Quirk System

When an encounter with creatures is being created, random or otherwise, the DM is able to roll for Quirks. Quirks are special enhancements for the creature(s) to breakup standard tropes, keep the players guessing, and creates more dynamic combat. Quirks are not designed to grant bonus experience to the players, but the DM can make the final decision.

1 Quirk – Special Creature
2 Quirks – Rare Creature
3 Quriks – Unique Creature

Rolling Quirks:
Roll a d20 per creature and based on the result, assign a given number of Quirks to the creatures as you wish. The DM doesn’t have to use every quirk they roll, rather it is a poll they can pull from. Maximum of 3 quirks to 1 creature. You cannot assign the same quirk multiple times to the same creature. You can however assign the same quirk to multiple creatures.

  • Rolling 1-10 grants no Quirks
  • Rolling 11-14 grants 1 Quirk
  • Rolling 15-18 grants 2 Quirks
  • Rolling 19-20 grants 3 Quirks

If the ecounter has only 1 creature, you can use this table instead. If the creature is intended to be a boss, feel free to make them a Unique Creature!

  • Rolling 1-5 grants no Quirks
  • Rolling 5-10 is a Special Creature
  • Rolling 11-15 is a Rare Creature
  • Rolling 16-20 is a Unique Creature

Quirk Table
Roll a d100 dice, to determine a random quirk.
If their is an option to roll a number of dice, like for bonus damage, or if there is a save DC; these are determined by the creatures challenge rating.
1. CR 0-2 = DC 10 and 1 dice
2. CR 3-6 = DC 12 and 2 dice
3. CR 7-10 = DC 14 and 3 dice
4. CR 11-13 = DC 15 and 4 dice
5. CR 14-16 = DC 17 and 5 dice
6. CR 17-19 = DC 19 and 6 dice
7. CR 20+ = DC 20 and 7 dice


  • 01-02 = Absorption: Whenever the creature is subject to damage it has immunity to, it regains a number of hit points equal to the damage dealt. The creature can absorb up to its starting hit points in damage, increasing its current and maximum health. If the creature has no damage immunities, reroll this Quirk.
  • 03-04 = Anchored: The creature is immune to any spell or effect that would alter its form, banish it, or send it to another plane of existence.
  • 05-06 = Aphotic: gains resistance to necrotic and radiant damage. The creature does not suffer from disadvantage on anything, but rather rolls normally if disadvantage is imposed upon it.
  • 07-08 = Aura Bringer: Roll a d10 to determine what aura the creature provides.
    1: Aura of Courage – the creature and friendly creatures within 30 feet of it can’t be frightened while the creature is conscious.
    2: Aura of Devotion – the creature and friendly creatures within 30 feet of it can’t be charmed while the creature is conscious.
    3: Defiant Aura – the creature and friendly creatures within 30 feet of it gain a +1 AC bonus while the creature is conscious.
    Aura of Dread – the creature and friendly creatures within 30 feet of it ignore half cover, three-quarters cover, as well as armor bonuses from shields while the creature is conscious.
    4: Aura of Freedom – the creature and friendly creatures within 30 feet of it have advantage on saving throws against effects at impede movement while the creature is conscious.
    Stalwart Aura – the creature and friendly creatures within 30 feet of it have a +5 bonus to attack rolls and saving throws done at disadvantage while the creature is conscious.
    5: Aura of Hate – the creature and friendly creatures within 30 feet of it deal +2 damage while the creature is conscious.
    6. Aura of Life – the creature and friendly creatures within 30 feet of it regain the creature’s challenge rating in hit points at the start of their turn while the creature is conscious.
    Malicious Aura* – the creature causes hostile creatures within 30 feet of it to regain half as much health from sources that restore hit points while the creature is conscious.
    Mighty Aura – the creature and friendly creatures within 30 feet of it add an additional 1d4 roll when dealing damage and rolling initiative while the creature is conscious.
    7. Aura of Spite – the creature causes hostile creatures within 30 feet of it to have a -2 AC penalty while the creature is conscious.
    8. Aura of Stress – the creature causes hostile creatures within 30 feet of it to be unable to concentrate (for the purpose of spells and abilities) while the creature is conscious.
    Vampiric Aura – When the creature and friendly creatures within 30 feet of it deal damage to a single target it is healed for the same about while the creature is conscious.. If a creature deals damage to more than one target it is healed for the average of the damage, round down.
    9. Warding Aura – the creature and friendly creatures within 30 feet of it have resistance from spells while the creature is conscious.
    0. Aura of Weakness – the creature causes hostile creatures within 30 feet of it to have to roll damage twice and use the lower of the two results while the creature is conscious.
    Auspicious:
  • 09-10 = Avenger: Whenever an allied creature drops to 0 hit points and the creature can see or hear this they gain +3 to all attack rolls, + 3 to AC and all saving throws and deal Xd6 damage (via CR table) to any target it hits. Creatures of CR 13 or higher gain and additional +2 to all attack rolls, +2 to AC and deal xd10 damage instead (via CR table).
  • 11-12 =Avoidance: If the creature is subject to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds the saving throw, and only half damage if it fails.
  • 13-14 = Blighted: The creature rolls initiative at disadvantage. However, creatures hit by or that touch this creature must succeed a DC X Charisma saving throw or become Blighted. Creatures at are blighted take the creatures challenge rating in necrotic damage whenever they take an action, bonus action, reaction or for each 5 feet moved. If an action has multiple parts (like the Attack Action granting multiple attacks) the target takes the damage for each part. The Blighted effect can only be removed with the dispel magic spell or by using healing that would restore 10 or more hit points to the creature (their health is not actually restored in this process).
  • 15-16 = Bold: +2 armor class and the creature is immune to the first source of damage to it as long as it is conscious or not surprised.
    Burning Breath: As an action, each creature in the area must make a DC X Dexterity saving throw (via CR table). A creature takes Xd6 fire damage (via CR table) or half as much on a successful save. Before you use the action you can decide whether it is a 5 by 30 ft line, or a 15 ft cone.
  • 17-18 = Champion: 30 foot Blindsight. Increase the number of attacks the creature can take by 1. Variant Rule: Creatures of challenge rating 11 or higher have the number of attacks increased by 2.
  • 19-20 = Charger: If the creature moves at least 30 feet toward a target and then hits with a melee weapon attack, the attack deals Xd6 bonus damage (via CR table). Additionally, the creature can use its action to Dash, and then use a bonus action to make one weapon attack. Variant Rule: The creature gains a +5 to the attack roll of the bonus attack.
  • 21-22 = Clutch: While the creature is below half its maximum hit points, the creature has advantage on attack rolls. In addition, it deals extra Xd6 damage (via CR table) to any target it hits.
    Corrosive Breath: As an action, each creature in the area must make a DC X Dexterity saving throw (via CR table). A creature takes Xd6 acid damage (via CR table) or half as much on a successful save. Before you use the action you can decide whether it is a 5 by 30 ft line, or a 15 ft cone.
  • 23-24 = Cursed: Roll a d10 to determine what curse the creature applies when making a weapon attack or touch. CR of 3 or greater required.
    1. Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    2. While cursed, the target has disadvantage on attack rolls against the creature.
    3. While cursed, the target must make a DC X Wisdom saving throw (via CR table) at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
    4. While the target is cursed, attacks and spells deal an extra Xd8 necrotic damage to the target (via CR table).
    5. The cursed target can’t regain hit points, and its hit point maximum decreases by Xd6 (via CR table).
    6. The cursed target gains no benefit from finishing a short or long rest. The target is unaware of the curse until after they sleep.
    7. While cursed, the target must make a DC X Wisdom saving throw (via CR table) at the start of each of its turns. If it fails, it begins babbling and is incapable of normal speech or spellcasting.
    8. While cursed, the target must make a DC X Wisdom saving throw (via CR table) at the start of each of its turns. If it fails, it is affected by the Confusion spell for its turn.
    9. While cursed, you are vulnerable to all sources of damage. The target is not aware of the curse being applied to them.
    0. The cursed target deals minimum damage with all sources of damage. The target is not aware of the curse being applied to them.
  • 25-26 = Danger Zone: +1 to all attack rolls. The creature is able to take attacks of opportunity when a target enters its melee reach. Additionally, the creature can use its reaction to cast a spell at the creature, rather than making an opportunity attack.
  • 27-28 = Diabolical: gains resistance to acid, fire and poison damage. The creature gains darkvision 120 feet and magical darkness doesn’t impede the creature’s vision. Once per turn, when the creature deals damage with a weapon attack it can add 1d6 acid, fire or poison damage.
  • 29-30 = Dirge: The creatures speed is reduced by 10 to a minimum of 5. The creature ignores difficult terrain and cannot have its movement speed reduced. Hostile creatures adjacent to the creature take Xd4 bonus psychic damage (via CR table) from friendly creatures (including the creature).
  • 31-32 = Enchanted: Roll a d10 to determine what damage type the creature is enchanted with. The creature gains resistance to this damage type and when they take damage all hostile creatures within 30 feet of the creature takes its challenge rating in that type of damage. Variant rule: Creatures of Challenge rating 7 or higher become immune to the damage type.
    1. Acid
    2. Cold
    3. Fire
    4. Force
    5. Lightning
    6. Necrotic
    7. Poison
    8. Psychic
    9. Radiant
    0. Thunder
  • 33-34 = Ephemeral: All damage dealt by the creature is now force damage, and nonmagical attacks have no effect against it. But its hit points are reduced by half. The creature most be of CR 3 or greater, if not then reroll this Quirk.
  • 35-36 = Fanaticism: When the creature rolls damage, double the total dealt. However, when the creature takes damage, double to total received.
  • 37-38 = Fortitude: +2 to saving throws. Whenever the creature is subject to damage they roll a hit die and add their Constitution modifier. The triggering damage is reduced by that amount.
    Frigid Breath: As an action, each creature in the area must make a DC X Constitution saving throw (via CR table). A creature takes Xd6 poison damage (via CR table) or half as much on a successful save. Before you use the action you can decide whether it is a 5 by 30 ft line, or a 15 ft cone.
  • 39-40 = Frothing: The creature has advantage on attack rolls against any creature that doesn’t have all its hit points. For each creature that is not at full health that the creature can sense, its damage is increased by 1. If the creature is CR 7-16 its damage is increased by 2, and CR 17 its damage is increased by 3 instead.
  • 41-42 = Ghostly: The creature is immune to nonmagical weapon attacks and gains resistance to necrotic damage, but becomes vulnerable to radiant damage. They gain Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. The creature takes 1d10 force damage if they end inside an object.
  • 43-44 = Harbinger: The creature loses its initial resistances, whoever it deals an additional 10 damage, or their challenge rating as damage (whichever is higher), with melee weapon attack against creatures that do not have allies adjacent to it. Additional, for each resistance lost, all their damage is increased by 2.
  • 45-46 = Hard to Kill: The creature has maximum hit points. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the creature takes no damage from the attack.
  • 47-48 = Hellion: Once per turn, the creature can deal an extra Xd6 + 1damage (via CR table) to a creature it hits with a weapon attack if that creature is within 15 feet of an ally of the creature that isn’t incapacitated. Creatures dropped to 0 hit points by this creature have disadvantage on death saving throws.
  • 49-50 = Horde: The creature has advantage on attack rolls against a creature if a least one of the creature’s allies is within 15 feet of the creature and the ally isn’t incapacitated. Additionally, the creature can’t be frightened while it can sense an allied creature within 30 feet of it. Variant rule: If 2 or more friendly creatures are adjacent to the target, that attack always hits.
  • 51-52 = Horrifying: When initiative is being rolled or as an action, each creature within 60 feet of the creature that can see or hear it and that isn’t a constructed, ooze or undead must succeed on a DC X Wisdom saving throw (via CR table) or become frightened until they succeed on the save. If a creature’s saving throw is successful, the creature is immune to the creatures Horrifying effect for the next 24 hours. Variant rule: The creature and its allies have a +5 to their attack rolls and the save DC for their abilities increases by 5 against targets frightened by Horrifying.
  • 53-54 = Hover: +20 hover (fly speed) and is immune to the prone condition. The creature gains resistance to bludgeoning and force damage, but becomes vulnerable to piercing damage.
  • 55-56 = Illusionary: As long as the creature has movement speed, creatures have disadvantage on attack rolls against if they are within 30 feet of it. When the creature drops to 0 hit points, it splits into 2 copies of the creature. The new creatures have hit points equal to half the original creature’s, rounded down. The new creatures do not have the split feature of Illusionary.
  • 57-58 = Juggernaut: The creatures AC and saving throws are increased by 1. Additionally the creature takes half damage (after resistances) from all sources, but its damage output is cut in half.
  • 59-60 = Lurker: As an action, the creature magically turns invisible while in dim light or darkness until it attacks or casts a spell, enters a lit area, or until its concentration ends (as if concentrating on a spell). The creature has advantage on attack rolls while it is in dim-light, darkness or against a creature it has surprised. Additionally, if the creature is under said conditions and hits a target with an attack, the target takes Xd6 + 2 damage (via CR table) extra damage.
  • 61-62 = Martyr: The creature loses all of its resistances. However, when the creature is not a full hit points, friendly creatures that can sense it gain a +2 bonus to attack rolls. When this creature dies the attack bonus is lost, but allies that can sense it regain Xd8 + 2 hit points (via CR table).
  • 63-64 = Morbid: When a creature drops to 0 hit points that the creature can sense it gains temporary hit points of Xd8 hit points (via CR table), but healing received from any sources is reduced by half. If the creature is the one who drops the target the temporary hit points are doubled. The temporary hit points can equal up to the creatures starting maximum hit points.
  • 65-66 = Multistrike: Once per turn, when the creature hits with an attack roll that targets one creature, it can roll to hit another target with advantage within range of the attack or ability.
  • 67-68 = Mystic: +2 to all the creatures save DCs and any ability that has a limited number of uses a day, is increased by 1. The creature does have its maximum hit points reduced by 3 x its challenger rating. The creatures maximum hit points can’t be reduced below 10 in this way.
  • 69-70 = Nightmarish: gains resistance to cold, force and necrotic damage. If the creature hits with an attack against a target that is is blinded, frightened or stunned they automatically critically hit.
    Peerless
    Noxious: The creatures weapon attacks deal an additional weapon die of poison damage. All creatures within a 20-foot-radius sphere of the creature must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Friendly creatures make the saving throw at advantage. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
  • 71-72 = Phos: The creature gains immunity to poison damage and the poison condition, but its AC is reduced by 2. The creature applies the poison condition when it hits with a melee attack or is touched. While the target is poisoned in this way, they can’t regain hit points from potions or by spending hit dice for the next 24 hours. The creature most be of CR 7 or greater, if not then reroll this Quirk.
    Rabies: The creature deals an additional dice of damage, but its hit is reduced by 2. Additionally melee weapon attacks by this creature disease the target. The target much succeed a Constitution saving throw or it become Rabid. If Rabid the creature deals an additioal dice of damage with a -2 to attack rolls. At the start of its turn the creature rolls a d20. On an 11 or higher, they act normally. On any other roll, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 73-74 = Refraction: If the creature makes a successful saving throw against a spell, or a spell attack misses it, the creature can choose another target (including the spellcaster) it can sense within 30 feet of it. The spell targets the chosen creature instead of the creature. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. The creature most be of CR 7 or greater, if not then reroll this Quirk.
  • 75-76 = Regeneration: The creature regains 10 hit points at the start of its turn if it has a least 1 hit point. If the creature is CR 11 or higher they regain their CR in hit points instead. If the creature takes damage of a type it has vulnerability to, this Quirk doesn’t function at the start of the creature’s next turn.
  • 77-78 = Rime: Hostile creatures with 30 feet of the creature cannot take reactions and the creature gains resistance to cold damage, but becomes vulnerable to lightning damage. If they make multiple attacks in a turn, they do 1 less than normal. If the creature is hit by a melee attack, the attacker takes Xd4 cold damage (via CR table).
  • 79-80 = Robust: +2 armor class and the creature gains resistance to nonmagical bludgeoning, piercing and slashing damage. The creature most be of CR 3 or greater, if not then reroll this Quirk.
  • 81-82 = Shielded: The creature has 15 temporary hit points or 3 x its challenge rating (which ever is greater). While the temporary hit points regain it also has a +1 bonus to its AC.
  • 83-84 = Shrouded: +2 to saving throws and gains Magic Resistance: The creature has advantage on saving throws against spells and other magical effects. The creautre takes an additional 1d6 damage when taking damage from other creatures.
  • 85-86 = Speedster: The creatures movement speed is increases by 10 feet and it has advantage on Dexterity ability checks. Additionally, the creature gains a +5 bonus to initiative.
    Static Breath: As an action, each creature in the area must make a DC X Dexterity saving throw (via CR table). A creature takes Xd6 lightning damage (via CR table) or half as much on a successful save. Before you use the action you can decide whether it is a 5 by 30 ft line, or a 15 ft cone.
  • 87-88 = Temporal: Once per turn, when the creature takes an action, roll a d20. On an 11 or higher it can choose to consider the action as a bonus action instead. Additionally, attacks of opportunity have disadvantage against the creature.
    Tormented: When initiative is being rolled or as an action, each creature within 60 feet of the creature that can see or hear it must succeed on a DC X Wisdom saving throw (via CR table) or take 1d10 psychic damage. Additionally, the creature can use its bonus action to cause all hostile creatures within 60 feet of it to take 1d10 psychic damage when they are under any negative condition.
    Toxic Breath: As an action, each creature in the area must make a DC X Constitution saving throw (via CR table). A creature takes Xd6 poison damage (via CR table) or half as much on a successful save. Before you use the action you can decide whether it is a 5 by 30 ft line, or a 15 ft cone.
  • 89-90 = Unrelenting: If the creature attacks the same target and no other creatures, it deals 1d8 bonus damage. The bonus damage increase by 1d8 per hit and resets if the creature attacks a different target or the target drops to 0 hit points. Variant rule: The bonus damage also increases by 1d8 each time the creature takes damage from the creature it is attacking.
  • 91-92 = Unstable: Roll a d10 to determine what damage type the creature gains resistance to. A creature that touches the creature or hits it with a melee attack while within 5 feet of it must succeed a Dexterity saving throw DC X (via CR table). If it the creature fails, it takes Xd4 + 1 of that type of damage (via CR table). When the creature dies, it explodes and each creature within 30 feet of it must make a DC X Dexterity saving throw (via CR table), taking Xd6 force damage (via CR table) on a failed save, or half as much on a successful one.
    1. Acid
    2. Cold
    3. Fire
    4. Force
    5. Lightning
    6. Necrotic
    7. Poison
    8. Psychic
    9. Radiant
    0. Thunder
  • 93-94 = Vampiric: When the creature deals damage with a melee attack they are healed for the same about. Variant rule: When a creature deals damage to a single target it is healed for the same about. If a creature deals damage to more than one target it is healed for the average of the damage, round down.
  • 95-96 = Vestal: 3/Day. As an action the creature touches another creature. The target magically regains 2Xd4 + 2 hit points (via CR table). Variant rule: Increases the cast range to 60 feet.
    Volatile: After initiative has been rolled the creature increases its current initiative by 1 each time it takes damage from a hostile creature. It is possible for it to gain multiple turns in a round in this manner.
  • 97-98 = Way of the Magus: gains resistance to cold, fire and lightning damage. Additionally the creature gains a +2 to all spell attack rolls and an additional +3 attack rolls that would deal cold, fire or lightning damage. Variant rule: Once per turn, weapon attacks deal a bonus 1d6 cold, fire or lightning damage.
  • 99-00 = Wicked: +2 to attack rolls and when they roll damage they deal the maximum amount.

Even tho this is a new system and subject to much change, there will be some removed but kept for refrence. Trust me, many more have been thought of, that do not show up on this list.

Desecrator: The creature now deals necrotic damage with weapon attacks. Any creature that starts its turn within 5 feet of the creature takes Xd4 necrotic damage (via CR table). When the creature moves, it leaves a trail of the same necrotic energy on the ground that deals Xd4 necrotic damage (via CR table) when a creature enters an affected space. The trail remains until the end of the creatures next turn.

Rays for Days: Roll a d10, and the result determines what Eye Ray they gain from the Beholder’s list on page 28 of the Monster Manual. The creature most be of CR 11 or greater, if not then reroll this Quirk.
1. Charm Ray
2. Paralyzing Ray
3. Fear Ray
4. Slow Ray
5. Enervation Ray
6. Telekinetic Ray
7. Sleep Ray
8. Petrification Ray
9. Disintegration Ray
0. Death Ray

Thorns: When the creature takes damage from a melee attack, the attacker takes the same amount of damage. Variant rule: When a creature takes damage from a hostile creature within 30 feet, the attacker takes the same amount of damage.

Quirk System

Heroes of Archetype RurouniQ adamowczarek68