Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 05-09-2020, 12:44 PM   #91
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default 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.
Shostak is online now   Reply With Quote
Old 05-11-2020, 05:44 PM   #92
ParadoxGames
 
Join Date: Feb 2016
Location: New Jersey
Default 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.
__________________
Daring adventurers are invited to join The Fantasy Trip Discord server: https://discord.gg/Z7AtdCe
Ogre gamers unite: https://discord.gg/VmfVkuh
ParadoxGames is offline   Reply With Quote
Old 06-24-2020, 12:38 PM   #93
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: New Monsters

The dreaded patterkiller is detailed in the latest post on my blog Musings from Myriangia.
Shostak is online now   Reply With Quote
Old 06-24-2020, 01:50 PM   #94
TippetsTX
 
TippetsTX's Avatar
 
Join Date: Sep 2018
Location: North Texas
Default 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?
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
TippetsTX is online now   Reply With Quote
Old 06-24-2020, 02:50 PM   #95
Senturian
 
Senturian's Avatar
 
Join Date: Oct 2018
Location: Mount Bethel, Pennsylvania
Default 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.
Senturian is offline   Reply With Quote
Old 06-24-2020, 03:01 PM   #96
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: New Monsters

Yes, the recently aforementioned Patterkiller, the Adamant, the Priest, Strobe Cats.
Shostak is online now   Reply With Quote
Old 07-01-2020, 04:12 PM   #97
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: New Monsters

I've posted another new monster on my Musings from Myriangia blog. Read the account of an encounter with the creature here, and find the description of it here. Regretting introducing that magic sword to your game, or that +1 armor? Now you have a solution! Enjoy!
Shostak is online now   Reply With Quote
Old 10-13-2020, 12:57 PM   #98
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default 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)
phiwum is offline   Reply With Quote
Old 12-02-2020, 04:49 PM   #99
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default 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.)
phiwum is offline   Reply With Quote
Old 04-27-2021, 06:45 PM   #100
Kieddicus
 
Join Date: Oct 2020
Default 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.
Kieddicus is offline   Reply With Quote
Reply

Tags
creatures, monsters

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:29 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.