Submit any sets of monsters that you can think of here, for inclusion in the Pocket Bestiary.
They should follow the format presented in the basic rules, including monster special abilities. They should also include Elemental Strength and Elemental Weakness for each, so they are compatible with the Pocket Tome of Equipment.
The format should be as follows:
1-9 Cultist – M1 R1 A18 H1-2 D8 HP19 ES-Ae EW-F Note: +1 Per room. The extra one will be a caster with range 3
10-19 Fanatic – M2 R1 A20 H1-3 D10 HP22 ES-Ae EW-M
20-29 Priest – M1 R3 A21 H1-4 D11 HP24 ES-Ae EW-F
30 Mozozar (Demon) – M1 R1 A22 H1-4 D15 HP32 ES-F EW-Ae Note: Each round on a 5-6 Summons a Lesser Demon in a empty spot adjacent to him.
Lesser Demon – M1 R1 A9 H1-3 D3 HP7 ES-F EW-Ae
For Elemental Strengths and Weakness, use the following chart
1 Material M
2 Aether Ae
3 Fire F
4 Air A
5 Water W
6 Earth E
I'm looking forward to some great ideas!
Pocket Dungeon - Pocket Beastiary *submissions*
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As soon as I have some time (between music honor society inductions, a 20-minute performance set at a restaurant, rehearsals for the One Acts, and PDOnline, I've got none to speak of), I'll write up some of my ideas and post 'em.
I actually both anticipate and dread some of the potential contributions from a few of the members here... hope you don't get anything too ludicrous.
I actually both anticipate and dread some of the potential contributions from a few of the members here... hope you don't get anything too ludicrous.
- ForlornCreature
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*minorbump*
This is the set I made for my first game, it was a pocketmod hence the rooms (no elemental aspects sorry):
Minecraft Set
1-7 Zombie R1 A6 H1-2 D1 HP3 Notes: + 2 Zombies when there is only one or two in the room
8-14 Skeleton (archer) R4 A8 H1-3 D2 HP6
15-21 Creeper R2 A6 H1-4 D3 HP 10 Notes: If Creeper is down to 3HP or less, in three of it's turns it will explode causing 1 d6 damage within a 4 block radius if not defeated.
22 Herobrine R1 A12 H1-4 D4 HP14 Notes: On a roll of 5-6 summon a random mob (uh, I mean monster) at the start of a turn.
1-2 = Zombie
3-5 = Skeleton
6 = Creeper
Also, a computer program set, because the dungeons reminded me of a Tron-like 'grid' setting (I was even making a tile set for it)
Computer Grid Set
1-7 Basic Security R1 A7 H1-2 D1 HP2 Notes: Summons in pairs (round die roll up to an even number of spawns)
8-14 Advanced Security R1 A8 H1-3 D2 HP6
15-21 AI (Artificial Intelligence) R2 A9 H1-4 D3 HP10
22 Master Control R3 A11 H1-4 D5 HP15 Notes: I got nuthin
Hope that helps!
This is the set I made for my first game, it was a pocketmod hence the rooms (no elemental aspects sorry):
Minecraft Set
1-7 Zombie R1 A6 H1-2 D1 HP3 Notes: + 2 Zombies when there is only one or two in the room
8-14 Skeleton (archer) R4 A8 H1-3 D2 HP6
15-21 Creeper R2 A6 H1-4 D3 HP 10 Notes: If Creeper is down to 3HP or less, in three of it's turns it will explode causing 1 d6 damage within a 4 block radius if not defeated.
22 Herobrine R1 A12 H1-4 D4 HP14 Notes: On a roll of 5-6 summon a random mob (uh, I mean monster) at the start of a turn.
1-2 = Zombie
3-5 = Skeleton
6 = Creeper
Also, a computer program set, because the dungeons reminded me of a Tron-like 'grid' setting (I was even making a tile set for it)
Computer Grid Set
1-7 Basic Security R1 A7 H1-2 D1 HP2 Notes: Summons in pairs (round die roll up to an even number of spawns)
8-14 Advanced Security R1 A8 H1-3 D2 HP6
15-21 AI (Artificial Intelligence) R2 A9 H1-4 D3 HP10
22 Master Control R3 A11 H1-4 D5 HP15 Notes: I got nuthin
Hope that helps!
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Neither of these are playtested.
Recruit- M1 R1 A5 H1-2 D2 HP4 ES M EW Ae
Guard- M2 R1 A7 H1-3 D3 HP8 ES M EW Ai Note: 1/2 of total are Archers with R5
Pikeman- M1 R2 A10 H1-4 D4 HP12 ES M EW Fi Note: Room size x2
Baron Jeak- M2 R1 A13 H1-5 D4 HP16 ES M EW Ae Notes: The Baron starts with a 15 size room and 6+#M Pikemen. After he is defeated, all subsequent enemy rolls have +1.
Ratswarm- M1 R1 A4 H1-2 D2 HP3 ES M EW Ae
Wolf- M2 R1 A8 H1-3 D3 HP5 ES Ae EW M
Bear- M1 R1 A11 H1-3 D4 HP10 ES Ai EW Fi
Boron the Druid- M2 R2 A15 H1-4 D5 HP13 ES Ea EW Wa Notes: Every round 1d6. On 5, Boron transforms. On a 6, he heals 1d6.
Transformed Druid- M3 R3 A20 H1-4 D6 HP17 EA Ea EW Wa Notes: Every round 1d6. On 5, he transforms back. On a 6, he flies into a Rage. +H1-5 +D8
Keep making the awesome.
Recruit- M1 R1 A5 H1-2 D2 HP4 ES M EW Ae
Guard- M2 R1 A7 H1-3 D3 HP8 ES M EW Ai Note: 1/2 of total are Archers with R5
Pikeman- M1 R2 A10 H1-4 D4 HP12 ES M EW Fi Note: Room size x2
Baron Jeak- M2 R1 A13 H1-5 D4 HP16 ES M EW Ae Notes: The Baron starts with a 15 size room and 6+#M Pikemen. After he is defeated, all subsequent enemy rolls have +1.
Ratswarm- M1 R1 A4 H1-2 D2 HP3 ES M EW Ae
Wolf- M2 R1 A8 H1-3 D3 HP5 ES Ae EW M
Bear- M1 R1 A11 H1-3 D4 HP10 ES Ai EW Fi
Boron the Druid- M2 R2 A15 H1-4 D5 HP13 ES Ea EW Wa Notes: Every round 1d6. On 5, Boron transforms. On a 6, he heals 1d6.
Transformed Druid- M3 R3 A20 H1-4 D6 HP17 EA Ea EW Wa Notes: Every round 1d6. On 5, he transforms back. On a 6, he flies into a Rage. +H1-5 +D8
Keep making the awesome.
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.