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Additional Druid Transformations

Discuss the creation of new Monsters and share Monsters you've created.

Additional Druid Transformations

Postby LucaRocks » March 24th, 2024, 3:46 pm

Starting to expand on the Druid's transformation ability by giving her the ability to transforms into different animals and monsters. I envision each animal as having special abilities and/or stat modifiers and its own unique mini (plenty to choose from on Etsy).

I am thinking of getting 8 or 10 forms and having the druid roll for transformation using a d8 / d10. But I'm not sure if this is the best way to go as the transformation would probably be too random to be useful. Maybe rolling a certain number would unlock a super transformation? Something like the yeti or giant wolf? Still haven't nailed anything down so I am open to suggestions.

My first draft list of animals/monsters minis is below with some ideas I had. Most grant the additional +1 to attack and defense unless stated otherwise.

Were-bear - this is the mini we use in my group for the basic transformation that does plus 1 to Att and def

Sabertooth tiger - Maybe this one does not give the plus one bonus but grants the ability to move, attack, move?

Spider - definitely can see this one as being able to enter rooms (revealing what's inside) without opening the door. Maybe attack and defend will only be 1 and 2 for this transformation.

Python - has the ability to make one monster miss a turn (coils around the monster). Gets the plus one to Att and def.

Toad - I'm thinking of using this as a "gag" transformation. Like if the Druid has to roll for a transformation and misses, they have to become a toad instead. Only 1 att and 1 def.

Displacer Beast - grants flat 10 movement, no other stat bonus. When defending, if they roll a black shield all damage is negated (to represent the DB's power to make an illusion of itself).

Owlbear - Grants +2 to Att and def. Able to do a double attack. Takes 2 damage before reverting back to druid.

Girallon - can move through monsters and can also do 2 attacks. No stat bonus

Basilisk - the supreme transformation. 6 attack, 5 defense. Able to make three monsters lose a turn at once. Might make this one limited to a certain number of turns.

That's what I got so far. I also have the wolf from Ogre Horde which could be another transformation but looking at it in one place, I think that the list is maybe getting too long already. I feel that five forms may be enough. And the frog and basilisk would be extra transformations to signify a very good or bad roll or something.

Anyway, let me know what you think. If you have used different forms for your druid, please share your mechanics. Thank you!
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Re: Additional Druid Transformations

Postby LucaRocks » March 25th, 2024, 12:29 pm

Thanks! I hope that means some of them are good lol

After thinking about it some more, I think what I will do is make the Druid able to pick any 4 monsters to use during a quest. That way the number of monsters available can grow without making the druid overpowered. So basically, the druid would cast transform and, as an option, they could choose to become one of the four animals/monsters they chose for that quest. The default transform ability (were-bear) could be used as many times as allowed by the rule of the card. But using transform to turn into a bonus monster would be limited to 4 times per quest. Could be one monster 4 times or four monsters 1 time each (or any combo adding up to 4).

I am also adjusting a couple monsters in my previous list:

Girallon - 2 Att, 4 def. Can move through Zargon's monsters. Able to attack up to four monsters at the same time (because it has four arms). But the monsters have to be in a square next to the Girallon. One attack roll only for the girallon. All monsters may defend normally.

Basilisk - 5 attack 6 defend. Costs 1 BP and 1 MP to transform into. Can stay up to 3 turns on the board but will cost 1 BP and 1 MP each turn. Can 'petrify' 3 other monsters at once (aka make them lose a turn). Monsters must be in a square next to the basilisk.

Toad - can move through monsters. Druid cannot attack or be attacked in toad form. Can set off traps without taking damage as well. (I'm thinking that slimy toads are hard to hold or even catch due to their jumping ability so I figure making them basically invulnerable would be a cool way to make this animal a useful transformation).

Sabertooth Tiger - can move attack and move. Any damage dealt get +1 (to symbolize it's vicious teeth doing damage in addition to its claws)

So there are some updates for now. Will post anything else I come up with.

FEEDBACK GOOD OR BAD IS ALWAYS APPRECIATED! TY!
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Re: Additional Druid Transformations

Postby cornixt » March 25th, 2024, 4:19 pm

If it is a random pick, then I'd say to max it out at 6 so you can do D6 rolls.

If it's a pick, then maybe do them in batches of three like the spell cards so they can pick from a different set for each quest. After the first few they are all going to be a bit similar so having a different set is going to allow for several without the player just picking the same ones each time - fighter, supporting fighters, utility.


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Re: Additional Druid Transformations

Postby LucaRocks » March 26th, 2024, 7:14 am

Great ideas! Thanks so much for the input!

I think that I am liking the "rolling dice" idea less and less. I mean, what good are utilitarian monsters when your in the middle of a fight?

Splitting them up into groups of 3 might be the way to go. As you said, it would make it more interesting to see how they would use them. It would also allow for more balance. Have one very strong monster, one less strong animal and a third totally utilitarian animal. Still not completely sure because I am all for as much as variety in the combos as possible. Maybe I will let him choose 3 but also give a bonus roll for a 4th? We'll see.

Will have to adjust my monsters some more but thats half the fun lol. Thanks again!
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Re: Additional Druid Transformations

Postby LucaRocks » March 29th, 2024, 7:47 pm

I have adjusted some transformations and added others. I added some animals that grant the druid semi-mystical abilities. Sort of like totem animals. I think some of these will be useful! I particularly think that the ram will be great for FH lol.

Owl - Grants wisdom. Move through monsters (flight). 1 att, 1 def. Can search for traps and secret doors same time. Able to give info from quest book. Heroes can ask if the quest contains artifacts, bosses, special mechanics etc... Only one reveal allowed per quest.

Deer - Healing. 1 att, 1 def. Can heal 2 BP per turn for 3 turns.

Fox - 2att, 3 def. Grants cunning. Avoids any and all traps (but does not spring them). Can search for treasure and ignores all hazards and Wandering Monsters until 1 good treasure is found.

Ram - Gets normal stat boost. Can traverse any terrain hazards without taking damage or dying Can open doors (ram).

Toad - Cannot attack or be attacked. Can set off traps without being damaged. Can move through monsters.

Large Spider - can walk through doors and walls to reveal what's in a room. 1 att, 2 def.

Python - No stat boost. Can make a monster lose a turn as an action (coils). Can open doors. Can attack adjacent.

Owlbear - Roll dice when using regular transform. If Druid rolls a black shield, transforms into owlbear instead. +2 to Att and Def. Double attack. 2 damage taken before transform back.

Displacer beast - 12 movement. If roll a black shield when attacked, all damage is negated (illusion was attacked instead). No stat boost.

Sabertooth Tiger - can move attack and move. No bonus to stats.

Girallon - 3 att, 4 def. Can attack up to 4 adjacent monsters in one action. Rolls once to attack all monsters. Monsters all defend as normal.

Basilisk - 6 att, 6 Def. Limited to 3 turns only or 1 damage (whichever comes first). Can make two enemies miss their next turns (petrify).

PLZ let me know YOUR THOUGHTS! THX!
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Re: Additional Druid Transformations

Postby Soul Reaver » June 4th, 2025, 8:43 pm

I based the Druid on ideas from Banjo's homebrew Heroquest rules but made some adjustments of my own. I haven't tested these but think they'll be interesting.

So first, the Druid him/herself:
Body Points: 6
Mind Points: 4
Attack: 1 die
Defend: 2 dice
Move: 2 dice
Starts with 1 Totem of their choice
No starting weapon or armour
May not use any metal weapons or armor
May use Druid spells
May use Totems
The druid isn't a wizard, so they can't use wizard-only items (though they can brew potions at an alchemist's bench for free just like a wizard can in the Rise of the Dread Moon rules).

There are 2 types of Druid spells: basic druid spells and Shapeshift spells.

Basic Druid Spells
At the start of the Quest, the Druid picks 3 spells from the deck of 'known' basic Druid spells. There are 3 spells in that deck to start with:
1. Bestial Strength: can only be cast on the druid. Gives them +1 combat die when attacking an adjacent enemy. Broken when the druid takes any Body damage.
2. Pixie: restores 1 Body Point to all heroes (including the druid) in the same room or corridor as the druid OR reveals all traps and secret doors in every room or corridor that the druid has at least partial line of sight into
3. Tanglevines: cast on one monster. It cannot move, attack or defend. The spell can be broken immediately or on a future turn by the monster rolling 1 red die for each of its attack dice (to a minimum of two). It has to roll 5 or 6 on two or more dice for the spell to break.

The druid also has the option to 'purchase', for 200 gold coins, one additional random spell from the 'unknown' spell deck, in order to add it to the 'known' spell deck. This doesn't increase the total number of spells they can pick for a Quest, it just increases the selection they can pick from. This can only be done once after each Quest, so it'll take at least 3 Quests before they can buy all 3. The 'unknown' spells are:
1. Bark Skin: can only be cast on the druid. Gives them +1 combat die when defending. For every Body Point you lose, roll 1 combat die - if you roll a skull, the spell is broken. The spell is also broken if you suffer any Body damage from fire.
2. Bird Flock: swarms all monsters in the spellcaster's room. All affected monsters miss their next turn unless they can roll 3 skulls between them using their Attack dice. Any monster that rolls may not move or perform other actions that turn.
3. Lifeforce: cast on any hero, including yourself. Restores 4 Body Points.

There are also 6 animal Totems: Bear, Wolf, Tiger, Deer, Eagle and Ferret. The Druid starts with one of their choice. Others can be bought as equipment between quests, each costing 300 gold coins - the druid can only hold one copy of each type. Each Totem the Druid has gives them access to the corresponding Shapeshift spell.
The druid may cast a Shapeshift spell at the start of their turn, before moving or performing an action. It does not use up their action to do this - however, if something (eg, a Tempest spell) would prevent the druid from taking an action, they cannot cast the Shapeshift spell either.
When they cast the Shapeshift spell, the druid turns into the corresponding animal, and gains its stats and abilities as given.
The druid can still search for traps, secret doors, treasure etc and can open doors in animal form.
He does not gain any benefits from equipment (including not being able to use potions) nor cast spells while shapeshifted.
He may choose, at the start of any of his turns, to break the shapeshift spell and transform back into a druid, but he will have to wait until next turn to cast another Shapeshift spell. If a Druid stops a spell in this way, he regains use of the spell.
A shapeshift spell will also break if the druid suffers any Body damage. If that happens, he does not regain the spell.

The forms are as follows:

Bear:
Attack: 3 dice
Defend: 5 dice

Wolf:
Attack: 3 dice
Defend: 2 dice
May attack diagonally

Tiger:
Attack: 4 dice
Defend: 2 dice

Eagle:
Attack: 1 dice
Defend: 3 dice
Line of sight is not blocked by heroes or monsters. May attack any target within line of sight. May move over monsters. Ignores all floor traps.

Deer:
Attack: 2 dice
Defend: 2 dice
Move: 3 dice
If moving before attacking, will attack with +1 combat die, and if any skull is scored, the target is knocked directly back 1 square if possible. Only fails jumps if rolls a black skull.

Ferret:
Attack: 1 die
Defend: 3 dice
Can disarm traps in the same way as the Dwarf. Ignores all floor traps (ie, Pit, Spear, or Falling Blocks traps), automatically detects any floor traps that they move over (if possible), and can ignore all Body damage caused by any floor traps except if they fail trying to disarm them.

I think the above will make for an interesting, versatile druid that will, once able to, frequently change forms on the fly to handle a variety of different scenarios. They are very much glass cannons and will need to be protected, but used strategically I think they'll be fun and interesting.
Last edited by Soul Reaver on June 8th, 2025, 3:46 pm, edited 1 time in total.
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Re: Additional Druid Transformations

Postby Kurgan » June 5th, 2025, 9:26 pm

Altered Beast!


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