Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Saturday, 18 June 2016

Creature Catalogue: F is for...

FIREHOUND
Armour Class: 4
Hit Dice: 4*
Move: 120' (40')
Attacks:  burning torch
Damage: 1d6
No. Appearing: 1 (1d6)
Save As: fighter: L4
Morale: 12
Alignment:  Neutral
Intelligence: 12
Treasure Type: nil
XP Value: 150
Description: A messenger of the witch queen, these 'hounds' have a hand where their head should be and the message they carry is more than often a burning torch.

FLATWORM
Armour Class: 7
Hit Dice: 1
Move: 30’ (10’)
Attacks:  crush
Damage: 1d6/round
No. Appearing:  1d100
Save As: Fighter L1
Morale:  12
Alignment:  Neutral
Intelligence: 1
Treasure Type:  nil
XP Value:  5
Description: This worm appears to be nothing more than an odd spiral pattern on a cave or stone floor. It will suck up water and blood. The worm attacks anyone stepping on it or walking past by wrapping around their prey's body, crushing them until dead. Once it begins crushing it will continue to do so.


FACERIPPER
Armour Class: 5
Hit Dice: 1
Move: 15’ (5’)
Attacks:  Bite
Damage: 1d4
No. Appearing:  10d10
Save As: Normal human
Morale:  12
Alignment:  Neutral
Intelligence: 2
Treasure Type:  nil
XP Value:  5
Description: This insect appears to have wings but they are gills which allow it to extract oxygen from a victim’s blood. They attack in large swarms crawling over a victim until they find access to exposed skin, and bite, sucking blood. They move on once they have drained a victim dry.

FAERIE WINGS
Armour Class: As host
Hit Dice: As host
Move: Fly: As host 60’(20’)
Attacks:  See description
Damage: See description
No. Appearing:  1 pair per host
Save As: See description
Morale:  As host
Alignment:  As host
Intelligence: As host
Treasure Type:  As host
XP Value:  As host
Description: The fine membrane grows from the shoulders of the infected host. While it grants the great boon of flight, it is a prize that comes at a cost. For anyone larger than a brownie, every time the infected takes flight the wings glow with a poisonous light that slowly kills the host (1 constitution) causing the victim to vomit blood. This will continue to reduce the host’s constitution until it drops below three at which death will occur. Faerie wings can only be removed by a wish.

 FAIRY LIGHTS  Armour Class: 9
Hit Dice: ½*
Move: 0’
Attacks:  See description
Damage: See description
No. Appearing:  1d10
Save As: Normal human
Morale:  12
Alignment:  chaotic
Intelligence: 1
Treasure Type:  Nil
XP Value:  6
Description: These annoying glowing fungi charm Pixies in large numbers (as Mass Charm spell) and cause the Pixies to act as a chaotic alignment.

FAERIE RING
Armour Class: 9 - 2
Hit Dice: 1* - 8*
Move: 0’
Attacks:  Nil
Damage: Nil
No. Appearing:  1 (1)
Save As: Fighter: 1-8
Morale:  12
Alignment:  Neutral
Intelligence: 1
Treasure Type:  A (1*HD)
XP Value:  13/25/50/125/300/500/ 950/1200
Description: The really big and old ones are known as Stone Circles. The smaller faerie ring is none the less a dangerous foe. They both gate anyone entering the circle of fungi into the pocket dimension from which the fungi emerged. Arriving in what appears to be a colossal subterranean chamber they are left to die and break down into food for the fungi. Having accumulated many victims Fairy races will use these pocket planes to create a fairy realm. If killed the gate to the pocket plane closes permanently. The Pocket plane will contain considerable wealth of previous victims if the current victim can only escape with it (a wish or gate spell should do the trick).

FIRESHROOM
Armour Class: 9
Hit Dice: 1*
Move: 0’
Attacks:  See description
Damage: See description
No. Appearing:  1 Save As: Normal human
Morale:  12
Alignment:  Neutral Intelligence: 0
Treasure Type:  Nil
XP Value:  6
Description: This little mushroom gives off a faint blue gas which when presented with an open flame will burn like a firestorm through the atmosphere of all the accessible parts of the dungeon feeding on the very air as the source of fuel. Fortunately it requires considerable atmospheric pressure so will not burn the air in dungeons above a hundred feet deep. Fireshroom are sometimes found at the bottom of wells causing a pool of fire to burn where the atmospheric pressure is high.

FOREST GUARDIAN
Armour Class: 7
Hit Dice: 8*
Move: 30’(10’)
Attacks:  2 Fists + Miasma Breath
Damage: 4d6/4d6/Special
No. Appearing:  1d10
Save As: Fighter: L8
Morale:  12
Alignment:  Neutral or Chaotic
Intelligence: 23
Treasure Type:  Nil
XP Value:  1200
Description: This ten feet tall fungal aberration is a conglomeration of pretty much every fungi type into a single collective organism capable of surprising intelligence and power. It dominates the forest because it shares a link with the fungi forest that spawned it. Perhaps most terrifying is the hallucinogenic miasma that it breathes out (functioning as a hallucinatory terrain for any fool who engages in melee with a forest guardian at a -4 save vs. Poison penalty).

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