Monster Creations and Conversions Archive

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post by MedievalMan »

Sand Giant
Armor Class: 15 (13)
Hit Dice: 13
No. of Attacks: 1
Damage: 3d6
Movement: 50'
No Appearing: Wild 2d10
Save As: Fighter 13
Morale: 8
Treasure Type: E + 1d12x1000 gp
XP: 2,175

Sand giants have dark swarthy skin, and are particularly hairy. A sand giants hair is always black, which only helps their shining blue eyes stand out. Sand giants dress in flowing white robes and wear veils over their faces to keep out the blowing sand. Sand giant warriors typically wear thick leather armor under their robes. They scorn most decoration, excepting a few pieces of finely crafted jewelry. An adult male is about 17 feet tall and weighs around 3,500 pounds. Females are the same height and only slightly lighter. Sand giants can live for up to 400 years.

In the past they once ruled over their own desert kingdoms, but they were driven into the wastes by encroaching humans and humanoids centuries ago. They live as nomads, grazing their herds of cattle upon whatever sparse vegetation they come across. In some particularly fertile places a tribe of giants will settle down and establish a village were they grow date palms. Sand giants are belligerent and haughty, and see no problem grazing their cattle on other farmers crops. In lean times young male giants will often hire themselves out as mercenaries to help support their families.

Sand giants are skilled warriors and often fight with well crafted scimitars and enormous bows. Their bows have double the range of a standard longbow. Whether attacking with weapons or their own powerful fists, sand giants deal 3d6 points of damage.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post by MedievalMan »

Black Knight
Armor Class: 20
Hit Dice: 10+20***
No. of Attacks: 1 with +3 attack bonus due to strength
Damage: By weapon +3
Movement: 30'
No Appearing: Solitary
Save As: Fighter 10
Morale: 11
Treasure Type: F + Black Knights Sword
XP: 1,570

Black knights were formerly good warriors who have been cursed by the gods for committing unforgivable crimes such as murdering a loved one, or betraying a close friend in exchange for power. They resemble charred skeletons with burning coals in place of eyes. Black knights are dressed in the same armor they wore in life, which appears to have been blackened by fire. Black knights will sometimes don tattered cloaks with deep hoods to disguise their appearance. They are sometimes served by other undead who act as retainers and aides. A black knights voice is chilling and echoes hollowly. They speak the languages they knew in life.

Black knights are as capable fighters in death as they were in life. They retain a sense of the honor and pride that they once held. A black knight will never ambush an enemy or attack from behind, and they refuse to attack until an enemy has readied his weapon. They occasionally show mercy to honorable opponents and individuals who remind them of people they knew in life. Black knights will be found wielding a magic sword 80% of the time. To determine what type of sword the knight is wielding roll 1d6 and refer to the table below.

Black Knights Sword

1- Longsword +3
2- Two-handed Sword +3
3- Shortsword +2, Charm Person
4- Two-handed Sword +4
5- Longsword +2, Flames on Command
6- Shortsword +1, Drains Energy*

*While the black knight is wielding this sword it has no maximum on the number of levels it can drain.

Black knights have a number of special abilities. Creatures of 5 Hit Dice or less that look upon the knights grim visage must make a save vs Spells or be shaken for the duration of the encounter with the knight, taking a -2 penalty on Attack rolls and to Armor Class. The black knight has a 75% chance to ignore any harmful spell that targets it, with ignored spells being reflected back at the caster. The black knight can cast the spells Detect Magic and Detect Invisible at will. In addition the knight can also cast the spells Fireball and Wall of Fire each 3 times per day as a 10th level Magic-User.

Black knights only take ½ damage from non-magical weapons, and like all undead are immune to sleep, charm, and hold magics. Black knights cannot be Turned by Clerics.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post by MedievalMan »

Ogre Magi
Armor Class: 16 (12)
Hit Dice: 7+2*
No. of Attacks: 1 weapon
Damage: 2d6 or by weapon +3
Movement: 30' Unarmored 40'
No Appearing: Solitary
Save As: Fighter 7
Morale: 10
Treasure Type: D, O + 1d20x100 gp
XP: 735

The ogre magi is the more intelligent, magical cousin of the normal ogre. They resemble large, ugly humans. Adult ogre magi stand around 10 feet tall and weigh 650 to 700 pounds. They have blue skin, dark hair, large pot bellies, and a single horn that protrudes from their forehead. Ogre magi wear a patchwork of cloth, hide, and metal armor taken from their victims. They are generally far cleaner and smell less than normal ogres. Ogre magi are cunning and greedy creatures, and compete amongst one another for power and treasure. Roughly 1 in 10 ogre magi are born with two heads. Ogre magi speak most languages.

Ogre magi rely on their own innate magical abilities in combat, preferring to stay out of physical combat. They generally fight with large clubs, two-handed swords, or long spears in combat. Ogre magi have the ability to cast the spells Light (reversed only), Magic Missile, and Invisibility at will. In addition, they can cast the spells Charm Person, Dimension Door, Fireball, Polymorph Self, Sleep, and Wizard Eye once per day. They cast these spells as if they were 7th level Magic-User's.
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dymondy2k
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Re: Monster Creations and Conversions Archive

Post by dymondy2k »

Malebranche (Horned Devil)
Armor Class: 24
Hit Dice: 5 + 5**
No. of Attacks: 2 (Weapon + Tail)
Damage: 2d6/1d4 + special or 1d4 + special/1d4 + special
Movement: 30'/60'
No. Appearing: 2 - 5
Save As: Fighter 6
Morale: 9
Treasure Type: None
XP: 450

Malebranche are devils with a size that dwarfs the largest of men. Their skin is crimson or dark gray and is extremely thick and sturdy. They have a large set of horns on their heads that give them their name, Malebranche or Evil Horn. The horn tends to be used to rank hierarchy and is not used as an offensive weapon. They also have large bat-like wings which they can use to fly short to medium distances.

Most Malebranche will be armed with a two-tined fork that causes 2-12 hit points of damage although a minority of them will be armed with a barbed whip instead. The barbed whip only does 1-4 hit points of damage but will also stun an opponent for the same amount of rounds unless a Save vs Magic Wands is made. A stunned opponent cannot attack but can still defend himself (no loss to AC). With either one of these weapons the Malebranche will still make use of its very sharp tail in the attack. It does 1-4 damage but also causes the struck opponent to lose 1 hit point every following round unless a heal spell or potion is used.

Because the Malebranche are from another plane they can only be hurt by magical weapons (+1 or better) and their thick hard skin gives them a higher than normal AC. They can also cast Wall of Fire and Cause Fear once per day as a Level 5 Magic User.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post by MedievalMan »

Worghest
Armor Class: 16
Hit Dice: 6* to 8*
No. of Attacks: 2 claws/1 bite or 1 weapon
Damage: 1d4/1d4/1d6 or by weapon +1
Movement: 40'
No Appearing: 1d6, Wild 1d8
Save As: Fighter 6 to 8 (as hit dice)
Morale: 9
Treasure Type: D
XP: 555, 735, or 945 (depending on hit dice)

Worghests are evil shape-changing fiends that hunger for the souls of mortals. In their natural form they resemble goblin-wolf hybrids with terrible jaws and sharp claws. They stand 6 feet tall on average and weigh around 180 pounds. Worghests have the ability to change shape into a either a hulking goblin or a large wolf. In all forms their eyes burn like coals when they are excited or angry. Worghests typically lead mixed bands of goblins and wolves. They hunger for the souls of mortals and take prisoners to consume later whenever possible. Worghests speak common and goblin, and can communicate with wolves and dire wolves.

A worghest can assume the shape of a goblin or a wolf taking 1 full round to complete. In goblin form, a worghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a worghest loses its claw attacks but retains its bite attack and its movement speed increases to 60'.

A worghest can cast the spell Charm Monster 3 times per day as a Magic-User equal to the worghests hit dice. A worghest is only harmed by silver or magical weapons.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post by MedievalMan »

Updated Worghest
Armor Class: 16
Hit Dice: 6* to 8*
No. of Attacks:
goblin form - 1 weapon
hybrid form - 2 claws/1 bite or 1 weapon
canine form - 1 bite
Damage:
goblin form - by weapon
hybrid form – 1d4/1d4/1d6 or by weapon
canine form - 1d8
Movement: 40'
No Appearing: 1d6, Wild 1d8
Save As: Fighter 6 to 8 (as hit dice)
Morale: 9
Treasure Type: D
XP: 555, 735, or 945 (depending on hit dice)

Worghests are evil shape-changing fiends that hunger for the souls of mortals. In their natural form they resemble goblin-wolf hybrids with terrible jaws and sharp claws. They stand 6 feet tall on average and weigh around 180 pounds. Worghests have the ability to change shape into a either a hulking goblin or a large wolf. In all forms their eyes burn like coals when they are excited or angry. Worghests typically lead mixed bands of goblins and wolves. They hunger for the souls of mortals and take prisoners to consume later whenever possible. Worghests speak common and goblin, and can communicate with wolves and dire wolves.

In its natural hybrid form the Worghest can wear armor. It may utilize weapons or it may attack with claws and bite. In goblin form, worghest will normally wear armor, however in order to fight effectively, it must wield a weapon because it does not have an effective bite or claw attack. In its canine form a worghest only has a bite attack, and its movement rate is increased to 60'. Obviously this form does not wear armor. 6 HD worghest use the damage amounts listed, 7 HD worghest deal +1 damage with all attacks, and 8 HD individuals get +2 on their damage rolls. It is rumored that even more powerful worghest individuals may exist.

A worghest can cast the spell Charm Monster 3 times per day as a Magic-User equal to the worghests hit dice. A worghest is only harmed by silver or magical weapons.
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PuppetMaster
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Re: Monster Creations and Conversions Archive

Post by PuppetMaster »

Wolf Spider, Giant
Armor Class: 18
Hit Dice: 9*
No. of Attacks: 1 bite
Damage: 1d12 bite + poison
Movement: 50', jump 20’
No. Appearing: Solitary
Save As: Fighter 9
Morale: 10
Treasure Type: None
XP: 1,150

The Giant Wolf Spider is much like it’s normal size namesake. They are on average about 3’ tall and 5’ long, colored in patterns of light and dark brown. The Giant Wold Spider does not build a web, and doesn’t have the ability to produce webs. They normally make their lairs in caves, ruins, or by burrowing into the ground.
They are swift and merciless hunters, preferring to either wait in hiding for prey to come by, or in some cases to chase prey down. Due to their natural camouflage coloration, the Giant Wolf Spider is able to surprise prey on a roll of 1-3 on 1d6 when waiting motionless.
The Giant Wolf Spider is a powerful jumper, able to jump up to almost half of it’s normal movement rate. When waiting in ambush, a Giant Wolf Spider will wait until prey approaches within 20’ and leap on it to attack. When chasing prey, they will close within 20’ and leap for the kill.
Anyone bitten by a Giant Wolf Spider must save vs. poison or be paralyzed for 2d6 turns. A neutralize poison spell will negate this effect.
Last edited by PuppetMaster on Wed Aug 10, 2016 8:41 pm, edited 1 time in total.
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Solomoriah
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Re: Monster Creations and Conversions Archive

Post by Solomoriah »

I'd suggest 2d6 turns for the poison. Looks good otherwise, at least at a glance.
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PuppetMaster
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Re: Monster Creations and Conversions Archive

Post by PuppetMaster »

Solomoriah wrote:I'd suggest 2d6 turns for the poison. Looks good otherwise, at least at a glance.
Thank you. Done
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chiisu81
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Re: Monster Creations and Conversions Archive

Post by chiisu81 »

Copied to New Monsters 2015-2016 thread. Since we have that thread and to avoid confusion I'm locking this thread (at least for the time being).
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