Basic Fantasy Field Guide Volume 3

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

Post by Bumblepig »

Raccoon, Giant

Armor Class: 16
Hit Dice: 5
No. of Attacks: 1 bite
Damage: 2d6 bite
Movement: 50' Climb 30’
No. Appearing: 1, Wild 1d2, Lair 2d4
Save As: Fighter: 5
Morale: 8
Treasure Type: L in lair
XP: 360

Giant raccoons resemble their normal counterparts in all respects except size. The average giant raccoon is seven feet long from nose to tail.
Nocturnal and omnivorous, giant raccoons often live close to human settlements for easy access to trash and other sources of food. But whereas normal-sized raccoons’ trash pilfering creates a minor annoyance, for giant raccoons it can lead to wholesale mayhem and ransacking of property.
Giant raccoons are highly intelligent and have their own chittering dialect, which they use to communicate with mundane raccoons and humanoid rakun. Their forepaws are unusually dextrous, allowing them to perform manual tasks such as opening doors and containers. Some have even been known to pick locks.
The giant raccoon lair sometimes contains valuable trinkets collected because of their shiny or unique appearance.
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Fabian
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Re: Basic Fantasy Field Guide Volume 3

Post by Fabian »

How large is a Flashbag?
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Bumblepig
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Re: Basic Fantasy Field Guide Volume 3

Post by Bumblepig »

My sketch of a pair of florans.
Florans by Kyle Hettinger.png
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"Vegetable rights and peace!"
Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

Interesting. The leaves remind me of feathers or scales.
Pushing that a bit they could look a bit more avian or reptilian.
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Fabian
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Re: Basic Fantasy Field Guide Volume 3

Post by Fabian »

My take on Flashbags
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

Nice.

Regarding size. I'd say between 1 and 3 feet of diameter.
Will-o'-Wisps are about 1 foot in diameter and I love monsters that look like other monsters.
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Fabian
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Re: Basic Fantasy Field Guide Volume 3

Post by Fabian »

Thanks. I my guess was about right. The similar monster thing: I haden't thought about it before, but yeah, I love throwing lookalikes at my players. One of my players that is also GMs PF/5e has all but given up trying to meta-game the beasties I throw at him.
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teaman
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Re: Basic Fantasy Field Guide Volume 3

Post by teaman »

Fabian wrote: Thu Sep 24, 2020 5:31 pm My take on Flashbags
These are perfect, Fabian!
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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Fabian
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Re: Basic Fantasy Field Guide Volume 3

Post by Fabian »

Thank you!
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

Celestial, Lammasu*

Armor Class: 17 (doubledagger)
Hit Dice: 9*
No. of Attacks: 2 claws
Damage: 1d10/1d10
Movement: 40' Fly 80' (20')
No. Appearing: 1, Lair 2d4
Save As: Cleric 10
Morale: 11
Treasure Type: Nil
XP: 1,150

Lammasus are the protector of the innocents. A lammasu looks like a lion with large white wings and a human face. Lammasus are always male. Some of them prefer to braid their beard to keep it separated from their mane. A lammasu speaks common and can communicate with a limited form of telepathy imparting up to 3 words per round to a distance of 300 feet.

A lammasu cast spells as a 10th level Cleric. If forced to engage in physical combat, a lammasu will use two powerful claws for 1d10 points of damage each. If able to swoop down on an enemy, this attack will receive a +2 bonus and the damage will be 2d8 points of damage per claw instead. A lammasu can also use dimension door, once per turn, dispel evil, once per hour and teleport without error, once per day.

A lammasu takes no damage from non-magical weapons and only a single point of damage from magical weapons with a bonus smaller than +2. They are immune to sleep, hold and charm spells as well as illusions.
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