled to decorate their masterwork, sometimes impossibly detailed given the size of the base object. Roll 1d8 to determine how many decorations the individual will adorn their artifact with. Then roll that many times on the following table. Wherever it says ________ is the material the decoration needs to be made of. Anything in brackets requires relevant flavour.
Materials and Madness
Once you have determined the nature of the base object and it’s decorations you must also determine the materials it is made of. Remember that in order for the individual to create the object they must gain access to ALL the materials necessary to create it including those of the decorations. The individual will go mad in 2d10+10 days if they cannot gain access to all the required materials. Mood Madness is permanent unless removed by Wish however to determine the nature of the madness roll on the Short Term Madness table in the Dungeon Master’s Guide. .
The individual will always sniff out and attempt to acquire any relevant materials needed to complete the artifact within a mile radius of the workstation regardless of personal safety. Once all the materials are in place they will feverishly begin work and will not be done for 2d10+10 days. The necessary base component is usually obvious (except perhaps in the case of the Tinkerer’s) but the decorations can be made out of anything. Roll on the Random Materials Table for each separate decoration.
Take note! Any subtype of the correct raw material can be used by the individual, for example if they need “metal” for a sword they might make it out of a bar of zinc or tin if no iron or steel is available. Players can deliberately give the individual desired materials or wrestle bad materials out of their hands in favour of better ones.
Random Materials Table
When the artifact is complete the individual will instantly become a master in the associated craft. Therefore if you successfully finish a masterwork Glass Violin the creator is now a master as Glassworking and Glassblowing.
Optional Rule; Given the astounding quality and invincibility of the item you may wish to give artifact armor or weapons the qualities of a +1 magical item or some other benefit. After all top quality armor and weapons that are incapable of breaking should be mechanically superior to standard gear in some way.
An example mood artifact I have rolled up is as follows. Randomised elements are in bold and elements that required setting specific DM creativity are highlighted
‘Urist Mc Crazypants has been possessed! He takes over a Leatherworker’s Workshop. He is going to make a Backpack with 4 decorations. (I roll 6,1,8,8 for the decorations and 6,5,7,1 for the materials)
The artifact is a leather Backpack, all craftsdwarfship is of the highest quality. On the item is an image of the founding of this settlement in Shell. The object is encircled with bands of Silk, On the item is an image of Cacame Awemedinade Monopolothi in stone, he is making a triumphant gesture. On the item is an image of Sankis in Wood, he is making a violent gesture.’
In Conclusion make a worker or settler have a Strange Mood whenever nothing interesting is happening, whenever the players need a cool new toy or whenever you think it might be amusing.
Forgotten Beasts are chaotic evil subterranean monstrosities. The origins of these terrible things from the Underdark is unknown however their only consistency lies in their inconsistency. No two Forgotten Beasts are quite alike and they each appear to be a bizarre mockery of animalistic and material forms. Their only consistent whim seems to be the destruction of organised settlements and the death of anything unfortunate enough to cross paths with it. Some theorise they existed in the chaos before creation, others believe them to be descendants of demons. In any case if you explore the underdark or there is a nearby passage to the surface from below you are sure to encounter them eventually.
In terms of gameplay for your players they represent randomised marauding boss fights that can show up any time you feel it would be entertaining or when the players dig too greedily and too deeply. They can either be pathetic or devastating depending on what you roll on the Forgotten Beast Table.
At your discretion you can even invent an origin for them and make that the focal point of the story, for example in my games there was an ancient Elder God birthed from a red star nicknamed Chavdoray who’s alien body attempted to mimic material planar creatures to better acclimatise it’s abstract form to conventional physics, the result being the frequent spawning of Forgotten Beasts. The players eventually delved into an ancient structure in the underdark and slew Chavdoray to put an end to the beasts.
General Rules for Creating Forgotten Beasts
-All Forgotten Beasts are normally Huge sized Chaotic Evil Monstrosities
-Forgotten Beasts are hard to stat up mid session, it is recommended you write down the associated type/material ect then stat them up in your down time
-Forgotten Beasts can be horrifyingly powerful and are on average roughly CR15 creatures. Be warned a magic resistant eagle made of diamond that breathes fire is likely going to kill a level 1 to 5 party easily. Feel free to encourage them to retreat or create a clever plan to overcome such obstacles or simply don’t introduce the monster until they are ready. Alternatively roll up multiple Beasts and pick weaker ones to attack for the time being.
-Make the players do the roll or do it in front of them, this will subtly engage them in the creation of the beast.
-All Forgotten Beasts have minds regardless of material, minds that can be charmed thus weaponizing the boss.
Forgotten Beast Shape Table
To roll correctly, roll 1d4 first for horizontal then 1d20 for vertical. All Forgotten Beast Tables are in no particular order.
Forgotten Beast Shape Attacks and Stats
While the defensive stats and resistances are determined by what it’s made out of the damage and raw attributes are determined by its raw shape. You could decide the raw attributes and attacks for yourself or choose from the following list of basic presets. Remember Forgotten Beasts are usually the same size which is Huge.
Forgotten Beast Attributes
STR20(+5) DEX22(+6) CON24(+7) INT3(-4) WIS10(+0) CHR10(+0)
Saving Throws Dex+10 Con+11 Wis+4
STR26(+8) DEX22(+6) CON20(+5) INT3(-4) WIS10(+0) CHR10(+0)
Saving Throws Strength+13 Con+11 Wis+4
Long Legs 60ft Medium legs 40ft Short legs/Slithering 30ft Wings Fly 80ft (cannot fly in confined spaces due to Huge size and wingspan)
Choose based on creature limbs, all Forgotten Beasts have Multiattack for a combination of any three available attack types or multiple of the same. Blob only has Slam.
Slam 5ft range +12 to hit. On hit 16 (2d8+7) bludgeoning damage.
Claw 10ft range +12 to hit. On hit 14 (2d6+7) slashing damage.
Bite 10ft range +12 to hit. On hit 18 (2d10+7) piercing damage.
Tail 15ft range +12 to hit. On hit 16 (2d8+7) bludgeoning damage.
Talon 5ft range +12 to hit. On hit 14 (2d6+7) piercing damage plus grapples target (escape DC19)
Horn 10ft range +12 to hit. On hit 18 (2d10+7) piercing damage.
Sometimes the creature your Forgotten Beasts form is based off of has extra capabilities with it’s attacks additional to the damage. If need be here are extra features to the above attacks on a hit.
Swallowing Bite (example creatures include Hippopotamus and Frog) If the creature is a Large or smaller creature it must succeed on a DC18 dexterity save or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Forgotten Beast and it takes 21 (8d6) acid damage at the start of each of it’s turns. If the Forgotten Beast takes 30 damage or more on a single turn from a creature inside it the Forgotten Beast must succeed on a DC21 constitution saving throw at the end of that turn or regurgitate all swallowed creatures who fall prone within 10ft of the Forgotten Beast.
If the Beast is dead swallowed creatures may use 20ft of movement to emerge prone.
Constricting Tail (examples include Anaconda) The target creature is grappled and restrained (escape DC19) While a creature is restricted the Beast may not target another creature with it’s tail.
Charging Slam (examples include Boar and Triceratops) If the Forgotten Beast moves at least 20ft directly towards a creature then hits with a Slam attack the target creature must succeed on a DC19 strength saving throw or be knocked prone. If it fails the save by 5 or more the creature also takes an additional 18 (3d6+8) bludgeoning damage.
Venom/Poison, Bite/Tail (examples include Cobra and Scorpion) target must make a DC19 constitution saving throw taking an additional 24 (7d6) poison damage and becoming poisoned for 1 minute on a fail. The target can repeat the save at the end of each of their turns to end the poisoned effect.
Forgotten Beast Materials Table
Roll 1d4 for horizontal then 1d8 for vertical. Armor Class of the material is listed besides them.
Forgotten Beast Materials Stats
The materials determine what the defensive qualities of the beast, not just the AC but the health, immunities and resistances. For simplicity don’t add dexterity to Forgotten bBeast AC just use the material. As for health a playful kitten scratch or baby’s lazy punch might disperse a Lion made of Salt but twenty seasoned veterans with magical blades might not be able to slay an Adamantine Goat.
All Flesh Materials Confer 200HP
Material Specific Traits
Hairy grants -5 to all Frost Condition DCs
All Soft Materials Confer 1HP.
Condition Immunities Grapple, Restrain, Paralyse, Poisoned, Prone, Unconscious, Exhausted
Material Specific Traits
Snow gives immunity to Cold Damage while Fire gives immunity to Fire damage.
All Gemstone Materials Confer 200HP.
Condition Immunities: Paralyse, Poisoned, Unconscious, Exhausted
Damage Immunities: Poison,
Damage Resistances: Cold, Psychic, Bludgeoning, piercing and slashing from from non magical weapons
Material Specific Traits
Diamond is immune to all physical damage, even magical weapons.
All Stone Materials Confer 200HP
Condition Immunities: Paralyse, Petrified, Poisoned, Stunned, Unconscious, Exhausted
Damage Immunities: Poison
Damage Resistances: Cold, Bludgeoning Piercing and Slashing Damage
Material Specific Traits
Obsidian gives Magic Resistance
All Metal Materials Confer 300HP
Condition Immunities: Paralyse, Petrified, Poisoned, Unconscious, Exhausted
Damage Resistances: Cold, Bludgeoning Piercing and Slashing Damage
Material Specific Traits
All Other Materials Confer 200HP
Condition Immunities: Paralyse, Petrified, Poisoned, Unconscious, Exhausted
Material Specific Traits
Wood, Tar and Coal are all vulnerable to fire but resistant to cold
Clay is immune to fire and receives fire damage as healing instead
Ceramic confers resistance to fire but vulnerability to force and bludgeoning
Crystal confers magic resistance
Glass is vulnerable to bludgeoning and force damage.
All Forgotten Beasts are abnormal and the following Table grants specific physical mutations your beast will display. Roll a D6 for category first then a D4 for specifics, do this process twice discarding same category results (no need to roll for multiple legs twice in a row for example). If either mutation already fits the description of the Forgotten Beast’s base shape that is no issue. For example if you roll an Ox with four legs simply leave it be that way.
Choose some specific part of the creature such as fur, eyes, scales or horns. Then roll for a distinctive color for that feature to have. This simply decorates the monster
Forgotten Beast Special Attacks: Beware It’s!
Every Forgotten Beast has a unique attack that makes it deadlier than most creatures, even those down in the underdark. Worst of all a Forgotten Beast can use these attacks as often as it wishes so while a dragon might only unleash it’s breath every few rounds a Forgotten Beast with firebreath could use it constantly.
-If Blob needs a certain physical feature (for examples an eye or a mouth) to use any of these attacks it has that feature.
-If a Forgotten Beast has an Attack Modifier for an Attack Type it stacks with Special Attacks. So a Cobra might Bite dealing it’s piercing damage, then the target rolls a con save against venom then against a Bite Special Attack. Combined this can be devastating.
-Sometimes the remains of a Forgotten Beast can be very useful for crafting depending on the special attack. For example gathering Sleep inducing blood or poisonous teeth.
-If a Forgotten Beast has a syndrome attack roll of the Syndrome table to determine it’s effects.
-Every Special Attack that isn’t built into it’s default Attack Types is an Action to use.
Forgotten Beast Special Attack Table.
First Roll type (vertical) then roll specific (horizontal)