One-click Rollable Tables for generating NPCs, factions, spells, traps, cities, dungeons, etc., using the amazing tables provided in Knave 2e (credits and attributions) and some of my own. If you’re curious about why I built this tool or if you would like to contact me see my notes below.
Basically, press a button to generate the specified thing (See the NPC button or the spell book, relic and patron buttons if you’re unsure of where to start).
This page can be of use to GMs prepping adventures for their groups. Also, during play, this page can help GMs to gracefully handle their players doing something unexpected or for GMs who want to generate something on the fly (like spell books or magic items).
Just use the owl bear stat block if I don’t have a stat block for a creature.
Most of the following tables use markov chains to generate names that should sort of look like names from the cultures they’re pulling from but not exactly. Relatively expected names can be generated but you can also get really weird and long names.
¶d6 | Travel Hazard Die Result |
---|---|
1 | encounter: The party has a random encounter. |
2 | fatigue: Each party member takes 1 damage unless they spend the next watch resting. Ignore while resting. |
3 | depletion: Roll a d6 for each perishable item. On a 1 it has gone bad. |
4 | travel shift: The weather changes. |
5 | sign: PCs find a sign of a nearby encounter or a clue to a secret. |
6 | free: No effect. |
d100 | Weather |
---|---|
1-3 | Thunderstorm, blizzard in winter |
4-8 | Heavy rain, heavy snow in winter |
9-17 | Cold for the season |
18-28 | Light rain, snow in winter |
29-42 | Cool for the season |
43-58 | Mild for the season |
59-72 | Warm for the season |
73-83 | Windy |
84-92 | Hot for the season |
93-97 | Strong winds |
98-00 | Hail in spring, humidity in summer, fog in fall, frost in winter |
d100 | Travel Shift |
---|---|
1 | Acid rain |
2 | Animal migration |
3 | Anvil cloud |
4 | Ash cloud |
5 | Ash rain |
6 | Aurora |
7 | Avalanche |
8 | Ball lightning |
9 | Bird migration |
10 | Black blizzard |
11 | Blizzard |
12 | Blood moon |
13 | Brush fire |
14 | {CityEvent} (p. 46) |
15 | Cloudburst |
16 | Cold wave |
17 | Cold weather |
18 | {Color} sky (p. 37) |
19 | {Delusion} (p. 30) |
20 | Dense fog |
21 | {Disaster} (p. 31) |
22 | Downburst |
23 | Drizzle |
24 | Dust devil |
25 | Dust storm |
26 | Earthquake |
27 | {Effect} rain (p. 28) |
28 | Electric storms |
29 | {Element} rain (p. 29) |
30 | Fire whirls |
31 | Fireflies |
32 | Firestorms |
33 | Flash flood |
34 | Flooding |
35 | Fluffy clouds |
36 | Fog |
37 | {Food} rain (p. 49) |
38 | Forest fire |
39 | Freezing fog |
40 | Freezing rain |
41 | Grass fire |
42 | Haboob |
43 | Hail |
44 | Hailstorm |
45 | Haze |
46 | Heat lightning |
47 | Heatwave |
48 | Heavy rain |
49 | Hot weather |
50 | Hot winds |
51 | Humidity |
52 | Hurricane |
53 | Ice storm |
54 | Insect swarm |
55 | Landslide |
56 | Lava flow |
57 | Light winds |
58 | Lunar eclipse |
59 | Meteor shower |
60 | Mirage |
61 | Mist |
62 | Misty rain |
63 | Monsoon |
64 | Mudflow |
65 | Murmuration |
66 | Northern lights |
67 | Overcast |
68 | Planet alignment |
69 | Pollen cloud |
70 | Pyroclastic flow |
71 | Rain of fish |
72 | Rain of frogs |
73 | Rain of worms |
74 | Rainbow |
75 | Salt storm |
76 | Sandstorm |
77 | {Scent} (p. 66) |
78 | Showers |
79 | Smog |
80 | Smoke |
81 | Solar eclipse |
82 | {Sound} (p. 66) |
83 | Stampede |
84 | Star jelly |
85 | Steam devils |
86 | Strong winds |
87 | Sulfur clouds |
88 | Swamp lights |
89 | {Taste} rain (p. 36) |
90 | {Texture} rain (p. 36) |
91 | Thunderstorms |
92 | Tornado |
93 | Tremors |
94 | Volcanic bombs |
95 | Warm rain |
96 | Warm winds |
97 | Waterspouts |
98 | {Weapon} rain (p. 43) |
99 | Windstorm |
00 | Wispy clouds |
d6 | Dungeon Hazard Die Result |
---|---|
1 | encounter: The party has an encounter, usually rolled from a table designed for the dungeon. The GM determines the encounter’s reaction, activity, distance from the party, and if they are surprised (p. 19). |
2 | fatigue: Each party member takes 1 damage unless they spend the next turn resting. The damage may be higher in dungeons with harsh conditions. Ignore this result while resting. |
3 | burn: Lit torches burn out. New torches can be lit from the embers of the previous ones. |
4 | delve shift: The dungeon environment changes. If a dungeon doesn’t have any obvious shifts, use minor effects like sounds, temperature shifts, wind, falling debris, apparitions, or vermin. Possible shifts: 1. {DelveShift} 2. {DelveShift} 3. {DelveShift} |
5 | sign: The players find a sign (p. 10) that a random encounter (p. 19) is nearby. The next time an encounter is rolled in this dungeon, the PCs meets that creature. Alternatively, reveal a clue to something hidden. Possible Signs: 1. {Sign} 2. {Sign} 3. {Sign} |
6 | free: No effect. |
d100 | Delve Shift |
---|---|
1 | Alarm |
2 | Animal sounds |
3 | Apparition |
4 | Awakening |
5 | Battle |
6 | Blessing |
7 | Blood scent |
8 | Ceilings moves |
9 | Ceremony |
10 | {CityEvent} (p. 46) |
11 | Cleaning |
12 | Cloud of flies |
13 | Combat sounds |
14 | Construction |
15 | Crystal growth |
16 | Curse |
17 | Dead rise |
18 | Decay scent |
19 | Decreased patrols |
20 | {Delusion} (p. 30) |
21 | Device activates |
22 | {Disaster} (p. 31) |
23 | Doors close |
24 | Doors open |
25 | Draining |
26 | Dungeon rotates |
27 | Dungeon slides |
28 | Dungeon tilts |
29 | Dust cloud |
30 | Earthquake |
31 | Element flow (p.29) |
32 | Eruption |
33 | Excavation |
34 | Faction alliance |
35 | Faction truce |
36 | Faction war |
37 | Feast |
38 | Fire |
39 | Flammable gas |
40 | Flooding |
41 | Floors move |
42 | Fog |
43 | Food scent |
44 | Foraging |
45 | Freezing |
46 | Gravel flow |
47 | Hatching |
48 | Hot |
49 | Humid |
50 | Hunt |
51 | Incense |
52 | Increased patrols |
53 | Invasion |
54 | Lava flow |
55 | Leak |
56 | Liquid sounds |
57 | Machine sounds |
58 | Manure scent |
59 | Monster scent |
60 | Monster sounds |
61 | Mud flow |
62 | Music |
63 | Nesting |
64 | New faction |
65 | New monster |
66 | New rooms |
67 | Oil flow |
68 | Passages close |
69 | Passages open |
70 | Plague |
71 | Planar overlay |
72 | Plants bloom |
73 | Plants grow |
74 | Plants wither |
75 | Repairs |
76 | Rift opens |
77 | Room revolves |
78 | Room slides |
79 | Room tilts |
80 | Rooms filled in |
81 | Rooms rearrange |
82 | Sand flow |
83 | {Scent} (p. 66) |
84 | Singing |
85 | Sleep |
86 | Smoke |
87 | {Sound} (p. 66) |
88 | Static charge |
89 | Summoning |
90 | Total silence |
91 | {TrapEffect} (p. 28) |
92 | Traps rearm |
93 | Vermin swarm |
94 | Voices |
95 | Walls close in |
96 | Walls move |
97 | Walls widen |
98 | Water flow |
99 | Wind |
00 | Worship |
d100 | NPC Reaction |
---|---|
1-3 | Kill the PCs |
4-8 | Injure or capture the PCs |
9-17 | Harass or rob the PCs |
18-28 | Insult, threaten, or command the PCs |
29-42 | Avoid the PCs |
43-58 | Ignore the PCs |
59-72 | Follow or observe the PCs |
73-83 | Greet or question the PCs |
84-92 | Share information with the PCs |
93-97 | Perform minor favors the PCs |
98-00 | Ask to join the PCs’ party |
d100 | Activity |
---|---|
1 | Ambushing |
2 | Arguing |
3 | Awarding |
4 | Beautifying |
5 | Befouling |
6 | Begging |
7 | Besieging |
8 | Birthing |
9 | Blessing |
10 | Brawling |
11 | Building |
12 | Burgling |
13 | Burying |
14 | Camping |
15 | Capturing |
16 | Carving |
17 | Celebrating |
18 | Chasing |
19 | Cleaning |
20 | Clearing |
21 | Climbing |
22 | Collecting |
23 | Competing |
24 | Convening |
25 | Cooking |
26 | Courting |
27 | Crafting |
28 | Cursing |
29 | Dancing |
30 | Defacing |
31 | Defending |
32 | Delivering |
33 | Destroying |
34 | Dousing |
35 | Dueling |
36 | Dying |
37 | Eating |
38 | {Effect} (p. 28) |
39 | Escaping |
40 | Escorting |
41 | Excavating |
42 | Executing |
43 | Feasting |
44 | Fighting |
45 | Fleeing |
46 | Foraging |
47 | Fortifying |
48 | Gambling |
49 | {Goal} (p. 57) |
50 | Guarding |
51 | Harvesting |
52 | Hauling |
53 | Healing |
54 | Hiding |
55 | Igniting |
56 | Infiltrating |
57 | Initiating |
58 | Instructing |
59 | Kidnapping |
60 | Looting |
61 | Mapping |
62 | Marrying |
63 | {Mission} (p. 51) |
64 | Mourning |
65 | Murdering |
66 | Pardoning |
67 | Parleying |
68 | Patrolling |
69 | Performing |
70 | Planning |
71 | Planting |
72 | Playing |
73 | Praying |
74 | Preaching |
75 | Processing |
76 | Questioning |
77 | Repairing |
78 | Rescuing |
79 | Resting |
80 | Rioting |
81 | Robbing |
82 | Sacrificing |
83 | Scavenging |
84 | Scouting |
85 | Searching |
86 | Selling |
87 | Singing |
88 | Sleeping |
89 | {Sound} (p. 66) |
90 | Summoning |
91 | Surrendering |
92 | Swindling |
93 | {Tactic} (p. 67) |
94 | Tending |
95 | Threatening |
96 | Tracking |
97 | Trading |
98 | Training |
99 | Traveling |
00 | Worshiping |
d100 | Spell |
---|---|
1 | adhere: INT objects become sticky enough to hold a PC to a ceiling. Lasts until washed. |
2 | animal friendship: INT animals obey your orders as well as a trained dog for one day. |
3 | animate object: INT objects obey your orders. They move 15’ per round. |
4 | anthropomorphize: INT animals gain human intelligence for one day. |
5 | arcane eye: You create a magic eye that flies around under your control for INT turns. You can see through it as well as your normal eyes. |
6 | astral prison: An object is frozen in time and space within an invulnerable crystal shell for INT turns. |
7 | attract: INT + 1 objects are strongly magnetically attracted to each other if they come within 10'. |
8 | auditory illusion: You can create illusory sounds that seem to come from INT directions of your choice. |
9 | babble: INT creatures must loudly and clearly repeat everything you think. They are otherwise mute. |
10 | beast form: You and your possessions turn into an animal for up to INT days. |
11 | befuddle: A creature is unable to form short-term memories for INT turns. |
12 | bend fate: Roll INT + 1 d20s. After this point, when any creature you can see makes a check, use and discard one of the rolled results until they are all gone. |
13 | body swap: You switch bodies with a creature you touch for INT turns. If one body dies, the other dies as well. |
14 | catherine: A woman wearing a blue dress appears for INT hours. She will obey polite, safe requests. |
15 | charm: INT humanoids believe they are close friends with you until proven otherwise. |
16 | command: A creature obeys a single, INT-word command that doesn’t harm it. |
17 | comprehend: You are fluent in all languages for INT hours. |
18 | control plants: Plants within INT x 10’ obey you. They move 5’ per round. |
19 | control weather: You control your hex’s weather for INT hours. |
20 | detect magic: Anything magical within line of sight glows and reveals its properties on request. Lasts 1 day or until you make INT requests. |
21 | disassemble: INT body parts may be detached at will. You can still control them. Lasts until they are reattached. |
22 | disguise: You may alter the look of INT humanoids as long as they remain humanoid. Lasts until the subjects speak. |
23 | displace: An object appears to be up to INT x 10’ from its actual position. |
24 | duplicate: Create INT fragile, porcelain copies of items you can see. |
25 | earthquake: The ground shakes violently for INT rounds. |
26 | elasticity: Your body can stretch up to INT x 10'. |
27 | elemental wall: Creates a wall of ice or fire INT x 40’ long, 5’ wide and 10’ tall. The wall can curve however you want. |
28 | filch: INT visible items teleport to your hands. |
29 | fog cloud: Fog spreads out in a INT x 10’ radius from you. Fades in one turn. |
30 | gravity shift: INT creatures can alter their “down” direction at will. |
31 | greed: INT creatures become obsessed with possessing a visible item. |
32 | haste: INT creatures have their movement speed tripled. |
33 | hatred: INT creatures start attacking each other for one turn or until one dies. |
34 | hear whispers: A creature can hear all sounds up to 120’ away for INT turns. |
35 | hover: Make INT objects hover 2’ above the ground, frictionless. They can support the weight of up to INT people. |
36 | hypnotize: A creature enters a trance and will answer INT yes or no questions. |
37 | icy touch: An ice layer spreads across a surface, up to INT x 10’ in radius. |
38 | increase gravity: The gravity within INT x 10’ of you triples. |
39 | invisible tether: INT objects within 10’ of each other cannot be moved more than 10’ apart from each other. |
40 | knock: INT locks unlock. |
41 | leap: You can jump up to INT x 10'. |
42 | liquid air: The air within INT x 10’ of you becomes swimmable. |
43 | lock: A door cannot be opened by mundane means for INT turns. |
44 | magic suppressor: All magic is nullified while within INT x 10’ of you. |
45 | manse: A furnished house with INT rooms appears for 1 day. It has no food or gear and does not count as a safe haven. |
46 | marble madness: Your pockets refill with marbles every round for INT rounds. |
47 | masquerade: All creatures within INT x 10’ of you are compelled to dance. |
48 | miniaturize: You and INT other touched creatures become mouse-sized. |
49 | mirror image: INT illusory copies of you, under your control, appear. |
50 | mirrorwalk: A mirror becomes a gate to another mirror you touched today. |
51 | multiarm: You gain INT extra arms. |
52 | night sphere: An INT x 40’ wide sphere of total darkness appears. |
53 | objectify: INT willing creatures become inanimate, immobile objects of your choice for as long as they wish. They can still hear and see. |
54 | ooze form: Your body and gear become living slime for INT turns. |
55 | pacify: INT creatures develop an intense hatred of violence unless attacked. |
56 | phantom coach: A coach scoops up INT creatures (who are outdoors) and deposits them in a random adjacent hex. |
57 | phobia: INT creatures become terrified of an object. |
58 | pit: A pit 10’ wide and INT x 10’ deep opens in the ground. |
59 | primeval surge: An object grows to the size of an elephant for INT turns. If it is a creature, it is enraged. |
60 | psychometry: The GM answers INT yes or no questions about an object. |
61 | pull: An object of any size is pulled directly towards you with the force of INT men for one round. |
62 | push: An object of any size is pushed directly away from you with the force of INT men for one round. |
63 | raise dead: INT unarmed skeletons rise from the ground to serve you. |
64 | read mind: You can hear the surface thoughts of creatures for INT turns. |
65 | repel: INT + 1 objects are strongly magnetically repelled from each other if they come within 10'. |
66 | scry: You can share the vision of a creature you touched today for INT turns. |
67 | sculpt elements: Inanimate material acts like clay in your hands for INT turns. |
68 | shroud: INT creatures are invisible for as long as they can hold their breath (CON x 3 rounds). |
69 | shuffle: INT creatures switch places randomly. |
70 | silence: All sound is deadened within 10’ of you for INT turns. |
71 | sleep: INT creatures fall asleep. |
72 | smoke form: Your body and gear become living smoke for INT turns. |
73 | snail knight: In 10 minutes, a knight atop a giant snail rides into view. He may aid you for INT days if he finds you worthy. The snail cannot move faster than a walk. |
74 | sniff: A creature can smell all scents up to 120’ away for INT turns. |
75 | sort: Inanimate items sort themselves according to INT categories you set. The categories must be visually verifiable. |
76 | speak with dead: The spirit of a touched dead body appears and will answer INT questions (if it can). |
77 | spectacle: A clearly unreal illusion appears under your control for INT days. It may be up to the size of a palace and has full motion and sound. |
78 | spellseize: Cast this as a reaction to another spell of level INT or less being cast to make a temporary copy of it that you can cast within 1 day. |
79 | spider climb: You can climb surfaces like a spider for INT turns. |
80 | summon cube: You may summon or banish a 5’ cube of earth 5 times per round for INT rounds. Cubes must be affixed to the earth or to other cubes. |
81 | summon idol: A carved stone statue up to INT x 10’ tall rises from the ground. |
82 | swarm: You become a swarm of crows, rats, or piranhas for INT turns. You only take damage from area effects. |
83 | telekinesis: You may mentally manipulate items (one at a time) up to 10 feet away for INT turns. |
84 | telepathy: You can project your thoughts into a mind within INT hexes. |
85 | teleport: An object teleports to a clear patch of ground up to INT x 40’ away from its origin point. |
86 | thaumaturgic anchor: An object becomes the target of every spell cast within 120’ of it for INT turns. |
87 | thicket: A thicket of trees and dense brush up to INT x 40’ wide sprouts up over the course of one round. |
88 | time jump: An object disappears as it jumps INT turns into the future. When it returns, it destroys any matter in its space. |
89 | time rush: Time within INT x 10’ of you goes 10 times faster than the rest of the world. Lasts 10 rounds (for you). |
90 | time slow: Time within INT x 10’ of you goes 10 times slower than the rest of the world. Lasts 10 rounds (for you). |
91 | truth sense: You can detect lies for INT hours. |
92 | unravel: Cast this as a reaction to another spell of level INT or less going off to nullify it. |
93 | upwell: A spring of seawater erupts, producing a thousand cubic feet of water per turn for INT turns. |
94 | vision: You create an illusory object with full motion and sound that only one creature can sense. Lasts INT turns. |
95 | visual illusion: You create INT silent, immobile, illusory objects that last until they are touched. |
96 | ward: A silver circle 40’ across appears on the ground around you. Until you leave the circle, INT types of things that you name cannot cross it. |
97 | web: You can shoot INT x 40’ of strong, sticky web. Lasts until burned. |
98 | whirlwind: You create a vortex of air INT x 10’ wide that can deflect missiles. |
99 | wizard mark: Your finger produces ulfire-colored paint for INT hours. This paint is only visible to you, and can be seen at any distance, even through objects. 1 |
00 | x-ray vision: You can see through INT feet of material. |
cost of living (per month)
d12 | Cost Of Living |
---|---|
1 | destitute: Beggars, Outlaws (90c). |
2 | poor: Servants, Laborers, Sailors, |
3 | Farmers, Soldiers (300c). |
4 | humble: Innkeepers, Bakers, Craftsmen, |
5 | Scribes, Priests, Mercenaries (600c). |
6 | respectable: Physicians, Merchants, |
7 | Lawyers, Master Craftsmen (1200c). |
8 | wealthy: Courtiers, Knights, Rich |
9 | Merchants, Bishops, Gentry (3000c). |
10 | minor noble: Barons, Counts (12,000c). |
11 | major noble: Dukes, Princes (60,000c). |
12 | royal: Kings, Emperors (600,000c). |
d100 | Building |
---|---|
1 | Poor hovel 100 |
2 | Humble cottage 1k |
3 | Respectable house, chapel 10k |
4 | Wealthy house, guildhall, theater, warehouse 50k |
5 | Church, stone tower 100k |
6 | Small castle 2m |
7 | Minor noble’s mansion, temple, medium castle 8m |
8 | Large castle 32m |
9 | Major noble’s estate, cathedral 100m |
10 | Imperial palace, basilica 400m |
d6 | Room Style |
---|---|
1 | poor: Earth walls, thatched roofs, |
earth floors. (10) | |
2 | humble: Wattle and daub walls with some bricks or field stone, thatched roofs, reed floors. (50) |
3 | respectable: Wood and brick walls with some stone, shingled roof, wood floors. 250 |
wealthy: Mostly stone walls with some wood and brick, shingled roof, wood floors. This is also the cost for a 5’ cube of defensive stone walls. (1k) | |
4 | minor nobles and castles: Stone walls, shingled roof, flagstone floors. Some use of materials like glass and marble, minor architectural flourishes. (5k) |
5 | major nobles: Stone walls, stone roof, tiled floors, glass windows, high ceilings, significant architectural flourishes. (50k) |
6 | royal: Marble walls, stone roof, marble floors, glass windows, soaring ceilings, art everywhere. (100k) |
d20 | Carousing Mishaps |
---|---|
1 | You made a public fool of yourself. |
2 | Take d3 direct damage from a fight. |
3 | Pay d100c due to fines. |
4 | You are engaged to be married. |
5 | Lose d1000c from gambling. |
6 | Groupies follow you everywhere. |
7 | You’ve made an enemy. |
8 | You have an ugly, prominent tattoo. |
9 | Hangover: take -5 on all tests today. |
10 | You have joined a local faction (p. 50) ({FactionName:FactionDescription}) |
11 | Robbed: Lose all remaining coin. |
12 | You wake up in prison. |
13 | The building is on fire! |
14 | You’re expected to complete a mission (p. 51) due to your boasts. (Mission? {Mission}) |
15 | A duel is scheduled for the next dawn. |
16 | You signed a shady contract. |
17 | A stranger’s corpse is on the floor. |
18 | A faction hates you (p. 50) ({FactionName:FactionDescription}) |
19 | All your belongings have been stolen. |
20 | You meet a new companion who wants to join your party. |
d3 | CareerType |
---|---|
1 | common: Requires 1 month and 1000c (carpenter, hunter, fisherman, sailor, dyer, gardener, blacksmith, etc.). |
2 | uncommon careers: Requires 3 months and 5000c to attempt related tasks and an additional 3 months and 5000c to gain a +5 to related non-combat checks (burglar, acrobat, locksmith, grave robber, herbalist, tattooist, prospector, etc.). |
3 | rare careers: Requires 1 year and 30,000c to attempt related tasks and an additional year and 30,000c to gain a +5 to related non-combat checks (alchemist, lawyer, assassin, sculptor, folklorist, etc.). |
d100 | Monster |
---|---|
1 | Aboleth |
2 | Air elemental |
3 | Angel |
4 | {Animal} (p. 64) |
5 | Animated armor |
6 | Banshee |
7 | Basilisk |
8 | Black pudding |
9 | Blink dog |
10 | Brain flayer |
11 | Bugbear |
12 | Bulette |
13 | Centaur |
14 | Chimera |
15 | Cockatrice |
16 | Crawling claw |
17 | Cyclops |
18 | Darkmantle |
19 | Death knight |
20 | Demon |
21 | Dire wolf |
22 | Djinn |
23 | Doppelganger |
24 | Dragon |
25 | Dryad |
26 | Earth elemental |
27 | Efreet |
28 | Eye tyrant |
29 | Fire elemental |
30 | Gargoyle |
31 | Gelatinous cube |
32 | Ghost |
33 | Ghoul |
34 | Giant |
35 | Giant {Animal} (p. 64) |
36 | Giant centipede |
37 | Giant crab |
38 | Giant frog |
39 | Giant scorpion |
40 | Giant snake |
41 | Giant spider |
42 | Giant weasel |
43 | Gnoll |
44 | Goblin |
45 | Golem |
46 | Gorgon |
47 | Gray ooze |
48 | Griffon |
49 | Hag |
50 | Harpy |
51 | Hell hound |
52 | Hippogriff |
53 | Hobgoblin |
54 | Homunculus |
55 | Hook horror |
56 | Hydra |
57 | Imp |
58 | Intellect devourer |
59 | Invisible stalker |
60 | Kobold |
61 | Kraken |
62 | Lich |
63 | Lizardfolk |
64 | Manticore |
65 | Merfolk |
66 | Mimic |
67 | Minotaur |
68 | Mummy |
69 | Myconid |
70 | Naga |
71 | Ochre jelly |
72 | Ogre |
73 | Orc |
74 | Owl bear |
75 | Pegasus |
76 | Peryton |
77 | Phase spider |
78 | Piercer |
79 | Purple worm |
80 | Rakshasa |
81 | Roc |
82 | Roper |
83 | Rust monster |
84 | Satyr |
85 | Shadow |
86 | Skeleton |
87 | Sphinx |
88 | Stirge |
89 | Succubus |
90 | Tarrasque |
91 | Treant |
92 | Troll |
93 | Tyrannosaurus |
94 | Unicorn |
95 | Vampire |
96 | Water elemental |
97 | Werewolf |
98 | Wyvern |
99 | Yeti |
00 | Zombie |
d34 | Bestiary |
---|---|
1 | animated armor: AC 18, HP 24, LVL 6, ATK weapon (d8), MOV 20’, MRL 12, NA d6 (0). Immune to mental effects. Dark vision. Held together by magic. Loud. |
2 | bandit: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 40’, MRL 8, NA d8 (3d10). Like to ambush. |
3 | basilisk: AC 15, HP 24, LVL 6, ATK bite (d10), MOV 20’, MRL 9, NA d6 (d6). Petrifies targets who look in its eyes and fail a CON check. Creatures take -5 to attacks while avoiding its gaze. |
4 | black pudding: AC 13, HP 40, LVL 10, ATK touch (3d8), MOV 20’, MRL 12, NA 1 (0). Only vulnerable to fire. When hit by a non-fire attack, it creates a LVL 2 pudding that deals d8 damage. Dissolves metal and wood and can move across ceilings and walls. |
5 | blink dog: AC 14, HP 16, LVL 4, ATK bite (d6), MOV 40’, MRL 6, NA d6 (d6). d4 × 10’ teleportation. Can to teleport into and then out of melee on their turn. |
6 | brain flayer: AC 15, HP 32, LVL 8, ATK psychic or 4 tentacles (d2), MOV 40’, MRL 7, NA d4 (d4). Psychic attack either mind controls or deals 3d6 damage to a target up to 40’ away who fails a WIS check. Eats a victim’s brain d4 rounds after a tentacle hits. Inhuman motives, iron will. Levitates. |
7 | bugbear: AC 14, HP 12, LVL 3, ATK weapon (d6), MOV 30’, MRL 9, NA 2d4 (5d4). +5 on surprise checks. Full of low cunning. Always hungry. |
8 | bulette: AC 19, HP 36, LVL 9, ATK bite (4d12) and 2 claws (3d6), MOV 50’/10’ burrowing, MRL 11, NA 0 (d2). If cornered, it can leap 20’ forwards and attack with 4 claws. |
9 | doppelganger: AC 14, HP 16, LVL 4, ATK bite (d12), MOV 30’, MRL 10, NA d6 (d6). Can duplicate nearby humanoids. Changes back when dead. |
10 | dragon: AC 20, HP 40, LVL 10, ATK fire breath (90’ cone, damage equal to its own HP) or 2 claws (1d8) and 1 bite (4d8), MOV 30’ (80’ flying), MRL 10, NA d4 (d4). Enjoys flattery. |
11 | eye tyrant: AC 19, HP 44, LVL 11, ATK bite (2d4) or eye rays, MOV 30’, MRL 12, NA 1 (0). Central eye creates 60’ anti- magic cone. Each of 10 eye stalks can fire a random spell (pp. 22-25) once per round. Megalomaniac. |
12 | gelatinous cube: AC 11, HP 16, LVL 4, ATK touch (2d4), MOV 10’, MRL 12, NA 1 (0). Immune to lightning and cold. +5 on surprise checks. Touched targets are engulfed and take 2d4 damage each turn. Escape by passing a STR check. |
13 | ghost: AC 19, HP 40, LVL 10, ATK life drain or possession, MOV 30’, MRL 10, NA 1 (1). Undead, silent, immune to mental spells. Only harmed by silver and magic. Life drain removes a random ability score point. Possession takes over a creature within 60’ who fails a WIS check. Complete a mission (p. 51) to let it rest. (Mission? {Mission} OR {Mission} OR {Mission}) |
14 | ghoul: AC 13, HP 8, LVL 2, ATK 2 claws (d3) and bite (d3), MOV 30’, MRL 9, NA d6 (2d8). Hits paralyze targets who fail a STR check for 2d4 turns. Undead, silent, immune to mental spells. |
15 | giant: AC 15, HP 32, LVL 8, ATK weapon (2d8) or boulder (3d6), MOV 40’, MRL 8, NA d4 (2d4). Stupid. |
16 | giant frog: AC 12, HP 12, LVL 3, ATK bite (d4), MOV 30’, MRL 6, NA d4 (d4). Attacks up to 15’ away with its sticky tongue. On a hit, target is dragged to its mouth and bitten. On an attack roll of 20, target is swallowed whole and takes d6 damage each round until the toad dies. |
17 | giant spider: AC 13, HP 12, LVL 3, ATK bite (d6), MOV 20’, MRL 8, NA d3 (d3). Bitten targets who fail a CON check die in d4 turns. Paranoid. |
18 | goblin: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 20’, MRL 7, NA 2d4 (6d10). Dark vision. Reckless, insane. |
19 | gnoll: AC 14, HP 8, LVL 2, ATK weapon (2d4), MOV 30’, MRL 8, NA d6 (3d6). Lazy. Prefer bullying to combat. |
20 | harpy: AC 12, HP 12, LVL 3, ATK 2 claws (d4) or song, MOV 20’ (50’ when flying), MRL 7, NA d6 (2d4). Song charms targets who fail a CHA check. |
21 | hobgoblin: AC 13, HP 4, LVL 1, ATK weapon (d8), MOV 30’, MRL 8, NA d6 (4d6). Honorable warriors. |
22 | kobold: AC 12, HP 4, LVL 1, ATK weapon (d4), MOV 20’, MRL 6, NA 4d4 (6d10). Prefer to ambush. Dark vision. Want to follow a strong leader. |
23 | lich: AC 19, HP 44, LVL 11, ATK touch (d10), MOV 20’, MRL 10, NA 1 (1). Touch paralyses for 6 turns on a failed STR check. Undead, silent, and immune to mental spells as well as mundane, electrical, and cold damage. Owns 10 randomly generated spell books. You are beneath his notice. (SpellBooks? {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}.) |
24 | mimic: AC 13, HP 28, LVL 7, ATK pseudopod (3d4), MOV 30’, MRL 9, NA 1 (0). Mimics objects. +5 on surprise checks. Sticky. |
25 | ogre: AC 14, HP 16, LVL 4, ATK weapon (d10), MOV 30’, MRL 10, NA d6 (2d6). Stuffs creatures into a sack for later. |
26 | orc: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 40’, MRL 6, NA 2d4 (d6×10). Takes -5 in full sun. Grognards. |
27 | owl bear: AC 14, HP 20, LVL 5, ATK 2 claws (d8) and 1 bite (d8), MOV 40’, MRL 9, NA d4 (d4). Deals 2d8 bonus damage when both claws hit one target. Playful. |
28 | purple worm: AC 13, HP 60, LVL 15, ATK bite (2d8) and sting (d8), MOV 20’, MRL 10, NA d2 (d4). If the bite attack rolls 5+ higher than needed, the target is swallowed whole and takes 3d6 damage each round until the worm dies. |
29 | rust monster: AC 17, HP 20, LVL 5, ATK none, MOV 40’, MRL 7, NA d4 (d4). Dissolves and eats nearby metal. |
30 | skeleton: AC 12, HP 4, LVL 1, ATK weapon (d6), MOV 20’, MRL 12, NA 3d4 (3d10). Undead, silent, immune to mental spells and piercing damage. Gleeful. |
31 | treant: AC 17, HP 32, LVL 8, ATK 2 fists (2d6), MOV 20’, MRL 9, NA 0 (d8). Fears fire. +5 to surprise in a forest. Can turn up to 2 trees within 60’ into treants (who don’t have this power) over the course of two rounds. Self-righteous. |
32 | troll: AC 15, HP 28, LVL 7, ATK 2 claws (d6) and 1 bite (d10), MOV 40’, MRL 10, NA d8 (d8). Recovers d6 HP/ round. Revives 2d6 rounds after death. Fire or acid lowers its max HP. |
33 | vampire: AC 17, HP 32, LVL 8, ATK touch (d10) or gaze (charm), MOV 40’, MRL 11, NA d4 (d6). Undead, silent, immune to mental spells and mundane damage. Heals d6 damage per round. A touched creature loses a point from a random ability score. Gaze attack charms the target if they fail a CHA check. Can change to a humanoid, dire wolf, giant bat, or gaseous cloud at will. Repelled by garlic, holy relics, running water, and mirrors. Killed by sunlight or a stake through the heart. Dramatic. |
34 | werewolf: AC 14, LVL 4 (HP 18), ATK bite (2d4), MOV 60’, MRL 8, NA d6 (2d6). Can shift between human and wolf forms. Only harmed by silver and magic. Fears wolfsbane. Humans who are bitten become a werewolf 2d12 days later if they fail a CON check. Tortured. |
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The tables in the Knave 2e rulebook are so great that being able to roll on them with a single click would be a godsend for speeding up prep and allowing for creating Chaos Spell books during play almost instantly instead of rolling on 4+ tables by hand.
Also, the tables in the Knave 2e rulebook are recursive, meaning that certain entries refer to other tables. The Knave 2e rules encourage you to just pick another entry if this recursion happens more than once (tables within tables within tables), but I thought it would be fun to fully automate the rolling process and allow for these crazy recursive rolls to happen.
Also, the Knave 2e rulebook encourages you to roll on many different tables to create single things like Generating New Spells requiring at least 3 rolls to generate, or generating relics requiring 5+ rolls. This combined with my desire to add my own tables encouraged me to implement “composite” rolls which roll on a bunch of different tables to generate more complex things like NPCs, Relics, Factions, etc.
Basically, press a button to generate the specified thing (See the spell book, relic and patron buttons or the NPC button if you’re unsure of where to start).
The ordering of the Knave 2e tables follows their ordering in the rulebook. The organisation of my composite tables is based on my own preference but generally I’ve tried to organize the buttons into sensible categories to help me find the ones I need during play, prep or both.
If you’re curious to know exactly where the rolled results (recursive ones included) are coming from. The following button can be used to toggle between showing/hiding that information for new rolls.
gen_data
which contains all the data for all the tables)“Knave 2e” (https://questingblog.com/knave/) by Ben Milton is licensed under the Creative Commons Attribution 4.0 International license.
“donjon.bin.sh random token and name code” by drow drow@bin.sh is licensed under the CC0 1.0 Universal license.
“Onomastikon” by Kate Monk.