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Old 10-30-2009, 09:30 AM   #91
Bruno
 
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Default Re: [DF] Homebrew Monsters

Labyrinth Lurker (Lesser Boss)

This is the classical Minotaur who goes deranged one day, neglects his hygene, and takes up residence in a cavern network, deserted mine, sewer system, or other set of twisty tunnels, all alike, and starts hunting adventurers.

Their reflexes honed by hunting such dangerous prey, these are the Minotaur serial killers humans write horrified legends about.

Attributes
Code:
ST: 20	HP: 20	Speed: 6
DX: 13	Will: 9	Move: 6
IQ: 9	Per: 13
HT: 13	FP: 13	SM: 0
Dodge: 9	Parry: 10	DR: 4* (9 on skull)
Great Axe (16): 3d+5 cut at reach 1,2*.
Impaling Horns (16): 2d+3 imp at reach C,1.

Traits:
Absolute Direction; Acute Hearing; Bad Smell; Bad Temper (12 or less); Berserk (12 or less); Bully (12 or less); Combat Reflexes; Night Vision 3; Peripheral Vision.

Skills: Brawling–16; Stealth–15; Tactics–11; Traps/TL3–12; Two-Handed Axe/Mace–16.

Special Powers:
Power Blow–23 (1 FP; Instant-use at skill 13. Doubles ST to 40 for one blow - 4d+9 imp for Striker, 6d+4 cut for Axe.

Class: Mundane (Minotaur)

Notes: Killer, Power Killer, Greater Power Killer, Stalker, Cunning Stalker. Labyrinth Lurkers are strong enough to swing their massive axes every round without penalty. Don't worry about parrying - Berserk makes that a bit pointless. Generally unwilling to negotiate - prefers ambushes to conversation. Generally wears leather armor (heroes may loot).

Upgradable to a serious Boss by adding Swift Killer - The more attacks this guy is throwing out, the more terrifying, even without using Power Blow.
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Old 10-30-2009, 09:40 AM   #92
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by Bruno View Post
Special Powers:
Power Blow–23 (1 FP; Instant-use at skill 13. Doubles ST to 40 for one blow - 4d+9 imp for Impaling Horns, 6d+4 cut for Axe.
How very useful. I should note that on my power-blow characters too.
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Old 10-30-2009, 02:19 PM   #93
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by Mailanka View Post
How very useful. I should note that on my power-blow characters too.
It occurred to me as I was writing it down that the last thing I wanted to do mid fight was look up the swing AND thrust damage ST 20, subtract that from the listed damage, add the damage for ST 40, and be left with the niggling sensation that I was forgetting something (like the Brawling bonus to horns damage being per die, for instance).

What sort of artwork are you looking for, by the way? I've shot you a PM.
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Old 10-30-2009, 02:51 PM   #94
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by Bruno View Post
This is the classical Minotaur who goes deranged one day, neglects his hygene, and takes up residence in a cavern network, deserted mine, sewer system, or other set of twisty tunnels, all alike, and starts hunting adventurers.
Sweet. This is kind of making me want to play some DF, I have to say. :)
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Old 10-30-2009, 03:33 PM   #95
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Default Re: Faeries

Quote:
Originally Posted by b-dog View Post
Pooka (The ultimate shapeshifter but starts out as a horse)
Pooka (Worthy)

A trickster among tricksters, the Pooka have the size and speed of a typical saddle horse in their natural forms but can take on the shape of any animal they see (including humans). They are stereotypically known for luring travelers to their doom by offering a ride across a river and then transforming into a small fish in the middle, but are smart and versatile enough to change up the routine when the situation warrants it and often serve as the elite spies of the Forest Queens.

Code:
ST: 21      HP: 21     Speed: 5.25
DX: 10      Will: 12   Move:  8
IQ: 12      Per: 17
HT: 11      FP: 11     SM: +1
Dodge: 9    Parry: 9  DR:  0
Hooved Kick (11): 2d Crushing
Horse Bite (11): 2d-5 Crushing

Traits: Combat Reflexes, Dependency (Mana, Constantly), Enhanced Move X1 (Running), Hooves, Horizontal, No Fine Manipulators, Peripheral Vision, Sense of Duty (Nature), Surefooted (Slippery), Trickster (12-), Weak Bite,

Skills: Brawling DX+1 [2]-11, Fast Talk IQ+2 [8]-14, Swimming HT+2 [4]-13,

Special Powers: Mimic

Class: Faerie

Notes: Prefers to negotiate, but rarely does so in good faith.
I started off with the stats for your basic Saddle Horse (Basic p 460) here, dropped Domestic Animal, upgraded base IQ to 10, and tacked on Dependency and SoD (Nature) to bring them in line with the mentality of the typical faerie creature, and then added the Basic Trickster template (with the Trickster, Perception, Brawling, and Fast Talk options), the Strange Trickster template (with Mimic), and the Swift Stalker template (with Swimming and Surefooted for Slippery).

Last edited by Gold & Appel Inc; 03-21-2010 at 11:19 AM.
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Old 10-30-2009, 06:19 PM   #96
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Default Re: [DF] Homebrew Monsters

Well, I cut and pasted all of Mailanka's work into a Word Doc and added all of the example monsters - 73 pages!

There is more than enough material to generate a really great e23 release. You really should submit it for publication.
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Old 10-30-2009, 08:20 PM   #97
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by Mailanka View Post
[snip] Maybe a bunch of killer templates for a terrifically lethal red dragon [snip]
Scorched Earth the Magnificent, Terrifically Lethal Red Dragon (Epic Boss)

The premier duelist of the dragon world, Scorched Earth lives only for glorious combat with the greatest heroes, villains, and monsters, striking his enemies down with uncanny speed and surgical precision. Obsessed with honing and testing his might, he will always roar out his challenge and attack the greatest adversary available, even when it is clearly in his best tactical interest to mop up the fodder first. Amoral, not evil, despite his brutal aggression, he strongly prefers to let his defeated foes live when possible so that the tale of his fearsome prowess might further spread. He dislikes but respects Chevalier, the only living dragon who has defeated him in a fair fight.

Code:
ST: 42      HP: 54      Speed: 8.25
DX: 16      Will: 14    Move:  8/32
IQ: 11      Per: 14
HT: 13      FP: 13      SM: +4
Dodge: 12   Parry: 18   DR: 12*


Long Talons (29): 4d+6 cutting, 4d+6 impaling, Reach C-4
Fangs (29): 4d+1 Impaling, Reach C-3
Tail (29): 4d+2 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (19): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.

Traits: Bad Grip 3, Combat Reflexes, Discriminatory Smell, Eidetic Memory, Enhanced Move (Flight), Extra Attacks (x2 - 1 Normal, 1 w/ Multi-Strike), Extra Legs (4), Gluttony (12), Greed (12), Hard to Kill +5, Horizontal, Magery X2, Miserliness (12), Night Vision X8, Obsession (Glorious Battle), Winged Flight,

Skills: Brawling DX+13 [48]-29, Innate Attack (Breath) DX+3 [8]-19

Spells: Fire! IQ+1* [12]-12

Class: Mundane (Dragon)

Notes: Will always try to frighten off or negotiate with anybody who doesn't seem like they would be a challenge, but will always pick a fight with anybody who does. 2 points of Tough Skin DR under 10 for scales. 3 attacks/round without using Rapid Strikes.
What it says on the tin: a straightforward fighting dragon with mostly Killer templates tacked on. I started off by making him a Basic Killer (with the Combat Reflexes, Brawling, and Obsession options), a Greater Elegant Killer (for borderline gratuitous DX and Brawling), a Swift Killer, a Hardy Brute, and finally an Archcaster (with the Innate Attack option and Fire spells) for a little color, though he considers magic to be cheating in battle and hardly ever uses it except as a convenience around the cavern.
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Old 11-12-2009, 01:31 PM   #98
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Default Re: [DF] Homebrew Monsters

Harharha'raror, Demon Prince (Epic Boss)

A twisting, writhing sphere of staring eyestalks and drooling, lipless mouths that hovers in midair by no visible means and speaks with several voices slightly out of synch with each other. Though he commands cerebral magics and is often consulted on matters esoteric by the most potent necromancers, and also commands a respectable legion of various types of demons and a large, inhospitable tract of Hell, he is a fairly straightforward sort at heart(s) and his principle interest is devouring people alive (nearly-innocent people with one fatal flaw by preference, often after tricking them in some horrible bargain and/or with great pomp and ritual).

Code:
ST: 20/22*   HP: 48     Speed: 7.50
DX: 12       Will: 22   Move:  7/14*
IQ: 16       Per: 19
HT: 18       FP: 20     SM: +2
Dodge: 10    Parry: 11  DR:  10


Sharp Teeth (16): 2d+1 Cutting
Regular-Speed Slam (16): 4d+2 Crushing

Traits: 360° Vision (Multiple Eyestalks + Lg Central Eye, -6 to hit), Appearance (Horrific), Bloodlust (12-), Bully (12-), Callous, Cannot Harm Innocents (Only prevents direct harm to truly good or holy folk), Double Jointed, Extra Mouth x5, Flight, Fragile (Unnatural), Gluttony (6-), Hard to Kill x3, Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Indomitable, Invertebrate, Life Bane, Magery x3, Night Vision x5, No Fine Manipulators, Sadism (12-), Selfish (12-), Striking Strength +2, Trickster (12-), Unfazeable, Vulnerability x2 (Holy Weapons),

Skills: Acting IQ-1 [1]-15, Brawling DX+4 [12]-16, Fast-Talk IQ+1 [4]-17, Hidden Lore (Demon Lore) IQ-1 [1]-15, Innate Attack (Gaze) DX+4 [12]-16, Intimidation Will+3 [12]-25, Occultism IQ+3 [12]-19, Stealth DX [2]-12, Wrestling DX+2 [8]-14,

Spells: Knowledge! IQ+2* [12]-18, Meta! IQ+2* [12]-18, Movement! IQ+2* [12]-18,

Special Powers: Blood Caster x3, Hypnotic Eye (Unholy / 1 Eye Only), Stone Visage (Unholy / 1 Eye Only), Vampiric Aura (Unholy / 1 Eye Only),

Class: Demon

Notes: Costs 85 energy to summon. All too willing to negotiate. Truly Evil.
Starting off with the generic Demon template from this thread, glomming on a couple morphological things from the Elder God template, and eliminating hands is fun and easy! From there, I added the Basic Caster template (with the Magery and Lifebane options and Meta Spells), the Archcaster template x2 (with Knowledge and Movement spells), the Basic Trickster template (with the Perception and Trickster options), the Basic Brute template (with the HT and Gluttony options), the Greater Hardy Brute template, the Stolid Brute template, the Strange Trickster (Hypnotic Eye) template (contained within one eye only, which may be severed and thereby neutralized, but with line of sight range), the Strange Brute (Vampiric Aura) template (ditto the eye thing), the Epic Stone Visage power (ditto), and finally Blood Caster x3 to augment his relatively-unimpressive FP by munching people up (what else can he do? Guy doesn't have hands).

Strip everything except the Basic Brute template and the weird powers for a quick DIY version of a popular trademarked monster.

The High Priestess of Harharha'raror (Boss)

Brilliant in command on the battlefield, deadly in personal combat, sexy in strategically-placed bits of human leather, the "High Priestess" of Harharha'raror is actually more the General of his army, but nobody really argues with her about silly things like titles and job descriptions. She will defend herself with her masterful swordswomanship and her beguiling awe ability if cornered, but is too smart for tank tactics, doesn't wear anything with enough coverage to qualify as armor, and is rarely without a wall of heavily-armored demon knights to screen her from getting her dainty little hands dirty. She has a real name of her own, but it has been forgotten by all but her Prince - her title is enough to summon her by.

Code:
ST: 19/21*   HP: 31      Speed: 8.25
DX: 14       Will: 17    Move:  8/21*
IQ: 15       Per: 20
HT: 15       FP: 15      SM: +0
Dodge: 14*   Parry: 20*  DR:  5

Claws (16): 2d+1 Cutting
Sharp Teeth (16): 2d+1 Cutting
Regular-Speed Spiked Shield Rush (16): 3d+1 Crushing
Spiked Shield Bash (16): 2d+2 Crushing
Very Fine Ornate Thrusting Broadsword (24): 2d+4 Impaling, 4d+2 Cutting

Traits: Appearance (Beautiful, Universal), Awe, Bloodlust (12-), Bully (12-), Callous, Cannot Harm Innocents (Only prevents direct harm to truly good or holy folk), Combat Reflexes, Enhanced Parry +2 (Broadsword), Extra Attack x1 (Multi-Strike), Flight (Winged, +5 movement), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Lecherousness (12-), Night Vision x5, Sadism (12-), Selfish (12-), Striking Strength +2, Vulnerability x2 (Holy Weapons),

Skills: Acting IQ-1 [1]-14, Brawling DX+2 [4]-16, Broadsword DX+10 [40]-24, Fast-Talk IQ+1 [4]-16, Hidden Lore (Demon Lore) IQ-1 [1]-14, Intimidation Will+1 [4]-18, Leadership IQ+1 [4]-16, Sex Appeal HT+6* [8]-21, Shield DX+2 [4]-16, Stealth DX [2]-14, Tactics IQ+2 [12]-17, Traps IQ+2 [8]-17,

Class: Demon

Notes: Costs 60 energy to summon. Will attempt to use Awe and Sex Appeal in negotiations. Truly Evil.
To build this Boss I started off with your basic Succubus, upthread, which is just the Generic Demon with Basic Trickster and Luscious Trickster. I then smartened her up with the Cunning Stalker template and the Clever Trickster template (mostly for the +IQ and Tactics), and made her a succubus who kicks ass with the Basic Brute template, the Greater Graceful Brute template, and the Swift Killer template.

Last edited by Gold & Appel Inc; 11-13-2009 at 01:21 PM.
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Old 11-12-2009, 04:50 PM   #99
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Default Re: [DF] Homebrew Monsters

Imps, Imps, Imps

Elite Imp Shock Troops (Worthy)

These tiny frontline scouts and skirmishers are individually easy to squash but attack with a bloodthirsty ferocity nearly matching that of the pit fiends, often surprising the enemies of Hell in a sudden swift first wave buzzing like locusts with sling bullets and bat wings, and then breaking into an undisciplined mob that is ineffectual at any strategic objective other than malicious harrassment but nearly impossible to pin down.

Code:
ST: 13/14    HP: 11      Speed: 6.0
DX: 14       Will: 10    Move:  6/12*
IQ: 10       Per: 11
HT: 12       FP: 12      SM: -4
Dodge: 9     Parry: 11   DR:  0
Sharp Teeth & Claws (16): 1d Cutting
Sharp Teeth & Claws w/ Power Blow (16): 3d+1 Cutting
Sling (15): 2d Pi, Acc 0, Rng 84 / 140, RoF 1(2)
Sling w/ Power Blow (15): 5d+1 Pi, Acc 0, Rng 168 / 280, RoF 1(2)

Traits: Appearance (Monstrous), Bloodlust (12-), Bully (12-), Callous, Cannot Harm Innocents (Prevents Direct harm of the truly good and holy folks only), Curious, Easy to Kill x5, Flight (Small Winged), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Impulsive (12-), Magery x0, Night Vision x8, Selfish (12-), Striking ST +1, Trickster (12-),

Skills: Brawl DX+2 [4]-16, Escape DX-1 [2]-13, Fast Talk IQ [2]-10, Power Blow Will+10 [44]-20, Sling DX+1 [4]-15, Stealth DX+3 [12]-17,

Class: Demon

Notes: Can be summoned for 20 points. Willing to negotiate while its buddies flank you. Truly evil.
The generic Imp template, upthread, plus the Basic Stalker template and the Greater Power Killer template.

Toxic Assassin Imp (Lesser Worthy)

These pint-sized fanatics take joy only in killing, smearing their fangs and claws with deadly venoms to quietly bring low the enemies of the demon lords with weak but precise and deceptive attacks.

Code:
ST: 9/11     HP: 7       Speed: 6.50
DX: 14       Will: 10    Move:  6/12*
IQ: 10       Per: 12
HT: 12       FP: 12      SM: -4
Dodge: 9     Parry: 14   DR:  0
Sharp Teeth & Claws (22): 1d-1 Cutting

Traits: Appearance (Monstrous), Bloodlust (6-), Bully (12-), Callous, Cannot Harm Innocents (Prevents Direct harm of the truly good and holy folks only), Curious, Flight (Small Winged), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Impulsive (12-), Magery x0, Night Vision x5, Selfish (12-), Silence x2, Striking ST +2, Trickster (12-),

Skills: Brawl DX+8 [28]-22, Escape DX-1 [2]-13, Fast Talk IQ [2]-10, Poison IQ-1 [2]-9, Stealth DX+2 [8]-16,

Class: Demon

Notes: Two can be summoned for 20 points. Willing to negotiate while its buddies flank you. Truly evil.
The generic Imp template, upthread, plus the Basic Killer template and the Assassin Stalker template.

Pyroimp Special Forces / Saboteur (Lesser Worthy)

Stealthy, crafty, and mad as a bedbug, the garden variety Pyroimp has a tendency to find its way into the worst possible place before it unleashes its explosive fire attack. If they could be taught combat engineering and made to be more reliable they would be truly devastating.

Code:
ST: 7/8     HP: 5      Speed: 6.50
DX: 14      Will: 10   Move:  6/12*
IQ: 10      Per: 11
HT: 12      FP: 12     SM: -4
Dodge: 9    Parry: 11  DR:  0
Sharp Teeth & Claws (16): 1d-3 Cutting
Fire Blast (16): 5d Burn Exp, Acc 3, Rng 10 / 100, RoF 1

Traits: Appearance (Monstrous), Bloodlust (12-), Bully (12-), Callous, Cannot Harm Innocents (Prevents Direct harm of the truly good and holy folks only), Curious, Easy to Kill x5, Flight (Small Winged), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Impulsive (12-), Magery x0, Night Vision x8, Selfish (12-), Striking ST +1, Trickster (12-)

Skills: Brawl DX+2 [4]-16, Escape DX-1 [2]-13, Fast Talk IQ [2]-10, Innate Attack (Jet) DX+2 [4]-16, Stealth DX+3 [12]-17

Special Powers: Fire Blast (Unholy)

Class: Demon

Notes: Two can be summoned for 20 points. Willing to negotiate. Truly evil.
The generic Imp template, upthread, plus the Basic Stalker template and the Strange Stalker (Fire Blast) template.

Tempter Imps (Lesser Worthy)

Known as "the bricklayers of hell," Tempter Imps flutter invisibly among the regular folk every day, whispering dirty secrets and slander and sewing poisonous dissent. They are excellent "people demons" with a great intuitive feel for human emotions, but care just as little for human suffering as any of the other creatures of the Pit.

Code:
ST: 7/8     HP: 5      Speed: 6
DX: 12      Will: 12   Move:  6/12*
IQ: 12      Per: 12
HT: 12      FP: 12     SM: -4
Dodge: 9    Parry: 10  DR:  0
Sharp Teeth & Claws (14): 1d-3 Cutting

Traits: Appearance (Monstrous), Bloodlust (12-), Bully (12-), Callous, Cannot Harm Innocents (Prevents Direct harm of the truly good and holy folks only), Curious, Empathy, Flight (Small Winged), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-Affecting Magic, Impulsive (12-), Magery x0, Night Vision x5, Selfish (12-), Striking ST +1, Trickster (6-)

Skills: Brawl DX+2 [4]-14, Detect Lies Per-3* [0]-9, Escape DX-1 [2]-11, Fast Talk IQ+3 [12]-15, Fortune-Telling IQ-2* [0]-10, Psychology (Any) IQ-3* [0]-9, Stealth DX+1 [4]-13

Special Powers: Invisibility (Unholy)

Class: Demon

Notes: Two can be summoned for 20 points. All too willing to negotiate. Truly evil.
The generic Imp template, upthread, plus the Basic Trickster template and the Strange Stalker (Invisibility) template.

Last edited by Gold & Appel Inc; 11-12-2009 at 06:15 PM.
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Old 11-12-2009, 07:22 PM   #100
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Default Re: [DF] Homebrew Monsters

Gold & Apple Inc., How about statting up Demogorgon?

He has a very low armor class (-8), fast move and 200 hit points. He has 95%Magic Resistance and Supra-genius intelligence (21+ in GURPS?)

Demogorgon is 18 feet tall and reptillian. Demogrogon has two heads which bear the visages of evil baboons or perhaps mandrills with hideous coloration of the latter beasts. His blue-green skin is plates with snake-like scales, his body and legs resemble those of a lizard, his twin necks resemble snakes and his tail is forked. Rather than having arms he has great tentacles.

Should he fix a gaze with both of his heads he will cause mass hypnosis.

If he gazes with his left head it causes beguiling (this causes those who Demogorgon gazes onto to feel he is a comrade and respect him as a friend)

His right head gaze causes insanity.

His forked tail causes an energy drain , it drains levels. This should be replaced with something powerful like a fatigue drain or something.

He has two tentacles that when they strike causes the person to rot very quickly.

So he can attack with his gazes, tail and tentacles in the same round.

He has many spell like powers as well: Darkeness, Charm, illusion, fear, levitate, detect magic, read magic, detect invisible, shapeshift, Wall of ice, etc.

He can gate in other demons as well. He also has psionic power in each of his heads.
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