GOBLIN PUNCH
MUTATIONS
Instructions
Roll a d100 and look up the result. Affected players learn the full effects of their mutation (e.g. a
player who rolls 97 The Sun is aware that they will take increasing fire damage each round).
If you get a result with options inside parentheses, roll one of the options randomly, or let the DM
pick one.
A certain percentage of these mutations are semi-fatal. That is by design. Mutations are very
dangerous.
If multiple creatures gain a mutation at the same time, it is the same mutation.
More good stuff at the Goblin Punch blog.
This document is licensed under Creative Commons Attribution-ShareAlike 3.0.
Mutations 1-30: “Good” Mutations
1 Monster Arm One of your arms turns into a lobster claw that deals 1d8 damage and can do little else.
2 Troll Skin You heal 1 HP every 10 minutes. You regain 3 Con every day (instead of 1). Missing limbs
regrow over a month, with some slight deformities.
3 Grotesque You permanently gain 3 points of Strength, or increase your Strength to 15 (whichever is
Musculature higher).
4 Turtle Shell You are basically wearing plate armor that you can never take off.
5 Spines Anyone grappling you takes 1d4 damage at the end of every round.
6 Thagomizer 1d6 damage, but your target must be standing behind you.
7 Lizard Tail Whip for 1d4 damage. Can also grab and hold small objects.
8 Wolf Head Bite for 1d6. Howl attracts wolves (in a forest: 4-in-6 chance of success).
9 Dragon Head Bite for 1d6. You can breathe fire (2d6 fire, 20’ cone, Dex for half) at the cost of 1d4 Con
damage.
10 Hammerhead Bite for 1d6. You have a fantastic sense of smell while in the water. You cannot breath water.
11 Dolphin Head Bite for 1d6. You can echolocate while in water.
12 Chameleon Head Ballistic tongue can grab things from up to 20’ away (Str 8).
13 Hawk Head Bite for 1d6. Can see things far away.
14 Spider Head Bite for 1d4+poison.
15 Unicorn Head Impale for 1d8, only usable on a charge. Can heal a virgin 1/day for 1d6+1.
16 Bat Head Can echolocate by screaming.
17 Buddies Can pinch off a piece of yourself like dough. Creates a 1’ tall clone of yourself (Str 3) and
you take 1d6 Con damage. The little guys are loyal, but also mischievous and easily bored.
18 Hand Gun Can shoot organic bullets that get +2 to hit and deal 1d8 damage. Each bullet costs you 1
Con damage. Hand is useless for anything else.
19 Spinnerets You can extrude 100’ of spider web from your ass every day.
20 Spider Legs You are a spider-centaur. You can climb on walls and ceilings.
21 Chest Cabinet A hidden compartment in your chest (+1 slot). Comes with a skeleton key.
22 Glowing Eyes You can cast ignite with up to 3 MD. You take damage equal to [sum]/2.
23 Missing Arm You can cast telekinesis with up to 3 MD. You take damage equal to [sum]/2.
24 Stretchable Limbs Your limbs can each stretch out to 10’ away. Attacking this way incurs a -4 penalty.
25 Shed Skin You can shed your skin once per week. Anyone who wears it looks like you until the skin
rots 24 hours later.
26 Two Heads Mental effects apply to each head separately.
27 Hover You levitate 2” above the ground. You can levitate across water.
28 Mushroom Head You can release poison spores at the cost of 1d4 Con damage, 20’ range. These spores
duplicate the effect of any poison you’ve survived.
29 Invisible You are invisible, but your clothing and equipment aren’t.
30 Amphibious You can breathe both air and water. You have gills like an axolotl.
Mutations 31-70: “Neutral” Mutations
31 Skin Color 1 Your skin is (red, orange, yellow, green, blue, purple, black, white).
32 Skin Color 2 Roll twice on Skin Color 1. The two colors are patterned like a (head-to-toe gradient, zebra,
dalmation).
33 Insect You’ve found yourself changed into a monstrous vermin.
34 Weird Eyes 1 You have (eye stalks, eyes that orbit your empty-socketed head).
35 Weird Eyes 2 you have (eyes all over your body, small beady eyes)
36 Weird Eyes 3 You have (a single eye, a third eye).
37 Cat Paws Can scratch for 1d6. Need two hands to hold an object, though.
38 Weird Head Your head is (a baby’s head, featureless).
39 Horns 1 You have horns like a (bull, moose, deer).
40 Horns 2 You have horns like a (goat, unicorn, actually antennae).
41 Scaly Leather armor that you can’t take off, essentially.
42 Snake Jaw Can dislocate jaw and swallow things bigger than your head.
43 Snake Legs -4 Speed, but you can Constrict for 1d6 and can never be tripped.
44 Snake Tongue Speech impediment, but you can speak to snakes.
45 Albino Sunlight is noxious.
46 Hunchback Hump on the (left/right).
47 Weird Blood Your blood is (ants, worms, light, fire).
48 Botanic You’re a plant person. Sunlight heals you, 1 HP for every 30 minutes.
49 Fungal You can eat rich forest dirt as rations.
50 Feeder You can lactate magic blood. Anyone who breastfeeds for 1 minute gains 1d4 HP while you
take 1 Con damage.
51 False Skeleton The flesh of your body is invisible.
52 Weird Mouth Your mouth is (vertical, lipless, super-wide, located on your stomach).
53 Extremely Hairy Good for cold climates, bad for hot ones.
54 Avian You’re some sort of bird person. You can’t fly. You can almost glide, though. Reduce fall
damage by 1d6.
55 Weird Limbs Your limbs (bend the wrong way/are all arms).
56 Monstrous Genitalia Vagina dentata, spiked war-phallus, and/or DM’s choice.
57 Neoteny You appear to be a child.
58 Centaroid You have the bodyplan of a centaur, but your extra legs are human-like. +4 inventory slots,
+4 to resist being shoved, 2x weight, and you cannot climb ropes unassisted.
59 Living Bomb Smoke seeps from your mouth. When you die, you will explode for 3d6 damage, 10’ radius,
save for half. Can also be activated at will.
60 Internal Twin Unborn fetal twin is as intelligent as you are. It’s visible through a translucent stomach
window.
61 Fox Tail Great for cuddling, probably.
62 Vestigial Arm A small arm grows from your chest. It’s strong enough to hold a lantern.
63 Glowing Eyes As a candle. You must close them to hide, though.
64 Weird Legs Your legs resemble those of a (goat, flamingo, elephant).
65 Leonine You have a lion’s mane. You can roar like a lion.
66 Long Nose Any magic ring worn on it is slightly enhanced somehow (ask your DM).
67 Swivel You can rotate your head 360 degrees. The same goes for your hands, feet, and waist (don’t
tear your clothing).
68 Fun Guys Tiny fungi grow in your wake. They share your facial features and constantly repe name in
your voice.
69 Ranma Sex changes while wet.
70 Weird Nose You have the nose of a (pig, elephant, just a gaping hole, just featureless skin).
Mutations 71-90: “Bad” Mutations
71 Quadrupedal Cannot stand up and move at the same time, a bit like a raccoon. Among other things, you
can’t carry two-handed weapons.
72 Gaseous Blood Whenever you take physical damage, you will take 1 damage at the end of every turn until
you spend an action patching the wound with tar/glue.
73 Soluble You dissolve in water, taking 1d6 damage for every round of exposure.
74 Shrubbery You take an extra 1 damage for every 1d6 of fire damage. Direct sunlight causes you to
catch on fire.
75 Tentacle Arm Your tentacle can carry items, and perform fine tasks, but it is too slow to swing a weapon.
+2 to grapple, though.
76 Octopoid All of your limbs turn into tentacles. You can only crawl. You can carry items, and perform
fine tasks, but cannot swing a weapon. +8 to grapple.
77 Obesity Your armor must now be custom made. Your fat occupies 4 inventory slots (although, with
time and acclimation, your DM may reduce this penalty.)
78 Visible Brain Your brain must be exposed to the air or it will overheat. Enemies who are intelligent enough
to target this very obvious weakness will deal +3d6 damage on a crit.
79 Auto-gossip Your body is covered with mouths that will constantly babble your thoughts out loud. If you
gag them, you will begin screaming and be unable to stop.
80 Useless Arm One of your limbs is (a flowering branch, made of stone, a rabid HD 1 weasel).
81 Gastropod You have a snail shell and a slug-body. -8 Movement, but you can retreat into your shell.
82 Snake Guts You eat by dangling live rodents in front of your belly button. No other food will be accepted.
83 Vampirism You can only eat blood. Sunlight deals 1d6 damage to you for each round of exposure. (The
benefits of vampirism only begin to appear after you’ve killed and drank 20 people.)
84 Delicious Hungry monsters with a sense of smell (i.e. most of them) will prioritize you when deciding
who to attack.
85 Shriveled You permanently lose 1d6 Str and must drink twice as much water as usual.
86 Tree Body You permanently lose 1d6 Dex and can speak with trees. They will hate you for what you
are.
87 Translucent Skin You permanently lose 1d6 Con. Your bodily fluids can spread leprosy.
88 Conehead You permanently lose 1d6 Int. Regular headware will not fit you.
89 Skull Head You permanently lose 1d6 Wis and cannot remember details from before you woke up.
(Retrograde amnesia.)
90 No Face You permanently lose 1d6 Cha. You cannot speak. Whenever you try, a sourceless voice
will whisper your words one round later, telling everyone what you were trying to say. It may
also narrate your thoughts.
Mutations 91-100: “Lethal” Mutations
91 Skinless You lose 1 Con every hour from blood loss.
92 Boneless Your bones exit your body as a hostile skeleton (HD 2). You cannot move. You can still
breathe and speak somehow.
93 Soulless You will take no actions until told to. You will attempt to perform any command given you.
Mind-influencing effects always succeed against you.
94 Serpentine All of your limbs fall off and turn into hostile serpents (HD 1). You gain a prehensile tongue
Amputation that can bite as a rattlesnake.
95 Solitude You become blind and deaf. You can see only a dull glow far under the earth, and hear only
far-off cries of agony.
96 Lilliputian You shrink to a mere 3 inches tall.
97 The Sun You and everything touching you take 1d6 fire damage. Things within 50’ take half damage
from radiant heat. This increases by +1d6 every turn until the 6th turn, when the effect ends.
Even in death, your corpse will burn.
98 Akira You become a mindless monster intent on destroying all life. Each turn, gain an HD, an
attack, grow into a new square, and regenerate 1d6 HP. At the end of each turn roll a d20. If
the number rolled is less than your HD, you vanish along with everyone you are grappling.
99 Beast Mode You become a monstrous, NPC version of yourself intent on destroying all life. You retain all
class features and intelligence. HD 5, AC chain, 1d8/1d8, leap 30’, spider climb.
100 Fish Man Your lungs become visible gills. You can only breath water. You have a fish head.