Re: Basic Fantasy Field Guide 2
Posted: Mon Jun 19, 2017 10:01 pm
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.
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.