Here is a complete d100 Random Encounter Table designed specifically for Castles & Crusades (Siege Engine system). It blends classic undead, horrifying flesh-warped abominations, and atmospheric, non-combat encounters to keep your players on edge. This blog post picks right up from A d100 Kull era Atlantian Artifacts table for Castles & Crusades rpg Campaign Set in Kull's Thurian Age
Challenge Rating (CR) & Threat Guidance
To help you run these on the fly, encounters are loosely grouped into three primary threat tiers:
d100 (01–35): Low-to-Mid Level Threat (Suitable for Challenge Class / Level 1–4)
d100 (36–75): Mid-to-High Level Threat (Suitable for Challenge Class / Level 5–9)
d100 (76–100): High-to-Apex Level Threat (Suitable for Challenge Class / Level 10+)
Note: In the Siege Engine, remember to apply Prime adjustments to attribute checks when dealing with paralysis, fear, or gaze attacks!
The d100 Abomination & Undead Encounter Table
| d100 | Encounter Description | Siege Engine / C&C Notes |
| 01 | 1d6 Crawling Hands. Severed hands scuttling like spiders through dry leaves. | Small, high AC, low HD. Surprise on 1–3 on 1d6. |
| 02 | 1d4 Skeletons bound together at the ribs with rusty iron wire, acting as one awkward unit. | Moves as a single entity with combined HD (4HD total); cleave doesn't trigger until whole unit falls. |
| 03 | 1 Ghoulish Scavenger. A pale, emaciated figure gnawing on a deer carcass. | Standard Ghoul. Constitution check (PR) or paralyzed 1d6 turns on hit. |
| 04 | 1d8 Zombies emerging from a muddy ditch, coated in river silt. | Always acts last in initiative order; DR 1 vs. piercing. |
| 05 | 1 Void-Spotted Hound. A hound with no eyes and swirling, pitch-black fur. | Abomination. +2 to hit against targets wearing metal armor; blindsight 60ft. |
| 06 | An abandoned shrine surrounded by 1d10 kneeling skeletons praying to a forgotten deity. | Non-combat unless the altar is defiled; defiling triggers an automatic Curse (WIS save). |
| 07 | 1 Shadow. A silent silhouette detachment flitting between tree trunks. | Strength drain (1 point per hit). Target dies if STR hits 0. |
| 08 | 1d3 Flesh-Sewn Hounds. Dogs stitched together with human flesh and extra legs. | Movement 50ft; Trip attack on successful bite (STR check to resist). |
| 09 | 1 Necrotic Ooze. A bubbling mass of liquefied rotting organs. | Acid damage destroys wood/leather on contact; immune to bludgeoning. |
| 10 | A weeping child's voice echoing from inside a hollowed-out tree trunk. | Distraction/Lure. It's actually a suspended, severed head reanimated by a parasite. |
| 11 | 2d4 Skeleton Archers. Skeletal remains in rusted mail coats firing notched longbows. | Prefers range; immunities typical to skeletons (half damage from piercing/slashing). |
| 12 | 1 Ghast. Leading a pack of 1d3 Ghouls through a foggy ravine. | Stench aura: 10ft radius requires CON check or suffer -2 to all rolls. |
| 13 | 1 Twisted Tumbler. A humanoid abomination with joints bent entirely backward. | Moves erratically; immune to flank bonuses due to multi-directional vision. |
| 14 | 1 Poltergeist. Objects begin violently flinging themselves from a collapsed wagon. | Invisible; uses Telekinesis to throw debris (1d8 damage). |
| 15 | 1 Skeletal Horse. Still wearing its tarnished, noble barding. | Can be commanded by a Cleric (Turn Undead check) or mounted if neutral/evil. |
| 16 | 1d4 Wights (Young). Pale, desperate corpses craving the warmth of the living. | Energy Drain: 1 level per hit (negated with hard CON check if using house rules). |
| 17 | 1 Bone-Chime Automaton. A tall frame made of bones suspended by strings. | Rattles continuously; nearby allies suffer -1 to WIS/CL checks due to mental strain. |
| 18 | 2d6 Decrepit Zombies. Half-decayed remains wearing ancient peasant clothes. | Low HD (1/2 HD each); easy to Turn, but high in density. |
| 19 | 1 Faceless Stalker. A humanoid flesh-abomination with smooth skin where features should be. | Blindsight; can mimic voices heard within the last 24 hours. |
| 20 | 1 Gelatinous Mass containing 3 suspended, living skeletons inside it. | Dual encounter: destroying the jelly frees the skeletons to fight! |
| 21 | 1 Spectral Hound. A glowing, translucent phantom baying in the night. | Howl forces WIS check or prey is Panicked for 1d4 rounds. |
| 22 | 1 Chitinous Abomination. Human upper torso emerging from the body of a giant centipede. | Wall-climber; poison bite requires CON check (paralysis for 1d4 hours). |
| 23 | 1d6 Skeleton Warriors wielding heavy rusted halberds. | Reach weapons; +1 damage when attacking in formation. |
| 24 | 1 Grave-Bound Dryad. An undead corruption of a forest spirit, bark turned black. | Spells deal necrotic damage instead of nature/life effects. |
| 25 | 1 Corpse-Laden Cart. A wagon rolling uphill on its own, filled with dead bodies. | Magical hazard; destroying the wheel releases a cloud of Miasma (CON save or sickened). |
| 26 | 1d4 Ghoul Cultists. Wearing ragged black cloaks over rotting flesh. | Can cast 1st-level inverse divine spells (e.g., Cause Light Wounds). |
| 27 | 1 Bleed-Weaver. A spider-like abomination woven entirely out of congealed blood vessels. | Attacks drain blood; heals hit points equal to half the damage dealt. |
| 28 | 1 Phantom Coach. A ghostly carriage thundering past at breakneck speed. | Phantasmal hazard. Passing through it forces a WIS check (Fear). |
| 29 | 1 Grafted Horror. Two human bodies fused back-to-back with iron spikes. | 2 attacks per round; cannot be surprised from behind. |
| 30 | 1d3 Shadows hiding inside the hollow chest cavity of a dead giant. | Surprise attack when characters inspect the giant's corpse. |
| 31 | 1 Bone Golem (Miniature). Crafted from the bones of small woodland animals. | Unaffected by most spells; immune to piercing damage. |
| 32 | 1 Corpse-Candle Spirit. A floating blue flame hovering above a stagnant pool. | Lures travelers into deep water; Will save to resist walking toward it. |
| 33 | 1d4 Parasitic Flesh-Worms. Burrowing abominations that attempt to enter open wounds. | Requires immediate CON check on hit or worm burrows (1 point CON damage/turn). |
| 34 | 1 Zombie Bear. A massive grizzled bear reanimated with exposed ribcage. | High HP, multi-attack (2 claws, 1 bite); Rend attack if both claws hit. |
| 35 | 1 Wailer. A ghost floating 5 feet off the ground, constantly weeping liquid tar. | Crying causes magical darkness in a 15ft radius. |
| 36 | 1 Mummy. Entombment wraps falling off as it stomps forward. | Mummy Rot disease (no healing permitted until cured); Fear gaze on sight. |
| 37 | 1 Flesh Golem. Stitched together from executed criminals, reeking of ozone. | Berserk chance when damaged; immune to non-magical weapons. |
| 38 | 1d4 Wraiths. Floating apparitions clad in black tattered robes. | Fly speed 60ft; incorporeal; drains 1d6 Constitution on touch. |
| 39 | 1 Centipede-Face. A towering humanoid whose head is a mass of squirming legs. | Gaze forces INT/WIS check or target is confused for 1d6 rounds. |
| 40 | 1 Bone Collector. An undead giant wearing a mantle of hundreds of humanoid skulls. | Uses a massive bag to trap living victims (DEX check to dodge grab). |
| 41 | 1 Spectre. Hovering silently over a mass grave. | Energy Drain (2 levels); sunlight powerlessness. |
| 42 | 2d4 Ghouls led by a Ghast King wearing a rusted iron crown. | Highly coordinated pack tactics; +1 to hit for ghouls near the King. |
| 43 | 1 Abyssal Eye-Tangle. A sphere of writhing optic nerves and dozens of staring eyes. | Casts random minor rays each round (Ray of Enfeeblement, Fear, Slow). |
| 44 | 1 Vampire Spawn. Seeking fresh blood to bring back to its master's coffin. | Spider climb, regeneration, energy drain; weaknesses to sunlight/holy symbols. |
| 45 | 1 Corpse-Mound. A rolling mass of 20 fused bodies absorbing everything in its path. | Engulf attack (restrains and suffocates targets); bludgeoning immunity. |
| 46 | 1d3 Will-o'-Wisps. Dancing lights leading the party toward a sinkhole. | High AC, lightning attacks, invisible at will; feeds on fear. |
| 47 | 1 Skeletal Hydra. A multi-headed dragon skeleton reanimated by dark magic. | Each head gets an attack; heads must be crushed or they regenerate in 2 turns. |
| 48 | 1 Flesh-Tapestry. A living rug made of human skin pinned to a dungeon wall. | Smothers prey when stepped on; fire deals double damage to it. |
| 49 | 1 Mohrg. Former mass murderer reanimated with a long, clawed tongue. | Paralyzing tongue attack; humanoids killed by it rise as zombies in 1d4 minutes. |
| 50 | 1 Maw of the Void. A floating, tooth-filled sphere with no body attached. | Bite attack swallows Medium targets whole on a natural 20. |
| 51 | 1 Banshee. The spirit of a betrayer wandering a misty clearing. | Wail of the Banshee: CON check or immediately drop to 0 HP (once per day). |
| 52 | 1 Skeleton Knight on Undead Charger. Clad in full plate with a glowing lance. | Mounted charge deals triple damage; high AC (20+). |
| 53 | 1 Blood Amalgam. An entity formed from the spilled blood of a battlefield. | Fluid form (can pass through 1-inch gaps); immune to weapon attacks without magic. |
| 54 | 1 Crypt Thing. Sitting on a stone chair in an underground corridor. | Teleports party members 1d100x10 feet in random directions on failed save. |
| 55 | 1 Flesh-Warped Behemoth. An ogre mutilated with extra arms and iron plates sewn in. | High HD (8+), Multi-attack (4 slam attacks); relentless strength. |
| 56 | 1d6 Vampiric Mist creatures. Crimson fogs seeking sleeping or wounded prey. | Envelops targets; drains blood directly through skin without needing a bite. |
| 57 | 1 Bone Dragon (Juvenile). The animated remains of a young black dragon. | Acid breath replaced with a spray of sharp bone splinters (slashing damage). |
| 58 | 1 Crawling Catacomb. A wall of tombs that moves on hundreds of skeletal arms. | Crush attack; releases 1 skeleton per round from its interior. |
| 59 | 1 Flayed Prince. An undead noble stripped of skin, wielding a rapier of pure shadow. | Critical hits cause ongoing bleed damage (1d6 per round until treated). |
| 60 | 1 Hive-Mind Zombie Swarm. Hundreds of zombies controlled by a single crown. | Functions as a single gargantuan entity; area-of-effect spells deal double damage. |
| 61 | 1 Allip. The insane spirit of someone who died learning an eldritch secret. | Babble aura (WIS save or mesmerized/hypnotized); Wisdom drain touch. |
| 62 | 1 Flesh-Stitcher Abomination. A multi-armed horror holding giant bone needles. | Attempts to sew living characters to each other, restricting movement. |
| 63 | 1d4 Shadows led by a Shadow Master. A shadow with physical form and red glowing eyes. | Can hide in the shadows of living characters; grants surprise. |
| 64 | 1 Necromantic Tree. A dead oak hanging corpse-fruits that drop and explode. | Fruits explode into necrotic clouds on contact with the ground. |
| 65 | 1 Skeletal Minotaur. Roaming an ancient subterranean maze. | Gore charge deals double damage; immune to maze/navigation confusion. |
| 66 | 1 Ghost of an Ancient Paladin. Cursed for a single moment of cowardice. | Tragic non-combat encounter or boss fight; can only be laid to rest by a redemption quest. |
| 67 | 1 Chaos-Spawn Abomination. A shifting mass of limbs, mouths, and eyes. | Random mutations change its attack type every round (Acid, Fire, Cold, Slashing). |
| 68 | 1 Flesh Titan (Lower Half Only). Giant legs made of stitched bodies stomping through. | Stomp attacks knock targets prone; massive hit points. |
| 69 | 1 Bone Spire. A 20ft tall pillar of bones that shoots eye-beams at passersby. | Stationary trap/monster encounter; destroys weapons that strike it with melee. |
| 70 | 1 Dread Wight. A wight clad in ancient, rune-carved plate mail. | Grants nearby undead +2 to initiative and morale; energy drain touch. |
| 71 | 1 Devourer. A tall, emaciated fiendish undead with a tiny living humanoid trapped in its ribs. | Uses trapped soul's life force to power its spell-like abilities. |
| 72 | 1 Worm-That-Walks. A human figure composed entirely of millions of writhing maggots. | Discorporates into a swarm when reduced to 0 HP; reformates unless burned. |
| 73 | 1 Bone Horror. A centipede-like entity made of hundreds of ribcages connected end-to-end. | Constrict attack crushes characters inside a cage of ribs. |
| 74 | 1 Ghoul King. Riding an undead dire boar. | High-tier threat; commands all ghouls within 1 mile; powerful magic weapons. |
| 75 | 1 Mind-Rot Abomination. A brain with tentacles floating inside a bell jar carried by a flesh golem. | Psionic blast forces CHA/INT check or stuns all targets in 30ft cone. |
| 76 | 1 Vampire Lord. Resting in a horse-drawn black carriage flanked by wolves. | Master-tier threat; Level 9+ spellcaster, gaze charm, legendary resistances. |
| 77 | 1 Dracolich. The skeletal remains of an ancient blue dragon glowing with purple magic. | Lightning breath + Necrotic damage; phylactery hidden elsewhere in the realm. |
| 78 | 1 Nightwalker. A massive creature of pure darkness and shadow from the Negative Plane. | Anathema to life: aura slays small plants/insects instantly; crush attacks. |
| 79 | 1 Death Knight. Mounted on a nightmare, holding a broadsword dripping with hellfire. | Casts Fireball (1d6 per HD), Undead Leadership aura, Unholy Spellcasting. |
| 80 | 1 Hecatoncheires Flesh-Grafted Abomination. A giant with 20 sewn-on arms holding various weapons. | 8 attacks per turn; hard multi-target threat. |
| 81 | 1 Lich. Studying an ancient monolith in the wilderness, guarded by 4 Iron Golems. | High spellcaster; won't attack unless interrupted or threatened. |
| 82 | 1 Corpse Dragon. A rotting dragon whose body drops pools of toxic sludge where it walks. | Breath weapon causes poison + rot; high armor class due to hardened dead scales. |
| 83 | 1 Astral Dreadnought (Zombie). A massive planar entity reanimated by a god of death. | Gargantuan creature; terrifying physical presence; destroys magic items swallowed. |
| 84 | 1 Void Abomination. An entity with no physical form, visible only as a silhouette cutting through reality. | Ignores non-magical armor; attacks target mental stats directly. |
| 85 | 1 The Flesh-Forge. A massive, stationary fleshy heart rooted into the ground producing zombies. | Spawns 1d4 zombies per turn until the central heart is destroyed. |
| 86 | 1 Phantom Army. Ghostly soldiers marching across the landscape, indifferent to the living. | Marching through them forces 3 consecutive CON/WIS saves against severe exhaustion. |
| 87 | 1 Death Tyrant. A floating, undead beholder with glowing red eye sockets. | Central eye creates an anti-magic cone; eye rays cause instant death/petrification/disintegration. |
| 88 | 1 Eldritch Star-Spawn. An abomination fallen from the cosmos, glowing with unnatural colors. | Looking directly at it forces a Wisdom save against permanent madness. |
| 89 | 1 Skeletal Colossus. A 50-foot tall titan made from the bones of an entire destroyed city. | Requires siege weapons or high-level magic to damage effectively. |
| 90 | 1 The Rot King. A massive undead king made of squirming rats, flies, and maggots. | Swarm traits (immune to targeted single-source attacks); disease aura. |
| 91 | 1 Vampire Ancient. Sleeping in an enchanted glass coffin guarded by 24 wights. | High stats; waking it up triggers a lethal domain-wide curse. |
| 92 | 1 Living Cataclysm. An abomination made of fused souls screaming in eternal agony. | Radiates necrotic energy (1d10 damage to everything within 60ft each round). |
| 93 | 1 Avatar of Orcus (or a Death God). A towering horned demon-undead holding a skull wand. | End-game campaign threat; summons high-tier undead every round. |
| 94 | 1 Shadow Dragon. An ancient dragon transformed into pure shadow energy. | Breath weapon drains strength; hide grants total invisibility in darkness. |
| 95 | 1 Flesh Titan (Complete). Stitched together from giant corpses, wields a tree trunk. | Tremendous hit points; deals massive bludgeoning damage that bypasses DR. |
| 96 | 1 The Bleeding Moon Effect. A cosmic abomination hovering in the sky; no physical body. | Turns all corpses within 5 miles into aggressive zombies over 1d6 hours. |
| 97 | 1 Oblivion Engine. A metallic, skeletal war machine powered by trapped wraiths. | Fires beams of negative energy; immune to all non-magical and non-adamantine weapons. |
| 98 | 1 The First Ghoul. A primordial, terrifying ghoul with 10 HD and divine spellcasting. | Paralyzes on touch with no saving throw allowed; commands all undead in sight. |
| 99 | 1 A Fallen God's Corpse. A colossal petrified body, slowly writhing with parasitic abominations. | Acts as an entire dungeon crawl environment full of eldritch parasites. |
| 100 | Roll Twice on this Table. The two encounters are actively fighting each other when the party arrives! | Dynamic environment encounter; party can choose to intervene, sneak past, or wait. |
Running Abominations & Undead in C&C
Saving Throws & Primes: When undead force saves (Fear, Disease, Paralysis), use the Siege Engine base target (12 or 18) + the monster's HD / Challenge Level.
Turning Undead: Remember that Abominations are generally classified as Monstrosities, Aberrations, or Extraplanar Horrors unless explicitly noted as undead—they are usually immune to a Cleric's Turn Undead ability unless you rule they possess a necromantic origin!
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