Basic Fantasy Field Guide Volume 3

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Pirate GM13
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Re: Basic Fantasy Field Guide Volume 3

Post by Pirate GM13 »

Giant, Sea:
Armor Class: 17 (14)
Hit Dice: 10 + 3
No.of Attacks: 1 giant weapon or 1 thrown rock
Damage: 4d6 or 3d6
Movement: 20' Unarmored 40, swim 30, unarmored swim 60
No. Appearing: 1d2, Wild 1d2, Lair 1d4
Save As: Fighter 11
Morale: 10, 12 if defending lair
Treasure Type: B + 3d6 x 900gp
XP: 1,675

A Sea Giant is a giant with blue skin, hair made of seaweed, and any clothing made of crab shells and giant starfish. Sea Giants are neutral to smaller races, but enemies of cloud giants and fire giants, and good allies with frost giants and stone giants.
Sea Giants, as their name implies, live in large bodies of water, usually seas or oceans, or very deep lakes. They usually live alone, gathering treasure for their treasure hoard and making deals with the tiny races for gold and treasure.
Sea Giants may breathe on land and in water, and swim better than most giants.
They are usually 17 feet tall, and can throw rocks or pieces of ships that deal up to 3d6 damage.
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

This is an alternate version of the ixithingie, the evil spell casting manta rays that go all the way back. These ones are based on the Jenny Haniver pseudo-cryptid. I tried to take full advantage of the devil fish nickname.

Inversegen:
Armor Class: 14
Hit Dice: 5
No.of Attacks: 1 bite or spell
Damage: 2d6
Movement: swim 60'
No. Appearing: Wild 1d8+4, Lair 8d10+20
Save As: Fighter 5 or Cleric 5
Morale: 10, 12 if defending lair
Treasure Type: Special
XP: 360, Priest 405, High Priest 450

Inversegens, also called Devil Fishes, are 5 feet tall manta ray-humanoid hybrids. Their heads are encased in a large fin with a span of 7 feet. They have black beady eyes and a large mouth filled with two rows of needle like teeth. They have small, almost vestigial arms and fully formed legs, both without skeleton and a long spiked tail. Their colouration varies from auburn to rosewood.
In combat, their only attack is a vicious bite. One in 5 is a priest with Clerical abilities of level 5 and a minimum of 30 hit points. One in 25 is a high priest with Clerical abilities of level 8 and a minimum of 35 hit points. They frequently cast a variant of Spiritual Hammer which manifest a trident instead which deal a base of 1d8 points of damage and which they use to attack foes from the rear.
Inversegens speak only they own language. They can be found only in salt water and live in open cities at the bottom of the oceans where they are said to worship evil sea gods. Priests and high priests have a 5% and 20% chance, respectively of possessing a magic ring, which they wear on one of their legs.
JimmyMike
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Re: Basic Fantasy Field Guide Volume 3

Post by JimmyMike »

Here are my first two offerings of original enemies, the ahglorv and the barrode:

Aghlorv

Armor Class: 15
Hit Dice: 3
No. of Attacks: 1 claw (quadrupedal) / 2 claws + hold (bipedal)
Damage: 1d8 + 1 / 1d8 + 1
Movement: 55’ quadrupedal / 25’ bipedal
No. Appearing: 1d4
Save As: Fighter 2
Morale: 9
Treasure Type: None
XP: 145

Aghlorvs resemble six legged, hairless cats with scaly skin and two rows of barbed spines running down their back. Their skin is often a dull amber, and their eyes are generally a deep hazel. Although aghlorv prefer to crawl on all six legs, they are able to move comfortably on only four (freeing their front paws for attacking) and can move at a reduced rate on their two hind legs, enabling them to attack with the four upper paws. When attacking bipedally, on a successful hit an aghlorv may hold its target with two of its attacking arms; this will give the target the grappled condition and reduce the number of attacks available to the aghlorv to only one claw per round as long as the hold lasts. Additionally, they are able to climb reasonable terrain easily due to their number of arms and claws.

Aghlorv are highly feared due to their quick speed and ability to move silently. Most commonly, aghlorv will stalk their prey silently and surprise or else lie in wait, hidden, and spring out to attack at the most opportune time. Because of their lithe and agile nature, it is exceptionally difficult to notice an aghlorv before they are upon you, and even harder to surprise one due to their keen sense of hearing. As such, any creature that encounters an aghlorv has their surprise roll range increased by 2 to all surprise rolls and any surprise rolls for the monster have their range reduced by 2 for a minimum of 1.


Barrode

Armor Class: 14
Hit Dice: 2d8 + 2
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 30’
No. Appearing: 3d6
Save As: Fighter 1
Morale: 9
Treasure Type: P, Q
XP: 75

Barrodes are humanoid creatures standing roughly 5 feet tall, with squat legs, elongated torsos and arms, and large ruffled ears. Their skin is typically orange and their eyes range from purple to light gray. With rare exception, the only hair on a barrode’s body is found on the arms and legs. While determined and ruthless in battle, barrodes are not wholly devoted to war or violence. This means that they are known to engage in negotiations with an enemy should it prove opportune or should they be otherwise at a disadvantage.

Typically grouping in bands of scavengers, barrodes will try to overwhelm their opponents with large numbers. A particular tactic that is employed by bands of barrodes is to surround an enemy and, with the enemy distracted, proceed to pull off armor and steal weapons in order to render them helpless. Once the group of barrodes is defeated, the stolen items will be unharmed and thus available for recovery. However, it is also common for a barrode pack to make off with their ill-gotten gains at the first opportunity, attempting to evade pursuit at all costs.

In large groups there is a chance of 1-2 on 1d6 that there will be a barrode shaman present, who can cast two random first through 3rd level spells. Shamans are armed with spiked clubs.

Especially large groups may contain a war chieftain. War chieftains have 1 additional hit die, an AC of 16, and generally wield scimitars and bows.

I have a few more I'll post for thoughts.
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chiisu81
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Re: Basic Fantasy Field Guide Volume 3

Post by chiisu81 »

A number of interesting entries since the last release 8-) It won't be too long before the next release. Also, as always please post any feedback/edits needed, both on recent along with the previous entries in FG3. The latter submissions will be re-written in singular, and I'll need to go over the other ones to ensure consistency.
JimmyMike
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Re: Basic Fantasy Field Guide Volume 3

Post by JimmyMike »

Three more creatures that I'm proposing:

Hrūl (Alt. Hruul)

Armor Class: 18
Hit Dice: 6
No. of Attacks: 1 giant sabre / 1 giant club or 1 ground slam
Damage: 1d8 + 4 / 2d6 or 1d10 to all surrounding enemies
Movement: 35’
No. Appearing: 1d4
Save As: Fighter: 7
Morale: 10
Treasure Type: K
XP: 500

A hulking creature with four legs and three arms, hrūl (alternatively hruul) are formidable foes. Standing 18 feet tall on average, muscles standing out like fleshy boulders, and wielding a giant scimitar in one hand with a club in another, there are few who would dare to stand their ground when attacked. It is not known if they possess the faculty of language, but hrūl are known to shake saplings with the terrible roars that issue from their sharp-toothed mouths. There seems to be a crude form of hierarchy among groups of hrūl, though exactly how it functions is not known; however, it is clear that the larger the hrūl, the more deference it is given by its kind and that they are sometimes seen cooperating in coordinated ways.

Normally hrūl will attack with both weapons that they carry, but if one is surrounded or facing large numbers they will pound the ground with their oversized third arm, sending a concussive blast that will damage all nearby enemies with flying debris; additionally all affected enemies must save vs. dragon breath or be knocked prone.


Issuv

Armor Class: 20
Hit Dice: 2
No. of Attacks: 1
Damage: 1d8
Movement: 25’
No. Appearing: 1d6
Save As: Fighter: 3
Morale: 7
Treasure Type: None
XP: 75

What might at first appear to be a hazily defined bipedal creature is, in fact, a colony of small insect-like creatures that work together as a single, larger body. The colony can reshape at will because it is made of a conglomeration of smaller beings working as a unit, which also makes it harder to hit (due to their ability to scatter and reform). In addition, this imparts the ability to get into small, tightm, or difficult to access spaces. It is not uncommon for an issuv to wait in a crevice for prey to pass, and then come poring out to attack.
An issuv has the ability, if it is sufficiently large, to envelop an enemy. They will then attempt to suffocate an enemy, who must succeed at a save vs. death ray to break out of the covering mass. If not successful after three attempts, the issuv will suffocate their enemy. Any prey who is enveloped will be victim to any attacks levied towards an issuv.

While an issuv can conceivably separate at will into smaller entities, they will rarely do so because of the acquired social bond between the actual organisms making up the large whole.


Rhek

Armor Class: 14
Hit Dice: 3
No. of Attacks: 1 acid shot (range 50’) or 1 acid burst
Damage: 1d8 or 1d6
Movement: 20’ (60’ launch)
No. Appearing: 1d10 or 1d6
Save As: Fighter: 1
Morale: 6
Treasure Type: None
XP: 145

Rhek resemble large slugs or maggots,their plump rubbery bodies covered in mucus and with no discernible front or back end; until, that is, they spew highly corrosive acid from their mouths (which are little more than a small hole that is covered by a retractable flap of flesh) as a means of self defense. They normally use this ability to spew acid as a means of ranged attack, but when surrounded are able to leverage this talent to create a burst of acid on the ground and hurtle themselves up to 60 feet away. Due to the acid burst, any creatures within a 5 foot radius are dealt 1d6 acid damage. All rhek are, of course, immune to this acid due to the mucus covering on their skin.
JimmyMike
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Re: Basic Fantasy Field Guide Volume 3

Post by JimmyMike »

Two more, the ohberen and the skerraxis:

Ohberen

Armor Class: 14
Hit Dice: 4
No. of Attacks: 1 bite
Damage: 1d8 + special poison
Movement: 40’
No. Appearing: 2d8
Save As: Thief: 4
Morale: 6
Treasure Type: None
XP: 240

With ovoid bodies covered in a segmented carapace, a wide mouth that all but splits the body in two, and multiple barbed limbs ringing the entire creature, an ohberen is the stuff of nightmares to many an adventurer. Even worse is the deadly neurotoxin that is injected via dozens of tubular, pointed teeth crammed into the oversized mouths of these monsters. Anything bitten by an ohberen must save vs. poison or be injected with the neurotoxin which weakens its prey; the victim suffers a -3 penalty to AC and attack rolls for 1d3 + 1 rounds if they fail the save.

Because of their agile nature, an ohberen is more than capable of jumping over an enemy and attacking from behind in a single round (receiving the normal +2 bonus for attacking from behind), something they love to do at each opportunity.


Skerraxis

Armor Class: 19-21
Hit Dice: 3
No. of Attacks: 1
Damage: 1d10 + berserk
Movement: 30’
No. Appearing: 1d4
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 145

A skerraxis is the embodiment of the rage, hatred, and malice of a conjurer, given form as a shadowy figure. Their ethereal form makes them both delicate and difficult to strike. They tend to focus on those who are the weakest in a party, picking off the easier targets before overwhelming the more powerful foes.

If a skerraxis exceeds a target’s defence by 3 or more, that player must save vs. spells or become possessed momentarily by the anger of the skerraxis and attack the nearest ally (moving towards that ally if necessary) as an extra immediately after being hit.
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Pirate GM13
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Re: Basic Fantasy Field Guide Volume 3

Post by Pirate GM13 »

Kreptax
Armor Class: 13 (11)
Hit Dice: 2
No. of Attacks: 1 weapon or 2 claws
Damage: 1 weapon or 1d4/1d4
Movement: 30 (25)
No. Appearing: 1d4, Wild 2d4, Lair 3d6
Save As: Fighter: 2 (Petrify / Paralysis = 9)
Morale: 7
Treasure Type: U, Lair B
XP: 75
Kreptax look like the crossbreed of elves and goblins, appearing like goblins the size of humans that have pointed ears and a variety of skin colours, including blue, red, and purple, though most are black in colour. Kreptax are slightly more intelligent than goblins, and have dark vision and are extremely resistant against being paralysed. Kreptax often roam in small groups of 2 or 3 when scouting or leaving their tribe, and as many as 18 can be encountered in a tribe. 1 out of every 6 Kreptax will be a warrior (also known as staleborn) of 3 Hit Dice and an Ac of 15 (11) due to them being able to wear chain mail (XP: 145). In lairs, 1 out of every 18 Kreptax will be a chief (also known as proudheart) of 4 Hit Dice and Ac 15(11) (Xp: 360). Also, in lairs, 1 out of every 9 Kreptax will be a warlock (also known as mage fist) of 3 Hit Dice, Ac of 11, and the ability to cast 1 1st level cleric spell and 2 1st level wizard spells.
Last edited by Pirate GM13 on Wed Jul 07, 2021 2:50 am, edited 3 times in total.
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Dimirag
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Re: Basic Fantasy Field Guide Volume 3

Post by Dimirag »

Why are their AC higher when unarmored? I guess the numbers are flipped...
Kreptax are the cousins of elves and goblins
I'm not sure about the "cousins" things, that should better be left to each GM and their setting...
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Pirate GM13
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Re: Basic Fantasy Field Guide Volume 3

Post by Pirate GM13 »

Dimirag wrote: Mon Jul 05, 2021 2:02 pm Why are their AC higher when unarmored? I guess the numbers are flipped...
Kreptax are the cousins of elves and goblins
I'm not sure about the "cousins" things, that should better be left to each GM and their setting...
Whoops I guess you're right :shock:
Edit : Just fixed them
Edit 2: Just fixed them some more
Edit 3: Fixed some more. Anything else I didn't think of?
Last edited by Pirate GM13 on Wed Jul 07, 2021 2:50 am, edited 2 times in total.
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Dimirag
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Re: Basic Fantasy Field Guide Volume 3

Post by Dimirag »

It seems their movement needs to be corrected
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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