Fantasy Bestiary Update
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FANTASY BESTIARY UPDATE FOR GURPS 4TH EDITION 05 January 2018 CONTENTS CONTENTS ........................................................... 2 INTRODUCTION ................................................... 3 Disclaimers.......................................................................................3 Required Reading .........................................................................3 Creature Stats .................................................................................3 CREATURES ......................................................... 5 DRAGONS ....................................................... 106 PLANTS .......................................................... 120 CREATURES TRAITS ....................................... 128 Meta Traits ................................................................................. 128 Poisons ......................................................................................... 128 CREATURE ECOLOGY .............................................................. 131 Climate ......................................................................................... 131 Habitats........................................................................................ 132 GURPS FANTASY BESTIARY UPDATE 2 CONTENTS INTRODUCTION The creatures in this Fantasy Bestiary Update come Traits: Advantages and disadvantages, most of them mostly from GURPS Fantasy Bestiary for Third Edition. important to encounters and combat (like resis- Several creatures have been adapted from other GURPS tances, invulnerabilities, weaknesses and vulner- Third Edition titles. Each entry contains source informa- abilities). tion, so that readers may backtrack to the original. Skills: Relevant skills, also important in encounters. Although it has been attempted to keep a fairly con- Points: Appears after name, if point cost is given. sistent process of conversion, there are many cases in Description: Appear above Statistics. which a by-the-book conversion would produce unde- Notes: Any description that’s specifically relevant to the sirable results. stats rather than to the creature’s origins, habitat, or For those creatures from third edition that have whatever. been officially updated to fourth edition the new stats Author: The Author of the specific beast if source was have been taken, instead of converting the old ones. internet. This update uses the Monster Stats form from the Source: The book where the Creature comes from. GURPS Dungeon Fantasy line. Climate: The creatures preferred climate. See Creature Ecology chapter. DISCLAIMERS Habitat: This is where the creature usually is found. see The material presented here is my compilation, in- Creature Ecology chapter. tended for use with the GURPS © system from Steve Jackson Games. This material is not official and is not Abbreviations endorsed by Steve Jackson Games. A = Air Move DX = Dexterity Attribute Internet Sources: FP = Fatigue Points Secondary Attribute Steve Jackson Games: G = Ground Move http://www.sjgames.com/gurps/ HP = Hit Points HT = Health Attribute IQ = Intelligence Attribute REQUIRED READING ML = Mythic Lore The majority of the entries in the Update only re- Per = Perception Secondary Attribute quire the two books of the Basic Set. Some, however, SM = Size Modfier rely on elements from GURPS Fantasy, GURPS Magic or ST = Strength Attribute GURPS Powers. TS = Tough Skin (In DR entrance). W = Water Move Page References Will = Will Secondary Attribute Page references ( always to 4th edition books) begin with a letter, followed by page number, e.g. B436 means Move Information GURPS Basic Set, p. 436. B = Basic Set; D = Dragons; H = Move information is usually simple to indicate, but in Horror; M = Magic; F = Fantasy; Z = Zombies. some cases an entry will have multiple movement types. In such cases, a letter will appear in front of each num- ber to simplify the reference. CREATURE STATS G = Ground Move, A = Air Move, W = Water Move Creatures aren't built with character points, they only need a view stats to represent their abilities: Enhanced Move variants will appear in paretheses. So, for example, a creature with Ground Move 6, En- Name hanced Ground Move 12 and Air Move 12 would be Points represented as: G6(12), A12. Entries that have only a Ground Move will not have a Decription of the Monster. letter, and most aquatic entries will not have W before Class the Move number if that is the only movement type ST: HP: Speed: available to it. Entries with Enhanced Moves will gener- DX: Will: Move: ally not have this trait indicated under Traits. IQ: Per: Weight: HT: FP: SM: Creature Class Usually appears above statistics. Every creature be- Dodge: Parry: DR: longs to a specific class which defines its abilities and Attack (Skill or Resistance): For instance, “Bite (14): how some game-mechanics work on them. Sometimes 1d+2 cutting” or “Death Gaze (15 vs. HT): Heart At- the class is also a Meta-Trait Template. See Creating tack (p. B429).” See "Damage for Animals", B460. Creatures chapter. The number in brackets is the skill level of the attack. Animal: Has the Animal Meta-Trait. Especially big ani- Some attacks succeed automatically, for example, (F) mals are Giant Animals, mutated or otherwise is a Follow-up of another attack. GURPS FANTASY BESTIARY UPDATE 3 INTRODUCTION strange animals are Dire Animals. Animals are fur- ther divided into birds, dinosaurs*, fish, mammals, reptiles and vermin which is important for animal spells (see M29). Construct: A Construct is Indomitable and cannot be influenced by mind control spells. Demon: A Demon is a hostile extradimensional creature subject to banishment spell. Divine Servitor: Subject to banishment spells. Elder Thing: An Elder Thing is a hostile extradimen- sional creature not subject to banishment spells. Elemental: An Elemental can be controlled by the re- spective Control Elemental spell and can be banished likewise. Faerie: A Faerie is a freewilled magical creature. It de- pends on mana. Hybrid: A Hybrid is an animal that shares the traits of two or more beasts and is subject to hybrid spells. Magical Animals also belong to this class. Mundane: Anything that does not belong to one of the other classes. Plant: A Plant is subject to Plant spells. Sentient: A sentient creature can be influenced by mind control spells. It is not subject to animal spells. Slime: A slime is a diffuse creature and is immune to most Animal and Plant spells. Spirit: A supernatural being, usually insubstantial. Sub- ject to spirit-control spells, pentagram, etc. Spirit (Extradimensional): A spirit from outside the material world. Subject to spirit-control spells, pen- tagram, banishment, etc. Spirit (Resident): A supernatural being, usually insub- stantial, but a resident of the material world. Undead: An Undead can be turned and is subject to True Faith. * Dinosaur is a new category of animals. A long time it was thought that dinosaurs were reptiles, but they lived even in subarctic climates. Current (2009) state of research indicates that theropods may be related to birds. The GM can rule that dinosaurs belong to birds or to reptiles, but a new category will suit them fine. GURPS FANTASY BESTIARY UPDATE 4 INTRODUCTION CREATURES all in the same two-hex radius. From this position, Acóatl it can lash out up to 2 hexes in any direction The acoatl was a from its front. The teeth are very sharp. There long, thick snake are lots of them, and the wounds they make are with a big head, large. fiery eyes and a Afancs are solitary creatures and may be active forked tail. It at any time. typically dug a small pit near the water's edge, filled it with fish and then hid in the water. When some- one came to gather the fish, the monster shot out and wrapped Rumors: The modern Welsh word for beaver is very its long similar to afanc, and later legends say that this monster body is a giant beaver. around him. Some say that afancs are invisible and slay with their It inserted its glance. If true, this is an always on ability with a daedly forked tail into glance as for the basilisk, cockatrice or catoblepas. In the victim's nos- one legend, Parsifal needed a magic stone of Invisibility trils and squeezed him and see Invisible to overcome the beast. until he suffocated. Like many snakes, the acoatl swal- It is also said that afancs guard treasure at the bot- lowed its meals whole. tom of their lakes, somewhat as dragons do in their If the victim fled out of reach, this snake shot a ven- caves. Swords and armor from such a hoard would be omous stream (range 6 hexes) that stunned its target; a useless, of course, unless magically protected from rust. HT roll is necessary to avoid the stunning effect. Then Any lake large enough to harbour an afanc would be the Acóatl dragged the victim into the water to drown. quite deep, making treasure reclamation an adventure in itself. Dire Animal ST: 15 HP: 15 Speed: 6.5 Dire Animal DX: 13 Will: 11 Move: 8 ST: 30* HP: 30 Speed: 5.75 IQ: 5 Per: 10 DX: 9 Will: 10 Move: 3 HT: 13 FP: 13 SM: 0 IQ: 3 Per: 10 Weight: 48 tons Dodge: 9 Parry: — DR: 2 (TS) HT: 14 FP: 14 SM: +8 (20 hexes) Dodge: 8 Parry: — DR: 2 (TS) Stunning Venom (Breath-13): Affliction 1 (Daze; Re- sist HT-2; 1/2D 1, Max 10) Bite (9): 3d cutting* + Bleeding. Reach C to 2. Traits: Constriction Attack; Vermiform; Wild Animal Bleeding (F): Anyone taking more than 10 points of Source: GURPS Aztecs damage in a single bite will suffer from blood loss at Origin: ML (Aztec) the rate of 1 HP per minute until first aid stops the bleeding.