## Fantasy Monsters This page contains all fantasy monsters currently "in-use" on this site. While this is not a comprehensive list of Fantasy Monsters, it nevertheless presents a wide range of monsters in an easily searchable format. #### Monster Toughness | Toughness | Difficulty level | | ---------- | ------------------------------------------------------------------------------------------------------------ | | **T2-5** | *Simple toughness* – 1-5 HP; these monsters sometimes have bonuses, abilities, or skills, and rarely spells. | | **T6-9** | *Moderate toughness* – 6-12 HP; these monsters sometimes have bonuses, abilities and/or spells, and skills. | | **T10-11** | *Difficult toughness* – 10-20 HP; these monsters often have bonuses, abilities and/or spells, and skills. | | **T12-13** | *Extreme toughness* – 15-30 HP; these monsters often have bonuses, abilities and/or spells, and skills. | | **T14-15** | *Impossible toughness* – 20-30+ HP; these monsters always have bonuses, abilities and/or spells, and skills. | > **Note:** these values represent a monster’s base toughness, and as such do not account for bonuses from armor, weapons, or special items. #### Apemen A savage and war-like people, apemen stand up to six feet tall and generally move about bipedally, though they employ their thick, muscular arms in the process of running, and with surprising swiftness. They are a tribal people by nature, and though terribly strong and exceedingly violent, they maintain peaceful relations within their own tribes. They admire bravery & recklessness and are fierce allies to those they consider powerful. Possessing but one creative inclination, apemen craft exquisite blades, many of which have passed through heroic hands over the march of the epochs. Additionally, all apemen possess the following ability: _Primal rage_ – your first melee attack of the combat encounter inflicts 1d5 damage (if successful). ##### Apeman Brute (*T8; 7-8 HP, 3 PP; +1 power; +2 damage*) – ill-tempered and overfull with lust for battle and conquest, the apeman brute is often encountered in small hunting bands. **Apeman Brute Abilities** _First blood_ – if you are the first to inflict damage during combat, gain a +1 attack bonus for the duration of combat encounter. _Primal instinct_ – if a melee attack against you is equal to your toughness, roll 1d10: if the result is 8 or higher, you evade the attack. ##### Apeman Elder (*T6; 6 HP, 4-6 MP; +1 aspect*) – a rare creature in that apemen almost never reach old age due to their barbaric lifestyles, the apeman elder has developed strange psionic powers in his advanced years. **Apeman Elder Psionic Abilities** _Pyrokinetic blast_ – inflicts 1d5 +1 damage; requires a source of fire to manipulate; attack roll versus toughness. Cost: 2 magic points. _Telekinesis II_ – open doors, move objects, attack opponents (standard melee attack; +1 attack and damage bonus) within your line of sight. Cost: 1 magic point. _Telepathy_ – communicate your thoughts into the mind of a target (or targets) within your line of sight. Cost: 0 magic points (at the cost of 1 magic point, hear the active thoughts of a target). ##### Apeman Slaver (*T7; 7-8 HP, 2 PP; +2 power; +1 damage*) – though largely self-sufficient, apemen obtain their few luxuries through the slave trade, when the opportunity presents itself. This responsibility has fallen to particularly cruel apemen, who conduct raids on nearby settlement and have a number of weapons at their disposal (nets, shackles, whips, etc.) to aid in the capture of their victims. **Apeman Slaver Abilities** _Two-fisted_ – always roll two dice and keep the higher result. _Wrath_ – if an opponent inflicts 2 or more damage against you (at once or cumulatively), you gain a +2 attack bonus against it; this bonus is lost if you attack another target. --- #### Goliath Crab (*T6; 4-6 HP; +1 Power*) – massive crustaceans with iron-hard carapaces and vice-like claws, goliath crabs are usually found clinging to the rocky ocean shores in groups of 5-20. **Goliath Crab Abilities** 1-in-5 goliath crabs will possess the following ability: *Vice* – on a melee attack roll of 10, you pin your target; they are unable to make a move action for 1d5 rounds, or until succeeding a **power challenge**. --- #### Slimes Normally found in caves and dungeons in the form of puddles on floors, coating walls, and in some instances, clinging to ceilings, slimes are simple creatures: unthinking and unfeeling. Slimes exist to consume and will attempt to devour any living entity with which they come into contact. ##### Acrid Slime (*T3; 1-3 HP*) – wandering, aimless ooze, the acrid slime is the most numerous of slimes in existence. **Acrid Slime Abilities** _Acidic_ – on a melee attack roll of 10, completely destroy one non-enchanted metallic weapon. ##### Blood Slime (_T4; 3-5 HP, 1 PP; +1 power_) – so named for its deep red color (which is the result of its parasitic affinity for blood), the blood slime prefers to cling to high ceilings and drop onto its unsuspecting prey, latching to it and greedily drawing its blood (this attack can be treated as a trap). If triggered, the blood slime will use its parasitic latch ability. **Blood Slime Abilities** _Parasitic latch_ – latch on to a target and immediately inflict 1 damage; on the target’s combat turn, it must succeed a **power challenge** or suffer 1 damage per round until you are unlatched. Cost: 1 power point. ##### Glowing Slime (_T2; 5 HP_) – the glowing slime is a vivid, luminous slime that comes in a variety of colors—blue, green, purple, etc. It “feeds” on warmth, and as such, is attracted to living creatures, aggressively seeking physical contact, though it is harmless to the touch. Any entity with which it comes in contact is left glowing for 1d10 hours. --- #### Wolf (*T6; 4-8 HP, 3 PP; +1 power*) – untamed and ever noble, the wolf is prince of the hinterlands: a superior and tireless predator demanding both fear and awe from the world around it. Usually encountered in packs of up to ten, the wolf is generally hesitant to attack without reason, but when it does, it does so in a highly tactical manner, using its numbers and coordination to its advantage. **Wolf Abilities** _Bite I_ – inflicts 2 damage. Cost: 1 power point. _Double-strike (melee)_ – gain an additional melee attack each time you make a successful melee attack (once per combat turn). --- #### Zombie (_T4-7; 2-8 HP; 1-in-2 chance of +2 power_) – the mindless, ceaseless undead—remove the head or destroy the brain. **Zombie Abilities** _Horde_ – inflict +1 damage in groups of five or more. _Undead_ – when reduced to 0 hit points, conduct a standard save; if you succeed the save, gain 1 hit point. --- ## Supplemental Rules This section consists of optional rules that may be included to add new aspects of play to fantasy monsters. ### Monster Size To improve the granularity and realism of combat, the optional “monster size” rule may be used. This rule increases or decreases an attacker’s odds of striking his or her target based on the size of the monster, with smaller targets generally being slightly more difficult to hit and larger targets slightly less. ![[monster-size.png]] _Extra small (XS)_ – attacker suffers -1 to melee and ranged attacks against extra small monsters (e.g. pixies, fairies, imps, etc.). _Small (S)_ – attacker suffers -1 to ranged attacks against small monsters (e.g. giant rats, blackscale leeches, cave nymphs, etc.). _Medium (M)_ – no effect (e.g. werewolves, humans, hobgoblins, etc.). _Large (L)_ – attacker gains +1 to ranged attacks against large monsters (ogres, giants, basilisks, etc.). _Extra large (XL)_ – attacker gains +1 to melee and ranged attacks against extra large monsters (dragons, bathemoths, tyrannosaurs, etc.).