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Basic Fantasy Field Guide 3

PostPosted: Mon Sep 18, 2017 10:00 pm
by Solomoriah
Chi has called a halt to submissions for FG2, so it's time to set up a place for more monsters, and here it is. And here's the seed:

Grimfrog

Armor Class: 16
Hit Dice: 6
No. of Attacks: 1
Damage: special
Movement: 40' Swim 40'
No. Appearing: 1 swarm
Save As: Fighter: 1
Morale: 10
Treasure Type: None
XP: 500

Grimfrogs are vicious carnivorous frogs. An individual grimfrog looks like an ordinary small green frog, at least until it opens its mouth and shows off its fearsome array of interlocking flesh-shearing teeth. However, the real danger of grimfrogs is that they attack in swarms. Because of their small size and innocuous appearance, grimfrogs surprise on 1-3 on 1d6 even if they have been noticed by their potential victims (unless such victims are already familiar with grimfrogs).

An ordinary swarm of grimfrogs consists of one individual per hit point. They attack by jumping onto a victim and biting any accessible flesh. If a grimfrog swarm scores a hit, it does 1 point of damage plus 1 additional point for each point the attack roll exceeds the victim's armor class (but never more than the number of surviving grimfrogs in the swarm).

A swarm may split into two or more swarms of roughly equal numbers, dividing the swarm's hit dice between them; no smaller swarm will be formed that has less than 10 hit points, so for example a swarm having 20 hit points can divide into no more than two smaller swarms. A swarm will usually split in this way if there are several potential victims close together.

Since attacking grimfrogs literally climb around on the bodies of their victims, any attack against a swarm which has engaged a victim will also hit the victim if the attack roll is higher than the victim's armor class. Grimfrogs are soft and squishy, and gain their relatively high armor class from their small size and quick movements; a slow spell will reduce the armor class of the swarm to 11.

Grimfrogs will not wander far from water, nor will they stray into sunlight, though neither situation will cause them any immediate harm.

Re: Basic Fantasy Field Guide 3

PostPosted: Fri Sep 22, 2017 6:28 pm
by PapersAndPaychecks
Moon troll

Armor Class: 16
Hit Dice: 12**
No. of Attacks: 2 claws/1 bite
Damage: 2d6/2d6/3d4
Movement: 40'
No. Appearing: 1
Save As: Fighter: 12
Morale: 10
Treasure Type: D, L
XP: 2,075

Moon trolls can occasionally happen when a troll is severely wounded by a lycanthrope. The lycanthropy disease is incompletely and imperfectly compatible with the troll's metabolism, so the form the troll assumes at full moon is a huge, gnarled parody of the normal troll-shape, misshapen and lumpish even by troll standards, with exaggerated claws and fangs. To exist in this form is painful, and the moon troll is often driven to extreme and bizarre acts of violence by sheer rage.

Moon trolls can be harmed only by silver or magical weapons (including spells). Like other trolls they regenerate 1hp per round except from damage inflicted by fire or acid ---- so inflicting any permanent harm on one requires magical fire or acid.

Somewhere on the Moonmist Moor there is supposed to be a wizard who is studying moon trolls. He allegedly keeps a wereboar in a cage with silver bars.

Re: Basic Fantasy Field Guide 3

PostPosted: Fri Sep 29, 2017 9:07 am
by chiisu81
Initial docs added to first post. They won't be updated until quite a few more entries have been posted.

A reminder: not everything posted to this thread will automatically make it into FG3, and those that do will likely see at the very least some light editing, while most if not all will be re-written as needed.

Re: Basic Fantasy Field Guide 3

PostPosted: Fri Sep 29, 2017 7:01 pm
by PapersAndPaychecks
Indigo Dragon

Armor Class: 19
Hit Dice: 8**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d6/1d6/3d8 or breath/1d6
Movement: 30', fly 80' (15')
No. Appearing: 1, wild 1, lair 1d4
Save As: Fighter: 8 (as hit dice)
Morale: 8
Treasure Type: H
XP: 1,015

Indigo dragons arise when a blue dragon male services a red dragon female and a limited wish or wish spell is employed to make the resulting eggs viable. The act is abhorrent to both dragon species and the magics involved are rarely available, so indigo dragons are very rare in the extreme. Indigo dragons are fertile with each other, so in theory it would be possible to establish a breeding colony. Insofar as sages are aware, this has only ever happened in one place at one time in all the multiverse:- somewhere on the Moonmist Moor, there is supposed to be a nest of indigo dragons.

Spell-using indigo dragons use illusionist spells in place of magic user ones. They are immune to illusions of all kinds and cannot be charmed.

Their breath weapon is a cloud of very unusual gas. An indigo dragon can breathe only once per day. All creatures within the cloud must save vs dragon breath or be charmed. Charmed characters are motivated to protect the indigo dragon that charmed them, and will fight to the death to achieve this. They will not hesitate to turn on their former friends, expend precious magic item charges, or take whatever other measures seem to be in the indigo dragon's best interests. Creatures invulnerable to charm, such as undead, are immune to this effect.

In addition to their breath weapon, indigo dragons have a unique pattern beneath their wings. An indigo dragon that spreads its wings to display the pattern and flutters them slightly can amaze any creatures with eyes, except undead, within 30ft of the dragon's front. Amazed creatures may save vs spells to resist the effect. If they fail, they must stand and stare at the pattern, taking no other action until the indigo dragon stops displaying the pattern or moves away from them.

The dragon may cast spells while displaying its pattern, but may not use its claw or bite attacks, as the physical actions necessary would conceal the underside of its wings from any onlookers.

Indigo dragon age table:-

Age category | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Hit dice | 5 | 6 | 7 | 8 | 9 | 10 | 11
Attack bonus | +5 | +6 | +7 | +8 | +8 | +9 | +9
Breath weapon Charm gas
- Length | - | 30' | 35' | 40' | 45' | 50' | 55' | 60'
- Breadth | - | 20' | 25'| 30' | 35' | 40' | 45' | 50'
Chance/Talking 0% | 35% | 70% | 85% | 90% | 95% | 95%
Spells by level
- Level 1 | - | 1 | 2 | 3 | 3 | 4 | 4
- Level 2 | - | - | 1 | 2 | 3 | 3 | 4
- Level 3 | - | - | - | - | 1 | 2 | 3
- Level 4 | - | - | - | - | - | - | 1
Claw | 1d4 | 1d6 | 1d6 | 1d6 | 1d6 | 1d8 | 1d10
Bite | 2d4 | 3d4 | 3d6 | 3d8 | 3d8 | 3d8 | 3d8 | 3d10
Tail | 1d4 | 1d4 | 1d6 | 1d6 | 1d6 | 1d8 | 1d8

Re: Basic Fantasy Field Guide 3

PostPosted: Sun Oct 01, 2017 9:44 am
by PapersAndPaychecks
Guardian Giant

Armor Class: 19
Hit Dice: 14+4** (+11)
No. of Attacks: 1 giant weapon
Damage: 6d6 + energy drain
Movement: Fly 100'
No. Appearing: 2d4
Save As: Cleric: 15
Morale: 11
Treasure Type: G, I
XP: 2,730

In ages past, by the treachery of Marfandel, a family of cloud giants were all killed, except for the youngest giant, Derren, who escaped with a few locks of the other giants' hair. Derren sought out the mighty cleric, Ju Mar-Van, who agreed to resurrect the giant family in return for their oath that they and their descendants would forever defend the people of the Moonmist Moor. Derren agreed, and so the family rose from the dead and were gruesomely revenged on Marfandel.

When the spectres came, the cloud giants held true to their oath and tried to protect the populace. The spectres were far too numerous to fight, and all the giants were utterly drained of life force.

The next night, they rose as spectres themselves; but the giant-spectres were too powerful for their makers to control. They retained their autonomy, and kept true to their old oath, defending the people as best they could. The people called these spectral giants the Guardians. They still live in their ancestral keep, Caer Ffynloth, among the Skyreach Mountains adjoining Moonmist Moor; and each night, the spirit of Marfandel howls and gibbers at their gates.

Re: Basic Fantasy Field Guide 3

PostPosted: Tue Oct 10, 2017 5:59 pm
by Dimirag
Golem, Hay*
Armour Class: 16‡
Hit Dice: 8**
No. of Attacks: 1 punch + Special
Damage: 2d6 + special
Movement: 40'
No. Appearing: 1-3
Save As: Fighter: 8
Morale: 12
Treasure Type: H
XP: 1,010

The Hay Golem is most frequently found in open fields, posing as piles of hay. Once unauthorized creatures enter the protected field it will take its golem form, having a huge frame an standing approximately 20' tall.

A Hay Golem takes only 1/2 damage from bludgeoning weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus).

A Hay Golem is not only immune to fire, magical or not, it will catch ablaze adding 1/2 of this damage to any damage it delivers. Each new round the fire damage suffered by the Hay Golem is increased by 50%. A Hay Golem can not accumulate more fire damage than half of its current HP.

Re: Basic Fantasy Field Guide 3

PostPosted: Tue Oct 10, 2017 7:04 pm
by PapersAndPaychecks
I'm really sorry but there's a straw golem in the field guide 2. :(

Re: Basic Fantasy Field Guide 3

PostPosted: Tue Oct 10, 2017 8:34 pm
by Dimirag
And now there's a Hay Golem on the FG3 ;)

Re: Basic Fantasy Field Guide 3

PostPosted: Tue Oct 10, 2017 8:42 pm
by SmootRK
How about Alfalfa or Barley Golem?

Re: Basic Fantasy Field Guide 3

PostPosted: Tue Oct 10, 2017 9:12 pm
by Solomoriah
Alfalfa would just be hay. Barley would be straw.

Hay is good for cows and horses to eat, straw is just good for bedding.