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Re: In which LibraryLass posts some monsters

Posted: Mon Feb 18, 2013 8:10 pm
by Joe the Rat
slashy slashy, gnashy gnashy, then brace itself to spew a foul corrosive toxic reek all over Beo- -asically the whole party... yeah...

I really like that.

Re: In which LibraryLass posts some monsters

Posted: Mon Feb 18, 2013 9:20 pm
by LibraryLass
So are you as bored of the same old four elementals as I am?

'Course you are! Let's fix that.

Elemental, Cold
Staff/Device/Spell
Armor Class: 18/20/22
Hit Dice: 8*/12* (+10)/16* (+12)
No. of Attacks: 1/1/1
Damage: 1d12/2d8/3d6
Movement: 40', Fly 30'
No. Appearing: special
Save As: Fighter: 8/Fighter: 12/Fighter: 16
Morale: 10
Treasure Type: None
XP: 945 1,975 3,385

Cold elementals resemble crude, headless ice statues, with long, sharp icicles in place of hands. Cold Elementals take double damage from fire attacks. They do an additional 1d8 points of damage against creatures that are hot or flaming in nature, as well as creatures made of liquids or oozes. A cold elemental's body is so bitterly cold that creatures within 5 feet take 1d6 damage automatically unless they are immune to the effects of cold and any liquids they touch immediately freeze solid. Cold elementals cannot enter places where the temperature is above 50 degrees Fahrenheit.

Elemental, Metal
Staff/Device/Spell
Armor Class: 18/20/22
Hit Dice: 8*/12* (+10)/16* (+12)
No. of Attacks: 1/1/1
Damage: 1d12/2d8/3d6
Movement: 30'
No. Appearing: special
Save As: Fighter: 8/Fighter: 12/Fighter: 16
Morale: 10
Treasure Type: None
XP: 945 1,975 3,385

Metal elementals resemble lithe figures made of molten metal. They are able to shape their extremities into cruel blades. Despite their appearances they are normally cool to the touch. Metal armor affords no protection against a metal elemental, and indeed they do an additional 1d8 points of damage to creatures, vehicles, or structures that are made of or in direct contact with some form of metal. Lightning attacks deal double damage to them. Metal elementals cannot cross a body of water greater than their own height.

Elemental, Lightning
Staff/Device/Spell
Armor Class: 18/20/22
Hit Dice: 8*/12* (+10)/16* (+12)
No. of Attacks: Special
Damage: 1d12/2d8/3d6
Movement: Fly 120'
No. Appearing: special
Save As: Fighter: 8/Fighter: 12/Fighter: 16
Morale: 10
Treasure Type: None
XP: 945 1,975 3,385

Lightning elementals resemble dark clouds, lit from within by flashes of lightning. They can magnetically draw metal items towards them as if using the spell Telekinesis, and deal an extra 1d8 damage to creatures that are in contact with water or metal but not touching solid ground. They take double damage when attacked with air or wind attacks (including air elementals). A Lightning elemental can choose either to strike a single creature, or create a mighty thunderclap. If the latter attack is used, all creatures within a 30' radius must save vs. Paralysis or be deafened for 1d8 turns.

Elemental, Wood
Staff/Device/Spell
Armor Class: 18/20/22
Hit Dice: 8*/12* (+10)/16* (+12)
No. of Attacks: 1/1/1
Damage: 1d12/2d8/3d6
Movement: 40', Fly 30'
No. Appearing: special
Save As: Fighter: 8/Fighter: 12/Fighter: 16
Morale: 10
Treasure Type: None
XP: 945 1,975 3,385

Wood elementals superficially resemble treants, but closer inspection reveals that rather than a single tree, they are created from dozens of interlinked plants and trees. They take double damage from fire attacks of any kind, and deal 1d8 extra damage to creatures in contact with vegetation, including weapons or shields made mainly of wood, as well as earthen or stone structures.

Re: In which LibraryLass posts some monsters

Posted: Mon Feb 18, 2013 9:27 pm
by LibraryLass
I want a lot of feedback on those, I don't think they're ready yet. But you know what they say. Release early, release often.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 1:52 pm
by LibraryLass
What time is it? Dinosaur time!

Dinosaur, Compsognathus
Armor Class: 12
Hit Dice: 1d4 hit points
No. of Attacks: 1 bite
Damage: 1d2
Movement: 40'
No Appearing: Wild 1d10
Save As: Normal Man
Morale: 8
Treasure Type: none
XP: 13

Compsognathus are tiny, chicken-sized prehistoric reptiles that run swiftly to catch insects and other small prey. Alone they are not much threat to people, but on occasion they have been known to gang up on a large creature, or to be taken by primitive magicians as familiars.

EDIT: Removed Diplodocus and Parasaurolophus as being redundant with creatures found in Monkey Island.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 2:30 pm
by LibraryLass
Dolphin
Armor Class: 15
Hit Dice: 2
No. of Attacks: 1 ram
Damage: 2d4
Movement: Swim 120'
No Appearing: Wild 2d10
Save As: F4
Morale: 8
Treasure Type: none
XP: 75

Dolphins are aquatic mammals that resemble large fish. Dolphins are highly intelligent and usually act friendly toward humans and humanoid creatures. Because they are mammals they must surface periodically to breathe air, though they can hold their breath for up to an hour of light activity, or two turns of strenuous action. Dolphins are frequently found in the company of mermaids.

Hippocampus//Kelpie
Armor Class: 13
Hit Dice: 2/2*
No. of Attacks: 2 hooves
Damage: 1d4/1d4
Movement: Swim 80'
No Appearing: Wild 10d10//Wild 1
Save As: F2
Morale: 7
Treasure Type: none//U
XP: 75//100

Hippocampi are the horses of the sea, with manes that look like seaweed and dolphin tails. Although they appear to be mammals, they are able to breathe underwater.

Kelpies are flesh-eating freshwater cousins of the hippocampus, and are able to take the form of a normal, but dripping wet, horse or human for 2 turns each per day. They are cruel and love nothing more than to drown and devour humans and humanoids.

Seahorse, Giant
Armor Class: 13
Hit Dice: 1
No. of Attacks: 1 ram
Damage: 1d4
Movement: Swim 80'
No Appearing: Wild 10d10
Save As: F1
Morale: 6
Treasure Type: none
XP: 25

Giant seahorses are not closely related to hippocampi, but are in fact actual seahorses, and grow almost to the size of a pony. Though they are not very strong or graceful, they are sometimes used by undersea races to carry or pull things because of their prehensile tails.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 6:10 pm
by Solomoriah
Hey, before you dig in to the dinosaurs too deeply, take a look at JN2 Monkey Isle. J.D. Neal did stats for a number of prehistoric beasties there... no idea if there's any overlap, nor if Smoot has any plans to include them in the Field Guide.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 6:26 pm
by SmootRK
I have not done much with the Dinos in the Field Guide... the giant combined tables will require me to do stuff with "sections" and throw wrenches into formatting. Just did not want to cross that until latest possible time period.

Perhaps I smell another sort of supplement in the works... "Lost World Adventuring" featuring Dinosaurs of various types (as the prominent feature), along with other appropriate ideas (primitive weapons (stone bone wood), adventuring races/classes for natives (caveman, etc.), ?? other ideas. Perhaps discussion on various eras that can be utilized (Pleistocene, Jurassic, etc. and the differences in flora/fauna).

Just ideas. There are only a couple of actual dinos in the Field Guide, and a few creatures that can go that way (Megatherium, etc.) so dropping from the Field Guide for another worthy Supplement like that would not bother me. If someone were to write such a supplement, they could probably duplicate stuff from the Core Rules just to be complete in itself. We might even get somebody like JDNeal to do one of his homage adventure jobs for something like "Dwellers of the Forbidden City"?? or otherwise make a little setting that can be utilized.

Just random thoughts.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 6:47 pm
by LibraryLass
...Okay, that could be a pretty cool idea.
Solomoriah wrote:Hey, before you dig in to the dinosaurs too deeply, take a look at JN2 Monkey Isle. J.D. Neal did stats for a number of prehistoric beasties there... no idea if there's any overlap, nor if Smoot has any plans to include them in the Field Guide.
Oh. Hm. I haven't really looked at any of the adventures except Morgansfort. :oops:

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 7:10 pm
by MedievalMan
Hey LibraryLass save some monsters for the rest of us k? ;)

Some nice work, you can really crank this stuff out. Have any plans for future works? Maybe I can plan around what your doing seeing as I as slow as molasses when it comes to writing.

Re: In which LibraryLass posts some monsters

Posted: Tue Feb 19, 2013 7:26 pm
by Dimirag
Oh, the old para-elementals y quasi-elementals, nice work.