Basic Fantasy Field Guide Volume 3

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

Post by teaman »

chiisu81 wrote: Sat Oct 26, 2019 1:44 pm Good to see you back Jeff 8-) Thanks for helping flesh out some of the entries! I can start working on the next release next week, feel free to keep updating here at your convenience.

Agreed with Al, teaman always comes up with such creative entries with great artwork to go along with it. The apatosaurus will also go into the next release.
Thanks Chiisu, it's always a thrill to see my babies in the books.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

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teaman
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Re: Basic Fantasy Field Guide 3

Post by teaman »

Another dino-themed adversary. These one's are more likely to engage in combat than the apatosapiens. The larger image is in the dropbox folder.

Image

Raptorsapiens
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 weapon/1 bite or 1 tail
Damage: 1d8/1d8 or 1d10
Movement: 60'
No. Appearing: 1d8
Save As: Fighter 6
Morale: 8
Treasure Type: S each; B in lair
XP: 500

Raptorsapiens are the intelligent, bipedal descendants of predatory dinosaurs. They stand up to 8 feet tall and weigh about 400 pounds. Their arms have evolved to resemble those of humans. This allows them to use tools and weapons. Their lower legs are still those of a dinosaur, permitting them to run quite fast. They wear clothing, preferably of leather from one of their kills. They make and use armor designed for their unique physiology. They speak the common tongue and their own language.

Raptorsapiens survived extinction in isolated habitats and developed their own society. Their culture values weaponry and hunting, and they build their cities near forests and jungles that teem with prey. Some groups of raptorsapiens are conquerors and try to take the lands near their own. Others act as mercenaries, seeing such work as an extension of the hunt. In any group of raptorsapiens, including mercenary groups, their will be one shaman with 1d4+1 Clerical levels.

In combat, they attack with ornate scimitars and a deadly bite. If attacked from behind, they can use their tail as a weapon. Their shaman will use the HOLD PERSON spell as his first action, if possible.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

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http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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chiisu81
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Re: Basic Fantasy Field Guide 3

Post by chiisu81 »

r12 uploaded.
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teaman
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Re: Basic Fantasy Field Guide 3

Post by teaman »

Thanks Chiisu, I just downloaded it and thanks for including my most recent critters. I've had a spring of inspiration for them recently.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

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http://drivethrurpg.com/browse/pub/8418 ... tain-Games
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Infernal, Iron Devil

Armor Class: 24
Hit Dice: 12***
No. of Attacks: 3 (2 fists, 1 gore)
Damage: 1-8/1-8/2-12
Movement: 40'
No. Appearing: 1
Save As: Fighter 12
Morale: 12
Treasure Type: E
XP: 2,175

Iron Devils derive their names from their incredibly hard skin and metallic appearance. These hellish berserkers live for close-quarters combat and wade into any nearby enemy with reckless abandon. Shock-troops of the lower realms, their great fists can batter down castle rampart, oaken door or plate-clad adventurers with equal ease. The monsters usually charge in with their horns to gore, followed by hammering fists. Cunning, they have little qualms about focusing one target until it drops...they particularly enjoy tearing foes with no armor limb from limb.

Iron Devils are not above using nearby objects such as drawbridge doors, chariots and the like in a sweeping blow (at +7) against every foe within 5'. This replaces all the Devil's normal attacks but inflicts 2-12 damage on every target thus hit. Massively strong, the monster is able to lift well over 1,000 lbs, and the sight of these beasts smashing a phalanx of spear-men with a knight's hapless warhorse as the make-shift weapon is truly awesome to behold.

The Iron Devil is immune to non-magic weapons, and those under +2 inflict but half damage. Spells have a 30% chance of failing to harm the beast, and any spell of fire fails 100% of the time (though things like Fireball will still possibly affect nearby creatures). Iron Devils are as intelligent as most humans or demi-humans, and are not above using sensible tactics when the situation calls for it. They are capable of utilizing Dimension Door at will, as a Magic User of 7th level (340').

Such beasts find forced service to mortals extremely infuriating, and these infernal types will try to pervert or interpret orders from such casters is the most liberal way possible, up to and including slaying the caster if such can be conceivably ('necessarily'?) included in the completion of such tasks.
Last edited by Jeff Wrbelis on Tue Oct 29, 2019 8:18 pm, edited 2 times in total.
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Infernal, Minor Death

Armor Class: 20
Hit Dice: 6+6**
No. of Attacks: 2
Damage: 1-10/1-10
Movement: 20'/50' Fly
No. Appearing: 1
Save As: Cleric 7
Morale: 12
Treasure Type: Nil
XP: 1,000*

Minor Deaths serve the forces of balance; they are the executioners of fate, and the assassins of cosmic reality. When a creature defies fate or otherwise threatens the law of the cosmos, Minor Deaths may appear to balance the sheet (right a wrong against the universal norms). On occasion, this may include preempting such an occurrence by slaying the offender before things get to this point. The weapon of a Minor Death never misses its target, wounds anything it touches normally regardless of resistances of any type, and any creature struck must save vs death magic or be slain outright.

Though these servants of balance can be repelled or even destroyed by powerful magics (+3 or greater weapons, spells that inflict magical damage), this is but a temporary reprieve for the victim, and the death will return at the end of 10 rounds with one additional reinforcement each time, without limit. Minor Deaths can become ethereal at will, able to bypass all but certain magic circles (or spells which prevent infernal creatures from making physical contact). The Deaths will always appear until the scales are balanced once more.

Aiding a target of a minor Death will ensure such individuals become guilty by association, and Minor Deaths will appear for these interlopers as well. Certain items (the Deck of Many Things, for example) may somehow exert or compel a Minor Death's temporary obedience. Such powerful items carry risks of their own to most users, and are avoided by the wise. (*DM's take note: The XP for these creatures, due to their unusual reappearance nature, should be be used for the encounter as a whole, regardless of how many Deaths come in as reinforcements. Do not tamper with the natural order of the universe...)
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Infernal, War Devil

Armor Class: 21
Hit Dice: 9**
No. of Attacks: 3
Damage: 1-10+4 (Large Bastard Sword/1-8+ Poison Stinger/1d10 Shield Bite
Movement: 30'
No. Appearing: 1 (10)
Save As: Fighter 9
Morale: 12
Treasure Type: M
XP: 1,225

These demonic soldiers serve as the elite rank and file troops of the legions in the infernal realms. Wielding deadly bastard swords, poisonous stingers and sentient shields that bite nearby opponents and/or have some type of short range magical effect as well and are thus deadly foes indeed. On the mortal plane, they are usually found alone, on some task for a summoner. In the realms below (or if multiple casters have summoned them for a unified purpose) they will appear in a full platoon of 10 War Devils. War Devil weapons are considered magical, though they impart no bonus to hit or damage beyond the creature's own considerable strength and skill.

Their shields are another matter, possessing sentient, living faces that have a savage bite of their own (+6 to hit), and a great many of them (50%) have other magical properties as well, such as a 3d6 flaming cone breath weapon (usable once every 5 rounds) or paralyzing gaze, for example. No two War Devil shields are alike, either in appearance or ability. The scorpion-like stinger of a War Devil can reach over its head and strike at a foe within 10' of the monster. These stingers always pack a lethal other-worldly poison (save vs Poison or die).

They typically wear hellish chain mail (AC 21), though some of the officer caste might be equipped with various types of plate armor (AC 23). The creation and assigned tasks of these entities is such that they possess no innate magic powers of their own, other than what their shields might possess, with the exception of Levitation (as the spell) at will, which they manifest as a 9th level caster. Their discipline is absolute, and great would be the power that could cause a platoon to break ranks.
Last edited by Jeff Wrbelis on Tue Oct 29, 2019 8:22 pm, edited 5 times in total.
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Iron Lasher

Armor Class: 19
Hit Dice: 8**
No. of Attacks: 2 lashes, 1 bite
Damage: 1d4+4 (Lash)/3-18 (Bite)
Movement: 20'
No. Appearing: 1d4
Save As: Fighter 8
Morale: 9
Treasure Type: L
XP: 1,015

Iron Lashers are aggressive subterranean ambush predators that feast on both flesh and minerals. They locate their prey by vibration (as small as a heart beat), and are only ever surprised on a 1, regardless of modifiers, unless that foe is somehow magically silent or not touching the earth. The quicksilver skin of a 'Lasher is coated with a mercury-like substance that lets the beast slip through unusually small openings. Subterranean predators that rely on grappling a foe are 80% unable to do so to an Iron Lasher, and the monster will often reap a tally on purple worm egg clutches, small Xorn or Dark Mantles and the like (if such a loss of these other monsters can be considered a negative). The skin coating is also grants the monster a +4 vs cold attacks and the creature takes half or no damage if the save is failed or passed.

The Iron Lasher has no difficulty in grappling and constricting foes on its own, however. Enemies within 10' that are hit by a lash must make a saving throw vs Petrify (in addition to the lash damage) or be held and automatically constricted each round thereafter (1d8 damage automatically; a full round action allows a victim to escape on a 1 on 1d6, modified by str adjustment). Constricted victims can be pulled to and attacked by the beast's rock-crushing mandibles, and this attack is at +4 if used against a wrapped victim. The Iron Lasher's limbs and its beak are excellent materials for use in the construction of magic whips and daggers, respectively, and command high prices among the Drow, Durgar and other raced of the deep places of the earth.
Last edited by Jeff Wrbelis on Tue Oct 29, 2019 8:23 pm, edited 1 time in total.
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Juggernaut, Forest

Armor Class: 19
Hit Dice: 13*
No. of Attacks: 1 Gore/1 tail lash.
Damage: 3-18 (+ Knock Prone during charge)/2-16 + Knock Prone
Movement: 50'
No. Appearing: 1d4 Wild
Save As: Fighter 13
Morale: 9
Treasure Type: Nil
XP: 2,285

Tales of the belligerent Forest Juggernaut abound. With the worst aspects of the wolverine and grizzly bear's natures, these cantankerous animals are highly territorial and will usually charge any living thing within what the Juggernaut considers its territory. Unfortunately, it considers its territory to be anything within its incredibly keen vision. Far stronger than a water buffalo, the Forest Juggernaut's charge will bowl over everything it comes in to contact with, and this includes small saplings up to and including mid-sized trees. A typical 50' charge will brush aside (roll to hit at +8) everything along the path of the attack. The Gore will inflict double damage to all creatures hit during a charge, and such trampled creatures must save vs Spell at -2 or be knocked prone.

Once in melee, the beast will continue to gore and smack opponents within 10' of the beast's sides with a spiked, club-like tail. A save vs spell (without modifiers) is required of victims successfully hit by the tail. Forest Juggernauts gain a +4 bonus vs mind-affecting spells, due to their aggressive mind-set. They never retreat from a battle once it is joined. The beasts are adept climbers (80%) on trees or other terrain that can support their thousand-pound weight. Forest Juggernaut meat is highly prized by those who can get it. If more than two are encountered, it will be a mated pair with calves (1/2 HD). Forest Juggernaut calves are virtually un-trainable, and far more headache than such an attempt is worth. There are more than a few tales of the horrible battles between these creatures and the Bulette.
Jeff Wrbelis
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Re: Basic Fantasy Field Guide 3

Post by Jeff Wrbelis »

Sabre Worm

Armor Class: 18
Hit Dice: 10**
No. of Attacks: 2 sabre claws/1 Bite or 1 Breath Weapon
Damage: 1d6+3 (Claws)/4d4 (Bite)/6d6 (5' wide 40' long stream of acid)
Movement: 60'
No. Appearing: 1
Save As: Fighter 10
Morale: 9
Treasure Type: V
XP: 1,480

Sabre Worms are a particularly horrid form of insect-like predator that inhabits arid climes and other subterranean fastness. These large, 30' long worms are armored in chitin and possess deadly sabre-like forelimbs used to slash and hold prey. Sabre Worms are able to traverse loose sand as easily as a human would walk on normal ground, and track surface prey by vibration, similar to the Iron Lasher. They will burst forth and attempt to drag down a victim into the sand (Surprise on 1-3 on D6). Creatures hit by the jaws of a Sabre Worm during this passing ambush attack may save vs Petrify to avoid being dragged under the sands. Victims who fail the save will be forced down at 30' per round under the dunes, where lack of air is as much a concern as the monster clutching them in its vice-like jaws.

In darkness, these monsters use a loud clicking form of echo-location to find prey as far as 60' away (though the sounds can be heard much farther than that) as well as 30' dark vision. Such eerie clicking noises echoing over dark desert dunes is as unnerving to those uninitiated in the meaning of the sound as those who know the deadly danger of its true origins. The horrible Worm is able to belch forth a 5' wide corrosive jet of acid out to 40' (Save vs Breath Weapon for half damage) three times per day, though no more than every other round. Like many insects, these monsters are highly cannibalistic, and are never found in groups (thankfully). Many wasteland tribes consider the stalking and slaying of such a desert bane to be a feat fit for great celebration, as the predator is a constant threat to the camel and horse herds (not to mention the human losses) that are vital to their nomadic lifestyle.
Last edited by Jeff Wrbelis on Thu Oct 31, 2019 5:17 pm, edited 2 times in total.
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