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Old 09-03-2018, 07:39 AM   #61
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

In the 1980s we imported loads of AD&D monsters, which I am pausing at reposting here as I am not sure about IP/copyright. It is also so long ago that I have forgotten who of us came up with which concepts....more to follow
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Old 09-03-2018, 07:40 AM   #62
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Bile Demon
ST:40-80 MA:6
DX:9 Armour:2 pt blubber
IQ:13
Bloated creatures akin to normal demons, these red goliaths have puny arms that are too weak to wield weapons effectively. Instead, they have a flail dangling from each horn, which they can strike enemies on that side- or side-front hex, for 2+1 damage each. Once every three turns, they can also forgo attacking for one turn and let forth a hideous poison gas from their own nether regions, which affects all enemies within 1 hex for a -2 on their DX rolls and 1-3 damage (armour ignored), unless a 3/ST roll is made (orcs roll 1 die less, elves 1 die more. This roll is 4/ST for a 3-hex bile demon). Larger bile demons are 3-hex figures. All have mage sight, dark vision and can cast magic fist (limit of 3 fST per turn). Bile demons can be summoned by special spells. They cannot enter or exit pentagrams.
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Old 09-03-2018, 07:41 AM   #63
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Cockatrice
ST:6 MA:6/8
DX:14 Armour:1 pt scales
IQ:5
The cockatrice is a terrestrial chicken-shaped avian carnivore the size of a turkey that has developed a powerful enzyme-poison to help it flourish in the wild. Its enzyme only affects mammalian life-forms (reptiles, avians etc. are immune) and causes an effect like a powerful freeze spell (4/ST to save against) which lasts for 12 turns. Remove thrown spells will not reverse the condition but an antidote (known as 'antifreeze', and sometimes available from kobold or goblin merchants) will. Goblins have been known to sell a special herbal brew which will reduce the ST roll by 1 die and lasts 3 hours, for $20-120 a dose.
Cockatrices were widespread but almost driven to extinction by mammalian species (humans, elves etc.) who, not surprisingly, perceived them as a threat. Some non mammalian races (kobolds mainly, some reptile-men and gargoyles) have seen their value and cultivated them far from prying eyes.
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Old 09-03-2018, 07:42 AM   #64
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Cyclops, Common
ST:24-40 MA:7
DX:12 Armour:1 pt skin
IQ:7
Bad-tempered and surly one-eyed gigantoids, Cyclopes live in badlands or on islands and caves. They like eating humanoids, except female humans, who are necessary for breeding purposes. Each female captured and impregnated has an equal chance of producing a cyclops, hybrid or human, the latter two being eaten by the father. Their 1 eye allows them a 2/IQ roll to disbelieve illusions but a -2 on attacking rolls with thrown weapons (Cyclopes, like giants, like to throw large objects (rocks, tree-trunks or whatever) for 1+2 damage but are not bright enough to know that they aren't very good at it), they usually fight with a 2-handed club for 1+6 damage. Cyclopes are also able to hypnotize intelligent creatures within 5 megahexes, requiring a 3 dice roll vs. IQ (treat as freeze spell), but they cannot attack on the same turn.
Smaller cyclopes are 1 hex figures while larger ones may be 3 hexes in size.
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Old 09-03-2018, 07:43 AM   #65
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Cyclops, Grecian
ST:50-70 MA:12
DX:12 Armour: 2 pt hide
IQ:8-10
These are twice the size of their commoner cousins and are much too large to interbreed with humans. They're quite rare and found in warm out-of-the-way places. Unlike their smaller kin, they are unable to freeze targets with their eye, but have a much more lethal weapon; a laser-like ray of energy (treat as missile weapon for range calculation), which inflicts 3 dice damage (and costs 3 ST). Otherwise, they use great clubs. They cannot use both a club attack and an eye attack in the same turn. Intelligent cyclopes have the equivalent of the animal handling talent and may be found with a small roc or cave bear as a pet.
Like their smaller kin, they are allowed a 2/IQ roll for disbelieving illusions.
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Old 09-03-2018, 07:47 AM   #66
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Ettin
ST:30+ MA:10
DX:9 Armour:0
IQ:6
These large (3-hex) 2-headed ogres have innate alertness, as 1 head is always on guard. They cannot use a 2-handed weapon in a coordinated manner, but 2 weapons, the wrong hand (usually the left) attacking at -1 DX and -2 damage. Ettins are none too bright despite having 2 heads. They speak their own primitive dialect of Ogre.
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Old 09-03-2018, 07:49 AM   #67
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Dragon variants

Dragons come in a variety of colours, as well as sizes, in Cidri. They can be classified according to colour, size or shape, i.e traditional dragon-shape or wyrm-shape (see below).

Black Dragons are fell beasts, found in dismal swamps or underground, where they can use acid to excavate large limestone caves for well-protected lairs. They breathe a gout of hydrochloric acid instead of fire, which inflicts horrendous burns and corrodes metals on a roll of 5 or 6 on 1 die (gold, silver and mithril excepted). Ancalagon was a famous black dragon; like him they can often go into alliance with weaker creatures. Blacks rarely grow past 4 hexes in size.
Green Dragons are sneaky and clever, often commanding or colluding with evil monsters of all types. They breathe a puff of hazardous chlorine gas instead of fire, which also corrodes metals on a 5 or 6 on 1 die (gold, silver and mithril excepted). Fafnir and Glaurung were famous green dragons.
Red Dragons are the dragons described in In The Labyrinth, greedy for gold, clever and malevolent. They can be found anywhere there is a potential for treasure and a good hidey-hole. This means they generally favour mountains. Smaug was a typical red dragon. Red dragons are never wyrm-shaped.
White Dragons are residents of colder climes, glaciers, icy caves and tundra being to their liking. They breathe icy frost instead of fire, enjoying turning their prey into blocks of ice. They aren't as clever as other dragons (IQs of 8, 9, 10, 12 and 14 for the 5 sizes) and more aggressive (-1 on reaction, +1 on morale). Probably half of all white dragons are wyrm-shaped (as detailed below)

Wyrms come in 3,4 or 6-hex sixes: 3-hex (long) serpentine 'wyrms' have MA 6/14* ST 22 DX 13 IQ 14 Armour 2 hits Claw 1+1 Breath 2-2 ST spent to breathe 2, 4-hex wyrms have the same stats as normal 4 hex dragons, and 6-hex wyrms MA 8/18* ST 45 DX 14 IQ 17 Armour 4 hits Claw 2-1 Breath 2+2 ST spent to breathe 4. (only some wyrms fly). Wyrm DNA is more adaptive than many creatures and many mutations are seen (roll 1d6 on the following table)

Wyrm Mutations

1: regenerates 1 (1-3), 2 (4-5) or 3 ST per turn (known as the Lambton variant), but not if ST reaches 0 or burnt.
2: can fly magically, MA given above.
3: has small wings (can fly at half MA given above)
4: odd-placed eyes, treat as eyes-behind spell.
5: can cast sleep spell with eyes at normal ST cost (counts as action though)
6: no breath weapon
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Old 09-03-2018, 07:54 AM   #68
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Water-Horses
Each Uisge (ech-ooskya) Kelpie
ST:24-36...................................20-22
DX:13.........................................13
IQ:8...........................................10-12
MA:24 (10 in amoeba form)........30 (10 in amoeba form)
Armour:2 pt membrane..........2 pt membrane
Water Horses are malign protoplasmic creatures so named after their most frequent forms they are encountered as. All can be classed as flesh eating protoplasm-things of possibly extraplanar origin (possibly water elemental), and variable intelligence and aggressiveness. All have a limited form of telepathy which allows them to judge what would be an appealing form to the local inhabitants. They have been known to appear as attractive women, but are mute as they have no vocal chords. As a horse they can get away with being silent.
All water horses take only 1 point per die of damage from heat or cold-based attacks but full damage from electricity. Their rubbery, slimy protoplasm forms a thick cell membrane that acts as 2 point armour.
Anyone is allowed a 5/IQ roll when they see a water horse in another form to know it is no what it seems to be (4/IQ for naturalists & horsemen, 3/IQ for expert naturalists & master horsemen.), this roll is reduced by 1 die when the beast is in combat.
Each Uisge in their natural form resemble a 3-hex goo, but will commonly manifest as a 2-hex war-horse. For many years they were endemic to an wilderness area inhabited by horseclans (you know, the IQ 8 folk who spent their spare talent points on horsemanship rather than swimming.). The water-horses found that appearing as a horse was the best way of luring young braves to their deaths. In their natural form, they feel most at home in a briny, hypertonic environment (i.e. the sea), where they regenerate 1 ST per turn. They are formidable fighters in horse form (treat as a war-horse - stats as above, kick for 2+1 damage, bite for 1+1 damage or do both at -4 DX), but this exhausts them - lose 1 fST per turn fighting. They prefer to trick or drown people - an Each Uisge is able to control the adhesiveness of its skin (to either sticky or slippery). Rider who mount the creature must make a 4/ST roll each turn to try and remove themselves and perform no other action (generally while the beast is running headlong into the surf). Other attacks on the creature assume it is in HTH combat with the rider for hit determination.
In the water, the creature can attack without the fST penalty and at +2 DX bonus in its natural environment. Generally, once someone enters the water with the beast, they don't come out again…..
An each uisge can also make itself slippery, which allows it a 1 die bonus to avoid being netted or entrapped.
Each Uisge hate fresh water, which is hypotonic and confers none of the bonuses of salt water.
Kelpies are weaker fighters in horse form (treat as light horse - 1 die damage only) but what they lack in strength they make up for in cunning and guile. They also have a limited form of telepathy, which is useful if they appear as a shaggy man or attractive girl, in that they can form short sentences which victims feel are verbalizations (thus making up for the creature's lack of vocal chords). For each sentence, a 4/IQ roll (3/IQ for naturalists ) is allowed to determine whether the victim suspects all is not what it seems.
They may also become slippery, but not sticky, like their larger brethren. Once a day they may leave a residue which they can use as a slippery floor, if they have time to set up a trap.
If a kelpie appears as a female, its aim will be to kiss the victim. If this happens, the kelpie will infuse the victims' lungs with watery protoplasm (use drowning rules). Treat the kelpie as if it is in HTH combat with the victim for hit determination.
Kelpies prefer to kill their victims by drowning and store them and let them rot, rather than devour them fresh. No-one is quite sure why this is.
Kelpies are native to fresh, rather than salt, water. They recuperate 1 ST a turn in the former and none in the latter.
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Old 09-03-2018, 07:56 AM   #69
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Will-o'-Wisp ( Corpse Candle, or Ignis Fatuus)
ST:30 MA:20
DX:14 Armour:0
IQ:14
These electrical, glowing creatures feed on the dying essences of victims' fear, thus they often lurk near quicksand, bogs, cliffs and such places. They are extremely hard to hit, being naturally blurred and very quick flying, giving all opponents a -8 DX to hit or cast spells at them. Treat all their hexes as front hexes. Adult will-o-wisps have an ST of 30, attacking by means of electricity, which costs them 2 fST to inflict an arc causing 2+2 damage. Treat this as a thrown weapon attack, which they can utilize once a turn (i.e. -1 adjDX per hex distant). They can also go invisible at a cost of 1ST/turn.
Immature will-o'-wisps, also known as boggarts, may have a ST of 15 or 20 and do less damage, say 1 or 1+2, for a cost of 1fST.
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Old 09-03-2018, 07:59 AM   #70
Cas Liber
 
Join Date: Sep 2018
Default Re: New Monsters

Dromaeosaurs
larger (Deinonychus ; 2-hex)................smaller (Velociraptor ; 1-hex)
ST:12 -16................................................ ................8-10
DX:14................................................ .......................15
IQ:5................................................. ..........................5
MA:16................................................ .......................16
Armour:1 pt skin.............................................. ..........0
These sickle-taloned predators shred their prey with their claws, striking for 1 or 2 dice damage, depending on species, with natural fencing ability. They are usually found in scrub or woods, hunting in packs. Ancient tales tell of the Mnoren creating a gate to a world of giant reptiles, but having to eradicate most of the arrivals as they were too dangerous. However the 'raptors, as they were known, proved too elusive and have spread to become noxious vermin as they are ruthless and efficient killers. most civilized lands made concerted attempts to eradicate them and they are now thankfully rare. Rumours of their existence are enough for most rulers to send out squads of adventurers hired to kill any they see for a rich bounty.
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