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Wednesday, January 31, 2018

Random Monstrous Humanoids, Part 1 (Beast Men)

This is a direct continuation of this post and the first proper post in the serie,

Where lies the line between human and animal? In the real world, we are quite distinct from most animals except maybe particularly intelligent apes, our closest relatives. And maybe dolphins, who are the orcs of the sea (psychotic little bastard!). However, in myths and fantasy there are countless creatures which are both beast and humans, a theme I've already previous-explored for Godbound. Consider it a sequel and possible companion.

The Beastmen Glade by AdrianBorgnine
Beast-people are cool and as old as human imagination, it seems. They get a bit of a mild case of bad rep due to people on the internet having some odd fetishes about them. However, thematically speaking, they are a rather broad and interesting concept which has a lot of possible implications for a fantasy world depending how one explores it.

What do they look like?

d6 Appearance
1-2 Half-Man, Half-Beast: The classic look, these creatures are some mix of human and beast. Roll on the Beast table.
3-4 Deformed and Feral: While leaning more toward the human side, these creatures have some animalistic traits and peculiar deformities (or what we see as deformities, anyway). Roll on the Beast and Deformities table.
5 Bestial Traits: These creatures could pass as feral or ugly humans, if not for one small trait or two which hint at their bestial nature. Roll on the Beast table and find some small trait from the animal to add, such as eyes, a snake tongue or feathers for hair.
6 Chaotic Hybrid: These monstrous creatures are an amalgam of animal traits in a humanoid shape. Roll on the Beast table 1d2 times.


d20 Beast
1 Tiger, Lion or some other large cat. 11 Insect.
2 Wolf or Hyena. 12 Arachnid.
3 Bear. 13 Cephalopod.
4 Deer or similar animals. 14 Worm or maggot.
5 Boar. 15Fish. Can breathe under water.
6 Bull or similar animals. 16 Cetacean. Can hold breath.
7 Bird. 17 Crocodile or Alligator. Can hold breath.
8 Weasel or Racoon. 18 Crustacean. Can breathe under water.
9 Elephant or Rhinoceros. 19 Ape.
10 Reptile or Snake. 20 Bat.

d6 Deformities
1-2 Deformed Face: The creature doesn’t have a face which is fully human or fully its associated animal, but rather something ugly and possibly in-between. There is a 50% chance they can't speak human languages properly.
3-4 Semi-Quadrupedal: These creatures can walk on both two and four limbs. They gain 20’ of additional movement speed when running on all four.
5 Multiple Limbs: Either this is normal for the related animal, or maybe these creatures are just so strange as to have extra arms.
6 Variable Race: No two member of this race is an identical mixture of human and animal, for some reason.


How intelligent and civilized are they?


d4 Intelligence and Civilization
1 Barely More than Animals: These creatures, while socially organized, are not very technologically or culturally developed. Any weapon and armor more complex than a spear or a stone axe is stolen from their enemies.
2 Human Mimicry: These creatures aren’t very smart but they love to imitate humans and copy their way of life, even if they don’t remotely understand the basics.
3 Tribal Society: These beast-men live in primitive tribal society with a certain level of organization, at least enough to launch raids or defend themselves properly.
4 Human-Like: In spite of their monstrous appearance, they are almost as (or just as) advanced as humans, even if their culture may very well be quite alien.

Where do they think they came from?


d6Personal Belief of Origin
1-3Creator God: These creatures have a creation myth of some kind, which they believe is their origin.
4Related Origin: They believe themselves to share common ancestry with the various human and near-human races, but somehow they (or the others) deviated and changed.
5Ascended Beasts: They believe themselves to simply descend from their related animal and that's it. The how or why is something they can care about or not. They have a strong connection to their related animal and are often encountered with them.
6Unknown: They don't know or care where they came from and find deep philosophical thoughts to be pointless. +1 Morale.

Where do they REALLY come from?


d6True Origin
1-3Creator God: They were created by a god, demi-god or great spirit of some kind. There is a 50% chance that this creator is something malevolent. If so, roll on the Dark Progenitor table.
4Humanoid Subrace: They really are a relative to some other humanoid race, still living or extinct.
5Ascended Beasts: These creatures are, somehow, beasts which have become akin to humans. They have a strong connection to their related animal and are often encountered with them.
6Unknown: There are no records of their origins. There is a 50% chance that some dark force created them but no one knows. If so, roll on the Dark Origin table.

d4Dark Origin
1Cursed: Someone or something cursed the ancestors of these creatures into becoming beast-like monsters.
2Influence of Chaos: A chaotic, impersonal force (whatever is suitable to your setting) created them, most likely at random. These creatures have a Chaotic alignment.
3Degeneration: Something long ago degenerated a tribe of humans (or near-humans) into something twisted and beast-like. These creatures have a Chaotic alignment.
4Dark Progenitor: Something twisted or evil birthed them long ago. Roll on the Dark Progenitor table.

d4Dark Progenitor
1Demon Lord:  A powerful demon (or equivalent force of cosmic evil) created these creatures long ago, either as servants, slaves, worshipers or perhaps just out of boredom. These creatures have a Chaotic alignment.
2The Mother: Some ancient, primordial chtonic entity which is the 'mother-of-monsters' birthed them.
3Cursed Kingdom: A cruel, evil king or emperor or some similar figure of authority offended the gods (or some similar cosmic entity) and to punish him, all his servants or perhaps descendants became beasts.
4IT CAME FROM THE VOID ON ETHEREAL WINGS OF INKY BLACKNESS TO CONSUME REALITY! THERE IS NO ESCAPING THE DARKNESS!! IT HUNGERS ENDLESSLY! These creatures have a Chaotic alignment.

Random Monstrous Humanoids, Index

Orcs. Goblins. Bugbears. Gnolls. Ogres. These creatures are iconic to Dungeons & Dragons, if not to the fantasy genre as we know it today. Their niche and role within these worlds and stories is extremely simple to understand: they are human-like monsters,  creatures with a low amount of HP which serve as antagonists. They've changed quite a bit in conception over the years but they can mostly be traced to two sources: Tolkien's legions of orcs serving Sauron and the idea of an 'other' which lurks at the threshold of civilization.
Good old orcs.
This will generate some new monstrous humanoids which fit a role similar to these creatures but aren't quite the usual orcs and goblins or at least serve as a foundation for creating such beings and fleshing them out (or not, sometimes mysteries are good!).

Expect this post to see a lot of updates.

Index

As usual, Labyrinth Lord is used as a loose basis for these tables.

How big are they?

d8 Size and Shape
1-2
Shrunken Pigmies: These creatures are smaller than the average adult human. Use Goblin stats.
3-4
Man-Sized: These creatures are within the range of human size, at least in terms of height. Use Orcs stats.
5-6
Hulking: Bigger than average, either taller or more muscular. Use Hobgoblin stats.
7
Monstrous: Larger, meaner than even the most intimidating of human brutes. Use Gnoll stats.
8
Giant: These may as well be some form of ‘lesser giant’. Use Ogre stats.

What are they?

d8Nature
1-2
Beast Men: Creatures not quite human and not quite beasts.
3-4
People: As different as they may appear, these creatures are as mortal as you are.
5-6
Accursed Mutants: Someone or something cursed or warped these creatures into what they are today.
7
Created: These beings were deliberately created/bred long ago for a long-forgotten purpose.
8
Supernatural: These creatures aren't even truly mortals.

Monday, January 29, 2018

Godbound: Random Parasite God, Unholy Man-Beast

Hopefully the first in a series of post on generating Parasite Gods for Godbound.

Theriocephaly. A humanoid figure with the head of an animal. Chimeras. Animal mixtures. Everywhere we look in mythologies, we'll find the fusion of men and a beasts, sometimes a figure of awe, beauty and divinity and at other time as monstrous creatures which are neither man, beast or monster but all and neither at the same time.

Hircine, Daedric Prince of the Hunt by Entar0178.

The dreaded Parasite Gods are legion and come in an endless array of shape, sizes and blasphemous appearance. The Unholy Man-Beasts are but one possible theme for these creatures, in this case one taking inspiration from ancient pagan gods. These horrible creatures skirt the line between man, beast, god and demon and their ravenous appetite and unholy desires are a plague to any realm they inhabit. Now you too can generator a foul, savage false god to challenge a Godbound pantheon.

Unholy Man-Beasts start with the Word of Beasts.


How powerful is the Parasite God?

d10 Starting Stats
1-4 It is barely more than a divinely infused rabid beast, powerful but lacking in skill. Use the Weak God stat line as a basis.
5-8 This horrible creature has had time to grow in power and cunning. Use the Established God stat line as a basis.
9 This is no mere beast but a dangerous hunter. Use the Dread God stat line as a basis.
10 Enter this god's domain at your own risks. Use the Dread God stat line as a basis and roll on the Dreadful Power table. Add +4 to all rolls on the Words of Power table.

d4 Dreadful Power
1 Master of the Hunting Grounds: The Parasite God instantly knows the location of any wounded living creature within 120’ of it unless hidden by a miracle of Deception.
2 Eternally Hunted: Anything wounded by the Parasite God is forever marked by its curse (unless hiding with a miracle of Deception or healed with a suitable gift from a Word-bound being) and will instantly drive mad any beast it come across, which will attack the cursed individual.
3 Hungry Spawns: This foul beast is capable of birthing minions instantly, which erupt from its gut, hungry. These creatures have a quarter (rounded up) of the Parasite God and it can sense anything they do. When the Parasite God first take damage it summons a 1d4 hungry spawns, which immediately hunger for flesh to consume.
4 Wrath of the Beast-God: The Parasite God gains the Divine Wrath Gift and 2 Effort, which can only be spent on activating this gift.

How smart (and sane) is it?

d6 Intelligence and Sanity
1-2 Frenzied Berserker: The creature has human-level intellect but is prone to intense fits of rage once in combat.
3-4 Feral Beast: It has devolved to the intelligence of a cunning animal and cannot speak. It is still aware of what it is and will attempt to form a cult nonetheless.
5 Average Intelligence: It is neither smarter nor dumber after becoming a parasite god.
6 Disturbingly Smart: In spite of its bestial instinct, this creature is impossibly smart and cunning, like a very intelligent serial killer.


How does it primarily hunt?

d8 Hunting Method
1-2 Ferocious Beast: It is angry, hungry and will tear anything that stand in its way to shreds. It is bound to the Word of Might.
3-4 Swift Hunter: Nothing can escape this beast as it hunt it’s domain. It is bound to the Word of Alacrity.
5-6 Furtive Stalker: It is not seen until it’s too late. It is bound to the Word of Deception.
7 Shape Shifter: Trickier than others of its kind, this monster can alter its shape. It is bound to the Word of Shapeshifting.
8 Blasphemous Icon: Even odder than the Shapeshifter, this beast is paradoxically infused with unholy powers associated with the ‘dark arts’ by folklore. It is bound to the Word of Sorcery and automatically has human-level intellect or above.

What is it's blasphemous form?

d6 Height
1-3 Human Size: The creature retains a rough human size.
4-5 Enlarged: The transformation to Parasite God has increase the stature of this being. Star with a height of 6’6” and add 3d8 inches.
6 Huge: This creature as large as a small house, if not bigger.

d6 Appearance
1-3 Bestial Human: It looks human-like, but deformed and feral. Roll 1d4 times on the Feral Appearance table.
4-5 Human-Beast Hybrid: It is partially human in appearance, but it has become warped and now appears as a fusion of human and animal parts. Roll 1d2 times on the Beast table to see what animal it is a mish-mash of.
6 Monstrous Beast: There is no hint of humanity left in this monstrosity. Roll 1d4 times on the Beast table.


d20 Feral Appearance d20 Feral Appearance
1 The Endless Maw: This creature has far too many rows of yellow teeth in its impossibly large mouth. 11

Ragged Claws: The hands of the Parasite God have elongated into bony claws. Whenever they move, the whistling sound they make carry the scream of it’s last victim.

2 Hunched: Its spine is bent and elongated, giving it a hunched appearance. A small, stubby tail and spines erupt from it’s spinal column.

12 Extra Arms: A pair of bestial arms erupt from it’s torso or back. They end in claws and it use its smaller hands for manipulation.
3 Hungry Eyes: The Parasite God has yellow, orange or red eyes which glow in the dark. The glow become brighter and more overwhelming near wounded individuals.

13 Snake Hair: Like the Gorgons of myth, this Parasite God has snake for hair.
4 Deformed Face: The beast’ face is twisted and deformed, with jagged teeth and/or tusks erupting from its mouth. 14 Centauroid Body: The lower body of the Parasite God is an animal. Roll on the Beast Table.
5 Crown of Jagged Horns: 2d4 horns erupt from the Parasite God’s head, creating a bestial crown. 15 Great Horns: Gigantic bull or ram horns erupt from it’s cranium. Blasphemous runes are etched into the bone.

6 Antlers: A pair of antlers grow from it’s head. They constantly drip with gore. 16 Unholy Musk: It smells like an animal. The smell is overpowering and mortals find themselves driven to animalistic desires. Worthy foes can do a Spirit save to avoid this fate.

7 Patchy Fur: Mismatched and asymmetrical patches of fur grow from it’s flesh. It has been braided and adorned with talismans.

17 Wings: A pair of bat, bird or even insect wings emerge from the Parasite God’s body, giving it a flight speed equal to its land speed.

8 Foul Scales: Scabby, discoloured scales adorn it’s body. They have been crudely painted to give more color. 18 Lanky Beast of the Woods: The monster grows long, tall and gaunt. These long limbs increase it’s land movement by 20’.

9 Hooves: The Parasite God has hoofs for feet. The sound they make always echoes. 19 Blasphemous Markings: The creature has stripes or spots, or what appears to be from a distance. Up close they are constantly shifting, forming images of debauchery and violence, driving mortals mad with fear. Worthy foes have a Spirit Save.

10 Spiked Tail: A long, spiky tail erupt from the Parasite God’s spine. It could use it as a weapon. 20 Animal Head: The Parasite God has a fully-formed animal head. Roll on the Beast table to find out what.

d20 Beast d20 Beast
1 Tiger, Lion or some other large cat. 11 Insect.
2 Wolf or Hyena. 12 Scorpion.
3 Bear. 13 Spider.
4 Deer. 14 Shark.
5 Boar. 15 Crocodile or Alligator.
6 Bull. 16 Crustacean.
7 Predatory Bird. 17 Moth.
8 Weasel or Racoon. 18 Ape.
9 Elephant or Rhinoceros. 19 Bat
10 Snake. 20 Dinosaur or Dragon.


What are its foul desires?

d6 Foul Desires
1 Hunger for Flesh: The Parasite God has a very simple, but overwhelming desire for the flesh of sentient creatures. Its cult is always cannibalistic.
2 Lustful Beast: This bestial god is driven by its disturbing lust for carnal pleasures. They are best left unimagined. Its cult most likely has deformed beast-human hybrids.
3 Dark Guardian: The Parasite God is respected and feared in equal measure, as it will fiercely protect anyone who live within it’s domain so long as it is offered sacrifices. Its cult is most likely well organized and armed.
4 Confused: This creature doesn’t really have a motive and rather is ascribed one by it’s cult, which find it’s presence and power useful. It doesn’t care so long as it gets offering and worship.
5 Society Must Fall: This creature is driven by some burning hatred of civilization and will either seek to destroy it by force or subvert it with vile cults that preach bestial behavior. Its cult is likely quite furtive.
6 Isolationist: This creature wish for nothing else than be left alone in its domain to hunt. Unfortunately, there is something of great value to the Pantheon inside it’s domain and it will not give it away. It most likely has no cult, safe for crazy hermits and hunters killing people once in a while as a gift to have their lives spared.


Does it have additional Words?

d6 Words of Power (and Gifts)
1-3 No Extra Words: It only has the Word of Beast and what it rolled in hunting method.
4 Beast of Bones: This monstrosity has power over death, which it presumably use to create flesh-hungry undead. Add the Word of Death and has 1d2 Lesser Gifts of that Word.
5 Undying Monster: It cannot and will not be killed. The Parasite God is bound to the Word of Endurance and has 1d2 Lesser Gifts of that Word.
6 Omniscient Hunter: The beast knows. It has a dark and alien intelligence behind these hungry eyes. It is bound to the Word of Knowledge and has 1d2 Lesser Gifts of that Word.
7 The Pale Hunter: Like the ‘Beast of Bones’ result, but with 1d2 Lesser and Greater Gifts.
8 Eternal Hunger: Like the ‘Undying Monster’ result, but with 1d2 Lesser and Greater Gifts.
9 Bestial Effort: While not Bound to any Word, the Parasite God gains +2 Effort.
10 Slayer of Heroes: The beast has killed Godbound before and is unmatched in combat. It gain the following Gifts: Faster Than Thought, Defy the Iron and Shattering Hand. It gain +2 Effort.


Random Earth Elemental

I quite like the concept of elementals. That doesn't mean they are always done right, however as the sheer simplicity of their concept of 'living representation of an elemental force' leaves them to be somewhat generic and bland creatures. They don't have to be. In many ways, the Earth element may very well be one of the more understated and overlooked element. After all, Fire and Lightning generally get all the attention when it come to great displays of power. Which is a shame, because there is so much for the Earth element to offer, as it is the one humans interact with the most. We spend nearly every moment of our lives standing on ground or material which act as substitute ground, be it rock and stones, metal, wood (which grows from the earth) or plastic (which is petroleum-derived and reside in the earth). When we die, our bodies are confined to the earth to rot and eventually return to nature. Our fate is tied to all elements, but it is Earth we spend the most time with.

The symbol for 'Earth' is pretty simple, isn't it? It suit Earth just fine if you ask me...

Earth is the root element around which other elements orbit around, in so much as the planet-centric model applies. It is the repository of all wealth, of the past and future. It is old but its very material, its bones, can and will be harvested and transformed to create new things, a future. People tend to associate earth elementals and earth-based magic with simply endurance, but there is quite a bit more to tie with this element than 'a big rock monster'.

These charts use Labyrinth Lord as its basis. Its probably not remotely 'balanced' but who cares about that?

Earth Elemental by velinov

How much Hit Dice does it have?

d8 Number of HD
1-3 8 HD. Its a relatively small one.
4-6 12 HD. Its bigger than average.
7-8 16 HD. Cthonic might incarnate.


What is the Elemental like?

d20 This Elemental is made of...
1-3 Stone: This is a fairly standard elemental, primarily made of common stone. Roll on Physical Features twice and combine.
4-6 Earth: Most of its body is made of compacted Earth rather than rock. Roll on Physical Features and Plant Life.
7-9 Stone with a History: There is more to this Elemental than it’s simple body belies. It is either quite ancient or has been summoned more than once in its life and the creature’s body has ancient markings. Increase hit dice by 1d4 and Roll on the History and Physical Features table.
10-12 Unusual: This Elemental is a bit more unusual. Roll on the Unusual and Physical Features table.
13-15 Metal: A large portion of this Elemental’s body is made of metallic ores, improving its AC by 1. Roll on the Metal and Physical Features table.
16-18 Petroleum: Ancient, this elemental ooze with a sticky black substance. Fossils may adorn or compose its body. Its ancient body +1 HP/per hit dice. Roll on the Petroleum and Physical Features table.
19-20 Para-Elemental: This particular elemental, while Earth-dominant, features a secondary element in its making. Roll on the Para-Elemental table and Physical Features table.

d20 Physical Features
1-3 Hulking Brute: Large, brutish, mostly shapeless body with a thick torso and limbs with stubby legs. The most common (and boring) shape of elementals. 50% chance to have 1d4 extra arms.
4-6 Humanoid: Did this ancient creature willingly take a humanoid form or is it mocking us? Or perhaps it imitate us out of alien curiosity? 50% chance to be particularly tall and long-limbed, almost more like a giant than mere human.
7-9 Stout: Its body shape is more akin to a dwarf or gnome, races associated with earth. Reduce Speed by 10’ but it gain +1 HP/per hit dice. There is a 50% chance it has a particularly large and cool-looking stone beard, which is its pride and joy.
10-11 Quadrupedal: This elemental walks on all four limbs. Beyond that, it’s shape is rough and only generally suggest some four-legged earthbound creature.
12-13 Predator: Much like the Quadrupedal elemental, but it has a clear head with a mouth or perhaps clear, sharp or jagged claws of some kind. It is particularly aggressive and strong, increasing damage by one category.
14-15 Worm: Long, segmented and bring a new meaning to the term ‘earthworm’. Increase movement speed by 20’.
16-17 Insectoid: Looks like some sort of burrowing beetle. 50% chance it in fact has wings of dust which allows it to fly.
17-20 Geometric: Shaped like a pyramid, cube or other geometrical shape. It usually has a limb for each side. Or maybe it levitate, your choice.

d8Unusual Features
1Embedded Gemstones: Gemstones of some type shine across the elemental’s hide. There is a 50% chance these gems don’t disappear when the creature dies.
2Eroded: The effect of erosion had given this elemental a rounded, smooth finish.
3Colorful Ribbons: The ribbon-like layers on this Elemental are particularly colorful and fancy.
4Basalt Prism: The hide of the Elemental is made of geometric prisms of basalt.
5Obsidian: Made of jagged, volcanic glass, this creature’s sharp body can rend unwary adventurers apart. Increase its damage by one category.
6Limestone: Made primarily of Limestone, this Elemental has fossils embedded in its body. There is a 50% chance it's a particularly notable one. Roll on the Fossil table.
7Diamond: This Elemental is made of diamond! Unfortunately, that also makes it really, really hard. Improve its AC by 1 and make it immune to non-magical weapon.
8Plant Life: There’s plant life growing off this elemental, sometimes granting it symbiotic powers. Roll on the Plant Life table.

d10 Plant Life
1-2 Grass: Grass grows on the earthy parts of the Elemental. Its ordinary grass.
3-4 Shrubs: A spiky, twisted shrub grows somewhere on the Elemental’s body.
5-6 Moss: A thin layer of moss cover the elemental’s body.
7 Grassy Hide: The same way animals have fur or scale, this Elemental is covered in thick grass. The grass is alive and possibly sentient to some extent as it can speak words, perhaps sentences. Who knows what it may say?
8 Hypnotic Mushrooms: Pale, twisted mushrooms grow off the creature’s head (or torso if it has no head). These allow it to cast Confusion.
9 Bright Flowers: Quite lovely to look at but it also gives the Elemental the ability to cast Fireball as these strange arcane flowers, when glowing in unison, unleash a blast of searing light.
10 Tree: There’s a tree growing out of the Elemental, its roots intertwined with the limbs of the Elemental. Increase Hit Dice by 2 and allows the Elemental to cast a Druid (or Cleric, if you don’t use Druids) appropriate to its Hit Dice.

d8 History
1 Statue: Part of or the entire body of this Elemental has been chiseled into a statue. There is a 25% chance that the statue is still loosely recognisable.
2 Paintings: Early man painted some scenes on what became the body of this Elemental.
3 Calamity: Once upon a time, this particular Elemental brought a great earth-related calamity, such as an earthquake or landslide. The bones of its victims can be seen poking through its ‘flesh’. It can cast Earthquake if it has more than 8 Hit Dices.
4 Treasure: A treasure is buried inside the elemental’s earth-and-stone-chest. It won’t easily allow its heart to be removed. Furthermore, it hate thieves (both the class and the act of thieving) and will attack them on sight, having a supernatural sense which allows it to see who is a thief and who isn’t.
5 Composite: Wounded in an ancient battle, the ‘flesh’ of this elemental bear scars and while others are composed of a clearly different type of stone. It is an ancient warrior used to pain (or whatever elementals feel) and it gain +1 HP/per hit dice.
6 Former Bound Elemental: This creature had once been bound as a servant to some wizard and its body still bear the elaborate markings which double as ancient binding contracts etched into its flesh. There is a 50% chance that it broke free (or was released by the sudden death of his master) and bears a burning hatred of Magic-Users.
7 Ancient Ruins: The body of this Elemental bear small, barely noticeable marks of ancient and long-lost architecture. There is a 50% chance that, when talked to about such matters, it may reveal some secret about lost civilizations.
8 Face of God: Perhaps this creature itself was worshipped as a God or its body may have been made from the broken remains of some ancient statue. Either way its body bears the carved face of a long-forgotten god. There is a 50% chance that it can cast a Cleric spell of a level appropriate to its Hit Dice.

d10 Metal
1-2 Shiny Finish: The metallic hide of this Elemental is quite shiny and polished.
3-4 Corroded: Rust cling to this creature’s metal hide but does not appear to impede it.
5 Magnetic: Metallic weapons automatically hit the Elemental but then have the annoying tendency of getting stuck to its body. Furthermore, the Elemental can shoot back weapons stuck to its body. It usually has 2d4 weapons stuck to itself when encountered.
6 Metallic Spurs: Jagged pieces of metal erupt from the Elemental’s hands (or jaw, or whatever is appropriate. These preternatural blades always strike armored foes as if their AC was the lowest natural AC of the system. (AC 9 for Labyrinth Lord)
7 Lead: Pockets of lead allow this Elemental to cast Anti-Magic shell.
8 Forged: Reforged by human hands for war in ancient times (Or recent times, who knows?), this Elemental make good use of the fact its body has been made into a living armor. Improve its AC by 1 and it can wield weapons. There is also a 50% chance it's accompanied by warriors of some kind who either command or are commanded by the Elemental.
9 Gold: Naturally-occurring gold compose a portion of this Elemental’s body. Unfortunately for any greedy adventurer, the symbolic association of gold with the Sun gives it the ability to fire off rays of golden flame. Treat as the breath weapon of a Red Dragon appropriate to it’s Hit Dices.
10 Uranium Ore: Uh oh. This Elemental is radioactive!

d4 Petroleum
1 Oozing: The Elemental constantly ooze petroleum, which seemingly never stop flowing from its body.
2 Bubbling Tar: The body of this Elemental is covered in a living, flowing layer of tar-like substance which constantly bubbles and pop. Weapons will become stuck in it.
3 Tar Breath: The Elemental can exhale toxic tar. Treat this as the Breath Weapon of a Green Dragon of appropriate Hit Dices.
4 Fossils: There are some fossils stuck (or part of) the Elemental’s body. Roll on the Fossil table.

d4 Fossils
1 Draconic Beast: The skeleton(s) of ancient reptilian beasts, possibly dragons form the bones of this Elemental. Increase its damage by one category.
2 Ancient Plants: Fossilized plants, can be seen. Roll on Plant Life, but its fossilized.
3 Bone of Giants: The bone of ancient giants and titans compose the body of the Elemental. Increase its Hit Dices by 1d4.
4 Antediluvian Horrors: Trapped inside the Elemental’s body are the fossilized remains of impossibly ancient life, older than man. Older than elves. Older than the gods, even? It can cast Symbol of Insanity.

d6 Para-Elemental
1 Dust: A hybrid of Earth and Air (or is it Earth and Entropy?) The body of the elemental is composed of grains of dust, salt or some other particulate material. It has the abilities of both types.
2 Seabed: While its body is primarily rock, this Elemental lives (or lived) at the bottom of the ocean and is covered in discarded shells and kelp. It can move in water with no penalty whatsoever.
3 Mud: A hybrid of Earth and Water, with a slippery and muddy body. It has the abilities of both types.
4 Igneous Rock: Once a child of Earth and Fire, it has since cooled down. There is a 50% chance it can still hurl small bolts of flame, which function as Magic Missiles.
5 Magma: A much more active crossbreed of Earth and Fire. It has the abilities of both types.
6 Fulgurite: A child of Earth and Lightning, its seemingly brittle body of fused sand crackles with electricity. It can cast Lightning Bolt.