Black Flag #3

So, for the third outing, we get some monsters and monster stats. At first glance, they come off with a 2E feel to me (not a bad thing) with a more 3E - 5E feel to them. Not much else for me to really think to comment on. Maybe after they get a comprehensive ruleset together, I can comment further on some stuff. Will depend on how they put forth the comprehensive rules, be it one or multiple rulebooks.

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Some examples please?

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Bugbear
A hirsute, brown-furred humanoid with dark eyes and elongated
ears wields a massive, heavily spiked club.
Named for their alien appearance, bugbears embraced the
terror-inducing term. The consummate carnivores enjoy the
crunch of bones beneath their bloody clubs.
Bullies. While bugbears prefer to hunt and battle alone, they
sometimes find themselves in leadership positions over smaller
goblinoids. Their command is marked by bouts of terror, where
they randomly inflict pain or humiliation on their subordinates.
They don’t expect pushback from lesser goblins, but they back
down from the rare, coordinated response. This attitude persists
when bugbears fight other creatures. If assured of an easy win,
they brutalize and taunt their foes. However, they flee when their
opponents demonstrate superiority on the battlefield, unless an
even more powerful leader threatens their lives.
Sneaky Combatants. Owing to their cowardice, bugbears try
to attack with the element of surprise and are deadly against
surprised enemies. They wait for cover of darkness or choose
locations where they can hide. If the conditions aren’t right, they
coerce their subordinates to create a distraction for them.
BUGBEAR
Medium Humanoid (Goblinoid)
Armor Class 14 (hide armor)
Hit Points 36
Speed 30 ft.
Stealth 16
Senses night vision 60 ft.
Perception 10
Languages Common, Goblin
CR 1 (200 XP) PB +2
STR DEX CON INT WIS CHA
+3 +2 +1 −1 +0 −1
Brutal. The bugbear deals one additional die of damage when it hits
with a melee weapon (included in the attack).
Surprise Attack. If the bugbear hits a surprised creature with an
attack during the first round of combat, the target takes an extra 7
damage from the attack.
ACTIONS
Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 piercing damage. A surprised target takes an extra 4 piercing
damage and must succeed on a DC 13 CON save or be stunned
until the end of its next turn.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or
range 30/120 ft., one target. Hit: 10 piercing damage in melee or 5
piercing damage at range.

Hippogriff
Flashing down from the sky, this creature has the body and rear legs
of a horse, but the head, wings, and forelegs of a mighty eagle. With
a raptor’s scream, it dives to strike.
The swift hippogriffs hunt the mountain steppes, plains, and
wild places of the world. They are omnivorous but prefer meat. A
single hippogriff considers an extremely wide swath as its hunting
territory and remains in an area until the food supply is exhausted.
Eternal Mates. Hippogriffs mate for life, raising one to two
young at a time. They lay eggs, taking turns watching over them
(or hatchlings) while the other mate hunts for food. When a
hippogriff dies, its mate often starves itself to death.
Loyal Steeds. Hippogriff eggs are prized treasures and valuable
to everyone from elven lords to powerful human generals. A
single egg is valued at 2,000 gp. Of all the monstrous mounts,
hippogriffs are the easiest to train. However, the death of a
hippogriff ’s rider sends the mount into a frenzy.
HIPPOGRIFF
Large Monstrosity (Animal)
Armor Class 11
Hit Points 53
Speed 40 ft., fly 60 ft.
Stealth 10
Senses keen 240 ft.
Perception 17
Languages —
CR 1 (200 XP) PB +2
STR DEX CON INT WIS CHA
+3 +1 +3 −4 +1 −1
Heightened Sight. The hippogriff has advantage on WIS checks that
rely on sight.
ACTIONS
Multiattack. The hippogriff makes one Beak attack one Claw attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
slashing damage.
BONUS ACTIONS
Dive (Recharge 5–6). The hippogriff plummets up to 60 feet. If
the hippogriff falls at least 30 feet straight toward a Huge or
smaller target and ends the fall within 5 feet of it, the hippogriff
and the target each must succeed on a DC 13 STR save or take 10
bludgeoning damage and be knocked prone.

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It feels very D&D, I’ give you that. What is the resolution system?

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As far as combat, according to the packet, the GM should follow combat of 5E (at this point anyway) unless monster stats state otherwise. If it changes, or how much it changes in the future, not sure. Haven’t gotten official combat rules. Should be in the next packet or two.