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Old 06-30-2018, 08:19 PM   #1
Shostak
 
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Default New Monsters

The name of the thread says it all. This is a place to share your new monsters for TFT. Here's one to start it off:

Note: Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Sky-jellies
Sky-jellies resemble airborne Portuguese Man-Of-Wars, and “swim” between planes, existing in our world only partially. Although they are rare, when they are seen they are usually found in pods of anywhere from a few to a dozen, though pods numbering in the hundreds to thousands or even millions are rumored. Some theorize an astronomical connection to their appearances. Sky-jellies can be surprisingly fast; they can increase their speed by 2 for each 1 point of ST they spend. Most sky-jellies are 1-hex, but 3-hex and 7-hex specimens have been observed. Most are bioluminescent.

A sky-jelly can make multiple attacks per round, one for each hex of its body and one for each hex adjacent to its body (they can divide or concentrate their attacks to any of those hexes), so a 1-hex specimen gets 7 attacks per round. These are made with venomous tentacles which inflict a painful sting. Any victim taking any damage from the sting must make a ST saving roll or take 1 point of venom damage each round for 1d-1 rounds. Given enough time—roughly a few hours for an adult human—sky-jellies dissolve and ingest their victims’ bodies entirely. Sky-jellies are immune to electricity, and some even have an electrical attack that, in addition to the above damage, requires victims to make a saving roll against ST or fall, stunned until a successful ST roll is made. Each electrical attack is powered by 2 ST from the Sky-jelly.

Sky-jellies’ strange bodies are difficult to injure, since they partially flow around wounds; all weapons do -4 damage, except fire, which does +1 point of damage per die. Images and illusions are not perceived by sky-jellies, and are thus totally ineffective

1-hex Sky-jelly
ST 8
DX 8
IQ 1
MA 8
Damage resistance (4)
Tentacle attack 1d-3

3-hex Sky-jelly
ST 16
DX 8
IQ 1
MA 10
Damage resistance (4)
Tentacle attack 1d-2

7-hex Sky-jelly
ST 30
DX 8
IQ 1
MA 12
Damage resistance (4)
Tentacle attack 1d-1

Last edited by Shostak; 07-07-2018 at 05:41 AM. Reason: Misprint, added permission
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Old 07-04-2018, 10:39 AM   #2
KevinJ
 
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Ahura: A different take on Harpies

ST 14 DX 14 IQ 10 MA 10/20 Prot 0
Attacks: adjDX Dmg Effect
Claw Rake 12 1+2 Melee while flying.

Desc: These are humanoid beings from another dimension. They can be summoned with the Summon Ahura spell, but there are still some Ahura that were brought here by the Outsider in one of his failed conquests.

Ahura appear for beautiful women with feathered wings instead of arms and clawed feet. They wear little or no clothing, but their bodies are covered with fine feathers that conceals all their naughty bits from casual view. While their wings appear to be just wings, they actually have a 3 fingered hand at the big joint that allows them to manipulate objects like clothing and jewelry.
Ahura often have male servants who assist them in dressing and see to their physical needs. Hay, I meant cooking food, doing laundry, and cleaning house.

Ahura are innate magic users, able to use Lightning Bolt at will (for the normal FT cost.) They attack while flying by swooping down to rake with their claws. Ahura fly much the same way Gargoyles do, using magic; they are capable for 20 hexes in tactical combat, but are able to fly at 100mph out of combat if they so choose. They can also carry up to 20lbs of stuff while flying at this speed.

Most Ahura are solitary (their male attendants don’t count, only other Ahura), but sometimes they form covens of up to 7 Ahura living in close proximity (each with her own attendants).
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Old 07-04-2018, 10:41 AM   #3
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Bronze Bull:
ST 30 DX 10 IQ 5 MA 20 Prot 5
Attacks: adjDX Dmg Effect
Gore 10 3+3 melee
Charge 10 3+3 double damage.

Desc: This creature looks like a bull, but it’s ‘skin’ is bronze plates with burning red something in between them, flaming red eyes, and large, forward facing bronze horns. Bronze bulls charge, then sting about goring anyone who is silly enough to stand close by. Most weapons simply bounce off their skin.

Bronze Bulls take ½ damage from fire, electricity, and force spells, but double damage from water and triple damage from cold.

Bronze Bulls are magical constructs created a very long time ago, at least those currently on Goranth are ancient. They are made from the same bronzish metal as Stone Folk doors and animated by a spirit with the intellect of an animal.

A ‘live’ Bronze Bull is worth thousands of Pips ($), but dead one is still worth a thousand, since there is so little known about them.
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Old 07-04-2018, 10:43 AM   #4
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Doomchild
ST 4 DX 11 IQ 7 MA 5
Attacks: adjDX Dmg Effect
Large Knife 11 1-2
Death Blast - 2 fiery explosion
- 1 bone shards, 2-hex range

Desc: Doomchildren (plural – there’s always a horde) are pintsized demons, barely sapient, that attack viciously with unexpected strength and speed. Bulging eyes and bloated heads mar their disturbingly childlike appearance. They come in several pastel colors including pink, yellow, lavender, fuchsia, blue, and ‘flesh’ toned and their eyes are blight blue.

They attack as a horde, moving in to grapple in HTH combat. No more than 6 Doomchildren can engage in HTH combat with single character, others will simply wait their chance.

They’re very fragile; one solid hit will kill them. On dying, though, they explode in a cloud of flame, just like a magical fireball. When one is killed there is a chance that they will chain react, one explosion causing the next to explode and so on. Only the bone fragments will inflict damage in the next hex, but the fiery explosion will effect anyone they are grappling, including other Doomchildren also grappling that target.
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Old 07-04-2018, 10:48 AM   #5
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NOT UNDEAD
Ghoul

ST Var DX Var IQ Var MA Var HT Var Prot var
Attacks: adjDX Dmg Effect
Bite 10 1-3 HTH; Infect: 4/ST save
Claw 10 1-2 HTH
Knife 10 1-2
Dirk 10
Club 10 1-3
Sling 10 1-2
Thrown Rock 10 1-4


Desc: These are individuals who have been infected with an alien parasite. They appear to be rotting corpses that shamble around in the darkness and underground looking for more hosts for the parasite.

Ghouls carry weapons and wear armor that they were wearing when they transformed, they will not pick up weapons or don armor out of the blue, though a weapon using ghoul will pick up a weapon if disarmed.

The Ghoul has the stats of the original victim with the following modifications. ST+2, DX-2, IQ-4, MA-2. They are nearly immune to thrusting/stabbing/piercing attacks, but cutting and crushing attacks do full damage.

Anyone bitten by a ghoul must make a 4/ST save or be infected by the parasite. If they fail the save, other ghouls immediately stop attacking that individual. The individual gets one more 4/ST save after 1 hour, success means that their body rejected the parasite and it dies. Failure means they transform into a Ghoul. It takes about 8 hours for the full transformation to take place.

Cleansing or Remedy will kill the parasite, stopping the infection or freeing the individual, though the individual may die afterwards from damage taken in an attack or while infected.

[Gah, I just realized that the formatting is wonky.]
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Old 07-04-2018, 10:54 AM   #6
KevinJ
 
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Rat, Scragg
ST 6
DX 13
IQ 5
MA 12
Prot 1
Attacks: Bite/Claw
adjDX 13
Dmg 1-3
Effect: HTH


Desc: Scraggs are a cross between a giant rat and... something. They look like very big rats, but have fangs instead of chisel teeth. Their skin is also horny leather instead of fur. They fight just like rats, though, swarming their prey with 3 to 6 engaging one target in HTH combat; biting and clawing.

A Scrags leathery hide stops 1 damage, but they are still pretty easy to kill. If you attack one with that is in HTH with an ally and miss... Well, your ally might not be happy unless you are using a knife, then you can be a little more selective.
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Old 07-09-2018, 05:12 AM   #7
philreed
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Default Re: New Monsters

OFF TOPIC: We need more threads like this one. Awesome job, gang! Keep at it and keep sharing monsters.
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Old 07-09-2018, 08:43 PM   #8
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Steve Jackson Games is granted permission to use this in acknowledgement of my contribution.

Magebane
If you have ever wondered why powerful wizards bother to keep brawny warriors around as bodyguards, you’ve probably never heard of a Magebane. These rare metal creatures look like iron human statues and they subsist on magic, popping powerstones like peanuts and munching Staves of Power like pretzel rods. Literally. They perceive magic (it’s like they have Detect Magic and Mage Sight as part of their senses) and use that ability to actively hunt wizards, magical creatures, and magical items to sustain themselves. Build a typical Magebane starting at ST 14, DX 10 and IQ10 +5 points. Their MA is 10 and their iron flesh stops 5 hits. Unarmed, they attack with their metal fists for 2d damage, but sometimes they carry metal weapons.

It is best to kill them or drive them off with mundane means because the only effect magic has on them is to strengthen them; heal 1 point of damage to them for the higher of a.) every 2 points of energy powering a spell cast on them or b.) every 2 points of damage a spell would deal to them (as in the case of Lightning or Magic Fist). Further, a Magebane’s powerful magic-absorbing power renders all magic in a megahex centered on them to temporarily stop working—(they can walk through a Ward like it wasn't even there!); all lasting spell effects that are in this area at the beginning of a turn disappear at the end of that turn on a roll of 10 or less on 3d. Summoned creatures can be of use fighting off Magebane, but Illusions and Images are completely ineffective against them—they perceive them for what they are. When attacking a Magebane with a magic weapon, one runs the risk of the weapon becoming permanently mundane. Fire doesn’t do much to them, unless it is hot enough to melt iron, but acid and other purely physical attacks will. Luckily for wizards, Detect Magic will show that Magebane are magical, and Reveal Magic will identify them as what they are.

Wizards and Alchemists are sure that there must be some use for Magebane cadavers, but if there is, nobody has shared what that might be.

Last edited by Shostak; 05-08-2020 at 12:33 PM. Reason: tweaking for better balance
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Old 07-09-2018, 09:23 PM   #9
John Brinegar
 
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I know, I'm doing it again, but...

The summoning spell can't be maintained if the summoned creature gets "too close" to the Magebane: how close is too close? In order to fight, the creature has to be next to the Magebane, which is pretty close. It seems like summoned creatures might not really be much use against this monster.
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Old 07-09-2018, 11:33 PM   #10
Jim Kane
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Default Re: New Monsters

I give Steve Jackson Games permission to use this material.

CONCEPT FOR NUISANCE CREATURE:

SIREN SHELF-FUNGUS

Siren Shelf-Fungus looks like ordinary Shelf-Fungus which appears in the forest/wilderness areas, as well as in some underground environments where roots and dead wood are present. Only by physically touching the fungus, and feeling it's vibrating state, can one tell it from standard Shelf-Fungus.

Siren Shelf-Fungus gets it's name from the same powerful enchanting ability which the Sea Sirens of Greek mythology would use to call sailors to their doom upon the rocky coasts of their island shores. However, instead of using song and voice, Siren Shelf-Fungus vibrates in even the lightest of winds at a specific frequency outside of the natural audible spectrum of human hearing; yet, is detected by sentient minds nonetheless. The soundwaves produced by the Siren Shelf-Fungus carry it's "call" over many miles in open wilderness - less so in dense forest - while being dispersed in multiple directions.

A party traveling through the radius of the soundwaves emanating from Siren Shelf-Fungus do not actually hear a sound, but rather, they unknowingly sense the sound with their minds - wherein it acts upon, and influences, the natural judgement and orientation centers of the brain - and tends to draw a party closer and closer to the location of the fungus; unaware.

The Siren Shelf-Fungus exists in a quasi-symbiosis with the creatures of the surrounding environment; as most animals, like: dogs, wolves, bats, and bears - who possess audible hearing far outside the range of human/inhuman creatures - are naturally repelled by the sound of the Siren Shelf-fungus, and avoid their location.

However, trolls know all about the ability of the shelf-fungus to lure human/inhuman-prey to a location, wherein the trolls will attack from ambush; and they guard the fungus with murderous zeal from those who would try to harvest it for their own objectives.

A party subject to the soundwaves of Siren Shelf-Fungus must roll 1d6 extra against "getting lost" in their direction - SEE TFT:ITL page 23-24, under: Lost in the Wilderness - and is compounded for each day an adventure party is subject to their soundwaves (day 2 would be +2d6, day 3 would be +3d6, etc).

A party which misses it's roll, becomes "lost" unaware, and travels in the direction of the fungus. So strong are the enchanting effects of the soundwaves against the mind, that once firmly under their influence, a party could end up backtracking in the direction of the fungus, and believe they are "on course", as the soundwaves affect their perception of direction.

Each day a party is "lost" while under the influence of the Siren Shelf-Fungus, a Naturalist may roll 4d6 to realize the minds of the adventure party are being influenced, and break the effect; while an Expert Naturalist rolls 3d6 to save.

Naturalists who break the spell of the Siren Shelf-Fungus my try to help other party members "snap out of it", by convincing the affected party members that their minds are being manipulated.

A figure who rolls a critical failure while trying to save against the effects of the Siren Shelf-Fungus, may have to be physically restrained by the other party members, or he will run mindlessly towards the location of the Siren Shelf-Fungus; and even fight their fellow adventures to obey the lure of the soundwaves.

Siren Shelf-Fungus must be burnt to be destroyed; hacking at it, will only splinter it, and will cause small spores to become airborne and spread.

A party held under the effect of the Siren Shelf-Fungus, and/or unable to break the calling-effects, will eventually be lead to the location of where the fungus is living... and, where the trolls lay in wait.

JK

Last edited by Jim Kane; 07-28-2018 at 12:39 AM. Reason: typo
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