• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

FINAL FANTASY....Myrkr Foe 5/20,new finished system attached

Yeuhfet
Hp 2700
#1
fort 25
ver 21
brty 26
bp 27
move dc 34(5)
anti-armour/any spell ss. –1d10 d.
special/1d4 5 multi attack,weapon
The spells of these former ‘Seveiile preists’ have still
remained with them,though slightly altered as they are now
blackened wraths of zombie like anger,and using mechanized
infused robes they have a spell defense ability.When fighting
they also use a sword and can make a furious multi-attack.Found
usually next to the first uninhabited areas of a sub-terrian
network,sometimes they will bargain for E rather than fight
and may even trade 1 of their goods.

Attack/sword(3d8 dmg+1attack)&<<<,fire and ice blast(1d20+2d10,1d6 foes)<<
Burms of dispell(direct foe)<<,fire wall (3d10+diff cast 1d6 foes)<
Tintain 650 Goods 250E,1vial(refresh),1vial(fire air),1vial(detect trap)

Fraptieur
Hp 475
#1d4+1d10
move dc 28(4)
anti-armour/+5 defense after any fire dmg
recussive/Ziothe(+1d20),acid(+1d6 ss.)
special/no flanking,foes with/- hp x2 damage fire 1d4/t. each/c.
The more parched areas,that lay in desolation are apt to have these
serpantish hazards,with special technique they can set their 4 walking
legs to body and slither,because of this they have an anti-fire reaction,
and they also have transformed through the era,now able to cast
lightening,fire and ice! From their eyes
attack/lightening beam(3d10+1d6x1d8)(4)<<,fire blast(2d10+1d20)(6)&<<<
ice fester(6d6+6d4)(5)<
Tintian 420 Goods pc.2000x1d4,1d6 crystals




Meeolueih
Hp 765
#3d4
ver 28
vrs 30
s 27
bp 31
move dc 21(4)
These female remiains of the Empires used as
offerings that were left to the alter-dimension cruelties
for seasons at a time rather than killed are the escaped
wild alien like short females of this nature that now band
together,using complete body covering,and only making
their way about durring the pre-dawn hours,the time when seeking
vengence for the tortures that were done at that time of the day
seals them into an attack anybody mode

attack/platinum skiff(4d6),or zeilker skiff(3d10, 2 wins1d4t./each+50dmg)&<<<
acid scratch(2d10/1d10ss.)<<<,fury of briache(1d10dmg/1d8 dvy/1d4)<
recovery(2d10hp/dvy/1d6 cs.)<<
Tintain 365 Goods 400E/e.,1d6 wands(1 use 5 spells retanier),3 vials(rnd)(1)
 

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well...well.... if you have examples that could be argued it might help

such as any issue with,traites,skills,talents,usurptions

with no such arguement,if you don't think the systemis good,that's just
badgering



any questions will be answered
 


Wigsiotuh
Hp 210
#2d6
brty 28
bp 26
move dc 19(3)
anti-armour/+5 defense any crystals use/c.
anti-magic/-10 dmg./ss.any, if 1st level spells cast
These transwarped sqaure service-bots,were dimented by
the ‘black weave’,making them from rolling into,hovering
foes,that now use two lashing arms to attack enemies,able to
change from 4 styles of blade(GM,4 metals,party won’t like)
to make harsher damage.They are now roving about higher levels
of structures,looking for signs of a shrine or altar which they then
decimate,but living enemies may also be attacked.

Attack/metal(4)blade(orig. 2d10),black electricity(4d8+#attack won)(5)<<
Tintain 175 Goods 500 z./e.,1 pass card


Fweewart
Hp 3170
#1d4
fort 31
ver 27
brty 25
vrs 40
s 36
bp 28
move dc 36(7)
anti-magic/1d6 spells cast after 1st/cs.,fail(3) /e.
special/see explanation
The creature that once named itself human is forgotton
and the wild scourge of anger known as the Fweewart
has taken it’s place,with four eyes usually,and an intention
to thief any greater E item of a passerby,one must be carefull
when their around(dc 36(3),or attck/calamity),they may choose to
run after taking an item,and making calamity,in a fell swoop.

Attack/Zinu dagger(6d6,sx1d4,1d4c./e.)<<<,stun stammer(dc 25(7)
1d6 enemy lose attck next cs.(1e.),witchsword(4d10)<
Tintain 650 Goods 2700E,1d6 crystals(rnd.),1 bizarre magic item
 

Zeti,Katotrac Demon,Refgofeeud

Zeti
Hp 1465
#4,or 1d8
fort 46
brty 37
s 40
move dc 41(5)
anti-armour/any platinum,zeilker,zinu weapons –5 attack
special/acid(2d6/1d20ss.)1/e.
The mountains are the home of the feared lizardian
beasts with harshened green scaley hides,they stand
4 ft tall,and 10 ft in length,moving quickly the empowered
acid attack takes only a 5 or more attack win to take effect
while their claws swipe with might,doing more damage than
a weaker foe can take.


attack/claw(4d8x1d4)&<<<,tail whip(3d10,tripping(-1d6 defense))<<&<
acid attack(iether with claw or tail)<<<&<<,bite(4d6)<
Tintain 750 Goods 1d6 crystals(no healing),deposit of rare ore


Katotrac Demon
Hp 4250
#1
brty 34
s 40
move dc 42(4)
ant-magic/any non celestian –10 to use magic item
special/unwholly,summon 1d10 Feiy bats,weapon type
With burly horns that curl like a ram,and great disdain for
any being who isn’t from it’s hellish dimension,this ‘great lord’
carries a special ‘black magic’ great axe,and can summon an
attacking swarm of bats.Often durring combat it will complain
about how unrefutedly poor and slayable the weaklings before it
are,parties will find male and female varities within a realm.

attack/great axe(3d20,Ziothe(1d4t.,+20dmg),Ziuyush fire(+10 attack/+10 dmg)
Flish fiice(2d10x1d6dmg+1d20))
Tintain 1000 Goods 1400E,1500PC,1 ring,3 soul techzi’s


Refgofeeud
Hp 750
#2d6
s 40
bp 39
move dc 40(6)
anti-armour/2d6/- hp dmg 1d10 t.
anti-magic/summoned enemy +6 attack any in party
special/1/2 machine
This creature is the multi crafted creation of
evil intelligent beasts,and clueless emperial witchdoctors,
using etheral fire,transtiohe energy and a robot body one day
durring the downfall of the Empires they were borne into
livng with a confused soul from a volatile realm.They often have
chamelion like abilites,so being cought off guard is a dc 46(4) check
when they’re lurking about .
attack/dagger(4d10+4 attack)&<<<, throwing knives(3d10+20(5/e.))<<
Battering Ziothe(6d6xbp more than foe(5)<
Tintain 650 Goods 400x1d8 E,3 vials(non healing)(1d4)
 

Character sheet

with spells,players have to learn them anyway so a blank page should suffice


known or original empire implies some GM related compensation when there

however this may be rnd because if each player chose a different empire
then it's a party that can take advantage of this break too often

adj, hp can be used for -from totall currtently,or rollers as level
benefits, hp similar more as extra allowed hp varieties

the goemetrics at tintain is for any player foolery,or # a level,or # of kills recently,or # of items stolen,or 'that special power',what time gm's girlfriend has to serve lunch
 

Attachments


teleport techzi the rilo-skike... high/low lvl foes

Using a rilo-skike

3d6 at 3d6 difference = # of 4 6 sided die attempts
hp % 5,10th higher % 10
1 player must have versatility over 35
each players speed as dc (1d10)
10 or more vrs+hp adj
15 or more speed(if won)+10 adj
20 or more +5d10 +15 adj

# rilo-skike
100 ~1d6xdifference player # = % 20 as colors,b,y,gld,g,r,o,v,pk,bk,grey,pr
200 ~ 1d4x1d10 +player # = % 10 as cubes with 1d6 solved sides(#counts)
250 ~ player #+ attempts x 1d4 every 2d10 1 cube try extra
400 ~ players original hp + rilo-skike number –50 every attempt/1d6 digits

the rilo- skike # is adjusted for a range set by GM 75 to 540
every 5 rolls 1 player(closest r.s.# used)-5,when # =that r.s. or zero failure


each cube counts for 6 acumulations for 1 traite
when each traite score is reached teleportation may occur
each player must choose their favored color for that level
this allows it to count as ranged +15 or – 15 to make cube energy

11 colors for 11 cubes each must have 2 digits a side sequential any #’s
when 1 cube is done,the next color is chosen until traite totall occurs or failure
any player traite over 30 may count as 1d8 or 1d12 chosen any # trys 1 cube
1d10 is the setting as digits occur 1 to 10
the number of cubes /- 11 that the party wins = # of times that rilo-skike may be used

Obviously there may be several rilo-skikes that travel greater spans,if they
were made for this within 10 Keleters first use,may use # party has uses

GM may choose variance with players hp and vertue or dc make
as factor to which #r.s.,this may be applied as 1d4 x # r.s. as distance kilometers


Metrghijah
Hp 4600
#1
fort 41
ver 37
brty 35
vrs 25
s 46
bp 29
move dc 47(10)
anti-armour/+3 defense any platinum,zinu weapons
recussive/summoned demons +5 attack,+1d4 min. dur. summoning
special/wholly,bodies of water w/1000yds +10hp recovery every spell cast
The first procession of the wholly ones into the Empirial relams,was led by
this Celestien,but upon laying her eyes on the commoners she turned insane
and started costuming about in gawdy attire,and practicng knife work
with fallen preists of the higher sects.Now she walks the nether-plane using
several portals to jump to a place that warriors,and beasts use to traverse
wether by machine,portal or beast,attacking,and smearing cosmetics
on her killed victims.
Attack/Zeal metal dagger(4d10+5,+10 attack,any non spell caster)&<<<
Celestian spells 1st (1.,3.)2nd (1.,2.,3.)10th (2.,3.,4.)(3d10 casts each lvl,no mod.)<<<,<<,<
Tintain 4700 Goods 2000E,1000x1d4z.,4 crystals,4 techzi’s











Yiebku
Hp 500
#5
fort 25
brty 31
bp 24
move dc 36(7)
anti-armour/every three spells –4d10 dmg
recussive/no speed dmg,no Ziothe dmg
special/5 on 1 attack first attack
The Yiebku are wrathfull furry tiger,badger like
beasts that were transformed by ‘black arts’ from
their once innocent rodent form.They can be yellow
grey,green,or purple,because of new refined arcane
instincts,they have a spell armour effect,that mat prove
to be a difficulty.
Attack/bite(3d8+# in group)every,claw(4d4)<<,<
eyes of methafayne(after 150 hp dmg any foe/foe 1d20x1d4)every
Tintain 160 Goods 5 crystals(rnd),1 ring(rnd)

Kewiuhrat
Hp 285
#5+1d6
move dc 26(7)
special/+3d6 dmg every other sequintally won attack,melding
Packs of vicious vermin such as these can be found most
any place,the will vary from 1 ft tall 3 ft long to 3 ft tall
and 6 ft long,when making a series of slashs on enemies
they can meld into a ‘unearthed’ dimension and each won attack
every other –10 dmg next time striken,and +3d6 claw.Gm may
choose to allow extras for modified mass.
Attack/claw(2d6+3d4)every,puncture claw(2 wins 3d8+3d6)<<<
furry rage(-4 atck,3d8x1d6)<
Tintain 210 Goods 400E,3 vials(healing),1 ring(rnd),1 techzi,1 minor armour item
 

i don't know what those fools about the english language were
saying however anyone moderately beyond moron

....if there are any questions,i will make answers...

any rilo-skike questions

issue:derriving Tintain with more Hp or <<< etc referenced for attack strengths,as thus < is less a factor,at varaints etc
 

Tiuqwei Harpy
Hp 750
#1d6
fort 40
brty 36
bp 28
move dc 35(6)
anti-armour/no multi-attacks
anti-magic/any damage over 100 hp –4d10 dmg
special/unwholly
These morphs of original harpies from a Celestien plane
have unleashed themselves on the material world,looking to
kill and cause trouble to anyone who fights for order.They
will land for 1d6 cs. then return to a 35 ft range flight,making
combat difficult,and with spell casting,they are a feared
opponent,but have a good deal of E.
attack/Zinu dagger(5d6 x2)every,clap of thunder(1d4 enemies calamity)<<<
Treatcherous Tiothe(1d6 enemies 600/- hp 4d20)every,Golden Curse(1 foe
-10 1 traite,-1d20 attack next 1d6/cs.)<,acid scratch(1d10 foes 3d6,1d10/1d10ss.)<<
striking futility(platinum,zeilker,zuiyush weaponed foes 3d10+orig die dmg/weapon)<<<
Tintain 850 Goods 4000E,1d6 vials

Sewmachi Octothrax
Hp 540
#1d10
fort 30
brty 26
speed 36
move dc 37(6)
special/web trapping
The insect/machine version of a giant spider that
first broke free from it’s routine as a subterrain passage
servicer,soon turned into a vicious attacking beast.Some
have 8 legs but some 10 (dc 24(7)/8,dc 25(5)10),using
web technique their first attack 1d6 of enemy will be
trapped for 2 free attacks,then must make the dc to free themselves
(2 times a player turn),still trapped,-10 defense.
Attack/claw(2d10+5),bite(4d8),poisen strike(2d10,1d10 ss./2 wins)<<,<
slamming(4d6,foe sent 20 ft)<<<
Tintain 410 Goods 1d10 crystals(rnd),1 techzi
 

Into the Woods

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