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What are the Ten Most Important monsters for a GM to have stats for?


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Vampires *can* have quirks and traits, but don't *need* them. Vampires in, say, the Buffyverse, are pretty much Ghouls. But really, with Ghoul stats in hand it's pretty easy to add a couple of things to make a Vampire.

well, that is pretty much my point. If it (what the hell is up with this quick link stuff everytime I type a slash or a, y-know, possessive thing?) doesnt have the special qualities of a vampire, its just a tarted up ghoul. And the special abilities are a pain in the neck. if you got to have something from that realm in the book, use a werewolf. Gets leverage from the wolf entry.
 

Goblin
Skeleton
Ogre
Hill Giant
Beholder
Mind Flayer
Lich
Red Dragon
Pit Fiend
Tarrasque*

*For when you realize the party is beyond redemption and you need to start over
 

I really appreciate the feedback, and I am in the process of writing the Fistful. I am working on goblins right now....an entry that includes goblins as fey as well as animals associated with goblins, etc.

Fistful will probably also contain a few monsters simply because their conversions are complete -- angels, aerial servants, and brownies, for instance. :)

I ran some encounters with my early conversion ghouls, so they are definitely in. Likewise, I'm a big fan of manticores, and will probably complete the chimera as well in time for the RCFG PG release.

I just want to make sure that there are enough converted monsters out there to give folks a chance to try the system. I am also planning on authoring a low-level module timed for the release, to give folks a taste of the strengths of the system. So, I need to make sure that any monster I use in the module is available in Fistful of Monsters.


RC
 

Sounds like you need a target level.


I don't know much about your system, but in 3.x, I'd probably shoot for around 7-9th level.

Then you can have level 3 mooks and a level 12 boss.


I think that the suggestions here along with that as a target might just fit nicely.

(forgive my ranges, they're a bit broad, but I'm sure you can easily handle tightening them up if need be).

Cheers.
 

Bandit
Wolf (small, pack animal that can work with humanoids)
Bear (big animal)
Goblin/Kobold (low level humanoid)
Orc/Gnoll/Hobgoblin (medium level humanoid)
Bugbear/Ogre/Troll (high level humanoid)
Skeleton
Golem/Homunculus/Animated Statue
Mage (to use as artillery monster or BBEG)
Dragon (of course!)
 

Gazebo
Nupperibo
Bananafanaflufferibo
Goblin
Hobgoblin
Quasidemisemigoblin
Hunter green slime
Skeleton, red
Thinly disguised version of the coeurl
Dracolich
 

Depends on the tone of the campaign I'm running

For example, a classic high-fantasy style world might have...

1.) Goblins (nuisance monsters)
2.) Orcs (Pillaging monster horde)
3.) Skeletons and Zombies (lesser undead)
4.) Giants (Hill or Ogre)
5.) Ghosts (Incorporeal Undead)
6.) Vampires (Undead Predator)
7.) Drow Elves (evil version of PC race)
8.) Werewolf (shapechanger)
9.) Golem (Constructed/Guardian Monster)
10.) Dragon (Big Bad)

With lots of room for NPC villians like anti-paladins and dark wizards.

But a Sword and Sorcery game, you bet there's gonna be demons, snake-people, weird aberrations, and more insane cults than you can shake a broadsword at!
 

So, at a bare minimum:

Ankheg
Bear
Brownie
Cat
Cattle
Caveman
Chimera
Dark Elf
Demon (Undetermined type right now)
Dog
Dryad
Elemental
Fishman
Flesh Golem
Gelatinous Cube
Ghast
Ghost
Ghoul
Giant
Gnoll
Goblin
Hell Hound
Horse
Human
Hydra
Hyena
Manticore
Merrow
Monstrous Spider
Ogre
Orc
Owlbear
Panther
Pixie
Rat
Red Dragon
Sea Serpent
Shadow
Skeleton
Spider Swarm
Stirge
Succubus
Tentacled Brain
Thulid
Troll
Vampire
Vrock
Wererat
Werewolf
Wight
Wolf
Yeti
Zombie
 


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