Post by scottanderson on Sept 6, 2016 1:58:45 GMT -5
Usually I am a consumer of gameable content, and not a producer. I see what I like out there and use it at home. But here are monsters you can use in your game if you like.
BOUNDERS: Hit Dice: 1. Armor Class: 7. Move: 12”. Alignment: L. Morale: 8 Number Appearing: 3d4. % In Lair: 15% Treasure: 1d6 GP.
Description: Bounders are Hobbits who are less civilized, and guard the boundries of the Shires. They use Hobbit hiding abilities (hide outdoors 2-6 on 1d6) and searching abilities to track outsiders and determine whether they bode good or ill.
While you might see a Bounder in town, it is more likely you will find yourself the target of an ambush by several Bounders who believe you to be a threat.
Bounders can communicate over great distances by using the beasts of the forest as couriers. They are said to communicate with animals about as well as Men communicate with each other.
Finally, they can cast three spells per day: Magic Missile, Nimbus, and Deific Transfusion.
RANGERS OF THE NORTH: Hit Dice: 2. Armor Class: 6. Move: 15”. Alignment: L. Morale: 8 Number Appearing: 1 or rarely 2. % In Lair: 15% Treasure: 2d6 GP
Description: The Rangers of the North are a small number of Men from the northern forests, each with some Elf blood. They are excellent woodsmen and can also cast some spells. They are exceptionally tough (2HD) but wear light armor (AC6 from Dex) and count as light foot. They are Lawful but have no use for civilization themselves.
Expert with sword and bow, the Ranger always fights as an F4. While sometimes one Ranger will take as his apprentice another among their number, you will otherwise never see two of them together. Some say they quarrel, while others say they have too much forest to protect to tarry together for long.
Rangers can communicate over great distances by using the beasts of the forest as couriers. They are said to communicate with animals about as well as other Men communicate with each other.
Finally, they can cast three spells per day: Magic Missile, Nimbus, and Deific Transfusion.
BOUNDERS: Hit Dice: 1. Armor Class: 7. Move: 12”. Alignment: L. Morale: 8 Number Appearing: 3d4. % In Lair: 15% Treasure: 1d6 GP.
Description: Bounders are Hobbits who are less civilized, and guard the boundries of the Shires. They use Hobbit hiding abilities (hide outdoors 2-6 on 1d6) and searching abilities to track outsiders and determine whether they bode good or ill.
While you might see a Bounder in town, it is more likely you will find yourself the target of an ambush by several Bounders who believe you to be a threat.
Bounders can communicate over great distances by using the beasts of the forest as couriers. They are said to communicate with animals about as well as Men communicate with each other.
Finally, they can cast three spells per day: Magic Missile, Nimbus, and Deific Transfusion.
RANGERS OF THE NORTH: Hit Dice: 2. Armor Class: 6. Move: 15”. Alignment: L. Morale: 8 Number Appearing: 1 or rarely 2. % In Lair: 15% Treasure: 2d6 GP
Description: The Rangers of the North are a small number of Men from the northern forests, each with some Elf blood. They are excellent woodsmen and can also cast some spells. They are exceptionally tough (2HD) but wear light armor (AC6 from Dex) and count as light foot. They are Lawful but have no use for civilization themselves.
Expert with sword and bow, the Ranger always fights as an F4. While sometimes one Ranger will take as his apprentice another among their number, you will otherwise never see two of them together. Some say they quarrel, while others say they have too much forest to protect to tarry together for long.
Rangers can communicate over great distances by using the beasts of the forest as couriers. They are said to communicate with animals about as well as other Men communicate with each other.
Finally, they can cast three spells per day: Magic Missile, Nimbus, and Deific Transfusion.