The thing on the table is an Infanta Avatar of Malressh, demon lord of mutation. Infanta Avatars crawl through the remains of what was once a holy city home to the world's largest cathedral--but the city is now known only as The Ruinous Scar as it was utterly destroyed by a magical cataclysm said to have been caused by a botched invocation to the demon lord Malressh.
Infanta Avatars are too small to be truly dangerous, but those within its presence risk catching Malressh's notice. For each day a person spends in proximity to an Infanta Avatar they must make a saving throw vs. petrification. If the saving throw if failed, roll on the following table to see how the character is mutated by the demonic powers of Malressh:
01 – Instead of legs your lower half is now one thick, slug-like appendage. Your movement rate is halved and you leave a trail of slime everywhere you go—you can automatically be tracked.
02 – Your skin has turned to iron. Your AC is two points better.
03 – You have sprouted big, dangerous horns. You can make one additional attack with your horns for 1d6 points of damage.
04 – Cloven feet and goat's legs. Your movement rate is increased by 50%
05 – You have grown a vicious proboscis somewhere on your body. It can spit a venomous barb for 1d4 points of damage and the target must make a saving throw vs. poison or suffer some random, poison-related effect (sleep, death, slow, etc.)
06 – Your body is covered in dreaded rune tattoos. Anyone who strikes you must make a saving throw or suffer the effects of a random curse.
07 – Your weapon has become inseparably bonded to your hand/arm. All attacks made with it now receive a +1 bonus to hit.
08 – Your skin is now covered in a shaggy hide. Your AC is one point higher.
09 – Your eyes glow with an eerie light. You now have perfect night vision and can see invisible creatures.
10 – You have grown a second head. You can take an additional action, including casting two spells per round. However, you will be prone to arguing with yourself.
11 – You have grown an additional arm. You can wield a weapon with this arm for an additional attack per round, but there is a 10% chance that the arm will attack you instead.
12 – You have grown a long, whip-like reptilian tail. You can make an additional attack with this tail for 1d6 points of damage or attempt to trip/entangle foes with it.
13 – You have grown a functioning set of gills. You can now breath as well in water as you can on land.
14 – Your blood has turned to acid. Anyone wounding you in melee must make a saving throw vs. breath weapons or suffer 1d4 points of damage.
15 – You can vomit a 30' cone of fire once per day for 3d6 points of damage (save for half).
16 – Your body now constantly emits steam and is feverish to the touch. You are now immune to all fire-based attacks.
17 – Your body is now constantly covered in frost and is cold to the touch. You are now immune to all cold-based attacks.
18 – Tiny arcs of electricity now dance across your skin. You are now immune to all electricity-based attacks and anyone striking you with a metal weapon takes 1d8 points of damage.
19 – You are now an albino and being in direct sunlight causes you to take 1d4 points of damage per round.
20 – You now heal with unnatural speed. You regenerate 1 hit point per round.
21 – Your eyes are now on stalks. You cannot be surprised or sneaked up on.
22 – You now emit a horrible stench. Anyone within 30' of you takes a -2 penalty to all actions. Also, you cannot sneak up on anyone—they smell you coming.
23 – You have grown vampiric fangs. You may opt to bite someone for 1d6 points of damage; this damage is added to your hit points up to your maximum hit point total.
24 – You have grown a mass of tentacles somewhere on your body. These tentacles gives you 1d4 extra attacks per round for 1d6 points of damage.
25 – You have grown a pair of gigantic wings. You can now fly at your normal land speed.
26 – You have grown a third eye in the middle of your forehead. This eye can uncannily discern whether someone is lying to you.
27 – Your blood now hates you and seeks to leave your body at any opportunity. When damaged you lose an additional 1d4 points of damage on the following round from blood loss.
28 – Your fingernails have grown into perpetually filthy talons. Anyone struck by them takes 1d6 points of damage and must make a saving throw or suffer the effects of a random disease.
29 – You now emit an aura that withers any plants around you.
30 – Your shadow is not animate. You can command it to do things for you; it has the stats of a Shadow with HD equal to your level. However, there is a 50% chance your shadow will disobey your commands and fuck off to do something else.
31 – You have suddenly grown corpulent. You gain 10 hit points.
32 – You have suddenly grown gaunt. You lose 10 hit points.
33 – You have grown an extra leg, but it's always in your way. Your movement rate is decreased by 50%.
34 – Your skin is perpetually covered in snot-like slime. Any attempts to grapple you automatically fail.
35 – Your brain has atrophied. Your Intelligence decreases by 2 points.
36 – Your body has grown to hulking proportions. Your Strength increases by 2 points.
37 – Your body has become monkey-like. Your Dexterity increases by 2 points.
38 – You have grown a second heart. Anytime you must make a saving throw vs. death you may roll twice and take the best result.
39 – You are now mantis-headed.
40 – You are now dog-headed. Kobolds will attack you last.
41 – You are now cat-headed. Kobolds will attack you first.
42 – You are now bear-headed.
43 – You are now sloth-headed.
44 – You are now elephant-headed.
45 – Your face is gone. Oddly, dopplegangers will now take a perverse liking to you.
46 – You are now wolf-headed. You will likely be mistaken for a werewolf and hunted.
47 – You are now bug-eyed, but this decreases your normal range of vision by 50%.
48 – You have grown a second brain. Your Intelligence increases by 2 points.
49 – You have grown a scorpion-like tail. You can make an additional attack with your tail for 1d6 points of damage and your victim must make a saving throw or be paralyzed for 1d4 rounds.
50 – When you die your body will explode like a Gas Spore.
51 – You are now boar-headed.
52 – You now float a foot above the ground at all times.
53 – You now have suckers on your hands and feet that allow you to flawlessly scale walls.
54 – Your skin is now an odd color.
55 – You can control the color of your skin, giving you a 2 better chance to surprise enemies when you camouflage yourself.
56 – You are now rat-headed.
57 – You are now horse-headed.
58 – You have grown an enormous pair of faery wings, but they are useless.
59 – Your skin is now a mirror-like reflecting surface. Any spell cast on you has a 50% chance of rebounding on the caster.
60 – You are now mushroom-headed.
61 – You are now snake-headed.
62 – You are now sphinx-headed. People will continually ask you for a riddle.
63 – You are now skull-headed. You can Cause Fear at the start of any encounter.
64 – One of your hands has become a crab-like claw. You may make an additional attack with the claw for 1d6 points of damage.
65 – Your body has become unstable. You may change form into a Green Slime once per day.
66 – Your body continually quivers. You may change form into a Gelatinous Cube once per day.
67 – You are now a hermaphrodite.
68 – You now have a forked tongue. Oddly, you are now unable to tell lies.
69 – Animals are now drawn to your pheromones.
70 – Animals are now repulsed by your pheromones and will flee from you.
71 – Your skin now appears to be perpetually necrotic and rotting.
72 – Your skin now appears to be perpetually crawling with insects.
73 – Your head has disappeared; now your face appears on your chest.
74 – Your neck has become elongated, like a giraffe.
75 – You are now bird-headed.
76 – You now have snakes for hair and gain the medusa's petrifying gaze.
77 – You can split your body into two fully-formed, identical beings. Each has half your normal hit points.
78 – You now bleed ale or wine.
79 – Your hands are now hairy.
80 – Your hands are now reptilian.
81 – You are now 50% shorter than you were.
82 – You are now 50% taller than you were.
83 – You are now frog-headed.
84 – You can vomit a 30' cone of acidic fish once a day for 3d6 points of damage (save for half).
85 – You are now fish-headed.
86 – Your flesh is now sticky like fly-paper. Any weapon that strikes you has a 50% chance of adhering your body.
87 – You have a monstrously elongated tongue. You can speak all languages now.
88 – The front of your body is now covered in eyes. You can read all languages now.
89 – You are now spider-headed. Lolth-worshipers will prostrate themselves before you.
90 – You can emit webs (as per the Web spell) from some part of your body.
91 – Your body is now covered in thorns or small horns; anyone grappling you takes 1d4 points of damage.
92 – Your gender had changed.
93 – You emit a pleasing aroma. Your Charisma increases by 2 points.
94 – You exude a disquieting aura. Your Charisma decreases by 2 points and children rush to kick you in the shins.
95 – You are now a microcephalic. Your Wisdom is decreased by 2 points.
96 – Your head is now huge and oblong. Your Wisdom is increased by 2 points.
97 – Your head is now egg-shaped. Your Intelligence is increased by 2 points.
98 – Your body has become hulking and hale. Your Constitution is increased by 2 points.
99 – Your body has become hollow like a reed. Your Constitution is decreased by 2 points.
100 – Open the Monster Manual up to a random page. That's what you are now.