Basic Fantasy Field Guide Volume 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Bear, Porcupine
Armour Class: 18
Hit Dice: 7
No. of Attacks: 2 claws + hug/ one bite/ special
Damage: 1d4+1d4+2d8 hug/ 1d8+2/ 1d8
Movement: 40’
No. Appearing: 1d3
Save As: Fighter: 7
Morale: 5
Treasure Type: Quills are worth 2d8x100 GP if undamaged
XP: 780

This creature is generally considered to be some kind of unnatural hybrid of bear and porcupine, appearing as a large bear, roughly the size of a large horse, with 3 foot long, razor sharp spikes covering its back and sides.

When the bear is moving, any creatures within 5 feet of either side must save vs death ray or take 1d8 damage from the quills slashing them.

The porcupine bear is known to be a cowardly creature and will avoid large groups of potential enemies. Most of the time it lives a solitary life and subsists mainly off of nuts and berries found on the forest floor. During the full moon however, It's behavior changes quite drastically, becoming highly aggressive and bloodthirsty. During this time the Porcupine bear switches to an entirely carnivorous diet preferring larger prey such as horses and humanoid creatures and will seek them out. The exact reason for this change in behavior is unknown although suspected to be magical as many reports indicate that the bear exhibits unnatural levels of strength and endurance, sometimes rapidly recovering from wounds mistakenly thought to be fatal.

When under the light of a full moon, the Porcupine bear grows slightly large and gains a single hit dice. while exposed, it will also regenerate hit points at a rate of 3 per round. If the bear is killed but is body is left in moonlight, roll 1d100, on a roll of 60 or more the bear is not dead and will rise in 1d4 rounds at half of its hit points.
Last edited by SerGavin on Sun Sep 17, 2017 9:30 am, edited 1 time in total.
"If I have seen further it is by standing on the shoulders of Giants."
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post by Fraetor »

I hope you bear this in mind:

Bear, Dream (AKA "Bear in mind")

Armour Class: 17
Hit Dice: 8*
No. of Attacks: 2 claw + hug / 1 bite
Damage: 1d4/1d4 + 2d8 / 1d8
Movement: 40'
No. Appearing: 1d4, Lair 2d8
Save As: Fighter: 8
Moral: 7
Treasure Type: None
XP: 940

A Dream Bear appears much as a black bear does, however it is obviously phantasmal in nature, suggested by the misty currents visible within its form.

It attacks by biting and clawing its foes with its front paws, if it succeeds both claw attacks against the same target it may perform a hug attack.

One bitten by a Dream Bear must save vs. spells or suffer form a curse known only as "Bear in mind". This curse causes the victim to vividly remember living as a bear during there dreams, while also strongly compelling them to act as a bear wherever possible. The victim may save vs. magic wands to resist these impulses however, with a save lasting a day. The curse may be cured with a casting of remove curse. After a month of this the victim must save vs. spells or turn into a Dream Bear. This check should be performed every month while the curse is present and the change cannot be reversed by anything short of a wish.

Dream Bears live in small communities of less than a dozen deep in the most ancient forests of the world. They are not actively hostile until one enters there territory, where they will fiercely attack. It is not uncommon for a Dream Bear to stand at the edge of its territory and growl at those getting close.
Last edited by Fraetor on Sat Sep 16, 2017 4:51 am, edited 1 time in total.
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chiisu81
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Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

Tomorrow, 11:59PM CST is the deadline for submissions!
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post by Fraetor »

I believe this will be my last monster for the field guide, though I will slowly make art for mine (and perhaps others), as I would like them to all (or mostly) have art.

Also, could you make (or direct me to one if it already exists) a guide to the correct formatting of stat blocks in the field guide, particularity the 'Damage:' section as I have not found any mention of its formatting in the style guide.


Bear, Battle

Armour Class: 20
Hit Dice: 8*
No. of Attacks: 2 claw + 1 hug / 2 polearm
Damage: 1d4+1 / 1d4+1 / 2d8 / 1d10 /1d10
Movement: 40'
No. Appearing: 1d4 wild, 2d4 patrol
Save As: Fighter: 8
Moral: 9
Treasure Type: None
XP: 940

A Battle Bear is a large black bear covered in silvery armoured plates, with a pair of halberds held by two additional stubby arms on its shoulders.

It attacks by charging at a foe to claw and hug them while defending against other attackers with its pair of polearms.

A patrol of 2d4 Battle Bears can occasionally be found patrolling areas of forest with a high bear population, as they act as guardians for other bear species.

Edited Battle Bear:

Bear, Battle

Armour Class: 20
Hit Dice: 8*
No. of Attacks: 2 claw / 1 hug or 2 spear
Damage: 1d4+1 / 1d4+1 / 2d8 or 1d6 /1d6
Movement: 40'
No. Appearing: 1d4 wild, 2d4 patrol
Save As: Fighter: 8
Moral: 9
Treasure Type: None
XP: 940

A Battle Bear is a large bear covered with wiry black fur and with smooth, hardened plates of bone covering vital areas, with a pair of short spears held by two additional stubby arms on its shoulders.

It attacks by charging at a foe to skewer them on its spears before clawing and hugging much like other bears. The hardened plates on its head cause it to be unable to effectively bite in combat.

A patrol of 2d4 Battle Bears can occasionally be found patrolling areas of forest with a high bear population, as they act as guardians for other bear species.
Last edited by Fraetor on Sun Sep 17, 2017 2:03 am, edited 1 time in total.
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Owlwolf
Armour Class: 17
Hit Dice: 3
No. of Attacks: 2 claws + bite
Damage: 1d6/1d6 + 1d8
Movement: 60'
No. Appearing: 1d6+2
Save As: Fighter: 3
Morale: 9
Treasure Type: None
XP: 175

The Owlwolf is a creature roughly the same size as a direwolf, with a pelt covered in feathers and a vicious curved beak lined with fangs. It's hind legs are very similar to that of a wolf but its forelegs are more like wings tipped with claws.

The Owlwolf is a nocturnal predator that hunts in a pack. Due to this it will normally attack almost any kind of creature taking advantage of superior numbers and the cover of darkness to wear down its prey before using claws and teeth to rip it to shreds. The creature will normally favour attacks from the rear.

The Owlwolf lacks true wings however it can, with great effort, achieve considerable height when jumping and even glide for limited amounts of time. Once every three rounds, as a free action, the Owlwolf can Leap a distance of up to 100' allowing it to move, attack and then leap away which makes it a very dangerous combatant in wide open spaces. when attempting to leap in partially obstructed areas such as forest or brush, the maximum distance is halved.

Owlwolves have almost perfect night vision and even in complete darkness, can see 200' ahead of them. When gliding they are completely silent.


(was inspired by this interpretation of the owlbear) Image
"If I have seen further it is by standing on the shoulders of Giants."
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Torok
Armour Class: 17 (14 unarmoured)
Hit Dice: 2
No. of Attacks: 1
Damage: as weapon
Movement: 60’ (armoured 50’)
No. Appearing: 1d12+3
Save As: Thief: 6
Morale: 8
Treasure Type:
XP: 100

Tall and slender, the Torok are a forest dwelling race of birdlike humanoids who are almost unnaturally agile. Their heads are shaped like long narrow triangles with a hooked beak at the end. They vary from 6 to 8 feet tall. Their skin comes in a variety of different hues ranging from bright red, to blue and yellow with small tufts of feathers on the elbows and the back of the head. They are intelligent and tend towards evil, preying on animals and humanoids alike, often not bothering to kill their prey once they have incapacitated them.

Torok group together in tribes, normally led by the strongest warrior of the tribe. One out of every four Toroks will be a warrior of three hit dice and will normally be wearing armour, they prefer pole arms, as a specific type unique to each warrior denotes states and will be engraved with various feats the warrior has achieved, but will use any weapon that comes to hand in an emergency. One in twenty Toroks Will be a Torok Chief of four hit dice, these normally wear more ornate armour dyed a separate colour to show status. In Torok Lairs of 50 or greater there will be a High Chieftain of seven hit dice, who wears plate armour with an AC of 19 and has a +2 bonus to damage. in addition, there is a 50% chance of a shaman being present who is equivalent to a warrior but has magic user abilities at level 1d4+3.

Toroks have a +2 bonus to initiative and are difficult to catch by surprise. Their tribal society revolves around an ingrained honour system and will never turn down a challenge to ritualistic combat.
"If I have seen further it is by standing on the shoulders of Giants."
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Wanstrow
Armour Class: 18
Hit Dice: 4
No. of Attacks: 2
Damage: 1d10/1d10
Movement: 40'
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 240

Wanstrows resemble tall and hideously mutated Orcs with a single eye. They vary greatly in colouration and may possess an unusual number of limbs, some having their lower half shaped like that of a snake, others having limbs replaced by strange bundles of prehensile tentacles that function similarly to a regular limb. Many will appear to have been partially melted with facial features being partially obscured underneath flaps of skin. They do all share a few features however. All have a set of three mandibles instead of a mouth, all have small sections of lung protruding from the skin that will inflate and deflate as the creature breathes and all possess only one eye.

Some believe that Wanstrows are the unfortunately fertile result of a failed magical experiment attempting to change orc physiology however none can say for sure. They seem to possess a base level of intelligence similar to that of a dog or wolf. Most Wanstrows exhibit signs of being in physical pain such as infrequent muscles spasms and constant loud screaming. They are highly aggressive and inhumanly strong.
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BruceRipple
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Re: Basic Fantasy Field Guide 2

Post by BruceRipple »

Amarok
Amarok
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Black Knight
Black Knight
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BruceRipple
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Re: Basic Fantasy Field Guide 2

Post by BruceRipple »

Orog
Orog
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Fairy!
Fairy!
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Deep One
Deep One
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chiisu81
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Re: Basic Fantasy Field Guide 2

Post by chiisu81 »

These are great! 8-) Still working on R22, but I've already added these.
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