Wednesday, October 28, 2015

[ACKS Monster] Fimir

I really enjoy the 1st Edition Warhammer FRP rulebook. That game definitely scratches a different itch than D&D does.


FIMIR
Sharl Maragh Fhimm/Dirach
Lair: Special Special 17+
Dungeon: Special Special Band (1d8)/Lair (1d4 bands)
Wilderness: Special Special Slaving Party (1d4 bands)/Stronghold (1d6 parties)
Alignment: Chaotic Chaotic Chaotic
Movement: 120' (40') 120' (40') 120' (40')
AC: 3 (piecemeal armor) 3 (piecemeal armor) 3 (piecemeal armor)
Hit Dice: 2+1* 6+3*** 3+2* (3+2** for Dirach)
Attacks: 2 (slam or by weapon) 2 (slam or by weapon) 2 (slam or by weapon)
Damage: 1d6/1d6 or 2x by weapon 2d6/2d6 or 2x by weapon +2 2d4/2d4  or 2x by weapon +1
Save: F2 M7 F4
Morale: 0 +2 +1
TT: Special Special G per band
XP: 47 1280 100 (135 for Dirach)


Rumored to be the descendants of humans and demons, the Fimir haunt bogs, fens, and desolates moorlands throughout the world. They are common in coastal areas, but can be found anywhere suitable dank. Their strongholds tend to be human ruins, coastal headlands and barren hill-forts, perpetually shrouded in thick mist.

Roughly human-shaped, Fimir have massive barrel chests, short, powerful legs ending in three-toed clawed feet, and long arms which nearly reach the arms. Their heads are large and almost hairless, tapering to a noseless, tusked snouth. They possess a single baleful white eye set low on their head. When Fimir stand up straight (which is rare), they reach nearly to eight feet. Fimir have long tails ending in thick knobs, and pebbly greenish-yellow skin.

Fimir communtiies are divided into caste by body type, with the majority being of the Sharl caste, servitors and menials. The next is the Fhimm, or warriors, followed by the Dirach- demonfriends. Most feared of all are the Maragh, the witch-queens who rule over Fimir strongholds, the only female Fimirs. How Fimir maintain their numbers with so few females is a matter of much scholarly debate, mostly amongst the more depraved scholars of Talis.

The Fimir shun the light of day, traveling in darkness whenever possible. They raid human farms and villages, in search of food and captives. Fimir are perpetually shrouded in thick fog to a radius of 20'.

Each Fimir warband consists of the above noted number of Fhimm warriors. A warband has a 50% chance of having a Dirach leader.

Each lair or slaving party has an additional 1d4 Dirach and a Maragh.

A Fimir stronghold in the wilds has all of the above, plus 1d4 more Maragh, with 1d4 Dirach per Maragh as a sort of honor guard.

Sharl rarely leave a Fimir lair, whether it be in dungeon or wilds. When such a lair is encountered, there will be a total number of Sharl Fimir equal to 150% the number of Fhimm.

Combat: Enemies to the side or behind a Fimir can be attacked by their tail. This attack is at a -2 to hit and inflicts 1d6 damage, regardless of the Fimir's caste. Sharl and Fhimm invariable use a pair of heavy-bladed axes, maces, spiked clubs, or the like.

Dirach: Dirach are, essentially, Fhimm born with some talent for spellcasting. They are able to cast spells as 3rd level mages, in addition to their normal abilities in combat. Once per week, seven Dirach may come together at the direction of a Maragh in order to perform an hour long ritual which is able to summon and command a demonic servitor elemental, as the spell Conjure Elemental. This elemental, when summoned, always appears somehow unwholesome (stinking reddish water, greenish-blue flame, bone-filled earth and the like).

Maragh: Maragh do their best to avoid melee combat. They have the spellcasting ability of a 5th level cleric and 5th level mage, and in addition may throw a bolt of crackling green-black energy up to 120', dealing 1d12 points of damage. Once per week, four Maragh may come together in a day-long ritual to cast Contact Other Plane.

1 comment:

  1. Someday I will figure out how tables work in this and actually use them.

    ReplyDelete