Post by skathros on May 8, 2006 5:51:35 GMT -5
Here's what i have so far for my Creatures & Critters doc. Any input would be greatly apreciated!
Creatures & Critters
A collection of monsters and foes, for use with Tunnels & Trolls 7th edition.
Golem, Clay
MR: 70
Combat Dice: 8d6+45
Special Damage: 1/1 – normal spite damage.
Special Abilities: Armor – their stone hide takes 6 hits per combat round
Golem, Stone
MR: 140
Combat Dice: 15d6+70
Special Damage: 1/1 – normal spite damage.
Special Abilities: Armor – their stone hide takes 12 hits per combat round.
Golem, Iron
MR: 180
Combat Dice: 19d6+90
Special Damage: 2/3 – iron bash, every two 6s rolled counts for 3 points of spite damage.
Special Abilities: Armor – their iron hide takes 20 hits per combat round.
Draconic
MR: 50
Combat Dice: 6d6+25
Special Damage: 2/Call Flame – Like their larger cousin’s, the Dragons, Draconics are able to spew a blast of flame.
Special Abilities: Armor – Dragon-like scales take 8 hits per combat round.
Fly Me – Draconics can fly.
Draconics resemble a cross between dragons and humans. Although humanoid in appearance, they possess both wings and scales, and have the ability to spew fire like their cousin’s the dragons (be it on a much smaller scale).
Plague Hounds
MR: 30
Combat Dice: 4d6+15
Special Damage: Plague – For each round someone engages a Plague Hound in melee combat, a L2SR vs. CON must be rolled to avoid the loss of 1 point of Constitution due the hound’s infectious plague. A similar roll must be made once every two rounds to avoid a 1 point loss of Strength. Points lost due to the plague return at the rate of 1 point/day.
Special Abilities: Catseyes – Plague Hounds can see in low light conditions.
Plague Hounds resemble sickly thin wolves. The stench of rot and decay closely follows them.
Kremm Leeches
MR: 2
Combat Dice: 1d6+1
Special Damage: Negligible – The damage caused by a Kremm Leech’s bite is so negligible that it doesn’t warrant a subtraction to the victim’s CON.
Special Abilities: If a Kremm Leech attaches itself to someone, it will slowly siphon off the victims kremm, stealing 1 point of WIZ per round attached. A successful L2SR vs. LK is required for the victim to realize something’s amiss.
Kremm Leeches resemble, well…leeches. These tiny critters are often used by Wizards and Mages to subtly deplete an arcane foe’s WIZ.
Duelist
MR: 40
Combat Dice: 5d6+20
Special Damage: 2/Disarm - If two 6s are rolled, the Dualist disarms his opponent. The disarmed combatant must sacrifice 1 round of combat to retrieve his weapon.
Special Abilities: Armor – Leather armor taker 5 HITS per combat round.
Duelists are masters of one-on-one combat. They prefer to disarm their opponents, rendering them helpless, but are not averse to killing them outright.
Tangle Weed/Strangle Vine
MR: 50
Combat Dice: 6d6+25
Special Damage: 2/Entangle – This maneuver has the same combat effect as a net. If the target fails a L2SR vs. DEX, it is entangled and loses ¼ of it’s HPT until it can free itself. A successful L3SR vs. DEX is required to free one’s self (one attempt per combat round)
Special Abilities: none
Tangle Weeds and Strangle Vines are essentially the same creature, the only difference being that the Tangle Weed attacks its victims from below, while the Strangle Vine attacks from above. In appearance, they resemble a mass of weeds or vines, their animate nature only becoming apparent during an attack.
Flying Ape
MR: 35
Combat Dice: 4d6+18
Special Damage: 1/1 – normal spit damage
Special Abilities: Fly Me – Flying Apes, as their name implies, can fly.
Large and savage winged apes, these fierce foes can be found in lost jungles or under the control of evil wizards.
Centaur
MR: 40
Combat Dice: 5d6+20
Special Damage: 2/3 – Thunderous charge. For every two 6s rolled, the centaur deals 3 points of spite damage.
Special Abilities: none
Basilisk
MR: 90
Combat Dice: 10d6+45
Special Damage: 4/Medusa – normal spit damage
Special Abilities: Armor – The basilisk’s scaly hide gives it 8 HITS worth of protection per combat round.
Measuring 7’ in length, these 6 legged reptiles are feared for their arcane gaze which is rumored to turn men to stone.
Creatures & Critters
A collection of monsters and foes, for use with Tunnels & Trolls 7th edition.
Golem, Clay
MR: 70
Combat Dice: 8d6+45
Special Damage: 1/1 – normal spite damage.
Special Abilities: Armor – their stone hide takes 6 hits per combat round
Golem, Stone
MR: 140
Combat Dice: 15d6+70
Special Damage: 1/1 – normal spite damage.
Special Abilities: Armor – their stone hide takes 12 hits per combat round.
Golem, Iron
MR: 180
Combat Dice: 19d6+90
Special Damage: 2/3 – iron bash, every two 6s rolled counts for 3 points of spite damage.
Special Abilities: Armor – their iron hide takes 20 hits per combat round.
Draconic
MR: 50
Combat Dice: 6d6+25
Special Damage: 2/Call Flame – Like their larger cousin’s, the Dragons, Draconics are able to spew a blast of flame.
Special Abilities: Armor – Dragon-like scales take 8 hits per combat round.
Fly Me – Draconics can fly.
Draconics resemble a cross between dragons and humans. Although humanoid in appearance, they possess both wings and scales, and have the ability to spew fire like their cousin’s the dragons (be it on a much smaller scale).
Plague Hounds
MR: 30
Combat Dice: 4d6+15
Special Damage: Plague – For each round someone engages a Plague Hound in melee combat, a L2SR vs. CON must be rolled to avoid the loss of 1 point of Constitution due the hound’s infectious plague. A similar roll must be made once every two rounds to avoid a 1 point loss of Strength. Points lost due to the plague return at the rate of 1 point/day.
Special Abilities: Catseyes – Plague Hounds can see in low light conditions.
Plague Hounds resemble sickly thin wolves. The stench of rot and decay closely follows them.
Kremm Leeches
MR: 2
Combat Dice: 1d6+1
Special Damage: Negligible – The damage caused by a Kremm Leech’s bite is so negligible that it doesn’t warrant a subtraction to the victim’s CON.
Special Abilities: If a Kremm Leech attaches itself to someone, it will slowly siphon off the victims kremm, stealing 1 point of WIZ per round attached. A successful L2SR vs. LK is required for the victim to realize something’s amiss.
Kremm Leeches resemble, well…leeches. These tiny critters are often used by Wizards and Mages to subtly deplete an arcane foe’s WIZ.
Duelist
MR: 40
Combat Dice: 5d6+20
Special Damage: 2/Disarm - If two 6s are rolled, the Dualist disarms his opponent. The disarmed combatant must sacrifice 1 round of combat to retrieve his weapon.
Special Abilities: Armor – Leather armor taker 5 HITS per combat round.
Duelists are masters of one-on-one combat. They prefer to disarm their opponents, rendering them helpless, but are not averse to killing them outright.
Tangle Weed/Strangle Vine
MR: 50
Combat Dice: 6d6+25
Special Damage: 2/Entangle – This maneuver has the same combat effect as a net. If the target fails a L2SR vs. DEX, it is entangled and loses ¼ of it’s HPT until it can free itself. A successful L3SR vs. DEX is required to free one’s self (one attempt per combat round)
Special Abilities: none
Tangle Weeds and Strangle Vines are essentially the same creature, the only difference being that the Tangle Weed attacks its victims from below, while the Strangle Vine attacks from above. In appearance, they resemble a mass of weeds or vines, their animate nature only becoming apparent during an attack.
Flying Ape
MR: 35
Combat Dice: 4d6+18
Special Damage: 1/1 – normal spit damage
Special Abilities: Fly Me – Flying Apes, as their name implies, can fly.
Large and savage winged apes, these fierce foes can be found in lost jungles or under the control of evil wizards.
Centaur
MR: 40
Combat Dice: 5d6+20
Special Damage: 2/3 – Thunderous charge. For every two 6s rolled, the centaur deals 3 points of spite damage.
Special Abilities: none
Basilisk
MR: 90
Combat Dice: 10d6+45
Special Damage: 4/Medusa – normal spit damage
Special Abilities: Armor – The basilisk’s scaly hide gives it 8 HITS worth of protection per combat round.
Measuring 7’ in length, these 6 legged reptiles are feared for their arcane gaze which is rumored to turn men to stone.