mongrelmen or just some people in the next dungeon. Use these tables to figure out what their deal is. Roll 1d20 on each table, or for super-quick generation roll 1d20 and use the same number on all 3 tables. Hierarchy 1. Magocracy lead by 1d4+1 wizards, shamans, witches, etc. 2. Lead by a single wizard, shaman, witch, etc. 3. 1d4+1 leaders with 1d6 HD more than the rest. 4. A single leader with 1d8 more HD than the rest. 5. They obey the whisperings of a bizarre idol. 6. Lead by a member of a more intelligent species. 7. Lead by a wizardy/witchy member of a more intelligent species. 8. Lead by a member of a non- or animal-intelligent species whose wishes are interpreted by priest or witch. 9. Lead by a hyperintelligent member of a usually non- or animal-intelligent species. 10. Lead by a 1d4 upper caste members roll on Aspect below. 11. Lead by 1d4 crippled or deformed (bloated queen, sacred paraplegic, etc.). 12. Lead by 1d4 withered, old and wiser members. 13. Multi-tiered organization: roll 1d12 twice, first roll outranks the second. 14. Multi-tiered organization: roll 1d12 thrice, first roll outranks second, second outranks third. 15. Symbiotic uni-mind. 16. Complex: roll 1d12 for the supreme leader, 1d10 for the body-guard class, 1d12 for the advisors. 17. 25% are berserk warrior-types, with +2HD, +2 damage, two-handed weapons, etc. 18. Sophisticated: as 17, roll 1d12. 19. Sophisticated: as 17 and 13. 20. Sophisticated: as 17 and 14. Allies (roll twice) 1-10. None 11. Mounted (on horses, centipedes, etc.) 12. Small attack animals (dogs, boars, lizards, etc.) 13. Swarm bombs (jars of bees, wasps, snakes, etc.) 14. 1d4+1 monsters on chains (otyughs, carrion crawlers, etc.) 15. 1-2 gigantic monsters (mammoths, trolls, etc.) 16. Priest/witch raises dead to fight as zombies. 17. Half their force is another intelligent species (roll all again). 18. 1d4+1 golems or steampunk-like devices. 19. Mutual-defence treaty with another distant local monster or group. 20. Strange monsters with weird attacks (basilisks, mushroom men, etc.) as shock troops.
This table by Zak S. Smith of dndwithpornstars.blogspot.co.nz
Layout by Iain Jones of dragonatthedinnertable.blogspot.com
Aspect (this one only makes weird humanoids; if you
want more normal ones, just skip this step): 1. Lewis Carrol-esque 2. Clones or twins 3. Decadent 4. Drunk 5. Drugged 6. Enslaved (or slavers) 7. Experimented-upon 8. Friendly 9. Giant 10. Hyperintelligent 11. Immobile 12. Insane 13. Militarized (like Tolkein orcs) 14. Mutants or cripples 15. Nurgley 16. Religious 17. Sexy 18. Soulless 19. Steampunk 20. Tiny