by 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 Valthâ€, 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