A Bit of Monster Island fun...

Antalon said:
Pete, one thing I have noticed when putting the creature together that it would be nice to have some more GM aids:

1) a guide as to the right SIZ for different height, length or weight of creatures.
I'll try to include a few rough guidelines Antalon, but it cannot be any more formalised than that. SIZ has always been an abstract measure so there's no way I can come up with a consistent series of tables which can cope with the wildly varying discrepancies of body form and density.

2) Some more formal guidance on how to allocate HPs to different locations, or even to design the hit location d20 chances for unusual beasts / creatures
That is easier to do. I've already come up with a series of templates for demon body shapes, which I think I included in SpellCom and/or Blood Magic. It'll be easy to transpose them over to Monster Island for those who wish to create their own creatures.
 
Just want to say I have been impressed by the submissions thus far and its going to be a tough choice to pick some winners. Keep them up!

Still four days to go, if anyone else wants to have a go! :D
 
Heres something I just made. It still has no stats,hope you all can help me.Remember english is not my native language so sorry for any mistakes,please point them out. Forgot to write that only the head,halverd and arms are solid. All else is sleeping gas.
fogspidertextocopy.jpg
 
Following is a giant version of an archer fish...

SPIT FISH
This large fish is a skilled ambusher of the surface dwelling creatures it generally preys upon. It’s usual quarry comprises of large insects, monkeys or birds, though it is also a great hazard to humans who are stood on the superstructure of ships or who are using bridges.

This fish can reach a size of two and a half metres in length, and has a shape similar to a wide arrow head. Its upper body is well camouflaged by dark bands of colouration. Spit fish lurk below the waterline of estuaries and shores till they sight a creature above them, usually in flight or else clinging to overhanging branches. The fish is able to spurt out a powerful stream of water droplets which are capable of knocking the target into the water below, where it can be attacked or left to drown. Young spit fish make up for their lack of size and skill by hunting in small shoals and sharing prey.

It generally reacts to movement and luminosity. In consequence light sources used by adventurers are capable of drawing attention and attacks.


Dice Average
STR 2D6+3 10
CON 2D6+6 13
SIZ 2D6+6 13
INT 2 2
POW 3D6 11
CHA -
DEX 2d6+6 13

Combat Actions 2
Damage Modifier +0
Magic Points 11
Movement 10m
Strike Rank +9

Combat Styles
Type
Bite 40%
Squirt 90%

Weapons
Type Size Reach Damage AP/HP
Bite M T 1D6 As for Head

1D20 Hit Location AP/HP
Tail 01-02 1/6
Hindbody 03-07 1/7
Forebody 08-13 1/8
R Fin 14 1/5
L Fin 15 1/5
Head 16-20 1/6

Typical Armour: Scales. No armour penalty.

Trait: Water Squirt – see below.

Skills: Athletics 30%, Evade 40%, Perception 85%, Persistence 40%, Resilience 35%, Stealth 50%, Swim 100%

Combat Notes
The spitfish needs its mouth to break the surface of the water in order to release a stream of water droplets that are forced through a grove in the top of its mouth that it can make into a tube with its tongue. The range of the water stream can reach 120 metres though it is only actually effective against most prey at ranges up to 50 metres.
A target will be hit by a force of water that does no actual damage but which may cause a Knockback effect. The force of the jet is 1d6 strength for every 6pts, or fraction of, the Size of the spit fish, plus its damage bonus. Attacks are usually made at a 74 degree angle from horizontal, though this can be varied by about 30 degrees to either side. Typically it will expend aim actions to improve its chance of scoring a hit.
The fish must refill its mouth with water, which will take a combat action, before making another squirt attack.

 
Hydra,
Huge Reptiles, Hydras are feared throughout the known world, yet very little is known about them.
First originating in greek myth, their existence is widespread.
Being coldblooded, they prefer climates where they can easily switch from a close to a warm situation, lying almost dormant in the cold and being active in the warmth. Hydras are oftentimes found in bogs, cave-filled deserts and Volcanic Icelands.
Hydras adapt very well to the climate they live in, over a period of up to 3 years, a hydras scales will change colour to reflect their hunting methods.
In Icy areas they will often lie in wait just slightly buried in the snow, resembling an Icy hill, raising their heads to strike at the last second.
Swampy Areas hydras use a different tactic, they often lie on the bottom of a large bog, with one head raised looking around the surface and breathing for the other heads, while it carefully awaits anyone to enter.
In deserts they use either of the tactics, either they borrow beneath the sand with one head on lookout duty, or resemble big sand dunes to strike onwary travellers.
Being terribly stupid, whether hydras have "personalities" and Sentience is widely debated. Scholars have come to the conclusion that some of them do and some of them don't the different hunting tactics, and migrating patterns too complicated to understand, means Hydras are very hard to calculate, their odd mating habits, some of them mating for lives while others don't suggest they are quite sentient though.
Not that any hero worth his hydra-slicing salt cares specifically much whether the Hydras understands the difficulties of childhood at all.
Contrary to popular belief, Hydras are actually not entirely Carnivorous, they are true omnivores. In season with a bad hunt of meat, a hydra will often chew down large parts of a forest to satisfy its hunger. They do enjoy human flesh but eat creatures smaller than a large dog, unless threatened by them. Being slow, Hydras are known to scavenge food, and cooking anything in a hydra infested bog is a sure way to gain their attention. Many unwary travellers have been killed by not leaving their camp fast enough when a hydra decided to degorge itself on their feast from the day before.
Hydras have four hearts, pumping their blood around in their huge amount of heads, to sustain this amount of hearts they eat a huge amount of food. They walk on big bodies, with 4 giant finned claws, allowing them to swim as well as they walk on land. Although they breathe air, Hydras can maintain themselves without air for as much as two hours.
The scales on their body are much heavier than those on their head, this is probably a cause of natural selection.

A regular hydra has 5 heads, but a randomly generated one usually have D6+3 heads.

Dice Average
STR 8D6+20 48
CON 6D6+10 31
SIZ 5D6+25 43
INT 1d6+2 6
POW 3D6 11
DEX 1d6 4
CHA -

1 Tail 10/14
2 Right Hind Leg 10/16
3 Left Hind Leg 10/16
4–5 Right Front Leg 10/16
6-7 Left Front Leg 10/16
8-12 Body 10/19
13-20 One head chosen at random 3/6

Typical Armour: Hydra Scales (10 AP on lower body, 3 on heads), Natural armour, no penalty.
Traits: Dark Sight, Night Sight, Formidable Natural weapons, Many heads, Multiplication (see below).
Combat Actions: 1 per head.
Damage Modifier: +2d12
Magic Points: 11
Movement: 6m On land/12m In water
Strike Rank: +18
Skills:
Athletics 75%, Brawn, 125%, Perception 25%, Resillience 105%, Persistence 45%, Stealth 65% (15% if their scales haven't adjusted to their hunting method yet), Swimming 105%, Unarmed 95%, Track 20%.

Many Heads: Each head of a hydra works as a seperate creature with regards to combat actions.
One head minds not if another heat is impaled, bleeding or stunned. On each of the hydras combat actions, one head will act. A hydra can still only move up to it's base movement each round, and uses one of the head combat actions to do so. A hydra will still go down from wounds to it's other locations.
A hydra does not go down or suffer fatigue from damage to it's head, see below.
Multiplication: Whenever a Hydra goes down into the same negative HP as a head usually have HP (normally -6), the head immediately falls off.
The hydra suffers no damage from a head falling off, in fact it thrives on it. Whenever a hydra loses a head, two new will grow in its place on the hydras next combat action, these heads regrow fully rested and do not suffer from any fatigue the previous head. If the hydras body is tired, such as by causing a bleed to it, or due to the too many heads rule, all the heads suffer the same fatigue penalty.
Any fire or acid damage to the stump can prevent this regrowth, and the hydra is down one head for an entire day before it can regrow it's head. It matters not whether the head was reduced with a slicing, impaling or bludgeoning weapon, the hydra simply loses the head like a lizard can lose it's tail.
Too Many Heads: If a hydra ever has more than 10 heads, it's 4 mighty hearts have a hard time supporting it. Whenever the Hydra takes a combat action and it currently has 11 or more heads, it must pass a resillience test, with -5% per head in excess of 11, failure and the hydras body (meaning all the heads and future heads as well) suffers one level of fatigue.

Attacks:
Code:
Type, Skill, Size Reach Damage AP/HP
Bite,    95% H    L	 3d12   As for Head
Tail,    60% L    VL  1d6+2d12 As for Tail

Notes:
Tactics against a hydra: There are two ways of taking down a hydra, either by increasing it's number of heads till it goes down from fatigue, or by focusing on the body. Taking it down through increasing the number of heads can be easy if it can be caught off guard and thus shot down before it can reach you.
A typical hydra will however try to hide in a body of water to prevent it's heads from being picked off by missile weapons, only preferring to strike when it is within immediate reach of it's enemies.
The other option, taking down the body, might seem hard at first. But using something to break a few holes in it's panser, like a lucky critical with a crossbow can really ruin it's day. As soon as it starts taking too much damage to the body, the slow hydra can only prance at its slow speed after an adventurer while he runs away and peppers it with arrows.
Fire-Breathing Hydras: Some rare hydras breathe fire, they have the Breathe Fire Combat style 50%, and deal 3d6 damage with this breath weapon, each head can use this breath weapon one per minute.
 
Dream Being

This picture is an half-finished picture. Later this week it will be refined and have added shadows/details. So it is not yet complete, and probably will only be after the deadline.
Dreambeing.jpeg


Dream beings are supernatural creatures that feeds on the dreams of worldly beings. Their origin and nature unknown, dream beings are no theme of campfire tales or scary stories. More they prove a disturbing fact for those few who ever realises they have encountered one and escape with their sanity intact.
Dream beings require no wordly sustenance, no air, food or light, and therefore they often hide in inaccesible locations and make them their lair. Dream beings feed on the dreams of nearby creatures with higher sentience. When they feed they gain strength and grow slowly and steadily, and they can reach phenomenal sizes.

Small and new dream beings usually hide in gutters, chimneys or likewise in larger cities where they can feed on the many dreamers without causing too much of a stir. When they grow to impractical sizes, they usually flee into the wilderness to avoid the danger of detection. Some of the few Dream Beings who manage to reach truly huge sizes, stray far away from civilisation and sometimes gather small communities of other dream beings and even primitive humans who then worship them as forest spirits.

Dream Beings have an otherwordly presence, and their forms is never set in stone. They appear as a person in a dream would; otherwordly, blurry and often everchanging, apperances taken in extremes - so either very beautiful, painfully ordinary or extremely horrific, etc. They take a fancy to various disguises, but for some reason often favour members of the female sex. A classical appearences for a human-sized dream being is of a beaufifull woman in a white gown, sometimes with angelic wings. When a Dream Being becomes larger it changes it's favourite appeances, and those truly awesome in size often mimic dragons or walking trees.

Dream beings will stay in their lair and drain the dreams of nearby creatures until it leaves for new hunting grounds, either because of lack or creatures, danger or for needing more space. If their lair is discovered and the Dream Being attacked, they will utilise their dreaming presence to defend themself and confuse the attackers. The mindset of Dream Beings is utterly alien and incomprehensible for humans, driven by raw emotion and dreams - however, Dream Beings like to communicate and will often try to talk to attackers to gain an edge on them in the coming battle. They will mostly also always talk during a fight, bantering, mentioning disturbing details discovered in dreams and trying to lend belief to their tricks and illusions.

STR Equal to half POW
CON Equal to half POW
SIZ Equal to half POW
INT 6D6 21
POW 2D6 7 (base)
DEX 3D6+3 14
CHA 6D6 21

1D20 Hit Location AP
1-3 Right Leg 1/4 POW
4-6 Left Leg 1/4 POW
7-9 Abdomen 1/4 POW
10-12 Chest 1/4 POW
13-15 Right Arm 1/4 POW
16-18 Left Arm 1/4 POW
19-20 Head 1/4 POW
Note: Hit Locations might change in variation with the Dream Beings current form.

Combat Actions: 3
Damage Modifier: Depends on stats
Magic Points: Depends on stats
Movement 8m
Strike Rank Depends on stats

Typical Armour: Natural armour of 1/4 POW. No armour penalty.

Traits: Emotional Surge, Dreaming Presence, Dream Drain

Skills: Athletics 65%, Emotional Surge 60 + POW %, Evade 60%, Perception 85%, Persistence 90%, Resilience 50%, Stealth 75%

Combat Styles
Unarmed 40 + bonus from stats%

Weapons
Type SIZ Range Damage
Emotional Surge H 10 m 1D8*
*Damage always given to the head (felt as an enormous headache), ignoring armour.

Emotional Surge:
This is the skill the Dream Being uses to handle it's Dream Drain. However, it can also be used on itself. A Dream Being can launch a surge of raw emotions at a target, just as an ordinary ranged attack. The attack always damages the head of the victim, and ignores all non-magical armour. However, if the recipient failes a resilience check that would normally render him unconsciour or dead, instead he falls into a dream-filled sleep that lasts for about 10 hours. If nothing more obstucts the Dream Being, it will then feed on the victim's dreams (see Dream Drain).

Dreaming Presence:
A Dream Being brings the realm of dream back into reality in their presence. In an area around a Dream Being equal to POWx5 in metres, the Dream Being can make reality shift and bend as in a dream, even making different illusions for individual enemies. They usually utilise this to keep people away from their lairs by giving them a bland or dangerous appearence. As Dream Beings are very emotional creatures they also tend to give their surroundings an appearences that make them happy, so adventurers might find a cave which appear to be filled with jungle in rocky and dry mountains or a hidden glade in the forest filled with tiny floating stars.
In the case they are attacked they will use this power to defend themselves; adventurers might have to leap over imaginary lava polls, fight their own friends because they believe them to be the enemy or suddenly find themself alone in a dark room. All tricks are used to combat the inturders or escape to safety.

In some cases it also uses this ability to lure people in, appearing as a beautiful or enchanting vision and then striking when the subject is near - using it's Emotional Surge to put the victim to sleep and then feeding on it's dreams. Often the Dream Being's feeling of expectation of the coming meal, will cause it's form to change and shift moments before it strikes... Sometimes revealing horrific forms below the enchanting lure.

Dream Drain:
This is the abiltiy that Dream Beings use to feast on the dreams of others. It has a range of 100xPOW meters and they can choose two ways of using it, either spreading it over a large number of persons or draining a single person. Using this ability puts the Dream Being in a trance that last all through the night, in which it is visiting the dreams of others.
To drain a large number of people the Dream Being must be in an environment where there are 20+ sentient creatures within range. They then visit many different dreams draining a tiny bit from each, resulting in vague visions of the Dream Being current form and nightmares to those affected. There is a 10% chance that the Dream Being may gain 1 POW (permanent) by doing this - but almost certainly no one will discover it's attack.
The Dream Being can also choose to attack the dreams of a single person, in which case the subject will be plagued by horrific nightmares, all featuring the current form of the Dream Being as a central theme. The subject must then take an opposed Persistence check vs. Emotional Surge. If the subject looses, it immediately looses 1D3 POW (permanent - can be treated with magic) which are completely transferes to the Dream Being. Note that if the victim has been put to sleep by an emotional surge, the dream being can continue to drain the victim until it dies from lack of POW - and not only once per night.
 
So this is the first time I have attempted something like this so my apologies if I have done anything wrong, otherwise I present for you consumption the Stalker.





Stalker

It has and needs no other name; it would be 6’ foot tall if it ever stood straight with long reaching arms tipped with four clawed digits that just love to rip through the flesh of warm blooded mammals. Its legs are shorter in proportion to its body than a human, which it otherwise looks remarkably like; but they far stronger for it uses them to propel itself from tree to tree as it jumps and grasps with those claws, which turn out to be quite good at climbing as well as clawing.

The stalker has thick black skin and is covered in rigid fur that has a mottled colour of black, brown and green to it. The stalker as it name suggests stalks its prey through the forests of its home by silently leaping from tree to tree, following it prey for days if need be, awaiting the opportune moment to strike.

Once the time comes the stalker will creep to within leaping range of its prey, or in the event of having to have come down from the trees it will flatten itself to ground and move ever so slowly with great patience to its prey. If the prey ever has a chance to notice the great beast before it is too late it will be by the smell of rotten blood, which the creature rubs through its fur to aid in it mating rituals.

Once the creature leaps upon its prey there is no chance of survival, quick and brutal clawing thrusts blind and disembowel the target; the stalker plays with the play like a small cat would, until it tires of the fun. Stalkers eat the soft insides of a victim first and delight in the blood for drinking as well as decoration, they will only eat the rest of the carcass is times are lean.

Stalker Characteristics
STR 3D6+10 21
CON 3D6+3 14
DEX 3D6+6 17
SIZ 4D6+3 17
INT 8 8
POW 2D6 7
CHA 3 3

Stalker Hit Locations
D20 Hit Location AP/HP
1-3 Right Leg 2/7
4-6 Left Leg 2/7
7-9 Abdomen 2/8
10-12 Chest 2/9
13-15 Right Arm 2/7
16-18 Left Arm 2/7
19-20 Head 2/6

Stalker Weapons
Type Weapon Skill Damage
Bite 40% 1D4+1D12
Claw 70% 1D8+1D12

Special Rules
Combat Actions 3
Movement 4m on ground 5m in trees
Strike Rank +13


Stalker Skills
Athletics 95%
Dodge 80%
Perception 60%
Resilience 60%
Stealth 80%
Survival 50%
Tracking 70%
 
First, sorry for any mistakes, english is not my native language !

Bloodlust Spider

It's a spider of the size of a big hand (30cm), with an elongated body and long legs. Lonely, she hunts across the crowded floor of the jungle, using his small size and high speed to move from one shelter to another in the blink of an eye. Confident in its small size and its supernatural reflexes, this spider is not afraid to tackle more numerous or much larger opponent. His tactic is to jump and run in all directions, waiting for the opportunity to bite and once a creature is poisoned to escape the fight and let the poison act (while watching from afar). Once the poison works, there are often one or more corpses, which the spider uses for food or if it is a female to lay her eggs.

Combat :
If facing several opponents, the spider uses “Outmanoeuvre” as the first Combat Action (Leaping between adversaries or passing between their legs).
Then the spider focuses on a single target, trying to get in contact for the bite. The spider doesn’t parry and uses Evade to defend itself, waiting for a failed attack to riposte. When the spider has managed to inject its poison successfully, it will break the fight, using the Disengaging Action or CM.

...........Dice....Average
STR......1D6.......(3)
CON.....2D6.......(7)
SIZ........1.........(1)
INT........8..........(8 )
POW....2D6+3....(11)
DEX.....3D6+9....(20)

1D20..Hit Location..AP/HP
1-20......Body..........0/4

Combat Actions 4
Damage Modifier -1D8
Magic Points 11
Movement 6m
Strike Rank +19
Typical Armour: None
Traits: Poison, (bite, see below for details on Bloodlust Spider Venom), Wall Walking, Earth Sense
Skills: Athletics 90%, Evade 120*%, Perception 70%, Persistence 50%, Resilience 30%, Stealth 90%, Survival 60%
Combat Styles: Bite 60%
* This score takes into account the small size and lightning reflexes of the spider.

Weapons
Type..Size Reach Damage AP/HP
Bite*...S.......T.........0*.......as for body
*the bite itself is capable of negligible damage, if it is use at someone wearing more protection than normal clothing, it requires the Combat Manoeuvre of either Bypass Armour or Choose Location to strike flesh.
If the bite strikes flesh the poison is injected.


Bloodlust Spider venom has the following characteristics:
Application: Injected.
Onset time: 1D3 Actions.
Duration: 2D6 Minutes.
Resistance Time: The first Resistance roll must be made at the end of the Onset Time, then every minute thereafter. Successfully resisting the poison allows the victim to avoid suffering the Conditions until the next roll must be made.
Potency: 60+ CON of Spider.
Resistance: Resilience.
Conditions: Hallucination, Bloodlust*.
Antidote/Cure: The best way to treat the victim is to immobilize it, in such way as the victim can’t harm others or itself. Some primitive tribe knows that the roots of a particular flower can stop the effect of the poison. Finally, some members of this tribe use this poison on themselves before going in a lonely blood feud.

Bloodlust* (New Mania Condition):The victim is taken by an uncontrollable bloodlust and attack the nearest creature to spill blood (the victim receives the same effect as if it were under the influence of a Berseker spell). The victim doesn’t stop until all the creatures around are dead, then it will attempt to drink as much blood it can (it then suffer nausea for 1D10 hours). If no other creature is present, the victim will harm itself until it get a serious Wound, then drink his own blood.

BloodlustSpider.jpg
 
Thanks very much to all those who entered. I'll be looking through the creatures in the next few days to decide the winners and will announce the results sometime next week.

If nothing else, this provides a basis for more fan based creations and I encourage more monsters to be posted. Perhaps these ones here could be added to the Wiki?
 
Sorry for being the evil Necromancer - but I believe you forgot to post the 'winner'?

How is the book coming, anyway ? :)

- Dan
 
Back
Top