Showing posts with label d66. Show all posts
Showing posts with label d66. Show all posts

1d66 Why did they leave?



Sometimes out in the world you'll come across an abandoned city, town, neighborhood, or homestead. No matter what scale, you can tell that people lived there once and now they don't.

Moving is hard. Happy, comfortable, thriving people usually don't uproot their entire lives and leave for the uncertainty of elsewhere on a whim. There was a reason they left and a reason they haven't come back. Why?

(d66, roll 2 d6's and treat each value as a digit instead of adding them together)

11 The well went dry.
12 Too many years of drought to keep going.
13 Famine from the blight.
14 Fled the rat flood.
15 Earthquakes used to be rare, but now the tremors are frequent and getting worse.
16 The underground fires burning through the mines keep spewing fumes and causing unpredictable sinkholes.
21 Everything burned and they never rebuilt.
22 Weather's changed to unending lightning storms, tornadoes, and floods.
23 The plague took too many to keep the place together.
24 The dire skuas' migration routes shifted to pass directly overhead.
25 A roc established its aerie nearby and claimed the area as its territory.
26 The mine's played out.
31 The factory closed down.
32 The water's overfished to extinction.
33 The company dug too deep and woke the sleeper.
34 Whole county's been polluted by industrial waste. Air, water, and soil's toxic as can be.
35 Reactor melted down, everything's contaminated and will be for the foreseeable forever.
36 The arcane and alchemic contamination from the war is irreversible.
41 A wizard moved in just across the river.
42 The bandits in the hills are getting bolder and the governor's not doing anything about it.
43 There's rumors of an army on the way.
44 The new baron's exorbitant taxes are untenable.
45 The new governor is a tyrannical monster.
46 They were all conscripted and driven on a forced march elsewhere.
51 They were forced to relocate in preparation for a new dam and reservoir. Construction's been delayed for years but not canceled so they're not allowed to return.
52 They were forced out to make way for a new "urban revitalization" development, then the project stalled.
53 Vampire preying on the locals ate the place down to zero.
54 Alien abductions and cattle mutilations are happening almost every week now.
55 Whole place is haunted, ghosts everywhere you look. Wasn't always like that, but what can you do?
56 Area's cursed so the sun doesn't rise.
61 Area's cursed so that nothing can be born, grow, or die.
62 Increasing incidents of spontaneous resurrection.
63 Increasing incidents of spontaneous combustion.
64 The land just hasn't been right since the meteor fell.
65 They're all infected with the fungus. It sent them out and has no reason to recall them.
66 They're still there, they just exist on a different plane of reality now and are imperceptible.

1d66 Skeleton Varieties


11 Fresh and bloody. Newly-flayed, some vestiges of the previous owner's personality remain. Susceptible to suggestion and often show signs of disorientation and confusion.

12 Wearing its old flesh. Recently created. Scraped clean and clad in well-tailored clothing fashioned from their tanned skin.

13 Wearing someone else's meat. Sewn into the raw skin of another creature and walking around in it like a costume. Sometimes uses an animal's hide, but usually is a person-suit.

14 Carved. Decorated with deep patterns, pierced filigree, and sculptural details. More art pieces than enforcers, usually deployed as personal attendants and servants.

15 Scrimshawed. Etched with shallow patterns, pictures, and protective glyphs stained with lampblack. The etchings are extremely effective wardings that reflect local hazards and threats, usually self-administered.

16 Animal-headed. Normal in all respects except the skull has been replaced with one from a different creature. When the new skull is roughly the same size as a human's it's simply swapped, but much larger or smaller creatures' skulls are replicated as pieced and carved bone sculptures at the correct scale.

21 Mismatched. Collaged together from the assorted remnants of incomplete skeletons, scavenged bones, and adventurer aftermath. Ungainly and inelegant but extremely cost-efficient and self-repairing.

22 Veinous. A byproduct of creating traditional skeletons, composed entirely of braided veins. Move by hydrostatic pressure, monstrously strong.

23 Decalcified. Created by prolonged exposure to mild acid. Unsettlingly flexible and resilient, immune to blunt force trauma.

24 Multiple arms. Equipped with extra sets of limbs beyond original anatomical specifications. Range of motion and maneuverability is decreased due to crowding along the shoulders and spine, but: extra swords.

25 Armored. Encased in a permanently installed suit of plate and reinforced with bracketing to enhance their strength and structural integrity. Specialize in oversize weaponry, ultra-heavy draw bows, and hand to hand combat.

26 It's got a gun! Goofy but indiscriminate with terrible trigger discipline. An awful idea. Strictly regulated.

31 Sniper. Expertly camouflaged in any environment. Only fires on high value or predesignated targets. Takes pride in its work, but no joy.

32 Wizard. Made from mage bones. Skilled spellcasters and extremely intelligent. Must be created in cohort batches by combining the skeletons of multiple mages. If they have too large a proportion of bones from any one individual there's a risk their personality will re-assert itself and become an artificial lich.

33 Butler. Impeccably dressed, perfectly polished, poised, and prepared to accommodate any request. An indispensable fixture in any household of quality.

34 Gem-encrusted. Dripping with precious and semi-precious stones set in platinum and gold, hanging in strands or as pendants, and inlaid directly into the bone. Entirely status symbols. Sometimes imitated with rhinestones and cut glass.

35 Gilded. Coated in a thick later of pure gold. Impervious to the elements, decay, and corrosive chemicals.

36 Silvered. Plated in a thick layer of pure silver polished to a mirror shine. Immune to magic, supernatural entities, and high-energy beam weapons.

41 Beaded. Completely covered in ornate patterns of seed beads pressed into a thin layer of resin and wax. Extremely colorful. Usually created for festivals, holidays, and ceremonial duties.

42 Wax figure. Embedded inside a hyper-realistic wax sculpture of a living person. Having a face, even if it's not theirs, causes them to develop noticeable personalities and occasionally even become vain. Avoid fire and heat sources at all costs.

43 Lantern. Set with dozens of lit candles. Usually non-combatants assigned to patrol as sentries or with other skeletons. Move slowly and gracefully to avoid spilling wax.

44 Flame. Outfitted with fuel lines, sparkers, gas jets, and a central fuel tank mounted inside the ribcage. High quality specimens are coated with asbestos or refractory ceramic to prevent charring. Occasionally self-modify to have wrist or throat-mounted flamethrowers.

45 Prism. Cast in optical glass and ground into an array of lenses and refracting surfaces. Amplify the ambient light and light sources around them into a 60' zone of rainbow illumination that reveals invisible objects and creatures.

46 Clay. Entirely artificial constructs, sculpted to be faithful replicas of genuine skeletons but made of fired ceramic. More durable than bone models but harder to program.

51 Concrete. Manufactured skeleton substitutes, each bone cast in a concrete mixed using cremains and fine-ground bonemeal as aggregate. Reinforced with an internal rebar armature.

52 Fossil. Completely petrified, all their organic material replaced by quartz-rich stone. Too ancient to be intimidated by modern gods, immune to turning.

53 Opalized. Bones entirely replaced by precious opal. Create a zone of bad luck around them and in the areas they frequent. They don't talk on their own but sometimes speak true prophecy.

54 Haunted. Inlaid with obsidian and silver wards to trap spirits. Just a vessel for souls and not animate or mobile unless actively possessed.

55 Dancing. Fully focused on their partying and peaceful unless you bring the mood down. Everyone is welcome to join in the celebration.

56 Candied. Encased in a thick shell of crystallized sugar, shed shards when they move. Followed by hordes of ants.

61 Hive-host. Home to a colony of eusocial insects, carrying and protecting the hive inside their ribcage, skull, and marrow-channels. Bees, wasps, and hornets are common choices but other species like ants, termites, and social spiders are popular as well.

62 Ooze symbiote. Covered in an inch-thick layer of living ooze that selectively eats soft tissue and organic detritus. A spontaneous mutualistic relationship that forms in areas with high ooze populations. The skeleton carries the ooze to prey much faster than it could move on its own and gets protection in return.

63 Reef. Home to a thriving micro-ecosystem of corals, anemones, and the mobile species that make up a healthy reef. Imbued with an enchantment that makes the air 15' around them behave like water. Amphibious. Corals and anemones sting on contact.

64 Blooming. Intertwined with vines and foliage. Sometimes done purely for aesthetics but usually weaponized by choosing plants with thorns, caustic sap, irritating oils, or toxic and psychoactive pollen.

65 Electric. Wound with copper wire and capacitors. Always move in groups of at least three, one fitted with a tesla coil and the others with lighting rods.

66 Radioactive. The spine, skull, and all long bones are filled with ingots of metallic radioisotopes and drilled with holes to reduce shielding. They don't have a way to tell if they're close to reaching critical mass and need to be kept a safe distance from each other.

1d66 False Eyes




Should your character lose an eye, they have options. (These ocular prostheses don't restore sight in the missing eye unless noted.)


11 Normal glass. A perfectly serviceable prosthetic that fits comfortably and looks good.

12 Exquisite glass. An absolute masterpiece of glassblowing that perfectly replicates the original eye. Undetectable even up close and indispensable for pranks.

13 Custom glass. Handblown and designed to look like anything except a natural eye. The whole piece is uniformly patterned without a discernable sclera or iris and is (d12):

1 Solid black
2 Robin's egg blue
3 Rust red
4 Milky white
5 Iridescent violet
6 Metallic silver
7 Dichroic foil
8 Marigold millefiori
9 Spiraling canework
10 Ultra-fine multicolored concentric circles
11 Compound eye
12 Uranium glass

14 Prism. Internally faceted crystal backed with platinum foil. Sparkles and casts rainbows in natural daylight.

15 Flashy. Gold inlaid with precious gems in a stylized eye motif. Opal for the sclera, delicate spinal veins, a heliotrope and peridot iris, and black tourmaline pupil. Expensive, gorgeous, and an excellent target for thieves.

16 Livery. An unambiguous sign of friendship, allegiance, or favor with a specific faction or figure. Usually are fine porcelain glazed in the giver's colors and bearing their emblem. Wearing one is an obvious declaration of mutual loyalty and support. Wearing one falsely will get you killed.

21 Cache. A hollow enameled silver sphere that can be removed and opened. Able to securely and discreetly store small items.

22 Locator. Simple acrylic made to match the remaining eye and be supremely unobtrusive. Contains an embedded long-range transponder that lets the wearer be tracked and act as a homing beacon. Can't be turned off but can be shielded.

23 Camera. Black acrylic with a waterproof dataport on the back and a front that matches the wearer's remaining eye. Can covertly record video and still images. Must be removed and physically connected to another system to display or print the captured images. Has macro and telephoto modes, the wearer can't close their eye while using the telephoto function.

24 Radiator. A sturdy aluminum shell containing yards of hair-thin copper wire wrapped around pressed asbestos wafers and joined into a circuit by a tiny ruby. Keeps the wearer comfortably warm and prevents death or injury from cold exposure. Doesn't protect against overheating or burning.

25 Viper. A white ceramic sphere molded with dozens of deep pits encased in dark tinted glass. Lets the wearer see infrared light and heat signatures within their missing eye's field of vision.

26 Scanner. A translucent black acrylic sphere with a glowing blood red LED pupil. Grants lightly pixelated monochrome vision in red. Scans and analyzes the wearer's surroundings, highlighting items of interest and threats with a scrolling text summary of the data. Occasionally attempts to phone home.

31 Familiar. Translucent milky-white acrylic with a transparent lavender star-shaped iris and no pupil. Shows the wearer a cute cartoony creature that acts like a real flesh-and-blood pet, demanding care and attention. Might be real. Doesn't disappear when the eye is removed. Invisible to others.

32 Sentient. A polished dark bronze sphere full of clockwork ticking just on the edge of hearing. Can see and hear what happens around it unimpeded by the wearer's skull and talk to its wearer through bone conduction. Highly opinionated. Will act as an advisor if treated with respect.

33 Quartermaster's. Polished and waxed rosewood inlaid with a gold ring. Lets the wearer accurately count, inventory, and appraise items at a glance.

34 Surveyor's. A hollow high-vis orange enameled steel sphere with a clear crystal lens. Five tiny lead weights hang on fine chains inside and can swing freely. Lets the wearer instinctively measure distances, angles, and dimensions by sight with pinpoint precision.

35 Archeologist's. Half white-veined black marble, half blue lace agate. Lets the wearer see through earth and stone to spot tunnels, halls, chambers, and other buried things. Takes practice to learn to focus beyond the surface of objects instead of on them.

36 Hunter's. Translucent prehnite with an inlaid vertical oval obsidian pupil. Lets the wearer see normally in the dark and in grayscale in absolute darknesPermanently alters the wearer's visual processing to prioritize movement and causes eyeshine in both the remaining eye and prosthetic.

41 Occultist's. Wafers of baleen and narwhal ivory riveted together with electrum pins. Lets the wearer see arcane energy fields, thaumaturgic residue, and ionizing radiation.

42 Vital. Polished ironwood decorated with a fine network of pyrographic veins. Lets the wearer see souls and other electromagnetic fields associated with living things within their missing eye's field of vision.

43 Discerning. Ivory set with a horizontal pupil of polished horn. Lets the wearer see truth and lies as illusory clouds of smoke and flying embers.

44 Voyeur. Carnelian with an inlaid smoky quartz iris. Lets the wearer see through a target's eyes. A target can be anything with eyes that they know exists.

45 Mariner's. Polished red coral set with a pale orange horizontal oval pupil of conch pearl. Prevents the wearer from drowning but doesn't make breathing water hurt any less.

46 Endless. Amber glass holding suspended gold flakes and a skull-shaped bubble in the center. Prevents the wearer from dying but doesn't protect them from injury. Can't be removed by the wearer.

51 Grave. An embalmed eye taken from a raised corpse at least three months dead, packed with a mix of powdered frankincense and cedar sawdust then coated in clear lacquer. Causes the dead and undead to treat the wearer as one of their own.

52 Incorruptible. Tannin-blackened bog oak inlaid with radiating dendritic veins of partially polished bog iron. Protects the wearer from aging and decay as long as they fully submerge themselves in a wetland for a day every year.

53 Frogspawn. A gelatinous mass of thousands of minuscule clear eggs. Produces 1 adult poison dart frog each day. Requires eye drops to keep moist.

54 Milk. A flexible casein shell half-filled with fresh milk, sloshes quietly as it moves. Can provide 1 person with rations for 3 days or feed an unweaned baby or animal indefinitely.

55 Basilisk. Crackled celadon porcelain with a verdegris-coated copper iris and cast iron pupil. Causes anything the wearer stares at to start degrading at an accelerated rate until it ignites or crumbles to dust. The larger an item is the longer it takes to destroy. Small items take about a minute to crumble. Blinking or looking away halts the effect permanently.

56 Evil. A delicate cobalt blown glass bubble with a web of fine glass filaments strung across the inside and a nazar motif decorating the front. Absorbs and contains curses directed at the wearer and lets them lay stored curses on others. Doesn't let the wearer know what the curses are. Shatters if used too strenuously.

61 Hospitable. A hollow electrum sphere scribed inside and out with runes of corporeal and spiritual dissolution, absorption, and containment. The pupil is a pierced hole covered by irising plates of obsidian that the wearer can open and close at will. 2-in-6 chance the eye is empty, otherwise it contains a supernatural entity that's:

Power (d10):
1 Attenuated
2-3 Weak
4-6 Modest
7-8 Strong
9 Legendary
10 Godlike

Temperament (d20, roll twice on odds):
1 Benevolent
2 Charismatic
3 Kind/caring
4 A liar
5 Omnicidal
6 Patient
7 Conniving
8 Chill
9 Straightforward
10 Formal
11 Unhinged
12 Melancholy
13 Selfish
14 Vain
15 Bloodthirsty
16 Protective
17 Possessive
18 Greedy
19 Lazy
20 Proud

Make a reaction roll on first contact.

62 Seer's. A simple crystal quartz ball. Shows the most likely consequences of the wearer's next decision. Needs to be consciously focused on to activate. The harder the wearer concentrates, the farther into the future the vision reveals.

63 Mirror. Nine lightweight silvered glass spheres nested inside each other and held apart by tiny diamond posts. Lets the wearer see out of any reflective surface. Difficult to maintain focus. Do not look directly at self while in operation.

64 Transferal. Blackened iridium set with a triangular aquamarine iris. Lets the wearer transport a target in their line of sight to any location they've seen before.

65 Rewind. Nephrite jade carved with a shallow organic unicursal meander pattern. Lets the wearer reverse the flow of time for a creature or object in their line of sight, sending the target up to 30 seconds back down their causal path and undoing any events that occurred in the rewound interval. Gets hot enough to burn if used too many times in quick succession. Melts if pushed to rewind a target past 30 seconds.

66 Transplanted. A healthy intact eye from an organ donor. Requires surgery to implant and likely won't match the recipient's remaining eye, but fully restores sight. Carries a risk of infection, rejection, haunting, inadvertent acceptance of a pre-existing pact, itching, dryness, and headaches.


d66 Elder God Exposure Side Effects


Treat elder gods, their avatars, and spawn like the existential hazards they are. 

They're cosmically awful and unspeakable entities beyond the scope of our reality. Exposure to them is physically dangerous and mutagenic in profound, unpredictable ways. Like standing unshielded in front of a living, baleful sun. 


Elder God Exposure Side Effects (d66)
11 Begin coughing up worms every Ud20 minutes after initial exposure.
12 Eyes skin over and migrate to somewhere else on your body.
13 Fingers begin to split and bud into a fractal net of phalanges.
14 Glowing cilia starts sprouting from your mucus membranes.
15 Perfectly round holes begin appearing on your body 1d3 days after initial exposure. Number increases exponentially after first appearance.
16 Webs of mycelium spread under your skin, fruiting bodies erupt through cracks and shed spores.
21 Your bones slowly transmute into jade ridged with fine networks of spirals.
22 Spontaneous second and third-degree burns forming unknown scripts appear on your skin 2d8 hours after initial exposure.
23 First-degree burns develop on any uncovered skin, immediately begins peeling in thick sheets.
24 Your teeth become deciduous and grow in rows across the roof and floor of your mouth.
25 Salivary glands begin producing silk alongside spit.
26 Begin seeing colors beyond the visible spectrum.
31 Teeth fuse into a single sharp bone ridge.
32 Your flesh automatically grafts itself to other living tissue on contact.
33 Your reflection is replaced by Something Else. Only some people notice the change.
34 Tears replaced by a thin black fluid that clots blood instantly.
35 You can't digest normal food anymore.
36 Blood begins to glow pale violet, pulsing in irregular rhythms.
41 Injuries heal quickly with rusty orange chitin instead of new skin.
42 Bones turn cartilaginous and connective tissues become elastic.
43 Your shadow billows and reaches towards light sources.
44 You can taste electromagnetic fields and radiation.
45 Flesh becomes transparent as glass in irregular blotches.
46 Begin hearing sound frequencies outside the normal human range.
51 Sweat turns pale milky green and corrosive to metals.
52 Fully comprehend every language except your first.
53 Eyes segment into compound eyes surrounded by smaller supplementary ocelli.
54 Begin experiencing detailed, accurate premonitions in dreams.
55 Begin accidentally initiating time loops during periods of high stress.
56 You can hear the things crawling behind the walls of reality and gnawing at the edges.
61 Begin reproducing asexually by budding.
62 You can see and walk through the spaces between acute angles.
63 Bond between spirit and body becomes attenuated.
64 Inanimate objects become warped and gnarled after a few hours in your presence.
65 You can see the things living inside others and behind illusions.
66 Die in 1d3 days, then get back up and continue as normal. Repeat.

Bonus!
* Something begins listening to your prayers and answering.
* Constant awareness of where the god and its children are.




Taxidermied Animals

Need a stuffed critter for a curio cabinet, parlor decor, or just general odd treasure? I got you covered.

Quality (d36)

11 There's no hint this was ever an animal
12 Can't tell what animal it was
13 You feel embarrassed for the animal
14 Terrible
15 Bad
16 Kind of unsettling
21 A little rough around the edges
22 Acceptable
23 Clearly made with a lot of care by a beginner
24 Good, but the eyes are wrong
25 Good
26 Well-made but with subtly wrong proportions
31 Skillful
32 Incredible
33 A remarkably fluid and natural composition
34 A masterpiece
35 Are you sure it's not actually alive?
36 I swear it just moved!

How are they posed? (d66)

11 Head trophy mount
12 Skull only
13 Skeleton only
14 Hide only
15 Preserved in a jar
16 Standing
21 Standing on two legs
22 Sitting
23 Stretching
24 Laying down
25 Sleeping
26 Lying in wait
31 Jumping
32 Pouncing on another animal
33 Chasing another animal
34 Eating another animal
35 Roaring
36 Playing
41 Flying
42 Doing circus tricks
43 Juggling knives
44 Dancing
45 Driving
46 Wearing a suit
51 Giving a lecture to an audience
52 Lying in a suitable coffin
53 Playing in an orchestra
54 Playing cards
55 Playing charades
56 On a game show
61 Attending a dinner party
62 Reading
63 Dueling
64 Jousting
65 Fighting a battle
66 Made into tasteless furniture


Animals (d666)

111 Aardvark
112 Albatross
113 Alpaca
114 Anglerfish
115 Anole
116 Anteater
121 Ant
122 Axolotl
123 Badger
124 Banana slug
125 Barracuda
126 Bat
131 Bearded dragon
132 Beaver
133 Bigfoot
134 Bighorn sheep
135 Bird-eating spider
136 Bison
141 Black bear
142 Blue whale
143 Bluebird
144 Boar
145 Bobcat
146 Bullfrog
151 Bumblebee
152 Buzzard
153 Camel
154 Canary
155 Cane toad
156 Capybara
161 Cassowary
162 Cat
163 Cheetah
164 Chickadee
165 Chicken
166 Chimpanzee
211 Chinchilla
212 Chipmunk
213 Chupacabra
214 Cicada
215 Coati
216 Cobra
221 Cockroach
222 Coconut crab
223 Condor
224 Cormorant
225 Cow
226 Coyote
231 Crab
232 Crane
233 Crayfish
234 Crocodile
235 Crow
236 Cuttlefish
241 Deep sea isopod
242 Deer
243 Dikdik
244 Dog
245 Dragonfly
246 Duck
251 Eagle
252 Echidna
253 Eel
254 Egret
255 Elephant
256 Elk
261 Emu
262 Ermine
263 Ferret
264 Flying fox
265 Fox
266 Garter snake
311 Gazelle
312 Gecko
313 Gerbil
314 Giant clam
315 Giant hornet
316 Giant squid
321 Gila monster
322 Goat
323 Goldfinch
324 Goose
325 Gorilla
326 Green heron
331 Grizzly bear
332 Grouper
333 Hare
334 Hawk
335 Hellbender
336 Hognose snake
341 Horny toad
342 Horse
343 Horsefly
344 Human
345 Hummingbird
346 Hyena
351 Ibex
352 Ibis
353 Iguana
354 Jackalope
355 Jaguar
356 Jellyfish
361 Jumping spider
362 Kingfisher
363 Kiwi
364 Koala
365 Lemur
366 Leopard frog
411 Leopard seal
412 Lion
413 Llama
414 Lobster
415 Loris
416 Lynx
421 Manatee
422 Manta ray
423 Mink
424 Mola
425 Monitor lizard
426 Monkey
431 Moose
432 Moray
433 Mountain goat
434 Mouse
435 Mudpuppy
436 Narwhal
441 Nautilus
442 Newt
443 Nutria
444 Ocelot
445 Octopus
446 Okapi
451 Orb weaver
452 Orangutan
453 Orca
454 Oryx
455 Ostrich
456 Otter
461 Owl
462 Ox
463 Painted turtle
464 Panda
465 Parrot
466 Peacock
511 Peccary
512 Penguin
513 Pheasant
514 Pike
515 Pillbug
516 Pine marten
521 Platypus
522 Poison dart frog
523 Polar bear
524 Porpoise
525 Possum
526 Preying mantis
531 Pronghorn
532 Pufferfish
533 Puma
534 Python
535 Quail
536 Rat
541 Raccoon
542 Rattlesnake
543 Rhinoceros
544 Rhinoceros beetle
545 Robin
546 Salmon
551 Scarab
552 Sea cucumber
553 Sea turtle
554 Sea urchin
555 Seagull
556 Seahorse
561 Sealion
562 Serval
563 Shark
564 Sheep
565 Shrike
566 Skink
611 Sloth
612 Snail
613 Snapping turtle
614 Snow leopard
615 Softshell turtle
616 Sparrow
621 Sperm whale
622 Spider crab
623 Spring peeper
624 Squirrel
625 Starfish
626 Stickbug
631 Sturgeon
632 Sunbear
633 Swallow
634 Tarantula
635 Tiger
636 Toad
641 Tortoise
642 Treefrog
643 Vole
644 Vulture
645 Walrus
646 Whelk
651 Wild turkey
652 Wildebeest
653 Wolf
654 Wombat
655 Woodchuck
656 Woodpecker
661 Wren
662 Yak
663 Zebra
664 Chimera - Roll x2 and combine
665 Chimera - Roll x3 and combine
666 Two-headed [roll again]