Monday, July 27, 2026

A d100 Abomination and Undead Sword & Sorcery Random Encounter Table for Castles & Crusades rpg

 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

d100Encounter DescriptionSiege Engine / C&C Notes
011d6 Crawling Hands. Severed hands scuttling like spiders through dry leaves.Small, high AC, low HD. Surprise on 1–3 on 1d6.
021d4 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.
031 Ghoulish Scavenger. A pale, emaciated figure gnawing on a deer carcass.Standard Ghoul. Constitution check (PR) or paralyzed 1d6 turns on hit.
041d8 Zombies emerging from a muddy ditch, coated in river silt.Always acts last in initiative order; DR 1 vs. piercing.
051 Void-Spotted Hound. A hound with no eyes and swirling, pitch-black fur.Abomination. +2 to hit against targets wearing metal armor; blindsight 60ft.
06An 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).
071 Shadow. A silent silhouette detachment flitting between tree trunks.Strength drain (1 point per hit). Target dies if STR hits 0.
081d3 Flesh-Sewn Hounds. Dogs stitched together with human flesh and extra legs.Movement 50ft; Trip attack on successful bite (STR check to resist).
091 Necrotic Ooze. A bubbling mass of liquefied rotting organs.Acid damage destroys wood/leather on contact; immune to bludgeoning.
10A 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.
112d4 Skeleton Archers. Skeletal remains in rusted mail coats firing notched longbows.Prefers range; immunities typical to skeletons (half damage from piercing/slashing).
121 Ghast. Leading a pack of 1d3 Ghouls through a foggy ravine.Stench aura: 10ft radius requires CON check or suffer -2 to all rolls.
131 Twisted Tumbler. A humanoid abomination with joints bent entirely backward.Moves erratically; immune to flank bonuses due to multi-directional vision.
141 Poltergeist. Objects begin violently flinging themselves from a collapsed wagon.Invisible; uses Telekinesis to throw debris (1d8 damage).
151 Skeletal Horse. Still wearing its tarnished, noble barding.Can be commanded by a Cleric (Turn Undead check) or mounted if neutral/evil.
161d4 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).
171 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.
182d6 Decrepit Zombies. Half-decayed remains wearing ancient peasant clothes.Low HD (1/2 HD each); easy to Turn, but high in density.
191 Faceless Stalker. A humanoid flesh-abomination with smooth skin where features should be.Blindsight; can mimic voices heard within the last 24 hours.
201 Gelatinous Mass containing 3 suspended, living skeletons inside it.Dual encounter: destroying the jelly frees the skeletons to fight!
211 Spectral Hound. A glowing, translucent phantom baying in the night.Howl forces WIS check or prey is Panicked for 1d4 rounds.
221 Chitinous Abomination. Human upper torso emerging from the body of a giant centipede.Wall-climber; poison bite requires CON check (paralysis for 1d4 hours).
231d6 Skeleton Warriors wielding heavy rusted halberds.Reach weapons; +1 damage when attacking in formation.
241 Grave-Bound Dryad. An undead corruption of a forest spirit, bark turned black.Spells deal necrotic damage instead of nature/life effects.
251 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).
261d4 Ghoul Cultists. Wearing ragged black cloaks over rotting flesh.Can cast 1st-level inverse divine spells (e.g., Cause Light Wounds).
271 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.
281 Phantom Coach. A ghostly carriage thundering past at breakneck speed.Phantasmal hazard. Passing through it forces a WIS check (Fear).
291 Grafted Horror. Two human bodies fused back-to-back with iron spikes.2 attacks per round; cannot be surprised from behind.
301d3 Shadows hiding inside the hollow chest cavity of a dead giant.Surprise attack when characters inspect the giant's corpse.
311 Bone Golem (Miniature). Crafted from the bones of small woodland animals.Unaffected by most spells; immune to piercing damage.
321 Corpse-Candle Spirit. A floating blue flame hovering above a stagnant pool.Lures travelers into deep water; Will save to resist walking toward it.
331d4 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).
341 Zombie Bear. A massive grizzled bear reanimated with exposed ribcage.High HP, multi-attack (2 claws, 1 bite); Rend attack if both claws hit.
351 Wailer. A ghost floating 5 feet off the ground, constantly weeping liquid tar.Crying causes magical darkness in a 15ft radius.
361 Mummy. Entombment wraps falling off as it stomps forward.Mummy Rot disease (no healing permitted until cured); Fear gaze on sight.
371 Flesh Golem. Stitched together from executed criminals, reeking of ozone.Berserk chance when damaged; immune to non-magical weapons.
381d4 Wraiths. Floating apparitions clad in black tattered robes.Fly speed 60ft; incorporeal; drains 1d6 Constitution on touch.
391 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.
401 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).
411 Spectre. Hovering silently over a mass grave.Energy Drain (2 levels); sunlight powerlessness.
422d4 Ghouls led by a Ghast King wearing a rusted iron crown.Highly coordinated pack tactics; +1 to hit for ghouls near the King.
431 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).
441 Vampire Spawn. Seeking fresh blood to bring back to its master's coffin.Spider climb, regeneration, energy drain; weaknesses to sunlight/holy symbols.
451 Corpse-Mound. A rolling mass of 20 fused bodies absorbing everything in its path.Engulf attack (restrains and suffocates targets); bludgeoning immunity.
461d3 Will-o'-Wisps. Dancing lights leading the party toward a sinkhole.High AC, lightning attacks, invisible at will; feeds on fear.
471 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.
481 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.
491 Mohrg. Former mass murderer reanimated with a long, clawed tongue.Paralyzing tongue attack; humanoids killed by it rise as zombies in 1d4 minutes.
501 Maw of the Void. A floating, tooth-filled sphere with no body attached.Bite attack swallows Medium targets whole on a natural 20.
511 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).
521 Skeleton Knight on Undead Charger. Clad in full plate with a glowing lance.Mounted charge deals triple damage; high AC (20+).
531 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.
541 Crypt Thing. Sitting on a stone chair in an underground corridor.Teleports party members 1d100x10 feet in random directions on failed save.
551 Flesh-Warped Behemoth. An ogre mutilated with extra arms and iron plates sewn in.High HD (8+), Multi-attack (4 slam attacks); relentless strength.
561d6 Vampiric Mist creatures. Crimson fogs seeking sleeping or wounded prey.Envelops targets; drains blood directly through skin without needing a bite.
571 Bone Dragon (Juvenile). The animated remains of a young black dragon.Acid breath replaced with a spray of sharp bone splinters (slashing damage).
581 Crawling Catacomb. A wall of tombs that moves on hundreds of skeletal arms.Crush attack; releases 1 skeleton per round from its interior.
591 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).
601 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.
611 Allip. The insane spirit of someone who died learning an eldritch secret.Babble aura (WIS save or mesmerized/hypnotized); Wisdom drain touch.
621 Flesh-Stitcher Abomination. A multi-armed horror holding giant bone needles.Attempts to sew living characters to each other, restricting movement.
631d4 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.
641 Necromantic Tree. A dead oak hanging corpse-fruits that drop and explode.Fruits explode into necrotic clouds on contact with the ground.
651 Skeletal Minotaur. Roaming an ancient subterranean maze.Gore charge deals double damage; immune to maze/navigation confusion.
661 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.
671 Chaos-Spawn Abomination. A shifting mass of limbs, mouths, and eyes.Random mutations change its attack type every round (Acid, Fire, Cold, Slashing).
681 Flesh Titan (Lower Half Only). Giant legs made of stitched bodies stomping through.Stomp attacks knock targets prone; massive hit points.
691 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.
701 Dread Wight. A wight clad in ancient, rune-carved plate mail.Grants nearby undead +2 to initiative and morale; energy drain touch.
711 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.
721 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.
731 Bone Horror. A centipede-like entity made of hundreds of ribcages connected end-to-end.Constrict attack crushes characters inside a cage of ribs.
741 Ghoul King. Riding an undead dire boar.High-tier threat; commands all ghouls within 1 mile; powerful magic weapons.
751 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.
761 Vampire Lord. Resting in a horse-drawn black carriage flanked by wolves.Master-tier threat; Level 9+ spellcaster, gaze charm, legendary resistances.
771 Dracolich. The skeletal remains of an ancient blue dragon glowing with purple magic.Lightning breath + Necrotic damage; phylactery hidden elsewhere in the realm.
781 Nightwalker. A massive creature of pure darkness and shadow from the Negative Plane.Anathema to life: aura slays small plants/insects instantly; crush attacks.
791 Death Knight. Mounted on a nightmare, holding a broadsword dripping with hellfire.Casts Fireball (1d6 per HD), Undead Leadership aura, Unholy Spellcasting.
801 Hecatoncheires Flesh-Grafted Abomination. A giant with 20 sewn-on arms holding various weapons.8 attacks per turn; hard multi-target threat.
811 Lich. Studying an ancient monolith in the wilderness, guarded by 4 Iron Golems.High spellcaster; won't attack unless interrupted or threatened.
821 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.
831 Astral Dreadnought (Zombie). A massive planar entity reanimated by a god of death.Gargantuan creature; terrifying physical presence; destroys magic items swallowed.
841 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.
851 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.
861 Phantom Army. Ghostly soldiers marching across the landscape, indifferent to the living.Marching through them forces 3 consecutive CON/WIS saves against severe exhaustion.
871 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.
881 Eldritch Star-Spawn. An abomination fallen from the cosmos, glowing with unnatural colors.Looking directly at it forces a Wisdom save against permanent madness.
891 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.
901 The Rot King. A massive undead king made of squirming rats, flies, and maggots.Swarm traits (immune to targeted single-source attacks); disease aura.
911 Vampire Ancient. Sleeping in an enchanted glass coffin guarded by 24 wights.High stats; waking it up triggers a lethal domain-wide curse.
921 Living Cataclysm. An abomination made of fused souls screaming in eternal agony.Radiates necrotic energy (1d10 damage to everything within 60ft each round).
931 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.
941 Shadow Dragon. An ancient dragon transformed into pure shadow energy.Breath weapon drains strength; hide grants total invisibility in darkness.
951 Flesh Titan (Complete). Stitched together from giant corpses, wields a tree trunk.Tremendous hit points; deals massive bludgeoning damage that bypasses DR.
961 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.
971 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.
981 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.
991 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.
100Roll 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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