Basic Fantasy Field Guide Volume 3

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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teaman
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Re: Basic Fantasy Field Guide 3

Post by teaman »

Great stuff, Jeff! Keeping the ball rollin'!
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chiisu81
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Re: Basic Fantasy Field Guide 3

Post by chiisu81 »

Yes Jeff, thank you for continuing your contributions! 8-)
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teaman
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Re: Basic Fantasy Field Guide 3

Post by teaman »

And here's a GOLEM, HAY illustration for FG3. Hope you can use it. If this one isn't the right size, it is also in dropbox.
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Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Lol nice...does he get to use an farm tools left stuck in him?
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teaman
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Re: Basic Fantasy Field Guide 3

Post by teaman »

Jeff Wrbelis wrote: Thu Oct 31, 2019 5:14 pm Lol nice...does he get to use an farm tools left stuck in him?
I didn't write the entry, just did the illustration. So if you want to have him use pitchforks, have at it man!
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Satyr Man-Stalker

Armor Class: 15
Hit Dice: 5**
No. of Attacks: 1 head butt/dagger or shortbow
Damage: 1d6 head butt, 1d4 dagger or 1d6 + Poison (-4 str/Halved movement; cumulative) bow
Movement: 40'
No. Appearing: 1, Lair 1d8, Wild 1d6
Save As: Fighter 5
Morale: 10
Treasure Type:
Individuals S; Lair I
XP: 450
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Solomoriah
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Re: Basic Fantasy Field Guide 3

Post by Solomoriah »

Nazgorean, Tigersquid

Armor Class: 16
Hit Dice: 7
No. of Attacks: 6 tentacles/1 bite (special) or 2 tentacles (special)
Damage: grab/1d12 or constrict
Movement: 60'
No. Appearing: 1
Save As: Fighter 7
Morale: 9
Treasure Type: Nil

A tigersquid has the general body plan of a normal tiger, but its bulbous head has only a large squidlike beak; it has no eyes, ears, nor even nostrils. Tigersquids seem to sense their environment by means of sound alone, in much the same way as hydramanders, but tigersquids have far sharper hearing. They can sense a creature by its heartbeat, for example, and only magical silence will "blind" them.

The most notable feature of a tigersquid is its tentacles; six short, powerful tentacles form a sort of "mane" around its head, and two long, slender tentacles serve as its tail. When stalking prey, the neck-tentacles lie flat against its back in rows, resembling a cape; when attacking, they fan out, making it look even larger than it is. The tail-tentacles twist and twine constantly, but are only used in combat if the creature decides to flee (i.e. fails a morale check).

A tigersquid makes an attack roll for each of its neck-tentacles, attacking just one creature; on a successful hit, these tentacles hold fast to the victim. If the tigersquid hits with even one tentacle, the victim is immobilized (unless it can successfully lift or drag the tigersquid, which will weigh between 800 and 1,200 pounds). If it hits with two or more, it may automatically bite for 1d12 points of damage. (It will not attack with its bite in any other way; if it isn't holding its prey firmly, it will not try to bite.) If the tigersquid hits with three or more tentacles, the victim is no longer able to attack, or indeed take almost any other action. Once a hold is established, the tigersquid will continue to hold its victim from round to round, attempting to hit with any unengaged tentacles and then biting if it holds with at least two.

Instead of attacking (if this is possible at all), a victim hit by a tigersquid's neck-tentacles is allowed a saving throw vs. Death Ray with Strength bonus (or penalty) added; if this roll succeeds, the victim has escaped one tentacle, and is allowed another roll immediately. So long as the victim succeeds at his or her saving throw, another save may be attempted, with each success freeing the victim from another tentacle.

If a tigersquid fails a morale check, it will release any hold it has, turn suddenly, and attack with its tail-tentacles. Unlike the neck-tentacles, the tail-tentacles may attack two different targets (if two are adjacent to the monster) or both may be directed against one opponent. If either or both hits, they wrap around the target; a saving throw vs. Death Ray with Strength bonus (or penalty) added is allowed, with success meaning that the target's legs are held but its arms are free. Otherwise, the victims arms and legs are held. Either way, any tail-tentacle that hits will detach from the monster and remain holding the victim, and on each subsequent round (not including the round when the attack was rolled) the victim suffers 1d4 points of damage from constriction. Detached tail-tentacles are AC 15, HD 1, and can continue constricting a victim for 2d4 rounds before dying if not killed sooner. A victim who fails the initial saving throw will be unable to escape without help, but if the initial save is made, a second save on a subsequent round will permit the victim to slip free.

Regardless of the success or failure of this attack, the tigersquid will flee at top speed in the following round. Opponents adjacent to the monster may make "parting shot" attacks, as it is depending on the tail-tentacles to immobilize its attackers.
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chiisu81
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Re: Basic Fantasy Field Guide 3

Post by chiisu81 »

Great artwork and another unique Nazgorian. 8-) Like the previous release will probably work on this early next week, thanks!
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Re: Basic Fantasy Field Guide 3

Post by Solomoriah »

Probably we need to review the Tigersquid and compare it to the other Nazgoreans, in case I've missed any important flavor text.

Oh, and thanks for the kind words! I'm hoping to get back to the Lost Pyramid soon, and adding some of the newer Nazgoreans is on my to-do list.
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chiisu81
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Re: Basic Fantasy Field Guide 3

Post by chiisu81 »

These 2 paragraphs (copied from the Nehnite in FG2) might need to be integrated:
Like other Nazgoreans, nehnites have an alien intelligence which is impossible for others to understand, causing them to be immune to charm magic as well as ESP or any other form of mind-reading. Each can cast spells like a Magic-User, but with unfamiliar, even strange displays. For instance, one might produce a fireball effect made of green lightning, or magic missiles in the form of acid globes.
Nehnites, like other outsiders from Nazgor, suffer damage when exposed to sunlight or dry air. Sunlight alone causes 1d4 points of damage per hour, as does dry air; exposure to both results in 1d8 points of damage per hour.
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