Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the
Fantasy Core Index.)
Monsters
The virtuous warrior welcomes the presence of a
monster. “At last,” he says, “Something
I can kill without regret.”
While the Empire is an orderly, civilized place, and
barbarian clans dominate their own lands, there are “monsters” in their
midst. The characters will find their
human opponents more common, but conflict with the occasional supernatural
creature may occur in the wilderness, among ancient ruins, in unhallowed
grounds of the city, and netherworld creatures who have been summoned by evil
magic users.
No monster in this setting should really be considered
“typical.” Use the stats provided here
as a basis for creating your own. Take
note that most monsters with shapechanging abilities are well aware of
supernatural areas and items that block detection spells and take full
advantage of them. Ref’s, don’t overuse
the shapechanging monsters, unless you want the characters killing everyone
they meet.
Peaceful, rustic, bucolic nature? You are far too naïve to go into the woods.
Malevolent, animalistic spirits live in haunted rural
areas. They may go by the general name
of Kami, but there are specific types that tend to be the most
troublesome.
If it meows, it’s a cat.
If it grins, it’s a Kappa. Be on
your guard.
Kappa
Kappa are small cat-like creatures that are fond of
mischief, but can be helpful when put under duress or if there’s a powerful
incentive in it for them.
HD 1/2, Hp 2, AC 16
Fort +0, Ref +2, Will +2
Melee:
Bite +2 to hit 1d3 + Poison (DC 12 Fort Sv or Stunned 1 turn)
Never
surprised
Powers:
Each may be cast once a day, effects last 1 rd, automatic success casting.
Confusion:
Distraction, Will Sv DC 12
Dancing
Lights: Distraction, Will Sv DC 12
Dimension
Door: Disappear and reappear elsewhere, line of sight
Mirror
Image: Will Sv DC 12
Invisible:
0 BAB to hit
Ventriloquism:
Distraction, Will Sv DC 12
Illusions:
Distraction, Will Sv DC 12
Polymorph
Inanimate: Turn object into something else
Haste:
2 actions in rd
Everyone check their pockets and packs. Something’s probably missing.
Tengu
Tengu are flying crow-men.
They like to cause trouble, namely the theft of shiny objects, but they
can be negotiated with.
HD 1+1, Hp 9, AC 15
Fort +1, Ref +5, Will +2
Melee:
Dagger +3 to hit 1d4+1
Ranged:
Short Bow +3 to hit 1d6
Surprise
Attack: Successful attack and Stealth rolls, Max dam +1
Sneak
Attack: Successful attack and Stealth rolls, Max dam
+3
Stealth, Pick Pockets, Pick Locks
Flight
Suit: A magical feathered coat, which allows a Tengu to fly. They are unable to do so without it. It will only work for a day for a
non-Tengu. Further, Flight Suits were a
gift from the gods to the Tengu for an unknown favor. They will relentlessly track down anyone else
in possession of one.
I am a spirit. These
woods are my shrine. I expect tribute
from all visitors.
Kami
Fox Spirits genuinely dislike humans and will only delay
harming them for the purposes of torturing them first. (Though there is at least one famous Fox
Spirit that is known to be helpful to mankind.) Other Kami are spirits of
nature, perhaps taking animal form or not.
They are usually localized to a specific area, like a pond, waterfall,
tree, etc. Their disposition would depend
upon how they came to inhabit the area.
Typical
Minor Kami
HD 5, Hp 20, AC 16* Magic to hit
Fort +1, Ref +1, Will +4
Melee:
Touch, 2 att, +5 to hit 1d10 each
Fly
Disappear
at will
Regeneration
of all damage with 1 turn of rest
Shamen
spells 1-3 levels, Spell Check +5, 2 failures/encounter
Typical
spells
DC 15 3rd
Level
- Blink: You randomly vanish and reappear for 5 rds
- Hold Person: Paralyzes one humanoid for 5 rds. DC 15 Will
Sv
- Suggestion: Compels non-hostile subject to follow stated
course of action. 5 turns. DC 15 Will Sv
DC 14 2nd Level
- Blindness/Deafness: Makes
subject magically blinded or deafened. Encounter. DC 15 Will Sv
- Fog Cloud: Fog obscures vision. Fills confined area or 40'
sq. 5 turns.
DC 13 1st Level
- Sleep: Puts 4 HD of creatures
into magical slumber 1 turn. Fort Sv
DC 15
- Cause
Fear: One creature of 5 HD or less flees for 1d4 rounds. DC 15 Will Sv
- Charm
Person: Makes one person your friend. 5 turns. DC 15 Will Sv
-
Disguise Self: 5 turns. This is an illusion, not a physical change. DC 18 Will Sv for viewer to disbelieve, but
viewer must be concentrating. If the
Kami is injured, DC 18 Will Sv to maintain disguise.
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