Name Price Per 1000OZ AC (raw density) Found in
Optional: Roll for economic rocks
Roll 1d6 then 1d12 to determine specific type
Roll 1d20 for either Trees or Plants
Forgotten Beast: Roll ONCE for each category on a D20 to generate a Strange Beast. Optionally roll twice on Attack or Ability.
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
Water AC8 Grapple, Restrain, Paralyse, Poison, Prone, Unconscious
Fire AC6 Grapple, Restrain, Paralyse, Poison, Prone, Unconscious
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
Wood AC14 Weakness to Fire, Weakness to Slashing, Resistance to Frost
Diamond: Resistance to physical, Poison
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.
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