This is my thread where we can begin to brainstorm and then begin to cull out monsters for the setting, and unless anyone else wants the title I would like to take up the reins on the missing monster problem.
I have already written notes on about a dozen new monsters and then just last night I began to work on Unique denziens of the Fiendish DF world. I will post my notes and critters as I write them here.
Brief teaser
Bibliotheca Daimonium
Guide to the Fiends of the Daemonforge
Storm Riders- Demons who throw lightning
Reavers - Reavers are hard to kill fiends from the Layer of Mithrask, they have a hive mind like the Formians, and many special abilities. they are giant beetle like beings with small humanoid arms capable of wielding specially crafted weapons. Believed to be the originators of Rune Magic. Their blades are treated as a +3 frost Greatsword. Also a second level of the Reaver is the Reaver Mage which has even more dark magical powers
Leanan Shee- Vampiric fiends who live off the essence of Men, highly charismatic they are mostly a danger to bards, or other creative types.
The Torpid- insubstantial demons who can possess mortals and cause them to do harm to others and them selves
Wretches- a new type of Fiend found only in Numer, the DF equivalent of hell very few of the fiend hordes that left Numer were Wretches as they prefer the stagnant atmosphere of their hellish underworld
There are four types of wretch
Plague Wretches- Plague wretches appear to be the decomposing carcasses of great metallic dragons. covered in boils, and puss these wretches spread disease and death like a wake behind them
Defiler Wretches - Defiler Wretches appear similar to a great wyrm blue dragon though on a closer inspection one can find dark crimson blotches. Everywhere a Defiler goes chaos, and rioting trail behind. They cause mortals to rage uncontrollably causing pain, and death on innocents in their wake.
Ravager Wretches- These wretches appear similar to a great red wyrm though anyone who looks upon them can see a slight orangish tent to the creatures fiery scales. Ravager Wretches are in a state of constant raging hunger that drives them into a slaughtering frenzy at the smell of even the slightest amount of spilt blood. Used effectively by the Fiend Lords on the battlefield the Ravagers are one of the only types of Wretches that came up from Numer.
Reaper Wretches- Similar to the great black wyrm, a Reaper Wretch is different only by the sheen of its scales, while a black dragon may look skeletal in appearance a Reaper drake will not, and its scales shimmer with an unholy light. Reaper Wretches entered into the World above on the behest of the Dark King. Able to steal the life of all who look into their eyes the Reaper wretch appeared in the Kessel during the first fiend war on the battlefield taking the life of fatally injured mortals, and fiends alike.
Also thinking about a type of Psionic Wretch patterned after the Styx Dragon
Wastarri- The Rust demons related to the Rust Monster, and the Rust Dragon.
Chaos Cloud- A swarm of demonic wasp like creatures whose sting carries a poison that does not kill a being but drives it momentarily insane
Dream Stalkers Demons who prey on mortals in their dreams they are a canine like bipedal demon common in the first fiend war but rarely seen in modern times.
Dhor - grey faceless fiends that are one of the regulars of the fiendblood hordes very tough in combat, but rather weak against magical foes.
Scavenger Demons- small rodent like demons who scavenge the essence of a fiendish spirit and take it back to the Arkoth to be reused. very weak beings not meant to fight but to gather up the left over spiritual remains of fallen fiends
Fiendspawn (Mortal creations of the Fiend Lords whether they be half fiends or infernal creations)
Deformities- Descendants of humans, elves and Dwarves so warped by the fiendish magic that created them that they are almost completely unrecognizable. Some appear sickeningly human in appearance. Found mostly in the dark streets of the DF Urbanity.
The Nains- all that remains of the transfigured mortal soldiers of the frontline these fiends can be found along night roads, and haunting ruins. They appear to be a man of mortal flesh with eyes that gleam crimson carbuncle. It is said that a man who comes across a Nain at eventide will find his death, a man who crosses one by noontide will breathe another breath. Nains are not as malevolent or as vile as other members of the fiend hordes and some can be found in abandoned buildings in cities such as Abbaye.
Bahnean or the night-washers are evil spirits who appear at night on the banks of streams and call on the passers-by to assist them to wash the linen of the dead. If they are refused, they seize upon the person who denies them, drag him into the water, and break his arms. They are seen in lonely places beside a pool or stream, washing the linen of those who will shortly die. In the Kessel she is said to be short of stature. If any one catches her she tells all that will befall him in the after life. In the shattered isles she is represented by a wailing spirit ( the Reu-Shan) seen walking across the midnight waves off shore.
Ankou is a malicious demon of bestial nature, able, it would seem, to transform himself into any animal shape it chooses. In general the Ankou appears to be a mortal man dressed in the natural toned habit of a druid. Closer inspection reveals a horrendous visage covered in boils, and puss. The Ankou’s eyes glow with an eldritch fire. Ankou are usually accompanied by fiendish animals that serve as their companions. Ankou are all that remains of the druids that were captured and then transformed by the Queen of the Ratling Race.
The Ratlings- the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.
Arkoth- The largest of the Fiendspawn, the Arkoth processes the essence of a fallen fiend and reincarnates the spirit into a new devilish host. Seen on the battlefields of the Second fiend wars harvesting (via its scavengers) the foul souls of the fallen fiends, and organic material from which it spawns new fiends. Created by the Mistress of Many.
New Demon Race
Monster types
Fiendspawn HD d8, similar to the shadowspawn of the WoT Sourcebook.
Demon (Numer’ri) Similar to Tanar’ri see below
Numer’ri related to Tanar’ri only vaguely the Numer’ri have the following abilities
Numer’ri are immune to poison, disease, and fire.
Numer’ri have cold, electricity, and acid resistance 20.
Unless noted otherwise a Numer’ri speaks infernal, and celestial. Also they are able to mimic the language of the region in which they are found.
Numer’ri can communicate telepathically with any creature within 100 feet that has a language ( Although Ratlings are more limited.)
SRD FORM Monsters
Ratling (Numer‘ri)
Small Outsider (Chaotic, Evil)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 ( Dex)
Speed: 20 ft.
AC: 17 (+1 Size, +1 Dex, +5 Natural)
Attacks: 2 claws +3 melee, bite +1 melee or by weapon
Damage: Claw 1d4, bite 1d4 or by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, Spell like abilities
Special Qualities Scent, Telepathy Numer’ri qualities
Saves: Fort +3, Ref +4, Will + 2
Abilities: Str 10, Dex 12 , Con14, Int 9 , Wis10 , Cha 10
Skills: Hide +5, Intimidation +4, Move Silently +4
Feats: Weapon focus (bite)
_________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary, Pack (2-5), or Brood (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic evil
Advancement: By character class
the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.
Creation notes Ratlings are aggresive in large packs, but are cowardly when outnumbered. They usually have a Ratling Confessor in a pack of 10 or more a confessor is a Ratling with at least two levels as an adept. He is the Direct Voice of the Ratling Queen.
COMBAT
Ratlings prefer to attack a party in as a pack rather than trying to take on a larger force than itself. Though a single Ratling may try and subdue a single opponent if the opportunity arises. If they are outnumbered at any time during a combat they will flee, regroup, and seek to ambush their prey again.
Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).
Telepathy (Su): Ratlings can communicate telepathically with creatures within 100 feet that speak Abyssal.
Poison (Ex): Bite, Fortitude save (DC 16); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Ratling saliva carries spores that pollute a bitten victim at death the spores release 3d20 Runtling larvae into the host. After an incubation period of 2d6 days the larvae will hatch out of the dead flesh consuming it as they go. A Runtling takes 1 full week to mature into an adult Ratling. A character who has been infected in this way can only be healed by a Remove Curse, Wish, or Reincarnate spell.
Numer'ri Qualities As Numer'ri ratlings are immune to poison, disease, and fire. Also ratlings have a cold, electricity, and acid resistance of 20. Ratlings speak Abyssal, and may roughly speak orcish.
RATLINGS AS PLAYER CHARACTERS
A Ratlings favored class is Barbarian.
FOR NOW WE REALLY ONLY NEED THE MONSTERS STATS A BRIEF PARAGRAPH OF DESCRIPTIVES TO HOOK THE REST OF US, MAYBE THE COMBAT SECTION OF THE WRITTEN FORM, AND THE ABILITIES IN WOTC FORM
Saves time and lets us turn out really unique and interesting monsters at a steady pace.
I have already written notes on about a dozen new monsters and then just last night I began to work on Unique denziens of the Fiendish DF world. I will post my notes and critters as I write them here.
Brief teaser
Bibliotheca Daimonium
Guide to the Fiends of the Daemonforge
Storm Riders- Demons who throw lightning
Reavers - Reavers are hard to kill fiends from the Layer of Mithrask, they have a hive mind like the Formians, and many special abilities. they are giant beetle like beings with small humanoid arms capable of wielding specially crafted weapons. Believed to be the originators of Rune Magic. Their blades are treated as a +3 frost Greatsword. Also a second level of the Reaver is the Reaver Mage which has even more dark magical powers
Leanan Shee- Vampiric fiends who live off the essence of Men, highly charismatic they are mostly a danger to bards, or other creative types.
The Torpid- insubstantial demons who can possess mortals and cause them to do harm to others and them selves
Wretches- a new type of Fiend found only in Numer, the DF equivalent of hell very few of the fiend hordes that left Numer were Wretches as they prefer the stagnant atmosphere of their hellish underworld
There are four types of wretch
Plague Wretches- Plague wretches appear to be the decomposing carcasses of great metallic dragons. covered in boils, and puss these wretches spread disease and death like a wake behind them
Defiler Wretches - Defiler Wretches appear similar to a great wyrm blue dragon though on a closer inspection one can find dark crimson blotches. Everywhere a Defiler goes chaos, and rioting trail behind. They cause mortals to rage uncontrollably causing pain, and death on innocents in their wake.
Ravager Wretches- These wretches appear similar to a great red wyrm though anyone who looks upon them can see a slight orangish tent to the creatures fiery scales. Ravager Wretches are in a state of constant raging hunger that drives them into a slaughtering frenzy at the smell of even the slightest amount of spilt blood. Used effectively by the Fiend Lords on the battlefield the Ravagers are one of the only types of Wretches that came up from Numer.
Reaper Wretches- Similar to the great black wyrm, a Reaper Wretch is different only by the sheen of its scales, while a black dragon may look skeletal in appearance a Reaper drake will not, and its scales shimmer with an unholy light. Reaper Wretches entered into the World above on the behest of the Dark King. Able to steal the life of all who look into their eyes the Reaper wretch appeared in the Kessel during the first fiend war on the battlefield taking the life of fatally injured mortals, and fiends alike.
Also thinking about a type of Psionic Wretch patterned after the Styx Dragon
Wastarri- The Rust demons related to the Rust Monster, and the Rust Dragon.
Chaos Cloud- A swarm of demonic wasp like creatures whose sting carries a poison that does not kill a being but drives it momentarily insane
Dream Stalkers Demons who prey on mortals in their dreams they are a canine like bipedal demon common in the first fiend war but rarely seen in modern times.
Dhor - grey faceless fiends that are one of the regulars of the fiendblood hordes very tough in combat, but rather weak against magical foes.
Scavenger Demons- small rodent like demons who scavenge the essence of a fiendish spirit and take it back to the Arkoth to be reused. very weak beings not meant to fight but to gather up the left over spiritual remains of fallen fiends
Fiendspawn (Mortal creations of the Fiend Lords whether they be half fiends or infernal creations)
Deformities- Descendants of humans, elves and Dwarves so warped by the fiendish magic that created them that they are almost completely unrecognizable. Some appear sickeningly human in appearance. Found mostly in the dark streets of the DF Urbanity.
The Nains- all that remains of the transfigured mortal soldiers of the frontline these fiends can be found along night roads, and haunting ruins. They appear to be a man of mortal flesh with eyes that gleam crimson carbuncle. It is said that a man who comes across a Nain at eventide will find his death, a man who crosses one by noontide will breathe another breath. Nains are not as malevolent or as vile as other members of the fiend hordes and some can be found in abandoned buildings in cities such as Abbaye.
Bahnean or the night-washers are evil spirits who appear at night on the banks of streams and call on the passers-by to assist them to wash the linen of the dead. If they are refused, they seize upon the person who denies them, drag him into the water, and break his arms. They are seen in lonely places beside a pool or stream, washing the linen of those who will shortly die. In the Kessel she is said to be short of stature. If any one catches her she tells all that will befall him in the after life. In the shattered isles she is represented by a wailing spirit ( the Reu-Shan) seen walking across the midnight waves off shore.
Ankou is a malicious demon of bestial nature, able, it would seem, to transform himself into any animal shape it chooses. In general the Ankou appears to be a mortal man dressed in the natural toned habit of a druid. Closer inspection reveals a horrendous visage covered in boils, and puss. The Ankou’s eyes glow with an eldritch fire. Ankou are usually accompanied by fiendish animals that serve as their companions. Ankou are all that remains of the druids that were captured and then transformed by the Queen of the Ratling Race.
The Ratlings- the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.
Arkoth- The largest of the Fiendspawn, the Arkoth processes the essence of a fallen fiend and reincarnates the spirit into a new devilish host. Seen on the battlefields of the Second fiend wars harvesting (via its scavengers) the foul souls of the fallen fiends, and organic material from which it spawns new fiends. Created by the Mistress of Many.
New Demon Race
Monster types
Fiendspawn HD d8, similar to the shadowspawn of the WoT Sourcebook.
Demon (Numer’ri) Similar to Tanar’ri see below
Numer’ri related to Tanar’ri only vaguely the Numer’ri have the following abilities
Numer’ri are immune to poison, disease, and fire.
Numer’ri have cold, electricity, and acid resistance 20.
Unless noted otherwise a Numer’ri speaks infernal, and celestial. Also they are able to mimic the language of the region in which they are found.
Numer’ri can communicate telepathically with any creature within 100 feet that has a language ( Although Ratlings are more limited.)
SRD FORM Monsters
Ratling (Numer‘ri)
Small Outsider (Chaotic, Evil)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 ( Dex)
Speed: 20 ft.
AC: 17 (+1 Size, +1 Dex, +5 Natural)
Attacks: 2 claws +3 melee, bite +1 melee or by weapon
Damage: Claw 1d4, bite 1d4 or by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, Spell like abilities
Special Qualities Scent, Telepathy Numer’ri qualities
Saves: Fort +3, Ref +4, Will + 2
Abilities: Str 10, Dex 12 , Con14, Int 9 , Wis10 , Cha 10
Skills: Hide +5, Intimidation +4, Move Silently +4
Feats: Weapon focus (bite)
_________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary, Pack (2-5), or Brood (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic evil
Advancement: By character class
the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.
Creation notes Ratlings are aggresive in large packs, but are cowardly when outnumbered. They usually have a Ratling Confessor in a pack of 10 or more a confessor is a Ratling with at least two levels as an adept. He is the Direct Voice of the Ratling Queen.
COMBAT
Ratlings prefer to attack a party in as a pack rather than trying to take on a larger force than itself. Though a single Ratling may try and subdue a single opponent if the opportunity arises. If they are outnumbered at any time during a combat they will flee, regroup, and seek to ambush their prey again.
Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).
Telepathy (Su): Ratlings can communicate telepathically with creatures within 100 feet that speak Abyssal.
Poison (Ex): Bite, Fortitude save (DC 16); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Ratling saliva carries spores that pollute a bitten victim at death the spores release 3d20 Runtling larvae into the host. After an incubation period of 2d6 days the larvae will hatch out of the dead flesh consuming it as they go. A Runtling takes 1 full week to mature into an adult Ratling. A character who has been infected in this way can only be healed by a Remove Curse, Wish, or Reincarnate spell.
Numer'ri Qualities As Numer'ri ratlings are immune to poison, disease, and fire. Also ratlings have a cold, electricity, and acid resistance of 20. Ratlings speak Abyssal, and may roughly speak orcish.
RATLINGS AS PLAYER CHARACTERS
A Ratlings favored class is Barbarian.
FOR NOW WE REALLY ONLY NEED THE MONSTERS STATS A BRIEF PARAGRAPH OF DESCRIPTIVES TO HOOK THE REST OF US, MAYBE THE COMBAT SECTION OF THE WRITTEN FORM, AND THE ABILITIES IN WOTC FORM
Saves time and lets us turn out really unique and interesting monsters at a steady pace.
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