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Old 10-27-2009, 05:45 PM   #31
RedMattis
 
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by Gold & Appel Inc View Post
If they're truly good, they'll probably want to get involved when the monster threatens other people, listen to its attempts to negotiate (and possibly fall prey to trickery), surrender if it manages to get somebody else at its mercy, etc.
The Cleric and Holy Warrior both qualify for the "Holy" part, and might prioritize the destruction of the demon before saving the victim. Depending on circumstances and personalities.
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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Old 10-27-2009, 05:52 PM   #32
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Default Re: [DF] Homebrew Monsters

Quote:
Originally Posted by RedMattis View Post
If the demons have "Cannot Harm Innocents (truly good or holy people only), how can they challenge the Cleric and Holy Warrior in the party?

Love what you've given us here by the way.
You'll note this is from the GURPS Magic racial template. I generally kept racial templates intact (with a few exceptions, like Dragons) to show how you can do this sort of thing, rather than explicitly setting out to create ideal DF monsters. Mind you, GURPS magic states that this prevents direct harm to "truly good or holy folk," so I assume in a DF setting, the GM can claim that DF Clerics and Holy Warriors aren't "truly holy," that this limitation applies only to saintly people or innocent children, etc.

Or you can just ditch it. It won't hurt anything.
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Old 10-27-2009, 06:12 PM   #33
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Default 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

Tentacle (13): 2d-1 crushing, Reach C-5
Fleshy Maw (13): 2d-2 crushing

Traits: 360° Vision (Multiple Eyestaks, -6 to hit), Appearance (Horrific, Universal), Callous, Compartmentalized Mind, Constriction Attack, Disturbing Voice, Doesn't Breathe, Doesn't Sleep, Double Jointed, Extra Arms (8 Arms, Flexible, Long), Extra Attacks 3, Fragile (Unnatural), Indomitable, Injury Tolerance (Homogenous), Invertebrate, Magery 0, Terror (or Confusion) (-3 to Fright/Confusion Check), Unfazeable, Universal Digestion

Skills: NA

Class: Elder Thing

Notes: Extra Arms add +2 to grapples for each past the first used. Once it has bitten a delver with its Fleshy Maw, it may begin its constriction attack. Fragile represents its inability to stay in our world if sufficiently damaged. Extra Attacks means it has 3 extra attacks, Compartmentalized Mind means it has one additional mental actions, which means the Elder God has 5 total actions per second. Only beings with appropriate mental disadvantages (ie Insanity) may negotiate with an elder god. An Elder God costs 50 energy points to summon. Truly Evil.
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
Fleshy Maw (15): 2d crushing

Traits: 360° Vision (Multiple Eye Stalks, -6 to hit), Appearance (Horrific, Universal), Callous, Compartmentalized Mind, Confusion (-3 to Confusion Check), Constriction Attack, Disturbing Voice, Doesn't Breathe, Doesn't Sleep, Double Jointed, Sense of Duty (Cultists of Ha-Agifatha), Extra Arms (8 Arms, Flexible, Long), Extra Attacks 3, Fragile (Unnatural), High Pain Threshold, Indomitable, Injury Tolerance (Homogeneous), Invertebrate, Magery 0, Unfazeable, Universal Digestion,

Special Powers: Regeneration (Requires Unholy Ground), Madness (Requires speech).

Skills: Brawling DX+2 [4]-15, Wrestling DX+2 [8]-15

Class: Elder Thing

Notes: The Star-Voice is the same as the Elder God, except that it may use its voice to inflict insanity on all who hear it, and it may grow silent and draw upon Ha-Agifatha's strength to regenerate its body (healing 60 HP a turn). It may not speak when it is devouring someone. Truly Evil. The Star-Voice can be summoned for 80 energy points.
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Old 10-27-2009, 06:23 PM   #34
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Default 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 Impaling
Flaying Touch (15): 3d Impaling, plus Side-Effect (Terrible Pain), 3 uses per day.

Traits: Appearance (Attractive +1), Bloodlust (6), Combat Reflexes, Elder Gift 2, High Manual Dexterity 2, Impulsiveness (12), Magery +1, Night Vision 1, Overconfidence, Resistant to Metabolic Hazards (+3),Terror (-1 to Fright Check)

Special Powers: Dark Reincarnation, Flaying Touch (Unholy), Path Breaking

Skills: Brawl DX+4 [12]-15, Knife DX+3 [8]-14, Fast Talk IQ+2 [8]-14, Intimidation Will+1 [4]-16

Class: Elder Thing

Notes: The Prince in Azure will use Path Breaking to divide a party up, and then stalk them down one by one while the delvers struggle to figure out how to help their comrades. Note that his Bloodlust has a resistance score of 6, rather than 12. The Prince in Azure isn't terribly tough, but he doesn't want to be. Once he's been killed or knocked unconscious, he instantly changes into an Elder God. He uses the Elder God base template, but keeps his skills (his mental skills increase by 1 and his physical skills increase by 3), Flaying Touch and Path Breaking, and increases ST to 25, DR to 1 and SM to 4. He fully regenerates. Willing to negotiate (very skilled at it too). Truly Evil.
Dark 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 cutting

Traits: Bloodlust (12), Elder Gift 2, High Manual Dexterity +2, Night Vision 4, Paranoia (12), Resistant to Metabolic Hazards +3, Sadism (12), Silence 2,

Special Powers: Mimic (Unholy)

Skills: Shortsword DX+3 [12]-16, Stealth DX+3 [12]-16, Acting IQ+2 [8]-14, Poison IQ [2]-12

Class: Elder Thing

Notes: A Dark One Assassin always approaches his prey silently, or disguised in some fashion. After striking, he'll retreat and use his stealth and his mimic to confuse the rest of the party. He especially enjoys doing this in a prison full of people, frustrating his pursuers until they start butchering innocent people. Willing to negotiate. Truly Evil.
Dark 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

Traits: Bloodlust (12), Clerical Investment, Elder Gift 2, Frightens Animals, Night Vision 1, Power Investiture +2 (Unholy), Resistant to Metabolic Hazards (+3),

Special Abilities: Blood Caster

Skills: Knife DX+2 [4]-12, Occultism IQ+3* [4]-15, Theology IQ+1 [8]-13

Spells: Unholy Spells! IQ+2* [24]-14

Class: Elder Thing

Notes: Willing to negotiate. Truly Evil.
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Old 10-27-2009, 06:25 PM   #35
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Default 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)
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Old 10-27-2009, 07:09 PM   #36
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Default 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-5

Traits: Doesn't Breathe, Eat/Drink or Sleep; Flight (Lighter than Air), Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, No Legs, Vulnerability (Vacuum, Wind-Based Attacks x2)

Skills: NA

Class: Elemental

Notes: Default Air Elemental summoned for 4 energy points. Willing to Negotiate.
Greater 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)
Wind Blast (13): 3dx2 Knockback (Acc 3, 1/2D 10, Max 100, RoF 1)

Traits: Doesn't Breathe, Eat/Drink or Sleep; Flight (Lighter than Air), Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, No Legs, Vulnerability (Vacuum, Wind-Based Attacks x2)

Special Powers: Storm Casting (Magical)

Skills: Stealth DX+2 [8]-13, Innate Attack (Projectile) DX+2[4]-13

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate. Often playful.
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-1

Traits: Doesn't Breathe, Eat/Drink or Sleep, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous), Striking Surface

Skills: NA

Class: Elemental

Notes: Default elemental. Can be summoned for 4 energy points. Willing to negotiate. Easily tricked. Takes half damage from piercing and impaling weapons.
Greater 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

Punch (11): 2d+1

Traits: Doesn't Breathe, Eat/Drink or Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (Homogeneous), Striking Surface

Skills: Brawl DX+3 [4]-11

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate. Easily tricked. Takes half damage from piercing and impaling weapons.
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, Melee
Burning Punch (9): 1d-4 crushing + 2d Burning

Traits: Charisma +1, Doesn't Breathe (Oxygen Combustion), Doesn't Eat/Drink or Sleep, DR 10 (only vs Fire/Heat), Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, Weakness (water, 1d/min)

Skills: NA

Class: Elemental

Notes: Default Elemental. Can be summoned for 4 energy points. Willing to negotiate.
Greater 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, Melee
Burning Punch (16): 1d+2 crushing + 2d Burning
Burning Touch (16): 3d Burning + 2d burning follow-up and cyclical for 3 seconds. 3 uses per fight.

Traits: Charisma +1, Doesn't Breathe (Oxygen Combustion), Doesn't Eat/Drink or Sleep, DR 10 (only vs Fire/Heat), Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, Weakness (water, 1d/min)

Special Power: Burning Touch (Magical)

Skills: Brawl DX+6 [20]-16

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate.
Water 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 crushing

Traits: Amphibious, Chameleon 1, Doesn't Breathe, Doesn't Sleep, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), Invertebrate, Slippery 5, Vulnerability (Dehydration)

Skills: NA

Class: Elemental

Notes: Default Elemental. Can be summoned for 4 energy points. Willing to negotiate.
Greater 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

Water Slam (11): 1d crushing

Traits: Amphibious, Awe, Beautiful (Universal +25%), Chameleon 1, Doesn't Breathe, Doesn't Sleep, Empathy, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse), Invertebrate, Slippery 5, Vulnerability (Dehydration)

Skills: Brawl DX+3 [8]-11

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate.
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Old 10-27-2009, 07:09 PM   #37
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Default Re: [DF] Homebrew Monsters

(Wow, I can't believe I got all that into one post)
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Old 10-27-2009, 07:30 PM   #38
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Default 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 crushing
Hooved Kick(15): 1d crushing
Shepherd's Crook (22): 1d crushing, 1d+2 crushing

Traits: Acute Hearing +2, Animal Empathy, Combat Reflexes, Dependency (Mana, Constantly), Enhanced Parry (Spear) +2, Lecherousness (12), Musical Ability 2, Sense of Duty (Faeries) Sense of Duty (Nature)

Skills: Acrobatics DX [4]-13, Brawling DX+2 [4]-15, Staff DX+9 [36]-22

Class: Faerie

Notes: Willing to negotiate. Especially with hawt chicks. Or hawt whatever.
Leprechaun 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

Shillelagh (13): 1d-2 crushing or 1d-3 crushing

Traits: Bad Temper (12), Dependency (Mana, Constantly), Magery 1, Ridiculous Luck, Sense of Duty (Nature) Trickster (12)

Skills: Broadsword DX+1 [4]-13, 3 Spells at IQ-1[2]-11

Class: Faerie

Notes: Can be reasoned with (if drunk), otherwise, really ****** off and only going to negotiate with you in an effort to get your guard down. Leprechaun Charms mean all the little bastards have three spells. A list of favorites include: Beast Summoning (not control, just summoning) Clumsiness, Fumble, Explosive Fireball, Perfect Illusion, Flash, Invisibility, Animate Object, Curse, Drunkenness, Forgetfulness, Winged Knife, Blink, Tangle Growth, Animate Plants, Plant Form Other, Shapeshift Others. For the interest of expediency, assume all Leprechaun fodder have the same three spells. Remember, one fodder only has enough fatigue to cast one spell once. Often drunk.***
***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 Impaling

Traits: Appearance (Transcendant, Universal +5), Awe (-1 to Awe Resistance), Charisma +5, Dependency (Mana, Constantly), Impulsive (12), Overconfident, Sense of Duty (Nature),

Special Powers: Hypnotic Voice (Magical)

Skills: Rapier DX [2]-10, Diplomacy IQ+1 [8]-14, Sex Appeal HT+6* [4]-17

Class: Faerie

Notes: Prefer negotiation, because they're at their most dangerous when they can talk. If the heroes aren't interested, they'll use Awe to slow them down long enough to start talking.
Pixie 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))

Traits: Appearance (Attractive +1), Dependency (Mana, Constantly), Enhanced Dodge, Impulsive (-10), Flight (Winged), Magery 0, Night Vision 3, Sense of Duty (Nature)

Skills: Stealth DX+2 [8]-17, Bow DX [4]-15

Class: Faerie

Notes: Willing to negotiate, especially if they receive praise from the heroes. Always have access to venom of some kind.
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Old 10-27-2009, 09:24 PM   #39
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Default 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)
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Old 10-27-2009, 10:31 PM   #40
nik1979
 
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Join Date: Oct 2004
Location: Philippines, Makati
Default 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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