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a world torn apart by the sorrow of its gods
 
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeMon Sep 05, 2011 9:39 pm

Lizard men

Move points 25
Move modes walk (move cost as per terrain) or swim (4 move points per map square)
Strength 11 to 13 (high)
Agility 10 to 12 (normal)
Intelligence 8 to 10 (high)
Hit points 60 (recovering 2 per turn)
Alignment evil
Aggression high
Morale fanatic

In combat, lizard men punch doing 1 to 2 hit points damage or use a weapon and bite causing 1 to 6 points of damage.

Lizard men are resistant to bludgeoning (10%), piercing (10%) and slashing (10%).

Lizard men are semi-aquatic, reptilian humanoids that live through scavenging, raiding, fishing, and gathering. They stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection. Lizard man garb is limited to strings of bones and other ornamentation, and occasionally loincloths among the more advanced lizard men.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeThu Sep 29, 2011 6:07 pm

Lizard man zombies
(undead)

Move points 19
Move modes walk (move cost as per terrain) or swim (4 move points per map square)
Strength 14 to 16 (very high)
Agility 4 to 6 (very low)
Intelligence 0 (mindless)
Hit points 80 (recovering 2 per turn)
Alignment evil
Aggression high
Morale fearless

In combat, lizard man zombies slash with their claws causing 1 to 10 hit points damage, slap their tail causing 1 to 15 hit points damage and bite to do 1 to 8 points of damage.

Lizard man zombies are immune to poison and disease.
Lizard man zombies are resistant to bludgeoning (20%), piercing (20%), slashing (30%), cold (50%), electricity (50%) and acid (20%).

Zombies are mindless, animated corpses whose rotting stench tends to precede their arrival by a long time. Their bodies are often in sorry shape, usually missing flesh and scales, and sometimes even bones. This affects their movement, making it jerky and uneven. Lizard Man zombies are rarely clothed, but they can sometimes carry weapons. They cannot speak, being mindless, but will sometimes moan when in the presence of living flesh. Being dead, they are able to shrug off injuries that would greatly harm their living counterparts.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:10 pm

Gargoyles

Move points 20
Move modes walk (move cost as per terrain) or fly (3 move points per map square)
Strength 14 to 16 (very high)
Agility 8 to 10 (normal)
Intelligence 4 (very low)
Hit points 120
Alignment evil
Aggression medium
Morale champion

In combat, gargoyles slash with their claws doing 1 to 3 hit points damage, bite doing 1 to 5 points of damage and butt to do 1 to 3 points of damage.

Gargoyles are immune to slashing, poison and disease.
Gargoyles are resistant to fire (75%), cold (75%) and electricity (75%).

Winged lizards or goblins of stone, gargoyles resemble statuary when still, but rarely display uniformity. Some possess fangs while others have beaks; one is fox-sized, another man-sized; this one flies on bat wings, that one on bird wings. All covet bright, shiny things, which they hoard in concealed nooks. Gargoyles frequent monumental stone buildings, posing on the capital of a column, then moving to a cornice. Skilled counterfeits of architectural ornamentation, gargoyles are difficult to perceive and recognize except when in motion.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:10 pm

Shambling mounds

Move points 15
Move modes walk (move cost as per terrain)
Strength 11 to 13 (high)
Agility 4 (very low)
Intelligence 4 (very low)
Hit points 80 (recovering 24 per turn)
Alignment evil
Aggression high
Morale fanatic

In combat, shambling mounds punch causing 1 to 3 hit points damage.

Shambling mounds are immune to bludgeoning, electricity and disease.
Shambling mounds are resistant to piercing (50%) and poison (50%).

Shambling mounds appear to be heaps of rotting vegetation. They are actually an intelligent form of plant life, with a roughly humanoid shape. Shambling mounds are found only in regions of dense rainfall and vegetation. Dismal swamps, marshes, and rain forests are their favorite living areas, but some wet, subterranean places also serve as shambler lairs. They are solitary beasts, rarely living in the same area with other shamblers - usually only in areas where the food source is constant, near famous ruins, or abandoned gold mines.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:11 pm

Flesh golems

Move points 18
Move modes walk (move cost as per terrain)
Strength 13 to 15 (high)
Agility 4 (very low)
Intelligence 2 (animal)
Hit points 100
Alignment evil
Aggression high
Morale fearless

In combat, flesh golems punch to cause 1 to 9 points of damage.

Flesh golems are immune to poison and disease.
Flesh golems are resistant to cold (50%).

This eight-foot-tall monstrosity appears to have been put together from a ghoulish collection of body parts. Its skin is the sickly green or yellow of partially decayed flesh. Flesh golems smell faintly of freshly dug earth and dead flesh. Hideous and powerful, they are devoid of all sentiment and are nothing but relentless killers. Flesh golems walk and move with a stiff jointed gait, as if not in complete control over its body parts.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:11 pm

Puddings

Move points 15
Move modes walk (move cost as per terrain)
Strength 18 to 22 (extremely high)
Agility 1 (extremely low)
Intelligence 0 (mindless)
Hit points 160 (recovering 32 per turn)
Alignment evil
Aggression high
Morale fearless

In combat, puddings lash at their targets doing 1 hit point damage and to paralyze (30% chance) for 2 phases.

Puddings are immune to piercing and acid.
Puddings are resistant to bludgeoning (50%), slashing (50%), poison (75%) and disease (75%).
Puddings are vulnerable to cold (50%).

Puddings are large, semi-transparent, jelly-like creatures, roughly cube shaped and can reach 3 meters in length, width, and breadth. They shuffle along slowly gathering whatever organic material they can. When encountering mobile prey, puddings rely on their anesthetizing slime. Any creature touched by the pudding has a chance to be paralyzed. Once the victim is paralyzed, the pudding surrounds the victim and begins digesting it.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:12 pm

Hellhounds

Move points 30
Move modes walk (move cost as per terrain)
Strength 10 to 12 (normal)
Agility 10 to 12 (normal)
Intelligence 4 (very low)
Hit points 50 (recovering 2 per turn)
Alignment evil
Aggression high
Morale champion

In combat, hellhounds breathe fire and bite doing 1 to 15 points of damage.

Hellhounds are immune to fire.
Hellhounds are resistant to bludgeoning (10%) and slashing (10%).

Glowing red eyes match the smoking flames that roar from the hellhound's three fanged mouths. Soot du
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:12 pm

Iron golems

Move points 15
Move modes walk (move cost as per terrain)
Strength 22 to 28 (extremely high)
Agility 2 (extremely low)
Intelligence 0 (mindless)
Hit points 300
Alignment evil
Aggression high
Morale fearless

In combat, iron golems punch doing 1 to 9 hit points damage.

Iron golems are immune to fire, cold, electricity, poison and disease.

This colossal metal construct towers over fifteen feet in height, and is nearly as wide. It has a somewhat humanoid shape, with long arms and short thick legs. It moves with a ponderously smooth gait and each step causes the ground to tremble. Two rubies glow brightly where eyes might be.
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeSat Nov 19, 2011 8:15 pm

War apes

Move points 30
Move modes walk (move cost as per terrain)
Strength 13 to 15 (high)
Agility 9 to 11 (normal)
Intelligence 7 to 9 (normal)
Hit points 62 (recovering 3 per turn)
Alignment evil
Aggression medium
Morale fearless

In combat, war apes bite to do 1 to 13 hit points damage, slash with their claws causing 1 to 10 points of damage and throw debris to cause 1 to 8 hit points damage.

War apes are resistant to bludgeoning (20%), piercing (10%), cold (10%), acid (10%), poison (20%) and disease (20%).

War apes have been trained in combat and obedience. They are known for their strength and the power of their clawed hands, but not for their intellects. In combat, they often use weapons, for even greater damage, but they are relatively weak with ranged attacks. Matted fur gives them moderate protection from many kinds of damage.


Last edited by miteke on Mon Mar 05, 2012 5:28 pm; edited 1 time in total
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miteke
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PostSubject: Re: Monsters   Monsters - Page 2 I_icon_minitimeWed Feb 08, 2012 8:17 pm

Griffins

Move points 25
Move modes walk (move cost as per terrain) or fly (2 move points per map square)
Strength 13 to 15 (high)
Agility 6 to 8 (low)
Intelligence 2 (animal)
Hit points 77 (recovering 3 per turn)
Alignment good
Aggression medium
Morale champion

In combat, griffins slash with their claws to cause 1 to 7 hit points damage and pick with their beak causing 1 to 16 points of damage.

Griffins are resistant to bludgeoning (10%) and slashing (10%).

The scent of warm blood exerts a compulsion akin to battlelust in the savage griffin drawing it into combat with a swiftness unsurpassed by that of hunger. Metallic plumage clothes its eagle's head and wings, and feathers conceal the razor-sharp talons of its forequarters. Tawny fur covers its lion's hindquarters. Captured in its youth and intensely trained, the griffin can become a fierce, loyal steed, obedient to none save its rider.
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