Basic Fantasy Field Guide Volume 3

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Blorpy
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Re: Basic Fantasy Field Guide Volume 3

Post by Blorpy »

Seven wrote: Fri Nov 19, 2021 4:50 pm If you prefer to use a spell, there is Magic Jar which has a similar effect.
The gotcha is that only intangible creatures--like ghosts--can Magic Jar without using a receptacle and leaving their body behind. That could be still be an option considering your creature likes to hide.
Ohh that would make for a spooky effect indeed. Might be OP in the hands of a 7 HD monster, mind you, since magic-users don’t gain access to it till level 9. Hmm...
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 3

Post by Solomoriah »

"OP for a 7 HD monster" just means we add a star after the hit dice... :D
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Blorpy
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Re: Basic Fantasy Field Guide Volume 3

Post by Blorpy »

Solomoriah wrote: Fri Nov 19, 2021 8:35 pm "OP for a 7 HD monster" just means we add a star after the hit dice... :D
Touché! :D

Well, I'm okay with the baubas for the time being, but if the editors prefer to alter it, that's quite alright by me!

In the meantime, here's a new one!

Changeling

Armor Class: 12
Hit Dice: 2*
No. of Attacks: 1 claw or weapon
Damage: 1d6+1
Movement: 40'
No. Appearing: 1
Save As: Magic-User 2
Morale: 8
Treasure Type: U
XP: 100

A changeling, also known as an "oaf", is a fey creature sometimes switched with well-bred human infants in order to strengthen the fairy bloodline. They tend to start out looking identical to the child they are replacing, but as time goes on and the fairies' magic wears off they become increasingly ugly and deformed, sporting long, sharp teeth and hideous, bulging eyes. They go through puberty as normal, but their height tends to remain stunted throughout their lifetimes. Known to have a ravenous appetite, changelings often eat their surrogate families out of house and home, and are frequently ill-tempered and prone to angry outbursts, in part due to real or perceived persecution. Occasionally, changelings go back to live amongst the fairies when life in human society becomes intolerable, though most forget their origins and live on as ugly humans. Due to their fey lineage, many even become powerful illusionists.

Changelings take +1 damage from attacks that are metal or fire based, and -1 damage from all else. They are abnormally strong for their size, and as such do +1 damage to melee attacks. Changelings also have the ability to magically alter their appearance once per day for a duration of two hours, and often do so as adults in order to make themselves taller and more appealing to the opposite sex. A save versus spells with a -2 penalty will reveal the changeling's true form. The GM may further add illusionist-type spells to the changeling's repertoire depending on its individual background.
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AlMan
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Re: Basic Fantasy Field Guide Volume 3

Post by AlMan »

Here's another critter:

Missile Toad
Armor Class: 12
Hit Dice: 1d2 HP
No. of Attacks: 1
Damage: 1d4 + poison
Movement: 30' Swim 30'
No. Appearing: 1d4, Wild 1d4
Save As: Fighter: NM
Morale: 8
Treasure Type: None
XP: 10

The Missile Toad is a small toad its head and body are about the size of an arrow head. Some tribes of primitive humans tie the missile toad to a shaft and use the ‘arrow’ like a normal missile weapon, thus the name. Since the missile toad has a contact poisonous secretion to keep its skin supple when the toad is touched with bare skin the poison is transferred and absorbed into the victims body doing poison damage for 1d6 rounds.
About 30 days before and after the shortest day of the year the primitive tribes will tie a missile toad above a doorway. Any couple that come through the doorway can kiss. If the missile toad makes a vocalization during the kiss the couple is considered to be engaged and the marriage will be considered to be blessed.
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

LOL
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 3

Post by Solomoriah »

We really should collect "joke" monsters for a separate book... have to think of an appropriately funny title...
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AlMan
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Re: Basic Fantasy Field Guide Volume 3

Post by AlMan »

Solomoriah wrote: Mon Dec 27, 2021 11:31 pm We really should collect "joke" monsters for a separate book... have to think of an appropriately funny title...
Basic Fantasy Plat Manual of Critters Dangerous and Humorous?
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

Punster Manual
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TrickyNikki
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Re: Basic Fantasy Field Guide Volume 3

Post by TrickyNikki »

Newest Monster I've worked on:

Skeleton, Lake Water

Armor Class: 15
Hit Dice: 2*
No. of Attacks: 1 weapon + Special
Damage: 1d6 or by weapon
Movement: 30' Swim 40’
No. Appearing: 3d4, Wild 3d8
Save As: Fighter: 2
Morale: 12
Treasure Type: None
XP: 100
Lake Water Skeletons (LWS for short), are dangerous undead that are created over a considerable time period. LWS resemble normal skeletons with one exception, they have bloated remains of their lungs intact. A being must first drown within the lake, and over time its body is transformed into the creature that will stalk the banks of the lake they died in. It is important to note, that only ones who drowned within the lake can become an LWS. Simply throwing a corpse into the place will not have this effect, as the being must drown within the waters.

This process is where LWS get their special ability. Once per encounter, LWS may do an extra attack which consists of using magically formed lungs to excrete water, which was the reason for their untimely death. The beam shoots out in a straight line of 15’ in length and 5’ in width. Anyone within this range must make a save vs. Dragon Breath or take 2d6 damage.

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. LWS never fail morale, and thus always fight until destroyed.
Last edited by TrickyNikki on Fri Apr 01, 2022 10:09 am, edited 3 times in total.
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

That's a weird name. Water seems wholly redundant here.
I'd suggest either Fresh Water Skeleton or Lake Skeleton.
I don't remember if there is a Salt Water Skeleton (or the equivalent) in the guides.
I think it's fine that does that those that drown at sea becomes something else, but I think bogs and swamps could produce the same result.

If they are created by drowning, why is there a minimum of 3?
Also, what's the non-wild value for? Don't they stay around the lake?
Normal damage reduction for edge weapons?
Maybe more details on the nature of the water damage. Is it like some time of unholy water that burns living being on contact? (Acid damage)
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