Basic Fantasy Field Guide Volume 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Solomoriah
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Re: New Monsters 2015-2016 (Field Guide 2?)

Post by Solomoriah »

Nice.

Note that Read Languages, the standard BFRPG spell which might apply here, cannot be used to read languages which no creature in the world can read normally (i.e. without magic). This would render some of your Sapient Glyphs forever locked away, unless someone finds a "rosetta stone" to decode the writing.
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Re: Basic Fantasy Field Guide 2

Post by PapersAndPaychecks »

Cheiropteran

Armour class: 16 or better
Hit dice: 4 or better
Attacks: 1
Damage: By weapon +2 owing to strength -- typically halberd for 1d10+2
Movement: 30 ft
No. appearing: 10d6 (lair) or 2d6 (wandering)
Save as: Fighter: 4 or better
Morale: 9
Treasure type: B, M (in lair only)
XP: Variable

Cheiropterans look like bugbears with the heads of great, misshapen bats. Their empty eyesockets are sewn shut. They are typically armoured with mailshirts and wear hard, heavy boots. They are the bat-people of the deep underdark. They are born with eyes, but their priests sacrifice their eyes to Camazotz shortly after birth, so almost all cheiropterans encountered will be blind. They can "see" through echolocation as a bat does.

For every 10 cheiropterans, one will be a corporal with AC16 and 5 hit dice. For every 30, one will be a sergeant with AC17 and 41-50 hit points, attacking as a 6 hit dice monster. If there are 50 or more, one will be a captain with AC18 and 51-60 hit points, attacking as a 7 hit dice monster. There is a 50% chance that a priest will accompany a party of cheiropterans. Priests are clerics with full spellcasting powers of level 4-7. If a priest is encountered there will also be 1-3 acolytes of level 1-3. Females are only encountered in their lair, and if they must fight they do so as gnolls; there will be females equal to 50% of the number of males. Where females are encountered there will be one whelp for every female. Whelps will typically flee but can fight as goblins if they must.

80% of a given force will be armed with halberds, 20% with longbows.

Cheiropterans are immune to any magic involving their vision, including most illusions. Magical silence affects them as darkness would affect a sighted creature.

Rumour has it that the two great cheiropteran cities, which lie deep underground, are each ruled by a council of High Priests called Hierarchs, whom Camazotz has blessed with vampirism. Other rumours speak of renegade cheiropterans with eyes.

Personal equipment: In addition to the treasure shown, individual cheiropterans will carry 1d100 triangular bone coins. These are religious tokens, of value only to cheiropterans. They will also carry a strip of chewed rawhide. This is an ancestor-strip, bearing the teeth-marks of the preceding generations, and may be ransomed back to the cheiropteran leaders for as much as 10gp. Priests will carry a silver holy symbol of Camazotz which is worth 25gp on the open market, or 100gp in ransom to the leaders.

Wandering Cheiropterans are sometimes (35%) found together with 3d6 chupacabras (q.v.), which they train as hounds. A Cheiropteran lair has a 90% chance of containing 5d6 Chupacabras.

Chupacabra

Armour class: 16
Hit dice: 2+3
Attacks: 1
Damage: 1d8
Movement: 30 ft hopping
No. appearing: 1d2 (wild) or 3d6 (with Cheiropterans)
Save as: Fighter: 1 or better
Morale: 9
Treasure type: None
XP: 100 + 2/hp

Reptiles with a row of spines running down their backs, chupacabras hop like kangaroos. Their eyes glow red and their screech is awful to hear. They are nocturnal carnivores.

Chupacabras are feared in farming communities because they kill so much livestock. A chupacabra will kill far more than it needs to eat. They particularly love the taste of goat.

Owing to the chubacabra's excellent sense of smell, Cheiropterans train them and use them as hounds.
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Re: Basic Fantasy Field Guide 2

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Someone's got to work on this one.
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Re: Basic Fantasy Field Guide 2

Post by Fastjack2xs »

Bone Viper
Armor Class: 14
Hit Dice: 1*
No. of Attacks: 1 spit or 1 bite
Damage: 1d4 + poison
Movement: 40'
No. Appearing: 1d4
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 37

Description: Bone Vipers are unnatural creatures magically created through the use of necromancy to be used as guards and as deadly “mobile” traps. Their poison has been magically retained and strengthened. They are able to spit their poison up to 6 feet causing blindness or injecting it by means of their bite. Anyone hit by a spit attack must make a save v. Poison or become blinded, and anyone bitten must make a save v. Poison or die within three rounds.

Like other undead creatures bone vipers may be Turned by clerics.
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Re: Basic Fantasy Field Guide 2

Post by Solomoriah »

Paper Tiger
Armor Class: 15
Hit Dice: 7*, 9*, or 11*
No. of Attacks: 2 claws/1 bite
Damage: 1d8/1d8/2d6
Movement: 60'
No. Appearing: 1
Save As: Fighter 7, 9, or 11
Morale: 12
Treasure Type: None

A paper tiger initially appears to be an ordinary scroll or book, and will almost always be found in a library or other large cache of similar materials. If opened and perused, the paper will expand and refold into the form of a life-sized origami tiger; this transformation requires a full round, during which time the paper tiger has an Armor Class of just 11, but as the creature surprises on a roll of 1-5 on 1d6 it is likely to complete its transformation unscathed.

As soon as the paper tiger's transformation is complete, it will attack. As a paper tiger is a construct created to protect the library in which it is found, it will prefer to attack the character who activated it, but it will continue attacking until it is destroyed or all possible opponents have left the area it protects. Note that it will not normally leave the vicinity of the library it wards, though if more than half of the books and/or scrolls are removed from the library it may choose to pursue the creatures who took them. Also note, if the paper tiger is taken in book/scroll form without being opened, it will attempt to return to its library, attacking anyone who gets in its way.

As a construct, paper tigers are immune to sleep, charm, and hold magic, and have no minds which may be read using ESP. They are immune to poison and any other effects that specifically harm living creatures. They are especially vulnerable to fire, taking double damage from any fire-based attacks made upon them.

If all interlopers leave the library and remain out of the paper tiger's sight for at least a turn, the creature will resume its original form, hiding itself among the books or scrolls of the library. In this form the paper tiger is very nondescript; even creatures who know such a creature is present will not usually be able to identify it, though the creature who activated one has a chance equal to 1 on 1d6 to do so. Adjust this roll using the creature's Intelligence bonus (as for the Strength bonus when opening doors, i.e. a 13 Intelligence gives a 1-2 on 1d6 chance, etc.). While in its book or scroll form, the paper tiger heals 1d6 points of damage each hour.

Sometimes, if a library contains the sort of knowledge that its curator believes is too dangerous to ever be revealed, it may be warded by a flash paper tiger. These creatures look and behave exactly as a normal paper tiger, but if slain or successfully attacked with fire a flash paper tiger explodes in a fireball (as the spell) doing a number of dice of damage equal to the creature's Hit Dice. This fireball has the usual chance to ignite flammable materials in the area of effect, but as a special feature will instantly ignite any and all unprotected paper items the flames touch. (A spellbook inside a backpack counts as "protected" and thus receives a saving throw, but a scroll held open by a character will instantly burn to ash.)

Paper tigers are white or cream-colored, with stripes made of closely-packed letters, numbers, runes, or other symbols.
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Re: Basic Fantasy Field Guide 2

Post by Dimirag »

Based on this

Gorophont (Didn't go with Gorillaphant because its used on other games)

Armor Class: 18
Hit Dice: 9
No. of Attacks: 1 punch/1 weapon/1 trample
Damage: 1d6/1d8/3d6
Movement: 40'
No. Appearing: wild 2d4, lair 5d4
Save As: Fighter: 9
Morale: 10
Treasure Type: None
XP: 1,075

Gorophonts are a centaur-type creature, having the upper body of a gorilla and the lower body of a small elephant. Gorophonts are fierce territorial creatures, and they typically fight with a very large lance.

Gorophonts are great trackers and hunters. There is only a 1 in 6 chance of surprising them. Gorophonts also have a 1 in 6 chance of casually observing tracks on the road, and a 3 in 6 chance to actively track a prey; against known preys, this increases to a 5 in 6 chance.

There is a 1 in 10 chance that a Gorophont will be a Silverback, having an extra +2 to any damage roll, a Moral score of 12, and an XP value of 1,150. Any Gorophont fighting alongside a Silverback counts its Morale as if it where a 12; the loss of a Silverback results in a Moral Check with a -6 penalty.
Last edited by Dimirag on Tue Jan 24, 2017 4:54 pm, edited 1 time in total.
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Deep One, Lagoon Creature

Post by SmootRK »

This one goes along with the Deep Ones found a ways back in this topic.

Deep One, Lagoon Creature
Armor Class: 18
Hit Dice: 5+5
No. of Attacks: 2 claws 1 bite
Damage: 2d4 claws, 1d6 bite
Movement: 20', Swim 30'
No. Appearing: 1d4
Save As: Fighter: 5
Morale: 9
Treasure Type: A
XP:

Lagoon Creatures are a form of hybrid deep ones that have branched away from the other coastal water-dwelling deep ones, instead preferring deep and dark stagnant swampy regions. Each is a large humanoid with significantly scaly bodies, almost like carapace. Its extremities are broad and fin-like with sharp clawed ends, and its mouth contains razor-sharp gar-like teeth. Like other deep ones, their huge unblinking eyes give them darkvision 60' and superior eyesight while underwater. Lagoon creature individuals seem less intelligent than most other deep ones.

While lagoon creatures are solitary or found in very small groups, deep one masters may call upon them as bodyguards or shock troops when necessary.
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Re: Basic Fantasy Field Guide 2

Post by Dimirag »

Gellybone
Armor Class: 14 (see below)
Hit Dice: 2
No. of Attacks: 1 claw
Damage: 1d6 claw
Movement: 30
No. Appearing: 2d4+3
Save As: Fighter: 2
Morale: 12
Treasure Type: None
XP: 75

Gellybones are Skeletons that have passed thru a special magical procedure that have converted their bones into a gelatin-like structure. They take only half damage from blunt weapons, and only a single point from arrows, bolts, or sling stones (plus any magical bonus). As with all undead, they can be Turned by a Cleric, and are immune to sleep, charm, or hold magic. As they are mindless, no form of mind reading is of any use against them. Gellybones never fail morale, and thus always fight until destroyed.
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Re: Basic Fantasy Field Guide 2

Post by SerGavin »

Rabbit Snake
AC: 13
Hit dice: 2
Movement: 50'
Attacks: Spit + bite
Damage: 1d4 spit, 1 bite
Number appearing: 1d4+3
Treasure type: none
Saves as fighter 2
Morale 8
XP: 125

The rabbit snake is just as it sounds, a snake with the head of a rabbit and the tail of a rabbit but just on the end bit. They are normally found in mild climates and grasslands and live underground in burrows preying on rabbits, deer, and similar creatures. They are vicious predators and will attempt to lure unwary travellers and predators near their burrow where they will then strike using their deadly venom (save vs poison or die) to incapacitate their victims and if that is not enough they can also spit acid at the range of 20' to do 1d4 damage (save vs death ray to avoid) They can disguise themselves as rabbits using the grass to cover their more snake like features, bobbing up and down to give the appearance of jumping.

The average specimen is around 9 feet long and is covered in patches of fur sticking out from underneath scales which are shed when the snake sheds its skin. its colouration can vary but is generally similar to that of rabbits that inhabit the same habitat. Their skin can be quite valuable as it is normally aesthetically pleasing and highly resistant to most kind of acids.


Hawksian Griffon
AC: 18
Hit Dice: 8
No. of Attacks: 2 claws, 1 bite / 2 bludgeons
Movement: 40'
Damage: 2d6/2d6/2d10 or 1d12/1d12 and save vs death ray or be stunned for one round.
Number appearing: 1d4-2
Morale: 11
Treasure type: F
Saves as: fighter 8
XP: 945

Much like a regular griffon, the Hawksian griffon is a combination of lion and eagle. Unlike a regular griffon it's front half is lion and the rear half is eagle. The result of a twisted magical experiment it is an extremely aggressive and dangerous animal. Unlike its flying cousins the Hawksian griffon does not posses wings that allow it to fly, instead having malformed bone stubs that it can use to bludgeon enemies in combat. They are also slightly larger than their cousins measuring about 12' from nose to tail and standing around 7' tall.

Hawksian griffons have a wide variety of colourations, however they tend towards a combination of dark grey and red with a multicoloured patch of fur and feathers marking the point where lion and eagle meet with females of the species being slightly larger. The griffons prefer grasslands and Savannah and prey upon pretty much anything that crosses their path. Unlike lions and griffons, Hawksian griffons are mostly solitary creatures and any groups found will be mating pairs. It has been suggested that they seek solitude as they are in constant pain due to deformities caused by the process that created the species. In addition, their lives are frequently brutal, hard and short and they target human mages over all others, perhaps in dim recognition as the beings who originally cursed them to their joyless existence.

Dancing Shadow
AC: 19**
Hit dice: 3
Movement: 40'
No. of attacks: claw + special
Damage: 1d6 + special
Treasure type: A
Morale: 8
Number appearing: 1d6-1
Saves as: Fighter 3
XP: 175

The Dancing shadow is a rare and unusual monster that seemingly requires no sustenance and also can seem to act randomly or without reason. Upon closer inspection however patterns in their actions become apparent, all to often far too late for those involved, that suggest some strange or nefarious agenda.

Dancing shadows appear to be regular shadows at a cursory glance and upon contact with a humanoid creature they can latch on, disguising themselves as the persons shadow almost flawlessly, however the observant may notice the it never flickers and sometimes is not in the direction that the local light source would cause. They will then remain dormant for a period of several days before striking, often at highly inopportune moments. With a successful attack roll the target must succeed a save vs spells. If the save is passed, the shadow will transfer to the nearest humanoid unless they are warded with a circle of salt which the shadows hate above all other things. If the save is failed, then the target will lose control of their body which the shadow will puppet, causing them to dance badly and uncontrollably. At this moment the shadow is vulnerable to attacks from magic weapons and spells and can be slain. If not saved from their fate by the efforts of their companions then the victim will die of exhaustion in 1d6 hours + their constitution modifier.

Spirit of Vengeance
AC: 20**
Hit dice: 10
No. of attacks: 3 with weapon
Damage: as weapon +3
No. appearing: 1
Morale: 12
Saves as: fighter 10
Treasure type: weapon with + of 1d3 and 1d10 x 100 PP
XP: 1480

The spirit of vengeance is a creature made entirely of a dark and shadowy yet tangible mist. They take the form of a tall, heavily armoured and ornate figure wielding a great weapon in its spectral hands. They are wreathed in blue spectral flames and their eyes glow a bright blood red. It can appear differently to the betrayer, playing off of their fears and memories to take a form most terrible to the beholder. An aura of unease surrounds the spirit and those in proximity can experience cold sweats and an unexplained feeling of dread. Others signs of its presence include: A sudden drastic drop in temperature and a massive increase in storms and lightning in the area. All creatures 4 hit dice or under including even constructs and the undead must make a save vs death ray or become afraid and act as if turned for 1d4+1 rounds.

A spirit of vengeance comes into being in places where a grave betrayal was committed, sometimes even resembling someone who was killed in the event. It then relentlessly pursues the betrayer or their descendant and attempts to enact its vengeance upon them, which is normally related to the manner of betrayal if possible and appropriate. They are highly intelligent and can sense the thoughts of humanoids in close proximity as well as being able to possess them just as a ghost does.

Their touch can drain the life force from others and it gains half of the hit points drained as health but otherwise this abillity functions just as energy drain.

It can be killed in combat but if so it shall rise again upon the next full moon and continue the pursuit of its quarry. The only ways for it to die permanently are either for the pursued to die by its hand or for it to be tricked onto consecrated land (which it will normally avoid at all costs), be doused in holy water and then be slain under the full moon.

Bartleby's Wondrous Automaton
AC: 18
Hit dice: 4
No. of attacks: 1, with weapon
Damage:as weapon
No. appearing :3d8 wild 10d10 lair
Treasure type: H
Morale: 12
Saves as: fighter 4
XP: 320

While the automaton may appear to the superstitious to be some strange type of undead due to their appearing as seven foot tall steel or brass humanoid skeletons this is, of course nonsense. What they are is however fascinating as they seem to be mechanical contraptions animated by extremely intricate clockwork with hot steam in the place of blood. They can vary in appearance as some are nothing more than a drab but intimidating grey steel whereas others are resplendent in gleaming brass and copper with plates of engraved metal covering their inner workings and more vulnerable areas. They wield a wide variety of weapons with great competence but seem to have a preference for crossbows and axes as they are seen using them more than any other weapon. Their components are highly valuable and sought after by many collectors and smiths.

In close quarters they can expel searingly hot steam from their faces in a 10' cone doing 1d12 damage. Those hit can save vs dragon breath for half damage. Occasionally they can breathe a mixture of steam and a sticky tar like substance on fire. This does 2d12 damage but is otherwise the same. They can do this once a day and they suffer 4 damage from doing so.

One in every 10 will be an Automaton Alpha (XP: 610) which stands at 9' tall, can breathe twice a day, has 6 hit dice and are more heavily armoured having an AC of 20. One in every 50 will be an Automaton Primus (1480) which stands at 12' tall has 10 hit dice, can breathe flame infused steam for 3d12 three times a day and has an AC of 22.

It is theorised that they were constructed by the mad wizard and famous author, Bartleby the Bard during his later years as paranoia overtook him before his untimely and unusually mysterious death. They may also have a method of replicating themselves as there seem to be more than it would be reasonable to assume Bartleby had the capacity to build. They can frequently be found guarding the enormous amount of books Bartleby wrote in strange but wonderful library fortresses.

Skeletal Flayer
AC: 15
Hit dice: 1
No. of attacks: whip/claw
Damage: 1d6(+2)/1d6
Saves as: Fighter 1
Movement 40' (50')
Morale: 12
Treasure type: A
No. appearing: 1d6 wild 3d6 lair
Xp: 37

The skeletal flayed appears to be a regular skeleton with its forearms and hands replaced with a long whip and a steel curved blade. These skeletons are disturbingly unique in their method of attack. They attempt to flay the skin off of their victims during combat, using the blade and whip to brutal and grisly effect. If successful they will then probably proceed to wear the victims skins as a grotesque mockery of life and often can be mistaken for zombies as a result of the skins progressively decomposing.

A skeletal flayer that has not recently killed and skinned a victim is mechanically similar to the regular skeleton but when wearing the skin of a humanoid of roughly the same size they gain the following benefits: +2 to all damage, half damage from both bladed and blunt weapons and a 10' movement bonus.

Cthaeh
Armour Class: 11**
Hit Dice: 12**
No. of Attacks: Swarm of mirror Butterflies
Damage: 3d6 damage per round in a 20' radius around the tree and save vs wands or be blinded while inside the radius.
Movement: none
No. Appearing: 1
Save As: Fighter: 12
Morale: 6
Treasure Type: fruit that can be worth around 2d8x100 PP
XP: 2175

The Cthaeh is a creature of the fey, and an extremely dangerous one at that. It manifests itself as an ancient tree that somewhat resembles an ancient gnarled oak, branches bristling with metallic brass like leaves that are hard edged and razor sharp, multicoloured and shaped like long, thin knives. It prominently displays multitudes of strange and differing fruit and beautiful and exotic flowers amongst the lowest of its leaves, both blooming on the tree at the same time. Butterflies with wings like radiant mirrors lazily circle the tree and subtly kill any birds, insects or small animals that move too close to the Cthaeh. The butterflies then proceed to feast on the carrion and rapidly strip them to the bones and soon after even those being destroyed. While they may appear to be separate symbiotic organisms, do not be fooled, they are just as much a part of the Cthaeh as its leaves or branches.

The Cthaeh is inhumanly intelligent as well as cunning and devious, but they are also naturally malevolent and wherever they appear disaster and grief surely follow. The tree like beings entertain themselves by tricking mortals into eating their fruit and seeking the forbidden knowledge the Cthaeh freely distribute, these adventurous souls only far later fully realising the true cost of these gifts. The Cthaeh speaks all languages and also have the ability to teach magic users new and potent spells as well as all of the regular selection. One of their flowers, which resembles the end of a pitcher plant yet is a swirling mix of brilliant shades of violet and deepest blue, secrets magic ink at the rate of one spell level per day and it favours using this resource as a means of temptation upon gullible and greedy magic users. Another flower heals wounds functioning as the spell Heal when brewed into tea while another is a highly potent panacea. There is a fruit borne upon its branches that is shaped like the most perfect apple, deep red and ripe, it will cause near instant death upon any contact with the skin and if ingested quickly enough, the victim will rise from the grave a month later as a fresh and bloodthirsty vampire. A different fruit bears seeds shaped like dragon teeth that when planted in the ground grow into wooden armoured skeletons (function the same as skeletons and are obedient to the summoners commands).

While these wonders may seem miraculous, there is a dark price placed upon them. Death and misfortune follows those who are blessed by the Cthaeh and their lives almost always end in ruin. so long as one enjoys the benefits of the gifts, rolls for random encounters always reroll fives and sixes and there is a 20% chance that double the number of monsters rolled appear. The saves of the "blessed" and those around them suffer a -2 penalty, suffer a -2 penalty to monster reaction rolls and wisdom based ability rolls suffer a -1 penalty. In addition their familys tend to encounter tragedy far more often than most and relationships will tend to end in violence and suffering.

These detriments can be avoided if the recipients eschews the gifts of the Cthaeh by removing them completely from their person, for example a cripple who bargained for the use of their legs could remove them to end the curse However if the benefits are gained by tricking or stealing them from the tree via games of wit and feats of stealth and thievery then the gifts are free of all penalty but the wrath of the Cthaeh itself.

The Cthaeh is a powerful magic user itself, being able to use up to 6th spells as a 14th level magic user, using unique properties of the fey to cast rather than the study and practice method used by mortal magic users. It favours teleportation and disintegration as well as charm person and ESP. they are also masters of Illusion and can make itself appear as any natural object within a turn.

Serpentine Pseudodragon
Armour Class: 19
Hit Dice: 3
No. of Attacks: 1 bite
Damage: 1 + save vs poison or die.
Movement: 10' land 50' fly
No. Appearing: 1d3
Save As: Fighter: 3
Morale: 10
Treasure Type: none
XP: 175

Much like its smaller cousin, the serpentine pseudodragon is a small (relatively) reptilian creature that possesses several prominent dragon like features, including wings, horns, a pair of clawed forelegs, a crest of spikes travelling down its spine and unusual, near human level, intelligence. The adult Serpentine Pseudodragon has but a single pair of legs, its neck and torso can each stretch up to a foot long and the rest of it's body tapers down into a 4' long tail that is often patterned which tapers to an end as the Serpentine Pseudodragon lacks a poisonous spur, making up for it instead with its lethal bite (save vs poison or die). It can communicate with nearby humanoids through limited telepathy, able to express emotions and general concepts, and can mimic a wide range of the calls of other creatures naturally needing to hear them only a few times to learn.

The serpentine Pseudodragon is, despite its highly lethal bite, a very gentle animal, normally striking only in self defence. They feed primarily on mice and small insects and are often nocturnal, preferring to inhabit warm and humid climates such as tropical rain forests and jungles, as their normal colouration; which varies anywhere between emerald green and bright red, allows them to camouflage themselves best amongst the wide variety of life that such climes normally teem with. They are highly valued by wizards and collectors as they are quite rare and while lethal in a standard dose, their poison can also be used as a strong painkiller and has some potent hallucinogenic properties.

Some subspecies of the Serpentine Pseudodragon are coated in colourful feathers, with intricate patterns that rival even the brightest of birds of paradise. These possess limited speech and are know to be mischievous to the point of being almost unmanageable. Many prefer to live amongst humanoids in tropical areas and they can be seen around the world as exotic pets for wealthy sailors and successful pirates. The feathered variety lack their more reptilian kin's poisonous bite but make up for it with the ability to spit their saliva distances of up to 40' that can cause paralysis for an hour upon a failed save vs paralysis.

Dufflepud
Armour Class: 13 unarmoured, 16 while in armour
Hit Dice: 1
No. of Attacks: one, spear
Damage: 1d6
Movement: 20'
No. Appearing: 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: C
XP: 25

The Dufflepuds are strange dwarf like creatures whose primary means of locomotion is their enormous single foot that they use to make long hops, travelling at a surprising speed for their height and single foot. They are most often of foul temperament, cursing frequently and bemoaning their unique condition. Despite this they are highly courageous and capable warriors who wield long spears and shields and wear heavy chain into combat. They are excellent miners and fishermen and have even been seen to use their single foot as a canoe.

Once a day a dufflepud can turn themselves invisible as the spell invisibility, although they are loud and clumsy enough that this does not help their ability to sneak around. one in every five dufflepuds is a veteran warrior of two hit dice and one in every 20 is a dufflepud captain armoured in plate (armour class 18) and wielding a notched great axe. The leader of the dufflepuds is known as the chief Duffer who wears gold gilt plate armour (armour class 18) and wields a magical weapon with a bonus of 1d4-1

Grave Sentinels
Armour Class: 20
Hit Dice: 3
No. of Attacks: 1
Damage: as weapon
Movement: 30'
No. Appearing: wild 3d8, lair 8d10
Save As: Fighter: 3
Morale: 12
Treasure Type: individual U, Lair G and H.
XP: 230

A grim presence in thick mist and on stormy nights, Grave sentinels prowl in the darkness around their final resting place, dutiful in their eternal watch, eerily silent and implacable in combat. Grave sentinels are the personal retinues of great warlords and mighty kings from times long forgotten to all but a few. They are the warriors who fell in battle alongside their leader and now stand watch over their charge, as a result of this they inhabit ancient battlefields, graveyards, tombs, burial mounds and catacombs, they are rarely seen elsewhere. Appearing in smooth black plate armour with subtle gold and silver etchings, denoting the rank and deeds of the wearer and a nearly featureless helmet that features a completely smooth face plate as the dead do not require eyes to see. They most commonly wield sword and shield but can theoretically wield any weapon available to them within reason. They possess the ability to move through solid surfaces despite being solid and can pass through any material less than 40' thick with the exception of lead and copper. They are turned as a five hit dice undead creature rather than a three hit dice creature, and can also become incorporeal for one round which prevents them from causing and receiving damage and causes them to appear as a being of smoke with flashes of lightning swirling inside. once per encounter they can teleport 10' in any direction.

One in every ten Grave Sentinels (XP: 610) is a grave watcher of 6 hit dice and of abnormal intelligence. They accompany every group of Grave sentinels and direct them in combat to attack the weakest but most damaging enemies such as magic users and clerics before surrounding the fighters. If the grave watcher is killed the morale of the remaining sentinels suffers a penalty of -3 and if the check is failed they will retreat to the nearest watcher within 200' or become mindless and attack the nearest available target be it friend or foe.

One in every 50 Grave sentinels is a Grave Guardian of fourteen hit dice and 22 armour class (XP:2730). These towering warriors, normally between 7 and 8 feet tall replace black with scratched and tarnished but otherwise featureless armour of burnished gold that glows subtly white and emits a mist that carpets the floor of any room they occupy. They are often the corpse of a fallen champion or king, a warrior of unparalleled ability in their time, now long past. They are cunning and capable commanders and will make short work of an unprepared or unorganised force. Grave guardians can cast haste as an 8th level magic user once per day and are always accompanied by a personal guard of two Watchers. They normally wield a magical great sword or great axe and can do 4d6 damage per hit at a rate of 3/2 attacks per round. They can also make new Grave sentinels from fighters of level 3 or above. this process takes four days and can be used to return slain sentinels to their previous state.
Last edited by SerGavin on Thu Feb 23, 2017 6:39 pm, edited 27 times in total.
"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 by Fraetor »

Telethia

Armour Class: 20
Hit Dice: 7**
No. of Attacks: 2 claw/2 bite or special
Damage: 2d4/3d6
Movement: 30' Fly 120'
No. Appearing: Wild 1d4, Lair 3d4
Save As: Fighter: 9
Moral: 9
Treasure Type: D
XP: 800

A telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. They range from 10 to 20 feet in length (plus a tail of about 10 feet) and have a wingspan of 50 ft. They have vicious claws on all of their four legs and a muscular jaw set in each head.

What makes telethia truly frightening is not their vicious claws or multiple jaws, rather their ability to read the mind of their foes. They can cast ESP at will, as per the spell, and also, once per day, can copy the revised spells of a chosen target, those same spells becoming available to the telethia for the remainder of the day.

Although a telethia is intelligent, it is not sapient. It usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (22 AC and 12 HD). They fight with +2 moral when with the alpha. Telethia can live for up to 400 years.
Last edited by Fraetor on Fri Feb 24, 2017 8:00 am, edited 1 time in total.
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