Basic Fantasy Field Guide Volume 2

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Bodmir-The-Gnome
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Re: Basic Fantasy Field Guide 2

Post Tue Mar 14, 2017 6:14 am

Sewer Boar

Armour Class: 18
Hit Dice: 7 ‡
No. of Attacks: 1 charge or 1 bite
Damage: 1d12, 1d10
Movement: 30'
No. Appearing: 1d6 wild, 2d8 lair
Save As: Fighter: 5
Morale: 8
Treasure Type: none
XP: 500

A Sewer Boar is a boar that lives in sewers, mud hollows and marshes. It grows up to 10 foot long and 5 foot tall. The Sewer Boar has thick brown fur and is covered in a layer of thick blubber, it is so thick that any non-magical weapon will be stuck in the hide unless a d20 strength check is made. The Sewer Boar will take half damage from all weapons except from spears as they are the only ones that can pierce the flesh deep enough to harm the Sewer Boar. When a Sewer Boar charges it moves 90' and deals damage to all it hits unless a save vs death ray is made to get out of the way.
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Dimirag
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Re: Basic Fantasy Field Guide 2

Post Tue Mar 14, 2017 12:00 pm

I need to be removed from the Contributors list as I am on the Artwork list

Some edits of my previous works

Lobizons:
Lobizons are persons cursed to become into a malnourished tailless wolf-like creature of human-sized; they have humanoid ears, hands, and feet and are covered in very short fur. Lobizons are nocturnal and have darkvision with 30' range.

Lobizon live by feeding on the offerings to the dead (from flowers to candles and even non-edible things), if none are found they will feed on the remains of the dead, thus, they are commonly sighted in graveyards, where there can be as many as 3d4+1d8 Lobizons.

In combat Lobizon seek to grab its opponent with both hands, and if successful will automatically lick it. Those
licked by a Lobizon must save vs Spell or be afflicted by the curse of the Lobizon in 2d6 days.

Salamander, Sand and Wind are written as Salamandar

Salamander, Wind: Surprise chance should be 1-4 on d6
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Fraetor
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Location: Somerset, UK

Re: Basic Fantasy Field Guide 2

Post Tue Mar 14, 2017 12:37 pm

Pre-emptive edit:

Lobizon:
A Lobizon is a person cursed into becoming a malnourished, tailless wolf-like creature of human-size; it has humanoid ears, hands, and feet and is covered in very short fur. A lobizon is nocturnal and has darkvision with 30' range.

A lobizon lives by feeding on the offerings to the dead (from flowers to candles and even non-edible things), if none are found it will feed on the remains of the dead, thus, they are commonly sighted in graveyards, where there can be as many as 3d4+1d8 lobizons.

In combat a lobizon seeks to grab its opponent with both hands, and if successful will automatically lick it. Those licked by a lobizon must save vs Spell or be afflicted by the curse of the lobizon in 2d6 days.
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post Thu Mar 16, 2017 4:41 pm

Bazeley's Marvellous Clockwork Spheres
Armour Class: 11
Hit Dice: Variable
No. of Attacks: Variable
Damage: Variable
Movement: Variable, Individual spheres 60'
No. Appearing: 3d10 hit dice worth
Save As: variable
Morale: 12
Treasure Type: 100GP per hit dice slain in glowing blue crystals.
XP: variable

Another Invention of the mad wizard Bazeley, These Small bronze spheres, around an inch in diameter, are almost perfectly smooth and appear to be made of burnished bronze with small runes carved in intricate patterns around the surface.

The Spheres are generally found dormant in long forgotten rooms and dusty corners, guarding old and forgotten treasures. They may be covered with a cloth or otherwise concealed but to the outside observer they will appear to be useless , if potentially valuable curiosities, however! when the objects they guard are removed from a specific area, normally denoted by a thin line of runes that will glow gently in moonlight, the spheres activate. The runes carved upon them will glow a variety of colours and pulse at differing speeds and they will roll together into a moving mass of metal. On a 1-4 on a d6 will cause any interlopers to be surprised by this.

The spheres are Immune to fire based damage, as well a projectiles smaller than a ballista bolt, simply moving around the projectile.. They also can and will combine into a variety of different and versatile forms, They stick perfectly to one another and even when part of a larger whole, they move independently of one another, flowing almost like water around obstacles. The larger the form, the more stable the magic that holds them together and the harder they will be to kill

One of the more common combinations, the spheres can combine into a roughly humanoid 5' tall figure called a Sphere minor, that can use its arm like appendages to bludgeon enemies (1d6/1d6). Being a small form it is not very durable compared to larger forms (3HD) but it can move startlingly fast, moving at a rate of 60' per round and sprinting at 120' for up to three rounds. The Sphere minor can fit through gaps larger that a single sphere but if it is especially small, it will take them a round to recombine. The Sphere Minor saves as a fighter: 3 and when slain the spheres will throw themselves outwards in all direction at high velocity causing those who fail a save vs death ray to take 4d6 damage. The Minor is small enough to separate its individual spheres in order to avoid attacks and as a result, is extremely difficult to hit (AC 23)

A rarer combination, The Sphere Recombinant stands at around 6' tall atop wheels constructed entirely from rigidly linked spheres. The Recombinant is a lot more streamlined than the minor form and superficially resembles a skeleton. The Recombinant has one arm that is twice as long as the other that can fire out spheres with moderate force quite rapidly allowing it to attack two separate targets, or one target twice, per round (1d4+1/1d4+1) The fired spheres will quietly return to the Recombinant after being fired. Although larger than the Minor, The Recombinant is less durable as it contains less spheres due to being more spread out (1HD), It sacrifices durability for speed and is the fastest known sphere form, moving at 80' per round on relatively smooth terrain. It saves as Fighter: 1 and is not able to recombine itself to avoid attacks making it easier to hit (AC 16). When slain the spheres remain together and it slumps to the ground.

One of the most powerful forms known, the Sphere Major is a towering monstrosity, commonly standing at up to 12' tall, it is also very stocky and broad making it extremely tough (12HD). A hit from one of the Majors enormous club like fist is devastating (3d6/3d6) or it can launch clusters of spheres at multiple targets from anywhere in its body (1d4/1d4/1d4/1d4/1d4/1d4/1d4). It cannot do this frequently however as every 14 groups shot out will remove a hit dice which will then form into a Recombinant. The Major saves as fighter:12 and is very hard to effectively hit as it can reform around most attacks, although it is to thick to successfully avoid projectiles (AC 20).

Every hit dice worth of spheres contains enchanted crystals worth 100GP.
"If I have seen further it is by standing on the shoulders of Giants."
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post Thu Mar 16, 2017 5:02 pm

Here is my edit of the Sewer Boar:

Sewer Boar
Armour Class: 18
Hit Dice: 7
No. of Attacks: 1 charge or 1 bite
Damage: 1d12, 1d10
Movement: 30'
No. Appearing: 1d6 wild, 2d8 lair
Save As: Fighter: 5
Morale: 8
Treasure Type: none
XP: 670

A Sewer Boar is a boar that lives in sewers, mud hollows and marshes. It can grow up to 10 feet long and 5 feet tall. The sewer boar has thick brown fur and is covered in a layer of extraordinarily thick blubber; it is so thick that any non-magical weapon will be stuck in the hide unless a strength check (1 on 1d6+STR modifier) is made. The sewer boar will take half damage from all weapons except from spears which are the only ones that can pierce the flesh deep enough to cause significant harm. A sewer boar can charge 90' and in doing so, deals damage to all in its path unless a save vs death ray is made to get out of the way.
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post Fri Mar 17, 2017 10:05 am

This was more of a rewrite than an edit … and how am I meant to get this one into the singular?
We must throw SerGavin into a pit of paper tigers! ;P


Bazeley's Marvellous Spheres

Another invention of the alchemist Bazeley, The Marvellous Spheres are small bronze spheres, each around an inch in diameter, almost perfectly smooth and made of burnished bronze with small runes etched in intricate patterns about the surface.

The spheres are generally found dormant in long forgotten rooms and dusty corners, guarding old and forgotten treasures. They may be covered with a cloth or otherwise concealed but to an uninformed observer they will appear just as useless, if potentially valuable, curiosities. When the object they guard is removed from a specific area, normally denoted by a thin line of runes that will gently glow, the spheres activate. The runes carved upon them will glow a variety of colours and pulse at differing speeds and the spheres will roll together into a larger construct, which will then attack. This will surprise on 1-4 on a d6.

They stick perfectly to one another and even when part of a larger whole, they move independently of one another, flowing almost like water around obstacles or through small gaps. This allows them to avoid any projectile smaller than a ballista bolt. The spheres are also immune to fire based damage and take only half from any magical source, such as a fireball. The larger the form, the stronger the bond between the spheres, translating to a more durable foe. Individually the spheres can move at 60’ per round.

When defeated the spheres lose their bonds and collapse to the floor. Every hit dice worth of spheres contains enchanted sapphires worth 100gp.

Bazeley’s Marvellous Spheres, Sphere Minor

Armour Class: 23
Hit Dice: 3*
No. of Attacks: 2 bludgeon
Damage: 1d6 bludgeon
Movement: 60’
No. Appearing: 3d10 hit dice worth
Save As: Fighter: 3
Morale: 12
Treasure Type: 300 gp worth of crystals.
XP: 175

The most common form that the spheres take is the Sphere Minor. It is a roughly humanoid form that uses its arm like appendages to bludgeon its foes. It can move startlingly fast, once per day it can double its movement rate for 3 rounds.
Upon its defeat, the Sphere Minor will explode into a hail of dysfunctional spheres causing all within 10 feet who fail to save vs. death ray to take 4d6 damage.

Bazeley’s Marvellous Spheres, Sphere Major

Armour Class: 20
Hit Dice: 12*
No. of Attacks: 2 bludgeon or 7 sphere shot
Damage: 3d6 bludgeon or 1d4 sphere shot
Movement: 60’
No. Appearing: 3d10 hit dice worth
Save As: Fighter: 3
Morale: 12
Treasure Type: 1200 gp worth of crystals.
XP: 1975

The most powerful form is the Sphere Major, a towering monstrosity that stands at 12 feet tall. It uses its club like arms to bludgeon foes. Alternatively it shout out many clusters of spheres however each of these shots will remove a hit dice from the Sphere Major. The spheres shot out will then coalesce into a Sphere Recombinant. [Should this be in bold?]

Bazeley’s Marvellous Spheres, Sphere Recombinant

Armour Class: 16
Hit Dice: 1*
No. of Attacks: 2 shot
Damage: 1d4+1 shot
Movement: 60’
No. Appearing: 3d10 hit dice worth
Save As: Fighter: 1
Morale: 12
Treasure Type: 100 gp worth of crystals.
XP: 37

The rarest form, the Sphere Recombinant, stands at 6 feet tall atop wheels constructed entirely from rigidly linked spheres. The Recombinant is a lot more streamlined than the minor form and superficially resembles a skeleton. It has one large arm that can fire out spheres quite rapidly, allowing it to attack two separate targets, or one target twice, per round. The fired spheres will quietly return to the Recombinant after being fired. Although larger than the Minor, The Recombinant is less durable due to having sacrificed durability for speed. It is the fastest sphere form, moving at 80’ per round on relatively smooth terrain.
Last edited by Fraetor on Sat Mar 18, 2017 4:55 am, edited 3 times in total.
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post Fri Mar 17, 2017 11:50 am

That makes is much clearer Smoot, I honestly don't know why I did that the way I did. also, an addition to the spheres:

Bazeleys Marvellous clockwork Spheres, Sphere imprisoner
Armour Class: 20
Hit Dice: 8
No. of Attacks: none
Movement: 20'
Save As: Fighter: 8
Morale: 12
Treasure Type: 800GP worth of glowing crystals.

A rarely seen form of sphere, the Imprisoner will only assemble if there is only one intruder. Standing at 8' tall, it lacks arms and appears to be a large sphere, made of smaller spheres on legs. Once triggered, the Imprisoner will assemble around the intruder. On a failed save vs dragonbreath, all spheres in the room will fly towards the target simultaneously, encasing them in a cage of moving metal. The Imprisoner will then become dormant until either attacked or the correct command word is given. Most victims of the Imprisoner die of starvation or thirst.
"If I have seen further it is by standing on the shoulders of Giants."
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SerGavin
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Re: Basic Fantasy Field Guide 2

Post Sat Mar 18, 2017 9:36 am

Water Leaper, or Llamhigyn Y Dwr
Armour Class: 16
Hit Dice: 5
No. of Attacks: one bite or one sting
Damage: 2D6 / 1D3 + poison
Movement: 40'
No. Appearing: 1d4 lair 1 wilderness
Save As: Fighter: 5
Morale: 8
Treasure Type: none save that of its victims
XP:

A strange creature, prone to inhabiting swamps and lakes, The Water Leaper is described by some as resembling a giant frog with a large pair of bat's wings in place of its of forelegs, and a complete lack of hind legs, as well as possesing a long scaly, lizard-like tail with a barbed poision stinger at the end. It gets its name from the way it jumps and leaps across the water using its wings. The movement is often startling and they ambush their victims by leaping out of the water, latching on and dragging them back into the watery depths. The water leaper is known to prey on livestock and sometimes fishermen and is often blamed on disappearances in rural fishing communities.
"If I have seen further it is by standing on the shoulders of Giants."
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Fraetor
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Re: Basic Fantasy Field Guide 2

Post Sat Mar 18, 2017 4:01 pm

Water Leaper edit:

Water Leaper
Armour Class: 16
Hit Dice: 5
No. of Attacks: 1 bite or 1 sting
Damage: 2d6 or 1d3 + poison
Movement: 40'
No. Appearing: 1, Lair 1d4
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

A strange creature, prone to inhabiting swamps and lakes, the Water Leaper is described by some as resembling a giant frog with a large pair of bat's wings in place of its of forelegs, and a complete lack of hind legs, as well as possessing a long scaly, lizard-like tail with a barbed poison stinger at the end. It acquired its name from the way it jumps and leaps across the water using its wings. This movement is often startling and it ambushes its victims by leaping out of the water, latching on and dragging them back into the watery depths. The Water Leaper is known to prey on livestock, and sometimes fishermen, often blamed for disappearances in rural fishing communities.

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SerGavin
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Re: Basic Fantasy Field Guide 2

Post Sat Mar 18, 2017 6:16 pm

Good Idea.

Water Leaper edit:

Water Leaper
Armour Class: 16
Hit Dice: 5
No. of Attacks: 1 bite or 1 sting
Damage: 2d6 or 1d3 + poison
Movement: 60' flying, 40' water, 10' land
No. Appearing: 1, Lair 1d4
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

A strange creature, prone to inhabiting swamps and lakes, the Water Leaper is described by some as resembling a giant frog with a large pair of bat's wings in place of its of forelegs, and a complete lack of hind legs, as well as possessing a long scaly, lizard-like tail with a barbed poison stinger at the end. It acquired its name from the way it jumps and leaps across the water using its wings. This movement is often startling and it ambushes its victims by leaping out of the water, latching on and dragging them back into the watery depths. The Water Leaper is known to prey on livestock, primarily sheep and sometimes even fishermen, often being blamed for disappearances in rural fishing communities.
Last edited by SerGavin on Sat Mar 18, 2017 9:25 pm, edited 1 time in total.
"If I have seen further it is by standing on the shoulders of Giants."
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