Continuing to play Dwarf Fortress. Here's some creatures from it done as GLOG-style races. Some have said that halflings should be replaced with mice. I prefer gorlaks for this role. Note that some creatures on the chart are not intelligent in the game. Think of it like being able to play a koopa in Mario Kart:
D20 Dwarf Fortress Creatures As GLOG-Style Races
D20 | Race | Reroll | Bonus | Weakness |
1 |
Dwarf |
CON |
Martial trance, no penalty to defending against multiple opponents |
Must include alcohol with rations to benefit. |
A short, sturdy creature fond of drink and industry. |
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2 |
Gorlak |
WIS |
Tusks, as light piercing weapon |
Can’t wear head or torso armour unless specially crafter for gorlaks |
A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth. |
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3 |
Gremlin |
INT |
Advantage on saves vs. traps |
Save when you see buttons, levers, or the like or activate them |
A small humanoid creature with a mischievous, toothy grin. |
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4 |
Leopard Man |
DEX |
See twice as far in low light |
Prideful, save or immediately avenge humiliations |
A spotted person with the head and tail of a leopard. |
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5 |
Kobold |
DEX |
No penalties to sneaking for being in broad daylight or the like |
Can’t wield two-handed weapons, must wield one-handed weapons with two hands |
A small, squat humanoid with large pointy ears and yellow glowing eyes. |
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6 |
Dark Gnome |
CHA |
Take negative effect from only every third thing you drink |
Disintegrate on contact with gnomeblight, soap burns as acid |
A tiny, foul-tempered humanoid creature that dwells in the evil mountains. They are known to enjoy drinking liquor and will take any unguarded supplies of booze. |
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7 |
Elf |
DEX |
Advantage on reaction rolls with wild animals |
Can’t carry items made from dead wood |
A medium-sized creature dedicated to the ruthless protection of nature. |
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8 |
Walrus Man |
CON |
Can hold breath for 10 minutes and swim twice as fast |
Can’t wear pants or boots |
A legless person with the head and back flippers of a walrus. |
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9 |
Crundle |
WIS |
Claws and horns are light slashing/stabbing weapons |
-2 to strength for inventory slots |
A tiny underground monster with large claws and horns. It walks on two legs and is dangerous when encountered in large numbers. |
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10 |
Grimeling |
CON |
Immune to magic, poison, and suchlike that don’t affect plants |
Can’t be helped by magic, potions, and suchlike that don’t affect plants |
An evil monster from the swamp. It resembles a knot of waterlogged weeds but will strike the unaware victim. |
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11 |
Plump Helmet Man |
CON |
Can eat compost as rations |
Delicious, preferentially targetted by monsters with bite attacks |
A small humanoid resembling a walking mushroom with arms and legs. It lives far underground near water and soil. |
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12 |
Bark Scorpion Man |
CHA |
Stinger as light piercing weapon with painful poison |
Essentially just have two fingers per hand, good luck playing piano |
A person with the head, pincers and tail of a bark scorpion. |
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13 |
Reacher |
STR |
Reach twice normal |
Half unarmed damage unless grappling |
A humanoid monster found lurking far underground. It feigns death, usually near water, until a victim passes by. It then uses its long arms to drag its prey into the water to drown or strangle them. |
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14 |
Goblin |
DEX |
Can shift incoming attacks onto an adjacent comrade |
Disadvantage on saves vs. dark magic and demons |
A medium-sized humanoid driven to cruelty by its evil nature. |
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15 |
Cassowary Man |
STR |
Sprint twice as fast if moving in a straight line |
When afraid or emotions are magically altered, save or enter indiscriminate rage |
A brightly-colored person with the head of a cassowary. |
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16 |
Giant Tortoise Man |
WIS |
+2 Defense |
Can’t run |
A person with a large shell and the head of a giant tortoise. |
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17 |
Troll |
STR |
Deal double damage to inanimate objects/structures when you spend at least a full round smashing |
Require custom equipment, costs twice as much as normal |
A huge humanoid monster with coarse fur, large tusks and horns. |
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18 |
Spider Monkey Man |
INT |
Prehensile tail acts as third manipulating limb |
When afraid or startled will screech |
A long-limbed person with the head and tail of a spider monkey. |
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19 |
Foul Blendec |
CHA |
Can’t be blinded |
Contact with holy objects causes 1d4 damage / round to you |
A man-shaped creature with the legs of a goat and the empty-eyed skull of a goat. |
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20 |
Octopus Man |
INT |
Boneless, very flexible |
Immerse yourself in water once a day or can’t heal |
A person with an octopus in place of a head. |
Horn Beetle
A round, omnivorous beetle slightly larger than a horse. The males have a long horn at the front of their bodies. It grazes on cave fungus and has an ornery disposition.
HD: 4
AC: As Chain
Atk: 1d12 + Toss
Move: As horse
Int: As ornery horse
Mor: 8
Toss: Anything smaller than a horn beetle that's struck by one must save or be tossed 10 feet in a direction of its choice.
Oooh, a *lot* of flavor here! I love it.
ReplyDeleteA few comments.
1: I always wanted to run a game of DF and then use this as the map for a large dungeon.
2: How do elven bows work?
3: The Reacher is really good - perhaps it should breathe under water too? But needs a bigger penalty perhaps?
Re: 1, Yes... Yes!
DeleteRe: 2, In-game I think they make them out of "living wood", otherwise there were steel bows made during the Mughal era, or maybe you could make a composite bow without any wood in it
Re: 3, maybe they can't throw things or wield ranged weapons or whatever, due to their weird arms
Oh hey, I made a DF-style game based on the chassis of, all of monstrous things, "Kill Puppies For Satan". I should post that!
ReplyDelete