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Re: Basic Fantasy Field Guide Volume 3

Posted: Thu Aug 20, 2020 3:11 pm
by Dimirag
How about... Barkghest :lol:

Found some typos:
Spellgoat: Change 1d4* HP to 1d4*
"no different than any other goat,." Remove the comma.
Considering it cast spells, should it save as a Magic User? I, as the creator, say Yes, but don't know if it would ok.

Re: Basic Fantasy Field Guide Volume 3

Posted: Thu Aug 20, 2020 3:31 pm
by Solomoriah
1d4 for hit dice should usually be written 1/2.

Re: Basic Fantasy Field Guide Volume 3

Posted: Thu Aug 20, 2020 7:07 pm
by Seven
If there is no objection, I'll switch to Barkgheist.

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 12:03 pm
by Seven
Infernal, Agares*

Armor Class: 21 (double dagger)
Hit Dice: 7+7*
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d8
Movement: 30'
No. Appearing: 1
Save As: Cleric: 7
Morale: 7
Treasure Type: L,N
XP: 735

An Agares is an intermediate demonic creature with a cunning intelligence. It looks like an eight feet tall red goblin with razor sharp teeth and black talons wearing the clothes of a magistrate or high government official, but can also appear as an old man and will mostly be encountered in that form. They are usually called upon to serve as adviser or guardian and in the latter case, they will choose deception over direct action in order to enforce their duties.

An agares will always be found in the company of a pet, either a basilisk, a cockatrice, or a gorgon which it can direct telepathically. It can speak any language and has Darkvison with a range of 120 feet. It is immune to poison and earth-based magic (such as being turned to stone) and only takes half-damage against fire, lightning, and cold attacks. Magical weapons are required to hit an agares and its skin is hard like stone.

An agares can cast wall of stone once a day, cause a localized earthquake once a turn, or breathe a cone of rock pebbles 30 feet long and 20 feet wide, causing 5d4 points of blunt damage every 1d6 rounds. The earthquake caused by an agares is limited to a diameter of 240 feet and the tremors are centered on the agares. The intensity of the tremors can be high enough to uproot a large tree or cave the roof of a cave, but as the creature loves stonework, it will be loathe to use it to damage stone buildings and fortifications, choosing instead to use it for show or to trigger traps such as an unstable pillar of stones or a dangerous object loosely held by a statue.

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 1:57 pm
by daryen
The ability "cause a localized earthquake once a turn" doesn't mean anything without defining what the effects of using the ability are.

What does it do? Save vs. Spells or fall down? Cause a cave-in? Cause the victim to be swallowed by the earth? Just make things shake for ten seconds? How big of an area is "localized"? More generally, does it annoy people, disadvantage people, or kill people?

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 3:14 pm
by Seven
It's part of the lore. Agares is supposed to be a minor Duke of hell who rides a cockatrice and causes earthquake. I turned it into some kind of archdemon type.

Earthquake was a 7th level Cleric spell and it was used mostly to damage fortifications or having some low odds of swallowing people into the ground.

In this case, an Agares is not likely to be used to for that, being either an adviser or a guardian who would not cause an earthquake unless there is a direct benefit of some sort. So I consider it more roleplay than combat. Like the ground shaking as a warming. Or having something in the room that could be triggered by it. There's lots of possibilities without putting numbers.

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 3:26 pm
by Dimirag
I also think that that ability needs more description, either as a full power or as a myth or something rarely done. As its stands now its a game changer, I would even go as far as making it able to cause them once per hour, or day or even per week depending on how much direct and indirect damage can cause

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 4:23 pm
by Seven
Ideally, I would have just referenced the spell, but there isn't one and that's fine.
I'm totally open to suggestions, but it shouldn't be overpowered.
The interesting feature is having to battle a monster with a turn to stone gaze/breath and something immune to its effect at the same time.
The Wall of Stone can be pretty powerful on its own, especially if used to remove some of the party from the battle and the Agares has enough hp and defenses to stay up for a while.

Maybe the stronger the earthquake, the longer before the next one?
An agares guarding a treasure would not crash the castle on top of it.
A minor tremor would possibly cause loss of balance and dislodge unstable stonework.
But an agares guarding a stone bridge over a bottomless chasm?
I'm just hesitant to put numbers for damage to structures.

Re: Basic Fantasy Field Guide Volume 3

Posted: Fri Aug 21, 2020 6:24 pm
by daryen
Well, the seventh level Earthquake spell is one I'm trying to add in the expansion of the New Spells Supplement. So, there's that, I hope.

But that is besides the point. I'm just saying that if a monster has an ability it is needed for that ability to *do* something. It doesn't have to be the effect of a seventh level spell. It doesn't even have to have any real numbers. But it still has to say what it does.

So, if the idea is just for atmosphere, say that. Say something like that he causes a minor tremor each turn to remind his opponents of his power. Or something like that. Just define what the power is supposed to do and be for, irrespective of how powerful it is.

Re: Basic Fantasy Field Guide Volume 3

Posted: Sat Aug 22, 2020 1:26 pm
by Seven
Celestial, Egregor*

Armor Class: 25 (double dagger)
Hit Dice: 12** (AB+13)
No. of Attacks: 1 weapon
Damage: Weapon +3
Movement: 50'
No. Appearing: 1
Save As: Cleric: 16
Morale: 12
Treasure Type: G
XP: 2,075

Legends say many centuries ago some celestial messengers fell in love with humans. Egregors are watchers put in place to ensure this never happens again. They appear as very tall humanoid figures, each in unique elaborate armor with full helmets that hide their features. Unlike other celestials, they do no have wings, but hover in the air and teleport at-will and without failure.

Egregors wield massive enchanted two-handed weapons with which they do 1d12+3 points of damage. They can teleport and strike in the same round. They can cast spells as a 16th-level Cleric and understand all languages, though they never speak.

Egregors are immune to sleep, hold and charm spells as well as illusions. They are unaffected by magic missiles, acid, cold, electricity, poison, gas, and normal fire. They take half-damage from fire spells. They take no damage from non-magical weapons.

Perhaps out of boredom, an egregor will appear from time to time to watch significant events from a high vantage point. It is rumored that they keep an eye on one another and that they sometimes reward adventurers who have impressed them with rare scrolls.