05-09-2020, 12:44 PM | #91 |
Join Date: Oct 2015
Location: New England
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Re: New Monsters
Nice! I might consider requiring IQ to reach 0, though, as 6 is still pretty high, but then also have the venom reduce IQ by more points per bite.
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05-11-2020, 05:44 PM | #92 |
Join Date: Feb 2016
Location: New Jersey
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Re: New Monsters
Rogue Alicanto
ST 4 DX 14 IQ 5 MA 6/16 (Flight) Rogue Alicanto is a lustrous golden bird resembling a giant parrot. It resides in mountainous or forested regions, and especially near gold deposits. It feeds primarily on gold, garnering it gold plumage. They are defensive creatures; the rogue alicanto views all sentient beings as a predator, and will attack with its gold-tipped razor-sharp beak for 2d-2 damage. It will try to back opponents off a nearby cliff. If defeated, it carries 4d+6 worth of gold. Alicantos are found in groups of 2d, but rogues are found singly or in pairs.
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06-24-2020, 12:38 PM | #93 |
Join Date: Oct 2015
Location: New England
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Re: New Monsters
The dreaded patterkiller is detailed in the latest post on my blog Musings from Myriangia.
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06-24-2020, 01:50 PM | #94 |
Join Date: Sep 2018
Location: North Texas
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Re: New Monsters
I was just wondering what happened to this thread. Thanks for resurrecting it, Anthony.
P.S. Shouldn't this be moved to the house-rules forum?
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06-24-2020, 02:50 PM | #95 |
Join Date: Oct 2018
Location: Mount Bethel, Pennsylvania
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Re: New Monsters
Given that Earth has creatures like the Chameleon with it's ability to change color,
Has anyone made any for Cidri?, extending into several species including Lizards, Reptiles, Frogs and Octopi (oh-my). How about a Dragon, Pheasant, Bear or Slime? Just to make them a bit more difficult - Hymenopterans that have taken the next step of evolution. They already have Telepathy. Hunting and ambushes would require additional die to detect. |
06-24-2020, 03:01 PM | #96 |
Join Date: Oct 2015
Location: New England
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Re: New Monsters
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07-01-2020, 04:12 PM | #97 |
Join Date: Oct 2015
Location: New England
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Re: New Monsters
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10-13-2020, 12:57 PM | #98 |
Join Date: Jun 2008
Location: Boston area
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Re: New Monsters
I have a couple I've been playing worth.
The first is a common theme, not at all original. The annoying monster who gives away your location: Shrieking Slime =============== A strict scavenger, this slime dwells in caverns and labyrinths where death comes easy. The slime does not pose any direct risk, but emits a loud, piercing shriek (like a damsel's cry of distress) when it senses animals or humans nearby. The shriek serves to draw carnivores and other hostiles to the area (the shriek can be heard 30 hexes). Following the battle, the slime drops onto the losers, eating whatever flesh has been left behind. If there are no monsters within range when the shrieker shrieks, roll an encounter on the encounter table. A shrieking slime has a distinctive white and red mottled appearance. The shriek comes from a gaseous bag filled with air. Because it is high contrast with the dungeon, roll a 3/IQ test to see if the slime is seen before the lead character enters its hex (one die fewer for Alertness or Naturalist). A shrieking slime has no immunities and has ST 12 to 20, DX 1, IQ 1. This second one is a bit more original I think. It's partly inspired by Pratchett's trolls and partly by the online epithet. Rock troll ========== These creatures are unrelated to trolls and get their name merely from their meanspiritedness. They appear as rocks in rocky or mountainous terrain as they hibernate, waiting for prey to approach. They sense ground vibrations, awaking when animals or people are within 12 hexes. When a person nears to within 3 hexes of the nearest rock troll, he will rise up as a lumbering humanoid form (about nine feet tall with long, heavy arms and large fists) and attack. Despite appearances, the rock trolls are very much animals with a hard, rocky carapace. They are wet and gushy on the inside, like other animals. They are not intelligent and a Naturalist or an Alert character may see clues of their location on a 4/IQ test (bones will be visible nearby). Anyone else will be ambushed, though do note that Rocky's first turn will be spent standing up. Rock Trolls tend to group together, but they do not aid one another in combat. Other rock trolls will remain still until prey nears them, at which time they will pounce. Thus, it is often the case that while battling one rock troll, another is "awakened" by the fight nearby. (These creatures will sometimes be awakened by the movement of other rock trolls as well. Rock trolls will not rest within three hexes of one another if they can avoid it.) During combat conditions, spotting additional rock trolls requires one turn observing and a 5/IQ roll, with one die advantage for alertness. A rock troll who is losing the fight will retreat and return to his hibernating shape. He will disengage and get out of view of his attackers before crouching into his camoflauge form. In this form, his hard back carapace provides considerable armor. He may well do this in an area that the party has already seen and they may well notice the new rock (could be a 3/IQ roll or worse, depending on how many large rocks are in the location). ST 16-20, DX 11, IQ 5, MA 8 Attacks: Heavy fists (2d in regular or HTH) Armor: Hard carapace (2 hits from front, 4 hits from sides, 6 hits from rear) On rare occasions, a rock troll may grow to a three hex figure. Such a rock troll would be centuries old. While fearsome, he has slowed somewhat and relies on trampling more than his fearsome punch. ST 30-50, DX 8, IQ 6, MA 6 Attacks: Heavy fists (3d in regular or HTH) Armor: Hard carapace (3 hits from front, 5 hits from sides, 8 hits from rear) |
12-02-2020, 04:49 PM | #99 |
Join Date: Jun 2008
Location: Boston area
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Re: New Monsters
I was just thinking about what oddities one would find in the muck of the sewer and came up with the obloid. They're not generally a threat to anyone, but a curiosity. Clever players may find a use for them. At least they'll spend some time trying to figure them out.
Sewer obloids ============= These are yellow-white, rubbery obloids that float in sewage systems. They have no attacks and pose no threats to humans if left alone. They range from fist size to two feet across (the latter being quite rare), with height roughly two thirds of length. They injest muck for their sustenance, through some sort of osmosis. They are featureless and do not react to motion around them, though they do occasionally herd and move upstream. Their means of locomotion is unknown, but they lie inert on dry surfaces while moving freely on liquid as shallow as 1/3 of their height. Their innards are jelly-like with a large central pocket filled with methane. They are immune to blunt attacks in normal situations and will be batted harmlessly away. If the obloid is held firmly in place somehow, a blunt attack causing ST damage will pop the obliod, causing 1d-4 to 1d+1 damage to all adjacent. Obloids can be popped by hand with a 1+x/ST roll, where x is the ST of the obloid. An attack with a sharp weapon will rupture them if it does damage equal or greater than the ST of the obloid. It will shoot into the opposite direction, spewing methane behind it and causing possible damage to objects it hits. Torches or lanterns will flare, but cause no serious effect. Any attack with lighting or fire will cause an obloid to explode, causing damage to those nearby. The reproduction of obloids is a mystery, but where there is one, there are others. The maximum size of the obloid is determined by the depth of the sewage. The obloid should usually be able to move, so its height should not exceed three times the depth of the sewage and length therefore about four to five times the depth. There are rumors of intelligent behavior in the largest obloids and rudimentary telepathy may explain the herding behavior of apparently insensate creatures. They are regarded as nuisances for clogging sewer lines or a serious danger of explosion when gathered in large numbers. ST 1-6, DX 3, IQ 0(?), MA 1 Attacks: Explosion, with damage ranging from 1d-3 up to 1d+2 to those in the same MH. Such explosions can cause a chain reaction, exploding other nearby obloids. In such cases, take the sum of damage caused to each person affected before applying armor. A pierced obloid will cause damage to any figure within three hexes in the direction it careens. Damage caused is ST/2, rounded down with a 3/DX save roll, so that an ST 6 obloid will cause 3 damage to a target failing its save roll. It will hit the first being who doesn't duck. A popped obloid will cause 1d-4 to 1d+1 damage. Best use for obloids: Lay out a large tarp covered with a thin layer of glue. Place small obloids every two feet in a grid pattern. Viola! Bubble wrap suitable for FedEx'ing a chariot or for a large children's party. (And I do mean what I wrote. The kids should be seven or eight feet tall to pop these things by stepping on them.) |
04-27-2021, 06:45 PM | #100 |
Join Date: Oct 2020
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Re: New Monsters
Glooples
Converted from Amorphous+ Biter ST 12 to 20, DX 12, IQ 1, and MA 6. The biter is a blue slime with fangs swirling around inside it. Unlike most slimes the biter is an active predator that will roll within 1 or 2 MHs of its pray before pouncing. Treat pouncing as a thrown attack with the biter being the projectile that deals 2d dmg. if it hits and initiates HTH. While in HTH the biters automatically hit for 1d dmg. every turn till slain or removed. A biter can only pounce every other turn. Once a biter has mauled their pray they will slowly absorb the bloody mush left behind. Clutter ST 10 to 16, DX 12, IQ 1, and MA 4. Clutters are purple slimes that spit out portions of their own body to slow down their pray. Treat this attack as a thrown weapon that attaches a baby clutter to its target rather than dealing dmg; this attack cost 1 ST for the clutter. You have -1 DX for every baby clutter attached to you and -2 MA per three baby clutters. You can use your action and make 2/DX roll to remove 1 baby clutter. Baby clutters will absorb 1 ST from you every day they are on you. Stickie ST 1, DX 1, IQ 1, and MA 2. Stickies are non-hostile translucent yellow slimes. They slowly roll around caves and hills eating Bactria and other grime. If a stickie rolls onto you by accident its outer membrane may be pierced resulting in its death. When a stickie dies it covers its MH and everyone in the MH in an adhesive. Treat this like the Sticky Floor spell. |
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