Monster Lenses

Also known as Monster Prefixes, Monster Lenses help a Game Master customize their monsters with "more bells and whistles". These often make monsters more powerful, and give them a more distinct flavor on the battlefield.
== Official Prefixes / Lenses ==
Prefix / Lens 	Description 	Suggested Mods
BerserkerDungeon Fantasy: Monsters 1, p.36-38 	RARRRRGHHGHHGHGH! 	
* Berserk (if already has Berserk, add Battle Rage, and reduce self-control number) -- note that this makes the creature immune to shock, knockdown, and stun, and rolls to remain conscious/alive are at +4!
* +30% HP, or +3, whichever is better
Chaos 	This creature has some sort of taint of primal chaos. It's faster and more impulsive, and can have dangerous effects from its death--including refusing to die. 	
* +1 to Speed, plus Combat Reflexes, Fragile (Unnatural), High Pain Threshold, and Impulsiveness (9). 
* When slain, roll 1d:
* 1 – Fragile (Explosive) -- it explodes immediately. 
* 2-5 – The creature dissolves into a murky pool of liquid chaos that dissipates after 1d minutes. Treat contact with this as a 1d attack. Roll 1d for damage type: 1-2 is burning, 3-4 is toxic, and 5-6 is corrosive. 
* 6 – The creature has Unkillable 2. It dissolves into a murky pool (as above), before reforming and springing back to life. If slain a second (or third) time, reroll on this table and apply the new effect one instead of the old one.
Determined 	This template is good for monster leaders and champions. 	
* +20% HP or +2, whichever is higher, plus Hard to Subdue 1 and Striking ST 2
Distorted 	This monster has been warped by Things, presumably in an experiment to make them more powerful. They usually lack a vulnerability they'd normally have, and are classed as an Elder Thing.
Editor's Note: Maybe add a new Vulnerability or weakness instead, one that an Elder Thing expert could utilize.	
* Lacks one of its usual vulnerabilities such as Vulnerability, Dread, Fragile, Susceptible, etc
* Uncanny traits like Disturbing Voice, Frightens Animals, Lifebane, Noisy, Supernatural Features, and Weirdness Magnet
* Even Elder Things can be distorted, gaining 2d more body parts. (Saints preserve any who see a Distorted Eye of Madness...)
Elemental 	Through advanced arcane ritual or pure Nature's strangeness, this creature is imbued with elemental abilities. 	Damage from attacks either changes or has a new follow-up effect:
* Acid: Corrosion
* Cold: Burning with no incendiary + rolling HT -1 per 2 points of damage, or be paralyzed until making a HT roll with the same penalty. 
* Electricity: Burning with no incendiary + rolling HT -1 per 2 points of damage, or be stunned until making a HT roll with the same penalty.
* Energy Drain: Fatigue damage
* Fire: Burning (the regular kind)
* Poison: Toxic
Furthermore, the creature should have some amount of DR against its own element.
Ghostly 	Guess who's back? Tell a friend.
This creature is a mostly-incorporeal ghost. It needs to use FP to manifest--during which, it is vulnerable. The creature gains Undead to its class, such as "Undead Animal" or "Undead Plant". 	
* Add Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Immunity to Metabolic Hazards, Insubstantiality (Affect Substantial; Usually On), Intolerance (All living beings), and Temperature Tolerance 10.
Juggernaut 	This creature is a lot tougher than usual...
Editor's Note: Extra points if the creature is given rigid DR that protects it from slams, plus a powerful headbutt, and Forced Entry bonuses to destroy walls and doors, 	
* +20% or +2 to ST
* +50% or +5 to HP
* +50% or +1 to DR
Editor's Selection:
* higher DR (front only)
* Striker (horn, head, etc)
* uses Barbarian Launches rules when slamming
Possessed 	This creature is possessed. Call a cleric, or keep it surrounded by holy symbols until one can arrive! If it's a sapient being, it's a real mean piece of work. If it's a wild animal, it's pointlessly cruel. 	
* +3 to Will or Will 15, whichever is higher
* Bloodlust, Callous, Dread (Holy Objects, 5 yards), Hard to Kill/Subdue 2, High Pain Threshold, Indomitable, Lifebane, Sadism
Psycho Killer 	The body was just here a second ago...
Editor's Note: There is a loophole in this design... the monster respawns when unobserved, which means if its head is bagged up and lashed to a belt (which a trophy-hunting barbarian or knight might do), it won't respawn until it's eventually given up to some poor taxidermist or wizard's guild...	
* -1 to Move, usually
* 1d-1 levels of Extra Life (min 1)
* +5 to Stealth
Ravenous 	A simple upgrade, changing a creature to a more "bitey" form. 	
* Upgrade creature's teeth: Default teeth (crushing) become Sharp (cutting), Sharp Teeth become Fangs (impaling). No effect on impaling... probably.
* Add Striking ST (Bite Only) equal to half the creature's usual effective ST, including any Striking ST it already has.
Undead 	It's slower, but stronger, and usually smells pretty bad. At least you'll smell it before it sees you. Add Undead on top of the original class. 	
* +20% or +2 ST
* +50% or +5 HP
* -1 to Speed
* Bad Smell, Doesn't Breathe, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, and Temperature Tolerance 10
AstralPyramid 3/80: Fantasy Threats, p.35 	This creature is a native of the Astral Plane. Unlike most astral life, it can injure substantial creatures.
Editor's Note: It may be wise to ensure the party has a few ways of attacking this creature, or it'll be pretty annoying for most or all of the party.	
* Astral Entity (Insubstantiality, Affects Substantial)
* Attacks can affect substantial at -3.
* Attacks ignore DR
Psionic 	Some creatures are naturally psionic, some have been altered by Elder Things. Feel free to experiment with Distorted and Chaos as well! 	
* +2 to IQ or IQ 12, whichever is higher
* Increase FP +20%
* Psionic Talent 2 and Unusual Background (Psionic)
* Add one of Battlesense 1 and Mindreading; Fear and Telesend; Levitation 3 and Psychic Armor 6; Ergokinetic Shield 4, Innate Attack (Gaze) at DX+4, Psychic Sensitivity 1, and Pyrokinetic Bolt 2; or any set of psionic abilities worth 45-55 points.
From HellPyramid 3/50: Dungeon Fantasy II, p.37 	This monster is a demon from Hell--unlike Possessed, it is a Demon. Perhaps it was summoned from another plane, or perhaps an occult ritual changed a regular animal into a demon. 	
* Dark Vision, Night Vision (likely 5+), or Infravision
* +3 to Will or set Will to 15, whichever is higher
* +2 to ST
* Bloodlust, Callous, Doesn't Breathe, Doesn't Eat or Drink, Doesn't Sleep
* DR 1
* Dread (Holy Objects, 5 yards)
* High Pain Threshold
* Immune to Metabolic Hazards
* Indomitable
* Lifebane
* Sadism
* Unwilling to negotiate + Truly evil.
DirePyramid 3/76: Dungeon Fantasy IV, p.28-30 	A bigger, nastier, more aggressive type of creature. Usually a little mutated through strange magic.
Editor's Note: Instead of boosting DR directly, make it armor plates with weak spots on the creature, such as the face and abdomen. For more Skull Island goodness, add a projectile attack.	
* Size Modifier +1
* ST and HP scale up by 50% (or +5, if more)
* DX+2, Per+2, HT+2
* Bad Temper + Bloodlust
* Odious Habit (Man-Killer)
* DR +30% (or +3, if higher)
Terrible 	Lots of variations. Mainly, this improves speed and bite force. 
Editor's Note: That's no ordinary rabbit! Look at the bones around its lair! 	
FlyingDungeon Fantasy Monsters 3: Born of Myth & Magic, p.23 	They can fly now.
Some creatures are given wings (flying cats, flying snakes), some count as having wings or stub wings (such as manta rays)... and some might just have no wings at all, merely floating supernaturally. 	
* Flight (Cannot Hover; Winged) is standard, but mileage may vary. Flight speed is Basic Speed x2 by default.
* Aquatic creatures switch No Legs (Aquatic) with No Legs (Aerial), if relevant, and gain necessary ability to breath air.
Furious 	A simple template for a very Bad Tempered monster with a lot of Striking Strength. 	
* Bad Temper (or, made worse)
* Striking ST 4+
Holy 	Most monsters don't like delvers, or people, or living things in general. But these ones seem pretty nice. Holy creatures range from subtly majestic to obviously celestial. 	
* Higher Purpose (Slay Demons) + Higher Purpose (Slay Undead)
* Pacifism (Cannot Harm Innocents)
* Sense of Duty (Co-Religionists)
* Shtick (Foes slain cannot be risen as undead or similar)
* Remove "evil" disadvantages like Bully, Megalomania, Sadism, life-force stealing dependency, etc.
* Might have Revulsion, Susceptible, Vulnerability or Weakness towards evil things/items instead!
AcceleratedPyramid 3/108: Dungeon Fantasy Roleplaying Game III p.9-10	This monster seems sped-up in time. It appears twitchy and off-putting, like a stop-motion cyclops... 	
* Altered Time Rate and Enhanced Time Sense
Convoluted 	This monster is just kind of... folded weird. It's slippery, rubbery, and counts as one level further down the Injury Tolerance chain. 	
* Double-Jointed (+5 to Climbing, Escape, and attempts to break free)
* Slippery 5+ (should be equal to HT/2, round up)
* Living becomes Unliving (reduces damage from most poking attacks), Unliving becomes Homogenous, Homogenous becomes Diffuse.
* Diffuse creatures can still slam or be slammed, grapple and be grappled, although they're harder to hold onto due to their other traits!
Mutant 	More arms, more legs, more heads, even more wings. The double-hawk flies twice as fast! 	
Phased 	When the monster takes a Move or All-Out Defense (Dodge), it becomes insubstantial. Otherwise, it can defend using phasing (as if using the Phase spell), with no FP cost. It's still affected by ghost-affecting spells and phased weapons.	
* Insubstantiality (certain movements only)
* Injury Reduction 2
* Perhaps Vulnerability (Affect Spirits and Ghost Weapon attacks)?
== Fanon Lenses ==
Added by Cherrio01
Prefix / Lens 	Description 	Suggested Mods
Lightningstruck	This creature was struck by Nature-blessed lightning, becoming one with the wind and storm. They avoid traditional attacks--instead, they leap and run past a target, generating a current along the way. 	
* DR 5 vs Electricity
* +3 to DX
* Move +4
* Acrobatics at 15+
* Evade technique optional
* Innate Attack (Aura): 1 point of electrical damage per 2 yards moved
* Sometimes has Super Jump
Infested 	This creature is already dead, piloted by some malign parasite. It has a tough exterior and is resistant to damage, but some bulbous growths on it seem to be vulnerable. Depending on the infection, it may be Mundane, Plant, Undead, Demon, or Elder Thing!	
* Add a handful of external Vitals (-3) locations on the outside of the creature
* Creature gains High Pain Threshold if it lacks it.
* Creature gains +50% HP and +2 HT, max 15.
== See Also ==
* Dungeon Fantasy (series)
* The Dungeon Fantasy RPG
* Monster Modding
* Fanon: Grand Unified Zombie Theory
== References ==