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Old 07-11-2018, 01:51 AM   #31
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Join Date: May 2010
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Gate Snakes.

Like Gate Lice, these denizens of the hyperspace through which Gates pass one sometimes latch on to humans. They are about 20 cm long, 2 cm diameter. They mass about 90 grams. They come in a variety of colors, and can be seen easily in any lighting at a range of 11m, but cast no glow directly. (This is a psychic effect, caused by their telepathic radar, rather than actual light, tho' they are visible normally to normal sight and shadow sight.

ST 1, DX 20, IQ 2, MA 1 (20 inside Gatespace). Armor 6.

They have a bite, which does no damage (but hurts a little bit), and introduces a poison. The poison renders about 1 limb useless in 1d6 turns, unless a 3/St roll is passed. On an 18, it causes unconsciousness in 2d6 turns, as well.

Their normal prey is gate lice. They can survive outside a gate for a few days: roll 1d+days since last through a gate for 7 or less; if failed, the snake dies at a random hour. There is also a spell which will reset the survival clock: Gatesnake Care - IQ 12, 1 fST.

They are, however, quite mild mannered, and will not bite unless attacked. Given their toughness, it's quite possible to attack them and do no harm. They will also eat small rodents, insects of all descriptions, and cheeses.

Some Mnoren kept them as pets, making certain to gate-walk a brief bit daily to keep them healthy.

Summon Gatesnake only works when within 121 m of a gate, is IQ 9, and is 2 to summon, and 1 to maintain. The primary use is to get rid of gate lice.
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Old 07-11-2018, 08:20 PM   #32
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Location: New England
Default Re: New Monsters

Steve Jackson Games is granted permission to use this in acknowledgement of my contribution.

C’larkash-tun (a.k.a. Unspeakable Horror)

ST 50
DX 10
IQ 6
MA 8
Attacks: Mouthed tentacles: 1d-1 plus grappling, Maw: 2d+2, Trample (HTH only) 1d+2
Armor: Gristly skin stops 2 hits.

The word C’larkash-tun, from the ancient sorcerous tongue of the unholy Aitchpeël Empire, translates literally to the proper noun “Unspeakable Horror,” and the name is apt; this creature holds prominent membership in the collection of Cidri’s most disturbing life forms. Its 3-hex chimeric form grotesquely includes hundreds of shiny, black centipede legs supporting a huge, humanoid head topped with 9 glistening, translucent tentacles, each obscenely tipped with starfish-like mouths and which radiate from a gaping, upwardly facing, toothy maw. Horrifyingly, its humanoid head’s face is the exact likeness of its last victim, eyes staring vacantly, drooling mouth moving soundless as the grave. Even the bravest heroes blanch at the sight of it, especially when it bears the semblance of someone they know; most people—sane or otherwise—flee from it screaming until exhausted by the effort. The C’larkash-tun’s main attack is to use up to 4 tentacles—each with a 2-hex reach—to simultaneously bite and grapple victims. Grappled victims must immediately roll 3d v ST to break free or be pulled 1 hex toward the maw, where they are eaten voraciously (only one victim can be actually in the horrid orifice at a time, though several can be held just above it). If more than one tentacle hols the same figure, add 1 die per tentacle to the roll to break free. No more than 3 tentacles can attack at a single figure at once. Grappled victims take 1d-1 damage each turn from each tentacle holding them. They are also at -2 DX per grappling tentacle. Dealing 5 or more hits to a tentacle with an edged weapon will chop it off. Unless burned, severed tentacles will stealthily slither away (MA 1) to slowly regenerate into whole new Unspeakable Horrors. C’larkash-tuns have only front hexes.

The noisome, oleaginous ooze serving as blood in the C’larkash-tun’s vile corpus is rumored to be able to be meticulously fermented into a foetid liquor that allows one’s mind to travel outside the body. Or maybe it just brings you visions so inhuman that death is the only possible release from the terrifying hole it rips through your sanity.

Last edited by Shostak; 07-11-2018 at 08:24 PM.
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Old 07-13-2018, 08:34 PM   #33
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Planar Assassin

ST 12
DX 10
IQ 7
MA 10
Attack: Fractal zap: 1d damage with results corresponding to the first six numbers in the Fibonacci sequence (1, 1, 2, 3, 5, 8)
Weird “hide” stops 4 damage

If you can picture the combination of an orchid blossom, a paper doll, and the shifting view through a kaleidoscope, you are on your way to having the beginning of an idea of what a Planar Assassin looks like--from the one vantage, anyway; they only exist in our universe from the front! Planar Assassins can only move forward or sideways and, having no thickness, they can fit through the thinnest of cracks. Inexplicably, they utterly vanish if they are forced to move backwards. Similarly, they wink out of existence when they die. Their attack is as peculiar as they are: a crackling shock of unknown force manifesting visually as a blossoming fractal design—treat it as a missile attack, except in HTH, in which it is a normal melee attack. They are totally immune to fire, electricity, cold, and acid.

Characters who are engaged in HTH with a Planar Assassin must, at the beginning of each turn, roll 3d v DX to avoid being pulled into its two-dimensional world. The only way out is to disengage from HTH to one of its front hexes. Success on the saving roll means you are still in HTH, but not in the 2-Dimensional plane. If still in the 2-Dimensional plane with it when the Planar Assassin vanishes for whatever reason, that person gets one last escape roll, this time with 4d v DX. Failure to escape results in being forever trapped in the space between dimensions. Because their bodies are always shifting, attacks made against Planar Assassins are always rolled with 1 extra die, and because they only exist from the front, they can’t be attacked from the side or rear. Missile or thrown weapons that hit them disappear completely into their strange 2D existence.

For reasons natural philosophers can only speculate on, Planar Assassins always appear in prime numbers (2, 3, 5, 7, 11, 13, 17, etc.); you’ll never encounter only one. They smell of ozone, make no sound whatsoever, and make no mark upon the ground. Planar Assassins will attack nearly any creature 2-hexes or smaller. Although several ancient magic tomes mention a Summon Planar Assassins spell, it is not on the official lists of any Wizards’ Guild.
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Old 07-16-2018, 11:15 AM   #34
Steve Jackson
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Planar Assassin - Now, that is *different*.
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Old 07-16-2018, 11:35 AM   #35
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Default Re: New Monsters

Originally Posted by Steve Jackson View Post
Planar Assassin - Now, that is *different*.
Yeah, it's really neat!
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Old 07-16-2018, 12:41 PM   #36
Join Date: May 2015
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Love Planar Assassin! Though it wasn't until I read the attack type immunities that I realized it existed in the material plane. I was expecting it to be something that dwells on the astral plane (making life more interesting for annoying people over-using Astral Projection), which I agree with Rick is one way to nicely cull over-use of that spell.

I also really like the gate parasites. :-)
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Old 07-16-2018, 06:12 PM   #37
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Thank you all for the kind comments. I've really enjoyed the other contributions, too, particularly those that invite adventure seeds. Keep 'em coming!
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Old 07-17-2018, 12:35 AM   #38
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Flame Fiends

Permission is given to Steve Jackson to use this material, in exchange for acknowledging my work.

Flame Fiends in TFT ...... (C) 2018 By Richard Smith ..... Version 1.1.0

Flame Fiends are thought to be weak demons. They look like a giant skeleton with a misshapen, elongated head with huge jaws. They have forward projecting sharp horns. This skeleton is always burning fiercely with magic orange flames, with yellow and blue flames bursting out from time to time. They have been known to be 1.5, 3 and 5 hex figures, tho the smaller version is the most common.

Flame Fiend: 1.5 hex figure. ... (Use a 1 hex counter like gargoyles.)
ST 15 to 22
DX 12 ..................... Claws: 1d+1 (cutting and burning damage)
IQ 7 to 9 ................ Head butt: 1d+3 (sharp piercing damage.)
RV around 3

MA 14 ..................... Armour: –2 hits per attack (magic).

Flame Fiend: 3 hex figure ... (They have 6 fronts, 2 sides and 1 rear.)
ST 35 to 42
DX 13 ..................... Claws: 2d+1 (cutting and burning damage)
IQ 10 to 12 ............. Head butt: 2d+5 (sharp piercing damage.)
RV around 4

MA 15 ..................... Armor: –2 hits per attack (magic).

Flame Fiend: 5 hex figure ... (They have 5 fronts, 4 sides, & 2 rear hexes.)
ST 55 to 70
DX 14 ..................... Claws: 3d+1 (cutting and burning damage)
IQ 11 to 14 ............. Head butt: 3d+7 (sharp piercing damage.)
RV around 6

MA 16 ...................... Armor: –3 hits per attack (magic).

The attribute RV stands for Rvank. See Demons in TFT for more information. (It is mostly used in demon vs demon conflicts, non-demonologists can ignore.)

If they are in HTH, treat anyone in HTH with them as being in a fire spell. They attack with their claws in HTH.

They do not walk, they hover above the ground, their flames occasionally touching the ground, but normally 10 to 25 cm above the surface. They can fly over pits and gently come down form heights, but they like to stay within a few cm of the ground. (Treat them as if they can fly for 2 turns, but they can not gain height.) They can not teleport.

They may defend barehanded.

Tho they have good DX they have a low speed. They will wait until everyone else has attacked in the turn before they do their attack (treat as if they are passing their action in order to attack last).

When someone attacks them, keep track of all who so attacked, regardless of if they successfully hit or not. When a flame fiend attacks, it may get a special bonus against those who attacked it that turn.

Head Butt Attack:
A Flame Fiend can head butt into one of its front hexes, but they prefer to not do so. When they make such an attack, they lunge forward, but become unbalanced and slowly rise back to vertical. On the next turn their movement is 4 lower, and all opponents can attack them at +2 DX. They can not defend on the turn after a head butt, nor may they head butt twice in a row, but they may claw, cast spells, or do other options normally.

Claw Attack:
This is the major attack by the creature and its attack is unusual in several respects. It passes its action so it attacks after all opponents.

Figures that are immune to fire still take the claw damage. If you are not immune to fire, then the claws do normal damage, plus you are exposed to flame (which progressively ignores armor). (See standing in a fire rules.)

When it attacks, roll 3 dice of a single color, and any extra dice needed (by defending say, or because of talents like UC v), use dice of a different color. After the roll to hit, look at the 3 dice of the same color:
---- If those dice can be arranged into 3 consecutive numbers (a straight, e.g. 3, 4 & 5), then as a free action and at no fST cost, it casts a fire hex into the hex of all figures who attacked it AND whom are within 5 hexes of the Fire Fiend. (Straights do not 'wrap around'. 5, 6 and a 1 is NOT a straight.)
---- If those 3 dice are triples (e.g. 3, 3, and 3), then blue flames blast away from it. These do (size of F. Fiend (round up)) damage to all figures with in 3 hexes of it. This hot fire should cause flammable objects in this range to ignite.

(Example, a 1.5 hex Flame Fiend rolls 2, 2, & 2 on its to hit roll. In addition to its attack it explodes in a blue-white fire ball. 1.5 hexes (round up) is 2 hexes. So it does two points of fire damage to all figures within 3 hexes of it. A wizard is holding a scroll and the GM says that the scroll is burning fiercely and is useless. Additionally the thick beard of another character is on fire and will do one damage each turn for 2 turns to the character’s face unless it is beaten out for one turn.)

Flame Fiend Regeneration:
If a Fire Fiend is standing in a fire hex or a bonfire (or hotter), it regenerates 3 points of damage per hex of the monster in the fire.

Note that each turn, the Magic Rainstorm spell does 10 points of damage per hex in the magic rainstorm, to them.

A liter of water thrown on them does 3 points of damage.

High pitched sounds like a tin whistle upsets them. If someone blows a loud whistle within 5 hexes of them, they must make a 3vsIQ or they act as if an Avert spell was cast on them. Each turn, they may try the save. If they successfully save once, then they get +2 IQ for all later saves verses THAT whistle.

Magical Powers:
It may move one hex and cast the 6 hex fire spell, which only costs it 1 fST.

If it is standing in a magical fire hex, it may cast a spell, “Go Flame Like” for 5 fST. (Spell description is below.) They usually use this ability to withdraw from combat for a bit to regenerate.

New Spell:

Go Flame Like: This spell is a natural ability of Flame Fiends, and causes them to go completely insubstantial for the rest of that turn, and the next four turns. Solid weapons can not hurt them. Attacks that can do magical damage to flame (cold attacks, Magic Rainstorms, etc.) do full damage.
For the next four turns, the Flame Fiend can not physically attack others nor be attacked by them. It CAN cast spells. It is not harmed by water attacks, smothering with a wet blanket, fire extinguishers, etc. (But if its fire goes out it can't regenerate.)
Note that it regenerates normally during this time, if it stays in a fire that is magical, or a bonfire or hotter.
Cost: 5 fST.

Last edited by Rick_Smith; 07-17-2018 at 07:12 AM.
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Old 07-22-2018, 02:55 PM   #39
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Location: New England
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Steve Jackson Games is granted permission to use this in acknowledgement of my contribution.

Hunky Punk
Hunky Punks could be thought of as stone faeries (though both they and real faeries might be offended by that characterization) that sometimes adopt stone architecture, appearing like carved grotesques. No two are alike, and their forms vary widely, from humanoid to animal, but all are no larger than 1 hex. Spotting one requires 5d v IQ, but Detect Magic will reveal that they are magical. Build a Hunky Punk with ST 12, DX 8, and IQ 8, plus 6 extra points. Their MA is 8 (some can fly, but they fly at 8, too). Most Hunky Punks will know at least a few spells—often ones like Lock/Knock (which it can cast as a missile spell on its doors and windows of its adopted structure), Avert, Create Wall, Persuasiveness, Break Weapon, and Repair (which they will use to keep their structure in good condition). Good or evil, most are at least a little mischievous and enjoy a good prank (so long as it is at someone else’s expense). Their stony bodies stop 4 damage, and they are immune to fire and cold. Though they do not often do so, they can fight with their fists, dealing from 1d+1 to 2d-1 damage, depending upon how strong they are.
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Old 07-26-2018, 06:36 AM   #40
David Bofinger
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: New Monsters


Steve Jackson Games is granted permission to use this in acknowledgement of my contribution. So is anyone else.

Mythological basis: Chilean mythology.

Description: A bird the size of a crow, whose feathers shine (literally) with the colour of whatever metal it's been eating lately. Gold tends to dominate so an alicanto that has been eating both gold and silver will look mostly golden. The glow is strong enough they don't cast a shadow, and very noticeable underground, but hard to see in even weak sunlight and sometimes effective camouflage against a light background like the sky.

Habits: Alicantos eat gold, silver and perhaps other precious metals. They are often encountered flying around temples, mines and the like, looking for food. The gold and silver aren't destroyed by their digestion - whatever the bird takes from its diet, it isn't the metal - and will be excreted as nuggets. An alicanto does not eat its own nuggets, but will eat those of others. First encounter with an alicanto may be a softly glowing bird investigating the entrance to a tunnel, that the PCs follow, or it may be a dazzling flash of feathers that swoops through a campsite at night and carries away a purse. (They can sense the presence of precious metals even within a purse.)

Characteristics (typical): ST 3, DX 13, IQ 7, MA 3 on ground and 20 flying. If molested and unable to escape an alicanto will fight with beak and talons: one attack per turn for 1-3 damage. The appearance of an alicanto in a dark space can be confusing: light seems to come from all directions and anyone trying to respond to it in the first turn of its arrival must make a 3/IQ roll or be at -4 DX.

Uses: Discarded (not plucked) feathers are valuable to makers of magic items and potions, notably dazzle gems, light sources and charms. Feathers, whether plucked or discarded, are thought by many cultures to be pretty, and are integrated into clothing as decoration. The feathers of an alicanto in good condition might be worth $200. Selling discarded feathers is difficult if the buyer can't confirm they weren't plucked but might be worth $50 apiece in the right hands. Alicantos do not thrive in captivity. Following an alicanto can be a good way to find precious metals.

Superstitions: Seeing an alicanto is said to bring good luck, perhaps wealth or a beautiful lover. Harming one is said to bring poverty and ugliness. Some scholars believe they were created by the mnoren as a joke. Others think that they are a symbiosis between an ordinary bird and a metal eating organism from a parallel Earth very different to those in which humanoids evolved. Both could be right.
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