Basic Fantasy RPG Core Rules 4th Edition

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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter C

Italicized is verbatim in the SRD.

Caecilia, Giant

OK, not in SRD

Cave Locust, Giant

OK, not in SRD

Caveman

OK, not in SRD

Centaur

Centaurs appear to be half man, half horse, having the torso, arms and head of a man in the position a horse's head would otherwise occupy. A centaur is as big as a heavy horse, but much taller and slightly heavier; average males are about 7 feet tall and weigh about 2,100 pounds, and females are just a bit smaller. Centaurs may charge with a spear or lance just as a man on horseback, with the same bonuses. They typically wear leather armor when prepared for combat.

Centaurs are generally haughty and aloof, but very honorable. Most would rather die than allow humans, demi-humans, or humanoids to ride on their backs.

Centipede, Giant

Giant centipedes are larger versions of the normal sort, being 2 to 3 feet long. Centipedes are fast-moving, predatory, venomous arthropods, having long segmented bodies with exoskeletons. They prefer to live in underground areas, shadowy forested areas, and other places out of direct sunlight; however, there are desert-dwelling varieties that hide under the sand waiting for prey to wander by.

Giant centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Those bitten by a giant centipede must save vs. Poison at +2 or die.

Cheetah

OK, no text verbatim in SRD

Chimera

Chimeras are strange creatures having a lion's body with the heads of a lion, a goat, and a dragon, and the wings of a dragon. A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white, and has the same type of breath weapon as that sort of dragon. Regardless of type, the dragon's head breathes a 50' long cone with a 10' wide end, for 3d6 points of damage; victims may save vs. Dragon Breath for one-half damage.

Chimeras are cruel and voracious. They can speak Dragon but seldom bother to do so, except when toadying to more powerful creatures.

Cockatrice

A cockatrice is a strange creature, appearing to be a chicken (hen or rooster) with a long serpentine neck and tail; the neck is topped by a more or less normal looking chicken head.

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds. A cockatrice is no more intelligent than any animal, but they are bad-tempered and prone to attack if disturbed.

Anyone touched by a cockatrice, or who touches one (even if gloved), must save vs. Petrification or be turned to stone.

Crab, Giant

OK, not in SRD

Crocodile

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach; when in their natural element, they surprise on 1-4 on 1d6.

Large Crocodiles: These huge creatures are from 12-20 feet long. Large crocodiles fight and behave like their smaller cousins.

Giant Crocodiles: These huge creatures usually live in salt water and are generally more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter D

Italicized is verbatim in the SRD.

Dinosaur, Deinonychus

OK, no verbatim text from SRD

Dinosaur, Pterodactyl (and Pteranodon)

OK, not in SRD

Dinosaur, Stegosaurus

OK, not in SRD

Dinosaur, Triceratops

A triceratops is a three-horned herbivorous dinosaur. They are aggressive toward interlopers, attacking anyone who might appear to be a threat. These creatures are about 25 feet long and weigh about 20,000 pounds. A triceratops will usually attempt to trample smaller opponents. Up to two adjacent man-sized or up to four smaller opponents may be trampled simultaneously; the triceratops rolls a single attack roll which is compared to the Armor Class of each of the potential victims, and then rolls a separate damage roll for each one successfully hit. The gore attack may only be used against a single man-sized or larger creature, but may be used in the same round as the trample if the creature being gored is larger than man sized. Also note that a charging bonus may be applied to the gore attack.

Dinosaur, Tyrannosaurus Rex

The tyrannosaurus rex is a bipedal carnivorous dinosaur. Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail. A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple – charge in and bite.

The statistics above can also be used to represent other large bipedal carnosaurs, such as the allosaurus.

Displacer

OK, not in SRD

Djinni

The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ feet tall and weighs about 1,000 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind (see below) to harass those who follow; the 12 morale reflects a djinni's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “8” figure to determine whether an outmatched djinn decides to leave a combat.

Djinn have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): create food and drink, creating tasty and nourishing food for up to 2d6 humans or similar creatures, once per day; become invisible, with unlimited uses per day; create normal items, creating up to 1,000 pounds of soft goods or wooden items of permanent nature or metal goods lasting at most a day, once per day; assume gaseous form, as the potion, up to one hour per day; and create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day.

Djinn may assume the form of a whirlwind at will, with no limit as to the number of times per day this power may be used; a djinni in whirlwind form fights as if it were an air elemental.

Due to their highly magical nature, djinn cannot be harmed by non-magical weapons. They are immune to normal cold, and suffer only half damage from magical attacks based on either cold or wind.

Dog

OK, no verbatim text from SRD

Doppleganger

Dopplegangers are strange beings that are able to take on the shapes of those they encounter; they can also read minds (as the spell, ESP, but with no limit of duration). In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppleganger is hardy, with a natural agility not in keeping with its frail appearance. In its natural form a doppleganger is about 5½ feet tall and weighs about 150 pounds.

Dopplegangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

When in its natural form, a doppleganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its mind reading power to employ the same tactics and strategies as the person it is impersonating.

Dragon

Dragons are large (sometimes very large) winged reptilian monsters. Unlike wyverns, dragons have four legs as well as two wings; this is how experts distinguish “true” dragons from other large reptilian monsters. All dragons are long-lived, and they grow slowly for as long as they live. For this reason, they are described as having seven “age categories,” ranging from 3 less to 3 more hit dice than the average. For convenience, a table is provided following the description of each dragon type; this table shows the variation in hit dice, damage from their various attacks, and other features peculiar to dragons.

If one dragon is encountered, it is equally likely to be a male or female ranging from -2 to +3 hit dice (1d6-3); two are a mated pair ranging from -1 to +2 hit dice (1d4-2). If three or four are encountered, they consist of a mated pair plus one or two young of -3 hit dice in size. If this is the case, the parents receive a Morale of 12 in combat since they are protecting their young.

A dragon attacks with its powerful claws and bite, its long, whiplike tail, and most famously with its breath weapon. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with the breath weapon (or possibly with spells, if the dragon can cast any). Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Each dragon can use its breath weapon as many times per day as it has hit dice, except that dragons of the lowest age category do not yet have a breath weapon. The breath may be used no more often than every other round, and the dragon may use its claws and tail at the same time. The tail swipe attack may only be used if there are opponents behind the dragon, while the claws may be used only on those opponents in front of the creature. Due to their serpentine necks, dragons may bite in any direction, even behind them.

The breath weapon of a dragon does 1d8 points of damage per hit die (so, a 7 hit die dragon does 7d8 points of damage with its breath). Victims may make a save vs. Dragon Breath for half damage. The breath weapon may be projected in any direction around the dragon, even behind, for the same reason that the dragon can bite those behind it.

There are three shapes (or areas of effect) which a dragon's breath weapon can cover. Each variety has a “normal” shape, which that type of dragon can use from the second age category (-2 hit dice) onward. Upon reaching the sixth age category (+2 hit dice), a dragon learns to shape its breath weapon into one of the other shapes (GM's option); at the seventh age category (+3 hit dice), the dragon is competent at producing all three shapes.

The shapes are:

Cone Shaped: The breath weapon begins at the dragon's mouth, and is about 2' wide at that point; it extends up to the maximum length (based on the dragon type and age) and is the maximum width at that point (again, as given for the dragon's type and age).

Line Shaped: The breath weapon is 5' wide and extends the given length in a straight line.

Cloud Shaped: The breath weapon covers an area up to the maximum given width (based on the dragon type and age) in both length and width (that is, the length figure given for the dragon type and age is ignored). A cloud-shaped breath weapon is, at most, 20' deep or high.

All dragons save for those of the lowest age category are able to speak Dragon. Each type has a given chance of “talking;” this is the chance that the dragon will know Common or a demi-human or humanoid language. Many who talk choose to learn Elvish. If the first roll for “talking” is successful, the GM may roll again, with each additional roll adding another language which the dragon may speak.

Some dragons learn to cast spells; the odds that a dragon can cast spells are the same as the odds that a dragon will learn to speak to lesser creatures, but each is rolled for separately.

Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. Note that, for most monsters, the Treasure Type given is for a lair of average numbers; for dragons, the Treasure Type is for a single individual of average age. Note also that mated pairs do not share treasure! Rather than adjusting the treasure amounts for the number of monsters, adjust for the age of the dragon; a dragon of the highest age category would have about double the given amount, while one of the next to lowest age category would have perhaps a tenth that amount (hatchlings have no treasure).

Dragon, Black

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog. Black dragons are more cruel than white dragons, but are still motivated mostly by the urge to live, breed and collect valuable items.

Black dragons often choose to hide underwater, leaving only part of the head above the waterline, and leap up suddenly when prey comes within 100' (surprising on a roll of 1-4 on 1d6 in this case).

Black dragons are immune to all forms of acid. A black dragon may hold its breath up to three turns while lying in wait underwater.

Dragon, Blue

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed, waiting until opponents come within 100 feet to spring out and attack (surprising on a roll of 1-4 on 1d6 in this case).

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems, especially sapphires. Blue dragons are evil monsters, though not so fierce as red dragons. They particularly enjoy tricking intelligent prey into entering their lairs or passing by their hiding places to be ambushed and killed; usually one member of a party attacked by a blue dragon will be left alive for a while, and the dragon will play with that person as a cat plays with a mouse.

Blue dragons are immune to normal lightning, and suffer only half damage from magical lightning.

Dragon, Gold

Gold dragons usually parley before fighting. Those having spellcasting ability make heavy use of spells in combat. Among their favorites are cloudkill, sleep, and slow.

All gold dragons have the power to assume human form at will (in a manner equivalent to the spell polymorph self, but performed at will).

Unlike many other dragons, gold dragons are not cruel and do not seek to kill for pleasure. Many tales are told of gold dragons offering assistance to adventurers. They are, however, every bit as avaricious as any dragon; adventurers in need of gold need not bother asking for a loan.

Gold dragons are immune to all poisons, as well as normal fire. They suffer only half damage from magical fire.

Dragon, Green

Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly – it enjoys evoking terror.

Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby. Adventurers may be allowed to live so long as they remain interesting… but woe to them when the dragon becomes bored.

Green dragons are immune to all poisons. Note that, despite their breath weapon being described as "poison gas," damage done by it is exactly the same as with other dragons. More specifically, those in the area of effect do not have to "save or die" as with ordinary poison, but rather save vs. Breath Weapon for half damage.

Dragon, Red

Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.

Red dragons are cruel monsters, actively seeking to hunt, torment, kill and consume intelligent creatures. They are often said to prefer women and elves, but in truth a red dragon will attack almost any creature less powerful than itself.

Red dragons are immune to normal fire, and suffer only half damage from magical fire.

Dragon, Sea

OK, not in SRD

Dragon, White

White Dragons prefer to live in cold regions, whether in the highest mountains or in the cold northern lands. They are the least intelligent of dragons, though this does not mean that they are stupid by any stretch of the imagination. They are motivated completely by a drive to live, to reproduce, and (of course) to accumulate treasure; they kill to live, not for pleasure.

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. Typically, a white dragon begins with its icy breath weapon, then tries to eliminate a single opponent with a follow-up attack.

White dragons are immune to normal cold, and take only half damage from magical cold or ice.

Dragon Turtle

A dragon turtle's rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 100 to 200 feet from snout to tail. They are occasionally mistaken for rocky outcroppings or even small islands.

Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal. Though they are not true dragons, they do advance through the same sort of age categories as the true dragons do; however, each age category changes the dragon turtle's Hit Dice by 5.

Due to their massive size, dragon turtles are immune to virtually all poisons.

Dryad

Dryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also.

A dryad’s delicate features are much like a female elf's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.

Shy, intelligent, and resolute, dryads are as elusive as they are alluring -- they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad can charm (as the spell charm person), attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Last edited by coureur_d_bois on Sat Jan 07, 2023 6:09 pm, edited 3 times in total.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Spells (A through C)
Animate Dead: This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. ... An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse...

Animate Objects: This spell imbues inanimate objects with mobility and a
semblance of life. The animated objects then attack whomever or whatever the caster designates. This spell cannot animate objects carried or worn by a creature. An animated object can be of any non-magical material
...

Anti-Magic Shell: No SRD text.

Blade Barrier: This spell creates a wall of whirling blades up to 20' long per caster level, or a ringed wall of whirling blades with a radius of up to 5' per two levels. Either form will be up to 20 ft. high (as allowed by available space). Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a save vs. Death Ray reducing damage to half. If the caster evokes the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful save vs. Death Ray. A blade barrier provides cover (+4 bonus to Armor Class) against attacks made through it.

Bless: This spell gives the caster and his or her allies (within a 50' radius of the caster) a bonus of +1 on attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws against magical fear. The reverse of bless is called bane. It fills the caster's enemies (within a 50' radius) with fear and doubt, causing each affected creature to suffer a –1 penalty on attack rolls, morale checks, and saving throws against magical fear.

Charm Animal: No SRD text.

Charm Monster: This spell functions like charm person, except that the effect is not restricted by creature type or size...

Charm Person: This spell makes a humanoid creature of 4 hit dice or less regard the caster as its trusted friend and ally. Humans and demi-humans may be affected, regardless of level of ability. A save vs. Spells will negate the effect. If the creature is currently being threatened or attacked by the caster or his or her allies, it receives a +5 bonus on its saving throw. The spell does not enable the caster to control the charmed person as if it were an automaton; rather, it perceives his or her words and actions in the most favorable way. The caster can try to give the subject orders, but it will not do anything it wouldn’t ordinarily do, and further may receive an additional saving throw to overcome the magic (at the GM's discretion). The caster must speak the target's language to communicate any commands, or else be good at pantomiming; of course, if the caster is attacked, the charmed creature will act to protect its “friend” (though that could mean attacking the caster's enemies, or attempting to carry off the caster to a “safe” place). The target receives a new saving throw each day if it has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month if its Intelligence is 8 or less.

Clairvoyance: No SRD text.

Cloudkill: ...kills outright any creatures of 3 or fewer hit dice or levels...

Commune: This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or-no question per caster level...

Confusion: This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused, making them unable to independently determine what they will do. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does.

d20 Behavior
1–2 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
3–4 Act normally.
5–10 Do nothing but babble incoherently.
11–14 Flee away from caster at top possible speed.
15–20 Attack nearest creature.

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically retaliates on its next turn, as long as it is still confused when its turn comes.

Conjure Elemental: No SRD text.

Continual Light: No SRD text.

Create Food: The food that this spell creates is simple fare of the caster's choice, highly nourishing, but rather bland. Up to 3 men or one horse per caster level can be fed for one day with this spell. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting purify food and water on it.

Create Water: ... The water created by this spell is just like clean rain water...

Cure Blindness: No SRD text.

Cure Disease: Cure disease cures all diseases that the subject is suffering from. The spell also kills parasites afflicting the target creature. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: This spell does not prevent reinfection after a new exposure to the same disease.

Cure Light Wounds: No SRD text.

Cure Serious Wounds: This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 + caster level in damage.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Question: Do we need to be concerned if spell ranges or durations are identical to the SRD?
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter E

Italicized is verbatim in the SRD.

Eagle, Giant

A typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds. Many giant eagles are intelligent creatures and speak Common.

A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.

A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.

Efreeti*

The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. An efreeti in its natural form stands about 12 feet tall and weighs about 2,000 pounds. Efreet are malicious by nature. They love to mislead, befuddle, and confuse their foes. They do this for enjoyment as much as for tactical reasons.

Note that the 12 morale reflects an efreeti's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “9” figure to determine whether an outmatched efreeti decides to leave a combat.

Efreet have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): become invisible, with unlimited uses per day; assume gaseous form, as the potion, up to one hour per day; create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day; create flame, with unlimited uses; and create a wall of fire (as the spell), once per day. Create flame allows the efreet to cause a flame to appear in its hand or otherwise on its person at will; it behaves as desired by the efreet, becoming as large as a torchflame or as small as a candle, and ignites flammable material just as any ordinary flame does. The flame can be thrown as a weapon with a range of up to 60', causing 1d8 points of damage on a successful hit. The efreet can create another flame, and throw it as well if desired, once per round.

Efreet may assume the form of a column of fire at will, with no limit as to the number of times per day this power may be used; an efreeti in flame-form fights as if it were a fire elemental.

Due to their highly magical nature, efreet cannot be harmed by non-magical weapons. They are immune to normal fire, and suffer only half damage from magical fire attacks.

Elemental*

Elementals are incarnations of the elements that compose existence.

It is possible to summon an elemental by one of three means: By the use of a staff, or of a device, or by casting a spell. For each elemental type, separate statistics are provided for each of these three categories.

Due to their highly magical nature, elementals cannot be harmed by non-magical weapons.

Elemental, Air*

OK, not verbatim in SRD

Elemental, Earth*

OK, not verbatim in SRD

Elemental, Fire*

OK, not verbatim in SRD

Elemental, Water*

OK, not verbatim in SRD

Elephant

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. This entry describes an African elephant. Indian elephants are slightly smaller and weaker, but more readily trained.

A light load for an African elephant is 7,500 pounds; a heavy load, up to 15,000 pounds. For an Indian elephant, a light load is up to 7,000 pounds, and a heavy load up to 14,000 pounds.

An elephant has no treasure as such, but the tusks of an elephant are worth 1d8 x 100 gp.
Last edited by coureur_d_bois on Sat Jan 07, 2023 7:37 pm, edited 3 times in total.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Solomoriah »

Vindeishi wrote: Sat Jan 07, 2023 5:51 pm Question: Do we need to be concerned if spell ranges or durations are identical to the SRD?
Hmm. On the one hand, probably not; on the other hand, I'll look through them myself. If I must change things, tweaking ranges, areas, and durations to be more variable is not a bad approach.

But no, you don't need to worry about that. I'll deal with it.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Solomoriah »

Also, Vindeishi, please don't forget to send me your credit.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter F

Italicized is verbatim in the SRD.

Fish, Giant Barracuda

OK, not in SRD

Fish, Giant Bass

OK, not in SRD

Fish, Giant Catfish

OK, not in SRD

Fish, Giant Piranha

OK, not in SRD

Fly, Giant

OK, not in SRD

Frog, Giant (and Toad, Giant)

OK, not in SRD
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter G

Italicized is verbatim in the SRD.

Gargoyle*

Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They are often mistaken for winged stone statues, for they can remain still indefinitely without moving. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.

Gargoyles require no food, water, or air. Due to their highly magical nature, they can only be harmed by magical weapons.

Gelatinous Cube

The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body. A typical gelatinous cube is ten feet on a side and weighs about 15,000 pounds; however, smaller specimens have been reported.

A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. Any character hit by a gelatinous cube must save vs. Paralyzation or be paralyzed for 2d4 turns.

Any treasure indicated will be visible inside the creature, which must be slain if the treasure is to be recovered.

Ghast

Although these creatures look just like their lesser kin, the ghoul, they are far more deadly and cunning. Those hit by a ghast’s bite or claw attack must save vs. Paralyzation or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghasts try to attack with surprise whenever possible, striking from behind tombstones and bursting from shallow graves; when these methods are employed, they are able to surprise opponents on 1-3 on 1d6. They are undead, and thus are immune to sleep, charm and hold magics. They may be Turned by Clerics using the same column as the ghoul. As they are superior to ghouls, in a mixed group of ghasts and ghouls the GM should apply Turning effects to the ordinary ghouls first.

Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight. A humanoid who becomes a ghast in this way retains none of the knowledge or abilities he or she possessed in life. The newly-risen ghast is not under the control of any other ghasts, but hungers for the flesh of the living and behaves like any other ghast in all respects.

The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.

Ghost*

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost normally resembles the form it had in life, but sometimes the spiritual form is altered. For instance, the ghost of someone who believed he or she was evil might look a bit demonic. Because they are incorporeal, ghosts may be hit only by magical weapons.

Seeing a ghost is so terrible that the victim must save vs. Spells or flee for 2d6 rounds. A character or creature who successfully saves vs. a given ghost's fear attack may not be so affected by that ghost again, but of course may still be affected by another.

A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score he or she sees fit.

Lost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character's Constitution falls to 0, he or she dies permanently and cannot be raised (but still may be reincarnated).

Once per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.

Instead of attacking, a ghost may attempt to possess a living creature. This ability is similar to a magic jar spell (as if cast by a 10th level Magic-User), except that it does not require a receptacle. To use this ability, the ghost must be able to move into the target (so it is possible to outrun it). The target can resist the attack with a successful save vs. Spells. A creature that successfully saves is immune to being possessed by that ghost for 24 hours. If the save fails, the ghost enters the target's body and controls it; control may be maintained until the ghost chooses to leave the victim's body, or until it is driven out by means of a remove curse spell. While it is possessing a living creature, a ghost may not use any of its special abilities.

Ghoul

Ghouls are undeadmonsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters, but are more than willing to kill for food. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them.

Those hit by a ghoul’s bite or claw attack must save vs. Paralyzation or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghouls try to attack with surprise whenever possible, striking from behind tombstones and bursting from shallow graves; when these methods are employed, they are able to surprise opponents on 1-3 on 1d6. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics.

Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the knowledge or abilities he or she possessed in life. The newly-risen ghoul is not under the control of any other ghouls, but hungers for the flesh of the living and behaves like any other ghoul in all respects.

Giant, Cloud

Cloud giants’ skin ranges in color from milky white to light sky blue. They have hair of silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.

Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from humans, demi-humans, or humanoids living nearby.

Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. Cloud giants can throw large stones up to 200' for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.

Giant, Cyclops

OK, not in SRD

Giant, Fire

An adult male fire giant is 14 feet tall, has a chest that measures 9 feet around, and weighs about 3,200 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old. Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.

Fire giants are unfriendly to almost all other human, demi-human, and humanoid races, though they sometimes subjugate nearby humanoid races to act as their servants.

A fire giant can throw large stones up to 200' for 3d6 damage. Fire giants are immune to all fire-based attacks.

Giant, Frost

Frost giants have pale, almost white skin. A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.

An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.

Frost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured.

A frost giant can throw large stones up to 200' for 3d6 damage. Frost giants are immune to all ice or cold-based attacks.

Giant, Hill

The smallest of giants, adult hill giants stand between ten and twelve feet in height and weigh about 1,100 pounds. Hill giants can live to be 200 years old. Skin color among hill giants ranges from light tan to deep ruddy brown. They have brown or black hair and eyes the same color. They wear layers of crudely prepared hides, which they seldom wash or repair, preferring to simply add more hides as the old ones wear out.

Whether attacking with a weapon or fist, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep dire wolves as pets.

Giant, Stone

Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.

A stone giant can throw large stones up to 300' for 3d6 damage.

Stone giants are reclusive, but they will defend their territory (typically in rocky mountainous terrain) against any who trespass therein.

Giant, Storm

Adult storm giants are about 21 feet tall and weigh about 12,000 pounds. They can live to be 600 years old. Most storm giants have pale skin and dark hair. Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes.

Storm giants generally dress in short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.

Storm giants prefer to attack first with their lightning bolts (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). Also, 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). In battle, they wear well-crafted and well-cared-for plate mail.

Unlike most other giants, storm giants have been known to befriend humans, elves, or dwarves.

Gnoll

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds.

Gnolls are nocturnal, and have Darkvision with a 30' range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.

One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.

Gnome

Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Males usually wear short, carefully trimmed beards.

Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years. They have Darkvision with a 30' range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.

Gnomes speak their own language, Gnomish, and many know the language of the dwarves. Most gnomes who travel outside gnome lands (as traders or tinkers) know Common, while warriors in gnome settlements usually learn Goblin. Gnomes encountered in the wilderness are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.

Most gnomes encountered outside their home are warriors; the statistics above are for such. In the lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics and Magic-Users are equivalent to regular gnomish warriors statistically.

Goblin

Goblins are small, wicked humanoids that favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually bright and crafty-looking, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. They have Darkvision with a 30' range.

The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30' and a natural Armor Class of 11.

Some goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.

One out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10' that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10', and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.

Golem*

Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces. The animating force for a golem is an elemental spirit. The process of creating the golem binds the spirit to the artificial body and subjects it to the will of the golem’s creator.

Being mindless, golems generally do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If not actively commanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

Golems have immunity to most magical and supernatural effects, except when otherwise noted. They can only be hit by magical weapons.

Golem, Amber*

OK, Not in SRD

Golem, Bone*

Not in SRD, but some part of the SRD apply.

Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Though made of bone, they are not undead and cannot be turned.

Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10/1d10 or by weapon.

When a bone golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%.

Golem, Bronze*

Not in SRD, but some part of the SRD apply.

These golems resemble statues made of bronze; unlike natural bronze statues, they never turn green from verdigris. A bronze golem is 10 feet tall and weighs about 4,500 pounds. A bronze golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray.

When a bronze golem enters combat, there is a cumulative 1% chance each round that its elemental spirit will break free. Such a golem will go on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to cause more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the chance it will go berserk to 0%

Golem, Clay*

This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. A clay golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit will break free. Such a golem will go on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to cause more destruction. Once a clay golem goes berserk, no known method can reestablish control.

The damage a clay golem deals doesn’t heal naturally, and magical healing cures only 1 point per die rolled (but add all bonuses normally).

Golem, Flesh*

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds. A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit will break free. Such a golem will go on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to cause more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 full points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, the excess is ignored. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage.

Golem, Iron*

This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

Iron golems can exhale a cloud of poisonous gas which fills a 10-foot cube and persists for 1 round. Those within the area of effect must save vs. Dragon Breath or die. This ability can be used up to 3 times per day.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 full points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, the excess is ignored. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 19 points. An iron golem is affected normally by rust attacks, such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed).

Golem, Stone*

This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.

Stone golems are formidable opponents, being physically powerful and difficult to harm. A stone golem can use a slow effect, as the spell, once every other round; a save vs. Spells is allowed to resist. The effect has a range of 10 feet and a duration of 2d6 rounds.

A stone to flesh spell may be used to weaken the monster. The spell does not actually change the golem’s structure, but for one full round after being affected, the golem is vulnerable to normal weapons. The stone golem is allowed a save vs. Spells to resist this effect.

Golem, Wood*

OK, Not in SRD

Gorgon

Gorgons are magical monsters resembling bulls made of iron. Their breath can turn living creatures to stone; it covers an area 60' long by 10' wide, and can be used as many times per day as the monster has hit dice, but no more often than every other round. A save vs. Petrification is allowed to resist.

A typical gorgon stands over 6 feet tall at the shoulder, measures 8 feet from snout to tail, and weighs about 4,000 pounds. Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to gore or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.

Gray Ooze

Gray oozes are amorphous creatures that live only to eat. They inhabit underground areas, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.

A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. After a successful hit, the ooze will stick to the creature attacked, dealing 2d8 damage per round automatically. Normal (non-magical) armor or clothing dissolves and becomes useless immediately. A non-magical metal or wooden weapon that strikes a gray ooze also dissolves immediately. Magical weapons, armor, and clothing are allowed a saving throw (use the wearer's save vs. Death Ray, adding any magical “plus” value to the roll if applicable).

Green Slime*

OK, Not in SRD

Griffon

Griffons are large carnivorous creatures resembling lions with the head, foreclaws and wings of eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. An adult griffon weighs about 500 pounds.

Griffons nest on high mountaintops, soaring down to feed on horses, the beast’s preferred prey. They hunt and travel in flocks. A Griffon will attack a horse over anything else, diving low to swipe with their claws. They are not above retreating and coming back later, when there may be less of a defense mounted.

Griffons can be trained as mounts if raised in captivity, but even in this case they may try to attack horses if any come within about 120'. Roll a morale check in this case; if the check is failed, the griffon will try to attack immediately. A light load for a griffon is up to 400 pounds; a heavy load, up to 900 pounds.
Last edited by coureur_d_bois on Sat Jan 07, 2023 9:12 pm, edited 8 times in total.
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Dimirag
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Dimirag »

Hey Solo, should all these text revisions go into a new Basic Fantasy RPG Core Rules 4rd Edition thread? With maybe a file on the 1st post collecting everything.
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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