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Pen & Paper - Spielsysteme => Savage Worlds => Thema gestartet von: Radulf St. Germain am 20.01.2021 | 21:01

Titel: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 20.01.2021 | 21:01
Ich bastle gerade ein paar Fantasy Monster. In diesem Thread werde ich immer mal wieder was posten. Wünsche sind auch willkommen.

Ich starte mit der Harpie und freue mich natürlich immer über Feedback und Hinweuse.

Harpy
A harpy is a hybrid of an alluring woman and a vulture-like bird. They make a good challenge for a single seasoned character.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d8, Persuasion d8, Shooting d6, Taunt d8, Stealth d6, Thievery d6
Pace: 4 (flight: 8 ); Parry: 5; Toughness: 5
Hindrances:
Edges/Special Abilities: Arcane Resistance (-2 on magic checks against this creature and -2 damage dealt with magic), Extraction (when retreating from melee, one opponent does not get a free attack), siren song (Make a Taunt or Persuasion roll as a test against all opponents within 10”. On a raise, the target becomes shaken)
Equipment: Claws (d6+d4), short bow (2d6, 12/24/48)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Fulko Aktienindex am 20.01.2021 | 22:04
Oh, sehr interessant. Ich lasse 'mal eine Socke (aka ein Abo) da.
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 22.01.2021 | 21:44
Wight
A tough corporeal undead that can be found in ancient borrows. Often, a wight wears ancient armor and wields rusty but potent weapons. It matches well a single seasoned fighter but is also good at resisting magic or tests.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Stealth d8
Pace: 6 (d4); Parry: 9; Toughness: 11 (3)
Hindrances: Bloodthirsty
Edges/Special Abilities: Undead (+2 toughness, +2 to remove shaken, no extra damage from called shots, ignore one level of wound modifier, does not breathe, immune to poison and disease), Improved Frenzy (extra Fighting die for up to two attacks per round)
Equipment: rusty chain mail (+3 armor body, head and arms), longsword (2d8), shield (+2 parry, -2 cover)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 23.01.2021 | 12:38
Ettin
Ettins are dumb two-headed giants. They are an appropriate foe for a single veteran character that knows how to fight.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Intimidation d8, Notice d6+2, Persuasion d4, Shooting d8, Stealth d8, Thievery d6
Pace: 8 (d4); Parry: 7; Toughness: 12 (2), Size: +3
Hindrances: Conflicted (on an initiative card of 5 or less, the Ettin will bicker with itself and cannot act otherwise)
Edges/Special Abilities: Two headed (can take two actions in a turn without penalty, +2 on Notice checks), killer instinct (free re-roll on any test you started)
Equipment: 2 huge clubs (2d10, reach 1), rag-tag armor (2 armor, body and legs)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Vasant am 23.01.2021 | 13:09
Danke, dass du das mit uns teilst!  :)

Wünsche: Wenn du Lust drauf hast, würde ich mich über Werte für die Monster aus Belchions Monsterhandbuch (https://belchion.rsp-blogs.de/inhaltsverzeichnis-fuers-monsterhandbuch/) freuen. Die sind alle soweit für BRP und ich schüttele mir da bei Bedarf immer schnell was aus dem Ärmel, weil ich das Buch hauptsächlich der Beschreibungen wegen habe. Bei besonderen Fähigkeiten ist das natürlich nicht so schön.

Feedback: Das ist jetzt Kleinkram, aber vielleicht interessiert's dich (zwecks Veröffentlichungen) trotzdem.
Natürliche Waffen wie Klauen sind in den PEG-Veröffentlichungen unter Special Abilities aufgeführt, nicht unter Gear/Equipment.
Ist der Wight tatsächlich mit einer Kette (Chain) bekleidet oder mit einem alten Kettenhemd (Chain Mail)?
Der Ettin bekommt mit Killer Instinct einen gratis Neuwurf wenn er einen Test initiiert, richtig? Liest sich missverständlich. Dafür find ich die beiden sich streitenden Köpfe aber klasse  ;D
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 24.01.2021 | 09:02
Wünsche: Wenn du Lust drauf hast, würde ich mich über Werte für die Monster aus Belchions Monsterhandbuch (https://belchion.rsp-blogs.de/inhaltsverzeichnis-fuers-monsterhandbuch/) freuen.

Danke für die Hinweise. Chain... das wäre auch ganz witzig aber tatsächlich ist chain mail gemeint. Die Monster schaue ich mir gerne mal an. Das ist eine gute Auswahl an Klassikern.
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 25.01.2021 | 19:38
Bugbear
The hairy creatures are larger cousins of goblins that have surprising strength and stealth. A bugbear is an appropriate challenge for a single novice character (if that character has a weapon that deals the appropriate level of damage).
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Notice d6, Persuasion d4, Shooting d8, Stealth d8, Thievery d6
Pace: 6; Parry: 7; Toughness: 11 (3), Size: +1
Hindrances: -
Edges: Brawny, Assassin (+2 damage to foes that are vulnerable or that you have the drop on)
Equipment: Large club (1d10+1d8), Long bow (2d6, 15/30/60), rag-tag armor (3 armor, body and legs)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 30.01.2021 | 10:45
Fishman
Evil creatures living in the depth of the sea. These creatures are immune to lightning damage but are easy to defeat even for novice characters.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Stealth d4
Pace: 4 (swim 6); Parry: 5/6; Toughness: 7 (2)
Hindrances: Phobia (fire, -1 on checks)
Edges/Special Abilities:  Immunity (Electricity), aquatic
Equipment: Spear (2d6, +1 parry, 2H), shark leather armor (+2, torso), sling (d6+d4, 4/8/16)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 6.02.2021 | 10:37
Carrion Canker
Carrion cankers are primarily scavengers that are found deep underground. They are human-sized worms with many small legs. Around their mouth are six long tentacles that can stun those they hit.
The creatures will fight most often if they feel cornered or think they might score an easy kill. Their many tentacles and their ability to strike those that come too close make them formidable damage dealers. However, if ranged attacks are available, its slow speed makes the creature quite vulnerable. Also, they will shy away from strong opposition, so a fight to the death is rare in such instances.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d6
Pace: 4 (d4); Parry: 9; Toughness: 7 (1)
Hindrances: -
Edges/Special Abilities:  6 Tentacles (can be used for 6 attacks, can be cut off with a called shot that exceeds toughness), Stun (a creature wounded or shaken by a tentacle attack must make a Vigor check or be stunned for 2d6 turns), Quick (discard action cards of 5 or lower), Improved First Strike (free attack against up to three foes that move into range)
Equipment: Tentacles (d8+d4, reach 2), tough hide (+1)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 6.02.2021 | 10:55
Centaur
Centaurs are fast skirmishers that use bows and spears to attack quickly and keep save distance when necessary. The typical centaur is not a formidable foe by itself but a herd can be quite a danger if angered.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Taunt d8, Notice d6, Persuasion d4, Shooting d8, Stealth d4
Pace: 10 (d8); Parry: 6/7; Toughness: 8, Size: +2
Hindrances: -
Edges/Special Abilities: -
Equipment: Hooves (d6+d4), short bow (2d6, 12/24/48), spear (2d6, +1 parry, 2H)

Centaur Chieftain
Centaur chieftains command a herd. They are decent fighters by themselves but their true strength lies in leading their herd.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Battle d8, Common Knowledge d8, Fighting d10, Taunt d8, Notice d6, Persuasion d4, Shooting d8, Stealth d4
Pace: 10 (d8); Parry: 7/8; Toughness: 11 (8), Size: +2
Hindrances: -
Edges/Special Abilities:  Command (all extra allies within 10” get +1 to recover from being shaken), Command Presence (already included), Inspire (Once per turn, may roll Battle skill to Support one  type of Trait roll for everyone within 10”)
Equipment: hooves (d6+d4), short bow (2d6, 12/24/48), spear (2d6, +1 parry, 2H), chain mail (head, body, and arms, +3 armor)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Alexandro am 6.02.2021 | 11:12
Ein paar Modronen (alle Modronen haben die Handicap "Stur" und "Letztes Ziel", sie haben außerdem das Handicap "Langsam", außer sie wurden gezielt auf die SC angesetzt und haben bereits genug Daten über diese gesammelt, um einen Schlachtplan gegen sie zu entwickeln - Entscheidung des SL).

Monodrohne
Attribute: Stä W6, Ges W6, Kon W6, Ver W6(T), Wil W4
Fertigkeiten: Heimlichkeit W4, Schießen W4, Wahrnehmung W4
Bewegung: 5+W4 Parade: 2 Robustheit: 5(1)
Ausrüstung: Armbrust
• Dunkelsicht
• Fliegen (10"+W4)
• Furchtlos
• Größe -1
• Konstrukt
• Natürliche Waffen (Biss): +1
• Panzerung +1
• Zäh (nur gegen Säure, Kälte und Feuer)

Duodrohne
Attribute: Stä W8, Ges W6, Kon W8, Ver W8(T), Wil W4
Fertigkeiten: Einschüchtern W4, Heimlichkeit W4, Kämpfen W4, Wahrnehmung W6
Bewegung: 6+W4 Parade: 4 Robustheit: 6(1)
Ausrüstung: Speer
• Dunkelsicht
• Fliegen (normale Bewegung)
• Furchtlos
• Größe -1
• Konstrukt
• Natürliche Waffen (Klauen): +1
• Panzerung +1
• Zäh (nur gegen Säure, Kälte und Feuer)

Triodrohne
Attribute: Stä W8, Ges W8, Kon W8, Ver W6, Wil W6
Fertigkeiten: Heimlichkeit W4, Kämpfen W6, Spuren lesen W6, Überreden W4, Wahrnehmung W8, Werfen W4
Bewegung: 6+W6 Parade: 5 Robustheit: 8(2) Charisma: +0
Talente: Beidhändigkeit, Beidhändiger Kampf, Fechten mit zwei Waffen, Wand aus Stahl
Ausrüstung: Speere
• Dunkelsicht
• Furchtlos
• Konstrukt
• Natürliche Waffen (Klauen): +1
• Panzerung +2
• Zäh (nur gegen Säure, Kälte und Feuer)

Quadrohne
Attribute: Stä W10, Ges W8, Kon W10, Ver W10, Wil W6
Fertigkeiten: Kämpfen W6, Schießen W6, Spuren lesen W8, Überreden W6, Wahrnehmung W10, Wissen (Ebenen) W6
Bewegung: 6+W6 Parade: 5 Robustheit: 9(2) Charisma: +0
Talente: Fechten mit zwei Waffen, Schnellziehen, Wand aus Stahl, Zwei Pfeile-ein Volltreffer
Ausrüstung: Langbogen, Speer
• Dunkelsicht
• Furchtlos
• Konstrukt
• Natürliche Waffen (Klauen): +1
• Panzerung +2
• Zäh (nur gegen Säure, Kälte und Feuer)

Pentadrohne
Attribute: Stä W12, Ges W8, Kon W10, Ver W10, Wil W6
Fertigkeiten: Kämpfen W8, Spuren lesen W8, Überreden W8, Umhören W8, Wahrnehmung W10, Wissen (Ebenen) W8
Bewegung: 8+W6 Parade: 6 Robustheit: 9(2) Charisma: +1
Talente: Fechten mit zwei Waffen, Kampfkünstler, Wand aus Stahl
Ausrüstung: -
• Dunkelsicht
• Furchtlos
• Konstrukt
• Levitation (ignoriert Schwieriges Gelände)
• Mächte (10 Machtpunkt, Verstand als Arkane Fertigkeit): Fesseln (Lähmgas: 3 MP, Kegelschablone, Konsti-Widerstand), Fliegen, Schutz vor Naturgewalten
• Panzerung +2
• Zäh
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 6.02.2021 | 18:14
Ah, die Modrons. Die haben es mir seit Jahren angetan, aber irgendwie habe ich die nie verwendet.  :d
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 7.02.2021 | 10:30
Lizardman
These swamp dwellers range from deeply spiritual natives to cruel man-eating hunters. They use their long tails as a weapon in combat.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Shooting d6, Stealth d6
Pace: 6 (swim 6); Parry: 6/7; Toughness: 7 (2)
Hindrances: -
Edges/Special Abilities: Aquatic, tail lash (as part of an attack, make an Athletics test against an opponent in melee. Success means the target is either distracted or vulnerable. On a raise, the target is also prone)
Equipment: Spear (2d6, +1 parry, 2H), tough skin (+2, torso), bow (2d6, 12/24/48)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 14.02.2021 | 19:39
Lizardman Shaman (Wild Card)
Many lizardman tribes are led by a shaman who masters the fetid magic associated with the dark bogs that are home to this race. The shaman will entangle the most formidable foe and will use her healing ability to raise an ally to cover her retreat.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Faith d8, Fighting d8, Notice d6, Persuasion d6, Shooting d6, Stealth d6
Pace: 6 (swim 6); Parry: 6/7; Toughness: 8 (2)
Hindrances: -
Edges/Special Abilities:

•   Aquatic
•   Tail lash (as part of an attack, make an Athletics test against an opponent in melee. Success means the target is either distracted or vulnerable. On a raise, the target is also prone)
•   Arcane Background (mircales)
Power Points: 10
Powers:
•   Entangle (Cost:2, range: 16”, target is entangled or bound (on a raise))
•   Revive (Cost: 5, range: 16”, one extra slain this or last turn can make a Vigor check to rise again. On a raise, the vigor check is +2)
Equipment: Spear (2d6, +1 parry, 2H), tough skin (+2, torso), bow (2d6, 12/24/48)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 15.02.2021 | 20:38
Dark Elf
From their underground cities, these evil elves come to the surface to raid for slaves. Dark elves are callous, evil, and ruthlessly efficient in combat. They can engulf themselves in magical darkness.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Notice d6, Persuasion d4, Shooting d8, Stealth d8, Taunt d8
Pace: 6 (swim 6); Parry: 6/7; Toughness: 8 (3)
Hindrances: Bloodthirsty
Edges/Special Abilities:
•   Soldier (treat strength as one higher for equipment requirement purposes)
•   Riposte (free attack when opponent misses with Fighting)
•   Darkness (as a free action, can surround him/herself with a small template of total darkness that affects only opponents and that can be dispelled)

Equipment: Sword (d6+d8), chain mail (+3 armor, torso, arms, head), small shield (+1 parry), longbow (15/30/60, 2d6)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 21.02.2021 | 10:12
Ich habe mal den Ettin ein bischen überarbeitet und "schön gemacht". (Das ist als PDF angehängt.)

[gelöscht durch Administrator]
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 22.02.2021 | 21:00
Worg
Worgs look like wolves but they are larger, their faces are slightly more human, and their eyes show a malicious intelligence. Worg society is primitive and brutal. Sometimes they ally with goblins and serve them as mounts.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d10, Notice d8, Persuasion d4, Stealth d8
Pace: 8; Parry: 7; Toughness: 8 (2), Size: +1
Hindrances: Impulsive
Edges/Special Abilities: 
•   Frenzy (use 2 fighting dice on first attack per turn)
•   Strong-Willed (+2 to resist Spirit- or Smarts-based tests)
Equipment: Bite (2d8), tough hide (+2)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 27.02.2021 | 16:44
Der Monster Club wird weitergehen, aber die ersten 32 Stück(!) gibt es jetzt auch auf DriveThru unter dem Titel Fantasy Monsters I.

https://www.drivethrurpg.com/product/348418/SWADE-Fantasy-Monsters-I--Low-Level-Threats (https://www.drivethrurpg.com/product/348418/SWADE-Fantasy-Monsters-I--Low-Level-Threats)

Und ich würde nach 12 Stunden sagen - es läuft!  8)

(https://www.tanelorn.net/index.php?action=dlattach;topic=117781.0;attach=30621)



Ich bin noch nicht ganz sicher ob ich in Richtung "Level2" Monster gehen möchte oder was spezialisiertes. Ich hätte irgendwie Bock auf "Tauren" also Wesen mit tierischem Unterkörper und humanoidem Oberkörper. Wer Wünsche bezgl. eines konkreten Monsters hat....

[gelöscht durch Administrator]
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Eldrian am 1.03.2021 | 10:03
Glückwunsch! :cheer:

Auch wenn ich es gar nicht nutzte, ich gucken hier immer mal wieder gerne rein.
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 1.03.2021 | 18:20
Danke, danke. Reinschnuppern ist ja auch schon der halbe Spaß, zumindest für mich.
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 1.03.2021 | 18:43
Scorpion Man
Scorpion men are creatures with the body of a scorpion that has the upper body of a human but with claws instead of hands. These creatures are magical experiments that have escaped to the wild and have procreated. They are bitter and evil. Some work with desert bandits, others are bestial killers.
Tactics: Scorpion men like to strike with their tail first and then exploit the effect of their poison. They might grapple strong foes to avoid being hit and use their tail on other targets in the meantime.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Notice d8, Persuasion d4, Survival d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 11 (3), Size: +3
Hindrances: Bloodthirsty
Edges:
•   Double claw attack or tail strike. A tail strike can be used even when grappling.
•   Fast (discard cards of 5 or less)
•   Poison (When the scorpion man hits with a tail strike and exceeds Toughness, the target must make a Vigor(-1) save or become vulnerable for 5 minutes.)
Equipment: Claw (d10+d6), tail stinger (d10+d4, reach 2), carapace (+3 armor, whole body)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 13.03.2021 | 11:14
Ahh, Copper auf DriveThru. Das ging ja schnell.

Ich bin wie gesagt weiter offen für Wünsche, wenn es also ein Monster gibt, dass Ihr braucht, dann nur raus damit....
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Silent am 13.03.2021 | 12:54
Ich bin mal SWADE und deine Liste durchgegangen und dies sind "typische" Gegner die mir aufgefallen sind, welche noch eine gute Ergänzung sein könnten.

- Gnolle
- Frosch-Humanoide (Grung, Bullywug) [In Abgrenzung zum Sahuagin eher Sumpf und Dschungelkreaturen]
- Roper [Könnte man auch als Falle/Hazard abhandeln]

Dann gäbe es noch Kobolde, wobei man hier verschiedenen Versionen begegnet, je nachdem wie man sozialisiert wurde.
Kobolde als winzige Waldkreaturen, als Hunde ähnliche goblingroße Kreatur oder als Echsen/Drachling ähnliche goblingroße Kreatur. Im Grunde übernehmen sie genau wie Goblins eher eine untergeordnete Rolle als Anhängsel von Orks, Gnollen oder Echsenwesen.
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 14.03.2021 | 11:36
Frognard
This reclusive race of evil frog folk can be quite deadly to those who invade their territory.
Tactics:  Use grappling or Athletics tests to deal with highly trained fighters. Otherwise swarming techniques are popular.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Notice d8, Persuasion d4, Stealth d8
Pace: 6 (swim 6); Parry: 7; Toughness: 7 (2)
Hindrances: Small (size-1)
Edges/Special Abilities: 
•   Aquatic
•   Poison mucus (anybody touching a Frognard, grappling with it, or being hit by its mucus-covered weapons must make a Vigor(-1) check or become distracted and vulnerable until the end of their next turn.)

Equipment: Short bone blade (2d6), shell armor (+2, torso), javelins (3/6/12, 2d6)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 3.04.2021 | 08:35
Gnoll
Gnolls are hyena-like humanoids that revel in savagery and killing. They are the ultimate beastial humanoids.
Tactics: Gnolls typically try to circle their foes and attack from all sides. As they close in, they forget any any tactics and typically resort to all-out attacks.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d8, Persuasion d4, Shooting d8, Stealth d8, Thievery d6
Pace: 6; Parry: 7; Toughness: 11 (3), Size: +1
Hindrances: Bloodthirsty
Edges:
•   Brawny (included)
•   Blood Frenzy (When making an all-out attack and successfully surpassing the opponents toughness, the target is also vulnerable until the end of its next turn.)
Equipment: obsidian-headed club (2d8), long bow (2d6, 15/30/60), rag-tag armor (+3 armor, body and legs)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 3.04.2021 | 08:56
Gnoll Pack Leader (Wild Card)
Gnoll pack leaders are really tough specimens of their race and use force and intimidation to rule their pack.
Tactics: Pack leaders do not enhance a Gnoll pack’s tactics in any way. In fact, they are quite in the middle of things. 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d8, Persuasion d4, Shooting d8, Stealth d8, Thievery d6
Pace: 7; Parry: 7; Toughness: 12 (3), Size: +2
Hindrances: Bloodthirsty
Edges:
•   Brawny (included)
•   Blood Frenzy (When making an all-out attack and successfully surpassing the opponent’s toughness, the target is also vulnerable until the end of its next turn.)
•   Fear: Those who see the Gnoll leader for the first time must make a Fear check.
•   Nerves of Steel (ignore first wound penalty)
Equipment: obsidian-headed club (2d8), long bow (2d6, 15/30/60), rag-tag armor (+3 armor, body and legs)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 3.04.2021 | 13:58
Landshark
Landsharks live underground and dig through the earth hunting for food. They rarely rest and are ever hungry.
Tactics: Landsharks like to surprise their foes by bursting from the ground. They are mostly brainless feeding machines and do not know when to stop attacking.

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d6
Pace: 5 (burrow: 4); Parry: 7; Toughness: 11 (1); Size: +3
Hindrances: -
Edges/Special Abilities:
•   Combat Reflexes (+2 to remove Shaken state)
•   Hiding below (when underground, the landshark gets +2 on stealth)
•   Frenzy (2 attack dice on first attack per turn)
•   Burrow (When the landshark erupts, roll Stealth vs Notice to make target vulnerable to landshark only or to get the drop on a raise)

Equipment: bite (d10+d6), tough hide (+1)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 4.04.2021 | 12:24
Hellhound
These demonic creatures of fire look like dogs but emit a strong stench of sulphur and are able to breathe fire.
Tactics: Hellhounds like to use their breath weapon taking advantage of the fact that their pack mates are almost immune to fire.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Pace: 8; Parry: 7; Toughness: 8 (2), Size: +1
Hindrances: -
Edges/Special Abilities: 
•   Frenzy (use 2 fighting dice on first attack per turn)
•   Environmental resistance (fire – damage reduced by 4, +4 on rolls to resist effects)
•   Strong-Willed (+2 to resist Spirit- or Smarts-based tests)
•   Fire breath (when the Hellhound spends an action to breathe fire, everybody under a cone template suffers 3d6 damage but can use Agility to jump away)
Equipment: Bite (2d8), tough hide (+2)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 18.04.2021 | 19:01
Shoggoth
Shoggoth are mindless servants of the great old ones. They are large blobs that smother and suffocate their victims. While they are not “boss monsters”, they might be conjured by cultists needing a powerful ally.
Tactics: A shoggoth will shamble towards the nearest living creature and try to absorb it. Fleeing or surrendering are concepts alien to these beasts.

Attributes:
Agility d4, Smarts d4-1 (A), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Notice d6
Pace: 3; Parry: 7; Toughness: 12; Size: +4
Hindrances: -
Edges/Special Abilities:
•   Amorphous Blob: Ignore additional damage from Called Shots, ignore 1 point of Wound penalties, doesn’t breathe or eat and is immune to disease and poison. Immune to tests that target Smarts or Spirit.
•   Combat Reflexes (+2 to remove Shaken state)
•   Improved sweep (attacks all targets that surround it)
•   Large (+2 scale modifier, one additional wound)
Equipment: Smothering attack (d10+d6, target is restrained and takes damage until it frees itself with an opposed Strength or Athletics check)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 1.05.2021 | 15:38
Spider, Giant (Wild Card)
These creatures, often solitary, sometimes surrounded by their offspring, are formidable foes but can be intimidated with fire.
Tactics: Giant spiders are smarter than mere animals but cannot speak or understand more than rudimentary language. They will try to neutralize foes with their web to avoid gang-ups.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d8
Pace: 5; Parry: 9; Toughness: 12; Size: +3
Hindrances: Phobia (Fire, -1 to all actions in the presence of fire)
Edges/Special Abilities:
•   Improved First Strike
•   Wall walker
•   Web (cone template, targets must make an Agility(-2) check of become entangled. Entangled targets become bound.)
Gear: Bite (2d8, AP 2), strong carapace (+2 armor)
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 5.03.2022 | 11:24
So, ich habe mal wieder Bock ein paar Monster zu designen.

Chimera, Aquatic

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Stealth d6
Pace: 5; swim 5 Parry: 7; Toughness: 10 (2), Size: +1
Hindrances: -
Edges/Special Abilities:
•   Fear (1)
•   Three heads: May make one attack with each head without a multi-action penalty. The turtle head may spit water.
•   Shark Bite (2d8)
•   Snake Bite (1d8+1, if toughness is exceeded the target is vulnerable next turn)
•   Turtle Snap (Use Fighting as a Test)
•   Spit Water with Turtle Head (anybody in a cone template is attacked with an Athletics Test. Success will also knock the target prone).
•   Tough hide (+2 armor)
*      Aquatic
Equipment: -
Titel: Re: Radulfs SaWo Fantasy Monster Club
Beitrag von: Radulf St. Germain am 28.12.2022 | 17:35
Mich hat die Lust gepackt ein paar Monster zu basteln. Hier ist daher... der Stormwulf