Dear God, that is a disgusting yet awesome idea. Well, awesome if you are running the game. If I ran into one of these as a player I would just run the other way, get a metric ton of napalm, and then burn out the entire complex. And then have nightmares.Golan2072 wrote:Definitely!SmootRK wrote:eeewwh
And something to meet in the sewers rather than the run-of-the-mill Wererat...
[BFRPG] New Monsters
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Re: [BFRPG] Monster Supplement 2
Re: [BFRPG] Monster Supplement 2
Bunyip
Armor Class: 15
Hit Dice: 6
No. of Attacks: 1 bite
Damage: 1d10+2
Movement:: 40'
No. Appearing: 1
Save As: Fighter: 6
Morale: 14
Treasure Type: none
XP: 500
Bunyips are large, carnivorous, lake-dwelling creatures. They have a dog-like face, large tusks, sturdy webbed feet and short otter-like fur. They may be found in the wilderness and also in underground pools and lakes. They will usually attack prey on sight.
Click for image
Armor Class: 15
Hit Dice: 6
No. of Attacks: 1 bite
Damage: 1d10+2
Movement:: 40'
No. Appearing: 1
Save As: Fighter: 6
Morale: 14
Treasure Type: none
XP: 500
Bunyips are large, carnivorous, lake-dwelling creatures. They have a dog-like face, large tusks, sturdy webbed feet and short otter-like fur. They may be found in the wilderness and also in underground pools and lakes. They will usually attack prey on sight.
Click for image
Last edited by MtBlack on Fri Apr 10, 2009 10:36 am, edited 1 time in total.
Re: [BFRPG] Monster Supplement 2
The Wikipedia list of cryptids provides a good source for unusual new monsters
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Re: [BFRPG] Monster Supplement 2
Do you want BFRPG conversions of SRD monsters such as the Aboleth?
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Re: [BFRPG] Monster Supplement 2
Aboleth
Armor Class: 16
Hit Dice: 8***
No. of Attacks: 4 tentacles
Damage: 1d6 each
Movement: 10' Swim 60'
No. Appearing: 1, Lair 1d3+1
Save As: Magic User: 8
Morale: 9
Treasure Type: H
XP: 1,085
The Aboleth is a terrible fish-that-is-not-a-fish from eons past, an ancient, enigmatic horror lurking underwater (and, usually, underground too) and scheming unfathomable schemes for millenia upon millenia. It looks like a huge, slimy fish with three big eyes set each about the other and four long, sticky tentacles reaching from around its mouth in search of prey and slaves. From hidden orifices in the underside of its body it excretes an oily, foul-smelling slime, polluting any pond or cistern where the creature lurks.
An Aboleth's staggering intellect allows it to cast Ventriloquism, Phantasmal Force and Hallucinatory Terrain at will, as long as these illusions appear within a range of 60 feet from the creature. It is also capable of seeing very well in the dark and underwater.
A blow from an Aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must save vs. paralysis or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. A Remove Disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a Heal spell can reverse the affliction.
An Aboleth underwater surrounds itself with a disgusting, viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must save vs. death or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another save vs. death continues the effect for another 3 hours.
Up to three times per day, an Aboleth can attempt to enslave any one living creature within 30 feet. The target must save vs. spells or be utterly dominated by the Aboleth's mental prowess. An enslaved creature obeys the Aboleth’s telepathic commands until freed by Remove Curse, and can attempt a new save vs. spells every 24 hours to break free. The control is also broken if the Aboleth dies or travels more than 1 mile from its slave.
Armor Class: 16
Hit Dice: 8***
No. of Attacks: 4 tentacles
Damage: 1d6 each
Movement: 10' Swim 60'
No. Appearing: 1, Lair 1d3+1
Save As: Magic User: 8
Morale: 9
Treasure Type: H
XP: 1,085
The Aboleth is a terrible fish-that-is-not-a-fish from eons past, an ancient, enigmatic horror lurking underwater (and, usually, underground too) and scheming unfathomable schemes for millenia upon millenia. It looks like a huge, slimy fish with three big eyes set each about the other and four long, sticky tentacles reaching from around its mouth in search of prey and slaves. From hidden orifices in the underside of its body it excretes an oily, foul-smelling slime, polluting any pond or cistern where the creature lurks.
An Aboleth's staggering intellect allows it to cast Ventriloquism, Phantasmal Force and Hallucinatory Terrain at will, as long as these illusions appear within a range of 60 feet from the creature. It is also capable of seeing very well in the dark and underwater.
A blow from an Aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must save vs. paralysis or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. A Remove Disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a Heal spell can reverse the affliction.
An Aboleth underwater surrounds itself with a disgusting, viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must save vs. death or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another save vs. death continues the effect for another 3 hours.
Up to three times per day, an Aboleth can attempt to enslave any one living creature within 30 feet. The target must save vs. spells or be utterly dominated by the Aboleth's mental prowess. An enslaved creature obeys the Aboleth’s telepathic commands until freed by Remove Curse, and can attempt a new save vs. spells every 24 hours to break free. The control is also broken if the Aboleth dies or travels more than 1 mile from its slave.
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Re: [BFRPG] Monster Supplement 2
Skum
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 1 bite and 2 claws, or 1 weapon
Damage: bite 2d6 claws 1d4 each
Movement: 20' Swim 40'
No. Appearing: 1d4+1, Wild 1d4+1, Lair 1d10+5
Save As: Fighter: 2
Morale: 8 or 12
Treasure Type: B
XP: 100
Skum are hapless humans (or similar humanoid creatures) transformed by Aboleths using despicable means to serve as slaves, guardians and soldiers. A Skum resembles a plump, hunched cross between a toad, a fish and a humanoid, with slimy, scaly green skin and a finned tail used for swimming. Skum attack with their vicious teeth and razor-sharp claws, or, alternatively, with any weapon given to them by their masters. Skum can see in the dark in the same way that a human can see in broad daylight; needless to say, they can also breath under and above water with no difficulty.
In the presence of their Aboleth master, Skum become totally fearless, their Morale raising to 12. If the Aboleth dies, however, the Skum enter a frenzied rage, attacking anything in their vicinity.
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 1 bite and 2 claws, or 1 weapon
Damage: bite 2d6 claws 1d4 each
Movement: 20' Swim 40'
No. Appearing: 1d4+1, Wild 1d4+1, Lair 1d10+5
Save As: Fighter: 2
Morale: 8 or 12
Treasure Type: B
XP: 100
Skum are hapless humans (or similar humanoid creatures) transformed by Aboleths using despicable means to serve as slaves, guardians and soldiers. A Skum resembles a plump, hunched cross between a toad, a fish and a humanoid, with slimy, scaly green skin and a finned tail used for swimming. Skum attack with their vicious teeth and razor-sharp claws, or, alternatively, with any weapon given to them by their masters. Skum can see in the dark in the same way that a human can see in broad daylight; needless to say, they can also breath under and above water with no difficulty.
In the presence of their Aboleth master, Skum become totally fearless, their Morale raising to 12. If the Aboleth dies, however, the Skum enter a frenzied rage, attacking anything in their vicinity.
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Re: [BFRPG] Monster Supplement 2
Velociraptor
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 bite
Damage: bite 1d4
Movement: 80'
No. Appearing: 1d4, Wild 2d4, Lair 2d8
Save As: Fighter: 1
Morale: 8
Treasure Type: None
XP: 25
This small feathered dinosaur, wighting 30 pounds and being at a similar size to a turkey, is a fast, ferocious hunter using its great speed, sharp teeth and similarly sharp mind to bring down much larger prey. When alone it will rarely attack human-sized creatures, but a pack can pose a serious threat even to a burly warrior.

(the image will probably be compatible with OGL; look at its license HERE).
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 bite
Damage: bite 1d4
Movement: 80'
No. Appearing: 1d4, Wild 2d4, Lair 2d8
Save As: Fighter: 1
Morale: 8
Treasure Type: None
XP: 25
This small feathered dinosaur, wighting 30 pounds and being at a similar size to a turkey, is a fast, ferocious hunter using its great speed, sharp teeth and similarly sharp mind to bring down much larger prey. When alone it will rarely attack human-sized creatures, but a pack can pose a serious threat even to a burly warrior.

(the image will probably be compatible with OGL; look at its license HERE).
Last edited by Golan2072 on Fri Apr 10, 2009 11:18 am, edited 1 time in total.
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Re: [BFRPG] Monster Supplement 2
Deinonychus
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1 bite
Damage: bite 1d8
Movement: 50'
No. Appearing: 1d3, Wild 2d3, Lair 2d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145
The Deinonychus (sometimes mistakenly called a "Velociraptor") is a medium-sized feathered dinosaur weighting approximately 150 pounds and reaching about 11 feet of length (tail included). It is an avid predator and a skilled pack-hunter; its warm blood, aerodynamic build and vicious maw allow it to feed on larger but more primitive dinosaurs.

(the image will probably be compatible with OGL; look at its license HERE).
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1 bite
Damage: bite 1d8
Movement: 50'
No. Appearing: 1d3, Wild 2d3, Lair 2d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145
The Deinonychus (sometimes mistakenly called a "Velociraptor") is a medium-sized feathered dinosaur weighting approximately 150 pounds and reaching about 11 feet of length (tail included). It is an avid predator and a skilled pack-hunter; its warm blood, aerodynamic build and vicious maw allow it to feed on larger but more primitive dinosaurs.
(the image will probably be compatible with OGL; look at its license HERE).
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Re: [BFRPG] Monster Supplement 2
Absolutely, although like I stated in the initial posts, we should endeavor to rethink things when possible, so that BFRPG has its own body of unique monsters, further distinguishing the game as a true creative endeavor and not simply a 'classic' game with serial numbers filed off.Golan2072 wrote:Do you want BFRPG conversions of SRD monsters such as the Aboleth?
That said, the critters you came up with in those following posts are excellent additions!
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Re: [BFRPG] Monster Supplement 2
Haunted Bones
Armor Class: 15 (see below)
Hit Dice: 3
No. of Attacks: 1
Damage: 1d6 or by weapon
Movement: 50'
No. Appearing: 1d4, Wild 2d4
Save As: Fighter: 3
Morale: 11
Treasure Type: None
XP: 145
Haunted Bones are the undead skeletal remains of fallen warriors possesed by malicious spirits. Unlike the ordinary, mindless skeletons, however, the Haunted Bones are controlled by a malevolent intelligence residing within them, using their skeletal corpses to torture and harm the living out of pure, inhuman cruelty. They appear as skeletons clad in the armor and rotten clothes from their former lives, moving with an unearthly speed and precision and fighting with deadly skill. They walk through dead halls and passages laughing and rejoicing at the death and decay around them, and at the triumph of dark and evil over the light and good.
Like ordinary skeletons, they take only 1/2 damage from edged weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be Turned by a Cleric, and are immune to sleep, charm or hold magic.
Armor Class: 15 (see below)
Hit Dice: 3
No. of Attacks: 1
Damage: 1d6 or by weapon
Movement: 50'
No. Appearing: 1d4, Wild 2d4
Save As: Fighter: 3
Morale: 11
Treasure Type: None
XP: 145
Haunted Bones are the undead skeletal remains of fallen warriors possesed by malicious spirits. Unlike the ordinary, mindless skeletons, however, the Haunted Bones are controlled by a malevolent intelligence residing within them, using their skeletal corpses to torture and harm the living out of pure, inhuman cruelty. They appear as skeletons clad in the armor and rotten clothes from their former lives, moving with an unearthly speed and precision and fighting with deadly skill. They walk through dead halls and passages laughing and rejoicing at the death and decay around them, and at the triumph of dark and evil over the light and good.
Like ordinary skeletons, they take only 1/2 damage from edged weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be Turned by a Cleric, and are immune to sleep, charm or hold magic.
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Re: [BFRPG] Monster Supplement 2
Understood. Still, I needed the Aboleth's stats for my current game as well as my Wounded Gaia setting (see my sig), so I did them. The rest are different creatures...SmootRK wrote:Absolutely, although like I stated in the initial posts, we should endeavor to rethink things when possible, so that BFRPG has its own body of unique monsters, further distinguishing the game as a true creative endeavor and not simply a 'classic' game with serial numbers filed off.Golan2072 wrote:Do you want BFRPG conversions of SRD monsters such as the Aboleth?
ThanksSmootRK wrote:That said, the critters you came up with in those following posts are excellent additions!
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Re: [BFRPG] Monster Supplement 2
Orc, Snow
Armor Class: 14 (11)
Hit Dice: 1*
No. of Attacks: 1
Damage: 1d8 or by weapon
Movement: 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6, Horde 10d20
Save As: Fighter: 1 (but see below)
Morale: 8
Treasure Type: D
XP: 37
Snow Orcs are fat, hairy, white-haired relatives of the normal Orc, well-suited to cold mountain lairs and to murderous raids on moonless winter nights. Like their relatives, they have lupine ears, reddish eyes, truncated, upturned noses and sharp canines ready to tear flesh from its bones. Their feet are very wide and allow them to traverse snow with ease. Snow Orcs are so hairy that they can walk in a blizzard without additional clothes, though they prefer to wear armor and long grayish-white capes when possible. They arm themselves with any weapons available and are always ready for carnage.
Snow Orcs are never effected by cold weather (even very harsh snow-storms) and treat snowy or icy terrain as a road terrain for the sake of movement. While cold-based magic does affect them, they save against it as level 10 fighters rather than their usual level 1. Like all Orcs, Snow Orcs have Darkvision to a range of 60'. They speak the Orcish tongue, but may also speak Common, Goblin or even Giant.
One out of every eight snow orcs will be a warrior of 2 Hit Dice (100 XP). Snow Orcs gain a +1 bonus to their morale if they are led by a warrior. In Snow Orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (280 XP) with an Armor Class of 15 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or more or in any horde, there will be a Snow Orc king of 6 Hit Dice (555 XP), with an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the Snow Orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present; a horde has a chance equal to 1-4 on 1d6. A shaman (360 XP) is equivalent to a Snow Orc chieftain statistically, but also has Clerical abilities at level 1d4+1 and may also cast Ice Storm once per day. Particularly large lairs or hordes sometimes possess Mammoths as battle-mounts.
Armor Class: 14 (11)
Hit Dice: 1*
No. of Attacks: 1
Damage: 1d8 or by weapon
Movement: 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6, Horde 10d20
Save As: Fighter: 1 (but see below)
Morale: 8
Treasure Type: D
XP: 37
Snow Orcs are fat, hairy, white-haired relatives of the normal Orc, well-suited to cold mountain lairs and to murderous raids on moonless winter nights. Like their relatives, they have lupine ears, reddish eyes, truncated, upturned noses and sharp canines ready to tear flesh from its bones. Their feet are very wide and allow them to traverse snow with ease. Snow Orcs are so hairy that they can walk in a blizzard without additional clothes, though they prefer to wear armor and long grayish-white capes when possible. They arm themselves with any weapons available and are always ready for carnage.
Snow Orcs are never effected by cold weather (even very harsh snow-storms) and treat snowy or icy terrain as a road terrain for the sake of movement. While cold-based magic does affect them, they save against it as level 10 fighters rather than their usual level 1. Like all Orcs, Snow Orcs have Darkvision to a range of 60'. They speak the Orcish tongue, but may also speak Common, Goblin or even Giant.
One out of every eight snow orcs will be a warrior of 2 Hit Dice (100 XP). Snow Orcs gain a +1 bonus to their morale if they are led by a warrior. In Snow Orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (280 XP) with an Armor Class of 15 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or more or in any horde, there will be a Snow Orc king of 6 Hit Dice (555 XP), with an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the Snow Orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present; a horde has a chance equal to 1-4 on 1d6. A shaman (360 XP) is equivalent to a Snow Orc chieftain statistically, but also has Clerical abilities at level 1d4+1 and may also cast Ice Storm once per day. Particularly large lairs or hordes sometimes possess Mammoths as battle-mounts.
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Re: [BFRPG] Monster Supplement 2
Cheetah
Armor Class: 14
Hit Dice: 2
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
Movement: 100'
No. Appearing: Wild 1d3, Lair 1d3
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75
A Cheetah is one of the fastest land animals - a large (about 100 pounds) cat capable of reaching up to 75 miles per hour when running. It hunts alone or in small groups (usually composed of siblings). It will rarely attack humans unless compelled to do so, but a female will ferociously defend her young.
Armor Class: 14
Hit Dice: 2
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
Movement: 100'
No. Appearing: Wild 1d3, Lair 1d3
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75
A Cheetah is one of the fastest land animals - a large (about 100 pounds) cat capable of reaching up to 75 miles per hour when running. It hunts alone or in small groups (usually composed of siblings). It will rarely attack humans unless compelled to do so, but a female will ferociously defend her young.
Last edited by Golan2072 on Fri Apr 10, 2009 6:10 pm, edited 3 times in total.
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Re: [BFRPG] Monster Supplement 2
Ur. Are you sure you haven't given too many hit dice to cheetahs? I didn't think they were much bigger than a large dog.
Wikipedia says "88 to 140 pounds" for a weight range. This is a bit lighter than, say, an Irish Wolfhound (101 to 154 pounds). So 4 hit dice makes the lighter-weight cheetah about twice as tough as a halfling riding dog, and about four times as tough as a "common" dog.
Wikipedia says "88 to 140 pounds" for a weight range. This is a bit lighter than, say, an Irish Wolfhound (101 to 154 pounds). So 4 hit dice makes the lighter-weight cheetah about twice as tough as a halfling riding dog, and about four times as tough as a "common" dog.
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Re: [BFRPG] Monster Supplement 2
Thanks for pointing this out. Fixed.Solomoriah wrote:Ur. Are you sure you haven't given too many hit dice to cheetahs? I didn't think they were much bigger than a large dog.
Wikipedia says "88 to 140 pounds" for a weight range. This is a bit lighter than, say, an Irish Wolfhound (101 to 154 pounds). So 4 hit dice makes the lighter-weight cheetah about twice as tough as a halfling riding dog, and about four times as tough as a "common" dog.
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Re: [BFRPG] Monster Supplement 2
I saw the initial 4hd and thought the same thing... cheetahs I see at the zoo look like mondo-sized housecats, and African Lions have 5 HD. I think your new choice of 1hd is much better.
I like the Haunted Bones... one thing BFRPG needs is an assortment of cool undead. I have 2 new undead ideas I need to finish up as well.
I like the Haunted Bones... one thing BFRPG needs is an assortment of cool undead. I have 2 new undead ideas I need to finish up as well.
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Re: [BFRPG] Monster Supplement 2
I'm thinking actually that they should be 1+2 or maybe even 2 HD; wolves have 2 HD, after all.
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Re: [BFRPG] Monster Supplement 2
Poludnitsa
Armor Class: 15
Hit Dice: 3*
No. of Attacks: 1 scythe
Damage: 1d8
Movement: 40'
No. Appearing: 1, Lair 1d6
Save As: Fighter 3
Morale: 8
Treasure Type: D
XP: 175
A Poludnitsa, sometimes called "Lady Midday", is a somewhat cruel fey appearing as a young, beautiful woman dressed all in white and holding a scythe, typically seen wandering around fields at the heat of midday. She enjoys engaging in conversation with any passer-byes or peasants working on the field, asking them complicated and difficult riddles. If they answer correctly, she might tell them their fortune (spoken in riddles, of course). If they answer wrongly, however, she will cause them a heat stroke: they must save vs. spells or suffer a -4 penalty to all attack rolls and ability checks for the next 2d6 hours.
Most Poludnitsi are mischievous rather than outright evil. However, a rare kind of Poludnitsa is downright evil: if someone gives her the wrong answer for her riddle, she will attempt to behead him with her scythe.
(Inspired by THIS)
EDIT: If anyone has an idea how to better represent a heatstroke (or madness) in game terms, I'll gladly add it.
Armor Class: 15
Hit Dice: 3*
No. of Attacks: 1 scythe
Damage: 1d8
Movement: 40'
No. Appearing: 1, Lair 1d6
Save As: Fighter 3
Morale: 8
Treasure Type: D
XP: 175
A Poludnitsa, sometimes called "Lady Midday", is a somewhat cruel fey appearing as a young, beautiful woman dressed all in white and holding a scythe, typically seen wandering around fields at the heat of midday. She enjoys engaging in conversation with any passer-byes or peasants working on the field, asking them complicated and difficult riddles. If they answer correctly, she might tell them their fortune (spoken in riddles, of course). If they answer wrongly, however, she will cause them a heat stroke: they must save vs. spells or suffer a -4 penalty to all attack rolls and ability checks for the next 2d6 hours.
Most Poludnitsi are mischievous rather than outright evil. However, a rare kind of Poludnitsa is downright evil: if someone gives her the wrong answer for her riddle, she will attempt to behead him with her scythe.
(Inspired by THIS)
EDIT: If anyone has an idea how to better represent a heatstroke (or madness) in game terms, I'll gladly add it.
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- Golan2072
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Re: [BFRPG] Monster Supplement 2
Hippopotamus
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite or 1 trample
Damage: bite 2d6 trample 4d6
Movement: 40' Swim 40'
No. Appearing: Wild 3d10
Save As: Fighter: 6
Morale: 9
Treasure Type: None
XP: 500
Hippopotamuses are massive herbivores dwelling in tropical and sub-tropical swamps, lakes and rivers. While they feed on various herbs and weeds, they are territorial, aggressive and hot-tempered, and are likely to attack anyone who encroaches into their territory. Not only can they trample their foes with their enormous weight, but they also have long, sharp teeth the length of swords that can deliver a devastating bite.
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite or 1 trample
Damage: bite 2d6 trample 4d6
Movement: 40' Swim 40'
No. Appearing: Wild 3d10
Save As: Fighter: 6
Morale: 9
Treasure Type: None
XP: 500
Hippopotamuses are massive herbivores dwelling in tropical and sub-tropical swamps, lakes and rivers. While they feed on various herbs and weeds, they are territorial, aggressive and hot-tempered, and are likely to attack anyone who encroaches into their territory. Not only can they trample their foes with their enormous weight, but they also have long, sharp teeth the length of swords that can deliver a devastating bite.
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- SmootRK
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Re: [BFRPG] Monster Supplement 2
I have a couple for this morning with more coming:
Boglin
Armor Class: 11
Hit Dice: 1 to 5 hd *
No. of Attacks: 1 weapon or spell use
Damage: 1d6 or weapon
Movement:: 30' (subject to encumbrance)
No. Appearing: 1d4
Save As: Magic-User: 2xhd
Morale: 7
Treasure Type: R
XP: ??
Occasionally a Goblin is born different, developing a bluish tint to its skin during its childhood. These Boglins have a greater aptitude for magic than the standard goblin, and often take on positions of power within goblin society. In any given Goblin lair, there is a 10% chance for 1d4 Boglins to be present. Larger Goblin societies, such as a goblin city or major fortress, will almost always have at least 1d4 Boglins.
A Boglin has magical ability equivalent to double its hit dice. While the typical range is one to five hit dice, it is theoretically possible for individuals of even greater power to exist. The GM can roll spells randomly or choose appropriately from the Magic-User spell list. Alternatively a GM may choose to have the Boglins advance in optional magical subclasses.
-----------
Rat Dog
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1
Damage: 1d6 bite
Movement: 40'
No. Appearing: 1d10, wild 2d20
Save As: Fighter: 3
Morale: 9
Treasure Type: nil
XP: 145
Rat Dogs are the size of the largest dog or wolf breeds, having a rat-like face and long hairless tail. They are able to run and otherwise move like canines, and their front paws are semi-manipulative. Rat Dogs are a crafty breed of animal and are pack hunters. Sometimes small humanoids domesticate them for use as mounts or beast of burden.
A Rat Dog's bite may carry disease, much like a Giant Rat's bite. Any Rat Dog bite has a 5% chance of causing a disease. A character who suffers one or more Rat Dog bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution
Boglin
Armor Class: 11
Hit Dice: 1 to 5 hd *
No. of Attacks: 1 weapon or spell use
Damage: 1d6 or weapon
Movement:: 30' (subject to encumbrance)
No. Appearing: 1d4
Save As: Magic-User: 2xhd
Morale: 7
Treasure Type: R
XP: ??
Occasionally a Goblin is born different, developing a bluish tint to its skin during its childhood. These Boglins have a greater aptitude for magic than the standard goblin, and often take on positions of power within goblin society. In any given Goblin lair, there is a 10% chance for 1d4 Boglins to be present. Larger Goblin societies, such as a goblin city or major fortress, will almost always have at least 1d4 Boglins.
A Boglin has magical ability equivalent to double its hit dice. While the typical range is one to five hit dice, it is theoretically possible for individuals of even greater power to exist. The GM can roll spells randomly or choose appropriately from the Magic-User spell list. Alternatively a GM may choose to have the Boglins advance in optional magical subclasses.
-----------
Rat Dog
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1
Damage: 1d6 bite
Movement: 40'
No. Appearing: 1d10, wild 2d20
Save As: Fighter: 3
Morale: 9
Treasure Type: nil
XP: 145
Rat Dogs are the size of the largest dog or wolf breeds, having a rat-like face and long hairless tail. They are able to run and otherwise move like canines, and their front paws are semi-manipulative. Rat Dogs are a crafty breed of animal and are pack hunters. Sometimes small humanoids domesticate them for use as mounts or beast of burden.
A Rat Dog's bite may carry disease, much like a Giant Rat's bite. Any Rat Dog bite has a 5% chance of causing a disease. A character who suffers one or more Rat Dog bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution
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Re: [BFRPG] Monster Supplement 2
I hope you guys don't mind me dropping in some of my monstrous creations. This guy may be a gag creature spawned by an internet meme, but he has struck fear into thy hard of my players more times than they care to remember.
Fire-breathing flying owlbear
Armor Class: 18
Hit Dice: 8
No. of Attacks: 2 claws/1 bite + 1 hug or 1 breath
Damage: 1d8/1d8/1d8 + 2d8 or 4d6
Movement: 40', fly 40' (10')
No. Appearing: 1d4, Lair 1d4, Wild 1d4
Save As: Fighter 8
Morale: 9
Treasure Type: C x2
XP value: 1015
Fire-breathing flying owlbears are larger, more bestial cousins of the typical owlbear, these beasts share all of the same physical features, though it's coat tends to be closer to rust in color; its beak a bright orange. Full-grown a fire-breathing flying owlbear stands nearly 10 feet tall and weighing over two-thousand pounds.
Fire-breathing flying owlbears rely on their powerful claws and ferocious beak in combat, fighting much as a normal bear does. Like other bears a fire-breathing flying owlbear must hit with both claws to do the listed "hug" damage. What makes a fire-breathing flying owlbear most fearsome is its name-sake attack. One third of the time (1-2 on a d6), a fire-breathing flying owlbear will not use its claw and bite attack, instead choosing to breath fire. Roll each round to determine which is used. If the beast breathes fir, its victim may save vs. Dragon breath for half damage. It may use this attack a total of 4 times per combat.
Fire-breathing flying owlbear
Armor Class: 18
Hit Dice: 8
No. of Attacks: 2 claws/1 bite + 1 hug or 1 breath
Damage: 1d8/1d8/1d8 + 2d8 or 4d6
Movement: 40', fly 40' (10')
No. Appearing: 1d4, Lair 1d4, Wild 1d4
Save As: Fighter 8
Morale: 9
Treasure Type: C x2
XP value: 1015
Fire-breathing flying owlbears are larger, more bestial cousins of the typical owlbear, these beasts share all of the same physical features, though it's coat tends to be closer to rust in color; its beak a bright orange. Full-grown a fire-breathing flying owlbear stands nearly 10 feet tall and weighing over two-thousand pounds.
Fire-breathing flying owlbears rely on their powerful claws and ferocious beak in combat, fighting much as a normal bear does. Like other bears a fire-breathing flying owlbear must hit with both claws to do the listed "hug" damage. What makes a fire-breathing flying owlbear most fearsome is its name-sake attack. One third of the time (1-2 on a d6), a fire-breathing flying owlbear will not use its claw and bite attack, instead choosing to breath fire. Roll each round to determine which is used. If the beast breathes fir, its victim may save vs. Dragon breath for half damage. It may use this attack a total of 4 times per combat.
- SmootRK
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Re: [BFRPG] Monster Supplement 2
Fire Breathing Owlbear is freaky!!
I have a new one for this morning as well:
Anubian
Armor Class: 14 (11)
Hit Dice: 1+1
No. of Attacks: 1
Damage: 1d4 or weapon
Movement:: 40' (subject to encumbrance, usually 30')
No. Appearing: 1d6, wild 2d4, lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q R each, D K in lair
XP: 25
Anubians are a noble race of desert dwellers that have heads that resemble a jackal's. They are perhaps distantly related to Gnolls. Anubians are very distrustful of outsiders, but they are not inherently hostile. However, they will defend the scarce resources found within their desert oasis's or lush river valleys. Anubians speak their own language and write with a complex system of hieroglyphs. Culturally, look to ancient Egypt for Anubians and their societies.
The above statistics are for standard warriors from an Anubian oasis. Within an Anubian oasis one can encounter additional civilian types who have 1-1 Hit Dice, Armor Class 13, and Morale of 7. In addition, for every eight typical warriors, there is a leader type having 3+3 Hit Dice (145xp) who grants a +1 morale bonus to those he commands. Anubians are fervently religious, and in addition to the leader types above, one will also find a priest with 3rd level Clerical ability for every leader type. When applicable, Anubians use hit dice according to relevant class; for instance, Anubian Priests use d6 for hit dice. Additional professional or leader types can be found within an Anubian oasis, as they can advance in any of the typical adventuring careers. The larger the community, the higher the level one can expect of its leader types, as well as more diverse occupations (classes). Inevitably the leader is a priest-king of appropriate power who leads a sizable priesthood in addition to a contingent of warriors.
I have a new one for this morning as well:
Anubian
Armor Class: 14 (11)
Hit Dice: 1+1
No. of Attacks: 1
Damage: 1d4 or weapon
Movement:: 40' (subject to encumbrance, usually 30')
No. Appearing: 1d6, wild 2d4, lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q R each, D K in lair
XP: 25
Anubians are a noble race of desert dwellers that have heads that resemble a jackal's. They are perhaps distantly related to Gnolls. Anubians are very distrustful of outsiders, but they are not inherently hostile. However, they will defend the scarce resources found within their desert oasis's or lush river valleys. Anubians speak their own language and write with a complex system of hieroglyphs. Culturally, look to ancient Egypt for Anubians and their societies.
The above statistics are for standard warriors from an Anubian oasis. Within an Anubian oasis one can encounter additional civilian types who have 1-1 Hit Dice, Armor Class 13, and Morale of 7. In addition, for every eight typical warriors, there is a leader type having 3+3 Hit Dice (145xp) who grants a +1 morale bonus to those he commands. Anubians are fervently religious, and in addition to the leader types above, one will also find a priest with 3rd level Clerical ability for every leader type. When applicable, Anubians use hit dice according to relevant class; for instance, Anubian Priests use d6 for hit dice. Additional professional or leader types can be found within an Anubian oasis, as they can advance in any of the typical adventuring careers. The larger the community, the higher the level one can expect of its leader types, as well as more diverse occupations (classes). Inevitably the leader is a priest-king of appropriate power who leads a sizable priesthood in addition to a contingent of warriors.
Last edited by SmootRK on Mon Apr 13, 2009 4:36 pm, edited 1 time in total.
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- tilfordkage1985
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Re: [BFRPG] Monster Supplement 2
I might have to convert the Anubians to a playable race, if that is okay.
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- SmootRK
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Re: [BFRPG] Monster Supplement 2
I actually intended for them to at least be an npc race if not a player race. Especially good if campaign has some Mediterranean, Middle East, or African elements. I think a racial ability of Sensing Undead might be interesting.
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Re: [BFRPG] Monster Supplement 2
Considering that is the whole point of the thread, I don't mind at all.steveman wrote:I hope you guys don't mind me dropping in some of my monstrous creations.
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Re: [BFRPG] Monster Supplement 2
Gerbalaine
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1
Damage: 1d4 or weapon
Movement:: 40'
No. Appearing: 1d6, wild 2d4, lair 4d8
Save As: Fighter: 1 (halfling bonuses)
Morale: 6
Treasure Type: 1d4 random small gems
XP: 25
Gerbalaine are a very small race of fey beings. They have a very mouse-like appearance and because of their size are often mistaken for common field mice unless examined closely. Gerbalaine are a tinkering sort of fey, using small bits of materials gathered from the bigger folk to fashion their homes, often building within walls, under floors, or otherwise right under the noses of the big folk. Elevators, water-wheels, smithies, and other relatively complex technologies can be found if one knows what to look for, although all are well camouflaged and hidden. Even when noticed, the gear of a Gerbalaine is often mistaken for children's toys instead of what it truly is. Gerbalaines can communicate with small rodents such as mice, and they are often to blame for mouse traps that are sprung without capturing anything.
Up to 3 times per day, a Gerbalaine may magically assume a large form, growing to approximately halfling size. It is this form that gives the above statistics when pressed into a fight, although a Gerbalaine is more likely to run away than fight. When in natural mouse-size form, a Gerbalaine has effectively only 1 hit point, but is very difficult to hit with an Armor Class of 22. A Gerbalaine who saves (with halfling bonuses) against an area of effect damaging spell takes no damage, and even if the save is failed would take only half damage. A Gerbalaine's main defenses are series of alarms and traps that allow them to move to an area of safety. Rarely lethal, the various traps and devices are very difficult to locate and even harder to disarm due to the minute size. A Gerbalaine's skill with devices is comparable to a level 10 (or better) thief. Gerbalaines always have multiple escape routes planned.
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1
Damage: 1d4 or weapon
Movement:: 40'
No. Appearing: 1d6, wild 2d4, lair 4d8
Save As: Fighter: 1 (halfling bonuses)
Morale: 6
Treasure Type: 1d4 random small gems
XP: 25
Gerbalaine are a very small race of fey beings. They have a very mouse-like appearance and because of their size are often mistaken for common field mice unless examined closely. Gerbalaine are a tinkering sort of fey, using small bits of materials gathered from the bigger folk to fashion their homes, often building within walls, under floors, or otherwise right under the noses of the big folk. Elevators, water-wheels, smithies, and other relatively complex technologies can be found if one knows what to look for, although all are well camouflaged and hidden. Even when noticed, the gear of a Gerbalaine is often mistaken for children's toys instead of what it truly is. Gerbalaines can communicate with small rodents such as mice, and they are often to blame for mouse traps that are sprung without capturing anything.
Up to 3 times per day, a Gerbalaine may magically assume a large form, growing to approximately halfling size. It is this form that gives the above statistics when pressed into a fight, although a Gerbalaine is more likely to run away than fight. When in natural mouse-size form, a Gerbalaine has effectively only 1 hit point, but is very difficult to hit with an Armor Class of 22. A Gerbalaine who saves (with halfling bonuses) against an area of effect damaging spell takes no damage, and even if the save is failed would take only half damage. A Gerbalaine's main defenses are series of alarms and traps that allow them to move to an area of safety. Rarely lethal, the various traps and devices are very difficult to locate and even harder to disarm due to the minute size. A Gerbalaine's skill with devices is comparable to a level 10 (or better) thief. Gerbalaines always have multiple escape routes planned.
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Re: [BFRPG] Monster Supplement 2
How does everyone feel about templates?
I'm personally an enormous fan (much to the continued disdain of my players) and I think a few would be handy for BFRPG.
Also, I'm cooking up some undead creatures this week, I should have some posted soon!
I'm personally an enormous fan (much to the continued disdain of my players) and I think a few would be handy for BFRPG.
Also, I'm cooking up some undead creatures this week, I should have some posted soon!
"Are these those?"
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Re: [BFRPG] Monster Supplement 2
Dragon, Diamond
Armor Class: 20
Hit Dice: 9***
No. of Attacks: 2 claws/1 bite or breath/ 1 tail
Damage: 1d8/1d8/4d6 or breath/1d8
Movement: 30' Fly 80' (15')
No. Appearing: 1, Wild 1, Lair 1d4
Save: Fighter 9 (as Hit Dice)
Morale: 11
Treasure Type: H
XP: 1,300
The diamond dragon is a fearsome predator, for in addition to it's breath weapon of (a cone of tornado force winds), it may also turn invisible (as the Invisibility spell, but with no limit on duration and the ability to attack without breaking the invisibility). It will do so whenever possible because the surprise chance for enemies increases to 5 in 6.
The diamond dragon is also very predatory; while it makes no special effort to be cruel, it will totally destroy (and usually eat) any creatures that look weak.
*The diamond dragon's breath weapon only deals 1d4 damage per hit die of the dragon. However, it may knock opponents backwards, or pull them forward, 5 feet per hit die of the dragon. A succesful save versus dragon breath halves both the damage and the distance pulled or pushed.
**Yup, I'm too lazy to actually figure this out. Someone care to do the work?
Armor Class: 20
Hit Dice: 9***
No. of Attacks: 2 claws/1 bite or breath/ 1 tail
Damage: 1d8/1d8/4d6 or breath/1d8
Movement: 30' Fly 80' (15')
No. Appearing: 1, Wild 1, Lair 1d4
Save: Fighter 9 (as Hit Dice)
Morale: 11
Treasure Type: H
XP: 1,300
The diamond dragon is a fearsome predator, for in addition to it's breath weapon of (a cone of tornado force winds), it may also turn invisible (as the Invisibility spell, but with no limit on duration and the ability to attack without breaking the invisibility). It will do so whenever possible because the surprise chance for enemies increases to 5 in 6.
The diamond dragon is also very predatory; while it makes no special effort to be cruel, it will totally destroy (and usually eat) any creatures that look weak.
| Age Table | |||||||
| Age Category | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Hit Dice | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| Breath Weapon | Wind (Cone)- Deals 1d4 damage per Hit Die* | ||||||
| Length | - | Not yet specified** | |||||
| Width | - | Not yet specified** | |||||
| Chance/Talking | 0% | 10% | 15% | 20% | 30% | 40% | 50% |
| Level 1 | - | 1 | 2 | 3 | 3 | 3 | 3 |
| Level 2 | - | - | - | - | 1 | 2 | 3 |
| Level 3 | - | - | - | - | - | - | 1 |
| Claw | 1d4 | 1d4 | 1d6 | 1d8 | 2d4 | 1d10 | 1d12 |
| Bite | 2d8 | 3d6 | 3d8 | 4d6 | 4d8 | 5d6 | 5d8 |
| Tail | 1d4 | 1d6 | 1d6 | 1d8 | 2d4 | 1d10 | 1d10 |
**Yup, I'm too lazy to actually figure this out. Someone care to do the work?
Last edited by koga305 on Sat Apr 18, 2009 9:29 pm, edited 1 time in total.
Re: [BFRPG] Monster Supplement 2
Bone Horror *
Standard
Armor Class: 14
Hit Dice: 4
No. of Attacks: 2 or 1 special
Damage: 1d6+3/1d6+3 or 1d4+special
Movement: 20 feet, fly 30 feet
No. Appearing: Varies
Save As: Cleric 4
Morale: 12
Treasure Type: Nil
XP value: 360
Greater
Armor Class: 19
Hit Dice: 12
No. of Attacks: 2 or 1 special
Damage: 1d10+4/1d10+4 or 1d6+special
Movement: 20 feet, fly 40 feet
No. Appearing: Varies
Save As: Cleric 12
Morale: 12
Treasure Type: Nil
XP value: 2,175
Bone horrors are tall and gait vaguely humanoid creatures, spliced together with parts from a handful of different creatures, and animated with vile magics. They are usually created to protect tombs or to serve as message carriers for their creators. Physical features of note are its three heads, or rather single massive zombie-like head and twin skulls that flank it, the massive desiccated bat wings it uses for flight, and it's massive barbed scorpion's tail.
Creating a bone horror is a vile and debased process requiring the skeletons of two humanoids, the desiccated corpse of a dire bat, the head of an ogre, the tail of a giant monstrous scorpion and enough steel wire to bind them all together. These parts are tied together in a bizarre chimeric form that has a vague humanoid shape and are animated with special magics only known to necromancers or evil priests level 10 or higher.
Bone Horrors fight by lashing out with their claws or by attacking with their massive skeletal stinger. Characters struck with the stinger must make a saving throw vs. poison or die. Bone Horrors are undead, as such they are immune to sleep, charm and hold magic. They can only be injured by spells, fire or magical weapons. Bone horrors are also immune to cold-based spells. Bone horror's are turned as Wights and Greater bone horrors are turned as Vampires.
Standard
Armor Class: 14
Hit Dice: 4
No. of Attacks: 2 or 1 special
Damage: 1d6+3/1d6+3 or 1d4+special
Movement: 20 feet, fly 30 feet
No. Appearing: Varies
Save As: Cleric 4
Morale: 12
Treasure Type: Nil
XP value: 360
Greater
Armor Class: 19
Hit Dice: 12
No. of Attacks: 2 or 1 special
Damage: 1d10+4/1d10+4 or 1d6+special
Movement: 20 feet, fly 40 feet
No. Appearing: Varies
Save As: Cleric 12
Morale: 12
Treasure Type: Nil
XP value: 2,175
Bone horrors are tall and gait vaguely humanoid creatures, spliced together with parts from a handful of different creatures, and animated with vile magics. They are usually created to protect tombs or to serve as message carriers for their creators. Physical features of note are its three heads, or rather single massive zombie-like head and twin skulls that flank it, the massive desiccated bat wings it uses for flight, and it's massive barbed scorpion's tail.
Creating a bone horror is a vile and debased process requiring the skeletons of two humanoids, the desiccated corpse of a dire bat, the head of an ogre, the tail of a giant monstrous scorpion and enough steel wire to bind them all together. These parts are tied together in a bizarre chimeric form that has a vague humanoid shape and are animated with special magics only known to necromancers or evil priests level 10 or higher.
Bone Horrors fight by lashing out with their claws or by attacking with their massive skeletal stinger. Characters struck with the stinger must make a saving throw vs. poison or die. Bone Horrors are undead, as such they are immune to sleep, charm and hold magic. They can only be injured by spells, fire or magical weapons. Bone horrors are also immune to cold-based spells. Bone horror's are turned as Wights and Greater bone horrors are turned as Vampires.
- moerdertanz
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Re: [BFRPG] Monster Supplement 2
Here's a simple template to start off:
----
Guardian Monster
Template [any creature] ***
Armour Class: +2, +4 if 11 HD or greater
Hit Points: +2 per HD of base creature
Saves: fighter of base creature’s HD + 2 (or base creature’s save, if higher)
Morale: as base creature + 2 (to a maximum of 12)
A guardian monster is bred, trained, or magically altered to continuously guard a specific area such as a crypt, a shrine, or a treasure vault. Guardian monsters are hardy and have an improved resistance to damage and spells.
In addition, guardian monsters have darkvision, are never surprised, and are immune to the effects of charm monster, sleep, confusion, and telekinesis.
Once per day per 10 HD, a guardian monster can cast wall of stone as a magic-user of the base creature’s level.
----
Applying a template: To apply a template, make the listed adjustments to the base creature's statistics (in this case, the template can be applied to "any" base creature). Noted after the Template [x] entry are a number of asterisks - add the 'Special Ability Bonus' to the creature's total XP (Core Rulebook, p. 42) for each one that appears. The rest is self-explanatory. A creature may have multiple templates applied to it.
(Scott A. Murray)
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Guardian Monster
Template [any creature] ***
Armour Class: +2, +4 if 11 HD or greater
Hit Points: +2 per HD of base creature
Saves: fighter of base creature’s HD + 2 (or base creature’s save, if higher)
Morale: as base creature + 2 (to a maximum of 12)
A guardian monster is bred, trained, or magically altered to continuously guard a specific area such as a crypt, a shrine, or a treasure vault. Guardian monsters are hardy and have an improved resistance to damage and spells.
In addition, guardian monsters have darkvision, are never surprised, and are immune to the effects of charm monster, sleep, confusion, and telekinesis.
Once per day per 10 HD, a guardian monster can cast wall of stone as a magic-user of the base creature’s level.
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Applying a template: To apply a template, make the listed adjustments to the base creature's statistics (in this case, the template can be applied to "any" base creature). Noted after the Template [x] entry are a number of asterisks - add the 'Special Ability Bonus' to the creature's total XP (Core Rulebook, p. 42) for each one that appears. The rest is self-explanatory. A creature may have multiple templates applied to it.
(Scott A. Murray)
Last edited by moerdertanz on Tue Apr 14, 2009 4:26 am, edited 3 times in total.
"Are these those?"
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Need maps? Black/white, monochrome blue, full colour? Hit me up with a PM!
