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Old 10-28-2009, 02:51 PM   #51
Mailanka
 
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Default Re: [DF] Homebrew Monsters

Undead
Only the undead can rival the Goblin Kin in the race to see who is most hated in the world. Dungeons crawl with the undead, who rise from their crypts to serve a necromancer, or rouse themselves in response to dark curses laid on secret places. Needing no food or sustenance, the dead simply shuffle through their dungeon-like graves, waiting and watching with dull, empty eye-sockets for some heroes to interrupt their monotonous existence so they can moan and clatter as they shuffle forward to tear their victims apart.

The Undead here are found in GURPS Magic, creatures summoned by Necromancy to serve a dark sorceror. They are unlike Hoard Zombies (DF 2), who rise from plague and disease. Still, many similarities do exist: both can be turned by the true faith of a cleric, for example. For more undead options, check out Pyramid Issue #3-1, particularly for the “Improved Zombie” template. GURPS Fantasy has Vampires and Ghosts too, neither of which appear here (Unfortunately). Dungeon Fantasy 3: The Next Level contains Corpse Eaters, who are not, strictly speaking, undead, but are often found in their number.

Zombie (Generic Fodder)
The rotting stench and flaccid corpses of the recently dead send a shiver up the spines of the best of us. To see them up, gases issuing up their throats in hollow groans while their head lolls back, jaw agape, hands lifted to grapple their prey, is enough to make anyone collapse in terror.
These zombies represent generic zombies, recently raised from the dead. They would benefit from a template mainly to gain skills, though you'll have to explain how they learned them, as zombies cannot learn. The most likely explanation is that the necromancer “enhanced” them in some way.
Code:
ST: 11      HP: 11    Speed: 5
DX: 10      Will: 8   Move:  5
IQ: 8       Per: 8
HT: 10      FP: 10    SM: +0
Dodge: 8   Parry: NA  DR:  0
Clutching Hands (10): 1d-2 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total)

Skills: No Mental Skills Allowed. NA.

Class: Undead

Notes: Do not negotiate. Only fixate on their master's goal. Unaffected by Mental Magic or social skills, but affected by Necromancy and Pentagrams. Will eventually rot into a skeleton. Truly Evil.
Corpse Titan (Lesser Worthy)
Sometimes one corpse just isn't enough. Sometimes a necromancer stitches together five or more corpses together, creating a towering monstrosity that he unleashes on his foes.
Corpse Titans vary in form and figure, but most are either corpulent and overwhelmingly fat with guts spilling from their rent gullet, or they're tall and imposing, steely men in heavy coats that have a fetish for suddenly hammering through walls to roar at escaping mortals. Either way, theyloom over the battlefield, absorbing untold amounts of damage at the behest of their master
Code:
ST: 18      HP: 40    Speed: 5
DX: 10      Will: 10  Move:  5
IQ: 8       Per: 8
HT: 13      FP: 13    SM: +1
Dodge: 8   Parry: 9*  DR:  6*
Punch (12): 1d+1 crushing
Mace (12): 3d+3 crushing (Unbalanced)

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total)

Skills: Brawling DX+2 [4]-12, Axe/Mace DX+2 [4]-12

Class: Undead

Notes: Does not negotiate. Does not deviate from its master's task. Unaffected by mental magic or skills, but is affected by necromancy and pentagrams. All that DR comes from its own tough skin (and is thus flexible). Truly Evil.
Skeleton (Generic Fodder)
With clattering teeth and rattling joints, these undead warriors stagger towards their foes wearing the discarded arms and armor of fallen warriors. Time has picked their bones clean and silenced their voices, leaving nothing but dust, ash and bone. They know only have the will of their master driving them forward.

These skeletons represent the generic skeletons raised by necromantic magic. They would benefit from a template mainly to gain access to skills, but being unable to learn, they need some alternate method to improve their capability, such as necromantic meddling.
Code:
ST: 9       HP: 9     Speed: 6.5
DX: 12      Will: 8   Move:  6
IQ: 8       Per: 8
HT: 10      FP: 10    SM: +0
Dodge: 9   Parry: NA  DR:  2*
Rending Finger-bones (12): 1d-3 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle, Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Mute, No Sense of Smell/Taste, Skinny, Single Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total), Vunlerability (Crushing Attacks x2)

Skills: May not have mental skills. NA.

Class: Undead

Notes: Skeletons don't negotiate. They can't even speak. They focus only on their master's task, and nothing else. They are immune to magical mind control and social skills, but not to necromancy or pentagrams. Their Skull only has a DR of 2, and they cannot float. Truly Evil.
Black Rune Skeleton (Lesser Worthy)
Standard skeletons are far too weak for most necromancers. Some take their time, however, carefully scribing powerful runes and staining the bones a glistening, wet black in powerful ink. When complete, they raise the skeleton with great care and effort, creating a Black Rune Skeleton.

These powerful servants resist the effects of magic. Furthermore, they drain the life of all nearby, drawing it into them while plants die and children wail. Often, they seem dead or on the verge of death when they rise again from a pile of bones, restored by their aura. Necromancers often reinforce their lesser skeletons with a scattering of these durable creations.
Code:
ST: 10      HP: 15    Speed: 6.5
DX: 12      Will: 16  Move:  6
IQ: 8       Per: 8
HT: 13      FP: 13    SM: +0
Dodge: 9   Parry: 10  DR:  2*
Rending Finger bones (12): 1d-3 crushing
Old Scimitar (14): 1d+1 cutting

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle, Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Magic Resistance 5, Mute, No Sense of Smell/Taste, Skinny, Single Minded, Temperature Tolerance 10, Unfazeable, Unhealing (May heal with Vampiric Aura), Vunlerability (Crushing Attacks x2)

Special Powers: Vampiric Aura (Magical)

Skills: Shield DX+2 [4]-14, Broadsword DX+2 [8]-14

Class: Undead

Notes: Black Rune Skeletons are mechanically identical to normal skeletons except for their improved combat capability, magic resistince and vampiric aura. Do not negotiate. Truly evil.
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Old 10-28-2009, 03:08 PM   #52
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Default Re: [DF] Homebrew Monsters

(Undead cont'd)

Mummy (Generic Fodder)
The carefully preserved dead offer a necromancer a smarter, tougher soldier for his legions of dead, and are thus highly valued. Ancient mummies wear wrappings decorated in hieroglyphs and smell of the desert that contains their tombs, while newer mummies are covered in tight leather straps, the stitchings of surgery and the stink of formaldehyde. Both still carry their flesh on their bones, dried by the passage of time, and their sunken black eyes still glisten with intellect chained to the will of its master.

These mummies represent generic mummies raised with necromancy. They could benefit from the application of a template, but they cannot learn skills, so they need some reason or excuse to do so, either from the meddling of the necromancer, or a cunning escape from under his control, or even rising on their own.
Code:
ST: 11      HP: 15    Speed: 5
DX: 10      Will: 10  Move:  5
IQ: 10      Per: 10
HT: 10      FP: 10    SM: -0
Dodge: 8   Parry: 11* DR:  0
Fist (10): 1d-2 crushing

Traits: Appearance: Monstrous, Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink, Fragile (Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic Hazards and Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No Vitals, Unliving), Single-Minded, Unfazeable, Unhealing (Total)

Skills: May not have mental skills. NA.

Class: Undead

Notes: Mummies are smarter than the other undead, but they still lack volition and refuse to negotiate, only carrying out the will of their master. They are not affected by mind-control magic or social skills, but they are affected by necromancy and pentagrams. Truly Evil.
The Sand Prince (Lesser Boss)
Once upon a time, a handsome prince fell in love with a fine princess, until raiders slew his beloved. Destitute, he ordered himself to be buried at her side, laying in her corpse's embrace as the sands of time poured over them. One day, a necromancer came and brought the Sand Prince's mummified remains to life. Eventually, the Sand Prince's soul reawoke within the shuffling remains of his corpse, and he threw off the control of the minor necromancer and murdered him. He returned to his tomb only to find his beloved gone. Infuriated, the once regal Sand Prince gathered together a cruel and eclectic army of bandits, ghosts and black-skinned lizardmen as he rampages across the desert, seeking the fate of his princess.

The Sand Prince is tall and thin, his sunken, leathery skin visible between his tattered bandages. He wears ragged regalia atop his leather robes, and his dark eyes gleam beneath his mop of dirty black hair.

The Sand Prince is an example of what might happen if you modify the mummy template some. He has discarded Automaton and Cannot Learn and rapidly expanded his own skills and capabilities. Now he's a sufficiently tough threat to challenge an entire party of delvers.
Code:
ST: 14      HP: 35    Speed: 6
DX: 11      Will: 19  Move:  6
IQ: 14      Per: 14
HT: 12      FP: 12    SM: +0
Dodge: 10  Parry: 11  DR:  2*
Fists (16): 1d crushing
Corrupting Touch (16): 4d toxic, + follow up 2d toxic for the next 10 minutes (3 uses per fight)
Flashing Scimitar (16): 2d+2 cut (Fine)

Traits: Appearance: Monstrous, Bad Temper (12), Combat Reflexes, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink, Fragile (Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic Hazards and Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No Vitals, Unliving), Life Bane, Single-Minded, Unfazeable, Unhealing (Total)

Special Powers: Corrupting Touch (Magic), Invulnerability (Cutting) (Magic)

Skills: Brawl DX+5 [16]-16, Broadsword DX+5[20]-16, Intimidation Will+2[8]-21, Leadership IQ+1 [4]-15, Tactics IQ-1 [2]-13, Traps IQ [2]-14

Class: Undead

Notes: Willing to negotiate. Not affected by mind magic or social skills, but willing to listen to reason, provided he isn't angry. Affected by necromancy and pentagrams. He wears an amulet that protects him from blades, but in the hands of a delver, it only supplies the benefit of a Turn Blade enchantment. Not truly evil, but registers as such to spells that detect evil.
Wraith (Generic Epic Worthy)
The greatest weapon in the arsenal of a Necromancer, the wraith is a mortal enchanted with a magic item, a ring or a crown or an amulet, that turns him into one of the undead. These unkillable champions of the dead serve as the necromancer's knights, assassins and lieutenants. Their eyes burn a dull blue or red, and their voices hiss and rattle inside the armor that eternally encases them. Even outside of armor, wraith looks haunting and terrifying, more ghost than man, with spirit infused with undying flesh. It's an immortality, after a sort.

This represents a generic wraith created with Necromancy. But seriously, these guys are bad enough as it is, coming equipped with Supernatural Durability right out of the box. A template is only useful to add skills. Anything more than that, and Wraiths begin to move into solid Epic Boss territory.
Code:
ST: 15      HP: 20    Speed: 6.25
DX: 10      Will: 10  Move:  6
IQ: 10      Per: 10
HT: 15      FP: 15    SM: +0
Dodge: 9   Parry: NA  DR:  4

Clutching Fingers (10): 1d crushing

Traits: Appearance (Horrific), Bloodlust (12), Callous (12) Dependency (Wraith Item, Constantly), Disturbing Voice, Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1, Night Vision 9, Supernatural Durability (Can be killed by spells, magic weapons), Temperature Tolerance 10, Unfazeable, Unhealing (Can heal with Steal HT)

Skills: Deathtouch IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5* [20]-15

Class: Undead

Notes: Generic, Epic, Worthy. Crazy. They don't negotiate. Ever. Truly Evil.
The Bride in Black (Lesser Epic Boss)
The Bride in Black defies the typical notions of a Wraith, with flawless pale skin, blood-stained lips, hauntingly beautiful eyes and long, silken white hair. She wears baroque, black plate mail that conforms perfectly to her form, as though forged for her. The small slip of a girl wields a massive sword as long as she is as though it weighed as much as a feather.

According to legend, she was a prized princess of a now forgotten kingdom who was kidnapped before her wedding and locked into the ruby-adorned choker that now rests on her neck, forcing her to become a wraith in the necromancer's service. Now she serves as his chief lieutenant, commanding his forces in his stead, leading the forces from the front, carving through her foes with breathtaking ease. Sometimes, in battle, tears leak down her unemotional face.

Nobody remembers her real name.
Code:
ST: 15      HP: 20    Speed: 6.25
DX: 12      Will: 13  Move:  6
IQ: 10      Per: 10
HT: 15      FP: 15    SM: +0
Dodge: 10  Parry: 15  DR:  10*
Great Sword (22): 1d+6 impaling, 2d+8 cutting (Ornate, Fine)

Traits: Appearance (Beautiful +2/+4), Bloodlust (12), Callous (12) Combat Reflexes, Dependency (Wraith Item, Constantly), Disturbing Voice, Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1, Night Vision 9, Supernatural Durability (Can be killed by spells, magic weapons), Temperature Tolerance 10, Terror, Unfazeable, Unhealing (Can heal with Steal HT), Weapon Master (Two-Handed Sword)

Skills: Intimidation Will+1 [4]-14, Two Handed Sword DX+10 [48]-22, Deathtouch IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5* [20]-15

Class: Undead

Notes: Never negotiates (unless it's dramatically interesting). Might not be Truly Evil, but registers as such. In case you missed it in the big block of text: Weapon Master and Terror
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Old 10-28-2009, 03:16 PM   #53
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Default Re: [DF] Homebrew Monsters

(Yes, still more Undead)

Lich (Generic Boss)
Powerful necromancers who work with death on a daily basis know well the limits of mortality and often fear death. Those who do sometimes seek inhuman immortality in the form of a lich. Once they have transformed themselves, their form now skeletal and thin with eyes that burn with magical power and voices that crackle and grate, their ambition and fear of death does not abate. Instead, their unleashed minds almost always go mad with magical power, making liches some of the most terrifying of necromancers.

The Lich listed here is derived from GURPS Magic, and he has no templates at all, making him unsuitable for use without additional tinkering. Generally, a lich will be a caster with necromancy, as well as a few more colleges of spells, and generally sit at the front of a powerful army of the dead.
Code:
ST: 9       HP: 12    Speed: 7
DX: 12      Will: 10  Move:  7
IQ: 10      Per: 10
HT: 12      FP: 15    SM: +0
Dodge: 10  Parry: NA  DR:  2*
Rending Finger Bones (12): 1d-3 crushing

Traits: Appearance (Monstrous), Dependency (Mana, Constantly), Doesn't Breath, Eat/Drink or Sleep, Fragile (Brittle, Unnatural (Mitigated by monthly potion)), High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), No Sense of Smell/Taste, Skinny, Temperature Tolerance 10, Unfazeable, Vulnerability (Crushing Attacks x2)

Skills: +1 to Thanatology.

Class: Undead

Notes: Can and often do negotiate. Often much higher in intelligence and know spells. Can be affected by Pentagrams and turned by True Faith. Skull has a total of 2 DR. Truly Evil
Lord Carrion (Lesser Epic Boss)
Hundreds of years ago, a royal wizard struggled to defend his nation against the onslaught of a powerful empire. As he struggled to defeat his enemies and preserve his people from the terrible rage of the empire's cruel paladins, he grew to hate the church that had caused his misery and reached for magics best left forgotten and forged a dark pact with a Reaper, a master of the dead. His sacrifice came too late, however, and his kingdom fell. Alone, he struggled to master these secrets or death, hoping one day to bring back his dead kingdom, only to find himself running short on time, so naturally, he sought and gained immortality. Now his goals and desires have twisted. Now he wishes to resurrect those that fell in this forgotten war in a necromantic parody of the home he once loved.

Lord Carrion is a gaunt figure, shrouded in his regal black and silver cloak and cowl. He moves with the grace of a pretender-king and when he waves his skeletal hands, the dead lift their hands in silent adulation. Only holy clerics and paladins frighten him now, and in time, even they too shall turn to dust, and then they will belong to him.
Code:
ST: 9       HP: 12    Speed: 7
DX: 12      Will: 13  Move:  7
IQ: 13      Per: 13
HT: 12      FP: 35    SM: +0
Dodge: 10  Parry: 10  DR:  2*
Rending Finger Bones (15): 1d-3 crushing
Acid Jet (18): 1d-1 corrosive to 3d-3 corrosive

Traits: Appearance (Monstrous), Dependency (Mana, Constantly), Doesn't Breath, Eat/Drink or Sleep, Dread (Holy Symbols), Fragile (Brittle, Unnatural (Mitigated by monthly potion)), High Pain Threshold, Immunity to Metabolic Hazards, Megalomania, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Magery 3, No Sense of Smell/Taste, Skinny, Temperature Tolerance 10, Unfazeable, Vulnerability (Crushing Attacks x2).

Special Powers: Doom

Skills: Brawl DX+3 [8]-15, Innate Attack (Jet) DX+6[20]-18, Occultism IQ+3*[12]-16

Spells: Necromantic Spells! IQ+3 [24]-16, Water Spells! IQ+2 [12]-15, Meta Spells! IQ+2 [12]-15, Protection Spells! IQ+2 [12]-15

Class: Undead

Notes: Willing to negotiate, but not with clerics or paladins. Is frightened by the sight of holy symbols, even cheap ones. Can be affected by pentagrams and True Faith. Skull has a total of 2 DR. Truly Evil

Last edited by Mailanka; 10-28-2009 at 04:40 PM.
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Old 10-28-2009, 03:27 PM   #54
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Default Re: [DF] Homebrew Monsters

Other Monsters

The world of Dungeon Fantasy brims with monsters that defy classification. Ogres, trolls, gargoyles, coleopterans, mutants, maggot-men, sea-serpents, centaurs, minotaurs, giants, dark gods, werewolves, vampires and more all swarm across the surface off the world and squirm beneath its skin. If you seek more interesting monster, you can peruse GURPS Fantasy, Banestorm, or the many Creatures of the Night supplements available on e23. Further, GURPS itself lets you create or design any monster you like. Be sure to post them online for the rest of us to use!

Below are a few more common, miscellaneous monsters often found within dungeons.

Ogre Brute (Greater Worthy)
Not all Ogres are “civilized” enough to be delvers. In fact, most aren't. The Ogre Brute represents the typical Ogre found in many dungeons and caves, snacking upon the bones of human children, covered in furs and stolen clothes, staring at heroes with fat, drooling lips and empty, vacant gazes, before bellowing and striking with their massive clubs.

These ogres are meat-shields, pure and simple. They charge, they attack, they throw their considerable weight around, and they smash heroes in a single swat, if their clumsy blows strike home. Smarter dungeon monsters tempt them into service with promises of nice food and, uh, pretty ogres?

Other ogres might include... oh, who am I kidding, this is pretty much all ogres out there.
Code:
ST: 24/25   HP: 40    Speed: 5.5
DX: 10      Will:9/12 Move:  6
IQ: 7       Per: 7
HT: 12      FP: 12    SM: +1
Dodge: 8   Parry: 9   DR:  4
Fist (13): 2d+2 crushing
Maul (14): 5d+3 (Unbalanced*)

Traits: Appearance (Hideous), Bestial, Fearlessness +3, Gluttonous (6), High Pain Threshold, Magic Resistance 2, Night Vision 5

Skills: Brawl DX+3 [8]-13, Wrestling DX+1[4]-11, Two-Handed Axe/Mace DX+4 [16]-14

Class: Mundane (Ogre)

Notes: Willing to negotiate, but only on their level (Food, women, territory, simplistic praise), easily tricked. Maul is “unbalanced” rather than “Unready” due to strength. Truly evil.
Troll Creeper(Worthy)
Unlike many of the large, beastly monsters of the world, trolls are slim, graceful and crafty. Their glittering eyes and ferocious grins haunt the nightmares of many travelers more than the loud roars of orcs or the moan of zombies. Trolls believe in subtly, ruthlessness and having fun when killing. With their brightly colored hair and ugly, strange wrinkles, they are the clowns of the monster world, and they don't mind.

Trolls tend to be broadly flexible as monsters, and creepers embrace this notion, having honed his regenerative prowess, practiced his stealth and increased his lethality, allowing him to flit from the role of Brute, Killer and Stalker with ease.
Code:
ST: 11      HP: 16    Speed: 6
DX: 14      Will: 10  Move:  6
IQ: 10      Per: 13
HT: 11      FP: 11    SM: +0
Dodge: 10  Parry: 11  DR:  0
Sharp Teeth (17): 1d-1 cutting
Spear (16): 1d+2 impaling, (Acc 2, Range 12/18, RoF 1(1))

Traits: Appearance (Ugly), Bad Temper (12), Bloodlust (12), Combat Reflexes, Discriminatory Smell,, Resistant to Metabolic Hazards (+3), Universal Digestion, Vulnerability (Fire, x2)

Special Powers: Regeneration (Not vs Fire or Acid) (Biological)

Skills: Brawl DX+3 [8]-17, Spear DX+2 [8]-16, Stealth DX+2 [8]-16, Thrown Weapon (Spear) DX+2 [4]-16

Class: Mundane (Troll)

Notes: Night Adapted Vision -5. Might be willing to negotiate, if its clear he can't win.
Troll Witch (Worthy)
Peculiar among their race, Troll Witches are surprisingly attractive. They lack the wrinkles and lop-sided features that plague many trolls, though they retain the long, wildly colorful hair, the sharp teeth and the long limbs. Their beauty haunts both trolls and delvers alike, though Troll Witches seem more fascinated with attractive delvers than hideous trolls.

Troll Witches continue the trollish tradition of flexibility and cunning in battle. She employs a variety of curses meant to befuddle and confuse the minds of travellers so they slip a little closer to her and her kin... for supper.
Code:
ST: 8       HP: 9     Speed: 6.5
DX: 11      Will: 13  Move:  6
IQ: 13      Per: 15
HT: 11      FP: 13    SM: +0
Dodge: 9   Parry: 8   DR:  0
Sharp Teeth (12): 1d-4 cutting
Long Knife (13): 1d-3 impaling

Traits: Appearance (Atractive), Awe, Bad Temper (12), Discriminatory Smell, Empathy, Lecherousness (12), Magery 1, Resistant to Metabolic Hazards (+3), Universal Digestion, Vulnerability (Fire x2)

Skills: Brawl DX+1 [2]-12, Knife DX+2[4]-13, Occultism IQ+1[4]-14, Sex Appeal HT+3*[8]-14, Mind Control Spells! IQ [12]-13

Class: Mundane (Troll)

Notes: Night Adapted Vision -5. Willing to negotiate, especially with boys, but it might be a trick.
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Old 10-28-2009, 03:57 PM   #55
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Default Re: [DF] Homebrew Monsters

Appendix 1: Spell Reference

Many of the monsters in this bestiary use Spell College Wild Card Skills to represent their magical prowess, simply for ease of use. This appendix notes several useful spells for a given college, their page reference (always GURPS Magic unless stated otherwise) and the prerequisite count and associated penalty when used with a Wild Card skill, in case you want to simply glance at a list and know what spells such a character might cast.

This does not contain all possible, useful spells. It mainly has an eye towards spells immediately useful in the midst of combat, as we don't care how the necromancer got his zombie hordes, we only care about what he will do in one particular fight. I include this because I, personally, find a simple reference to a college to be insufficient to know what a particular mage can do. It helps me to see a list. So, here you go.

Arcane Magic

Air Spells
Shape Air, p 24, 2(-1)
Walk on Air, p 25, 3(-1)
Body of Air, p 24, 3(-1)
Windstorm, p 25, 3(-1)
Devitalize Air, p 25, 3(-1)
Concussion, p 26, 5(-2)

Body Control Spells
Debility, p 36, 0 (-0)
Might, p 37, 1 (-0)
Clumsiness, p 36, 2 (-1)
Grace, p 37, 3(-1)
Fumble, p 38, 3(-1)
Agonize, p 40, 5(-2)
Deathtouch, p 41, 7(-2)

Communication and Empathy Spells
Sense Foes, p 44, 0 (-0)
Persuasion, p 45, 2(-1)
Mind-Sending, p 47, 4(-1)
Compel Truth, p 47, 4(-1)
Control Person, p 49, 5(-2)

Earth Spells
Shape Earth, p 50, 0 (-0)
Flesh to Stone, p 51, 2(-1)
Stone Missile, p 52, 3(-1)
Rain of Stones, p 53, 3(-1)
Body of Stone, p 54, 6(-2)
Steelwraith, p 54, 7(-2)

Fire Spells
Create Fire, p 72, 1(-0)
Deflect Energy, p 73, 2(-1)
Flame Jet, p 73, 3(-1)
Flaming Weapon, p 75, 4(-1)
Explosive Fireball, p 75, 4(-1)
Fire Cloud, p 75, 7(-2)
Body of Flames, p 76, 8(-3)

Illusion Spells
Illusion Shell, p 96, 1(-0)
Illusion Disguise, p 96, 1(-0)
Know Illusion, p 97, 1(-0)
Perfect Illusion, p 96, 3(-1)
Dispel Illusion, p 97, 4(-1)
Phantom, p 97, 7(-2)

Knowing Spells
Identify Spell, p 102, 1(-0)
Mage Sight, p 102, 1(-0)
Wizard Eye, p 104, 2(-1)
Seeker, p 105, 2(-1)
Astral Vision, p 105, 6(-2)

Light and Darkness Spells
Darkness, p 111, 2 (-1)
Dark Vision, p 111, 2(-1)
Flash, p 112, 2(-1)
Blur, p 113, 3(-1)
Sunbolt, p 114, 6(-2)
Invisibility*, p 114, 6(-2)
Body of Shadow, p 114, 7(-2)

Making and Breaking Spells
Shatter, p 116, 6(-2)
Animate Object, p 117, 6(-2)
Rejoin, p 116, 7(-2)
Explode, p 118, 8(-3)
Sharpen, p 118, 9(-3)
Weapon Self, p 119, 12(-4)

Meta Spells
Counterspell*, p 121, 0(-0)
Great Ward*, p 122, 1(-0)
Spell Shield, p 124, 8(-3)
Dispel Magic, p 126, 13 (-4)
Curse, p 129, 20 (-7)

Mind Control Spells
Foolishness, p 134, 0 (-0)
Terror, p 134, 1(-0)
Bravery, p 134, 1(-0)
Forgetfulness, p 135, 1(-0)
Mental Stun, p 135, 2(-1)
Drunkenness, p 136, 3(-1)
Mass Sleep, p 137, 4(-1)
Charm, p 139, 8(-3)

Movement Spells
Haste, p 142, 0 (-0)
Great Haste, p 146, 1(-0)
Glue, p 142, 1(-0)
Winged Knife, p 145, 2(-1)
Flight, p 145, 2(-1)
Blink, p 148, 5(-2)

Necromantic Spells
Death Vision, p 149, 0 (-0)
Stop Healing, p 153, 6(-2)
Evisceration, p 154. 6(-2)
Rotting Death, p 154, 9(-3)
Animate Shadow, p 154, 9(-3)

Protection and Warning Spells
Sense Danger, p 166, 0 (-0)
Shield, p 167, 0 (-0)
Armor, p 167, 1(-0)
Return Missile, p 168, 3(-1)
Iron Arm, p 169, 4(-1)
Force Dome, p 170, 10(-3)

Sound Spells
Sound Vision, p 171, 1(-0)
Hush, p 172, 2(-1)
Mage-Stealth, p 172. 3(-1)
Concussion, p 26, 5(-2)
Wizard Ear, p 174, 6(-2)

Water Spells
Shape Water, p 185, 2(-1)
Body of Water, p 185, 3(-1)
Icy Weapon, p 185, 2(-1)
Ice Slick, p 186, 4(-1)
Flesh to Ice, p 190, 8(-3)
Rain of Acid, p 191, 7(-2)
Acid Jet, p 192, 10(-3)

Weather Spells
Fog, p 193, 4(-1)
Lightning, p 196. 6(-2)
Shocking Touch, p 196, 7(-2)
Lightning Weapon, p 198, 7(-2)
Hail, p 195, 8(-3)
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Old 10-28-2009, 04:02 PM   #56
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Default Re: [DF] Homebrew Monsters

Seriously, submit this. I'll buy it.
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Old 10-28-2009, 04:06 PM   #57
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(Appendix 1 cont'd)

Holy Spells
Armor, p 167, 1(-0)
Bravery, p 134, 1(-0)
Might, p 37, 1 (-0)
Awaken, p 90, 2(-1)
Command, p 136, 2(-1)
Major Healing, p 91, 3(-1)
Flaming Weapon, p 75, 4(-1)
Sunlight, p 114, 4(-1)
Turn Zombie, p 152, 5(-2)
Astral Vision, p 105, 6(-2)
Strengthen Will, p 136, 6(-2)
Sunbolt, p 114, 6(-2)
Wisdom, p 135, 6(-2)

Unholy Spells

Debility, p 36, 0(-0)
Armor, p 167, 1(-0)
Terror, p 134, 1(-0)
Weaken Will, p 136, 1(-0)
Clumsiness, p 36, 2 (-1)
Command, p 136, 2(-1)
Darkness, p 111, 2 (-1)
Dark Vision, p 111, 2(-1)
Icy Weapon, p 185, 2(-1)
Agonize, p 40, 5(-2)
Control Zombie, p 152, 5(-2)
Deathtouch, p 41, 7(-2)
Curse, p 129, 20 (-7)

Nature Spells
Animal Control, p 30, 1(-0)
Beast Summoning, p 30, 1(-0)
Master, p 30, 1(-0)
Shape Earth, p 51, 0 (-0)
Shape Air, p 24, 2(-1)
Shape Water, p 185, 2(-1)
Windstorm, p 25, 3(-1)
Beast Possession, p 32, 4(-1)
Fog, p 193, 4(-1)
Tangle Growth, p 162, 4(-1)
Lightning, p 196, 6(-2)
Shapeshift, p 32, 6(-2)
Animate Plant, p 164, 7(-2)
Body of Wood, p 165, 7(-2)
Hail, p 195, 8(-3)
Body of Wind, p 27, 10(-3)
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Old 10-28-2009, 04:24 PM   #58
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Quote:
Originally Posted by Mailanka View Post
Immunity to Megalomania
Lord Carrion has a convinient little immunity there I notice. :P

I'll second Crakkerjakk on this being submission worthy.
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Old 10-28-2009, 04:37 PM   #59
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Appendix 2: Example Monster

SJGAMES FORUM EXCLUSIVE!!1!

This is an enormous amount of information to take in all at once, and I think it's easy to be overwhelmed by it all, so I want to take the moment to bring you back and point you back to the monster templates at the beginning, and show you how these work.

I don't like the Orc Warrior I included in my bestiary. As I pasted him down, I noted that he's too similar to the Hobgoblin in role and armament. Originally the Hobgoblin was the meatshield and the Orc was the damage-dealer, but since then, I added the Ogre as the primary meatshield, and the Hobgoblin morphed into a weapon of mass melee destruction, sorta like a siege engine made out of skin and bone. Thus, the role of Orc Warrior as big axe-swinger sorta fades.

I still like the idea of an orc wielding an ax, but a more "frontline" warrior makes more sense: perhaps a shield and an axe, a durable fighter who rushes forward and soaks up the damage while goblin skirmishers and orc hunters harry with ranged attacks, and the Hobgoblin lays in a swathe of destruction.

So, the first order of business: we need the orc template. It can be found on page 11 of DF 3.

Next, we look at our templates. We're making a worthy, so somewhere between 3 and 5 templates is enough. Orcs are tough, at least all the orcs I've ever seen in literature (and this matches their template), we'll make them a Brute, a Hardy brute at that. That's 2 templates. They're also lethal, so we'll make them a Killer. Beyond that, Orcs have never been known for their elegance, and the Hobgoblin is already a power killer. The strange templates don't fit Orc Warriors, so that just leaves us with Swift, but I don't feel particularly inspired to take it (despite taking it last time). So, Killer, Brute, Hardy Brute. That makes an orc warrior worth about 165 points, give or take, which makes him good either as a worthy or a fodder, fitting for the descriptions of Orcs.

Then we just take the templates and add up all the numbers. We start with ST 10, Orcs get +1, Killers get +1, Brutes get +1, and even Hardy Brutes get +1, so we're looking at an ST of 14. We do the same for other states, collect all the advantages together, choose our disadvantages. For Killer, Bad Temper seems to fit best, but Easy to Read might be more fun, as Orcs are a little on the stupid side, and this would make their dirty tricks and feints more obvious. Lowering Bully to 6 would be fun, but probably more appropriate for a mean Orc boss. For Brute, only Sense of Duty (Orcs) makes sense, as Orcs sometimes have a reputation of being "noble savages," and this will emphasize that.

Finally, we note our skills, adding up point totals when we end up with two of the same skills. For example, we take the second Killer Package (Brawl and 8 points of Axe/Mace), and the third Brute skill package (Shield and 8 points of Axe/Mace), which gives us a total of 16 points for Axe/Mace.

Then we just note it all down, discarding any advantages or disadvantages that aren't pertinent to a dungeon fight (for example, Orcs have a social stigma. Well, who cares?! This is a monster!)

The result:

Orc Warrior (Worthy)

Blah blah blah

Code:
ST: 14      HP: 30    Speed: 6.75
DX: 11      Will: 12  Move:  6
IQ: 9       Per: 10
HT: 12      FP: 12    SM: -0
Dodge: 10  Block: 12  DR:  4*
Axe (15): 2d+2 cut (Unbalanced)

Traits: Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); Combat Reflexes; High Pain Threshold; Appearance (Ugly); Bully (12); Easy to Read; Sense of Duty (Orcs).

Skills: Brawl DX+4 [12]-15, Axe/Mace DX+4 [16]-15, Shield DX+2 [4]-13

Class: Mundane (Orc)

Notes: 2 points of DR comes from tough hide, remainder comes from cheap leather. Medium shield, cheap axe and leather armor all lootable.

Last edited by Mailanka; 10-28-2009 at 04:42 PM.
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Old 10-28-2009, 04:38 PM   #60
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Quote:
Originally Posted by RedMattis View Post
Lord Carrion has a convinient little immunity there I notice. :P

I'll second Crakkerjakk on this being submission worthy.
As far as typos go, that's an awesome one. You'll note he also has trait "metabolic hazards." Presumably, he's got a big "radioactive" sign on him.

I'll go fix it.
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