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Re: Basic Fantasy Field Guide 2

Posted: Mon Jun 19, 2017 10:01 pm
by MedievalMan
Took Smoot's template into account and did a quick rewrite of the shadow fiend and eldri. Thanks for the welcome back! :)

I have a few more monsters I have made for an adventure/setting I am currently working on I will post in a bit.

EDIT* And I ran out of time, here is one more monster.

Infernal, Shadow Fiend
Armor Class: 18
Hit Dice: 6, 8, 10, or 12 (*)
No. of Attacks: 1 touch
Damage: 1d6 or 2d6 (10 HD+)
Movement: Fly 180'
No. Appearing: 1d4
Save As: Thief: 14
Morale: 9
Treasure Type: E
XP: 665

A Shadow Fiend is an insubstantial infernal that feeds off the fears, doubts, and nightmares of living creatures. When seen in well-lit areas it appears as a horned, winged, humanoid figure whose lower body trails off into nothing. They lack any facial features, and their bodies appear to be composed of dense smoke. They are subtle for infernals and can remain hidden among populations of humanoids and monsters for years without being detected. They prefer abandoned homes, old ruins, and dark sewers and tunnels as lairs. Shadow fiends grow stronger the more they feed, as reflected in the variable hit die amount above. When in darkness as shadow fiend is effectively invisible as per the spell. Regardless of whether it is in darkness or not it moves in complete silence, only the stirring of the air is a hint as to a shadow fiend's passage.

A shadow fiend that hits a living target with its touch attack does the listed amount of damage and at the same time regenerates the shadow fiend. A shadow fiend has the power to move objects up to 10 pounds up to 50 feet away from themselves via magic. They can move said objects about 5 feet a round. It will typically use this power to open and close doors, knock over objects, or throw small objects about. The goal is of course to terrorize and demoralize creatures it is “haunting” to induce fear and paranoia. In addition to this ability a shadow fiend can cast the spells darkness and phantasmal force each once per day. However, shadow fiends caught in areas of bright light (such as the area of a light spell or a torch) take 1d6 damage per round as the light burns away their shadowy form.

Due to its insubstantial nature, a shadow fiend is immune to poison, acid, and cold. It only takes half damage from lightning or fore-based attacks. Magical weapons are required to hit a shadow fiend in combat.


Infernal, Eldri
Armor Class: 16
Hit Dice: 9** (AB +7)
No. of Attacks: 2 claws or fire blast or spell
Damage: 1d4/1d4 or 2d6 or by spell
Movement: 50' Fly 90'
No. Appearing: 1
Save As: Magic-User: 14
Morale: 9
Treasure Type: G, O + 1d4 + 1 non-weapon magical items
XP: 1,225

An Eldri is a breed of infernals that focus their attentions on the accumulation of dark magical secrets and evil lore. They are incredibly skilled in the use of magic and rival vegas in power. An eldri's magical might is only equaled by its thirst for new magical knowledge and the ambition to use that knowledge to dominate lesser beings. Both male and female varieties of eldri exist, and regardless of superficial gender they are universally beautiful. Their blood-red skin, bright orange-red hair, and single smooth horn that grows from there forehead gives them a devilish appearance.

An eldri has the ability to create blasts of flame from its hands which have a range of 120 feet. Its nails are as hard as iron and as sharp as daggers and will use them only if somehow caught in melee. In addition, an eldri has the ability to fly by the power of its magic alone. An eldri's greatest power is its magic. It has the ability to cast spells as a magic-user of 15th level. It prefers spells that deal direct damage over subtler magics. Finally, an eldri spends its life in search of new magic and always has a small stock of magical items it has discovered over the course of its existence as reflected in the treasure type above.

Like other infernals, an eldri is immune to lightning and poison, and takes only half damage from acid, cold or fire-based attacks. In addition, an eldri is only affected by magic weapons and spells of 2nd-level or higher. An eldri that is killed in combat will dissolve to fine ash leaving only their horn behind. If this horn is not destroyed within 1 year, the eldri will form a new body with all the memories it had up to the time of its death. The exact means to destroy an eldri's horn is up to individual game masters to devise.


Troll, Night
Armor Class: 16
Hit Dice: 8*
No. of Attacks: 2 claws/1 bite
Damage: 1d8/1d8/1d12
Movement: 40'
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 6
Morale: 10
Treasure Type: F
XP: 945

Night Trolls are a shadowy relative of the common troll native to the planes of shadow. They are rarely found on the material plane except when summoned or when rifts between the planes form. They lurk in areas shrouded in perpetual darkness and are fearsome predators. They are similar to common trolls in size and stature, but their skin is a purplish black in hue and their long, lank hair is universally dark blue in color. They are incredibly quiet and stealthy and can hide and move silently as a thief equal to their hit dice.

Like common trolls, night trolls have the power of regeneration. However, their regenerative power is far greater when in areas of darkness, as their flesh is seemingly knit back together by the shadows themselves. Night trolls heal 3 hit points of damage each round after being injured when standing in dark or dim conditions. This regeneration is reduced to 1 hit point when the night troll is in brightly lit areas. A night troll reduced to 0 hit points is not dead, but only disabled for 2d6 rounds, at which point they will heal either 3 or 1 hit point depending on the lightning conditions. Note that night trolls are far more cunning and sinister than common trolls and will often “play dead”. Unlike common trolls, fire and acid do not stop a night trolls regeneration. However, if a continual light spell is cast upon the troll its regeneration ceases completely for the duration of the spell. Exposing a night troll to direct sunlight is also a method to destroy the creature. It can only act for three rounds and is destroyed completely on the fourth should it not escape the sun's rays. If a night troll loses a limb or body part, the lost portion regrows in one turn; or, the creature can regenerate the severed member instantly by holding it to the stump.

Night trolls are far more cunning and patient than normal trolls, and are willing to stalk potential prey for hours or even days before attacking.

Re: Basic Fantasy Field Guide 2

Posted: Sat Jun 24, 2017 7:50 am
by Fraetor
I have completed edits for all of my monsters, available here:
Coldrage's Monsters.odt
(3.88 MiB) Downloaded 344 times
Just noticed that Solo's Paper Tiger does not have any XP values, so here they are:

XP: 635, 1,150, 1,665

I hope you want more monsters, because I have got more monsters for you. :P

Here is my entry for the category of ridiculously OP monster for coolness sake:

Giant Devouring Serpent
AC: 24
HD: 36**
Attacks: 1 bite/1 tail or special
Damage: 5d8 + poison/5d12 or special
Movement: 60’
No. Appearing: 1
Save As: Fighter: 20
Moral: 10
Treasure Type: none
XP: 18,450

A Giant Devouring Serpent is an enormous snake, thousands of feet in length. It has jet black, extraordinarily hard, scales, that are covered in faintly purple, pulsating runes.

It attacks by biting at the strongest looking prey, upon a successful hit it will pump the victim with a potent toxin to which they must save or die. While biting it may thrash its colossal body around causing massive destruction to its surrounding and target alike. Once every 5 rounds the Giant Devouring Serpent may choose to devour its surroundings. This affects all within 100 feet of the mouth of the serpent, dealing 5d6 damage and healing the Serpent by half of the total damage inflicted. Additionally this will annihilate any buildings or terrain within this 100 feet radius.

A Giant Devouring Serpent is the scourge of cities, devouring them entirely, leaving only a featureless crater. Proportional to this, however, they are extraordinarily rare; it is common for there to be not a single sighting in a century.

Now onto more reasonable things.

Fairy

Fairies are conscious manifestations of a natural environments, such as a forest or a mountain. They appear in a form familiar to the viewer, coupled with attributes of their environment. They prefer taking on forms that are gentle and graceful, with female elves being a particular favorite.

A Fairy will respond harshly to any who disparage its environment and will be pleased if it is protected but beyond that care not about the actions of mortals, appearing apathetic in anything they do.

Fairy, Forest
AC: 18‡
HD: 10*
Attacks: 4 claw
Damage: 1d8 + poison
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

A Forest Fairy is a manifestation of the consciousness of the forest, appearing with leaves, thorns and a green-brown motif as its attributes.

It attack by slashing with its claws, which have the effect of a powerful hallucinogen, making every tree or humanoid creature (including party members) appear as the Fairy.

Fairy, Frost
AC: 18‡
HD: 10*
Attacks: 4 icy shards
Damage: 1d8/1d8/1d8/1d8 + slow
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

A Frost Fairy is a manifestation of the consciousness of a frozen tundra, appearing with translucent crystaline shards, a halo of snow and a white-blue motif as its attributes.

It attacks by throwing shards of ice. The extreme cold of the shards causes movements to numb, per save vs. Spells, functioning as a slow spell.

Fairy, Mountain
AC: 18‡
HD: 10*
Attacks: 4 bludgeon
Damage: 1d10
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

A Mountain Fairy is a manifestation of the conscious of a mountain, appearing with stony skin, craggy outcroppings and a slate grey motif as its attributes.

A Mountain Fairy attacks using its larged fists to pummel its foes into submission. Its stony skin gives it great protection, functioning as Hardness 8, reducing all incoming damage by 8.

Fairy, Volcano
AC: 18‡
HD: 10*
Attacks: 4 bludgeon or eruption
Damage: 1d8 or 4d6
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

A Volcano Fairy is a manifestation of the consciousness of a volcano, appearing with a flaming head, glowing rivulets of phantasmal lava running down its skin and a red-black motif as its attributes.

A Volcano Fairy is able to erupt a stream of lava at its foes. This stream is 5 feet wide and 40 feet long. It also has the property of setting fire to anything flammable. The Volcano Fairy may not do this more often than every other round.

Fairy, Ocean
AC: 18‡
HD: 10*
Attacks: 4 claw
Damage: 1d8 + poison
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

An Ocean Fairy is a manifestation of the consciousness of an ocean, appearing with brightly coloured shells, foaming waves hinted at by mirages and an aquamarine motif as its attributes.

An Ocean Fairy is able to produce massive amounts of water, an ability it uses to flood ships and drown its foes.

Sorry, but I need to add this, feel free to ignore.
Fairy Liquid
All stats do not apply

Fairy Liquid is the result of a Fairy being trapped in a squeezy plastic bottle, adorned with a red cap, for some time. It appears as a green, quite viscous, translucent fluid and has remarkable cleansing properties, able to remove even the toughest grime from pots, pans and other kitchenware.
FL.png
FL.png (64.27 KiB) Viewed 6192 times

Re: Basic Fantasy Field Guide 2

Posted: Sun Jul 02, 2017 12:27 am
by MedievalMan
Have had the amalgam on my mind for awhile now, what happens when a throng of weaker spirits form together into a greater undead whole.

Amalgam

Armor Class: 18
Hit Dice: 8*
No. of Attacks: Engulf
Damage: 1d6 + energy drain (3 levels)
Movement: Fly 90'
No. Appearing: 1
Save As: Fighter: 8
Morale: 12
Treasure Type: None
XP: 1,085

An Amalgam is a type of undead that is formed when the spirits of numerous creatures who died in close proximity mingle together into a amalgamated mass. They can be found haunting anywhere where many creatures died close together in a relatively short period of time. They vary widely in appearance, for example; a cloud of white mist in which vague humanoid figures can be seen forming and dispersing slowly, hundreds of unblinking eyes that hover in the air, groups of shadowy figures which flit about as one, or a large cluster of small blue flames that float about. Regardless of appearance all amalgams share the same abilities. Some amalgams are as hateful towards the living as other undead, while others are passive and seem to take no interest in the living that intrude upon their rest. An amalgam is roughly 50' in diameter though it can shape its dimensions to fill a like amount of space.

Amalgams attack by engulfing a target in their “body.” Those living targets within the amalgams space take 1d6 points of cold damage each round as the amalgam sucks the warmth from the targets body. Those creatures resistant to cold or naturally adapted to cold conditions can make a saving throw vs. Spells every round to ignore this damage. An amalgam can cast the following spells at will hold person, invisibility, silence 15' radius and can also cast cloudkill once per day.

Like all undead, they may be Turned by Clerics (as spectres, but with a -6 penalty on the check) and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons and are immune to cold damage.

Re: Basic Fantasy Field Guide 2

Posted: Sun Jul 02, 2017 8:59 pm
by Solomoriah
A quick edit, if you don't mind:
An Amalgam is a type of undead that is formed when the spirits of numerous creatures who died in close proximity mingle together. They can be found haunting anywhere many creatures died close together at about the same time. Some amalgams are as hateful towards the living as other undead, while others are passive and seem to take no interest in the living that intrude upon their rest.

An amalgam is roughly 50' in diameter, though it can alter its general shape to fit into a similar volume of space. They vary widely in appearance; for example: a cloud of white mist in which vague humanoid figures can be seen forming and dispersing slowly; hundreds of unblinking eyes that hover in the air; groups of shadowy figures which flit about as one; a large cluster of small blue flames that float about.

Regardless of appearance, all amalgams share the same abilities. Amalgams attack by engulfing a target with their “body.” Creatures within the amalgam's volume suffer 1d6 points of damage due to cold each round, and living creatures within the volume also suffer energy drain (as given above). Those creatures resistant to cold or naturally adapted to cold conditions may make a saving throw vs. Spells every round to ignore the cold damage, but no saving throw applies to the energy drain.

An amalgam can cast the following spells at will: hold person, invisibility, and silence 15' radius. One may also cast cloudkill once per day.

Like all undead, they may be Turned by Clerics (as spectres, but with a -6 penalty on the roll) and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons. They are immune to the effects of cold.
I didn't change the stats, but I have to say... 3 levels???

Re: Basic Fantasy Field Guide 2

Posted: Wed Jul 05, 2017 9:25 am
by Solomoriah
Collect the behavior and appearance and place them first; if you have to mention the monster's attack forms, magical powers, or whatever, just call them out, don't detail them in the beginning paragraphs.

Next, give those powers. Break up the paragraphs logically; if a monster has a handful of spell-like powers, you can put them all in one paragraph, but each power that requires a detailed explanation should get a paragraph of its own.

General resistances tend to get collected into a paragraph at the end, though this is not a hard-and-fast rule.

Re: Basic Fantasy Field Guide 2

Posted: Wed Jul 05, 2017 2:52 pm
by chiisu81
R17 uploaded with coldrage's edits and additions, along with MM's Amalgam.

coldrage: the attack for the Ocean Fairy needs to be corrected

Re: Basic Fantasy Field Guide 2

Posted: Fri Jul 07, 2017 10:32 am
by Bodmir-The-Gnome
Deadringer

Armor Class: 16
Hit Dice: 4*
No. of Attacks: 1 weapon or special
Damage: 1d8
Movement: 30'
No. Appearing: 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 300

A Deadringer is a skeletal being, aside from its weapon it does not have any features that differentiate it from a regular skeleton. A Deadringer wields a small brass bell with a wooden handle which it uses to attack its opponents. Most of the time a Deadringer will hide among a group of undead, Deadringers cannot be controled by any form of magic short of a wish. If a Deadringer is with a group of undead they receive a +1 damage.
When a Deadringer is within touch range of an opponents it will place one hand on them and ring the bell, the one touched must make a save vs. spells or be deafened for 1d4 rounds and will attract undead towards them until a remove curse spell is cast upon them or they die. This includes all undead of any form. Undead within 10 miles of the cursed will go out of their way to attack the bearer of the curse. Undead under the control of magic users and clerics will stop listening to commands issued by their owner until the cursed is removed. Any corpses or undead within 50' of the Deadringer when the bell is rung will be animated permanently and cannot be killed, only removal of the curse will stop them, such undead have the same stats as zombies or skeletons whenever appropriate and regenerate 1d8 hitpoints per hour.

Re: Basic Fantasy Field Guide 2

Posted: Fri Jul 07, 2017 5:33 pm
by Solomoriah
An edit, Bodmir. My comments are in italics, with some additional commentary after the edited text.
Bodmir-The-Gnome wrote:A Deadringer is a form of skeletal undead, which appears in almost all respects to be the more common form of animated skeleton. A Deadringer wields a small brass bell with a wooden handle which it uses to attack its opponents. Deadringers are often hidden within a group of other undead monsters.

Deadringers cannot be controlled by any form of magic short of a wish. Why so tough?

When a Deadringer is with a group of undead they receive a +1 damage. "They?" Does that mean the deadringer gets the bonus, or the other undead do?

In melee a deadringer will try to touch its opponent with its free hand and ring the bell; if the monster's attack roll succeeds, the one touched must make a save vs. Spells or be deafened for 1d4 rounds. Such a victim is cursed to attract undead; all such monsters will treat the accursed as their preferred enemy, though this does not mean that such monsters will ignore attacks by other characters. Furthermore, undead within 10 miles of the accursed will be attracted to the victim, moving toward him or her as soon as possible. Undead under the control of spellcasters will cease to obey commands issued by their master so long as the accursed is within the 10 mile range. The death of the accursed ends the curse; otherwise, a remove curse spell is required to end it.

Any corpses within 50' of the Deadringer when the bell is rung will be animated as zombies or skeletons, as appropriate. Until the termination of the curse (or the death of the accursed), these undead cannot be killed, as they regenerate 1d8 hitpoints per hour. Okay, WOW, this is powerful. I mean, wow. Monsters like this would need their own statblock.
I see some issues with this monster. It has a lot of superlatives... "cannot" is used rather a lot, and broadly.

I will also point out that, while I do not disagree in principle with using forms of "they" as gender-neutral singular pronouns, we don't do that in our publications because it was not done "back in the day" in the rules we are mimicking.

Re: Basic Fantasy Field Guide 2

Posted: Sat Jul 08, 2017 4:09 am
by Fraetor
Fixed Ocean Fairy:

Fairy, Ocean
AC: 18‡
HD: 10*
Attacks: 4 water jets
Damage: 1d8
Movement: 30’
No. Appearing: 1
Save As: Magic-User: 10
Moral: 12
Treasure Type: none
XP: 1390

An Ocean Fairy is a manifestation of the consciousness of an ocean, appearing with brightly coloured shells, foaming waves hinted at by mirages and an aquamarine motif as its attributes.

An Ocean Fairy is able to produce massive amounts of water, an ability it uses to flood ships and drown its foes. Furthermore, it can put this ability to use by shooting off high pressure jets of water at its foes.

Re: Basic Fantasy Field Guide 2

Posted: Sat Jul 08, 2017 8:19 am
by Bodmir-The-Gnome
Deadringer

Armor Class: 16
Hit Dice: 5*
No. of Attacks: 1 weapon or special
Damage: 1d8
Movement: 30'
No. Appearing: 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 400

A Deadringer is a form of skeletal undead, which appears in almost all respects to be the more common form of animated skeleton. A deadringer wields a small brass bell with a wooden handle which it uses to attack its opponents. Deadringers are often hidden within a group of other undead monsters.

All undead creatures within 20' of a deadringer recieve +1 to hit and damage, including the deadringer itself. Deadringers take half damage from edged weapons and only 1 from bolts arrows or sling bullets. They are immune to control magic, but can be Turned.

In melee a deadringer will try to touch its opponent with its free hand and ring the bell. If the monster's attack roll succeeds, the one touched must make a save vs. Spells or be deafened for 1d4 rounds. Such a victim is cursed to attract undead; all such monsters will treat the accursed as their preferred enemy, though this does not mean that such monsters will ignore attacks by other characters. Furthermore, undead within 10 miles of the accursed will be attracted to the victim, moving toward him or her as soon as possible. Undead under the control of spellcasters will cease to obey commands issued by their master so long as the accursed is within the 10 mile range. The death of the accursed ends the curse; otherwise, a remove curse spell is required to end it.

Any corpses within 50' of the deadringer when the bell is rung will be animated as a resonated.

Resonated

Armor Class: 16
Hit Dice: 3*
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 20'
No. Appearing: See Deadringer
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 150

A Resonated is an undead skeletal being created by a deadringer. It will seek out the one who bears the deadringer's curse.(edit chiisu81: the previous sentence needs to be re-written or clarified) A resonated has such strong magic running through it that it will regenerate 1d8 HP per hour. Upon reaching 0 HP it must wait until it reaches full HP before moving again. A resonated will continue to regenerate until the deadringer's curse is removed or the PCs kill the one who is cursed; after this the deadringer can be killed permanently. A resonated takes half damage from edged weapons and only 1 from bolts arrows or sling bullets. It is immune to control magic but can be Turned.

RE-write of the deadringer and his buddies!