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Author Topic: BZ's Monster Mayhem  (Read 94998 times)

BerkaZerka

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BZ's Monster Mayhem
« on: November 15, 2008, 02:37:11 pm »

The following are some of the monsters and creatures that can be found in the Hexslinging Ruleset and will be featured in the Fantasy Bebop Supplement.  I’ll be adding them piecemeal as I find the time, but eventually will use this thread as a place to build the entire set (gotta collect ‘em all!) – over 300 when all is said and done.

Here is what I’m trying to do –

Animated Object (Large); Animated Object (Medium); Animated Object (Small); Animated Object (Tiny); Animated Weapon; Ape God; Assassin; Banshee; Bard; Basilisk; Bear; Bear (Polar); Beetle (Giant Bombardier); Beetle (Giant Fire); Beetle (Giant Rhinoceros); Behemoth Toad; Black Lion; Black Oil; Bloat Worm; Blood Mist; Blood Pool; Boar; Brain Raker; Brain Sucker; Brigand; Bull Merc; Cat; Cat Lord; Cat Lord (Cat Form); Cat Lord (Great Cat Form); Centipede (Giant); Charmed One; Chimera; Chittering Horror; Cockatrice; Colossus; Commoner; Corrosion Slime; Cougar; Crayfish (Giant); Crocodile; Dark Elf; Devil Head; Dog (Guard); Dog (Hunting); Dragon Blooded; Dragon (Cave); Dragon (Cloud); Dragon (Crystal); Dragon (Mountain); Dragon (River); Dragon (Shadow); Dwarf; Dwarf Mercenary; Dwarf Monk; Dwarf Nobleman; Dwarf Priest; Dwarf Savage; Dwarf Shaman; Eater Of The Dead; Elemental (Air); Elemental (Earth); Elemental (Fire); Elemental (Water); Elf; Elf Assassin; Elf Bard; Elf Charmed One; Elf Magi; Elf Mercenary; Elf Nobleman; Elf Pirate; Elf Ranger; Elf Scoundrel; Elf Sorcerer; Emperor Crab; Ettercap; Eyeballer; Falcon; Familiar; Fell Stead; Female One; Fiend; Filcher Monkey; Forest Ward; Forest Ward (Bear Form); Fox Kin; Fox Kin Assassin; Fox Kin Bard; Fox Kin Charmed One; Fox Kin Magi; Fox Kin Mercenary; Fox Kin Monk; Fox Kin Nobleman; Fox Kin Pirate; Fox Kin Priest; Fox Kin Ranger; Fox Kin Scoundrel; Fox Kin Sorcerer; Fungus (Contact); Fungus (Jumping Toadstool); Fungus (Pop Top); Gargoyle; Gelatinous Trapper; Ghost; Ghoul; Giant (Cyclops); Giant (Ettin); Gnoll; Goat Man; Goblin; Golem (Clay); Elemental (Iron); Elemental (Stone); Gore; Gorgon; Gorilla; Greater Dragon; Greater Dragon (Human Form); Griffon; Hag; Handmaiden; Harpy; Haunt;Hellhound; Hobgoblin; Horse; Horse Walker; Human; Hungry Dead; Hydra (4 Heads); Hydra (8 Heads); Hydra (12 Heads); Ice Barbarian; Ice Melter; Imp; Juggernaut; King Croaker; Kitsune; Kobold; Lash Panther; Leach Jelly; Leader (Sergeant or Constable); Leader (Lieutenant or Mayor); Leader (Captain or Barron); Leader (Commander); Leviathan Crab; Lich; Lion; Lizard (Giant); Lizardman; Magi; Mandrill; Manticore; Mercenary; Mermaid; Mimic (Medium); Mimic (Small); Mimic (Tiny); Mongrel; Monk; Monstrous Zombie / Skeleton; Moon Stag; Mother Of Corruption; Muck Beast; Mummy; Mushroom King; Naga; Noble (King or Emperor); Noble (Queen); Noble (Prince, High Lord, or Count); Noble (Princess); Nobleman; Nymph; Octopus (Giant); Ogre; Orc; Pennaggolan; Pike Beak; Pincher Hag; Pirate; Pixie; Poison One; Priest; Prince Of Death; Putrid Ooze; Ranger; Rat (Giant); Ratling; Ratling (Rat Form); Red Brute; Rock Skeeter; Rust Eater; Sabertooth Tiger; Salamander (Cold); Salamander (Fire); Savage; Scorpion Tyrant; Scorpion (Giant); Scoundrel; Sea Serpent; Shadow; Shaman; Shambling Horror; Shark; Shark (Great White); Shark Man; Silver Render; Skeleton; Skeleton Lord; Sky Shark; Sludge Pudding; Snake (Giant Constrictor); Snake (Giant Spitting Cobra); Snake (Giant Viper); Snake (Poisonous); Soldier; Sorcerer; Specter; Spider (Giant Displacer); Spider (Giant Jumping); Spider (Giant Plump); Spider (Giant Spinner); Spider (Giant Trapdoor); Spider (Giant Wolf); Spindle-Arms; Spinner Of Lies; Squid (Giant); Stink Ape; Strangle Weed; Succubus; Surf Grappler; Swamp Daddy; Swamp Light; Swarm (Bat); Swarm (Killer Bees); Swarm (Leach); Swarm (Piranha); Swarm (Rat); Swarm (Severed Hands); Swarm (Skull); Swarm (Spider); Sword Tusker; Terror From The Deep; Titan Ant; Tot Snatcher; Town Guardsman; Toxic Jelly; Tree Ent; Tree Spirit; Tree Spirit (Wasp Form); Tremor Worm; Troglodyte; Troll; Tunnel Mantis; Tusked Burrower; Ubaba; Unclean Spirit; Unicorn; Vampire; Venom Queen; Voracious Tar; Vulture Grizzly; Wasp (Giant); Werewolf; Whale; Whip Stump; Wolf; Wolverine (Giant); Worg; Wraith; Wyvern; Yellow Cur; Yellow Orc; Yellow Orc Assassin; Yellow Orc Mercenary; Yellow Orc Monk; Yellow Orc Pirate; Yellow Orc Priest; Yellow Orc Ranger; Yellow Orc Savage; Yellow Orc Scoundrel; Yellow Orc Shaman; Yeti; Zombie; Zorch Rat.

Phew!  ;D

BZ
« Last Edit: December 11, 2009, 06:50:58 pm by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #1 on: November 15, 2008, 02:46:06 pm »

Animated Object, Tiny (Extra)
 
Abilities
Str 1; Agi 4; Con 1; Int –; Wis –; Pre –; Vitality –; Wounds (0) 6 (Armor See Notes)
Saves
React 9; Endure 6; Will –
Movement
Init 9; Move 20 ft (Run 40)
Attacks
Unarmed Strike 8/2S (no X-Dmg); Grapple Moves (Trip only)
Combat Skills
Grapple 5 (1); Unarmed 8 (1)
All Other Skills
Balance 7; Climb (5’) 2 (-2); Escape 7; Hide 17 (2+8); Jump (5’l/1’h) -4 (-8); Listen 5 (2); Move Silently 7; Search 3; Spot 5 (2); Swim 4
Edges
Blind Fight; Darkvision; Hardness to Armor; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation)
Flaws
Mostly Harmless; No Vitality; No Mental Capacity; Tiny; Additional Penalties (-2 climb)

Equipment Normal Load 5; Encumbered 10; Limit 15; Drag 60
None

Notes
Animated Objects are mindless and cannot speak, but are always under the complete control of their creator.  If the Object has a Hardness Value before it is Animated, then its Hardness Value becomes its Armor Value.

Animated Objects cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: May 29, 2010, 05:47:58 pm by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #2 on: November 15, 2008, 02:46:29 pm »

Animated Object, Small (Extra)
 
Abilities
Str 3; Agi 3; Con 3; Int –; Wis –; Pre –; Vitality –; Wounds (0) 8 (Armor See Notes)
Saves
React 8; Endure 8; Will –
Movement
Init 8; Move 20 ft (Run 60)
Attacks
Unarmed Strike 9/3S; Grapple Moves (Bumrush, Hold, and Trip only)
Combat Skills
Grapple 9 (3); Unarmed 9 (3)
All Other Skills
Balance 4 (-2); Climb (6.25’) 2 (-4); Escape 4 (-2); Hide 10 (+4); Jump (15’l/3’h) 2 (-4); Listen 5 (2); Move Silently 6; Search 3; Spot 5 (2); Swim 6
Edges
Blind Fight; Darkvision; Hardness to Armor; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation)
Flaws
No Vitality; No Mental Capacity; Small; Additional Penalties (-2 balance, -4 climb, & -2 escape)

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
None

Notes
Animated Objects are mindless and cannot speak, but are always under the complete control of their creator.  If the Object has a Hardness Value before it is Animated, then its Hardness Value becomes its Armor Value.

Animated Objects cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:15:00 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #3 on: November 15, 2008, 02:46:51 pm »

Animated Object, Medium (Extra)  
 
Abilities
Str 5; Agi 2; Con 6; Int –; Wis –; Pre –; Vitality –; Wounds (0) 16 (Armor See Notes)
Saves
React 7; Endure 11; Will –
Movement
Init 5; Move 25 ft (Run 125)
Attacks
Unarmed Strike 8/5L; Grapple Moves (Bumrush, Choke, Hold, Pin, and Trip only); Ramming Possible (use Full Wound Point Total in place of Object’s Structure Points)
Combat Skills
Grapple 11 (3); Unarmed 8 (3)
All Other Skills
Balance 3 (-2); Climb (6.25’) 0 (-8); Escape 1 (-4); Hide -1 (-4); Jump (25’l/5’h) 6 (-2); Listen 5 (2); Move Silently 5; Search 3; Spot 5 (2); Swim 8
Edges
Blind Fight; Darkvision; Extraordinary Attack (ramming); Hard To Kill; Hardness to Armor; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation); Pack Mule
Flaws
Big’Un; No Vitality; No Mental Capacity; Slow; Additional Penalties (-2 balance, -8 climb, -4 escape, -4 hide, & -2 jump)

Equipment Normal Load 200; Encumbered 400; Limit 600; Drag 2400
None

Notes
Animated Objects are mindless and cannot speak, but are always under the complete control of their creator.  If the Object has a Hardness Value before it is Animated, then its Hardness Value becomes its Armor Value.

Animated Objects cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:15:57 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #4 on: November 15, 2008, 02:47:12 pm »

Animated Object, Large (Extra)
 
Abilities
Str 7; Agi 2; Con 8; Int –; Wis –; Pre –; Vitality –; Wounds (0) 23 (Armor See Notes)
Saves
React 7; Endure 13; Will –
Movement
Init 3; Move 35 ft (Run 245)
Attacks
Unarmed Strike 8/8L; Grapple Moves (Bumrush, Choke, Hold, Pin, and Trip only); Ramming Possible (use Full Wound Point Total in place of Object’s Structure Points)
Combat Skills
Grapple 13 (3); Unarmed 8 (3)
All Other Skills
Balance 3 (-2); Climb (7.5’) 2 (-8); Escape -3 (-8); Hide -3 (-8); Jump (35’l/7’h) 6 (-4); Listen 5 (2); Move Silently 5; Search 3; Spot 5 (2); Swim 10
Edges
Blind Fight; Cargo Carrier; Darkvision; Extraordinary Attack (ramming); Hard To Kill x2; Hardness to Armor; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation)
Flaws
Large; No Vitality; No Mental Capacity; Ponderous; Additional Penalties (-2 balance, -8 climb, -8 escape, -8 hide, & -4 jump)

Equipment Normal Load 1000; Encumbered 2000; Limit 3000; Drag 15,000
None

Notes
Animated Objects are mindless and cannot speak, but are always under the complete control of their creator.  If the Object has a Hardness Value before it is Animated, then its Hardness Value becomes its Armor Value.

Animated Objects cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:17:00 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #5 on: November 15, 2008, 02:47:32 pm »

Colossus (Extra)
 
Abilities
Str 10; Agi 1; Con 10; Int –; Wis –; Pre –; Vitality –; Wounds (0) 30 (Armor 20)
Saves
React 6; Endure 15; Will –
Movement
Init 2; Move 50 ft (Run 500)
Attacks
Slam 8/14L; Grapple Moves; Thrown Boulder 7/14SL/100 ft
Combat Skills
Grapple 18 (5); Throw 7 (3); Unarmed 9 (5)
All Other Skills
Balance 4; Climb (12.5’) 11 (-2); Escape 4; Hide -4 (-8); Intimidate 21 (+8); Jump (50’l/10’h) 11 (-2); Listen 3; Move Silently -4 (-8); Search 3; Spot 3
Edges
Blind Fight; Darkvision; Engine of Destruction; Hard To Kill x3; Heavy Lifter; Immunities (aging, berserk, cold, disease, fatigue, fear, fire, pain, poison, pressure, radiation, starvation, suffocation); Power Attack; Stunning Attack; Super Density
Flaws
No Vitality; No Mental Capacity; Ponderous; Colossal; Additional Penalties (-2 climb, -2 jump & -8 move silently)

Equipment Normal Load 5000; Encumbered 10,000; Limit 15,000; Drag 60,000
None

Notes
A Colossus cannot speak and pretty much only understands ‘smash’ or ‘don’t smash’.

A Colossus cannot enter a Magic Ward and is destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:17:50 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #6 on: November 15, 2008, 02:47:53 pm »

Demon, Fiend
 
Abilities
Str 8; Agi 4; Con 9; Int 1; Wis 1; Pre 1; Vitality (0) 33; Wounds (0) 19 (Armor 10)
Saves
React 9; Endure 16; Will 8; Luck 3; Surge 4
Movement
Init 14; Move (Flight) 25 ft (Run 200)
Attacks
Claw, Bite, or Horns 13/10L; Grapple Moves; Great-Axe 10/14L; Great-Sword 11/13L; Spear 13/11L; Whip 11/8S♠
Combat Skills
Dodge 7; Feint 4; Grapple 17 (5+1); Melee 13 (5+1); Ranged 7; Target 4; Throw 10 (3); Unarmed 13 (5+1)
All Other Skills
Bluff 2 (-2); Conceal 4; Diplomacy 2 (-2); Disguise 4; Drive 7; Escape 7; Gamble 4; Gather Info 0 (-4); General Knowledge 4; Hide 5 (-2); Intimidate 19 (6+2); Listen 7 (3); Move Silently 10 (3); Occult Sciences 9 (5); Search 7 (3); Sense Motive 7 (3); Spot 7 (3); Swim (6.25’) 11; Taunt 7 (3); Treat Injury 4
Edges
Blind Fight; Cargo Carrier; Combat Reflexes; Darkvision; Extraordinary Powers; Flight (wings); Grappler; Great Fortitude; Hard to Kill; Heroic Surge; Immunities (aging, cold, disease, fatigue, fear, fire, pain, poison, pressure, starvation, suffocation); Indomitable Spirit; Iron Will; Manifest; Occult Ties; Power Attack; Quick Healing; Rapid Strike; Resilient Hide; Scrapper; Spirit Sight; Spirited; Telepathy (limited); Toughness; Weapons Specialist
Spells and Powers
Radiate (at will); Drain Vitality 8♠ (cast as a focused spell)
Flaws
Animal Antipathy; Big’Un; Clumsy; Hothead; Malevolent; Readily Identifiable (as demon); Susceptible (silver causes armor piercing damage to Fiends); Vengeful

Equipment Normal Load 1500; Encumbered 3000; Limit 4500; Drag 18,000
Fiends prefer to carry large intimidating melee weapons, such as great (two-handed) axes, great (two-handed) swords, and spears, thought occasionally can be seen using a whip.

Notes
Fiends do not speak beyond bellowous roars and fearsome snarls, but have limited telepathy with their masters, allowing each to understand the other perfectly.  Silver weapons are Armor Piercing to a Fiend.

Fiends cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:18:56 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #7 on: November 15, 2008, 02:48:16 pm »

Demon, Succubus
 
Abilities
Str 5; Agi 5; Con 5; Int 5; Wis 5; Pre 10; Vitality (0) 20; Wounds (-2) 10
Saves
React 10; Endure 10; Will 12; Luck 3; Surge 3
Movement
Init 15; Move 30 ft (Run 150)
Attacks
Unarmed Strike 8/5S; Grapple Moves; 9mm Deck Pistol 12/8L/40ft (12); Foil 12/7L; Whip 9/5S♠
Combat Skills
Dodge 11 (3); Feint 16 (3); Grapple 11 (3); Melee 11 (3); Ranged 11 (3); Target 8; Throw 8; Unarmed 8
All Other Skills
Appraise 14 (5+1); Balance 11 (3); Bluff 19 (5+1); Climb (7.5’) 8; Computers 11 (3); Conceal 8; Diplomacy 19 (5+1); Disguise 11 (3); Drive 11 (3); Entertain 20 (5+2); Escape 11 (3); Gamble 11 (3); Gather Info 19 (5+1); General Knowledge 12 (3+1); Hide 11 (3); Intimidate 16 (3); Interrogation 13 (5); Jump (25’l/5’h) 8; Listen 11 (3); Move Silently 11 (3); Occult Sciences 16 (6+2); Pilot 11 (3); Ride 8; Search 11 (3); Sense Motive 13 (5); Spot 11 (3); Streetwise 14 (5+1); Swim (7.5’) 8; Taunt 18 (5); Treat Injury 11 (3)
Edges
Academic (occult sciences); Charismatic; Darkvision; Extraordinary Powers; Immunities (aging, disease, poison, pressure, radiation, starvation, suffocation); Indomitable Spirit; Iron Will; Manifest; Occult Ties; Pack Mule; Photographic Memory; Popular; Quick Healing; Spirit Sight; Tongues; Well Informed
Spells and Powers
Light & Sound Magic (focused sphere); Mind Magic (focused sphere); Dispel Magic 13♠ (cast as a focused spell, but only usable against a Magic Ward).
Spells:  (Tone 5; Mote 5; Sound Manipulation 8♠; Light Manipulation 8♠; Illusions 13♠); (Send Thoughts 10; Read Minds 10; Mental Invisibility 8♠; Psionic Blast 13♠; Mind Control 13♠)
Flaws
Animal Antipathy; Lecherous

Equipment Normal Load 200; Encumbered 400; Limit 600; Drag 2400
As equipped by the master, though they prefer firearms to other weapons and the foil or whip when forced to engage in melee.

Notes
Succubus can appear at will as either men or women, though they will usually prefer one form over the other, considering it to be their natural state.

Succubus cannot enter a Magic Ward, although they do have the uncanny ability to occasionally dispel them; Dispel Magic cast on a Succubus immediately destroys it.
« Last Edit: January 26, 2010, 10:21:32 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #8 on: November 15, 2008, 02:48:39 pm »

Demon, Unclean Spirit
 
Abilities
Str –; Agi 3; Con –; Int 3; Wis 3; Pre 3; Vitality –; Wounds –
(As Host After Possession)
Saves
React 8; Endure –; Will 8; Luck –; Surge –
(As Host After Possession)
Movement
Init 11; Move (Flight) 30 ft (Run 30)
(As Host After Possession)
Attacks
Touch 9/–
(As Host After Possession)
Combat Skills
Dodge –; Feint –; Grapple –; Melee –; Ranged –; Target –; Throw –; Unarmed 9 (3)
(As Host After Possession)
All Other Skills
Listen 9 (3); Search 3; Sense Motive 9 (3); Spot 9 (3)
(As Host After Possession)
Edges
Darkvision; Extraordinary Powers; Flight; Immunities (aging, cold, disease, fatigue, fear, fire, light, normal physical damage, pain, poison, pressure, radiation, sound, starvation, suffocation); Incorporeal; Manifest; Tongues; Translucent
(As Host After Possession, including Spell-Like Powers & Tongues)
Spells and Powers
Possession (MTN 10 or Crit Will save to resist)
(As Host After Possession, including Possession)
Flaws
Animal Antipathy
(As Host After Possession, including Animal Antipathy)

Equipment Normal Load –; Encumbered –; Limit –; Drag –
None
(As Host After Possession)

Notes
In their natural state, Unclean Spirits are Incorporeal and Translucent, having permanent partial concealment and the ability to move through or remain hidden in solid objects.  As an incorporeal being, Unclean Spirits are not subject to physical harm of any kind, nor can they interact with the physical world.

The primary danger of an Unclean Spirit is its ability to enter and take control of a victim or host with its Possession power.  To possess a victim, the Unclean Spirit must first make contact with it (note that touching a victim that is intentionally avoiding contact with the Unclean Spirit requires a normal Unarmed or Grapple Attack).  Once contact has been made, the victim must make a MTN 10 or Crit Will save to resist or fall under the control of the Unclean Spirit, which enters his body and takes over (at that point using all of the host’s stats and abilities as if they were its own).  Should a victim make the save, it resists the Unclean Spirit and will be immune to further Possession attempts by the same Demon for the next 24 hours.  Note that an Unclean Spirit can use its Possession power even from within a host body to touch and transfer into a new host at any time.

Once an Unclean Spirit has entered and taken control of a victim, it is only detectable with a MNT 10 or Crit Sense Motive roll against the victim’s Bluff skill.

Unclean Spirits cannot enter a Magic Ward, except while possessing a host, and are destroyed by Dispel Magic regardless.  Psionic Blasts automatically knock an Unclean Spirit out of its host, but do not otherwise harm them.  Mind Control also works against an Unclean Spirit, either while it is incorporeal or possessing a host.
 
« Last Edit: January 26, 2010, 10:26:11 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #9 on: November 15, 2008, 02:49:08 pm »

Elemental, Air (Extra)
 
Abilities
Str 2; Agi 10; Con 6; Int 3; Wis 1; Pre 3; Vitality (0) 14; Wounds (-2) 11
Saves
React 15; Endure 11; Will 8; Luck 4♠
Movement
Init 20; Move (Flight) 135 ft (Run 260)
Attacks
Unarmed Strike 13/2S; Throw Debris 16/2S/10x Ft
Combat Skills
Dodge 19 (5+1); Feint 6; Grapple 5; Throw 16 (3); Unarmed 13
All Other Skills
Conceal 4; Diplomacy 6; Gather Info 6; General Knowledge 7 (+1); Hide 23 (+10); Intimidate 9 (3); Listen 7 (3); Move Silently 23 (+10); Occult Sciences 10 (3+1); Search 9 (3); Sense Motive 7 (3); Spot 7 (3); Taunt 6; Treat Injury 4
Edges
Agile; Amorphous; Blind Fight; Combat Reflexes; Concentration; Darkvision; Extraordinary Powers; Fast x10; Flight; Immunities (acid, aging, cold, disease, electricity, fatigue, fear, fire, normal physical damage, pain, poison, pressure, radiation, starvation, suffocation); Indomitable Spirit; Instant Stand; Internal Compass; Iron Will; Manifest; Mobility; Nearly Invisible; Photographic Memory; Quick Healing; Rapid Strike; Rapid Throw; Spirit Sight; Stealthy; Telepathy; Time Sense; Whirlwind Attack; Additional Modifiers (+8 hide & +8 move silently)
Spells and Powers
Harmony (as Feng-Shui power without gatestone requirement); Levitation Magic (focused sphere)
Spells:  (Light Touch 10; Heavy Hand 8♠; Flight 8♠; Deflection 13♠; Fling 18♠)
Flaws
Fanaticism (attacks imps and demons on sight); Fanaticism (cannot lie); Susceptible (silver can physically harm all Elementals and causes armor piercing damage were applicable)

Equipment Normal Load 250; Encumbered 500; Limit 750; Drag 3000
none

Notes
Elementals are able to communicate with any living person or creature through telepathy.  Elementals cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:25:55 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #10 on: November 15, 2008, 02:49:32 pm »

Elemental, Earth (Extra)  
 
Abilities
Str 10; Agi 2; Con 10; Int 1; Wis 1; Pre 1; Vitality (0) 36; Wounds (-2) 20 (Armor 20)
Saves
React 7; Endure 17; Will 8; Luck 4♠
Movement
Init 8; Move 25 ft (Run 250)
Attacks
Unarmed Strike 11/10L; Grapple Moves; Throw Stones 10/10S/40x ft
Combat Skills
Dodge 5; Feint 4; Grapple 19 (5+1); Throw 10 (5); Unarmed 11 (5+1)
All Other Skills
Balance 8 (3); Climb (6.25’) 16 (3); Conceal 4; Diplomacy 4; Escape 5; Gamble 4; Gather Info 4; General Knowledge 5 (+1); Hide 4 (3-4); Intimidate 18 (5); Jump (50’l/10’h) 18 (5); Listen 7 (3); Move Silently 1 (-4); Occult Sciences 8 (3+1); Search 5 (1); Sense Motive 5 (1); Spot 5 (1); Taunt 4; Treat Injury 4
Edges
Blind Fight; Concentration; Darkvision; Engine Of Destruction; Extraordinary Powers; Grappler; Great Fortitude; Hard to Kill; Heavy Lifter; Immunities (acid, aging, cold, disease, fear, fire, pain, poison, pressure, radiation, starvation, suffocation); Indomitable Spirit; Internal Compass; Iron Will; Manifest; Photographic Memory; Power Attack; Quick Healing; Scrapper; Spirit Sight; Stunning Attack; Super Density; Telepathy; Time Sense; Toughness
Spells and Powers
Harmony (as Feng-Shui power without gatestone requirement); Wall of Stone An Earth Elemental can take an Action to form itself into a wall of stone up to 20x20’.  While in the form of a wall, the Elemental continues to use its own stats, and can revert back to its Elemental form as a Free Action.
Flaws
Big’Un; Fanaticism (attacks imps and demons on sight); Fanaticism (cannot lie); Susceptible (silver can physically harm all Elementals and causes armor piercing damage were applicable)

Equipment Normal Load 5000; Encumbered 10,000; Limit 15,000; Drag 60,000
none

Notes
Elementals are able to communicate with any living person or creature through telepathy.  Elementals cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:29:55 am by BerkaZerka »
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BerkaZerka

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Re: BZ's Monster Mayhem
« Reply #11 on: November 15, 2008, 02:49:59 pm »

Elemental, Fire (Extra)  

Abilities
Str 4; Agi 8; Con 6; Int 3; Wis 1; Pre 3; Vitality (0) 16; Wounds (-2) 11
Saves
React 13; Endure 11; Will 8; Luck 4♠
Movement
Init 14; Move (Any Surface) 30 ft (Run 120)
Attacks
Unarmed Strike 14/6SL + Fire Hazard); Grapple Moves
Combat Skills
Dodge 15 (3+1); Feint 6; Grapple 10 (3); Throw 11; Unarmed 14 (3)
All Other Skills
Conceal 4; Diplomacy 6; Gather Info 6; General Knowledge 7 (+1); Hide 3 (-8); Intimidate 12 (5); Jump (20’l/4’h) 12 (5); Listen 7 (3); Move Silently 9 (-2); Occult Sciences 10 (3+1); Search 9 (3); Sense Motive 7 (3); Spot 7 (3); Taunt 6; Treat Injury 4
Edges
Agile; Amorphous; Blind Fight; Concentration; Darkvision; Extraordinary Powers; Immunities (acid, aging, cold, disease, electricity, fatigue, fear, fire, normal physical damage, pain, poison, pressure, radiation, starvation, suffocation); Indomitable Spirit; Instant Stand; Internal Compass; Iron Will; Manifest; Mobility; Pack Mule; Photographic Memory; Quick Healing; Spider Climb; Spirit Sight; Telepathy; Time Sense
Spells and Powers
Harmony (as Feng-Shui power without gatestone requirement); Radiate (at will); Wall of Fire: A Fire Elemental can take an Action to form itself into a wall of fire up to 20x20’.  While in the form of a wall, the Elemental continues to use its own stats, is considered to be Radiating (as per the Radiate spell), and can revert back to its Elemental form as a Free Action; Fire Magic (as focused sphere)
Spells:  (Ignite 5; Control Flames 5; Heat Sink 10; Radiate 8♠; Fire Ball 13♠)
Flaws
Beacon; Fanaticism (attacks imps and demons on sight); Fanaticism (cannot lie); Susceptible (silver can physically harm all Elementals and causes armor piercing damage were applicable)

Equipment Normal Load 150; Encumbered 300; Limit 450; Drag 1800
none

Notes
Fire Elementals only burn their surroundings when they Radiate or make unarmed strikes.  Once they do so however, they can pose a potential Fire Hazard as normal (though they can also use their abilities to clean up any fires they inadvertently start).

Elementals are able to communicate with any living person or creature through telepathy.  Elementals cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:31:42 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #12 on: November 15, 2008, 02:50:20 pm »

Elemental, Water (Extra)
 
Abilities
Str 8; Agi 4; Con 8; Int 1; Wis 3; Pre 1; Vitality (0) 24; Wounds (-2) 13
Saves
React 9; Endure 13; Will 10; Luck 4♠
Movement
Init 12; Move 30 ft (Run 240)
Attacks
Unarmed Strike 10/8S; Grapple Moves
Combat Skills
Dodge 11 (3+1); Feint 4; Grapple 16 (5); Throw 7; Unarmed 10 (3)
All Other Skills
Balance 10 (3); Climb (7.5’) 14 (3); Conceal 6; Diplomacy 4; Gather Info 4; General Knowledge 5 (+1); Hide 16 (5+4); Intimidate 14 (3); Jump (40’l/8’h) 14 (3); Listen 9 (3); Move Silently 12 (5); Occult Sciences 8 (3+1); Search 7 (3); Sense Motive 9 (3); Spot 9 (3); Taunt 4; Treat Injury 6
Edges
Agile; Amorphous; Blind Fight; Concentration; Darkvision; Extraordinary Powers; Heavy Lifter; Immunities (acid, aging, disease, fatigue, fear, fire, normal physical damage, pain, poison, pressure, radiation, starvation, suffocation); Indomitable Spirit; Instant Stand; Internal Compass; Iron Will; Manifest; Mobility; Photographic Memory; Power Attack; Quick Healing; Slips Through Water; Spirit Sight; Stunning Attack; Swimmer; Telepathy; Time Sense; Translucent
Spells and Powers
Harmony (as Feng-Shui power without gatestone requirement); Restore Vitality 5 (as a focused spell); Suppress Toxins 5 (as a focused spell))
Flaws
Fanaticism (attacks imps and demons on sight); Fanaticism (cannot lie); Susceptible (silver can physically harm all Elementals and causes armor piercing damage were applicable)

Equipment Normal Load 3000; Encumbered 6000; Limit 9000; Drag 36000
none

Notes
Elementals are able to communicate with any living person or creature through telepathy.  Elementals cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:33:04 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #13 on: November 15, 2008, 02:50:40 pm »

Familiar (Extra)  

Abilities
Str 1; Agi 8; Con 1; Int 1; Wis 1; Pre 1; Vitality (0) 8; Wounds (-2) 6
Saves
React 13; Endure 6; Will 6; Luck 1♠
Movement
Init 14; Move (Flight) 20 ft (Run 40)
Attacks
Bite 12/1S; Thrown Stuff 14/1S
Combat Skills
Dodge 17 (5+1); Feint 4; Grapple 4; Melee 11; Ranged 11; Target 4; Throw 14 (3); Unarmed 12 (1)
All Other Skills
Bluff 4; Conceal 7 (3); Diplomacy 4; Disguise 4; Escape 14 (3); Gamble 4; Gather Info 4; General Knowledge 4; Hide 20 (5+4); Intimidate 4; Listen 7 (3); Move Silently 16 (5); Ride 11; Search 7 (3); Sense Motive 7 (3); Slight of Hand 14 (3); Spot 7 (3); Swim (5’) 7 (3); Taunt 4; Treat Injury 4
Edges
Agile; Evasion; Flight; Immunities (aging, disease, fatigue, starvation); Internal Compass, Mobility; Quick Healing; Rabbit’s Foot; Spirit Sight; Telepathy (limited); Time Sense
Flaws
Small

Equipment Normal Load 10; Encumbered 20; Limit 30; Drag 120
None

Notes
Familiars are child-like in nature and can appear as any kind of small creature (real or imagined), which is determined and set when they are summoned.  Though they do not speak beyond simple squeaks, chitters, or baby-like babble, familiars have limited telepathy with their masters, and each always understand the other perfectly.

As long as a familiar is within 30’ of its master, the master gains +1 Luck Points, though upon the loss or death of the familiar, the master will be Stunned and immediately loses 2 Luck Points (as if he had spent them as normal). 

Once summoned, familiars can enter a Magic Ward, but only while in direct contact with their masters; Dispel Magic immediately dismisses them however.

« Last Edit: January 26, 2010, 10:34:05 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #14 on: November 15, 2008, 02:51:01 pm »

Golem, Clay (Extra)

Abilities
Str 5; Agi 3; Con 5; Int –; Wis –; Pre –; Vitality –; Wounds (0) 20 (Armor 8 )
Saves
React 8; Endure 10; Will –
Movement
Init 12; Move 35 ft (Run 175)
Attacks
Unarmed Strike 11/5S; Grapple Moves
Combat Skills
Grapple 14 (5+1); Unarmed 11 (5)
All Other Skills
Balance 6; Climb (8.75’) 8; Escape 6; Hide 4 (-2); Jump (25’l/5’h) 13 (5); Listen 5 (2); Move Silently 6; Search 3; Spot 5 (2)
Edges
Blind Fight; Combat Reflexes, Grappler; Darkvision; Grappler; Fast; Hard to Kill x2; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation); Martial Artist; Martial Throw, Rapid Strike; Resilient Hide; Stunning Attack; Whirlwind Attack
Flaws
Big’Un; No Vitality; No Mental Capacity

Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
None

Notes
The Clay Golem is the fastest and most versatile fighter of the three types of Golems.

Clay Golems cannot speak, but understand and obey their creator, although they are only capable of processing simple commands, such as carry, guard, attack, and the like.  Further, they are incapable of responding to any but their own creator’s instructions, which prevents them from being truly useful to anyone but the creator.  Damage to Golems can only be ‘healed’ by the Repair spell or Artistry rolls made in the same manner in which Mechanics rolls are used to restore Structure Points.

Golems cannot enter a Magic Ward and are deactivated by Dispel Magic.  Reactivating a deactivated Golem requires a recasting of the Golem spell, but without the need to craft the Golem first.

« Last Edit: January 26, 2010, 10:35:25 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #15 on: November 15, 2008, 02:51:21 pm »

Golem, Stone (Extra)
 
Abilities
Str 7; Agi 2; Con 7; Int 1; Wis 1; Pre 1; Vitality –; Wounds (0) 22 (Armor 14)
Saves
React 7; Endure 12; Will 6
Movement
Init 8; Move 25 ft (Run 175)
Attacks
Unarmed Strike 9/7L; Grapple Moves; Weapon Use as Supplied By Creator
Combat Skills
Dodge 9 (4); Grapple 14 (4); Melee 7 (2); Ranged 7 (2); Throw 7 (2); Unarmed 9 (4)
All Other Skills
Balance 5; Climb (6.25’) 8 (-2); Conceal 4; Construction 7 (3); Escape 5; Hide 3 (-2); Intimidate 13 (3); Jump (35’l/7’h) 10; Listen 7 (3); Move Silently 3 (-2); Search 7 (3); Sense Motive 4; Spot 7 (3)
Edges
Blind Fight; Darkvision; Dermal Armor; Hard To Kill x2; Immunities (aging, berserk, cold, disease, fatigue, fear, fire, pain, poison, pressure, radiation, starvation, suffocation); Pack Mule
Flaws
Big’Un; No Vitality; Additional Penalties (-2 climb, -2 move silently)

Equipment Normal Load 400; Encumbered 800; Limit 600; Drag 6000
None

Notes
The Stone Golem is unique among the three types of Golems, in that it is the only kind to exhibit a spark of true sentience.

Stone Golems cannot speak, but understand and obey their creator and others to whom the creator has instructed the Stone Golem to respond to.  Because of their intelligence, Stone Golems are also capable of processing more detailed commands than the other mindless Golems and can even use weapons when they are provided.  Damage to Golems can only be ‘healed’ by the Repair spell or Artistry rolls made in the same manner in which Mechanics rolls are used to restore Structure Points.

Golems cannot enter a Magic Ward and are deactivated by Dispel Magic.  Reactivating a deactivated Golem requires a recasting of the Golem spell, but without the need to craft the Golem first.
« Last Edit: January 26, 2010, 10:36:56 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #16 on: November 15, 2008, 02:51:41 pm »

Golem, Iron (Extra)
 
Abilities
Str 9; Agi 1; Con 9; Int –; Wis –; Pre –; Vitality –; Wounds (0) 24 (Armor 20)
Saves
React 6; Endure 14; Will –
Movement
Init 4; Move 25 ft (Run 225)
Attacks
Unarmed Strike 9/9L; Grapple Moves
Combat Skills
Grapple 18 (5+1); Unarmed 9 (5)
All Other Skills
Balance 4; Climb (6.25’) 10 (-2); Escape 4; Hide 2 (-2); Jump (45’l/9’h) 10 (-2); Listen 5 (2); Move Silently 0 (-4); Search 3; Sense Motive 3; Spot 5 (2)
Edges
Blind Fight; Darkvision; Engine of Destruction; Grappler; Hard To Kill x2; Immunities (aging, berserk, cold, disease, fatigue, fear, fire, pain, poison, pressure, radiation, starvation, suffocation); Pack Mule; Power Attack; Super Density
Flaws
No Vitality; No Mental Capacity; Slow; Big’Un; Additional Penalties (-4 climb, -4 jump & -4 move silently)

Equipment Normal Load 800; Encumbered 1600; Limit 2400; Drag 9600
None

Notes
The Iron Golem is the strongest and hardiest of the three types of Golems and comes in very handy when something needs to be demolished.

Iron Golems cannot speak, but understand and obey their creator, although they are only capable of processing simple commands, such as carry, guard, attack, and the like.  Further, they are incapable of responding to any but their own creator’s instructions, which prevents them from being truly useful to anyone but the creator.  Damage to Golems can only be ‘healed’ by the Repair spell or Artistry rolls made in the same manner in which Mechanics rolls are used to restore Structure Points.

Golems cannot enter a Magic Ward and are deactivated by Dispel Magic.  Reactivating a deactivated Golem requires a recasting of the Golem spell, but without the need to craft the Golem first.
« Last Edit: January 26, 2010, 10:38:20 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #17 on: November 15, 2008, 02:51:59 pm »

Imp (Extra)
 
Abilities
Str 2; Agi 6; Con 2; Int 2; Wis 2; Pre 2; Vitality (0) 11; Wounds (-1) 7
Saves
React 11; Endure 7; Will 7
Movement
Init 13; Move (Flight) 30 ft (Run 60)
Attacks
Claw or Bite 9/2S; Club 12/3S; Combat Knife (two-handed) 12/4L; Heavy Tool (two-handed) 10/3S; Small Blade 11/2L
Combat Skills
Dodge 13 (3+1); Feint 5; Grapple 5; Melee 12 (3); Ranged 9; Target 5; Throw 9; Unarmed 9
All Other Skills
Bluff 4 (3-4); Conceal 8 (3); Diplomacy 1 (-4); Disguise 5; Escape 12 (3); Gamble 5; Gather Info 1 (-4); General Knowledge 5; Hide 19 (5+5); Intimidate 7 (3-1); Listen 9 (3+1); Move Silently 15 (5+1); Ride 9; Search 8 (3); Sense Motive 9 (3+1); Slight of Hand 13 (3+1); Spot 9 (3+1); Swim (7.5’) 6 (3-2); Taunt 8 (3); Treat Injury 5
Edges
Agile; Alert; Darkvision; Evasion; Fast; Flight (wings); High Pain Threshold; Immunities (aging, disease, fatigue, poison, pressure, radiation, starvation, suffocation); Manifest; Mobility; Quick Healing; Stealthy; Tongues
Flaws
Animal Antipathy; Coward; Greedy; Hothead; Impulsive; Klepto; Lazy; Malevolent; Readily Identifiable (as demon); Small; Uncouth

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Will generally carry a club or knife of some sort, preferring to hide any other equipment that it steals.

Notes
Imps are annoying and nasty little things, but are useful for more unsavory work and are easier to control than full-blown demons.

Imps cannot enter a Magic Ward and are destroyed by Dispel Magic.
 
« Last Edit: January 26, 2010, 10:39:16 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #18 on: November 15, 2008, 02:52:19 pm »

Mimic, Tiny (Extra)
 
Abilities
Str 1; Agi 4; Con 1; Int 1; Wis 1; Pre 1; Vitality (0) 8; Wounds (-1) 6 (Armor See Notes)
Saves
React 9; Endure 6; Will 6
Movement
Init 10; Move 20 ft (Run 40)
Attacks
Unarmed Strike or Bite 8/2S; Grapple Moves (Bumrush, Choke, Hold, Pin, and Trip only)
Combat Skills
Dodge 12 (5); Grapple 5 (1); Unarmed 8 (1)
All Other Skills
Balance 7; Bluff 4; Climb (5’) 4; Conceal 7 (3); Diplomacy 4; Disguise 4; Escape 7; Gamble 4; Gather Info 4; General Knowledge 4; Hide 18 (3+8); Intimidate 4; Jump (5’l/1’h) -4 (-8); Listen 7 (3); Move Silently 10 (3); Search 7 (3); Sense Motive 7 (3); Spot 7 (3); Swim (5’) 4; Taunt 7 (3); Treat Injury 4
Edges
High Pain Threshold; Immunities (aging, disease, poison, pressure, radiation, starvation, suffocation); Quick Healing
Flaws
Tiny

Equipment Normal Load 5; Encumbered 10; Limit 15; Drag 60
None

Notes
Unlike other objects animated by Artisan Magic, Mimics can speak, but they’re vocabulary seems to be limited to mostly guttural cursing and taunts – though they will obey their creator, unless a Rogue Mimic.  If the object has a Hardness Value before it is turned into a Mimic, then its Hardness Value becomes the Mimic’s Armor Value.  Because Mimics have Vitality Points, both Life Magic and the Repair spell can heal them.

Mimics cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: May 29, 2010, 05:46:56 pm by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #19 on: November 15, 2008, 02:52:38 pm »

Mimic, Small (Extra)
 
Abilities
Str 3; Agi 3; Con 3; Int 1; Wis 1; Pre 1; Vitality (0) 12; Wounds (-1) 8 (Armor See Notes)
Saves
React 8; Endure 8; Will 6
Movement
Init 9; Move 20 ft (Run 60)
Attacks
Unarmed Strike or Bite 9/3S; Grapple Moves (Bumrush, Choke, Hold, Pin, and Trip only)
Combat Skills
Dodge 10 (4); Grapple 9 (3); Unarmed 9 (3)
All Other Skills
Balance 6; Bluff 4; Climb (5’) 6; Conceal 7 (3); Diplomacy 4; Disguise 4; Escape 4 (-2); Gamble 4; Gather Info 4; General Knowledge 4; Hide 13 (3+4); Intimidate 6; Jump (15’l/3’h) 2 (-4); Listen 7 (3); Move Silently 9 (3); Ride 6; Search 7 (3); Sense Motive 7 (3); Spot 7 (3); Swim (5’) 6; Taunt 7 (3); Treat Injury 4
Edges
High Pain Threshold; Immunities (aging, disease, poison, pressure, radiation, starvation, suffocation); Quick Healing
Flaws
Small

Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
None

Notes
Unlike other objects animated by Artisan Magic, Mimics can speak, but they’re vocabulary seems to be limited to mostly guttural cursing and taunts – though they will obey their creator, unless a rogue (Botch) Mimic.  If the object has a Hardness Value before it is turned into a Mimic, then its Hardness Value becomes the Mimic’s Armor Value.  Because Mimics have Vitality Points, both Life Magic and the Repair spell can heal them.

Mimics cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:41:08 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #20 on: November 15, 2008, 02:52:56 pm »

Mimic, Medium (Extra)
 
Abilities
Str 5; Agi 2; Con 6; Int 1; Wis 1; Pre 1; Vitality (0) 17; Wounds (-1) 11 (Armor See Notes)
Saves
React 7; Endure 11; Will 6
Movement
Init 8; Move 25 ft (Run 125)
Attacks
Unarmed Strike 10/5L; Grapple Moves (Bumrush, Choke, Hold, Pin, and Trip only); Ramming Possible (use Full Wound Point Total in place of Object’s Structure Points)
Combat Skills
Dodge 8 (3); Grapple 13 (5); Unarmed 10 (5)
All Other Skills
Balance 5; Bluff 4; Climb (6.25’) 6 (-2); Conceal 7 (3); Diplomacy 4; Disguise 4; Escape 1 (-4); Gamble 4; Gather Info 4; General Knowledge 4; Hide 8 (3); Intimidate 8; Jump (25’l/5’h) 8; Listen 7 (3); Move Silently 8 (3); Ride 5; Search 7 (3); Sense Motive 7 (3); Spot 7 (3); Swim (6.25’) 8; Taunt 7 (3); Treat Injury 4
Edges
High Pain Threshold; Immunities (aging, disease, poison, pressure, radiation, starvation, suffocation); Pack Mule; Quick Healing
Flaws
Big’Un; Additional Penalties (-2 climb, -4 escape)

Equipment Normal Load 200; Encumbered 400; Limit 600; Drag 2400
None

Notes
Unlike other objects animated by Artisan Magic, Mimics can speak, but they’re vocabulary seems to be limited to mostly guttural cursing and taunts – though they will obey their creator, unless a rogue (Botch) Mimic.  If the object has a Hardness Value before it is turned into a Mimic, then its Hardness Value becomes the Mimic’s Armor Value.  Because Mimics have Vitality Points, both Life Magic and the Repair spell can heal them.

Mimics cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: January 26, 2010, 10:42:01 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #21 on: November 15, 2008, 02:53:16 pm »

Animated Weapon (Extra)
 
Abilities
Str 3; Agi 3; Con 3; Int –; Wis –; Pre –; Vitality –; Wounds (0) 13 (Armor 10)
Saves
React 8; Endure 8; Will –
Movement
Init 8; Move 20 ft Flight (Run 60)
Attacks
Strike 9/Damage by weapon type; Shoot 9/Damage by weapon type; Whip Moves
Combat Skills
Melee 9 (3); Ranged 9 (3)
All Other Skills
Escape 9 (3); Hide 14 (+8); Listen 3; Move Silently 6; Search 3; Spot 3
Edges
Blind Fight; Darkvision; Flight; Hard to Kill; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation); Mobility; Resilient Hide
Flaws
No Vitality; No Mental Capacity; Base Skills Only; Tiny

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
None

Notes
Animated Weapons are truly mindless, cannot speak, and only understand very simple commands, such as going or waiting where they are told to and killing or not killing things.  When attacking, an Animated Weapon’s TN is always 9, regardless of weapon qualities, such as Accuracy enhancements and the like – though other modifiers may still apply as determined by the GM.  Damage is determined by the weapon type and the attack modes are Melee for Melee weapons, Ranged for Ranged and Thrown Weapons, and optional Whip Moves when appropriate.  The Escape skill is only used when determine if it can escape a Grapple used to catch it.

Animated Weapons cannot enter a Magic Ward and are destroyed by Dispel Magic.
« Last Edit: May 29, 2010, 05:47:23 pm by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #22 on: November 15, 2008, 02:53:37 pm »

Zombie (Extra)  

Abilities
Str 4; Agi 2; Con 8; Int –; Wis –; Pre –; Vitality –; Wounds (0) 18 (Armor 5)
Saves
React 7; Endure 13; Will –
Movement
Init 7; Move 20 ft (Run 80)
Attacks
Unarmed Strike or Bite 8/4S; Grapple Moves
Combat Skills
Grapple 10 (3); Unarmed 8 (3)
All Other Skills
Balance 5; Climb (5’) 7 (3-3); Escape 5; Jump (20’l/4’h) 7 (3-3); Listen 6 (3); Move Silently 5; Search 3; Sense Motive 3; Spot 6 (3)
Edges
Blind Fight; Damage Resistant; Darkvision; Hard to Kill; Immunities (aging, berserk, cold, disease, fatigue, fear, pain, poison, pressure, radiation, starvation, suffocation)
Flaws
Animal Antipathy; Bum Leg; Readily Identifiable (as walking dead); No Vitality; No Mental Capacity; Stinky

Equipment Normal Load 75; Encumbered 150; Limit 225; Drag 900
None

Notes
Zombies cannot speak, but understand and obey their creator, although they are really only capable of processing very simple commands, such as going or standing where they are told to and killing or not killing things.

Zombies cannot enter a Magic Ward and are destroyed by Dispel Magic.  As an optional rule to speed up combat, the GM may elect to allow any successful Called Shot To The Head to instantly destroy a Zombie.
« Last Edit: April 28, 2011, 10:13:32 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #23 on: November 15, 2008, 02:53:56 pm »

Ghosts And Haunts
 
Abilities
Str –; Agi (C); Con –; Int (C); Wis (C); Pre (C); Vitality –; Wounds –
Saves
Ref (C); Fort –; Will (C); Luck (C); Surge (C)
Movement
Init (C); Move (Flight) 30 ft (Run 60)
Attacks
Throw Object ♠ (C)/(as appropriate by object)
Touch Heart ♠ (C)/5L AP ♠
Combat Skills
Dodge –; Feint –; Grapple –; Melee –; Ranged –; Target (C); Throw –; Unarmed (C)
All Other Skills
(No Physical Skills; all Mental Skills As Creature)
Edges
Extraordinary Powers; Flight; Translucent; Immunities (acid, aging, cold, disease, fatigue, fire, normal physical damage, poison, pain, poison, pressure, radiation, starvation, suffocation); Incorporeal; Manifest (limited)
Spells and Powers
Luck and Surge Options (see notes)
Flaws
Animal Antipathy; (Plus Any Appropriate As Creature)

Equipment Normal Load –; Encumbered –; Limit –; Drag –
None

Notes
Notation (C) indicates ‘As Character’ – meaning whatever Stat the creature had while living.

Ghosts and Haunts are created by traumatic or magical deaths.  A Ghost is created from a creature that had Luck and Surge Points in life, while a Haunt is one that was an Extra.

Both Ghosts and Haunts are naturally Invisible and Incorporeal; unable to interact at all with the physical world unless they first Manifest.  A Manifested Ghost or Haunt is
translucent and can be seen and heard, but is still Incorporeal, having permanent partial concealment and the ability to move through or remain hidden in solid objects.  As an incorporeal being, Ghosts and Haunts are not subject to physical harm of any kind.

Both Ghosts and Haunts can Manifest a number of times per week equal to their Charisma value, but only at night, and only for one minute per point of Charisma.

Haunts can do little else with Manifesting, except communicating with the living or haunting them by yelling, screaming, and taunting.

Ghosts however, have a few more options by spending Luck or Surge Points as described below.

  • A Ghost can spend a Luck point to Manifest anywhere at anytime (day or night) – effectively teleporting instantly to the desired location regardless of distance.
  • In addition, a Manifested Ghost can spend a Luck Point for Selective Invisibility – choosing who can see and hear it according to its own desires.
  • A Point of Luck can be spent to allow a Ghost to cast any spell from one of its Focused Spheres of Magic (if it has any).
  • A Point of Surge can be spent to allow a Ghost to ‘Throw’ some object at someone, using his Target skill in place of Throw.
  • A Point of Surge can be spent to allow the Ghost to make an Unarmed attack, touching a victim’s heart.  If successful, the victim takes 5L AP Damage (plus X-Roll), is Stunned, and must make a Will Save or become Panicked.
  • A point of Surge can be spent to allow a Ghost to enter a Magic Ward, where once across the boundary, he is free to act as normal.
  • Additionally, most of the standard applications of Luck and Surge can also be used by a Ghost (as appropriate).

Haunts cannot enter a Magic Ward, nor can Ghosts (except by spending a Surge Point).  Dispel Magic destroys a Haunt, but only prevents a Ghost from Manifesting for one month.  Mind Control also works against a Ghost or Haunt, but only while it is Manifested.  A Ghost or Haunt can also be put to rest if avenged of any perceived wrongs or by Resurrecting the creature with Epic Magic.
 

« Last Edit: January 26, 2010, 10:48:38 am by BerkaZerka »
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Re: BZ's Monster Mayhem
« Reply #24 on: November 15, 2008, 02:55:25 pm »

Place Holder.

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