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1d500 Biological Mutations

The document describes various mutations that could afflict a character. Some of the mutations include: growing insect wings or hooves, developing a poisonous spot or barbed claws, gaining extra mouths or a third eye, having skin that is leathery, feathered, or oozes ink, sprouting a tail or unusual-colored hair. Many mutations have negative side effects such as reduced abilities scores, stealth penalties, or uncontrollable laughing.

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100% found this document useful (1 vote)
263 views2 pages

1d500 Biological Mutations

The document describes various mutations that could afflict a character. Some of the mutations include: growing insect wings or hooves, developing a poisonous spot or barbed claws, gaining extra mouths or a third eye, having skin that is leathery, feathered, or oozes ink, sprouting a tail or unusual-colored hair. Many mutations have negative side effects such as reduced abilities scores, stealth penalties, or uncontrollable laughing.

Uploaded by

mahmod wattar
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1d500 Mutations (1/4) 1d500 Mutations (2/4)

1 Grotesque. Distressingly deformed, scarred, or mangled. -6 Charisma, then roll again on this table. 126 Insect Hatred. All insects instinctively fear or hate you. People are immune.
2 Corrupted Organs. Your guts writhe. Whenever you gain a Fatal Wound, everyone in 30' must Save vs Fear. 127 Mind Split. You start hearing voices. The voices are you, or part of you. They offer terrible advice.
3 Bat Wings. Huge, flappy. Fly speed equal to your Movement speed. 128 Bad Posture. Head swapped with arm.
4 Burst of Speed. Once per day, can double movement for 10 minutes. 129 Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self.
5 Barrel Chest. +1d6 Constitution, +1d6 HP. 130 Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.
6 Lamarckian Evolution. One hand turns into a random tool. Roll on the Professions table. 131 Asymmetry. Everything you have 2 of you now have 1 of. Roll to see if it's on the left or right side.
7 Hooved. 2 of your legs end in hooves. No effect. 132 Iron Nails. Fingernails, toenails, and teeth of iron. You can chew through leather.
8 Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them. 133 1000 Sores. They cover your body. -1d6 Charisma and Constitution.
9 Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit. 134 Comb. Like a rooster.
10 Hook Fingers. Locked and bony. 1d6 damage claw attack, but cannot hold weapons. 135 Trouble With Nouns. Everything is a "thing" if you're in a hurry. Can find word in 2d6 rounds.
11 Patterned Skin. Stripes. 136 Serrated Teeth. All your teeth become fearsomely sharp. You deal 1d6 damage on a bite.
12 Inside Out. Horrible. Charisma becomes 2, HP is halved. 137 Resilient. Reduce all incoming physical damage by 1.
13 Hole. Mysterious hole right through your forehead. 138 Booming Hoot. Once per day, can hoot incredibly loudly. 1 mile radius.
14 Poison Spot. Bright blue, the size of a coin. Anyone touching it must Save or die. Migrates. 139 Iron Skin. Flakes in rusty layers. Cannot wear armour. Defense as Chain.
15 1000 Noses. They cover your body. You can smell as well as sight up to 30'. 140 Bristly Beard. Black, long, and coarse.
16 Extra Mouths. Gain 2d6 extra mouths on your head and neck. 141 Pin Face. Head shrinks to a narrow point. Eyes on either side like tennis balls. -1d6 to all stats.
17 Neck Frill. Can inflate to frighten beasts. May require a Morale check. 142 Long Spine. Legs shrink to keep height the same.
18 Foul Stench. Burnt meat and hair. -4 Stealth. 143 Temperature Sensitive Hair. Varies from purple (cold) to red (steaming hot).
19 Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron. 144 Retractable Head. Can shrink into torso, leaving only hair exposed.
20 Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box. 145 Pheromones. Insects find you very attractive and want to lick you.
21 Leathery Hide. Base Defense becomes 12 instead of 10. 146 Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.
22 Lightning Speed. You become incredibly nimble. Your Movement increased by 2d6. 147 Unsettling Laughter. Your laugh requires small children, hirelings, etc. to make a Morale check.
23 Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 poison damage. 148 Bizarre Colour. Your skin becomes a new colour (red, orange, yellow, green, blue, indigo, violet, octarine)
24 Spike Teeth. Long and serrated. 149 Musk Gland. For marking territory. Smells intriguing.
25 The Vapours. You emit clouds of stinking yellow vapour from your ears. -6 Stealth. 150 Stinging Skin. Anyone you touch must Save or be Stunned for 1 round.
26 Milk. 1 ration's worth per day. Painful if neglected for more than 3 days. 151 Ink Skin. You can cause words to appear on your arms by concentrating.
27 Monkey Tail. Can grip items. +4 bonus to any climbing tests. 152 Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You claws do 1d6 slashing damage.
28 Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine). 153 Thirsty. You desire water all the time. You drink twice as much water as normal.
29 Leather Skin. Lumpy and warty. Cannot wear armour. Defense as Leather. 154 Horse Tail.
30 Insane Risks. No sense of danger. Immune to Fear. Will take some but not all precautions. 155 Feathered Skin. You are covered in rainbow feathers.
31 Pheromones. Repels insects, 20' radius. 156 Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime.
32 Atrophy. One your limbs becomes withered and useless. 157 Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP.
33 Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult. 158 Wracked. Your body twists and deforms. -1d6 Constitution.
34 Hulking Arms. They grow huge as your legs shrink. You can walk on them. +1d6 Strength. 159 Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to make it walk and talk.
35 Sensitive Skin. Unpleasant, itchy rash from touching silver. 160 Hunchback. You store a huge heap of fat on your back. Take twice as long to starve.
36 Bird Wings. Vestigial. Cannot fly. 161 Corpulent. Fat fills up 4 of your Inventory Slots.
37 Stabbing Limb. One arm becomes a sharp point of bone. As a dagger. 162 Mooncalf. Your head becomes silver and swollen. You gain the effect of a ration from 4 hours in moonlight.
38 Mute. Your tongue disappears. 163 Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you.
39 Spores. On death, coat a 30' radius in purple hallucinogenic spores. 164 Neuter. Your genitals fly away on little bat wings. They frighten drunk monks at night.
40 Unusual Genitals. Whatever you had going on down there is different and weird now. 165 Rabbit Ears.
41 Single Bird Wing. Roll for location. Useless. 166 Mouse Blood. Your blood is now mice.
42 Feeble Jaw. Enormous overbite. 167 Glue Blood. Your blood is now glue. At 0 HP or below, any hits trap the weapon used to hit you.
43 Third Eye. On your forehead. 168 Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones.
44 Dog Face. Face of a houndling. 169 The Fits. Your mind isn't quite right. If you fail a Save vs Fear, you flail about for 1d6 rounds.
45 Perfect Memory. Can Save vs Intelligence to recall incredibly trivial details. 170 Grinding Throat. Can eat tough objects (leather, wood). No extra benefit, but you can do it.
46 Bad Posture. Head swapped with leg. May need to hop. -4 Movement. 171 No Lips. Exposed teeth and gums. Dribbly.
47 Skin Flaps. Like flying squirrel wings. Cannot use them to fly or even fall slowly. 172 Gaseous Guts. Whenever you gain a Fatal Wound, everyone in 30' must Save or be poisoned (1d4 damage)
48 Long Nose. Protruding, sharp. 173 Goat Horns. Large and curled.
49 Strange Walk. You joints fire in an odd order. Reduce your Movement by 1. 174 Forehead Homunculus. A tiny version of you, from the waist up, grows from where your face used to be.
50 Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect. 175 Patterned Skin. Halved, with each half a different shade.
51 Spider Neck. On death, head is revealed to be a giant spider living on top of your body. 176 1000 Mouths. They cover your body. -1d6 Charisma. You can shout really loudly.
52 Mental Backsliding. -1d6 to Intelligence. Cannot read or write. 177 Cold Blooded. Extremely slow at low temperatures.
53 Hair Migration. All of it migrates to one side of your head in a huge tuft. 178 Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.
54 Cyclops. All your eyes migrate to the centre of your forehead and fuse into one. 179 Starskin. Skin becomes jet black with faint white stars.
55 The Fits. Your mind isn't quite right. Save vs. bright light or flail about for 1d6 rounds. 180 Fish Hatred. All fish instinctively fear or hate you. People are immune.
56 Boiling Obesity. Fat fills up 4+1d6 of your Inventory Slots. Roll the 1d6 every morning. 181 Migrating Eyes. They move as far apart on your face as they can, as if repelled by magnets.
57 Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them. 182 Hunchback. You grow a migratory lump on your back.
58 Rearrange able. You can slide your limbs around to new positions. 1 hour per limb. 183 Frenzy. Gain the Rage trait (as Barbarian). Select a trigger (goats, heights, etc.). Save if you encounter it.
59 Fly Cluster. A pocket of writhing fly legs appears on one of your arms. 184 Feathered Skin. You are covered in white and black feathers.
60 Toe Growth. Your big toes grow as large as the rest of your foot. You will need new boots. 185 Filter Tongue. Like a butterfly net, 2' long. Can scoop fish out of water or filter soup.
61 Alluring Face. All your facial blemishes migrate to a spot on your back. +2 Charisma. 186 Long Nose. Bulbous, like a mushroom.
62 Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a distressed cat. 187 Patterned Skin. Disruptive camouflage. No effect.
63 Fractal Fingers. One hand only. Cannot drop objects held in that hand. 2d1000 fingers. 188 Enhanced Genitals. Whatever you had going on down there is different and better now.
64 Horrible Bloating. Something is wrong with your guts. Save every time you eat a ration or take 1 damage. 189 Gasbag. Your stomach bloats. You hover and float like a balloon.
65 Foul Stench. Rotting fish and boiled hooves. -4 Stealth. 190 Frog Eyes. Bulge and retract every time you swallow.
66 Bilious Vomit. 10' cone, 1d4 damage. Requires 1 ration to recharge. No other effect from the ration. 191 Spare Legs. Current legs divide into three. Shuffle at normal speed.
67 Illusion of Normality. You revert to your normal, original form until you fail your next Save. 192 Finger Frills. 3d10 tiny fingers up and down your neck and ribcage.
68 Concealed Mutation. 1d6 of your mutations fade, appearing only when you are stressed or damaged. 193 Shark Teeth. Whole mouth full of them. 1d6 bite damage.
69 Bloated Tongue. Doesn't fit in your mouth. Makes speaking difficult. 194 Carnivore. Can only eat meat for rations.
70 Revival. A missing body part, organ, or limb regenerates fully. 195 Warts. All over the place.
71 Spider Gland. You can excrete 10' of rope per day. 196 Fire Breath. 30' cone, 1d6 damage, once per day.
72 1000 Eyes. They cover your body. -1d6 Charisma. You cannot be Surprised. 197 Second Brain. In your guts. +1d6 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive).
73 Second Face. On your stomach. It can see and smell but not hear or speak. 198 Wonderful Odour. +1d6 Charisma. Smells of spices.
74 Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Your base defense is 18. 199 Addiction. You desire turnips. You take 1d6 Int. and Con. damage each day you do not have a turnip.
75 Migratory Fingers. Rearranged on hands, pointing in all directions. Cannot hold weapons. 200 Unstable. If you take 4 fire damage in 1 round, Save or explode. 3d6 damage, 20' radius.
76 Neck Pouch. Inflates, becomes big and red. 201 Gulper. You can eat something up to 2x your current size and still walk, very slowly.
77 Puny. You shrivel like a raisin, shrinking to a quarter of your former size. -1d6 to all stats. 202 Crown of Arms. 2d10 tiny arms grow in a ring around your head. No effect.
78 Glandular. Cheerful. Nothing can go wrong. Everything will turn out for the best. 203 Blowhole. You can breathe through the top of your head or your normal mouth.
79 Frog Tongue. As a whip. 204 Milk. 1x[# of breasts]+1 ration's worth per day. Painful if neglected for more than 3 days.
80 Face Bubble. Eyes are protected by a clear dome across face. 205 Grappling Hand. On tendons. Can throw it 10', retract. Cannot lift you. Can pull light things.
81 Glow Pockets. Can glow (as a candle) at will. 206 Long Legs. Gain an extra joint and 1' in height.
82 Goat Horns. Small and pointy. 207 Long Neck. Can rotate 360 degrees and peer around corners.
83 Climber's Eye. You gain a +4 bonus to plan climbing routes. You want to be high up. 208 Lamprey Mouth. Can suck on a creature to gain 1 HP every 5 minutes.
84 Elastic Face. Features slide around in wild animation as you talk. 209 Extra Toes. 2d10 extra toes per foot.
85 Spell Tumor. Gain 1 random spell in a lump on your head. It casts at a random hour, with random targets. 210 Poison Gas Breath. 30' cone, 1d6 damage, once per day.
86 Chameleon Eyes. Bulge, can look in 2 directions at once. 211 Youth. De-age 2d10 years.
87 Pelican Mouth. +2 Inventory Slots. 212 Rabbit Teeth.
88 Detachable Tail. Newt-like. Falls off if you lose 6 HP in one hit. 213 Very Warm. +4 to Save vs Cold. Like a clay oven.
89 Suckers. Your fingers end in suction cups. You can pick up anything. 214 Unbalanced Legs. One grows strong and thick. The other withers. -2 Movement.
90 Extra Lobes. +1d6 Intelligence. 215 Frenzy. Gain the Rage trait (as Barbarian). Save each combat or activate it.
91 Thick Skull. -1d6 Intelligence, +1d6 Constitution. Cannot be Stunned by physical attacks. 216 Teeth Warts. Molars all over.
92 Oily. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally. 217 Bat Wings. Vestigial. Cannot fly.
93 Tentacle Fingers. All wiggly. 218 Dribbly. Your mouth salivates constantly, leaving a trail of slime down your front.
94 Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a faxed duck. 219 Fly Cluster. A pocket of writhing fly legs appears on the back of your head.
95 Spores. On death, coat a 30' radius in thick yellow spores. 220 Bird Hands. From the elbow down. Like chicken legs with four scaly fingers.
96 Turtle Shell. Base Defense is 16 (as Plate). Cannot wear armour or clothes. -1d6 Dexterity. 221 Blood Fountain. Take 1d6 damage to spray blood from your pores 10' in all directions.
97 Swap. GM picks a mutation you currently have and replaces it with one rolled on this table. 222 Bird Legs. 2 of your legs become bird legs. You can run twice as fast.
98 Unstable. Any body part chopped off combusts in 1d6 rounds. 223 Multiple Heads. 1d6 additional heads on your neck. The size of apples. They mutter and glare.
99 Breasts. 2x1d6. In rows. 224 Egg Laying. Once a week. Eggs are probably unfertilized. Taste delicious.
100 Patterned Skin. Squares or checks. 225 Bloat Bladder. If you fail a Save vs Fear, you inflate to a comical size.
101 Pig Tail. Curly. 226 Tentacle Leg. Horrible and bendy, but it still works.
102 Coloured Pupils. Pick a colour (Red, Orange, Yellow, Green, Blue, Indigo, Violet, Octarine) 227 Anosmic. Your nose disappears.
103 Compound Eyes. Whole bunch of little eyeballs, like a raspberry. 228 Palm Spines. Your hands are very adhesive. You can climb anything a spider could climb.
104 Detachable Leg. Falls off if you take 6 damage in one round. Can be reattached. 229 Worm Warts. All over. Like earthworms half embedded in your skin.
105 Telescoping Neck. Can grow or shrink as needed. Not very useful. 230 Stump Teeth. Little white pegs.
106 Baby Bird Heads. A ring of them around your neck. They cheep silently. 231 Hive Belly. A swarm of insects grows in your stomach. They buzz al the time.
107 Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a clogged drain. 232 Pheromones. Creatures of your race and the same gender find you very attractive.
108 Suggestible. You must Save vs commands. 233 Third Eye. Roll for location.
109 Worm. Your legs fuse into one. You have difficulty climbing and riding a horse. 234 Long Nose. And 2d10 extra nostrils. Like a pepper pot.
110 Confident. You are absolutely convinced your mutations make you sexually appealing. Others may disagree. 235 Sensitive. You need to Save to fall asleep each night.
111 Evil Eye. One of your eyes becomes black and weeps tar-like tears. 236 Hideous Morphing. Remove all current mutations. Roll once on this table for each mutation removed.
112 1000 Ears. They cover your body. You can hear as well as sight up to 30'. 237 Crab Legs. 2d6 of them, replacing your normal legs. Can scuttle sideways at normal speed.
113 Trouble With Names. Everyone is "that guy" if you're in a hurry. Can find name in 2d6 rounds. 238 Pheromones. Creatures of your race and opposite gender find you very attractive.
114 Mimic. You can mimic all voices, music, and natural sounds. 239 Fast. You become slightly more nimble. Your Movement increased by 1d6.
115 Wattles. Like a rooster. 240 Extra Head. Identical to your current one, but mirrored. No bonuses due to bickering.
116 Slime Trail. You sweat a horrible stinking ooze. 241 Reactive Mutability. One hand grows to resemble anything you hold in the other hand.
117 Mysterious Dot. You project a red dot from one eye. 100' range, very bright. 242 The Vapours. Your breath comes out in foggy white burps. -2 Stealth.
118 Headless. Your head shrinks into your chest. Eyes, ears, nose, etc. Migrate appropriately. 243 Antlers. Two of them. Can be used as a club.
119 Compulsive Dancing. Save every time your hear music or dance along. 244 Huge Veins. They throb dangerously.
120 Earthworm Blood. Your blood is now earthworms. 245 Lightning Breath. 30' cone, 1d6 damage, once per day.
121 Stabbing Limb. One arm becomes a long serrated spike of bone. As a sword. 246 Flesh Hose. Connects arm to torso.
122 Donkey Ears. Tufted. 247 Dire Straits. Roll again twice. You get both mutations.
123 Sensitive Eyes. Cannot bear direct sunlight. 248 Photosynthetic. You become green. You gain the effect of a ration from 4 hours in sunlight.
124 Scorpion Tail. +1 attack per round dealing 1d4 poison damage. 249 Detachable Arm. Falls off if you take 6 damage in one round. Can be reattached.
125 Mantis Arm. One arm gains several extra joints. Can extend to 10' long, folds up to normal size. 250 Blindness. All your eyes fly away and roost in a nearby tree or crevice.
1d500 Mutations (3/4) 1d500 Mutations (4/4)
251 Sensitive Skin. Unpleasant, itchy rash from touching copper. 376 Goat Eyes. Square pupils.
252 Agile. Your limbs become longer and whip-quick. +1d6 Dexterity. 377 Addiction. You desire blood. You take 1d6 Int. and Con. damage each day you do not have a drink.
253 Feather Frill. Brightly coloured feathers around your neck. 378 Slab Hands. Fingers fuse together. Can still hold weapons. Save to perform delicate tasks.
254 Splinter Teeth. Your teeth are now glassy, brittle, horrible and pointy. 379 Boils. Horrible red lumps all over your body. Save vs Wisdom to sleep.
255 Ridges. All over, up and down your back and sides. 380 Mammal Love. All mammals instinctively want to be your friend. People are immune.
256 Acidic Slobber. Can dribble a moderately strong acid on people. 381 Spherical. All protrusions retract. Can extend legs and arms, but can also roll.
257 Second Stomach. You can eat and store 1 ration or potion for later use. 382 Quick Nerves. +1d6 Dexterity and Wisdom.
258 Fish Love. All fish instinctively want to be your friend. People are immune. 383 Dire Straits. Roll again twice. GM decides which mutation you get.
259 Hunchback. Your spine bends upwards. 384 Weak Grip. Cannot hold anything heavier than a pen in your hands.
260 Misshapen. May no longer run or ride a horse. Reduce Movement by 1/2. 385 Snake Arm. A new one. Like an eyeless, noseless boa constrictor. Disobedient.
261 Faulty Memory. Must Save vs Intelligence to recall details. Will lie to conceal ignorance. 386 Chameleon Skin. No bonus to hiding, as it always shifts to vibrant colours.
262 Swap. Pick a mutation you currently have and replace it with one rolled on this table. 387 Albino. All pigment and colour leaches from your body. Your eyes are pink.
263 Frog Eyes. They grow large and bulging. 388 Hydrophobic. Water slides off you.
264 Emaciated. Reduce Strength, Constitution, and HP by 1d4. Need to eat 1 extra Ration per day. 389 Heat-Sensing Eye. 30' range. Can see invisible creatures, etc.
265 Hydra. If head cut off, Save. If passed, 2 new heads emerge. 390 Giant Antlers. 1d6 sets of them. Take up 1 Inventory Slot each. +1 Defense (total, no matter how many.)
266 Hypnotic Eye. Lock eyes with a creature of 2 HD or less. It must Save or be stunned. 391 Lizard Tail.
267 Lightning Touch. Your skin tingles with electricity. No effect, but you are annoying to touch. 392 Hydra. If limb cut off, Save. If passed, 2 new limbs emerge.
268 Addiction. You desire alcohol. You take 1d6 Int. and Con. damage each day you do not have a drink. 393 Needle Beak. Your lips are replaced with a sharp pointed beak. Too delicate to use as a weapon.
269 Grey Hairs. Age 2d10 years. 394 Ant Face. Face of an antling.
270 Wyrdsight. One eye can see souls. 395 Sugar Sticky. 1 person can lick you for 2 hours to gain the benefit of 1 ration.
271 Spike Chin. Like a doorstop. 396 Feather Crest. Wiggles up and down with your emotional state. Makes bluffing difficult.
272 Amoebic. You can split and reform yourself. Each half has half stats, half HP. Infinite splittings available. 397 Ant Feelers. Can tell doppelgangers and illusions from real creatures.
273 Joint Reversal. All your knees and elbows now bend the other way. 398 Hand Migration. They move to your elbows.
274 Detachable Limbs. Your arms, legs, and head can be removed and reattached. 399 Cilia Lips. Wriggly. Seals food inside. Like kissing a millipede.
275 Ant Feelers. Eyes vanish. Can navigate by smell only (30' range). 400 Second Feet. 2 of your legs have second, backwards-facing feet. No effect.
276 Extra Arm. Sticks off your back. It can hold things but it's not very convenient. 401 Second Face. On your lower back. It can see, smell, and speak but not hear.
277 Skin Slough. Your skin falls off, exposing muscles and sinew. Charisma becomes 2. -4 to Save vs Disease. 402 Massive Brain. +1d6 Intelligence. Brain pokes out of your head. Cannot wear a helmet.
278 Extra Arm. Sticks off your side. It can hold things including an extra weapon or a shield. 403 Vertical Eyelids. They blink sideways.
279 Brittle spines. Useless, floppy spines on all sides. Cannot wear armour. Constantly shedding spines. 404 Slug Slime. Can slowly climb any surface a slug could climb. Always sticky.
280 Whiskers. They sense air currents and vibrations. +1d6 Wisdom. 405 Fangs. Your canine teeth sharpen. You deal 1d4 damage on a bite.
281 Foul Stench. Sharp metallic vomit. -4 Stealth. 406 Elongated skull. Grows backwards, bulging oddly.
282 Bird Wings. Huge, flappy. Fly speed equal to your Movement speed. 407 Locust Blood. You bleed flying locusts. No effect, but they fly around if you are hit.
283 Heart Cannon. Can fire heart at target, as a thrown dagger. Then Save vs Death. 408 Musk Gland. For marking territory. Smells like old socks.
284 Lantern Jaw. Enormous underbite. 409 Migratory Mouth. It roves across your body like a slug.
285 Twitchy. Something's wrong with your nerves. You vibrate and fidget at all times. 410 Gyroscopic Guts. -1d6 Constitution, +1d6 Dexterity. Cannot be knocked prone.
286 Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to learn its secrets. 411 Butterfly Wings. Cannot fly, but they do look pretty.
287 Swap. Random mutation you currently is replaced with one rolled on this table. 412 Sensitive Skin. Unpleasant, itchy rash from touching iron.
288 Slit Nostrils. Like a snake. Nose disappears. 413 Organ Vomit. You can throw up your stomach to distract predators by taking 1d6 damage.
289 Beak. Your mouth becomes a chicken's beak. 414 Homunculi Gland. If you are killed, a new version of you with 1/2 all your Stats, HP, and memories bursts free.
290 Vigorous Soul. +2 to Save vs Magic. You gain an ironclad ego. 415 Mane of Hair. Sticks out in all directions, untameable.
291 Flesh Hose. Connects head to torso. 416 Noisy Marrow. Any broken bones cause horrible wailing, hissing noises from the break.
292 Cravings. You are hungry all the time. You consume twice as many rations as normal. 417 Inflatable. If you take a Fatal Wound, you deflate, and can be rolled up like a bedroll.
293 Signal Pods. Two tentacles grow from your shoulders. The tips glow like matches. 418 Molten Blood. Your blood is now molten iron. You a very warm. 2 Inventory Slots are filled with Iron Blood.
294 Toxic Blood. Immune to poison and disease. At 0 HP or below, any hits deal 1d4 damage to attacker. 419 Migratory Teeth. Your teeth swim around under your skin, re-emerging at mealtimes. No effect.
295 Hindbrain. Can sleep while walking or riding a horse. 420 Boneless. Gain +1d6 Dexterity. You can squeeze through gaps as small as your head.
296 Secret Proboscis. Can extend to drink water or other liquids from tall glasses. 421 Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear.
297 Glorious Skin. Your skin becomes soft, smooth, and faintly luminescent. Gain 1d6 Charisma. 422 Poison Spines. Quills on all sides. Cannot wear armour. 1d6+1d4 poison damage by running into people.
298 Tar Blood. You bleed black tar. 423 Burrowing Nails. If you scratch or slash someone, a nail breaks off and slides into their skin.
299 Perfect Teeth. A winning smile. +1d6 Charisma. 424 Eye Cleaners. Instead of blinking, tongues come out to clean your eyes.
300 Life-Eater. Need to eat 1 living creature a day or take 1d6 damage. Vermin work. 425 Fragile. Increase all incoming physical damage by 1.
301 Fur. Sprouts in tufts.. 426 Burst of Speed. Take 1d6 damage to double movement for 10 minutes.
302 Retract. You can return to your normal form for 1d6 minutes per day. 427 Fluted Face. Your sinus passages become twisted and musical. Woodwind sneezes.
303 Flipper Feet. -2 Movement on land, +2 Movement in water. 428 Poison Cyst. Any poison you ingest is shunted into a transparent cyst on your waist.
304 Enormous Head. Your head swells to twice its usual size. 429 Beetle Blood. Your blood is now beetles.
305 Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d6 Int. 430 Snail Shell. Base Defense is 14 (as Chain). Cannot wear armour. -1d6 Dexterity.
306 Second Mouth. Inside the first one. Repeats what you say with a very slight delay. 431 Ink Cloud. If you fail a Save vs Fear, you spray ink in a 20' radius.
307 Glass Flesh. Blue-white and brittle. Any fall damage you take is doubled. 432 Evil Eye. One of your eyes becomes red and glows in the dark.
308 Mental Regression. -4 to Intelligence. Cannot read, write, or cast spells. 433 Moist. Cannot be set on fire. Reduce all fire damage by 1.
309 Mindless. Intelligence becomes 1. You obey any stern, simple order. Maybe time for a new character? 434 Dead Nerves. Immune to pain. Gain 1d6 HP.
310 Pinecone Skull. Your head fold and ripples into a layered, complex shape. 435 Extra Leg. Gain an extra leg. It doesn't speed you up or slow you down.
311 Insect Love. All insects instinctively want to be your friend. People are immune. 436 Cow Tail.
312 Patterned Skin. Spotted. 437 Acid Sweat. Clothes and armour are destroyed in 12 hours. A slap deals 1d4 acid damage.
313 Huge. You grow, unevenly. Gain 1d6 Strength, Constitution, and HP. Lose 1d6 Intelligence. 438 Dismal Genitals. Whatever you had going on down there is different and much less impressive now.
314 Owl Eyes. Large but very deep set. 439 Abhor. Pick one thing (rain, leopards, arrows). It abhors you and you abhor it, as if repelled by a magnet.
315 Mutable. If you have sex with someone, randomly allocate mutations between participants. 440 Compound Eyes. Like a fly's.
316 Unstable. On death, body flails and runs around mindlessly for 10 minutes. 441 Rubber Flesh. +1d6 HP.
317 People-Eater. Can only eat people for rations. 442 Foam Blood. Any Fatal Wound you take fills 1d6 10'x10'x10 cubes with sticky red mist.
318 Mirrored Hands. They swap sides. 443 Flaps. Strange glowing pancake-like things grow from your limbs.
319 Tentacle Arm. One arm only. Works as normal, but slimy and flexible. 444 Goop Blood. You bleed thick green goop
320 Synthesia. Your senses are confused and miswired. You taste colours, etc. -1d6 Wisdom. 445 1000 Tongues. They cover your body. -1d6 Charisma, -4 to Save vs Poison.
321 Manic. Choose a repetitive activity (knitting, screaming, etc.) Replaces sleep. Still takes 4hrs. 446 Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover.
322 Head Rotation. Flips upside-down on your head. 447 Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day.
323 Centipede. Your legs fuse and then grow 10x1d10 little legs. You move and climb normally. 448 Glue Fingers. Your fingertips dribble sticky glue. Can't use it to climb. Gums up book pages.
324 Lumps. All over the place. The size of apples. 449 Bent Face. All facial features migrate to one side and smush together.
325 Glow Pockets. Constantly glowing. Too dim to use to navigate, but easy to spot. -4 Stealth. 450 The Voices. You can hear the other players (not PCs) make jokes sometimes.
326 Well Protected. You are immune to most diseases. Your white blood cells are ant-sized. 451 Hairless Body. All hair flees in a sudden burst.
327 Hole. Mysterious hole right through your torso. 452 Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 4.
328 Lightning Blood. Immune to lightning. At 0 HP or below, any hits deal 1d6 damage to attacker. 453 Elastic Limbs. Your joints rotate in all directions. +1d6 Dexterity.
329 Wheezing Voice. Cannot shout. Breathe in or out every three words. 454 Atrophy. 1d6 of your limbs become withered and useless.
330 Retractable Claws. Like a cat. 1d4 damage. 455 Rasp Tongue. Good for cleaning meat off bones.
331 Strange Voice. Something has gone awry with your vocal cords. Your voice drops three octaves. 456 Migrating Genitals. Whatever you had going on down isn't going to be down there for much longer.
332 Breast. Just the one. If you already had some, you get a spare. 457 Very Cold. +4 to Save vs Heat. Almost corpse-like.
333 Dire Straits. Roll again twice. Other players vote secretly on which mutation you get. 458 Solid Blood. You bleed red crystals.
334 Head Crest. A bony ridge sprouts along your forehead. 459 Crocodile Face. Face hinges open. Lots of new teeth. Bite attack does 1d6 damage.
335 Detachable Head. Falls off if you take 6 damage in one round. Can be reattached. 460 Fire Blood. Immune to fire. At 0 HP or below, any hits deal 1d6 damage to attacker.
336 Gills. You can breathe underwater. 461 Spell Tumour. Gain 1 random spell in a lump on your head. Squeeze lump, cast spell with 2 MD.
337 Snake Tongue. Can extend up to 1'. 462 Colour Ripple. You are always the colour of the thing you are looking at.
338 Bizarre Colour. Your skin glows a new colour (red, orange, yellow, green, blue, indigo, violet, octarine) 463 Large Ears. They double in size.
339 No Nails. Toenails and fingernails vanish. 464 Asymmetry. Everything you have 2 of you now gain an extra one of. Roll to see if it's on the left or right side.
340 Petal Ears. Like flowers. Big, fleshy flowers. 465 Glandular. Depressed. Everything is awful and nobody cares.
341 Chameleon Skin. +4 Stealth. 466 Churning Guts. Can eat rotten food as rations.
342 Anemone Head. Crown of orange tentacles. Sting deals 1d4 damage. 467 Strange Voice. Something has gone awry with your vocal cords. Your voice rises three octaves.
343 Utterly Jaded. Gain a +8 to Save vs Fear. 468 Unstable. On death, burst messily. 2d6 acid damage, 10' radius.
344 Mismatched Flesh. Lots of lines and ripples. -1d6 HP. 469 Rippling Muscles. +1d6 Strength.
345 Prehensile Feet. Function as hands. 470 Porcupine Spines. Quills on all sides. Cannot wear armour. 1d6 damage by running into people.
346 Out of Phase. You can hover through solid objects by taking 1d6 damage per round. 471 Moronic. Large parts of your brain grow wings and fly away. -2d6 Intelligence.
347 Blindness. All your eyes go milky white. 472 Spike Tongue. Good for opening bottles but not much else.
348 Colour Ripple. You are always the colour of the sky overhead. 473 Secret Pocket. Can hide 1 thing the size of an apple.
349 Occasional Scales. Not quite lizard, not quite fish, not quite total coverage. 474 Spike Warts. All over.
350 Glue Toes. Your toes dribble sticky glue. Can't use it to climb. Slowly fills up boots. 475 Head Crest. Waving tentacles.
351 Long Bone Cannon. Can fire bones from arms (as crossbow). Arms are floppy afterwards. 476 Bird Leg. Just one.
352 Feathered Skin. You develop patches of feathers. 477 Unstable. On death, limbs run away to pursue separate diabolical agendas.
353 Cubic. Your body becomes a sort of cube, with your limbs and head at separate corners. 478 Rubber Flesh. Any fall damage that would kill you reduces you to 0 HP instead.
354 Rabbit Legs. Jump twice as high. 479 Tusks. Like a boar.
355 Rocket Fingers. You can fire your fingers as thrown daggers. The fingers do not come back. 480 Thick Fir. Coats your entire body. +4 to Save vs Cold.
356 Fur. Coats your head and back. 481 Unpalatable. You smell unappetizing. Most creatures won't consider you edible.
357 Second Face. On the back of your head. Has all the normal senses, can speak. 482 Detachable Genitals. You grow new ones in 1d6 days.
358 Foul Spit. As a thrown dagger, 1d4 acid damage. Once per round, instead of attacking. 483 Full Body Dandruff. It just flakes off of you.
359 Compressible. Squishy. Can squeeze under a door, given time. 484 Wind Blood. At 0 HP or below, you make a horrifying whistling scream. May require a Morale check.
360 Goat Face. Face of a goatling. 485 Moulting. Once per week you shed your skin. Can be used to make coats or blankets.
361 Curdling Scent. Something you emit curdles milk and blisters paint. -1d6 Charisma. 486 Spiracles. You can breathe through your thighs and ribs.
362 Folding Limbs. Any extra limbs you have or gain can be folded away inside your torso. 487 Atrophy. Your head shrinks to the size of an apple. -1d6 Int, Wis, and Cha.
363 Spare Organs. A hairy hump with a heart, lung, liver, and stomach grows on your back. 488 Stiff Joints. Cannot bend knees, elbows as easily. -2 Movement, -1d6 Dexterity
364 Rash. Horrible red lumps with white heads coat part of your body. They migrate with the moon's phases. 489 Hibernate. You can fall asleep and rest for 1 year without food or water.
365 Powerful Legs. Thick tendons and springy joints. +2 Movement. 490 Mimic. You think you can mimic voices but they always sound eerie and tormented.
366 Ethereal Feelers. They sense danger. +1d6 Wisdom. 491 Mute. Your tongue slides away like a leech.
367 Mammal Hatred. All mammals instinctively fear or hate you. People are immune. 492 Mimic. If you eat someone's face, your face will look like their face for 1 day.
368 Bat Ears. Can sense 30' in the dark by clicking. 493 Single Bat Wing. Roll for location. Useless.
369 Fins. One on your back, two on your sides. +2 Movement in water. 494 Herbivore. Can only eat plants for rations.
370 Split Direction. If you are angry, gain +2 Strength. If you are calm, gain +2 Intelligence. 495 Burst of Arms. 1d6 feeble ones, emerging from one point, just under an armpit. Can hold several things.
371 Craven. Gain a -4 to Save vs Fear. 496 Extra Fingers. 2d10 extra fingers per hand.
372 Iron Hair. Spikes and wires. Cannot wear hats; need to shave with clippers. Painful. 497 Gills. You need to spend at least 4 hours a day in water or you take 1 damage per hour.
373 Dead Black Eyes. +2 Save vs Fear. 498 Stump Legs. Lose a joint and 1' in height.
374 Crystal Skin. Your skin is brittle and rocky. You cannot swim. 499 Dead Skin. You lose your sense of touch.
375 Deafness. Your ears pop (like blisters). 500 Goggle Eyes. Eyes grow to the size of melons. 30' Darkvision, blind in sunlight.

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