101 Not So Simple Monster Templates Sample File
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Rite Publishing Presents: 101 Not So Simple Monster Templates Our Monsters are Different (Original Designer, Layout, and Publisher): Steven D. Russell Our Giants are Bigger (Additional Design, Layout, Development, and Conversion): Patryk Adamski Our Banshees are Louder (Editor): David Paul Our Ghouls are Creepier (Cover Artists): Eva Marie Toker, Ian Greenlee, Juan Diego Dianderas Our Ogres are Hungrier (Interior Artwork): Julia Metzger, Dallas Williams, Rick Hershey, Eva Marie Toker, Taregh D. Saber, Esmerra, Devin Night, Fadly Romdhani, Lee Anthony Moten, Tarakanovich, “Raphael041”, Henry Toogood, Viktor Vasnetsov, Juan Diego Dianderas, John Wigley, JoeSample Calkins, Felipe file Gaona, Evgeny Averin, Jennifer Bone, Ian Greenlee, Johnny Morrow, Kamil Jadczak, Delphine, Dedication: To Owen K.C. Stephens —for his guidance through dark and troubled waters. Special Thanks to Rob Heinsoo, Simon Rogers, Will McCardell, Ben McFarland, Bill Collins, and Michael Tumey. Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product. 101 Not So Simple Monster Tempaltes © 2011 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, 13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.Some rights reserved. Some artwork is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by- nd/3.0/ Some artwork is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ Introduction The 13th Age Roleplaying Game is a fast-paced version of d20 system. Therefore, all templates are built in such a way as to be applied on the fly after a single reading. Secondly, The 13th Age Roleplaying Game emphasizes the rule that every lock must come with a key – the templates that would require use of magic to overcome their effects, have been altered so that every situation should be resolvable using guts, skill and ingenuity. Thirdly, spell references and certain effects have been replaced with open-ended descriptions to encourage interpretation and creative use. In other words, let your imagination go wild. For example, you may be required to improvise using ritual magic to throw effects of a terrifying magical disease – the players need to come up with props, and it is up to GM to adjudicate the result (see The 13th Age Roleplaying Game core book, RITUALS section). templates on the same creature, you may end up Finally, have fun. with a creature of which “lvl adj.” exceeds its actual capability. Therefore please take care while stacking templates. <Melee Attack> Reading Stats Melee Attack vs. AC/PD/MD (number of creatures affected)—Damage and/or effect. As the vanilla version of The 13th Age Roleplaying Game does not come with templates, and because Note that there is no attack bonus nor damage some of d20 rules are not easily translatable into listed above. Use attack bonus and damage concepts agreeable with Archmage Engine, here is a parameters from the basic creature or, if you Sample filedeem it good enough, from The 13th Age short primer on how to read and make templates. Note that at least one convention is not present in Roleplaying Game corebook, DIY MONSTERS. vanilla version of the rules, and that some uses of “AC/PD/MD” – pick one. statblock parts may differ from books you've already “(number of creatures affected)” - this is optional. read. If not present, assume a single creature as a target. <Template Stablock Opening> <Close Quarters Attack> Template Name Creature (lvl C: Close Quarters Attack That Does Not Provoke an Attack of Opportunity vs. AC/PD/MD adj.) (number of creatures affected)—Damage and/or effect. A sentence or two of descriptive text to convey the basic idea behind the template. “C:” - prefix denoting this type of attack. Cannot be used to make an attack of opportunity. On the Note: “lvl adj.” refers to how the template creature other hand, it is a ranged attack, and quite often compares to its basic version. Use adjusted level hitting multiple targets. for calculating creature power while building encounters. All level-dependent creature statistics (like attack and hit points) are still the <Ranged Attack> R: Ranged Attack That Does Provoke an Attack of same as per basic creature. Opportunity vs. AC/PD/MD (number of Note #2: This means that if you use two different creatures affected)—Damage and/or effect. - 1 - “R:” - prefix denoting this type of attack. Cannot be used to make an attack of opportunity. On the other hand, it is a ranged attack, and quite often hitting multiple targets. <Special Ability> Special Ability Name: Special ability description. Special Abilities include but are not limited to resistances, immunities, adjustments to numerical values, particular non-combat powers and about anything that is not an attack. <Special Ability with Special Trigger> Special Ability Name: Special ability description that grants an attack under specific circumstances. [Special trigger] <Attack> Some Special Abilities details specific circumstances that lead to triggering “[Special trigger]” attacks. Replace <Attack> with any melee, close quarters or ranged attack. <Special Ability with Attack Enhancement> Special Ability Name: Special ability description that grants an attack enhancement under specific circumstances. Healthy status “bars” look like this: Condition: Damage and/or effect. 150% - 101%: healthy, 100% - 51%: grazed – 1st template activates. Condition is the prerequisite for the damage or 50% - 0%: staggered – 2nd template activates. effect to take place. For example: “On Natural An example would be Iron Forgeman, a large iron 11+” or “During Full Moon, When Pixies Dance golem that works in death metal temple, smelting ore and Beer Mug Throw Scores Natural Even”. and pound iron into submission with great fists. The first template to apply would be Divine Furnace <Offensive Effect> Creature, and the second, Lavawight Creature. And Dangerous Effect Name! DangerousSample effect the filecombat would start with fighting an enormous description, that also includes how to avoid or iron golem, then the golem insides would boil over, remove. and then its unholy animating spirit would emerge. This is a special offensive effect does bad thing to this creature's opponents. It is similar to When Falling Ill... standard effects (or d20 conditions). The Apply in stages. For example, your character's best description should also include instructions how buddy drink something unwholesome. They became to remove it, as Archmage Engine magic system ill (Ill Creature). And then, when the illness is not meant to solve every ailment PCs are progressed, they sprouted tentacles and ate their going to suffer from. nurse (Eldritch Tentacles Creature). Now you're looking for them in dark sewer, hoping the things won't get worse. Fun Stuff Unusual Wandering Monsters All templates are meant to be applied on the fly. So roll on a wandering monster table and roll up a random template. Big End Boss Fight with Twists This trick comes handy when a party encounters a Build or pick a boss monster as normal (probably 3 to group of several identical monsters – with a template four levels above characters). Decrease its damage by or two, you can easily make them unique. 1/3. Multiply hitpoints by one and a half – so the - 2 - .