Random Augments for 4th Edition Dungeons and Dragons
For an explanation of Random Encounters, see Why would anyone make a chart for random encounters? or feel free to jump to Level 1.
Roll 1d100, then consult the chart. The “Common Augments”, “Uncommon Augments” and “Rare Augments”, sections all belong to the same chart, and are only there to show disparity between the most minor things on this chart, to the most condemning. The “Elite and Solo upgrades”, “Weird Stuff” and “Resistant/Immune” sections are also part of the same chart, but require a second roll when you get one of these results. The next creature rolled will have the following augment. If your next roll in your random encounter happens to be multiple creatures, feel free to give the augments to only one creature, or to all of them, depending on your tastes. Rolling on the Random Augments Chart does not count toward the number of creatures in an encounter.
A note on granting experience points after combat: In the Random Hindrances Chart, I cautioned against stealing back experience points for randomly less challenging encounters. For the same reasons, I suggested giving your players extra experience for defeating enemies with a random augment. Is this fair to the Dungeon Master? Pal, if you’re asking yourself that question, you’re playing the wrong game.
That being said, you shouldn’t need to hand out experience points for very mild benefits. A creature that is better at sneaking doesn’t mean anything unless it actively attempts to hide from the players. Use your best discretion.
Common Augments
01 – 03 Peak Fitness – The creature in question is having a really good day. The creature begins the encounter with temporary hit points equal to 10% of it’s health, rounded up.
04 – 06 Well-Equipped – The creature has a potion equivalent to its level, it doesn’t know what it is, but has faith in, and uses it in the first round of combat. If you don’t have access to an appropriate list of potions (Yeah. Way to go 4th edition Player’s Handbook.) roll again on this chart when the creature drinks the potion.
07 – 08 Burly – This creature is stronger than others of its kind. It has +4 Strength.
09 – 10 Nimble – This creature is more agile than others of its kind. It has +4 Dexterity.
11 -12 Robust – This creature is tougher than others of its kind. It has +4 Constitution.
13 -14 Savant – This creature is brighter than others of its kind. It has +4 Intelligence.
15 – 16 Clever – This creature is more conscious than others of its kind. It has +4 Wisdom.
17 – 18 Dynamic – This creature is more enigmatic than others of its kind. It has +4 Charisma.
19 – 20 Sure Footed – The creature has a +5 bonus to Acrobatic Checks when balancing, reducing damage from falls and performing acrobatic stunts.
21 – 22 Slippery – The creature has a +5 bonus to Acrobatics Checks when escaping a grab, or escaping restraints.
23 – 24 Athletic – This creature has a +5 bonus to Athletic checks.
25 – 26 Bold – Whenever anyone attempts to intimidate this creature, it gains a +5 bonus to its Will defense.
27 – 28 Quick Study – Whenever anyone attempts to bluff this creature, it gains a +5 bonus to its Will defense.
29 – 30 Sly – This creature is quick witted. It gains a +5 bonus to Bluff.
31 – 32 Intimidate – This creature imposing. It gains a +5 bonus to Intimidate.
33 – 34 Attentive – This creature isn’t surprised very often. It has a +5 bonus to Perception.
35 – 36 Sneaky – This creature has a +5 bonus to Stealth.
37 – 38 Violent – This creature deals an extra point of damage with every attack.
39 – 40 Fast – This creature has a +2 bonus to speed.
41 – 42 Improved Initiative – This creature has +4 to Initiative.
43 – 44 Armored – This creature is either wearing armor, or is wearing a much better armor than others of its own kind. It gains a +2 bonus to AC.
45 – 46 Healthy – This creature has a +2 to Fortitude Defense.
47 -48 Responsive – This creature has a +2 to Reflex Defense.
49 – 50 Guarded – This creature has a +2 to Will Defense.
Uncommon Augments
51 – 52 Enlivened – The creature in question is having a really, really good day. The creature begins the encounter with temporary hit points equal to 25% of it’s health, rounded up.
53 Foolish Boldness – This creature will fight on despite the consequences and will never give quarter.
54 Cool – This creature can’t be caught off guard, and never grants combat advantage.
55 – 56 Goes First – This creature has +10 to Initiative.
57 – 58 Experienced – This creature gains +2 to Saving Throws.
59 Well Armorned – This creature gains +4 bonus to AC.
60 Bastion of Fortitude – This creature has a +5 to Fortitude Defense.
61 Bastion of Reflex – This creature has a +5 to Reflex Defense.
62 Bastion of Will – This creature has a +5 to Will Defense.
62 – 64 Ready for Action – This creature has an additional Action Point.
65 – 66 Reserved – This creature has an additional Healing Surge.
67 Battle Ready – This creature has +2 to all attacks.
68 Power Attacking – This creature has -2 to attack, but deals an additional +5 damage when it hits.
69 Jack of Trades – This creature has +2 to all skill checks and passive skills.
70 Deadly – This creature criticals on 18-20.
Rare Augments
71 – Pumped – The creature in question is awesome! Thanks for asking! It begins the encounter with temporary hit points equal to 100% of it’s health.
72 – Maniacal – This creature deals an additional 50% damage with each attack.
73 – Aware – This creature is perfectly aware of the party, where they are and what they are doing. If he is trying to hide this fact, you may want to have the players make an Insight check against this creature’s passive Bluff.
74 – Connected – Once per encounter, when things aren’t going well for this creature, it runs off and gets help. In 4 rounds time, this will spawn another Random Encounter, including the creature that ran off.
75 – Determined – This creature gains +5 to Saving Throws.
76 – Action Packed – This creature has two additional Action Points.
77 – Durable – This creature has two additional Healing Surges.
78 – Battle Bred – This creature has +4 to all attacks.
79 – Solid Defender – This creature has +3 for all defenses.
80 – Ambidextrous – This creature may make an additional basic attack each turn.
81 – 90 Elitist – The next creature you roll will be Elite, and will count as two creatures for the purpose of determining the number of creatures in your encounter. Depending on the creature you roll next, the elite template may not fulfill the prerequisite. Heck, it’s probably something like a 50-50 chance. That being the case, feel free to either choose a creature instead of rolling for it, or ignore the prerequisite. (A Vampire Skeleton? Okay, that’s weird, but maybe I can come up with a unique mythos on the fly…). I would be cautious with the “At least level 11” prerequisite, though. It’s probably there for a reason. If the next creature you roll is already Elite, then you have created a Solo monster. Stop adding creatures to the encounter. If the next creature you roll is already a solo… wow… that’s going to be a doozy. Roll a d20 and consult the chart below.
- 1 – 4 The creature is a basic Elite creature. See the Dungeon Masters guide on how to make a normal creature a normal elite creature.
- 5 – If this creature is Humanoid, it gains the Battle Champion template. Otherwise, roll again. (page 176, DMG)
- 6 – If this creature is Humanoid, it gains the Bodyguard template. Otherwise, roll again. (page 177, DMG)
- 7 – If this creature is Level 11 or higher, it gains the Death Knight template. Otherwise, roll again. (page 177, DMG)
- 8 – If this creature is Humanoid, it gains the Death Master template. Otherwise, roll again. (page 178, DMG)
- 9 – If this creature is a Humanoid, or Magical Beast, it gains the Demagogue template. Otherwise, roll again. (page 178, DMG)
- 10 – If this creature is a Humanoid or Magical Beast, it gains the Demonic Aclyte template. Otherwise, roll again. (page 178, DMG)
- 11 – If this creature is Humanoid, it gains the Devastator template. Otherwise, roll again. (page 178, DMG)
- 12 – If this creature is Beast or Humanoid, it gains the Feyborn template. Otherwise, roll again. (page 179, DMG)
- 13 – If this creature is Humanoid or a Magical Beast, it gains the Frost Adept template. Otherwise, roll again. (page 179, DMG)
- 14 – If this creature is at least Level 11 and has at least an Intelligence of 13, it gains the Lich template. Otherwise, roll again. (page 179, DMG)
- 15 – If this creature is a Humanoid and is at least Level 11, it gains the Mummy Champion template. Otherwise, roll again. (page 179, DMG)
- 16 – If this creature is a Humanoid and is at least Level 11 , it gains the Mummy Lord template. Otherwise, roll again. (page 180, DMG)
- 17 – If this creature is a Humanoid, it gains the Savage Berserker template. Otherwise, roll again. (page 180, DMG)
- 18 – If this creature is a Humanoid or Magical Beast, it gains the Scion of Flame template. Otherwise, roll again. (page 180, DMG)
- 19 – If this creature is a Humanoid, it gains the Shadowborn Stalker template. Otherwise, roll again. (page 181, DMG)
- 20 – If this creature is a Humanoid and is at least level 11, it gains the Vampire Lord template. Otherwise, roll again. (page 181, DMG)
91 – 97 Weird Augments (Coming Soon. Reroll for now.)
98 – 99 Resistant 5
00 – Immune
This creature either has Resistance 5 to a specific damage type, or is immune, depending on whether you rolled a 98, 99 or 100. Roll a d100 and consult the following chart.
- 01 – 7 Acid
- 08 – 14 Cold
- 15 – 21 Fire
- 22 – 28 Force
- 29 – 35 Lighting
- 36 – 42 Necrotic
- 43 – 49 Poison
- 50 – 56 Psychic
- 57 – 63 Radiant
- 64 – 70 Thunder
- 71 – 74 Arcane
- 75 – 78 Divine
- 79 – 81 Martial
- 82 – 85 Elemental
- 86 – 88 Ki
- 90 – 92 Primal
- 93 – 96 Psionic
- 97 – 00 Shadow