Basic Fantasy Field Guide Volume 2

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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Dragon, Ice
Armour Class: 20
Hit Dice: 14(+10)
No. of Attacks: 2 claws and 1 bite or breath and tail
Damage: 2d4 claw, 6d6 bite, 14d8 breath, 2d6 tail
Movement: 30' ground, 80' fly
No. Appearing: 1d2
Save As: Fighter: 12
Morale: 9
Treasure Type: G, H
XP: 5650

An exceedingly rare breed of dragon hailing from the frozen north, The Ice Dragon is clad in extremely thick and almost transparent scales, coloured like lightly frosted glass that gets paler on the stomach and chest. The Dragons are around 15' to 20' tall and 80' to 120' long with a wingspan of 200'. Ice dragons are notoriously spiky, developing clear, horn like growths across the length of their bodies as well as long and serrated claws. Ice dragons are deviously intelligent and are usually neutral in outlook although prone to disdain of the smaller races and have been described as cold and calculating by those that have survived encounters with them.

Ice Dragons prefer to stalk their quarry for lengthy amounts of time, hunting humanoids for entertainment and often deliberately leaving dead beasts such as griffons and bears in their path. The Dragons have the unique ability to alter the local weather subconsciously causing freak snowstorms and blizzards wherever they range. While walking on snow, they leave no footprints and can disguise themselves completely by burrowing underneath, often using this to ambush their prey.

The dragons are also adept spell casters, being able to cast spells of up to 5th level similar to an age category six gold dragon. In addition to this, once per encounter, they can project an illusion of themselves a distance up to 400' that can replicate sound and several senses such as smell and pain. the illusion will disappear after taking over 30 points of damage.

A young Ice Dragon has never been sighted, leading some to believe that they are extremely ancient white dragons or perhaps a dying species, which would explain the rarity of sightings. It is also believed that they hibernate for very large amounts of time, sometimes even hundreds of years under ice sheets and inside of glaciers.
"If I have seen further it is by standing on the shoulders of Giants."
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SmootRK
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Fell Manticore

Post by SmootRK »

Another from "Recklessfireball". This one might need to have the displacer qualities checked for congruity with the BFRPG Displacer; likewise for the manticore qualities. Copied this last moment at work without the benefit of time to review the BFRPG books.

Fell Manticore
Armor Class: 16
Hit Dice: 6*
Move: 40', flying 90'
Attacks: 2 claws and 1 bite, or spikes
Damage: 1d4 claw, 2d4 bite, or 1d6 per spike
No. Appearing: 1d2 or 1d3 lair
Save As: fighter 6
Morale: 9
Treasure Type: D (BX type, may need adjusted to BFRPG equivalent :? )
XP: :?

A Fell Manticore is a crossbreed of the common manticore and a displacer beast. Slightly smaller and leaner than a normal manticore, it is otherwise similar in appearance to the regular sort, except that its skin and fur are jet black, like a displacer beast. If three are encountered in a lair, the third will be a juvenile (roll % and adjust accordingly), as the juveniles fight amongst themselves until only the strongest of the litter remains.

A fell manticore has all of the usual abilities of the common manticore, including the ability to shoot spikes from its tail (6 per round, 1d6 dmg per spike, with 24 spikes total; can regrow two spikes per day). Each also possesses the light warping qualities of a displacer beast, causing it to appear to be 3’ from its actual position, imposing a -2 penalty on opponents attack rolls and granting the beast a +2 bonus to saving throws.
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SmootRK
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Bog Ogre

Post by SmootRK »

Another fun one by "Recklessfireball"

Bog Ogre
Armor Class: 14
Hit Dice: 4+1
Move: 30'
Attacks: 2 fists + swallow
Damage: 1-6 fist + special
No. Appearing: 1d6, 2d6 lair
Save As: fighter 4
Morale: 10
Treasure Type: :?
XP: :?

A Bog Ogre is a magical crossbreed between an ogre and a wug (Field Guide). Believed to have been created by some demented wizard in ages past, a bog ogre looks like a standard ogre in most respects, but has warty green skin, a grotesquely wide mouth, and general frog-like features. Each is 8 to 10 feet tall and weighs in anywhere from 400 to 500 pounds. Like a common ogre, a bog ogre tends to carry large sacks containing acquired treasures.

Due to its powerful stature, a bog ogre attacks with its massive fists. If both attacks strike and the target is halfling sized or smaller, the bog ogre will attempt to stuff the hapless victim into its frog-like maw and swallow it whole. The target must make a saving throw vs death. If successful, the victim has managed to break free of the bog ogre's grip and has avoided being eaten. If the save fails, the target is swallowed whole and suffers 1d6 points of damage each round until killed or cut free of the bog ogre's stomach (the stomach is sufficiently cramped, that swallowed characters may not attack from within; even with a weapon as small as a dagger).
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post by Fraetor »

Dragon, Ice
"An exceedingly rare breed of dragon hailing from the frozen north, the Ice Dragon is clad in extremely thick and almost transparent scales, coloured like lightly frosted glass that gets paler on the stomach and chest. The dragon is around 15' to 20' tall and 80' to 120' long with a wingspan of 200'. An ice dragon is notoriously spiky, developing clear, horn like growths across the length of its body as well as long, serrated claws. An ice dragons is deviously intelligent and is usually neutral in outlook, although prone to disdain of the smaller races, having been described as cold and calculating by those that have survived encounters with it.

An ice dragon prefers to stalk its quarry for lengthy amounts of time, hunting humanoids for entertainment and often deliberately leaving dead beasts such as griffons and bears in their path. It has the unique ability to alter the local weather causing freak snowstorms and blizzards wherever it ranges. While walking on snow, it leaves no footprints and can disguise itself completely by burrowing underneath, often using this to ambush its prey.

The dragon is also an adept spell caster, being able to cast spells of up to 5th level similar to an age category six gold dragon. In addition to this, once per encounter, it can project an illusion of itself a distance up to 400' that can replicate sound and several senses such as smell and pain. the illusion will disappear after taking over 30 points of damage.

A young ice dragon has never been sighted, leading some to believe that they are extremely ancient white dragons or perhaps a dying species, which would explain the rarity of sightings. It is also believed that they hibernate for very large amounts of time, sometimes even hundreds of years under ice sheets and inside of glaciers."

Bog Ogre

Treasure Type: D + 2d10x100 gp
XP: 240
"Believed to have been created by some demented wizard, in ages past. A bog ogre looks like a standard ogre in most respects..."

Fell Manticore
XP: 555
"A Fell Manticore is a crossbreed of the common manticore and a displacer beast. Slightly smaller and leaner than a normal manticore, it is otherwise similar in appearance to the regular sort, except that its skin and fur are jet black, like a displacer beast. If three are encountered in a lair, the third will be a juvenile (roll % and adjust accordingly), as the juveniles fight amongst themselves until only the strongest of the litter remains.

A fell manticore has all of the usual abilities of the common manticore, including the ability to shoot spikes from its tail (6 per round, 1d6 dmg per spike, with 24 spikes total;it can regrow two spikes per day). Each also possesses the light warping qualities of a displacer, causing it to appear to be 3’ from its actual position, imposing a -2 penalty on opponents attack rolls and granting the beast a +2 bonus to saving throws."

Trobold
XP: 16
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Diabolus
Armour Class: 14
Hit Dice: 15****
No. of Attacks: 2
Damage: 2d6+4
Movement: 60'
No. Appearing: 1d3-1
Save As: Fighter: 15
Morale: 12
Treasure Type: none
XP: 2350

The final degenerative stage of a vampire that has been starved of blood for an extended duration, the Diabolus is a pallid and gaunt 6-8 foot tall humanoid with disproportionately long arms and legs. The creature is completely hairless and its face has morphed from something that once resembled human to a more bestial visage. Its jaws visibly protrude from the rest of its face, and its fangs have lengthened to several inches, becoming jagged and uneven in the process.

A diabolus' eyes glow a deep and crazed crimson, the great cunning and intelligence that once existed behind them long vanished and replaced with an insatiable lust for blood and carnage, causing the creature to have no regard for its own safety. It will sense and seek out any living beings within its lair with extreme prejudice. No amount of blood or other substances can revert adDiabolus back to its previous vampiric state. Once fallen this far, the individual is forever lost; however it normally takes decades, if not centuries, to reach this point.

While it has fallen far from its former state, a diabolus is still in essence a vampire, if a depraved and horrendously mutated one, and shares the usual traits. It casts no shadows and throws no reflections in mirrors. It cannot charm others with its gaze; instead, those who meet it must make a save vs. Spells or be frozen to the spot in terror and be unable to act for 1d3 rounds. Creatures with 8 or more hit dice are immune to this effect. A diabolus will use its lengthened fangs to rip into enemies; this has a paralysing effect similar to that of ghouls. Those killed by a diabolus will rise as ghouls on the next new moon; these ghouls will not attack the diabolus that created them.

Perhaps a result of its deprived state, a diabolus is immune to the effects of running water and is much more resilient to sunlight, being able to survive when exposed directly for 5 rounds, although they will burst into flames and lose 1/5th of their hit points for each round of exposure. The creature also demonstrates a limited ability to change its shape, being able to sprout wings from its back over the course of two rounds, which grants it limited flight (20'). It can also conceal itself perfectly within deep shadows, being rendered essentially completely invisible. Its movement speed is doubled when within deep shadows.

A diabolus is immune to the effects of garlic and will not recoil at a strongly presented mirror; however an exposed holy symbol within 10' of it will set parts of it alight and cause flesh to boil away, doing 1d6+1 damage per rounds. This effect does not stack and the character bearing the symbol will become its sole target until the symbol is removed from the radius. The creature can only be killed by exposing it to daylight or forcing it to drink holy water or blood that has been blessed by a cleric of 9th level or higher.

Powerful vampires have been know to deliberately starve rivals and disobedient thralls until they become a diabolus, using them as the equivalent of a guard dog. As a result, the creatures are often found inhabiting caves beneath a vampire's castle or lair.
"If I have seen further it is by standing on the shoulders of Giants."
Bodmir-The-Gnome
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Joined: Tue Feb 21, 2017 5:44 am

Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

Living Furniture

Armour Class: 13
Hit Dice: 2-4
No. of Attacks: 1
Damage: 1d6
Movement: Small 10', Medium 20', Large 30'
No. Appearing: Lair 1d6, Settlements 3d10
Save As: Fighter: 3
Morale: 10
Treasure Type: Contents
XP: 50

Living Furniture is furniture that has been animated by magic-users to guard their tower or lair. A magic-user will usually animate all of their furniture in an attempt to swarm any intruders and make enough noise to alert their other servants to the intrusion. Living furniture is semi-intelligent and will protect its own group of furniture; tables will protect chairs, for example. Living furniture does not need to eat but can consume material it is made from to re-gain hit points. Furniture take half damage from sharp objects if wooden, and double if it is mainly textiles. Arrows do 1 damage in any case. Metal and stone furniture only take damage from blunt weapons.

The longer these creatures live the more intelligent they become; after about a decade of animation, the furniture will be clever enough to escape the caster's lair and roam in the wild. If enough furniture escapes at once they will usually go on to create small settlements to live.

Living furniture attacks using its legs and flinging itself at the attacker. Complex furniture such as clocks have a 10% chance to cast two level-one spells from the animator's book per day. All candles can project a small firebolt once per two rounds, dealing 1d4 damage and setting the target on fire unless a save vs. Spell is made. A dispelled magic spell does not stop these creatures from living.

Small furniture such as stools has 2 hit dice, medium such as chairs have 3 hit dice, and large furniture such as tables and shelves have 4 hit dice. All ceramics have 1 hit point and will always hit their target when attacking, destroying themselves in the process. Ceramics will always go last in a round of combat.
Last edited by Bodmir-The-Gnome on Mon Apr 03, 2017 8:08 pm, edited 1 time in total.
Bodmir-The-Gnome
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Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

Chipped Teacup

Armour Class: 17
Hit Dice: 3
No. of Attacks: 1
Damage: 1d4 or special
Movement: 50'
No. Appearing: 1
Save As: Fighter: 3
Morale: 1
Treasure Type: none
XP: 100

Chipped Teacups are teacups that have been magically animated. This process requires the animators to remove a small piece of the teacup, hence the name "chipped teacup". These creatures are usually created to assassinate someone.

After a target has been given the chipped teacup, it will summon a serving of hot tea within itself. Creatures that look at the teacup must make a save vs. Spells or feel like they really could do with a cup of tea, and will feel compelled to drink it. The drinker must make a save vs. Poison or die. If the chipped teacup is challenged, the it will use its magical powers to distract a target, attacking with small fragments of itself until it escapes, dies, or kills the target.
Bodmir-The-Gnome
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Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

Rainbow Snake

Armour Class: 14
Hit Dice: 4
No. of Attacks: 1
Damage: 1d6 or special
Movement: 30'
No. Appearing: Wild 1d4, Lair 1d6
Save As: Fighter: 4
Morale: 8
Treasure Type: none
XP: 400

A Rainbow Snake is a snake about 6' long that is striped in all colours. This snake is said to have been created by a sticks to snakes spell cast by a gnome. The effect of this creatures poison is as if a bitten creature has had the spell confusion cast on them for 1d4 rounds. This creature can, alternatively to biting, spray a 15' cone of multicoloured confetti that has the following effect:
  • d10 effect
  • 1-3 stuns the creature for 1d6 rounds
  • 4-6 renders the creature unconscious for 1d6 rounds
  • 7-9 blinds the creature for 1d6 rounds
  • 10 roll twice and apply both; a roll of 10 is ignored
A save vs. Poison is allowed to half the duration of the confetti or confusion poison. Blind creatures are not affected by confetti. This creature is often mistaken for scarves and neckties, in this case the snaked can constrict around the neck to suffocate the wearer, if the wearer fails a d20 strength test within 1d4 + 1 round they die. While being suffocated the wearer is unable to talk or attack as they are trying to remove the creature.
Last edited by Bodmir-The-Gnome on Thu Apr 13, 2017 6:44 am, edited 7 times in total.
Bodmir-The-Gnome
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Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

Beebear

Armour Class: 16
Hit Dice: 7
Attacks: 2 claw/1 bite or 1 sting
Damage: 2d4 / 2d6, special
Movement: walk 40', fly 5'
No. Appearing: 1d6
Save As: Fighter 7
Moral: 7
Treasure Type: None
XP: 670

A Beebear is a bear that has been affected by a failed polymorph spell. As a result, it is now black and yellow striped and has a minute pair of wings, granting it a very limited flight capability the beebear maintain the size of a normal bear however. Those stung by a beebear must make a save vs. Poison or be turned into a beebear. A remove curse or polymorph spell can reverse this effect. After stinging a victim the beebear takes 1d8 damage and is unable to sting for the same amount of days as health lost as the stinger is removed. Brightly coloured clothing attracts these creatures and confuses it as it thinks it is a flower, this results in beebears sitting on people wearing bright colours and mauling them. Beebears are very loud and can be heard from 30' away. Those turned into a Beebear are able to control thier actions fully but are unable to talk or cast spells. Changed creatures must make a save vs spells at the sight of bright colours or sting the nearest creature.
Last edited by Bodmir-The-Gnome on Wed Apr 12, 2017 7:21 am, edited 5 times in total.
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Re: Basic Fantasy Field Guide 2

Post by Bodmir-The-Gnome »

Cockhorse

Armour Class: 15
Hit Dice: 4
Attacks: 2 claw/1 peck
Damage: 1d6/1d6, 1d8
Movement: 60' (10')
No. Appearing: 3d6 wild, 4d8 lair
Save As: Fighter 3
Moral: 10
Treasure Type: None
XP: 150

A Cockhorse is a widely-domesticated creature that is a cross species of a horse and a chicken. It has the body of a horse, with legs, tail, and head of a chicken. Due to being half-chicken these creatures are not very bright. It will only harm others when attacked and trust everything until they do; this is why they make for great mounts. Once the creature's trust has been won, it will do almost anything that the owner asks; trust is only lost if the cockhorse is harmed by the owner. It can carry 400 pounds as a light load and 750 as a heavy load.
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