Basic Fantasy Field Guide Volume 3
Re: Basic Fantasy Field Guide Volume 3
Some great entries and artwork recently next release will be coming up soon.
Re: Basic Fantasy Field Guide Volume 3
Husk
Armor Class: 14 or better
Hit Dice: 3
No. of Attacks: 1 weapon
Damage: by weapon + 1
Movement: 60', Armored 50'
No. Appearing: 1d4
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 145
Husks are the drained bodies of humanoids creatures killed by some type of drain energy spell. As they look identical to zombies, they are often called fast zombies. Husks are even tougher than normal zombies and are capable of unleashing their pent up negative energy through burst of superhuman speed.
A husk takes only half damage from blunt weapons and only a single points from arrows, bolts or sling stones (plus any magical bonus). A husk has a +1 bonus to initiative and because of its supernatural strength does +1 damage as well. The Armor Class of an husk is partly the product of its speed and dexterity. A husk wearing chain mail or plate has an AC of 17 or 19, respectively, but will move slower.
A husk can be instructed by its creator to use any type of weapons, even bows and slings but are otherwise mindless and unaffected by charm, hold or illusions.
Husks can be turned by Clerics as a Ghoul.
Armor Class: 14 or better
Hit Dice: 3
No. of Attacks: 1 weapon
Damage: by weapon + 1
Movement: 60', Armored 50'
No. Appearing: 1d4
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 145
Husks are the drained bodies of humanoids creatures killed by some type of drain energy spell. As they look identical to zombies, they are often called fast zombies. Husks are even tougher than normal zombies and are capable of unleashing their pent up negative energy through burst of superhuman speed.
A husk takes only half damage from blunt weapons and only a single points from arrows, bolts or sling stones (plus any magical bonus). A husk has a +1 bonus to initiative and because of its supernatural strength does +1 damage as well. The Armor Class of an husk is partly the product of its speed and dexterity. A husk wearing chain mail or plate has an AC of 17 or 19, respectively, but will move slower.
A husk can be instructed by its creator to use any type of weapons, even bows and slings but are otherwise mindless and unaffected by charm, hold or illusions.
Husks can be turned by Clerics as a Ghoul.
Last edited by Seven on Mon Sep 28, 2020 1:48 pm, edited 2 times in total.
Re: Basic Fantasy Field Guide Volume 3
.I think all these games/editions are missing out on the concept of fast zombies (more modern sort of zombie idea), so yes, I would say they could be really fun.
Another similar idea would be that of a "plague zombie"... extremely virulent spread of zombies in the vein of Walking Dead. They can be either slow (normal) or fast zombie sorts
I dunno. Mummies are pretty much plague zombies and disease are hard to deal with at low level.
I kind of like the idea of a pseudo-zombie which is not really dead and can't be turned.
I already touched on the spores angle with the infected, but maybe an insect with a larvae that eats the brain?
Ghouls also can serve as fast zombies. And they are contagious.
The only thing that limits the spread of ghouls is the size of the community they infect.
Re: Basic Fantasy Field Guide Volume 3
r18 uploaded.
https://www.basicfantasy.org/showcase.cgi?sid=184
Thank you to everyone continuing to contribute!
https://www.basicfantasy.org/showcase.cgi?sid=184
Thank you to everyone continuing to contribute!
Re: Basic Fantasy Field Guide Volume 3
Thanks for all your hard work, Chii. I just downloaded the latest revision and it looks great!chiisu81 wrote: ↑Tue Sep 29, 2020 2:49 pm r18 uploaded.
https://www.basicfantasy.org/showcase.cgi?sid=184
Thank you to everyone continuing to contribute!
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
https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
Re: Basic Fantasy Field Guide Volume 3
It's really coming together. Thanks Chii!
Re: Basic Fantasy Field Guide Volume 3
Cuhtli
Armor Class: 16
Hit Dice: 9+** (AB+8)
No. of Attacks: 1 stinger / 1 constriction or spells/powers
Damage: 1d4 stinger + poison/2d6 constriction
Movement: 20' Fly 60'
No. Appearing: 1d2, Lair 1d6
Save As: Fighter : 9+
Morale: 12
Treasure Type: B, I
XP: 1,225
A Cuhtli is similar to a couatl, but is as black-hearted as the former is kind. A cuhtli is a large golden serpent with a pair of raven wings and a stinger at the end of its tail. It speaks common and can communicate with all reptiles and avians telepathically. It has Darkvision with a 90 foot range. Cuhtlies typically hide from the sun and are mostly encountered at night or during prolonged rainfalls.
In combat, a cuhtli will wrap itself around its prey inflicting 2d6 points of damage per round. Damage is automatic once one hit is scored and the cuhtli will then use its stinger for 1d4 points of damage plus poison (save vs poison or die instantly) on subsequent rounds.
A cuhtli can cast spells as a magic-user (45%), Cleric (45%) or both (10%) equivalent to their HD (9th+ level). In addition, a cuhtli can, at will, use detect invisibility, detect magic, ESP, read languages and a version of charm monster that affects reptiles and avians. A cuhtli can also become invisible and insubstantial at will moving at half speed and through objects freely. A Cuhtli can teleport twice per day.
A cuhtli can polymorph itself at will, preferring reptile and avian forms and will often use those forms in combat.
Armor Class: 16
Hit Dice: 9+** (AB+8)
No. of Attacks: 1 stinger / 1 constriction or spells/powers
Damage: 1d4 stinger + poison/2d6 constriction
Movement: 20' Fly 60'
No. Appearing: 1d2, Lair 1d6
Save As: Fighter : 9+
Morale: 12
Treasure Type: B, I
XP: 1,225
A Cuhtli is similar to a couatl, but is as black-hearted as the former is kind. A cuhtli is a large golden serpent with a pair of raven wings and a stinger at the end of its tail. It speaks common and can communicate with all reptiles and avians telepathically. It has Darkvision with a 90 foot range. Cuhtlies typically hide from the sun and are mostly encountered at night or during prolonged rainfalls.
In combat, a cuhtli will wrap itself around its prey inflicting 2d6 points of damage per round. Damage is automatic once one hit is scored and the cuhtli will then use its stinger for 1d4 points of damage plus poison (save vs poison or die instantly) on subsequent rounds.
A cuhtli can cast spells as a magic-user (45%), Cleric (45%) or both (10%) equivalent to their HD (9th+ level). In addition, a cuhtli can, at will, use detect invisibility, detect magic, ESP, read languages and a version of charm monster that affects reptiles and avians. A cuhtli can also become invisible and insubstantial at will moving at half speed and through objects freely. A Cuhtli can teleport twice per day.
A cuhtli can polymorph itself at will, preferring reptile and avian forms and will often use those forms in combat.
Re: Basic Fantasy Field Guide Volume 3
Missed Zoltors' Gremilkin illustration; will be in the next release.
Re: Basic Fantasy Field Guide Volume 3
Grim*
Armor Class: 20 (doubledagger)
Hit Dice: 6+6**
No. of Attacks: 1 bite
Damage: 2d6 bite
Movement: 60'
No. Appearing: 1
Save As: Cleric: 10
Morale: 12
Treasure Type: Nil
XP: 610
A dog buried in the corner of a temple or a graveyard will rise up as a Grim and will become its guardian. A grim will appear as a large dog regardless of its actual size in its previous life.
A grim is never surprised and will lurk invisibly and silently. A grim may only be hit with magical weapons. It is immune to charm, hold, sleep and illusions spells. It can see invisible beings and magic auras and it cannot be turned. The lick of a grim can cure light wounds, cure disease and neutralize poison. The barking of a grim can dispel evil. The howling of a grim can Turn undead as a 10th-level Cleric and can be heard a mile around.
Armor Class: 20 (doubledagger)
Hit Dice: 6+6**
No. of Attacks: 1 bite
Damage: 2d6 bite
Movement: 60'
No. Appearing: 1
Save As: Cleric: 10
Morale: 12
Treasure Type: Nil
XP: 610
A dog buried in the corner of a temple or a graveyard will rise up as a Grim and will become its guardian. A grim will appear as a large dog regardless of its actual size in its previous life.
A grim is never surprised and will lurk invisibly and silently. A grim may only be hit with magical weapons. It is immune to charm, hold, sleep and illusions spells. It can see invisible beings and magic auras and it cannot be turned. The lick of a grim can cure light wounds, cure disease and neutralize poison. The barking of a grim can dispel evil. The howling of a grim can Turn undead as a 10th-level Cleric and can be heard a mile around.
Re: Basic Fantasy Field Guide Volume 3
Grimhost*
Armor Class: 18 (doubledagger)
Hit Dice: 5** or higher
No. of Attacks: by weapon
Damage: by weapon
Movement: 40'
No. Appearing: 1
Save As: Cleric: 10
Morale: 12
Treasure Type: Nil
XP: 450 or higher
The first individual buried in a temple or a cemetery will sometimes rise up as its ghostly protector. To avoid this fate, a dog is often buried first. A grimhost will lurk invisibly and silenty. It might chose to appear as the living person it once was to gain information or assistance or to issue a warning. It will always appear as a ghostly shade to protect his charge.
A grimhost will retain the abilities it had in its former life, however a former Magic-User will only be able to cast spells if a spell book is left available to its use. A grimhost's weapon is a manifestation of its essence and is considered a magic weapon but it does not exist on its own.
A grimhost can see invisible beings and magic auras. It can cure light wounds, cure disease and neutralize poison by laying hands. Magic weapons are required to harm a grimhost and it is immune to charm, hold, sleep and illusion spells. A grimhost can also cast dispel magic and dispel evil and Turn undead as an 8th-level Cleric or better, without the need for a holy symbol.
Armor Class: 18 (doubledagger)
Hit Dice: 5** or higher
No. of Attacks: by weapon
Damage: by weapon
Movement: 40'
No. Appearing: 1
Save As: Cleric: 10
Morale: 12
Treasure Type: Nil
XP: 450 or higher
The first individual buried in a temple or a cemetery will sometimes rise up as its ghostly protector. To avoid this fate, a dog is often buried first. A grimhost will lurk invisibly and silenty. It might chose to appear as the living person it once was to gain information or assistance or to issue a warning. It will always appear as a ghostly shade to protect his charge.
A grimhost will retain the abilities it had in its former life, however a former Magic-User will only be able to cast spells if a spell book is left available to its use. A grimhost's weapon is a manifestation of its essence and is considered a magic weapon but it does not exist on its own.
A grimhost can see invisible beings and magic auras. It can cure light wounds, cure disease and neutralize poison by laying hands. Magic weapons are required to harm a grimhost and it is immune to charm, hold, sleep and illusion spells. A grimhost can also cast dispel magic and dispel evil and Turn undead as an 8th-level Cleric or better, without the need for a holy symbol.
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