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(TFT) Biridlu and two more



Cas,

I am responsible for the Biridlu in your intelligent monsters list.  Again
these are from MAR Barker's Empire of the Petal Throne.  Please cite them as
such.  Here's another EPT monster for you.

Vorodla
	Dingy, blackish creatures with huge leathery wings.  They are actually
restructured and reanimated bodies of ancient warriors.  They start with ST
20 DX 11 IQ 0 (zombie-like) with an MA of 6 on the ground and 24 in the air.
Attacking at night or in the dark, the Vorodla is +2 DX.  They favor the use
of two handed weapons but a few will carry a one-handed weapon and shield.
They will fight until destroyed.  The Vorodla regenerates 1 hit per turn but
cannot regenerate fire or lightning damage.

Here's one of my own:

Phazid
	Related somehow to a Goo this is an acid secreting gelatinous creature.
They come in three sizes.  The seven hex one looks like a megahex and when
attacked all hexes around it are considered front hexes.
1-hex     ST 15     DX 9     IQ 1     MA 2     Hits stopped 1
3-hex     ST 30     DX 10    IQ 1     MA 2     Hits stopped 1
7-hex     ST 75     DX 11    IQ 1     MA 2     Hits stopped 1
	This creatures only form of attack is to shoot a stream of acid at an
attacker that causes 2d6 of damage.  Treat this attack as a thrown weapon.
Once this acid hits a victim it will have a detrimental effect on the
portion of the body of the victim that was hit.
Die Roll     Effect
2            Eye hit- Takes damage and is blinded in one eye permanently.
Blinded-eye side front hex considered a side hex        		 now and the
blinded side side hex is now considered a rear hex.  Victim also receives
a -1 on reaction rolls   		 because of scarring permanently.
3            Facial hit-  Takes damage and is scarred receiving a -1
reaction roll permanently.
4-5          Arm hit- Take damage and is badly burned suffering -1DX
permanently.
6-8          Take regular damage
9-10         Leg hit- Take damage and is badly burned suffering -2MA
permanently.
11-12        Total body hit- Take damage and body is burned so badly victim
is -1ST permanently
	Any material hit by this acid (organic or metallic) will dissolve under
this acid.  Any time a victim is hit (even if they don't take damage) with
armor on roll a D6.  If the roll is 1-3 and armors hits stopped are reduced
by one permanently or until fixed.  Magic and fine armor receive a bonus of
+1 for each plus the armor has.  So +1 armor would lose a point of hits
stopped if the roll was a 1 or 2.  Armor will always lose a point if a
natural one is rolled on a D6.
	Related to this is a natural defense the Phazid has besides stopping one
hit.  If the creature is struck by an organic or metallic weapon the weapon
will break on a 1-3 on a D6.  Treat fine and magic weapons as the armor
rules above.
	A disadvantage the Phacid has is it takes double damage from fire,
lightning, and cold-based attacks.  If attacked this   way the creature will
retreat on a roll of a 1-3 on a D6.
	Once dead, the party can gather enough of the remaining Phazids acid to
fill 1-6 vials.  One vial of this stuff is worth $1000 to an alchemist for
it is an ingredient that substitutes for up to 500 grams of dragon dung in
universal solvent.  The only problem is finding a vial that can carry the
stuff.  A stone, pottery, or glass vial will do but remember these can break
in transport.

Hope ya like!
Yours in Cidri,
Justin

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