Monster Creations and Conversions Archive

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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MedievalMan
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Monster Creations and Conversions Archive

Post Mon Mar 11, 2013 3:19 pm

Please post your monster creations and conversions here. This thread is not for discussions, discussions of monsters should be done here;

viewtopic.php?f=19&t=844&p=20619#p20619

Please follow all rules and guidelines presented in the linked thread.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post Mon Mar 11, 2013 3:24 pm

Below is a sample of how formatting should work.

Tentacled Horror
Armor Class: 14
Hit Dice: 10+20*
No. of Attacks: 5 tentacles + crush
Damage: 1d6/1d6/1d6/1d6/1d6 + 3d6 crush
Movement: 30'
No. Appearing: Solitary
Save As: Fighter 10
Morale: 12
Treasure Type: None
XP: 1,390

Tentacled horrors appear to be something drawn from a madman's nightmare. They are roughly 50' in diameter and are composed of hundreds of thick wriggling tentacles. They have no discernible body beyond the mass of pseudopods and move by undulating across the ground. They are summoned from some otherworldly realm by mad wizards and are typically used as guard beasts when found under such circumstances. They speak no languages but seem to understand the orders of those who summon them.

Tentacled horrors lack subtlety in combat, simply moving in and flailing away with their numerous tentacles. A successful hit with three or more tentacles indicates a crush attack for an additional 3d6 hit points of damage. Those who witness a tentacle horror for the first time must make a save vs Spells or flee in stark terror for 1d20 rounds.

Tentacle horrors are incredibly resilient, non-magical weapons only deal 1 point of damage to a tentacled horror, while magic weapons, fire, electricity, and acid only deal half damage. They are immune to sleep, charm and hold magics.
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MedievalMan
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Re: Monster Creations and Conversions Archive

Post Mon Mar 11, 2013 3:25 pm

Raggidy
Armor Class: 14
Hit Dice: 3
No. of Attacks: 2 fists
Damage: 1d6/1d6
Movement: 40'
No. Appearing: 1d10
Save As: Fighter 3
Morale: 12
Treasure Type: See Below
XP: 145

Raggidy's are constructs sewn together using magic thread. They are humanoid in appearance standing 7 feet tall, weighing 300 pounds, and are made out of crudely stitched together cloth stuffed with sawdust. They have buttons for eyes and a twisted grin sewn on their faces. Raggidy's are similar to golems and living statues, being inanimate material given mobility. However, the magic thread that animates them gives them the barest hint if sentience allowing them to act semi-independently and follow orders better than most other constructs. Raggidy's do not speak, but they understand the language of their creator.

Raggidy's are fearless enemies, and wade into melee with little thought for tactics or strategy. Raggidys are highly flammable and take double damage from fire based attacks.

The magic thread raggidy's are constructed from is highly valued by magic-users, tailors, and others. Each raggidy has thread worth 1d6x100 gp.
Last edited by MedievalMan on Fri Mar 15, 2013 11:39 am, edited 1 time in total.
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Re: Monster Creations and Conversions Archive

Post Mon Mar 11, 2013 5:15 pm

Pipe Beast
Armor Class: 18
Hit Dice: 6+6*
No. of Attacks: 2 claws/1 Tail or Acid Spray
Damage: 2d6/2d6/1d10 or 4d8
Movement: 30'
No. Appearing: 1d3
Save As: Fighter 6
Morale: 12
Treasure Type: None
XP: 555

An unnatural construct of arcane origin, these creatures are usually created to guard and protect specific rooms or items. Because of this singular focus they will attack anyone who enters the room or guarded area with the exception of the person who created them until the threat is destroyed, or they are.

The Pipe Beast is well equipped for this type of duty with pincer like claws and tail that can deal a large amount of damage. If that wasn't enough they can also spew a cone of pure acid every 4 rounds dealing caustic damage to everyone in its path. The lucky soul who makes a successful save vs Dragon Breath cuts this damage in half.The Acid Cone has a coverage of 60' long and is 20' wide at its longest point. The Pipe Beast can only use this attack 3 times a day before he has to recharge his supply.

The Pipe Beast has a very hard chitinous exoskeleton that provides it ample protection against most weapons and because of its construction, fire has seems to have no effect on it.
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Re: Monster Creations and Conversions Archive

Post Tue Mar 12, 2013 2:12 pm

Dwarrow
Armor Class: 16 (11)
Hit Dice: 1+1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20' Unarmored 40'
No Appearing: 1d8, Wild 2d6, Lair 5d10
Save As: Fighter 1 (with Dwarf bonuses)
Morale: 8
Treasure Type: Q, S each; B, L in lair
XP: 25

Dwarrow are a grim, evil race who are cousins to the dwarves. They are similar to dwarves in appearance but are far less stocky. They have ashen gray skin, black or white hair, large noses, drooping mustaches, and short beards. Dwarrow prefer to wear drab, dark colors to better blend into the background of their strongholds. They are expert craftsmen and their weapons and gear is always of the highest quality.

Dwarrow have Darkvision to a range of 80'. They can speak both dwarven and common, though they rarely speak to non-dwarrow.

The statistics given above are for a standard Dwarrow in chain mail with a shield; they have a natural movement of 40' and a natural Armor Class of 11.

Dwarrow are courageous fighters and employ advanced tactics in battle. They hate dwarves and will attack them first unless ordered otherwise. They suffer the same weapon restrictions as dwarves.

One our of every eight dwarrow will be a sergeant of 3+3 Hit Dice (145 XP). Regular dwarrow led by a sergeant gain a +1 bonus to their morale. In a lair or other settlement, one out of every 16 will be a dwarrow captain of 5+5 Hit Dice (360 XP) having a +1 bonus to damage due to strength. In lairs or other settlements of 30 or greater, there will be a dwarrow overlord of 7+7 Hit Dice (670 XP), with an Armor Class of 18 (11) having a +2 bonus to damage. In the lair, regular dwarrow gain a +2 bonus to their morale as long as the overlord is alive. In addition, a lair or other settlement has a chance equal to 1-3 on 1d6 of a dark priest being present (or 1-4 on 1d6 if a dwarrow overlord is present), and a 1-2 on 1d6 of a sorcerer. A dark priest is equivalent to a dwarrow sergeant statistically, but has Clerical abilities at level 1d6+1. A sorcerer is equivalent to a regular dwarrow, but has Magic-User abilities of level 1d4+2.
Last edited by MedievalMan on Sun Mar 17, 2013 4:15 pm, edited 1 time in total.
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Re: Monster Creations and Conversions Archive

Post Wed Mar 13, 2013 1:16 pm

Wogg
Armor Class: 15 (12)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30' Unarmored 40'
No Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter 2
Morale: 8
Treasure Type: E in lair
XP: 25

Woggs are a race of nasty, brutish humanoid frogs. They infest swamps and other waterways, regularly attacking other humanoids in search of loot and sacrifices. They resemble bipedal frogs, with wide mouths, bulging eyes, and splotchy green skin. An adult male stands around 5'5'' tall and weighs around 180 pounds. Females are roughly the same size as males. Woggs generally go about naked except for a belt to carry their knives and pouches. All wogg tribes are led by a shaman, and they hold no distinction between politics and religion. Woggs speak common and their own croaking tongue.

The statistics given above are for a standard Wogg in leather armor with a shield; they have a natural movement of 40' and a natural Armor Class of 12.

Woggs are crafty and merciless warriors, throwing themselves into battle with zealous fanaticism. They will attempt to take prisoners when possible for later sacrifice. They prefer to attack from ambush, and are cunning enough to use the terrain to their advantage.

One out of every eight woggs will be a hardened warrior of 3 Hit Dice (145 XP) having a +1 bonus to damage due to strength. Regular woggs gain a +1 bonus to their morale if they are led by a hardened warrior. In wogg lairs, one out of every twelve will be a war leader of 5 Hit Dice (360 XP) with an Armor Class of 17 (12) and having a +2 bonus to damage due to strength. In lairs of 30 or more, there will be a wogg shaman of 7* Hit Dice (735 XP) having Clerical abilities at level 1d4+4. In the lair, woggs never fail a morale check as long as the shaman is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of 1d4 lesser shamans being present. Lesser shamans are equivalent to a hardened warrior wogg statistically, but have Clerical abilities at level 1d4+1.

:From Left to Right:
Wogg War Leader, Regular Wogg, Wogg Shaman
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Re: Monster Creations and Conversions Archive

Post Sun Mar 17, 2013 12:17 am

Orog
Armor Class: 15 (11)
Hit Dice: 3
No. of Attacks: 1 weapon
Damage: 1d10+1 or by weapon +1
Movement: 20', Unarmored 40'
No Appearing: 1d8, Wild 2d10, Lair 4d10
Save As: Fighter 3
Morale: 9
Treasure Type: S, T, U each: A in lair
XP: 145

Orogs are a fierce, militaristic race of humanoids related to orcs. They are sometimes called great orcs, and are believed to be the descendents of orc/ogre hybrids. Orogs resemble orcs, but are larger and more muscular standing between 6 and 7 feet tall and weighing 250 pounds on average. Orogs are highly intelligent and often lead groups of orcs, or serve orcish leaders as special bodyguards. They sometimes hire themselves out as mercenaries for other humanoids and giants.

Orogs have Darkvision to a range of 60'. They speak the language of orcs as well as common and possibly goblin, dwarven, or elvish.

The statistics given above are for a standard Orog in chain mail armor wielding a two-handed weapon; they have a natural Movement rate of 40' and a natural Armor Class of 11.

Orogs sometimes march into battle carrying a special standard representing their clan. While fighting under a standard all orogs and allied orcs gain a +1 bonus to attack rolls and a +1 bonus to morale.

One out of every eight orogs will be a seasoned veteran of 5 Hit Dice (360 XP), with a +2 bonus to damage. Normal orogs led by a seasoned veteran gain a +1 bonus to their morale. In lairs of 16 or more orogs, there will be a chieftain of 7 Hit Dice (670 XP), with an Armor Class of 17 (11) having a +3 bonus to damage. In the lair, orogs never fail a morale check as long as the chieftain is alive.
Last edited by MedievalMan on Tue Mar 19, 2013 1:07 pm, edited 2 times in total.
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Re: Monster Creations and Conversions Archive

Post Sun Mar 17, 2013 1:22 pm

Grawl
Armor Class: 14
Hit Dice: 2+2*
No. of Attacks: 2 claws/1 bite or 1 weapon
Damage: 1d4/1d4/1d6 or 1d8+1 or by weapon +1
Movement: 40', Climb 30'
No Appearing: 2d6, Lair 8d6
Save As: Fighter 2
Morale: 9
Treasure Type: B, L in lair
XP: 100

Grawls are a savage race of subterranean dwelling humanoids. They have whitish-gray fur, sharp claws, wide panther-like heads, and a short bobbed tail. An adult male stands on average 6'5'' tall and weighs around 260 pounds. Females are slightly smaller than males. Grawls typically go about naked but sometimes paint themselves to better blend into the darkness of their tunnel homes. They constantly prowl their territory, and attack any creature that strays into the area. Most clans (70%) do not carry weapons and fight only with their teeth and claws. The remainder carry stone clubs and axes and occasionally can be found carrying higher quality weapons taken from prior victims.

Grawls have Darkvision to a range of 120'. They suffer a -2 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak a pidgin of orc, goblin, dwarf, and common. Though their speech sounds like animal growls to most humanoids.

Grawls are vicious and wild in battle, showing little discipline or forethought. Tool using grawl are more likely to use rudimentary tactics, like feigned retreats into waiting ambushes. If a grawl is reduced to 25% or less of its original hit points, it enters a berserk fury and gain a +2 bonus to its attack rolls and damage rolls, but suffers a -2 penalty to its Armor Class. The rage lasts until the grawl is dead, or all enemies are dead or out of sight.

One out of every 12 grawl will be a leader of 3+3* Hit Dice (175 XP) with an Armor Class of 16 (11) having a +2 bonus to damage. In lairs of 30 or more, there will be 1d3 grawl shaman present. A shaman is equivalent to a grawl leader statistically, but has Clerical abilities at level 1d4+2.
Last edited by MedievalMan on Thu Mar 21, 2013 3:51 pm, edited 1 time in total.
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Re: Monster Creations and Conversions Archive

Post Sun Mar 17, 2013 3:05 pm

Janni
Armor Class: 15 (13)
Hit Dice: 3+1
No. of Attacks: 1 weapon
Damage: 1d8+2 or by weapon +2
Movement: 30' Unarmored 40'
No Appearing: Wild 2d20, Lair 3d20
Save As: Fighter 3
Morale: 8
Treasure Type: Q, R, S each; A in groups of 30 or more
XP: 145

Janni are the semi-magical descendents of djinni/human pairings. At a glance they appear to be normal humans with dark hair and skin sporting powerful, attractive builds. They favor living in desert environs, where they have both the safety and privacy they crave. Half of all janni tribes are nomadic, and move from oasis to oasis herding their goats, horses, and camels. Janni are polite and charming, and enjoy the company of foreign travelers. They are also highly honorable, and do not take kindly to insult or injury. Janni speak common fluently.

The statistics given above are for a standard Janni wearing leather armor; they have a natural Movement rate of 40' and a natural Armor Class of 13.

Janni are expert horsemen and prefer to fight from horseback. They use large two-handed scimitars and longbows in combat. Janni will pursue their enemies over great distances and show little mercy to dishonorable combatants. They will sometimes ally themselves with groups of desert dwelling humans, and occasionally hire themselves out as mercenaries.

One out of every 16 janni will be a hardened warrior of 5+2 Hit Dice (360 XP) having a +2 bonus to damage. Regular janni led by a hardened warrior gain a +1 bonus to their morale. In groups of 30 or more, their will be a sheik of 8+3 Hit Dice (875 XP) with an Armor Class of 17 (13) and having a +3 bonus to damage. Janni never fail morale as long as their sheik lives. In addition, a lair has a 1-3 on 1d6 chance (1-4 on 1d6 if a sheik is present) of a vizier being present. A vizier is equivalent to a normal janni statistically, but has Magic-User abilities at level 1d6+2 and Clerical abilities at level 1d4+1.
Last edited by MedievalMan on Tue Mar 19, 2013 1:13 pm, edited 3 times in total.
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Re: Monster Creations and Conversions Archive

Post Sun Mar 17, 2013 3:51 pm

Heucova
Armor Class: 16
Hit Dice: 2**
No. of Attacks: 2 claws or 1 weapon
Damage: 1d4/1d4 or by weapon
Movement: 40'
No Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Cleric 2
Morale: 10
Treasure Type: D
XP: 125

Heucova are clerics who have been cursed to undeath for their faithlessness. They resemble skeletons wrapped in old, tattered robes or rusting armor. Pin points of hateful, red light can be seen in each of their empty eye sockets. Heucova are wicked and cruel, and harbor a burning hatred of priests of good faiths. A heucuva speaks and reads all the languages it knew in life.

Heucova are cowardly combatants, and prefer to set up traps and ambushes for potential interlopers. They attack Clerics in preference to other targets. Those struck by the heucova's claw attack must make a save vs Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death. Ability points lost due to a heucova's disease return at a rate of 1 point per day of complete rest. All heucova are capable of casting spells as a Cleric of level 1d4+1, however their spells are always reversed.

Heucova can be Turned by Clerics as wights, and like all undead are immune to sleep, charm, and hold magics. Heucova are only harmed by silver or magical weapons. In addition, they take 1d6 points of damage from the touch of a good holy symbol.
Last edited by MedievalMan on Sat Mar 23, 2013 3:25 pm, edited 2 times in total.
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