Monster Manual

RP-related discussion otherwise not covered in the Character Closet.
Nekogami
 
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Monster Manual

Unread postby Nekogami » Sun Aug 24, 2003 11:54 pm

Brian and I came up with a rather cool idea to create a Gaeran Unique monster manual. To create a handy list of monsters so that current GMs and aspiring GMs have a little something to turn to when they need a battle.

--Link to current types of monsters. http://greatdave.org//rpgww/rpstuff/gaera_monsters.html

And this is a template for the stats. It's encouraged to also add a brief description about what the creature looks like, how it acts, and such. They may get drawn one day.
HP:
Damage: By weapon,
MP:
TP:
Initiative:
AT/PA:
MBlock:
Move:

Also: Region is very important too.



Dire Penguin
Found in very cold places such as the frozen wasteland coasts of Northern Igala, the Dire Penguin is a formidable enemy. Very territorial and intelligent the Dire Penguin will often be an agrressor if it feels threatened. It's about 4 feet tall, with a grey stomach and black back. It also bears a red crown and has a wicked ragged beak.
HP: 80
Damage: Claws 28+3d6
MP: 10
TP: 20
Initiative:5+2d6
AT/PA: 16/10
MBlock: 10
Move: 4

Poopsmith
Found wherever large beasts, such as dragons, gryphons and elephants live, the Poopsmith gathers their dung for their young to consume before they hatch. The Dung Beetle will most likely not attack first though it has little regard for objects as it may roll it's massive dung ball over anything in its way. It's a simply large black beetle.
HP: 140
Damage: Dung Ball 10+2d6 Pincer 40+3d6
MP: 0
TP: 20
Initiative: 5+2d6
AT/PA: 14/7
MBlock: 27
Move: 4

Fanged Egret
Fanged Egrets live in marshlands and around rivers and lakes. They love to eat fish and small mammals. They are fearless and if they feel threatened have no convictions against trying to spear the agressor on its long beak sharp beak. It's about 4 feet tall and blue and white.
HP: 75
Damage: Peck 12+3d6
MP: 35
TP: 15
Initiative: 7+2d6
AT/PA: 15/15
MBlock: 10
Move: 7
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Uncle Pervy
 

Re: Monster Manual

Unread postby Uncle Pervy » Mon Aug 25, 2003 12:46 am

>_>

<_<

>_>

(OMG) Slime

Slimes are a rather uncommon species that may live anywhere within Gaera not totally devoid of life, but they prefer to keep to places far from settlements of other races. They gather in villages that number anywhere from two dozen to two hundred; one one instance of the latter has ever been recorded. They are an intelligence species, but prone to being particualrly paranoid around larger creatures; especially those with feet. With a bit of openess, and perhaps a few favors, a human can generally coax most slimes to accept him or her.

Slimes look something like hemispheres, perhaps eight to ten inches tall, made of cytoplasm with eyes and mouths. They can be about any color one can imagine. From their bodies, they can briefly form manipulative psuedopods, but they are useless in combat. A slime's body is essentially one large gelatinous muscle, allowing them to apply a fair deal of pressure while biting, and leap fairly high (Up to seven feet in some cases). They can move by bouncing along, or by crawling along as a slug. There are male and female slimes, but few besides other slimes can tell them apart at a glance.

Slimes seldom fight, unless cornered. They would rather be left alone. As a result, their villages blend in very well with the natural surroundings, and slimes themselves are quite adept at hiding. One may walk through their village and never know it. Their society tends to be quite communal, as it takes several slimes to do the work of one human. In the defense of their village, this manifests as a number of traps; particularly pits and snares. And woe to the invader going to a village with a slime mage.


HP: 50
Damage: Bite (Crushing damage, as they lack teeth) :2d6. (On a crit, they may latch onto an opponent's face and suffocate them by covering breathing holes)
MP: 30+ (When applicable)
TP: 20
Initiative: 11 +2d6
AT/PA: 13/18
MBlock: 12
Move: 7




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Besyanteo
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Re: Monster Manual

Unread postby Besyanteo » Mon Aug 25, 2003 9:11 am

Fuzzles
Fuzzles are a 2 foot tall ball of cute, filthy grey fluff, at first glance. However, upon closer examination, they also have glowing red eyes, and long, spindly, almost needle like arms, and strong, bird like feet. Also, when opened, a very large mouth with three sets of razor sharp needle-like teeth.
They live in temperate forest regions, and have an extreme aversion to water. While not harmful, it is extremely irritating to them. They tend to take up shelter in abndonned cabins, dry caves, or even hollow trees during storms. They are pack hunters, and tend to eat anything that has a face and is smaller than a horse.
HP: 45
Damage: Bite 12+2d4
MP: 0
TP: 35
Initiative: 7+2d6
AT/PA: 17/9
MBlock: 5
Move: 9

(if the name is already taken, someone get my attention. =P)

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Reako Somner
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Re: Monster Manual

Unread postby Reako Somner » Mon Aug 25, 2003 7:31 pm

Mind Flayers
The Mindflayers are a race of squidlike people with strong magic and mental powers, and a taste for the brains of others. They are usually quite hostile, and aren't the kind to listen to reason, seeing as you probably only appear as nothing more than food to them.

HP: 300
Damage: varied by weapon/spell (GMs call)
MP: 140
TP: 50
Initiative: 12+2d6
AT/PA: 18/12
MBlock: 35
Move: 6

Grey Ooze
A greyish ameoba-like organism which survives by absorbing others into it. It grows larger the more it dissolves and pulls into itself. It is drawn to water, whether it be in an underground stream or within a living being's body composition. It immobilizes it's chosen prey by either dissolving the body from it's legs or sucking the moisture from it's flesh. It has a basic intelligence, and goes by only the instinct to eat and survive. It moves surprisingly fast when it senses food nearby.
HP: small:60 large:110
Damage: dissolving damage: 20+3d6 dehydration damage: 30+2d6
MP: 0
TP: 20
Initiative: 9+2d6
AT/PA: 14/15
MBlock: 15
Move: 10
Region: underground

Edited by: Reako Somner at: 8/25/03 9:14 pm

Archmage144
 

Re: Monster Manual

Unread postby Archmage144 » Mon Aug 25, 2003 9:31 pm

I have stats for both flayers and grey oozes already myself--I'm curious which will be preferred by the majority:

Mind Flayer (Illithid) Damage: 4 tentacles 8+1d4 each
HP: 100 AC: 10
MP: 200 Initiative: 10+2d6
TP: 50 MBlock: 20
AT/PA: 8/8 MAttack: 25

Abilities:
Telepathy: Communicate with any creature within 100 feet that has a language.
Mind Blast: A 20x20 yard cone attack. All within the effect radius must resist or be stunned for 3d4 rounds.
Psionics: At will--charm monster, detect thoughts, levitate, planeshift, suggestion.
Illthids also have a psychokinesis attack, which enables them to throw objects or generate psychokinetic bursts which count as punches as though the Illthid's MAttack were equal to its STR.
If an Illithid lands a physical tentacle attack, it attaches that tentacle to the target's head if able. If all four tentacles are attached at the beginning of a new round, the opponent is killed instantly as its brain is extracted.

Grey Ooze Damage: 12+1d6 pseudopod
HP: 45 AC: 4
MP: 0 Initiative: 4+2d6
TP: 20 MBlock: 10
AT/PA: 8/14 MAttack: 0

Ooze. Immune to charm and mental effects, paralysis, poisoning, disease, sleep etc. Any metallic weapon striking an ooze will be damaged by the ooze's acid and destroyed. Magical weapons may attempt to resist.

Both of those were directly C&Ped out of my super-secret "monster stats" file. ^_^
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Re: Monster Manual

Unread postby NamagomiMk0 » Wed Aug 27, 2003 7:04 am

Here's some monsters I've come up with for the Valthi region. Only three so far, but it takes time...

Snow Wolf
Type: Beast
This majestic creature sports a thick, white coat with which to protect itself from the cold. As is normal for wolves, these creatures travel in packs, and when alone, tend to be hunted for their pelts. Cubs sell high in the Valthi market, and can be trained to be loyal guards and hunters. Having adapted to the harsh atmosphere, they are highly dangerous in packs, and can fight to the death to defend themselves or their cubs.
Location: Valthi flatlands
Organization: Pack
HP:70
MP:0
TP:25
AC: 0
MAC: 0 (21 vs Cold-based attacks)
Initiative:7+2d6
AT/PA: 14/14
MATK: N/A
Mblock: 17, 21 against Cold-based attacks
Attacks:
Biting: 22+1d6 damage
Pouncing: 14+1d6 damage, roll a d4. If a 4 is rolled, target is stunned.
Call (5 TP): Calls 1d6-1 (1-5, roll of 1 indicates a failure) Snow Wolves to the area.
Movement: 6

Crystal Wolf
Type: Magical Creature
Some specialists call this creature an “evolved” form of a Valthi Snow Wolf. These relatives of the wolf family sport gorgeous shimmering crystalline coats of fur, which makes their pelts highly wanted for fancy dresses. Unfortunately, their rarity is not the only problem with getting said coats. They are smarter than the average wolf, and prefer to set up ambushes instead of overwhelming creatures with brute force. They have magical capabilities, and seem to be larger and stronger than a typical Snow Wolf, standing 4’ at the shoulder and being proportionally muscled.. Some rumor that it is a mutation of the Snow Wolf, not unlikely due to the fact that the Crystal Wolves can be seen roaming amongst their ranks.
Location: Valthi flatlands
Organization: Solitary, Pack(VERY RARE)
HP:90
MP:60
TP:25
AC: 15
MAC: 21 (60 against Cold-based attacks)
Initiative: 9+2d6
AT/PA:17/15
MATK: 18
Mblock: 24, 30 against Cold-based attacks
Attacks:
Biting:32+2d4 damage
Pouncing: 20+1d6 damage, roll a d4. If the result is above 2, target is stunned
Call (5 TP): Calls 1-4 Snow Wolves or 1 Crystal Wolf to the scene of battle. (1 indicates failure, 2-5 indicates that (result –1) Snow Wolves come to the fight. 6 indicates that another Crystal Wolf comes to its aid.
Haze (6 MP): The Crystal Wolf breathes out a cloud of small ice crystals that spread to become a thick haze. Targets have difficulty seeing through the haze, lending a normal –4/-4 AT/PA penalty to all within the mist. The mist, being of ice, is reflective of bright light. Effectively, if the mist is struck with bright light, then all within effectively fight as if they were blinded (-6/-6 AT/PA) as long as they’re in the mist. The mist lasts 4+1d4 for a 15’ diameter cloud (5 hexes), 2+1d4 for a 21’ cloud, and 1+1d4/2 for a 27’ cloud.
Frost bolt (10 MP): The wolf shoots a blast of freezing cold out of its mouth. This blast chills the opponent to the bone, doing 20+1d20 cold-based damage and penalizing the opponent by –3/-3 AT/PA until the cold subsides. Double both effects on a critical.
Freezing blast (24 MP): The wolf shoots a blast of ice blue energy at the target. This has the effect of not just being extremely painful and doing 35+5d4 damage, it also coats the target in ice. Roll a D10 to determine the effects (Assumed for bipeds, effects may be added or changed as suits target)
1:No effect, thank god
2:Left arm is frozen
3:Right arm is frozen
4:Left leg is frozen
5:Right leg is frozen
6:Left arm is frozen, reroll.
7:Right arm is frozen, reroll.
8:Left leg is frozen, reroll.
9:Right leg is frozen, reroll.
10:Target receives “Frozen” status (Cannot move. Target receives a –10/-10 helplessness penalty. Physical attacks on a frozen target automatically deal one level of critical)
All effects from this attack last d2 rounds.
Movement:6

Wyvern, adult
“There be Wyverns north of Valth”, someone probably said. Anyway, these gigantic flying beasts, although weaker and (far) dumber than dragons, are true terrors to fight. They look like a freakish cross between a large reptile, a bird, and a scorpion. They technically have no “arms” or “forlegs” per-se, but instead walk as bipeds, being easily able to pick something up in their talons as well. Their wings are quite dragonlike, and can easily span over fifty feet in length. They have a reptilian head, with a pair of horns, and they have a tail, tipped in a very painful looking stinger. Found primarily north of Valth in the mountainous regions, there is the occasional wyvern that has adapted to and made a nest in a more temperate area. Wyverns are animalistic in their judgment and intelligence.
The known Valthi government treats these beasts as top-priority threats.
Region: Mountains north of Valth, Shumans (uncommon)
Organization: Solitary
HP:540
MP:0
TP:40
AC:30
MAC:0
Initiative:7+2d6
AT/PA: 19/17
MATK: N/A
Mblock: 22
(Note: Size gives gun attacks a +6 bonus at medium range, and a +4 at long. A headshot by a normal gun will NOT instakill a wyvern)
Attacks:
Clawing: 25+2d10 damage to one target. Wyverns can use this twice a round.
Biting: 55+1d20 damage to one opponent.
Tail stinger: 40+3d6 damage to one opponent. Opponent must make a STA check against the Wyvern’s poison (21+2d6) or fall numb. Numbed opponents drop all held equipment, cannot feel anything, cannot walk unassisted, and receive a –6/-6 AT/PA penalty. This poison lasts three hours.
Grabbing: On a successful attack at a –3 penalty, the wyvern can grab an unlucky victim and carry him in one of its talons. Breaking free requires a STR check against the wyvern’s (33), or an AGI check against the same value (specify which). Wyverns can squeeze their grabbed prey for 18+2d6 damage a round, or drop them, possibly on top of other party members. Falling and Falling Object damages apply.
Wing Buffet: By beating their wings toward the opponents, wyverns can knock a party back great distances. The buffet itself does 20+1d6 damage to those who fail a PA roll, and knocks each person back 20+1d20 feet. Heavier targets get knocked back less. If blown into an object, apply falling damage as if the distance were halved.
Movement: 6, 11 in air.
(Note: Greater Wyverns do exist, and will be covered in a later edition of my monster stuff) <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 8/27/03 7:57 pm

Nekogami
 
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Re: Monster Manual

Unread postby Nekogami » Wed Aug 27, 2003 3:34 pm

Moonsault Rabbits
Moonsault rabbits are nocturnal and carnivorous. They usually can be found in large packs of 5 to even 20. They are as large as a cat but far more ferocious, as they will eat a cat if they can catch it. In their largest packs they can kill a tethered animal. They are found around farmlands and slums. They are more fierce on a full moon. They are grey with black eyes, and short ears with white tips.
HP: 50
Damage: Bite 2d6, scratch 5+2d6
MP: 0
TP: 0
Initiative:7 + 2d6
AT/PA: 10/9
MBlock: 10, 20 at night
Move: 9


Rupture Bear
Rupture bears can be found in mountainous regions, caves, and tunnels. They are about 10 feet on hind legs and 5 feet on four. They are black bears with a red face and long black tails. They are magical beasts and can create earth shattering quakes. So powerful are these quakes that they can cause rifts in the ground, thus giving them the name Rupture Bear.
HP: 120
Damage: Bite 10+2d10 Scratch 2d10
MP:65
Rupture-10 MP- This bear causes a giant earthquake that stuns the enemy for 1 round if affected, if critical is may cause a rift in the ground up to 6 feet wide and 10 feet deep.
Terror Roar-5 MP- A terrible roar that causes such deep fear it paralyzes the enemy for d4 rounds.
TP: 0
Initiative:3+2d6
AT/PA: 13/15
MBlock:16
Move: 5 <p>

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Re: Monster Manual

Unread postby LadyDragonClawsEDW » Wed Aug 27, 2003 4:01 pm

Bubble lizard
These lizards are uncommon and general stick to a forest setting but will sometimes live in the presence of people under their porch steps. Generally nonagressive, they can range in size from 3 inches in length to basalisk size. There have been some reports of larger, more agressive, bubble "dragons" but most believe them to be rumors. The bubble lizard has small teeth used for chewing vegitation and small insects and cannot pierce human skin. Bubble lizards also have suction cups on their feet, which help them cling to walls, trees, etc.

HP: 75 (Usually depends on size)
Damage: None, their attacks consist entirely of bubbles.
MP: 0
TP: 20
AC: 3 (Depends on size of lizard, larger lizards have thicker hides)
Initiative: 5 + 2D6
AT/PA: 4/16
Mblock: 9
Mattack: 15 (used to determine resist on the bubble attacks)

Bubbles:

Each bubble uses 2 TP points and has an effect based on what color the bubble is.

Blue: polymorph, turns victim into a bubble lizard, which in turn can use bubble lizard bubbles and has a changed AT/PA of 4/16 and 3 AC.
Green: ooze, covers the target in ooze and gives them a -5 penalty to PA.
Yellow: mute, target is silenced and cannot cast spells or speak, doesn’t apply to mental magic. This last a duration of 2d3 rounds.
Red: Charm, person cannot act on their own for 1d4 rounds, actions are chosen by the GM.
Purple: poison, incurs 1 level of poison.
Black: Stone, target is stoned
Brown: Drunkness, -3/-3 penalty, lasts until the offending bubble lizard has been killed.

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Uncle Pervy
 

Re: Monster Manual

Unread postby Uncle Pervy » Wed Aug 27, 2003 4:39 pm

Chocobos

A common sight in the warmer lands, Chocobos are known throughout much of Igala as a faithful mount, a sturdy pack animal, a loving pet in some cases, and a tasty meal. Chocobos are large birds that bear a marked resemblance to common chickens, with somewhat longer necks. Some lay eggs semi-regularly (one every one to two weeks), providing as much food as seven chicken eggs. They come in a variety of colors, but only certain ones seem to pick up the flying trait (Generally Blue, Black, and Green. Yellows never seem to have it)

For the most part, Chocobos act much like chickens, living on the same sort of diet, but tend to be more peaceful. They gather in flocks when left to their own will, and tend to roam over a relatively small area so long as they can survive there. While not instinctively territorial, they seldom cross into lands "claimed" by other flocks without reason.

It is rare a chocobo actually gets into combat on its own will. Their general response to a threat is to run; they will not fight unless cornered, driven mad by disease, or they feel their fledgings are threatened. Still, a flock of stampeding chocobos are a dangerous thing indeed.

Chocobos tend to tame easily, a bit moreso than horses, and are generally trusting. The tend to be perceptive to moods, leading to the myth that they are empathic, and have been known to bound to an attentive owner. Chocobo intelligence is roughly on par with that of a dog, but teaching them tricks such as fetching on command can be a bit difficult.

Some rare specimen of chocobo can fly. This is hardly common, no more than one out of every one hundred can do it anymore. As flying and land-based chocobo tend to interbreed freely, the flying trait is slowly disappearing from the species. It is extremely rare to find a tamed flying chocobo, but those who have them tend to do very well for themselves by breeding them.

Standard Chocobo

HP: 80
Damage: Peck: 18+1d6 (Hits Eyes and Blinds on a Crit), Kick: 26+2d6, Trample 25+3d6 (30+3d6 w/rider)
MP: 0
TP: 0
Initiative:7 + 2d6
AT/PA: 16/10
MBlock: 10
Move: 10


Heavy (War) Chocobo

HP: 100
Damage: Peck: 18+1d6 (Hits Eyes and Blinds on a Crit), Kick: 26+2d6, Trample 25+3d6 (30+3d6 w/rider)
MP: 0
TP: 0
Initiative:9 + 2d6
AT/PA: 19/12
MBlock: 12
Move: 10


Flying Chocobo

HP: 80
Damage: Peck: 18+1d6 (Hits Eyes and Blinds on a Crit), Kick: 26+2d6, Trample 25+3d6 (30+3d6 w/rider), Swoop 30+2d4(Can grip man-sized victim on a success of 8+)
MP: 0
TP: 0
Initiative:7 + 2d6
AT/PA: 16/10
MBlock: 10
Move: 15 (Can fly over obstacles and the like)


Edited by: Uncle Pervy&nbsp; Image at: 8/27/03 4:43 pm

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Spleen
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Re: Monster Manual

Unread postby Spleen » Wed Aug 27, 2003 7:55 pm

Venomous Swampwalker
Swampwalkers are typically found in, well, swamps, and travel in packs of 1d10+10 (11-20). Their bodies consist of a bulbous, acid-filled, basketball-sized sack atop two strong, taloned legs (the entire body is mottled green for swamp camouflage). The sack also houses what passes for the Swampwalker's brain and electrical sense organs. An extendable proboscis in the sack can fire the acid at high velocities at prey, which breaks the animal down and allows its nutrients to be sucked up with the proboscis (similar to the way a fly eats). The acid sack holds 1 gallon, and it expels 1 cup per shot, so it can fire 16 times before needing six hours to refill its sack. Swampwalker hide is very thick and sturdy, as it must stand up to the pressure of its own acid. If the hide is weakened to a large degree (or peirced as with a bladed weapon) the Swampwalker explodes in a shower of acid. Swampwalker hide is very valuable because of its thickness and immunity to acid.
HP: 40
Damage: Acid spray 1d12+1d4 and target is now afflicted with the equivalent of Level 3 Poison, which can be washed off with water, Talon 10+2d4, Explosion 1d12+1d8 per cup of acid in sack to all targets in a 10-foot radius and afflicted with acid corrosion as in the Acid spray attack.
MP: 0
TP: 0
AC: 14
Initiative: 2+2d6
AT/PA: 7/13
MBlock: 10
Move: 8
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Re: Monster Manual

Unread postby Kelne » Wed Aug 27, 2003 10:50 pm

Wraiths

These shadowy creatures are the vengeful spirits of beings who have bound themselves to Gaera after death. There are a number of possible reasons for this, but whether due to an uncompleted task in life, or a fear of judgement in the afterlife, the result is largely the same.

Most wraiths are bound to a particular site, generally that of their death, and may reenact the circumstances of that death on a regular basis. This can be very unnerving for bystanders. However, should a necromancer gain a hold over the wraith, it may be sent out into the world as an extension of their will.

As ethereal undead, wraiths can only be harmed by magical spells or weaponry, though they may recoil from ordinary weapons.

Depending on their abilities in life, wraiths may use magic or weaponry.

HP: 80
Damage: 16+2D6
MP: 120
TP: 20
Initiative: 9 + 2d6
AT/PA: 12/9
MAtk: 15
MBlock: 10
Move: 10 (Ignores obstacles)

Abilities:
Heart Crush (6TP) Inflicts 40+3D6 damage. Target may take no action until the wraith's hand is removed from their heart.

Possess (Innate) Generally a desperation attack, the wraith will attempt to take control of a foe. The wraith's MAtk roll is compared to a Wis roll for the victim. Should the wraith succeed, it will remain until forcibly driven out (generally by knocking the victim unconscious).

Wraiths take double damage from holy magic. <p>I will not waste time making my enemy's death look like an accident -- I'm not accountable to anyone and my other enemies wouldn't believe it.
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Reako Somner
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Re: Monster Manual

Unread postby Reako Somner » Thu Aug 28, 2003 10:25 am

Maulith Apricantus (or Giant Centapede)
A large centapede-like monster about twice the size of that of a normal human. It feeds on anything smaller than it that it doesn't feel would be a threat to attack, usually by dropping down on them from the ceiling and using it's paralyzing venomous bite. It's normally down on it's belly running with all 16 legs, but when in battle it rears up on it's back 8 sets and spits venom to protect itself. Thier carapace is pitch black in color and is thus hard to detect within a dark cavern or at night. They also tend to live alone, rarely running into another of it's kind lest it be mating season.

HP: 150
Damage: Mandibles: 10+2D6 Spit: 5+3d6 Paralyze Bite: roll 1d6 for resistance, 4-6 being a success. Possible poison resistance modifiers can lower the number
MP: --
TP: 30
Initiative: 10 + 2d6
AT/PA: 13/15
MAtk: --
MBlock: 5
Move: 9 (has the power to climb and stick to ceilings)
Region: Mountains, Caverns, Damp places

Generic Zombie
The animated corpse of a once living person, either by curse or by magic. They hold very little of thier previous intelligence from when they were alive, if any at all. Thier only basic thoughts is that they're hungry, and you happen to be the food!

HP: 50
Damage: Variable, GM's call
MP: 40
TP: 20
Initiative: 5 + 2d6
AT/PA: 12/9
MAtk: 10
MBlock: 0
Move: 4
Region: uhm, depends, I suppose

Elemental Orb (Ice Sphere, Flame Orb, etc)
A type of magic borne sentinal, roughly the size of someone's head, made to guard places or people of importance. It is known to be very hard to destroy by conventional means, usually only dispersing once it's magical powers run out. It is "programmed" to attack any foriegn living object in the vicinity that's not it's master or ones it's master doesn't want it to harm.

HP: 20
Special Attribute: the orb takes -30 damage from all attacks it recieves, making it hard to damage. It's elemental weakness does not get this bonus however. It also takes no damage from mental abilities or magic the same element as itself
Damage: elemental spells
MP: 100-300 (once MP hits 0, it breaks)
TP: --
Initiative: 8 + 2d6
AT/PA: 10/18
MAtk: 30
MBlock: 35
Move: 0-5


Edited by: Reako Somner at: 8/28/03 11:17 am

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FF Fanatic 80
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*bump*

Unread postby FF Fanatic 80 » Thu Sep 02, 2004 4:02 pm

posting to prevent deletion.



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