Basic Fantasy Field Guide Volume 2

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SerGavin
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Re: Basic Fantasy Field Guide 2

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Corpse Abomination
Armour Class: 14 or 17 or 20
Hit Dice: 6, 12 or 18
No. of Attacks: 3 bludgeon
Damage: 1d6 or 1d8 or 2d8 bludgeon
Movement: 10'
No. Appearing: 1d3
Save As: Fighter: 6, 12, or 18
Morale: 12
Treasure Type: none
XP: 610 or 2075 or 4320

A Corpse Abomination is the result of a mass grave being animated without any effort to separate the remains. It is a shambling amalgamation of rotting flesh and desiccated bones, packed with clay, soil, and dripping maggots. It stands anywhere from 8' to 20' tall, possessing many limbs that wield a variety of weapons if so armed by its creator, although more often attacking bare-handed. The corpse abomination is only partially mindless, and the constant chorus of wailing it produces as it moves is due to the torment suffered by the trapped souls that power the abomination. It exudes such a powerful stench that a save vs. Poison must be made to avoid a -2 on all rolls within 40' of the creature. The corpse abomination moves rather slowly due to its considerable bulk; however, to the surprise of many a dead adventurer, it can leap 60' in most directions by spreading itself out in the air to achieve maximum reach. It can also protrude the torsos of its attacking sections, which gives it a reach of 10'.
Last edited by SerGavin on Wed Mar 22, 2017 5:20 pm, edited 1 time in total.
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SerGavin
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Re: Basic Fantasy Field Guide 2

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Skeletal Legs
Armour Class: 11
Hit Dice: 1d4 HP
No. of Attacks: 2
Damage: 1d3/1d3
Movement: 50'
No. Appearing: 3d4
Save As: Fighter: 1
Morale: 12
Treasure Type: none
XP: 13

When a whole corpse cannot be found, an aspiring necromancer must settle for less. Skeletal Legs are exactly as they sound: an incomplete skeleton, stretching from the pelvic bone to the toes. While not perhaps as desirable or hardy as other undead, the skeletal legs alone turn out to be surprisingly versatile. Both fast and determined, a group of them can quite easily overwhelm small groups by kicking and trampling with frightening speed. The skeletal legs are also quite stealthy, by merit of being rather small and skinny; if not actively attacking something, an observer has only a 30% of noticing it.
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Dimirag
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Re: Basic Fantasy Field Guide 2

Post by Dimirag »

This is something I just though before going to bed, so sorry only incongruity and errors, please edit and change as needed.

Living Graveyard
Armour Class: 21‡
Hit Dice: 40** (+15)
No. of Attacks: 1 tombstone + 1 special
Damage: 2d6
Movement: None
No. Appearing: 1
Save As: Magic-User 16
Morale: 12
Treasure Type: None
XP: 21,650

A Living Graveyard looks like a giant mountain filled with tombstones, with a chapel-like building at its top. Whenever disturbed by robbers or any hostile force, the living graveyard will awake and grow a face and arms, ready to attack. It does this by shooting its gravestones; by doing this, the living graveyard will lose 1 HP per tombstone shot, and can shoot up to 1/4 of its HP. Each gravestone is a grenade-like attack, doing 2d6 points of damage; in case of a miss, the intended victim must save vs. Dragon Breath or suffer half damage due to the tombstone exploding on impact.

A living graveyard can release the remnants of those buried in it by also losing HP as above (and is also limited to 1/4 of his HP). The remnants will be skeletons (1-4 on a d6) or zombies (5-6 on a d6), who will fight any close victim.

At 0 HP the living graveyard will collapse and enter a regenerative slumber, regaining 1 HP per week or 1d6 HP per body buried in it. It can only be destroy by entering its chapel during its slumber (via a 15th level magically-held door) and destroying its "heart", a glowing and disgusting glowing protuberance containing 2d4 HP and located at the very center of the chapel. There is a percent chance, equal to half the living graveyard's full HP, that the heart is protected by (full HP/10) skeleton guardians (each with 2 HD+2 and +2 to attack and damage).
Sorry for any misspelling or writing error, I am not a native English speaker
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SerGavin
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Re: Basic Fantasy Field Guide 2

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Syrinx
Armour Class: 19
Hit Dice: 3
No. of Attacks: 2+bite
Damage: 1d10/1d10 + save or die
Movement: 60'
No. Appearing: 2d6 wild, 2d6 x5 lair
Save As: Fighter: 3
Morale: 10
Treasure Type:
XP: 105

The Syrinx is a quadrupedal insect-like creature with four long segmented legs ending in long and sharp blade-like protrusions. It stands 3 metres tall with its legs supporting a central torso, plated in shimmering black chitin, with two arms identical to its legs. The torso ends in a bulbous appendage covered in matte white eyes of various sizes as well as a pair of spiked and razor sharp mandibles.

Extremely aggressive, the syrinx commonly exhibits swarm behaviour in combat and will attack intelligently, preferring opponents who are less armoured. The syrinx prefers to attack by clawing at its victims with its forelegs. If both attacks hit a single enemy, it will be impaled and then the syrinx will bite its enemy, injecting poison. This is, oddly enough, less poisonous than its flesh, and only saves at a -3.

If injured, its insides are spongy, porous, and matte white, with many smaller creatures existing inside. Wounds will leak a viscous black liquid that will quickly solidify and then sublime into the air as a dark poisonous gas. The flesh and liquids are extremely poisonous and any attempt to consume them will require a save vs. Death at a penalty of -5.

The syrinx obsessively collects shiny objects for some unknown reason. It has been observed that it seems to have no use for these materials and stockpiles them up inside its underground hive. The syrinx is a nocturnal hunter and lives primarily underground. Its long, blade-like limbs are excellent at mining and it tends to carve its hive into solid rock, creating perfectly circular passages 15-20' across; it also secrets a hard black resin onto the walls. The passages created can extend for miles in all directions depending on the size of the hive, and will join together at several spherical central chambers.

The Cry of the Syrinx has been described as a single high pitched and baleful note that fluctuates slightly known to inflict gut wrenching fear upon those who hear it, even if they do not know of the creature it belongs to. Any within earshot must roll beneath their wisdom or flee in terror. Creatures and characters above 6 hit dice are immune to this effect unless extremely cowardly.
Last edited by SerGavin on Thu Mar 23, 2017 5:10 pm, edited 2 times in total.
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SerGavin
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Re: Basic Fantasy Field Guide 2

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Syrinx Juggernaut
Armour Class: 24
Hit Dice: 12
No. of Attacks: 6 claw + Acid
Damage: 2d4 claw, 6d10 Acid
Movement: 40'
No. Appearing: 1 lair
Save As: Fighter: 12
Morale: 8
Treasure Type:
XP: 2075

Somewhat different in appearance to a regular syrinx, a Syrinx Juggernaut stands 8 metres above the ground, most of that due to its twelve extremely long bladed limbs. The body is made up of six interlocking segmented sections plated in thick black and reflective chitin, covered in hundreds of milky white eyes.

Its insides are virtually identical to a regular syrinx, but larger and more spread out with the exception of an organ that stretches almost the entire 25' long body, constructed from the same substance that coats the walls of its lair. This organ seemingly produces and stores a viscous and sticky acid that can expelled from its mouth in a 60' long cone. The syrinx juggernaut can do this once every three rounds. If a victim is caught in the acid, in addition to the damage they must spend a round removing the substance (taking 1d6 damage in the process) or suffer 2d6 damage for the next five rounds.

The syrinx juggernaut has been observed to seemingly construct syrinxes from various secretions after feeding for lengthy amounts of time on corpses dragged into the central chamber. It picks over the corpses quite thoroughly, and has a biological compartment underneath its stomach where it stores shinier objects found on them. Syrinx juggernauts have even been observed to drink any potions it comes into contact with, resulting in strange permanent effects that vary too much to document.
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SerGavin
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Re: Basic Fantasy Field Guide 2

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Spider, Humming
Armour Class: 12
Hit Dice: 1
No. of Attacks: 4 slice
Damage: 1d8 slice
Movement: 60'
No. Appearing: 2d4
Save As: Fighter: 1
Morale: 6
Treasure Type: none
XP: 27

The Humming Spider is a dinner plate-sized arachnid shaped almost like a disk with an elongated head sporting two long prehensile probosces. Its rear four legs are thick and sturdy, easily able to bear its whole weight as well as being able to propel the spider up to 15' into the air. The front four legs are long, thin, and almost unbelievably sharp, to the point that magical interference is strongly suspected. Humming spiders are nomadic and travel in small groups of two to eight.

The humming spider is cowardly and will flee if faced with large numbers or particularly able enemies. When it does attack, the results are fast and bloody. The humming spider will quickly jump at its target, flying through the air with its sharped forelegs slicing in a frenzied pattern. This produces the infamous humming that is normally the only warning a victim gets before being assaulted. The blades of the spider are so sharp that any non-magical armour is completely ignored. The spider feeds by blending the flesh of its victim, preferably human or elven, into a thin red paste that it will then suck up through its proboscis.
Last edited by SerGavin on Thu Mar 23, 2017 4:58 pm, edited 1 time in total.
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SerGavin
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Re: Basic Fantasy Field Guide 2

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Snake, Clockwork Razor
Armour Class: 17
Hit Dice: 2
No. of Attacks: 1 lash or constrict
Damage: 2d6 lash 3d10 constrict
Movement: 30'
No. Appearing: 1d3
Save As: Fighter: 2
Morale: 8
Treasure Type: none
XP:

The Clockwork Razor Snake is yet another abomination of nature produced by idle magic users. The snake appears to be a regular python that has been taken apart by unknown means, with each of its vertebrae re-connected with similar clockwork sections, effectively doubling its length (from normally around 12' to 18' to 24' to 36'). These clockwork sections seem to be subconsciously controlled by the snake, and are lined with long and straight sections of razor sharp blades. These extend partially over the biological sections. It can apparently reproduce, clockwork sections and all, through unknown means.

The clockwork razor snake lashes out with its tail in an attempt to lacerate its enemies, and excels at causing large amounts of bleeding. Alternatively, it can attempt to coil around a victim, demonstrating great compressive strength. On a successful attack roll, if the victim fails a save vs. Dragon Breath, it is now coiled and takes 3d10 damage per round. If a target is killed while in the grips of the snake, their corpse is torn in half.
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SmootRK
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Trolbold

Post by SmootRK »

Here is the first of some entries from a Dragonsfoot member "Recklessfireball" (that is how he wants to be credited). I have gotten permission to utilize the material he has been sharing via dragonsfoot workshop forum (via PM). Due to the conversions (AC, movement, etc.) and once over editorially, I will probably get one or two of these each day.

Trobold
Armor Class: 14
Hit Dice: 1d4 HP **
Move: 30'
Attacks: 2 claws, 1 bite
Damage: 1-2 claw, 1d4 bite
No. Appearing: 4d4, Lair 6d10
Save As: NM
Morale: 9
Treasure Type: P or J in lair (b/x stat, :? this needs closest BFRPG equivalent)
XP: :?

A trobold is a magical hybrid of a troll and a kobold. Each is a short (3’ tall), hunched creature with rubbery, gangly limbs and sharp, clawed hands. A trobold retains the main physical features of a kobold, though the mouths of the ravenous little creatures are filled with rows of extremely sharp teeth, in the manner of a troll.

Like a troll, a trobold will regenerate wounds at the rate of 2 hit points per round. Unlike a troll, a slain trobold regenerates so swiftly, it will rise up to fight again, a mere two rounds after it was killed! Only fire and acid will inflict permanent injury and death upon the hideous little creature. Furthermore, if a slashing weapon is used to slay a trobold, there is a 50% chance it will result in two trobolds rising from the corpse of the old (the trobold was hacked into two separate pieces, each of which regenerated into a new trobold).

Trobolds attack in packs, using ambush, fiendish traps, and tricks combined with overwhelming numbers and savagery, to send many a band of adventurers fleeing for their lives.
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Golem, Chain
Armour Class: 24‡
Hit Dice: 20**
No. of Attacks: 3 Lash + Special
Damage: 4d6 Lash + special
Movement: 50'
No. Appearing: 1
Save As: Fighter: 20**(+13)
Morale: 12
Treasure Type: H
XP: 5650

The Chain Golem is most frequently found as a guardian of libraries, palaces and treasure hoards. Perfectly resembling a large amount of regular chain that can be made from various metals, It is often disguised as decoration, being hung from the walls and ceiling or coiled in a corner. When disturbed, the Golem will rise up from the floor and violently attack anything nearby that is not it's master.

At its average height, the Chain Golem stands at around 15' tall and rattles noisily as it moves, much like a snake, along the ground. The various chains can weigh up to around 3000 pounds. Powered by multiple trapped air elementals, constrained by the runes carved into the length of the chains, the Chain Golem attacks its targets with extreme prejudice, directing years of hatred at being trapped on the mortal plane towards any in its path. As a standard attack, the Golem will lash out with several long chains causing great damage to any it manages to hit.

The Golem can choose to direct all three of its attacks onto a single enemy. If all three hit, the target is swept up in its chains and can be subject to an action once per round. These actions include: Constriction, where the Golem wraps its target up in the chains and attempts to crush the life out of them, the target takes 12d8 damage with a save vs paralysis to take half damages. Tearing, where the chains wrapped around the victim exert great force in opposite directions in an attempt to rip the victim into various bloody chunks. Those with a strength score greater than 15 can resist for no damage, others must make a save vs death or be killed. Finally, throwing, where the Golem launches the unfortunate victim several dozen feet towards the nearest hard surface, the victim is thrown 40' or more in any direction and must save vs death to land on their feet or take 15d6 damage.

Edit: Thanks, suggestions included.
Last edited by SerGavin on Thu Mar 23, 2017 5:34 pm, edited 2 times in total.
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post by Fraetor »

Golem, Chain
"The Golem can choose to direct all three of its attacks onto a single enemy. If all three hit, the target is swept up in its chains and can be subject to an action once per round. These actions include: Constriction, where the Golem wraps its target up in the chains and attempts to crush the life out of them, the target takes 12d8 damage with a save vs paralysis to take half damages. Tearing, where the chains wrapped around the victim exert great force in opposite directions in an attempt to rip the victim into various bloody chunks. Those with a strength score greater than 15 can resist for no damage, others must make a save vs death or be killed. Finally, throwing, where the Golem launches the unfortunate victim several dozen feet towards the nearest hard surface, the victim is thrown 40' or more in any direction and must save vs death to land on their feet or take 15d6 damage."
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