More Homebrew Monsters

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RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

More Homebrew Monsters

Post by RossN » Sat Mar 03, 2012 1:21 am

SAND DEMON

SKILL: 10
STAMINA: 10

2 Attacks

Weapon: Medium
Armour: None
Special: +2 to Damage, Immune to Normal Weapons
Habitat: Demonic Plane, Desert
Number: 1
Type: Demon
Reaction: Hostile
Intelligence: High

SAND DEMONS are close kin to Fire Demons and share a similar status in the demonic plane; these malovent beings stand a little over two meters tall with leering demonic faces, clawed hands and ram like horns. Their bodies are not flesh however but composed of living sand held together in humanoid form by magic. Sand Demons are frighteningly resilient foes; sword thursts and axe blows seem to inflict wounds but as soon as the weapon is pulled back the wounds are 'healed' as sand flows back into the cut. Only magic will suffice to harm such creatures, be it through spells or enchanted weaponry.

Like most demons Sand Demons are intelligent and can overawe weak willed beings like Orcs, though they make better warriors than long term planners for they have a great delight of personally inflicting pain on helpless mortals that can distract them from their duties. They are sometimes summoned by the magician priests of the Caarth to act as intermediaries with the greater demons though often enough they are found on Titan for their own inscrutable reasons.

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Post by RossN » Sat Mar 03, 2012 2:49 am

DHRUL

SKILL: 7
STAMINA: 7

Weapon: Axe
Armour: Medium
Special: None
Habitat: Mountains, Hills, Dungeons
Number: 1-6
Type: Humanoid
Reaction: Hostile
Intelligence: High

DHRULS are unpleasant creatures related to Hobgoblins though they are thought by many sages to have been mixed with Dwarfs (The Dwarfs themselves strenuously deny this.) Physically they are taller than Dwarfs but still stocky, muscular beings with greyish-green skin, yellow eyes, fangs and long, lank beards and hair. They are as evil as Hobgoblins but cleverer especally when it comes to crafting weapons and armour and it is fortunate for most of Titan that they are neither a numerous nor widespread race being found mostly in hot and barren mountains to the west of the Desert of Skulls. According to Port Blacksand rumour some of the more depraved pirates of the Skull Coast have taken to slavery, selling their captives to the Dhruls to toil in their masters mines, or worse yet be traded again to the dreaded Caarth further to the east.

Dhruls are good warriors and ruthlessly cunning foes though they seem to lack a talent for much wizardry, perhaps due to their Dwarfish heritage. One area where they do shine is in the creation of evil enchanted weaponry. A Drulish magical axe might inflict wounds that never heal or even steal the life force from a foe and grant it to the bearer. Indeed even the many mighty and feral monsters of their mountains have learnt to avoid the Dhruls for fear of their cruel axes.

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Post by RossN » Sat Mar 03, 2012 2:21 pm

JARUNE

SKILL 5
STAMINA 5

Weapon: Shortsword
Armour: Light
Special: None
Habitat: Plains, Hills, Ruins
Number: 1-6
Type: Humanoid
Reaction: Unfriendly - Hostile
Intelligence: Low

The JARUNES of the southern plains of Allanasia and Kakhabad look much like humans with the heads and tails of jackals and a mangy pelt covering their bodies. They are a scrawny folk, standing a little shorter than most men and clad in whatever scraps of armour or rags they can find. The Jarunes are malicious and frequently ambush travellers in inhospitable lands though they have a cowardly streak a mile wide and greatly prefer to attack with numbers on their side. Jarunes are not famous for their brains but they have a low cunning of a sort and most can speak Common tolerably well though they have few lasting dealings with other races as few will trust them. Occassionally they are enlisted in the armies of evil for though they are poor soldiers their keen sense of smell and hearing make them skilled scouts.

The Jarunes are said to be descendants of a now lost human civilisation that so offended the gods by their villainy that they were cursed with their current form. If so none now know where their original city lay though legend has it that it contains all the fantastic wealth of the fallen Jarune Empire.

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Post by RossN » Sat Mar 03, 2012 8:42 pm

GIANT ROOK

SKILL 8
STAMINA 7

Weapon: Medium
Armour: None
Special: None
Habitat: Forests, Hills, Ruins
Number: 1-6
Type: Bird
Reaction: Unfriendly
Intelligence: Low-Average

GIANT ROOKS are huge black feathered birds that stand perhaps a head shorter than a man and reach a wingspan of six meters. They are powerful looking creatures and many primitive tribes - and supersitious peasants - believe them to be harbringers of death. Such beliefs are not entirely fair; certainly Giant Rooks have no qualms about seizing a sheep from a farmers field or enjoying the bloody banquet that is the aftermath of a great battle but they are not innately malevolent creatures and will rarely attack a healthy human unless they believe their nests are under attack.

Giant Rooks are very rare in Allansia and the Old World but in Khul - where they are much more common - certain enterprising tribes of Orcs have taken to rearing them as mounts. Such a task is difficult for Giant Rooks are crafty birds and all too willing to dump an an abusive rider in mid-flight but if carefully trained and treated well they make terrifying effective flying cavalry. Many an isolated village across northern Khul has learned to dread the sight of these flying raiders appearing on the horizon, and the sound of the harsh calls of the birds mingling with the war crys of the Orcs.
Last edited by RossN on Sun Mar 04, 2012 12:13 pm, edited 1 time in total.

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torus
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Post by torus » Sun Mar 04, 2012 6:33 am

Those are nicely thought out and developed, and very much in the spirit of Titan. Particularly like the Sand Devil.

Any idea why the Jarunes would be found in both Allansia and the Old World? Seems like an interesting back-story!

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Post by RossN » Sun Mar 04, 2012 12:49 pm

Thank you, it was a lot of fun designing them along with the Goblin offshoots in the other thread. :)

As for the Jarunes their origin is deliberately vague so a Director can do what he likes with them, but several possibilities spring to mind:
  • The cursing simply predates the splitting of the continets.

    The Jarunes were once a great seafaring empire with colonies in Allansia or the Old World (depending on where you want to place their original homeland) and thse colonies were not spared being altered by the curse. Perhaps small groups of Jarune, or at least the ruins of their fallen civilisation can still be on the islands between Allansia and the Old World.

    The Jarunes are native to one continent but an evil spellcaster has magically transported large numbers of them to his territory on the other to better study them - he is trying to create a powerful ritual duplicating the effects of the original curse.

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Post by RossN » Sun Mar 04, 2012 10:21 pm

SILVEREYE

SKILL: 7
STAMINA: 7

Weapon: Medium
Armour: None
Special: Mesmerising Gaze
Habitat: Forests, Hills
Number: 1-6
Type: Animal
Reaction: Unfriendly-Hostile
Intelligence: Low

SILVEREYES are large cats similar in size and shape to leopards. Their fur is white-grey with darker rosette patterning. Like all the great cats they are excellent hunters and like lions they are often found in packs, though they prefer cool forests to the hotter lands most of their kin prefer.

Silvereyes have eyes that are entirely the colour of quicksilver, giving them an odd 'blind' appearance though in truth they have excellent vision. It is their eyes that are the most dangerous aspect to the great cats for they can entrance the weak willed. Should their would be victim make eye contact with a Silvereye the victim must immediately Test their LUCK. Should they pass they are able to resist the Silvereye's gaze and fight normally. Should they fail they have been mesmerised and simply stand, unable to attack or even do much of anything - a mesmerised character is in a heavy trance and unaware of the world around him. A mesmerised character will automatically be hit by any attack, though if the Silvereye succeeds in doing damage the victim may Test for Luck again to see if they snap out of their daze.

A Silvereye trance wears off after a maximum of five minutes.

Nuvole!
Archmage
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Re: More Homebrew Monsters

Post by Nuvole! » Sat Dec 19, 2015 6:05 pm

My favourites are the Sand Demon and Silvereye. Jarune is a good one as well. :)
I'm the real Nowhere man, sitting in my Nowhere land, making all my Nowhere plans for Nobody.

shintokamikaze
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Posts: 567
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Re: More Homebrew Monsters

Post by shintokamikaze » Sun Dec 20, 2015 1:29 am

Very good work, I like them all, I will have to try my hand at making a few monsters

RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Re: More Homebrew Monsters

Post by RossN » Sun Dec 20, 2015 3:08 am

Cool, I'd love to see them! :)

shintokamikaze
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Re: More Homebrew Monsters

Post by shintokamikaze » Sun Dec 20, 2015 10:14 pm


RossN
Posts: 52
Joined: Fri Feb 24, 2012 1:59 am

Re: More Homebrew Monsters

Post by RossN » Tue Dec 22, 2015 8:57 pm


Nice! :)

WERESNAKE

SKILL: 8
STAMINA: 8

Weapon: Small
Armour: Light
Special: Special
Habitat: Deserts, Hills, Towns.
Number: 1
Type: Humanoid/Animal
Reaction: Unfriendly-Hostile
Intelligence: Average-High

WERESNAKES are thankfully rare humanoids who can take form of long and fearsome snakes up to five meters long, hooded like cobras. In their human guise they appear as normal men and women, though there is a sallow tint to their complexion that can seem almost green in certain lights, a yellow tint to the 'whites' of their eyes, and their canine teeth are shap and enlogated (though contrary to legend their tongues are not forked in human form.) Weresnakes are sly and treachorous creatures with keen senses of smell and an even keener sense of self preservation.

No one is quite sure where Weresnakes come from. Their abilities are much as other were-creatures and they can pass on their disease but some wizards and sages feel they are not natural Lycanthropes (if such can be called natural!). Rather they may be born of the dark magic of the Caarth who are famed for magically experimenting on humans. Certainly Weresnakes make better spies than the Caarth themselves or their more obvious servants and though they dislike the cold they can live anywhere men can. That said Weresnakes are not known for loyalty towards others, even of their own ilk and though rare they have been sighted far from areas of suspected Caarth interest.

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