Mine Charts


Name                             Price Per 1000OZ         AC (raw density)          Found in

1 Tin

30GP

12

Cassiterite

2 Lead

30GP

14

Galana

3 Zinc

30GP

10

Sphalerite

4 Copper

32GP

16

Malachite, Tetrahedrite

5 Silver

312GP

17

Galena, Tetrahedrite

6 Gold

3125GP

15

7 Iron

65GP

19

Hematite, Limonite, Magnetite

8 Electrum

100GP

20

9 Platinum

50.000

20

10 Mithril

100.000

21

Optional: Roll for economic rocks

1 Marble

Flux/construction

2 Dolomite

Flux

3: Slate

Roofing

4: Gypsum

Used for plaster

5: Chalk

6: Coal

50GP 

Fuel

7: Clay

Salt (preservative)

8: Kimberlite

Diamonds

9: Sulphur

Used in gunpowder

10: Saltpeter

Used in gunpowder

Roll 1d6 then 1d12 to determine specific type

Die Roll

1: 10GP

2: 50GP

3: 100GP

4: 500GP

5: 1000GP

6: 5000GP

1

Azurite 

Bloodstone

Amber

Alexandrite

Black opal

Black sapphire

2

Banded agate

Carnelian

Amethyst

Aquamarine

Sapphire

Diamond

3

Blue quartz

Chalcedony

Chrysoberyl

Black pearl

Emerald

Jacinth

4

Eye agate

Chrysoprase

Coral

Blue spinel

Fire opal

Ruby

5

Hematite

Citrine

Garnet

Peridot

Opal

6

Lapis lazuli

Jasper

Jade

Topaz

Star ruby

7

Malachite

Moonstone

Jet

Star sapphire

8

Moss agate

Onyx

Pearl

Yellow sapphire

9

Obsidian

Quartz

Spinel

10

Rhodochrosite

Sardonyx

Tourmaline

11

Tiger eye

Rose quartz

12

Turquoise

Zircon

Roll 1d20 for either Trees or Plants

d20

Trees

Use

Plants

Use

1

Willow

Fever medicine

Nettle

Tea

2

Walnut

Nuts and strong wood

Barley

Beer, cereal, stew

3

Birch

Soap(leaves) carve wood

Cattails

Flour, cooking, roots

4

Hazel

Nuts and streight wood

Yarrow

Tea, medicine

5

Alder

Fire and smoking meat

Mullein

Tea, toilet paper

6

Willow

Fire and cordage bark

Watercress

Food

7

Limes

Cordage and edible leaf

Primrose

Wine, oil

8

Sycamore

Fire, utensil wood 

Foxglove

Poison, medicine

9

Ash

Fire, tools and bows

Destroying angel

Amatoxin, death

10

Rowan

Berries, durable, non-fire

Button mushroom

Edible

11

Chestnut

Nuts, tinder

Burdock

Roots, stew

12

Hawthorne

Berries, leaves, flowers

Pignut

Roots, Stew

13

Oak

Fire, nuts, tanning

Carrot

Edible

14

Beech

Fire, nuts, leaves

Castor Bean

Oil, deadly poison

15

Pine

Tea, binding

Potato

Brew, food

16

Cherry

Fire, fruit

Dandelion

Brew, food, 

17

Pear

Fruit

Hops

Brew

18

Apple

Fruit

Chickweed

Food, animal feed

19

Apricot

Fruit

Pinto beans

Edible

20

Cherry

Fruit

Onion

Edible

Forgotten Beast: Roll ONCE for each category on a D20 to generate a Strange Beast. Optionally roll twice on Attack or Ability.

Die Roll

Shape

Material

Attack

BR=Breath

Ball=Ranged

Legs

Eyes

Tails

Arms

Color

Tint

Movement

Style

Sounds

Ability

1

Humanoid

Flesh

Fire BR

2L

Red

Fast Run

Laughing

Corrosive Skin

2

Pig

Water

Acid BR

3L

Blue

Crawling

Screaming

Teleport

3

Elk

Fire

Thunder BR

4L

Green

Leaping

Howling

Disguise Self

4

Crab

Tin

Plague Bite

5L

Yellow

Writhing

Roaring

Burrowing

5

Lion

Copper

Poison Bite

6L

Pink

Undulating

Screeching

Chameleon

6

Elephant

Bronze

Sleep Bite

7L

Purple

Loping

Hissing

Truesight

7

Rabbit

Iron

Petrify Bite

1E

Brown

Fidgeting

Chittering

Levitation

8

Iguana

Steel

Fireball

2E

Grey

Cautious

Crying

Illusions

9

Eagle

Adamantine

Oilball

3E

Pink

Slithering

Barking

Fast

10

Rat

Stone

Webball

4E

White

Excited

Muttering

Spider Climb

11

Horse

Magma

Web BR

1T

Black

Sickened

Giggling

Intelligent

12

Vulture

Snow

Force Blast

2T

Beige

Panicked

Moaning

Fear Aura

13

Frog

Vomit

Acid Blood

3T

Taupe

Predatory

Breathing

Magic Resist

14

Stegasaur

Blood

Frost Blood

4T

Orange

Humanish

Purring

Stealthy

15

Tyranosaur

Chalk

Lazer Beam 

5T

Teal

Pained

Squawking

Diseased

16

Triceratops

Wood

Confuse Gaze

6T

Gold

Skittish

Silent

Fertile

17

Dog

Silver

Swallow Whole

2A

Peach

Crazy

Mooing

Slippery

18

Beetle

Diamond

Psionic Attack

3A

Lilac

Enraged

Slobbering

Sticky

19

Vole

Gold

Charm Gaze

4A

Amber

Robotic

Sniffing

Gills

20

Fly

Platinum

Telekinisis

5A

Topaz

Lumbering

Panting

Gigantic

Warning! Rules below are super janky and not complete

Strange Beast Stats

Strange Beast Lvl 5: HP 100

STR16 DEX14 CON14 INT6 WIS12 CHR7

Perception +4 Passive 14 Stealth +2. 2 Melle attack = 2 attacks 1d20+5 2d6+4

Strange Beast Lvl10 HP 150. 30ft Movement.

STR19 DEX14 CON16 INT6 WIS12 CHR7

Perception+5 Passive 15 Stealth +2

Materials                      Immunities/Resistances/Weaknesses

Flesh: AC10                  

Water AC8                    Grapple, Restrain, Paralyse, Poison, Prone, Unconscious

Fire AC6                       Grapple, Restrain, Paralyse, Poison, Prone, Unconscious

Tin AC12                       

Copper AC16 

Bronze AC18

Iron AC19

Steel AC19

Adamantine AC23       

Stone AC20

Magma AC8                 Grapple, Restrain, Paralyse, Poison, Prone, Fire

Snow AC4                    Grapple, Restrain, Paralyse, Poison, Prone, frost, Weakness: Fire

Vomit 8                         Grapple, Restrain, Paralyse, Poison, Prone, Unconscious

Blood 8                         Grapple, Restrain, Paralyse, Prone, Unconscious

Chalk AC10

Wood AC14                  Weakness to Fire, Weakness to Slashing, Resistance to Frost

Silver AC17

Diamond:                      Resistance to physical, Poison 

Gold AC15

Platinum AC20

Strange Beast Attacks

Breath Attack Fire/Acid/Thunder                                    death or cure. 

Lvl5 DC12 Reflex 60ft cone                                           Poison bite: con save 15 or 1d6 poison 

lvl10DC16 Reflex 60ft cone                                           damage every turn until save

2d6+4 damage every 5 levels                                        Sleep bite: will save 13 or asleep until

Web breath: DC 13 reflex save or incapacitated.           save

DC14 strength check to escape or DC 17 at lvl 10        Petrify bite: con save 12 or slowed. Fail 

All bites =1d12+4 Piercing Damage                               by 4 or more petrified.

Plague Bite: DC15 con save or afflicted with                  Fireball: Range 150ft. 20ft radius. Dex 

Filth fever, Afflicted cannot heal or regain hitpoints        save DC14 or 6d6 fire damage

Hit point max decreases by 1d6 every 24 hours until     

Oilball: Range 150ft radius 20ft DC15 reflex save or slowed. Afflicted may take a full roung action to clean away the sticky oil.

Webball: Range 150ft radius 20ft DC15 reflex save or restrained. DC15 strength check every turn to try to escape. 

Force blast: 60ft cone DC15 reflex save or 4d8 force damage and knocked back 40ft. No knockback on a successful save and half damage. 

Acid/Frost blood. When successfully hit with a melle weapon attacker makes DC15 reflex save or is sprayed for 1d8+2 acid or frost damage.

Lazer Beam: range 200 ft. Single target. DC15 reflex save or take 8d6 damage. Roll 1d6 to determine damage type: 1 Fire 2 Frost 3 Thunder 4 Force 5 Necrotic 6 Radiant

Confuse Gaze: Any creature starting it’s turn within 30ft and able to see the creature’s eyes makes a DC15 will save or On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach

Swallow Whole: On a bite = DC15 reflex save or swallowed whole if the target is large or smaller. A swallowed creature is blinded and restrained. The swallowed creature takes 3d6 acid damage every turn until it deals 20 damage from within whereupon it is spat out or the creature is killed. 

Psionic Attack: Immediate range 50ft. DC14 will save or take 3d6 psionic damage halved on successful save. On failed save make DC14 will save or frightened. 

Charm Gaze: Any creature starting it’s turn within 30ft and able to see the creature’s eyes makes a DC13 will save. On a failed save the creature is charmed. Every turn the charmed creature makes a DC13 will save to shake off the effect. 

Telekenisis: Bonus action. Any object weighing less than 400 pounds can be moved. A medium sized creature must make a DC14 strength save or be moved 30ft. Falling 10ft deals no damage but every 10ft after that deals 1d6 bludgeoning damage. The beast may choose to continue using this ability on a single target or switch, dropping the original target. 

Abilities

Corrosive Skin: Any nonmagical weapon that hits the beast takes a cumulative -1 penalty to damage to a maximum of -5 whereupon the weapon is broken. 

Teleport: Standard action. Teleport up to 100ft anywhere it can see. 

Disguise Self: May disguise itself as any humanoid. DC16 insight check to see through the ruse. Burrowing: May burrow through up to 30ft of rock as a move action.

Chameleon: When not moving or attacking gain advantage on stealth checks. 

Truesight: See in darkness, through illusions and see original form of shapeshifters.

Levitation: May use movement to fly

Illusions: Capable of creating large, complex illusions such as self cloning and illusory terrain, DC17 insight to see through the illusions. 

Fast: 50ft movement speed.     Spider climb: Move along walls at normal speed. 

Fear Aura: Within 80ft  DC14 will save or become frightened. 

Magic Resist: Gain advantage on all saves against magical effects. 

Stealthy: Plus 10 to all stealth checks. Moves silently.  

Diseased: When eating, handling or otherwise messing with the body of the beast make a DC15 save or be afflicted with Effluvial Grime. Every day until save gain 1 exhaustion and 1d8aciddmg

Leave a Comment

Your email address will not be published. Required fields are marked *