Basic Fantasy Field Guide 2

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SmootRK
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Eyvique (Tusker)

Post Fri Apr 17, 2015 6:18 pm

Eyvique (Tusker)
Armor Class: 14
Hit Dice: 2+2
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 30' Unarmored 40', swim 30'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 2
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 75

Known as Eyvique (sounding essentially like eye-vick) in their native tongue, Tuskers are stout humanoids living in cool to arctic coastal regions. Similar in stature to dwarves, tuskers live simple lives fishing and whaling. As their name suggests they have a pair of long downward-pointing tusks much like a walrus. A tusker is thick skinned and has ample fat reserves giving one protection from both physical attacks and is essentially immune to cold environmental effects. Even extreme or magical cold causes only half-damage. If a save is involved with such a cold-based effect, a tusker receives a +4 bonus. Any tusker involved in grappling attacks does +2 damage due to the tusks, but otherwise a tusker does not attack directly with the tusks.

One out of every five tuskers will be a warrior of 4+4 hit dice (4d8+4 hit points worth ?? XP) and even tougher skin (AC 16). Regular tuskers gain a +1 bonus to their morale if they are led by a warrior. In tusker villages, one will be a chieftain of 8+8 hit dice (8d8+8 hit points worth ?? XP) with an Armor Class of 18, having a +2 bonus to damage due to strength.
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SmootRK
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Bear, Ursine Behemoth

Post Tue Apr 21, 2015 9:10 am

Bear, Ursine Behemoth
Armor Class: 21
Hit Dice: 15
No. of Attacks: 2 claws, 1 bite, Hug (vs Large)
Damage: 2d6 claws, 2d8 bite, Hug 4d6
Movement: 40'
No. Appearing: 1
Save As: Fighter: 15
Morale: 11
Treasure Type: None
XP: 2850

An Ursine Behemoth is a rare sort of bear that is of gargantuan size. They seem to be born of regular varieties of bears, but for some reason begin to grow to massive proportions. They will resemble their parent stock, so it is conceivable that any particular breed of bear might produce an ursine behemoth. When standing upright on one's hind legs, the ursine behemoth is estimated between 20 to 30 feet in height. One has a typical bear's temperament but is continuously hungry to fuel its massive form. Because of this, an ursine behemoth is dangerous to nearly all creatures.

An ursine behemoth attacks like others in the bear family but lacks the typical hug attack due to just being too massive. Against a foe of significant size a hug attack is theoretically possible (doing 4d6 damage against such an opponent).
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SmootRK
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Bruhl

Post Wed Apr 22, 2015 8:48 am

Bruhl
Armor Class: 14 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30' Unarmored 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D in lair
XP: 25

Bruhl appear to be some sort of feral pre-human race, similar to neanderthals (cavemen) but slightly smaller and more simian-like. Despite their appearance, bruhl are intelligent, wielding weaponry, wearing skins and leathers for clothing or armor, and even have an occasional shaman or witchdoctor amongst their populations. However, their tribal societies are brutal and destructive, and they nearly universally seek to subjugate other races. They are known to keep slaves.

Bruhl have Darkvision to a range of 60 feet. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. Bruhl speak their own rough and simple language, but many also speak common to some degree. All bruhl are densely muscled, getting a +1 bonus to hit and damage.

One out of every eight bruhl will be a warrior of 2 Hit Dice (75 XP). Regular bruhl gain a +1 bonus to their morale if they are led by such a warrior. In bruhl lairs, one out of every twelve will be a sub-chief of 4 Hit Dice (240 XP) with better armor and equipment; AC 15 (11), a movement 20', and having a +2 bonus to damage due to strength. In lairs of 30 or more, there will be a bruhl chieftain of 6 Hit Dice (500 XP), with an AC of 16 (11), movement 20', and having a +3 bonus to damage. In the lair, brul never fail a morale check as long as the bruhl chieftain is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior bruhl statistically, but has clerical abilities at level 1d4+1. In a similar fashion, there is a chance equal to 1 on 1d6 for a witchdoctor bruhl. A witchdoctor bruhl has 1d4 levels of clerical and magic-user ability.
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SmootRK
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Tyrannobeak

Post Tue Apr 28, 2015 9:30 am

Tyrannobeak
Armor Class: 23
Hit Dice: 18 (+12 AB)
No. of Attacks: 1 claw, 1 beak, leap
Damage: 2d8 claw, 4d6 beak
Movement: 50' (10')
No. Appearing: Wild 1d3
Save As: Fighter:
Morale: 11
Treasure Type: None
XP: 4000

The Tyrannobeak is a massive member of the terror-bird family (Phorusrhacidae) of bipedal flightless birds. Despite its enormous size (20 foot height and 5-ton weight), a tyrannobeak is a swift runner and can leap prodigiously. It is a top level predator, able to take down the largest of prey. When possible, it typically first attacks by leaping (counts as a charge attack) with both claws and a bite, but once properly in melee can only make one claw attack per round in addition to a bite. If the tyrrannobeak is actively chasing a fleeing opponent, then it can only manage biting attacks.

When two are encountered it will be a mated pair. If third is present, then it will be an immature individual (roll d% and apply to HD and attacks, rounding as necessary). While several eggs are laid, the young aggressively attack each other until only the dominant alpha remains. The adults protect and instruct this alpha youth until it reaches adulthood as well.
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SmootRK
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Gila

Post Wed May 06, 2015 9:27 am

Gila
Armor Class: 15
Hit Dice: 1-1
No. of Attacks: 1 weapon and one bite
Damage: 1d6 or by weapon, 1d4 bite
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 10

Gila (singular and plural) are a race of relatively small lizard men. Standing about 4 feet in height, each has varying patterns of light and dark scales, and these scales tend to be thicker and denser than that found in other lizard folk. Gila tend towards slow and sluggish mannerisms, but are fully capable of normal movement rates and activities when there is a need. Gila are not inherently aggressive but are very territorial and very defensive of one's personal space.

When using a small or medium sized melee weapon a gila may also bite for 1d4 damage which also delivers a mild but otherwise painful toxin. Affected may save vs Poison or suffer an additional 1d3 damage and a -1 attack/damage penalty for next four hours. Multiple bites will cause additional damage and the penalties are cumulative. While the toxin is active, rest is impossible, as are activities that require rest or inactivity such as spell memorization. A slow poison or neutralize poison spell will nullify this lingering effect.

One out of every five gila will be a warrior of 3-3 hit dice (3d8-3 hit points worth ?? XP) and even tougher skin (AC 16). Regular gila gain a +1 bonus to their morale if they are led by a warrior. In a gila village, one out of every ten will be a chieftain of 5-5 hit dice (5d8-5 hit points worth ?? XP) with an Armor Class of 17, having a +1 bonus to damage due to strength.
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teaman
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Octobat

Post Sun May 24, 2015 7:10 am

Octobat
Armor Class: 16
Hit Dice: 8*
No. of Attacks: 4 tentacles, acid ink
Damage: 1d6 tentacle, 3d6 acid ink
Movement: 60’
No. Appearing: 1-5
Save As: Fighter 8
Morale: 10
Treasure Type: None
XP: 1,200

An Octobat is an intelligent subterranean creature that will often work for powerful evil individuals such as a wizard or warlord. These dangerous creatures tend to bludgeon victims with four tentacle attacks. For fear of losing a tentacle, an octobat will not entangle larger or seemingly strong opponents, but against smaller or less powerful prey they will wrap themselves about it if two or more tentacle attacks are successful. The entangled individual is crushed and strangled causing 2d6 damage automatically each round (instead of regular tentacle attacks). The entangled individual must successfully roll an open doors attempt to break free, but may be subsequently entangled again in subsequent rounds.

The octobat may squirt an acidic ink at a single opponent up to 20 feet away causing 3d6 damage (save vs dragon breath for half damage). The octobat may also employ this attack against an entangled opponent. This attack is usable 4 times per day and not more than once every 1d4 rounds. This acidic ink can dissolve a web (such as the spell) in one full round. The octobat is immune to this acid ink (whether its own or from other octobats).
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or another take:
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{NOTE: Any kind suggestions on this monster are VERY welcome. I want to make it better.}
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Dreamakuma
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Drax'xion, The First Death Dragon

Post Sun Jun 21, 2015 2:48 pm

I'm a bit nervous to post this, So I hope it doesn't get ripped to shreds.

I love Dracoliches, So I made a custom, Near godlike dragon of something resembling a dracolich. As the Field Guide's death dragon was really cool, I just wanted something bigger.
I made this as an end boss for a campaign I'm running.

Drax'xion, The First Death Dragon
Armor Class:28
Hit Dice: 19** (AB +12)
No. of Attacks: 2 claws + paralysis/1 bite or breath/1 tail
Damage: 2d10 claws, 6d8 bite or breath, 2d10 tail
Movement: 30' Fly 80'
No. Appearing: 1
Save As: Magic-User: 19
Morale: 12
Treasure Type: H,A,G(x2)
XP: 5,500

Drax'xion is the undead dread dragon. A former consort to an evil goddess, he was cast out to die, but achieved Undeath by another, mysterious deity. He lies in wait, in a state of lichdom, hidden away inside his cursed lair for the time to avenge his death and rebirth. His influence is small, almost to a point of few knowing of him let alone his true terrifying might. Any adventurer should be wary to seek out this horror!
Drax'xion has three breath weapons and various spell like abilities.
He has a flame breath (Cone) 110' long and 60' wide & a death cloud of the same size dealing 3d10 damage and a save vs Death Ray or contract Mummy Rot, a disease that prevents normal or magical healing. A cure disease spell must be applied to the victim before he or she may again regain hit points.

His third breath weapon is the dreaded Death Wind. A breath 60' long and 30' wide with a save vs Dragon breath or Die! Drax'xion only uses this when he feels he has no choice, as he can only summon the negative energy to do it every few months. As an added effect, any slain undead near the dragon will arise back to undeath to serve him as though they had never taken damage.
Edged weapons deal only half damage to Drax'xion and clerics cannot turn the undead dragon.

Drax'xion Can summon 3 Haunted Bones (Field Guide Page 68) each turn. There can be no more than 6 Haunted Bones summoned by Dragotha at any one time.

Drax'xion can cast:
Death Spell twice per day.
Disintegrate twice per day.
Regenerate three times per day.
Ice Storm twice per day.
Phantasmal Force three times per day.

In addition to his treasure hoard, Drax'xion holds within his lair:
50,000 gp worth of rare gems, 10,000 gp worth of ancient paintings and portraits, 5,000 gp in rare books and tomes, a spellbook with 12,000gp worth of spells inscribed in it, a +5 shortsword of ice, a +4 Mace of fire, a dagger of wishes, and a ring of invisibility.

Merely destroying Drax'xion's body will not kill him, an adventurer needs to find his phylactery and destroy it, else he rise again! It appears as an ornate crystal jar wrapped in dragons teeth, hidden in his hoard. A disintegrate spell, or a wish will destroy it outright. Otherwise the phylactery has 50 hit points and an AC of 20.
If an adventurer were to take the phylactery, Drax'xion will hunt them down to retrieve it. The dragon is able to locate the phylactery from anywhere, at any time regardless of distance.
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Dimirag
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Salamander (wind and sand)

Post Fri Jun 26, 2015 9:36 pm

Salamander (wind)
Armor Class: 24‡
Hit Dice: 10* (+7)
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d8
Movement: 30' Fly 60'
No. Appearing: 1d4, wild 2d3, lair 1d4
Save As: F10
Morale: 10
Treasure Type: D
XP: 1390

Wind Salamanders come form the Elemental Plane of Air. They look like giant flying lizards with bat wings. They are completely translucent making them hard to spot (1 in 4 surprise chances). A wind salamander is constantly surrounded by strong winds, and all creatures within 20' of the monster has their movement halved and are pushed 1d6x10' per round. They are immune to range missile due to their protective wind. Wind Salamanders are intelligent; they speak the language of the Plane of Air, and many will also know Elvish, Common, and/or Dragon.

Salamander (Sand)
Armor Class: 18‡
Hit Dice: 7*+4
No. of Attacks: 1 bite
Damage: 1d6+petrification
Movement: 20'
No. Appearing: 1d3, wild 2d4, lair 1d6
Save As: F7
Morale: 8
Treasure Type: L
XP: 735

Sand Salamanders come form the Elemental Plane of Earth. They look like giant sea turtles with six flippers and a snake like neck and head. Their scales are of different shades of grey. A sand salamander temporarily transforms any stone within 20' of if into sand and all character in it must save vs paralyzation each round in order to move thru the sand. Anyone bitten by the sand salamander must save vs petrification or be turned to stone. They are immune to piercing attacks and suffer half damage from slashing/cutting attacks. Sand Salamanders are intelligent; they speak the language of the Plane of Earth, and many will also know Elvish, Common, and/or Dragon.
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Last edited by Dimirag on Tue Aug 18, 2015 7:30 pm, edited 1 time in total.
Sorry for any misspelling or writing error, I am not a native English speaker
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chiisu81
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Shambling Mound, Lesser

Post Thu Jul 30, 2015 3:27 pm

Copying Solo's entry from here.

Shambling Mound, Lesser
Armor Class: 19
Hit Dice: 3**
No. of Attacks: 2
Damage: 2d4/2d4
Movement: 20'
No. Appearing: 1d4
Save As: Fighter: 3
Morale: 9
Treasure Type: C
XP: 205

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants. A shambler’s brain and sensory organs are located in its upper body. A shambler’s body is about 6 feet tall when the creature stands erect. It weighs about 500 pounds.

Shamblers are immune to lightning, and in fact gain a hit die each time they are attacked by lightning, up to a maximum 3 additional hit dice; these hit dice are lost at a rate of one per hour, while hit points granted in this way are used first when the monster is attacked. Further, they are resistant to both cold and fire, suffering no damage on a successful saving throw, or half damage if the save fails.

If a Shambler hits with both its attacks against the same creature, that creature is engulfed by the monster. The victim can no longer attack or cast spells, and suffers 1d6 points of damage each round due to suffocation. A shambler can only engulf creatures of man-size or smaller, and may only engulf one such creature at a time; the shambler will expel any such creature from its body 1d4 rounds after the victim dies. Attacks against a shambler which has engulfed a victim require a saving throw vs. Death Ray for the victim each time the monster is hit; if the save fails, the victim suffers half (rounded down) of the damage done to the monster (which still takes full damage). The victim does benefit from the monster's resistance to fire or cold, but takes full damage from lightning attacks.
Gotgrund
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Giant Flying Brain

Post Tue Aug 18, 2015 7:16 pm

GM Note- Not to be confused with the giant flying brian

Giant Flying Brain
AC: 12
HD: 5+1
No. Attacks: spells
Damage: spells
Speed: fly 50'
No. Appearing: 1d4 lair
Treasure: N/A
Save as: Magic-user 5
Morale: 8
XP: 360

Created as a unique form of homunculus, giant flying brains are giant disembodied brains that are 6' tall, 6' wide that hover approximately 5' to 10' in the air. Despite not having limbs, they a high intelligence, enabling them to cast spells to protect themselves from potential harm. They also have the ability to read the thoughts of sentient creatures within a 100' range. Without appendages, they cannot hold any type of treasure, but are usually used to guard places or things containing great knowledge, such as libraries or magical items.

Giant flying brains can cast spells as a 4th level magic-user. When encountering a Giant flying brain, pcs must save vs. spells or be paralyzed for 2d8 turns as if targeted by hold person spell.
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