Basic Fantasy Field Guide Volume 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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SmootRK
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Basic Fantasy Field Guide Volume 2

Post by SmootRK »

Recently I had a little time and some pent up creativity (so it seems), so I created a few creatures to get back into the swing of things around here (it has been a while for me).

OF course others are free to post their creations here as well, however I am planning on keeping this thread On-Topic. Tangentially related topics are certainly welcome in another thread, but I would like this thread to be primarily about the entries. Posts that are not "monster entries" or commentary/critique about such entries, are going to be deleted over time in order to keep it neat and clean.

EDIT 4/22/15: I added images that I found here and there that helped me in visualization of the creatures I have personally crafted. These are all property of the various artists, they are here just for reference and are not meant to be re-utilized within BFRPG supplements (unless somebody actually contacts various artists for that permission). Note, the descriptions may not match each perfectly, as these were just inspiration pieces to get my creativity working.

https://basicfantasy.org/downloads.html#fieldguide2
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Bear, Quill-Bear

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Bear (from the intro section on bears in the core rules)
Bears attack by rending opponents with their claws, dragging them in and biting them. A successful hit with both paws indicates a hug attack for additional damage (as given for each specific bear type). All bears are very tough to kill, and are able to move and attack for one round after losing all hit points.

Bear, Quill-Bear
Armor Class: 16
Hit Dice: 5
No. of Attacks: 2 claws, 1 bite + hug
Damage: 1d4 claws, 1d6 bite, 2d6 hug
Movement: 40'
No. Appearing: 1, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

Quill-Bears are covered with long spines like a porcupine. These ursine creatures are as massive as a typical brown bear, weighing more than 1,800 pounds and stand about 9 feet tall when they rear up on their hind legs. They are not as aggressive as other bears, probably due to the fact that few would even think to mess with one. Once roused, a Quill-Bear attacks like others in the bear family. One significant difference is that anyone that attacks one with a melee weapon will surely take 1d6 damage from the barb-like quills. ie. Porcursines
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Cragodile

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Cragodile
Armor Class: 20
Hit Dice: 8
No. of Attacks: 1 bite or tail
Damage: 2d8 bite or 3d6 tail
Movement: 30' (10') Swim 30' (10')
No. Appearing: Wild 1d4
Save As: Fighter: 8
Morale: 9
Treasure Type: None
XP: 875

Cragodiles are akin to normal crocodiles but with a heavy stony hide. Unlike their more temperate to tropical relatives, cragodiles may be found in virtually any climate. Like a typical crocodile, one hunts the shallows and banks of waterways remaining submerged until prey comes within reach; surprising on 1-4 on 1d6. Because of a cragodile's exceptionally hard skin it takes half damage from piercing or edged weapon attacks. One significant difference is that a cragodile is signifcantly heavier than its normal kin and does not actually swim. The swim speed listed is actually more of a run speed along the bottom of a water way which one can navigate as easily as on dry land. Cragodile behavior is otherwise quite similar to a normal croc.
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Dragonhawke

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Dragonhawke
Armor Class: 16
Hit Dice: 2
No. of Attacks: 4 claws 1 bite
Damage: 1d3 claws 1d4 bite
Movement: 10' fly 120'
No. Appearing: 1d3
Save As: Fighter: 2
Morale: 8
Treasure Type: Nil
XP: 75

Dragonhawkes appear to be small dragon creatures with certain bird-like features. Each has sharp claws on each of its four legs and a sharp beak on the otherwise dragon head. The dragonhawke is covered with feather-like scales in a variety of patterns that mirror many bird of prey species like eagles, hawks, and owls. The eagle and hawk-like variants have exceptional distance vision, while the nocturnal owl-like ones have keen night vision as one would expect.

Like an eagle, a dragonhawke typically attacks from a great height, diving earthward at tremendous speed (use charging rules). When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.

Dragonhawkes are highly prized by many cultures when trained as hunting beasts. Certain fey creatures will use them as mounts.
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Elemental, Timber-Wolf

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Elemental, Timber-Wolf*
Armor Class: 24 ‡
Hit Dice: 18* (AB +12)
No. of Attacks: 1 bite or 1 trample
Damage: 3d8 bite, 4d10 trample
Movement: 40' (10')
No. Appearing: 1
Save As: Fighter: 18
Morale: 11
Treasure Type: None
XP: 4,160

Unlike a mundane Wood Elemental summoned by a spell caster, a Timber-Wolf is a manifestation of Nature in a state of rage. The timber-wolf appears as rough-cut logs, branches, and leafy material assembled into a gigantic rough canine shape. It attacks by a bite or by trampling. In order to trample it must move at least 10 feet. A Timber-Wolf is so devastating that it can damage structures as surely as a siege battering ram.

Like other elementals, magical weapons or spells are required to damage a Timber-Wolf. Consisting primarily of wood, one takes double damage from magical fire attacks, but takes normal damage from mundane or small fire attacks. Unlike standard elementals, there is a basic intelligence behind these behemoths, albeit in a state of rage. The exact catalyst that brings forth a Timber-Wolf is not known, but seems to follow a massive logging episode or similar devastation of a forested region. When one appears, it is primarily concerned with destroying or driving out that which threatens the forests. Over the ages, more than one settlement has been completely leveled by a Timber-Wolf.
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Nazgorian, Nehnite

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Nazgorian, Nehnite
Armor Class: 11 soft portions, 15 otherwise
Hit Dice: 1d4* per MU level
No. of Attacks: 1 bite or small weapon
Damage: 1d2 bite+poison, or small weapon
Movement: 30'
No. Appearing: 1d4 Wild, Lair 2d4
Save As: Magic User: 1+
Morale: 8
Treasure Type: * chance of magical item such as wand.
XP: per level/hd

About the size of an average dog, Nehnites have segmented chitinous body similar to what one might see on certain spider or insect species. From this lower portion the nehnites head and small manipulating arms and hands can be extended to give the creature an almost centaur like form. The similarity ends there as the upper portion resembles something like a slimy salamander or eel. This soft vulnerable portion (AC 11) can be fully retracted into the carapace (AC 15) when threatened with only its alien face showing through.

A nehnite avoids combat, preferring to command other nazgorians to protect it, but if cornered may bite with its poisonous fangs. Those bitten must save vs. Poison or suffer an additional 2d6 damage from the caustic venom. When physically attacking, the weak nehnite uses the Magic-User attack table.

Nehnites have an alien intelligence that is difficult to understand. Each seems to be able to produce spells or effects like magic-users, but in unfamiliar or otherwise strange displays. For instance, one might produce something like a Fireball but out of green electrical energy instead, or Magic-Missiles of acid globes. Nehnites are fond of carrying wands.

Nehnites seem to be able to command certain nazgorians. A nehnite is almost never found without some frogmen (nazgorian) around to serve it, and occasionally one will find a powerful nehnite protected by a gray render (nazgorian).

Nehnites, like other outsiders from Nazgor, suffer damage when exposed to sunlight or dry air. Sunlight alone causes 1d4 points of damage per hour, as does dry air; exposure to both causes 1d8 points of damage per hour.
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Norker

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Norker
Armor Class: 14
Hit Dice: 1+2
No. of Attacks: 1 weapon and one bite
Damage: 1d6 or by weapon, 1d4 bite
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 9
Treasure Type: Q, R each; D, K in lair
XP: 25

Norkers are fully subterranean members of the goblin races. A norker most closely resembles a hobgoblin but tend towards a more primitive demeanor. Each has long protruding fangs which sets one apart from its hobgoblin kin. A norkers is hairless with tough leathery skin. One does not normally utilize armor or even clothing, wearing a belt with a loincloth at most. When using a small or medium sized melee weapon a norker may also bite for 1d4 damage with its long fangs. Norkers have superior Darkvision with a 90' range.

A norker shares goblin sensibilities, albeit in primitive ways. They are more rare and are found in smaller numbers than normal goblins or hobgoblins so are often subjugated by their kin, despite being stronger individually.

One out of every five norkers will be a warrior of 3+6 hit dice (3d8+6 hit points worth 145 XP) and even tougher skin (AC 15). Regular norkers gain a +1 bonus to their morale if they are led by a warrior. In norker lairs, one out of every ten will be a chieftain of 5+10 hit dice (5d8+10 hit points worth 360 XP) with an Armor Class of 16, having a +1 bonus to damage due to strength.
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Tymera

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Tymera
Armor Class: 17
Hit Dice: 11** (AB +9)
No. of Attacks: 2 claws, 3 heads + special
Damage: 1d6 claws, 2d4 tiger bite, 2d4 horn, 3d4 dragon bite + special
Movement: 40' (10') Fly 60' (15')
No. Appearing: 1d2, Wild 1d4, Lair 1d4
Save As: Fighter: 11
Morale: 9
Treasure Type: F
XP: 1,765

Tymeras are a colder climate variant of the fierce three headed chimera. Where the chimera has lion portions, the tymera consists of black and white striped arctic tiger parts. The goat head is more akin to a mountain ram, and the dragon portions is that of a white dragon. A tymera measures substantially larger than its chimera counterpart to weigh in at about 5,000 pounds. In addition to the physical attacks mentioned, the white dragon head breathes forth a 50' long cone with a 10' wide end that causes 4d6 cold; victims may save vs. Dragon Breath for one-half damage. This attack is usable up to 10 times in one day but no more than every other round. As one would expect, the tymera is immune to cold-based attacks.

A tymera is intelligent but exceptionally ill-tempered. It can speak dragon languages and may form pacts with other powerful creatures. There are rumors of a more benevolent variant with a silver dragon's head.
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Rakun

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OK, something new for this morning. I know there is at least one regular poster here that should love this one.

Rakun
Armor Class: 12
Hit Dice: 1 (d6)
No. of Attacks: 1 weapon or one bite
Damage: 1d4 or by weapon, 1d3 bite
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 10

The Rakun (pronounced as Raccoon but also known as Vaskebjørn) are a race of what can best be described as talking raccoons. Unlike their less evolved kin, rakun will readily use tools and weapons, having a particular fondness for crossbows of various types (or fire-arms if the setting allows), getting a +1 bonus to attacks and damage with such device-propelled weaponry. Each stands slightly taller than a Halfling but tends to be leaner. Rakun speak their own language. Its eyesight is keen at night (double that of a human's nightvision), and even in complete or total darkness has Darkvision out to 30 feet.

The stats above reflect a basic warrior oriented rakun. When cornered, one can bite at opponents. A rakun shares the halfing ability to hide in natural surroundings, so that outdoors in its preferred forest terrain there is only a 10% chance of being detected. Even indoors or in non-preferred terrain, it can hide such that there is only a 30% chance of detection. Note that a rakun with thief levels will roll only once, using either the thief ability or the racial ability, whichever is better. A rakun's ability to climb is extraordinary, getting substantial bonuses to any such attempts, and when climbing trees the rakun almost never fails such a check under normal circumstances (effectively 100% unless circumstances carry substantial penalties).

Rakun do not often mix with other races, as each tends to have a wild or fierce streak to its personality. Within communities of rakun one can find members with additional (class based) abilities. Rakun have a natural inclination to stealthy classes (ie Thief), or professions having to do with the woodland wilds. When classed, a rakun uses one hit-die type smaller than one normally utilizes (d8 becomes d6, d6 to d4, and d4 becomes d3).
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Jotenkin

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Jotenkin
Armor Class: 15 (11)
Hit Dice: 3+3
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon +1
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 3
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 145

Hailing from regions of rugged northern coastlines, Jotenkin are large humanoids with kinship to giants. Many simply call them Northmen. A jotenkin is less brutish and slightly smaller than an ogre, and may even be considered just a large race of mankind. Each is an expert seaman in the dragon-headed longboat that customarily used. Jotenkin society is warrior oriented and thrives by raiding and pillaging coastal communities. Other than such raiding, jotenkin do not generally mix with the normal humans that share the same regions, though they may take human slaves. Where the humans revere certain deities of their culture, the jotenkin revere the antithesis giants of those pantheons. They speak their own language that sounds similar to that of frost giants.

Jotenkin arm themselves with large axes, swords, spears, and the like, and utilize wooden shields. Even the smallest jotenkin receives a +1 damage bonus due to his strength. Jotenkin are essentially immune to cold environmental effects and even extreme or magical cold causes only half-damage. If a save is involved with such a cold-based effect, jotenkin receive a +4 bonus.

One out of every five jotenkin will be a warrior of 5+5 hit dice and +2 damage bonus. Regular jotenkin gain a +1 bonus to their morale if such warriors are around to keep order. Each joten longboat will be led by a chieftain of 8+8 hit dice, having a +3 bonus to damage due to strength.
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