10-27-2009, 05:45 PM | #31 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: [DF] Homebrew Monsters
Quote:
It could work, but it certainly makes things a bit more difficult. Anyway, let's not clutter up Mailanka thread of DF Monsters with a huge discussion. I wouldn't mind taking it to a new thread if you want to discuss ways to get around the Cannot Harm truly good or holy people limitations that the demons suffer.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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10-27-2009, 05:52 PM | #32 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
Quote:
Or you can just ditch it. It won't hurt anything. |
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10-27-2009, 06:12 PM | #33 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
Elder Things
Beyond the stars, beyond reality as the human mind can fathom it, lurk unspeakable beings. Their forms flow and shift across multiple dimensions, shaped into impossible geometries and biologies. These blasphemous things sometimes leak across the barrier between worlds and spill from theirs into ours, where they casually crush unsuspecting humans beneath their feet as a man might crush an ant. Elder Gods aren't necessarily malevolent, just inimical to life as we know it, and maddening to the mind. Elder Gods are summonable with Planar Summons (but they are not subject to banishment!), and often mad cultists call them up and unleash them on the world for unfathomable reasons. While delvers might negotiate with them, the Elder Gods are alien, and their minds work nothing like mortal minds. At the GM's discretion, negotiating with Elder Gods might require suitable mental disadvantages. The Dark Ones and the Void-Spawned are further examples of Elder Gods and their influence on the world. Elder God (Generic Boss) This template offers a generic Elder God for use in a game. Elder Gods are always bosses. This template requires at least one basic template to function, but generally Elder Gods will have considerably more power than that. Elder Gods vary a great deal. This template deals with the wriggling, tentacled horror sort of Elder God. Others certainly exist. Code:
ST: 20 HP: 40 Speed: 5.75 DX: 13 Will: 13 Move: 5 IQ: 13 Per: 13 HT: 10 FP: 10 SM: +4 Dodge: 8 Parry: NA DR: 0 The Star-Voice (Epic Boss) The Star-Voice is but an appendage of the great Void Beast, Ha-Agifatha, worshiped by mad cults in the deserts of the south. When summoned to this world, the Star Voice resembles a floating, obscene mouth surrounded by flailing tendrils and floating eyes eyes that sparkle with starlight. It has violet and blue skin. When it speaks, those who hear it go mad... and then the begin to understand his words. He enacts with the will of Ha-Agifatha upon the world, hoping one day to let the hands and feet of the great Void Beast roam the world, looking for something succulent to snack on. Code:
ST: 23 HP: 65 Speed: 6.5 DX: 13 Will: 15 Move: 5 IQ: 13 Per: 13 HT: 13 FP: 13 SM: +4 Dodge: 9 Parry: 10 DR: 5 Tentacle (15): 2d+1 crushing, Reach C-5 |
10-27-2009, 06:23 PM | #34 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
(Elder Things cont'd)
The Prince in Azure (Lesser Epic Boss) The king and prophet of the Dark Ones, the Prince of Azure has walked among the Elder Things and returned, his true heritage finally realized. He lives among his people now, an elder god barely constrained in the flesh of a mortal, which writhes beneath his handsome, dark, dark blue skin. He wears snow-white robes, matching his pallid hair, and carries a sacrificial dagger. His hunger for death and the madness of the stars are in his black eyes, and his very approach weighs down those around him with fear. The Prince in Azure is a classic example of how an Epic Boss can be created from a non-epic template. Simply piling heavy, powerful templates on a simple Dark One is sufficient to create an imposing villain to face. Code:
ST: 11 HP: 11 Speed: 5.25 DX: 11/13 Will: 15 Move: 5 IQ: 12 Per: 12 HT: 10 FP: 10 SM: +0 Dodge: 9 Parry: 11 DR: 0 Sacrificial Knife (14): 1d-2 ImpalingDark One Assassin (Worthy) Not all elder things are mighty, unnatural gods from beyond reality. Some are small, parked in our backyard, pretending to be one of us. The Dark One Assassin looks like anyone it wants, carefully retaining the forms of those around him, living among humans while pretending to be one, or walking among dwarves while wearing their skin. Once the Assassin is close enough to his target, he strikes, and then vanishes into the darkness as quickly as he can, sowing confusion among his enemies. Dark One Assassins are often seen among other monstrous races, acting as quiet emissaries for the will of the Elder Gods, where their suspicious nature something breeds treachery. Code:
ST: 10 HP: 10 Speed: 6 DX: 13/15 Will: 12 Move: 6 IQ: 12 Per: 17 HT: 10 FP: 10 SM: +0 Dodge: 9 Parry: 11 DR: 0 Short sword (16): 1d-2 impaling, 1d cuttingDark One Cabalist (Worthy) The Elder Gods are too grand and incomprehensible to appreciate worship the way most gods do, but for the Dark Ones, who know their way of thinking, their language, Elder Gods can acknowledge the generosity of new victims and bestow their unnatural blessings upon the worthy. The masters of the Dark One cults are tall and imposing, cowled and clad in pristine white, wearing gloves of crimson and black leather that never stain no matter how much blood they shed. Their power radiates around them so strongly that animals rise up and flee and mortals can sense their imminent arrival. Dark One Cabalists generally serve as attachés to other monster groups, much like Dark One Assassins (Though far more personable... at least, until the elder god hungers...), casting spells to support their allies. They have the capacity to call upon their dark masters with a potent sacrifice that grants them enormous power all at once. Code:
ST: 10 HP: 10 Speed: 5 DX: 10/12 Will: 12 Move: 5 IQ: 12 Per: 12 HT: 10 FP: 12 SM: +0 Dodge: 8 Parry: 8 DR: 0 Sacrificial Dagger (12): 1d-3 impaling |
10-27-2009, 06:25 PM | #35 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
(These are a classic example of what I meant earlier on about getting to really know the possibilities behind a racial template when you start giving it context with my monster templates. I went into this project not particularly interested in Dark Ones. Then I started to supply them with templates, noticed how murderous they really are, noted their barely hidden monstrosity, and they slowly became creepy, highly intelligent underfolk who help organize monsters and draw the Elder Gods into the world. I think the dungeon crawl writes itself!
If I, uh, do say so myself) |
10-27-2009, 07:09 PM | #36 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Elementals
Elementals
Bits of the primordial aspects of nature sometimes break off and wander the world in purified, sentient form, or magicians will conjure and create elementals by distilling mana into one of its many, elemental states. Either way, the result are these capricious, strange creatures, more force of nature than genuine person. They generally resemble rough-hewn men, women or children constructed from their element. They concern themselves with guarding their element and... little else. Generally, if a delver encounters an elemental, it follows the commands of a mage. Mages can summon elementals. The elementals here are derived from GURPS Magic. Even the “Example Monster” Elementals listed here can be summoned by mages, for the listed cost. Elementals don't need templates (indeed, they aren't summoned with any), but they lack skills, so certainly benefit from the inclusion of at least one. Generally, more powerful elementals take the Dire or Giant template (for +5 and +10 energy points, respectively) Air Elemental (Generic Fodder) This small sylph resembles either a legless, armless tornado, or it resembles a misty, feminine child with diffuse legs. A single blow never does more than 1 point of damage to the Air Elemental, and it can float on the wind. Code:
ST: 6 HP: 8 Speed: 4 DX: 9 Will: 8 Move: 4/8* IQ: 8 Per: 8 HT: 7 FP: 7 SM: -1 Dodge: 7 Parry: NA DR: 0 Gusting Punch (9): 1d-5Greater Air Elemental (Worthy) The Greater Air Elemental is human sized and just as powerful. The Sylph has learned stealth, and lingers on the edges of mankind's world, watching carefully and slipping away when confronted. When she is forced to fight, her form clouds into a stormfront and she unleashes terrible winds and bolts of lightning. Code:
ST: 10 HP: 10 Speed: 4.5 DX: 11 Will: 8 Move: 4/8* IQ: 8 Per: 9 HT: 7 FP: 7 SM: +0 Dodge: 7 Parry: NA DR: 0 Lightning Blast (13): 6d(2) Burning (Acc 3, 1/2D 10, Max 100, RoF 1)Earth Elemental (Generic Fodder) Gnomes (no relation to dwarvish gnomes) resemble either a humanoid collection of rocks, or a stoney, rough-hewn statue of a fat little boy. They move slowly and strike hard, but are the dullest of the elementals. Code:
ST: 11 HP: 13 Speed: 4.5 DX: 8 Will: 6 Move: 4 IQ: 6 Per: 6 HT: 10 FP: 10 SM: -1 Dodge: 7 Parry: 7 DR: 3 Punch (8): 1d-1Greater Earth Elemental (Worthy) Greater Earth Elementals resemble giant men roughly hewn from stone. They can absorb enormous amounts of damage, but move very slowly and think just as slow. In battle, he wades through his foes, ignoring how their blades chip as his massive, stoney hide, and slamming his foes with power, uncoordinated attacks. Code:
ST: 22 HP: 25 Speed: 4.75 DX: 8 Will: 6 Move: 4 IQ: 6 Per: 6 HT: 11 FP: 11 SM: +1 Dodge: 7 Parry: 9 DR: 5 Fire Elemental (Generic Fodder) Salamanders resemble mobile flames with arms and legs, burning lizards with molten red and black spotting, or gold and scarlet children whose form flickers and dance like a fire. Fire Elementals are fascinating to look at and appealing to the senses, but tend to cause a great deal of trouble in the short time of their existence. Code:
ST: 7 HP: 10 Speed: 4 DX: 9 Will: 8 Move: 4 IQ: 8 Per: 8 HT: 7 FP: 7 SM: -1 Dodge: 7 Parry: NA DR: 0 Burning Aura (9): 2d Burning, Aura, MeleeGreater Fire Elemental (Worthy) Greater Salamanders burn in tall, human-sized pillars, with their face bright inside the tongues of flame. They remain fascinating and warm, but now unleash devastating attacks on their foes. Touching one of the children of the inferno invites disaster. Code:
ST: 14/16 HP: 14 Speed: 4.25 DX: 10 Will: 8 Move: 4 IQ: 8 Per: 8 HT: 7 FP: 7 SM: +0 Dodge: 7 Parry: 10 DR: 0 Burning Aura (16): 2d Burning, Aura, MeleeWater Elemental (Generic Fodder) Undines resembles either humanoid globs of water, or carefully shaped liquid children (often feminine). The can be hard to see, as they are transparent, and they can reshape themselves quickly to flow through small spaces. Code:
ST: 7 HP: 7 Speed: 4 DX: 8 Will: 7 Move: 4 IQ: 7 Per: 7 HT: 8 FP: 8 SM: -1 Dodge: 7 Parry: NA DR: 0 Water Slam (8): 1d-4 crushingGreater Water Elemental (Worthy) Greater Undines resemble beautiful women with flowing hair of white, blue and green. Their transparent form catches and reflects the light, fascinating and hypnotizing those who watch the perfect grace of the greater Undine. Code:
ST: 13 HP: 13 Speed: 4 DX: 8 Will: 9 Move: 4 IQ: 9 Per: 9 HT: 8 FP: 8 SM: +0 Dodge: 7 Parry: 9 DR: 0
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10-27-2009, 07:09 PM | #37 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
(Wow, I can't believe I got all that into one post)
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10-27-2009, 07:30 PM | #38 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Faeries
Faerie Folk
Deep in the forests, high in the mountains, where nature lays long untouched by man, strange things grow and wander. The Faerie Folk hold their courts beneath the bows of majestic, ancient oaks and in underwater palaces or in the secret spaces beneath the floorboards of old temples. When humans and Faerie Folk meet, anything can and often does happen, ensuring the event is memorable, fascinating and frightening for both parties. The Faerie Folk aren't monsters, necessarily, but their strange ways and their mercurial natures often puts them on the wrong side of a delver's sword. Uncivilized and weird, Faerie Folk can justify using monster templates due to their unusual approaches to combat. Still, they shouldn't be treated as completely mindless monsters. More than most, Faerie Folk have a reason for what they do, it's just bizarre reasons. The Faerie Folk racial templates can be found in Dungeon Fantasy 3: the Next Level. Below are some monsterized versions. Faun Knight (Worthy) Sturdy Fauns are all too willing to “safeguard” faerie princesses and rush out, heading out into battle for the sheer pleasure of the dance. Still, Faun Knights take their role as Faerie guardian very seriously, and have mastered the art of the shepherd's crook to perfection, wielding it with impossible skill. Code:
ST: 11 HP: 16 Speed: 6.5 DX: 13 Will: 12 Move: 6 IQ: 10 Per: 13 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 19* DR: 0 Horns (15): 1d crushingLeprechaun Pranksters (Greater Fodder) These pint-sized, angry, green-wearing pranksters love to stick it to those snooty, arrogant humans. They'll climb up onto tables, waving their shillelaghs angrily while shouting insults in their thick brogue to anyone that will listen. As soon their opponents round on them, they race away, clutching at their hats, relying on their Ridiculous Luck while they and their comrades cast Charms on their foes, completely hampering their ability to fight. When they can be asked to join forces with other Faerie kin, they lend their magical strength, while relying on strength in numbers to keep their own alive against dangerous delvers. Code:
ST: 6 HP: 4 Speed: 5.5 DX: 12 Will: 13 Move: 5 IQ: 12 Per: 12 HT: 10 FP: 10 SM: -4 Dodge: 8 Parry: 9 DR: 0 ***Ha ha, yeah, you think these guys are cute. But if you throw a mob of Leprechauns at your party, and they end up drunk with a lampshade on their head, staring stupidly at their sword, running from rampaging bears, tripping over their own sandal-laces, and making out with a pole that it mistook for a beautiful woman, don't come running to me to complain about it. Kromm gave them the Charms and Ridiculous Luck, I just slapped a template on it. I put "Greater" in their tag for a reason, so don't say I didn't warn you. River Queen (Worthy) Also called Forest Queens (or Kings), the mind-numbingly beautiful nymph nobility don't bother to fight. They do have swords, but really, they have people for these things. The princes and princesses of the rivers, lakes and forests move elegantly, trailing a long gown or cloak grown out of leaves and flowers, or woven together with strands of river water, with their long hair cascading behind them. When they face delvers, they don't draw their weapon or go on the offensive, they just ask the delvers to leap off cliffs or come join them beneath the lake. That's all. River Queens often lead other Faeries into battle (by asking them, of course). They personally detest violence, probably because they're so bad at it. Code:
ST: 10 HP: 10 Speed: 5.25 DX: 10 Will: 13 Move: 5 IQ: 13 Per: 13 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: 8(F)DR: 0 Faerie Rapier (10): 1d-1 ImpalingPixie Soldiers (Fodder) Swarms of brightly colored pixies wearing gaudy uniforms occasionally accompany Faerie Royalty or engage in raids against human settlements. The minute squads arrange for perfect ambushes, intent showering their foes with miniature (poisoned) arrows, when their impulsiveness ruin their plans as they suddenly rush forward, eager to engage the enemy before his comrades do, crying out in shrill, hummingbird voices about how they are a better shot than a rival pixie, before getting splattered by the heroes. Code:
ST: 5 HP: 1 Speed: 6.25 DX: 15 Will: 10 Move: 6/12 IQ: 10 Per: 11 HT: 10 FP: 10 SM: -6 Dodge: 10 Parry: NA DR: 0 Pixie Shot (15): 1d-4 impaling (Acc 1, Range 50/75, RoF 1(2)) |
10-27-2009, 09:24 PM | #39 |
Join Date: Nov 2006
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Re: [DF] Homebrew Monsters
Faeries are one of the coolest races to me because they do their own thing and could care less about morality.
Don't forget: Red Caps (Iron Boots of stomping which allows them to run super fast, Eagle claws to tear people apart with and of course their need to soak their caps into the blood of their victims) Pooka (The ultimate shapeshifter but starts out as a horse) Huldras (they are like nymphs except they have an unnatural feature like a cow tail, fox tail or a hollow back) Sidhe and Fomor Faerie Queens Queen of Winter (all things cold) Queen of Spring (Life Magic) Queen of Summer (Fire) Queen of Autumn (Death) |
10-27-2009, 10:31 PM | #40 |
Join Date: Oct 2004
Location: Philippines, Makati
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Re: [DF] Homebrew Monsters
Wow, you should post this in a website or something for easy access. (or on a Blog and RPG bloggers). Homebrew stuff like this should find a larger market :D
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bestiary, dungeon fantasy, homebrew, monsters |
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