Tuesday, 15 November 2016 Monster: Aboleth Mage

Monster: Aboleth Mage For completeness' sake let's convert the aboleth mage, presented in . The aboleths are psionic creatures, but Monster Manual was released before Expanded , and I think this is why there was an "improved" monster included. This monster is based on the aboleth racial template from this post and uses Sorcery for its magical abilities. If I recall correctly, Lords of Madness mentions the aboleths use their special glyph magic, which I probably will try to represent later as an alphabet for Symbol magic.

Typical Stats – Aboleth Mage ST: 36 (KYOS: 30) HP: 41 (KYOS: 37) Speed: 6.5 DX: 11 Will: 15 Move: 2 ground, 6 water IQ: 15 Per: 15 HT: 15 FP: 20 SM: +3 Dodge: 9 Parry: N/A DR: 3 (7 with Armor 2) Bite (11): 2d-2 cutting (KYOS: 3d-3 cutting). Reach C. Tentacle (11): 4d-2 crushing (KYOS: 5d+1 crushing) + follow-up 1d corrosion (10 1-minute cycles, HT-3 resist). Reach C. 1-3. Being moistened with cool, fresh water negates cycle damage. Using the follow-up damage costs 1 FP. Mucus Cloud (HT): Any creature that makes skin-to-skin contact with the aboleth must make a successful HT roll or lose the ability to breathe air and gain that ability to breathe water for a number of minutes equal to the margin of failure. Using this ability costs 1 FP. Wall of Ectoplasm (7): The aboleth can create a wall of ectoplasm of any shape it chooses in any place within 100 yards. The wall is 24-yard-long by 8-yard-wide, and is 1-inch thick. Each yard of wall has DR 3 and 1/2 HP. Mental Blow (15): The aboleth can overload someone’s brain with a powerful psychic attack. If it wins a Quick Contest of skill vs. his victim’s Will (use the range penalties on the Size and Speed/Range Table (B550)), his victim is stunned. On subsequent turns, he can roll against Will to snap out of it. Typical Sorcery Spells Known/Improvised: Armor 2 (11): See GURPS Sorcery – Protection and Warning Spells, page 4. Daze (15): See this post. Detect Magic (15): See GURPS Thaumatology – Sorcery, page 19. Dispel Magic 1 (15): See GURPS Thaumatology – Sorcery, page 21. Force Wall 1 (DR 12) (11): See GURPS Sorcery – Protection and Warning Spells, page 7. Invisibility (Improved) (11): See this post. Lightning 3 (11): See Pyramid #3-82, page 13. Magic Missile (11): See this post. See Invisible (11): See this post. Watchdog 1 (11): See GURPS Sorcery – Protection and Warning Spells, page 14.

Traits: Amphibious; Callous; Clairvoyance 2; Doesn’t Breathe (Gills); Double-Jointed; Extra Arms (4 tentacles total; Extra-Flexible, +50%); Extra Attack 1; Infravision; Injury Tolerance (No Neck); Mental Blow 4; Mental Surgery 2; Mind Shield 5; Mindwipe 4; Nictitating Membrane 1; No Legs (Semi-Aquatic); Pressure Support 3; Racial Memory (Passive); Reduced Consumption 4; Sensory Control 5; Sharp Teeth; Slippery 3; Sorcerous Empowerment 9; Speak Underwater; Suggestion 3; Telecontrol 2; Telereceive 4; Telesend 5; Temperature Tolerance 6 (3xHT to cold, 3xHT to hot); Unaging; Weak Bite. Skills: Clairvoyance-15; Innate Attack (Gaze)-11; Innate Attack (Projectile)-11; Mental Blow-15; Mental Surgery-15; Mind Shield-15; Mindwipe-15; Sensory Control-15; Suggestion-15; Telecontrol-15; Telereceive-15; Telesend-5. Creature Type: Aberration. Notes: Size 14 hexes; Weight 6500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster Thursday, 20 October 2016 Monsters: Aboleths

Monsters: Aboleths

Their original art doesn't really make them look very intimidating.

Since the earliest days of my pen-and-paper RPG gaming the aboleths were my favorite monsters. What monster can compete with a primordial fish monster with psionic powers? In D&D 3.5 they were first introduced on the first pages of Monster Manual and then brought to their proper psionic shape in Expanded Psionics Handbook. Finally, the lore was greatly expanded in Lords of Madness, one of my favorite D&D splatbooks. Lords of Madness also introduced three new aboleth variants - the stygian aboleth, the amphibious aboleth, and the uobilyth, also known as the aerial aboleth. I am aware of the other variations from the previous editions, such as the greater aboleth and the grand aboleth, but they won't be present in this post. The entries use psionic abilities from GURPS Psionic Powers and some unique psionic or biologial aboleth abilities. The entries are presented as a racial template and as a typical statblock.

Aboleth [Monster Manual, page 8; Expanded Psionics Handbook, page 185]

Racial Template 873 points Attribute Modifiers: ST+26 (Size Modifier, -30%) [182]; DX+1 [20]; IQ+5 [100]; HT+5 [50]. Secondary Characteristic Modifiers: SM+3; HP+5 (Size Modifier, -30%) [7]; FP+5 [15]. Advantages: Amphibious [10]; Clairvoyance 2 [18]; DR 3 (Tough Skin, -40%) [9]; Double-Jointed [15]; Extra Arms (4 tentacles total; Extra-Flexible, +50%) [40]; Extra Attack [25]; Infravision [10]; Injury Tolerance (No Neck) [5]; Mental Blow 4 [28]; Mental Surgery 2 [25]; Mind Shield 5 [20]; Mindwipe 4 [31]; Nictitating Membrane 1 [1]; Pressure Support 3 [15]; Racial Memory (Passive) [15]; Reduced Consumption 4 [8]; Sensory Control 5 [48]; Sharp Teeth [1]; Slippery 3 [6]; Speak Underwater [5]; Suggestion 3 [30]; Telecontrol 2 [45]; Telereceive 4 [45]; Telesend 5 [27]; Temperature Tolerance 6 (3xHT to cold, 3xHT to hot) [6]; Unaging [15]. Slime: Toxic Attack 1d (Follow-Up, Tentacles, +0%; Cyclic, 1 minute, 10 cycles, being moistened with cool, fresh water negates cycle damage, Resistible, +200%; Resistible, HT-3, -15%; Biological, -10%) [11]. Mucus Cloud: Affliction 1 (HT; Aura, +80%; Advantage, Alternate Form (same template, but with Doesn’t Breathe (Gills; underwater only)); +150%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Biological, -10%) [26]. Wall of Ectoplasm: Crushing Attack 1d (Area Effect, 8 yards, +150%; Wall, Shapeable, Rigid, +60%; Psi, -10%) [15]. Disadvantages: Callous [-5]; Weak Bite [-2]. Perks: 3 Eyes [1]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Semi-Aquatic) [0]. Racial Skills: Clairvoyance IQ+0 [4]; Mental Blow Will+0 [4]; Mental Surgery IQ+0 [4]; Mind Shield Will+0 [4]; Mindwipe Will+0 [4]; Sensory Control Will+0 [4]; Suggestion IQ+0 [4]; Telecontrol IQ+0 [4]; Telereceive IQ+0 [4]; Telesend IQ+0 [4]. Notes: Size 14 hexes; Weight 6500 lbs. Creature Type: Aberration.

Knowing Your Own Strength [898] Replace ST+26 (Size Modifier, -30%) [182] with ST+20 [200] Replace HP+5 (Size Modifier, -30%) [7] with HP+7 [14].

Typical Stats ST: 36 (KYOS: 30) HP: 41 (KYOS: 37) Speed: 6.5 DX: 11 Will: 15 Move: 2 ground, 6 water IQ: 15 Per: 15 HT: 15 FP: 20 SM: +3 Dodge: 9 Parry: N/A DR: 3 Bite (11): 2d-2 cutting (KYOS: 3d-3 cutting). Reach C. Tentacle (11): 4d-2 crushing (KYOS: 5d+1 crushing) + follow-up 1d corrosion (10 1-minute cycles, HT-3 resist). Reach C. 1-3. Being moistened with cool, fresh water negates cycle damage. Using the follow-up damage costs 1 FP. Mucus Cloud (HT): Any creature that makes skin-to-skin contact with the aboleth must make a successful HT roll or lose the ability to breathe air and gain that ability to breathe water for a number of minutes equal to the margin of failure. Using this ability costs 1 FP. Wall of Ectoplasm (7): The aboleth can create a wall of ectoplasm of any shape it chooses in any place within 100 yards. The wall is 24-yard-long by 8-yard-wide, and is 1-inch thick. Each yard of wall has DR 3 and 1/2 HP. Mental Blow (15): The aboleth can overload someone’s brain with a powerful psychic attack. If it wins a Quick Contest of skill vs. his victim’s Will (use the range penalties on the Size and Speed/Range Table (B550)), his victim is stunned. On subsequent turns, he can roll against Will to snap out of it.

Traits: Amphibious; Callous; Clairvoyance 2; Doesn’t Breathe (Gills); Double-Jointed; Extra Arms (4 tentacles total; Extra-Flexible, +50%); Extra Attack 1; Infravision; Injury Tolerance (No Neck); Mental Blow 4; Mental Surgery 2; Mind Shield 5; Mindwipe 4; Nictitating Membrane 1; No Legs (Semi-Aquatic); Pressure Support 3; Racial Memory (Passive); Reduced Consumption 4; Sensory Control 5; Sharp Teeth; Slippery 3; Speak Underwater; Suggestion 3; Telecontrol 2; Telereceive 4; Telesend 5; Temperature Tolerance 6 (3xHT to cold, 3xHT to hot); Unaging; Weak Bite. Skills: Clairvoyance-15; Mental Blow-15; Mental Surgery-15; Mind Shield-15; Mindwipe-15; Sensory Control-15; Suggestion-15; Telecontrol-15; Telereceive-15; Telesend-5. Creature Type: Aberration. Notes: Size 14 hexes; Weight 6500 lbs.

Variations The amphibious aboleth (Lords of Madness, page 20) can be made simply by turning Doesn't Breathe (Gills) [0] from a feature to a full advantage Doesn't Breathe (Gills) [10]. The aerial aboleth (or uobilyth) (Lords of Madness, page 20) can be made by removing Doesn't Breathe (Gills) [0] and adding Flight (Magical, -10%) [36]. The stygian aboleth (Lords of Madness, page 20) can be made by applying the Fiendish Creature lens to the common aboleth. The lens is detailed below.

Fiendish Creature [Monster Manual, page 107]

90 points Applicable to: Corporeal aberration, animal, dragon, fey, fungus, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, vermin of nongood alignment. Advantages: DR 5 (Not vs. Magic, -15%) [22]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]. Cold Resistance [21]: DR 5 (Limited, Cold, -40%; Tough Skin, -40%) [5] + Immunity to Noxious Cold Effects [10] + Internal DR 5 (Limited, Cold, -40%) [3] + Nictitating Membrane 5 (Limited, Cold, -40%) [3]. Fire Resistance [21]: DR 5 (Limited, Fire, -40%; Tough Skin, -40%) [5] + Immunity to Noxious Fire Effects [10] + Internal DR 5 (Limited, Fire, -40%) [3] + Nictitating Membrane 5 (Limited, Fire, -40%) [3]. Smite Good: Toxic Attack 2d (Accessibility, Only against holy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%; Must be declared before rolling the attack) [6]. Creature Type: Original (Extraplanar), animals or vermin become magical beasts.

Posted by Enraged Eggplant at 15:16:00 Labels: D&D, GURPS, monster, psionics, template Sunday, 22 October 2017 Monster: Beholder

Monster: Beholder And now the proper beholder, with much more powerful eye rays.

Beholder [Monster Manual, page 26]

601 points Attribute Modifiers: ST+4 (Size Modifier, -30%) [28]; IQ+3 [60]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+2 [10]; Per+2 [10]. Advantages: 360° Vision (Easy to Hit, -20%) [20]; DR 4 (Tough Skin, -40%) [12]; Enhanced Tracking 2 [10]; Extended Lifespan 4 [8]; Flight (Lighter than Air, -10%) [36]; Infravision [10]; Injury Tolerance (No Neck) [5]; Sharp Teeth [1]. Antimagic Cone: Static (Magic; Area of Effect, 16 yards, +200%; Directional, Front, -20%; Switchable, +100%) [114]. Eye Rays [287]: Eye Ray: Charm [60]; Eye Ray: Death [40]; Eye Ray: Disintegrate [30]; Eye Ray: Fear [32]; Eye Ray: Flesh to Stone [45]; Eye Ray: Inflict Wounds 4 [16]; Eye Ray: Sleep [27]; Eye Ray: Slow [20]; Eye Ray: Telekinesis 15 [17]. Disadvantages: No Manipulators [-50]. Features: No Legs (Aerial) [0]. Creature Type: Aberration.

Knowing Your Own Strength [618] Replace ST+4 (Size Modifier, -30%) [28] with ST+4 [40]

Typical Stats ST: 14 HP: 14 Speed: 5.75 DX: 10 Will: 15 Move: 10 air IQ: 13 Per: 15 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: N/A DR: 4 (tough skin) Sharp Teeth (10): 1d-1 cutting (KYOS: 1d+1 cutting). Reach C. Antimagic Cone: The central eye can emanate a cone of antimagic that suppresses all magical effects and abilities, including the beholder’s own eye rays in all his front hexes within 16 yards of him. The beholder can turn the cone off and turn it back on with a Concentrate maneuver. Eye Rays: Eye Ray: Charm (17); Eye Ray: Death (17); Eye Ray: Disintegrate (17); Eye Ray: Fear (17); Eye Ray: Flesh to Stone (17); Eye Ray: Inflict Wounds 4 (17); Eye Ray: Sleep (17); Eye Ray: Slow (17); Eye Ray: Telekinesis 15 (15).

Traits: 360° Vision (Easy to Hit); Enhanced Tracking 2; Extended Lifespan 4; Flight (Lighter than Air); Infravision; Injury Tolerance (No Neck); No Legs (Aerial); No Manipulators. Skills: Innate Attack (Gaze)-17. Creature Type: Aberration.

EYE RAY SPELLS

Eye Ray: Charm Keywords: Missile, Obvious, Resisted (Will). Full Cost: 60 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: 3 minutes.

You fire a purple eye ray that charms the subject it hits. On hit, the subject resists with an unopposed Will roll. If he fails, he will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. You do not have to maintain concentration to control the subject. If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap. If he resists, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. Statistics: Mind Control (Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Independent, +70%; Sorcery, -15%; Weaponized, -50%) [60].

Eye Ray: Death Keywords: Missile, Obvious, Resisted (HT). Full Cost: 40 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

You fire a dark purple eye ray that causes the subject to suffer a heart attack (B429), if he fails to resist with an unopposed HT roll. Statistics: Affliction 1 (HT; Heart Attack, +300%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [40].

Eye Ray: Disintegrate Keywords: Missile, Obvious, Resisted (HT). Full Cost: 30 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Three minutes or instantaneous.

The sorcerer fires an orange eye ray that has the potential to turn any inanimate object to dust! On hit, the target resists with an unopposed (HT+SM) roll. If the target’s HT is unknown, assume that machines have HT 10 and simple objects have HT 12, modified for quality: -2 for cheap, +1 for fine, +2 for very fine. If the target fails by 5 or more, the target immediately disintegrates. It cannot be repaired or recovered by any mundane means. If it fails by less, the object survives, but for the next three minutes, its HT is at -5 and its DR is reduced by 10; if it’s a weapon, treat it as cheap for breakage purposes, or an extra +2 to break if already cheap. (Most casters will follow up with a second Disintegrate casting, as the target is nearly guaranteed to lose by a large margin.) If he loses or ties, there is no effect. Disintegrate must affect objects as a whole; it cannot target part of an object. The GM has the final say over what constitutes a “whole” object. Statistics: Affliction 1 (HT; Accessibility, Inanimate objects only, -10%; Attribute Penalty, HT-5, +50%; Cosmic, Object disintegrates if destroyed, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Advantage, Reduced DR 10, +50%; Secondary Destruction, +60%; Sorcery, -15%) [30]. Note: “Destruction” is a variant of Heart Attack appropriate for inanimate objects, which simply break rather than suffering mortal conditions.

Eye Ray: Fear Keywords: Missile, Obvious, Resisted (Will). Full Cost: 32 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

You fire a black eye ray that terrifies your subject. On hit, the subject resists with an unopposed Will roll. If he fails, roll 3d for the result, as usual, and add his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Eye Ray: Fear for one hour. Statistics: Terror (Active, +0%; Increased 1/2D, 10x, +15%; Increased Range, x10, +30%; Presence, +25%; Sorcery, -15%; Weaponized, -50%) [32].

Eye Ray: Flesh to Stone Keywords: Missile, Obvious, Resisted (HT). Full Cost: 45 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Permanent.

You fire a brown eye ray that can turn a living subject into stone! If he fails to resist with an unopposed HT roll, his body and anything he is carrying become stone. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology - Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53). Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Paralysis, Variant, +150%; Sorcery, -15%) [45].

Eye Ray: Slow Keywords: Missile, Obvious, Resisted (HT). Full Cost: 20 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: 3 minutes.

You fire a white eye ray that gives the subject the Decreased Time Rate (B129) disadvantage for 3 minutes, if he fails to resist with an unopposed HT roll. Statistics: Affliction 1 (HT; Disadvantage, Decreased Time Rate, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [20].

Eye Ray: Telekinesis Keywords: Obvious. Full Cost: 3 points for level 1 + 1 point/additional level. Casting Roll: None. Range: 100 yards. Duration: Indefinite.

You can move objects without touching them, using a yellow eye ray. You lift and move distant objects just as if you were grasping them in a pair of hands with ST equal to your Eye Ray: Telekinesis level. You can move any object you have strength enough to lift at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). Regardless of level, maximum range is 10 yards. Eye Ray: Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Eye Ray: Telekinesis may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object or a Move maneuver to lift and carry it. No rolls are necessary for ordinary lifting and movement. In situations where you would roll against ST, roll against your Eye Ray: Telekinesis level instead. Statistics: Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Increased Range, 10x, +30%; No Fine Manipulations, -20%; Sorcery, -15%; Visible, -10%) [3]. Each additional level adds Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Increased Range, 10x, +30%; Move Only, -40%; No Fine Manipulations, -20%; Sorcery, -15%; Visible, -10%) [1].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Saturday, 21 October 2017 Monster: Gauth

Monster: Gauth The beholder is an iconic D&D monster with powerful magical abilities. Gauth, also known as the lesser beholder, is much weaker, but still formiddable. In GURPS, it seems, he's fall quickly to ranged combatants.

Gauth [Monster Manual, page 26]

205 points Attribute Modifiers: ST-1 [-10]; IQ+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10]. Advantages: 360° Vision (Easy to Hit, -20%) [20]; DR 3 (Tough Skin, -40%) [9]; Enhanced Tracking 1 [5]; Extended Lifespan 4 [8]; Flight (Lighter than Air, -10%) [36]; Infravision [10]; Injury Tolerance (No Neck) [5]; Sharp Teeth [1]. Eye Rays [111]: Eye Ray: Dispel [23]; Eye Ray: Exhaustion 1 [10]; Eye Ray: Inflict Wounds 1 [4]; Eye Ray: Paralysis [25]; Eye Ray: Scorch 2 [10]; Eye Ray: Sleep [27]; Eye Ray: Stun [12]. Disadvantages: No Manipulators [-50]. Features: No Legs (Aerial) [0]. Creature Type: Aberration.

Typical Stats ST: 9 HP: 9 Speed: 5.5 DX: 10 Will: 13 Move: 10 air IQ: 11 Per: 13 HT: 12 FP: 12 SM: +0 Dodge: 8 Parry: N/A DR: 3 (tough skin) Sharp Teeth (10): 1d-3 cutting (KYOS: 1d-4 cutting). Reach C. Eye Rays: Eye Ray: Dispel (15); Eye Ray: Exhaustion 1 (15); Eye Ray: Inflict Wounds 1 (15); Eye Ray: Paralysis (15); Eye Ray: Scorch 2 (15); Eye Ray: Sleep (15); Eye Ray: Stun (15).

Traits: 360° Vision (Easy to Hit); Enhanced Tracking 1; Extended Lifespan 4; Flight (Lighter than Air); Infravision; Injury Tolerance (No Neck); No Legs (Aerial); No Manipulators. Skills: Innate Attack (Gaze)-15. Creature Type: Aberration.

EYE RAY SPELLS

Eye Ray: Dispel Keywords: Missile, Obvious, Resisted (Will or spell). Full Cost: 23 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

The caster fires a light blue eye ray that attempts to dispel a single instance of magic. The ray must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The caster must state which spell he is attempting to counter. Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology - Sorcery, p. 21), but instead of a Quick Contest resolve it as an unopposed roll. This spell cannot end Truly Permanent effects, such as the magic of enchanted items. Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, One spell at a time, -5%; Increased 1/2D, 10x, +15%; Interruption, -50%; Precise, +20%; Ranged, +40%; Sorcery, -15%; Weaponized, -50%) [23].

Eye Ray: Exhaustion Keywords: Missile, Obvious. Full Cost: 10 points/level. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

The caster fires a gray eye ray that inflicts 1d fatigue damage per level of the spell. Statistics: Fatigue Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [10/level].

Eye Ray: Inflict Wounds Keywords: Missile, Obvious. Full Cost: 4 points/level. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

The caster fires a black eye ray that inflicts 1d toxic damage per level of the spell. Statistics: Toxic Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [4/level].

Eye Ray: Paralysis Keywords: Missile, Obvious, Resisted (HT). Full Cost: 25 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: 3 minutes.

The caster fires a white eye ray that paralyses the subject for 3 minutes, if he fails to resist with a (HT+DR) roll. Statistics: Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Paralysis, +150%; Sorcery, -15%) [25].

Eye Ray: Scorch Keywords: Missile, Obvious. Full Cost: 5 points/level. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

The caster fires a red eye ray that inflicts 1d tight-beam burning damage per level of the spell. Statistics: Burning Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [5/level].

Eye Ray: Sleep Keywords: Missile, Obvious, Resisted (Will). Full Cost: 27 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: 3 minutes.

The caster fires a green eye ray that makes the subject fall asleep for 3 minutes, if he fails to resist with a (Will+DR) roll. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sleep, +150%; Sorcery, -15%) [27].

Eye Ray: Stun Keywords: Missile, Obvious, Resisted (Will). Full Cost: 12 points. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 100 yards. Duration: Instantaneous.

The caster fires a dark blue eye ray that mentally stuns the subject, if he fails to resist with a (Will+DR) roll. On subsequent turns, he can recover normally by making an unpenalized IQ roll. Statistics: Affliction 1 (Will; Based on Will, +20%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [12].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Thursday, 18 January 2018 Monster: Carrion Crawler

Monster: Carrion Crawler Carrion crawler is a dungeon-dwelling scavenger that sometimes hunts living creatures, paralyzing them with its tentacles and devouring them. I don't remember if I have ever used these creatures in D&D, but they look very fitting for a generic dungeon monster. Very weak to ranged attacks and high HT characters.

Carrion Crawler [Monster Manual, page 30]

20 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45]; DX-1 [20]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+8 [40]; Per+8 [40]. Advantages: Clinging [20]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Extra Arms 6 (No Physical Attack, -50%; Weak, ¼ ST, -50%) [12]; Extra Attack 1 [25]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Sharp Teeth [1]. Paralysis: Affliction 1 (HT; Contact Agent, -30%; Melee Attack, Reach C, 1, Cannot Parry, -25%; Paralysis, +150%; Reduced Duration, 1/20, -25%) [17]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; No Physical Attack on Arms [-10]; Restricted Diet (Fresh Meat) [-10]; Weak Arms (1/4 ST) [-10]; Wild Animal [-30]. Features: No Legs (Slithers) [0]. Creature Type: Aberration. Notes: Size 3 hexes; Weight 500 lbs.

Knowing Your Own Strength [65] Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45] with ST+9 [90]

Typical Stats ST: 19 HP: 19 Speed: 5.25 DX: 9 Will: 10 Move: 5 ground IQ: 2 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: N/A DR: 2 (tough skin) Sharp Teeth (11): 2d cutting (KYOS: 3d+1 cutting), Reach C. Paralysis (11): A carrion crawler can lash out with one of its tentacles to paralyze his victim. This attack has Reach C, 1 and cannot parry. If the tentacle touches bare skin, the victim must roll HT to resist. He becomes paralyzed for 3 seconds per point of margin of failure.

Traits: Clinging; Discriminatory Smell; Extra Arms 6 (No Physical Attack; Weak, ¼ ST); Extra Attack 1; Horizontal; Infravision; Injury Tolerance (No Neck); No Fine Manipulators; No Legs (Slithers); No Physical Attack on Arms; Reduced Consumption 4 (Cast-Iron Stomach); Restricted Diet (Fresh Meat); Weak Arms (1/4 ST); Wild Animal. Skills: Brawling-11; Tracking-10. Creature Type: Aberration. Notes: Size 3 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 15 March 2018 Monster: Choker

Monster: Choker The choker is a -sized cavern dweller with rubbery arms and a penchant for grappling and choking. Instead of giving it Altered Time Rate 1, how their D&D ability would suggest, I gave it a huge Basic Speed bonus.

Choker [Monster Manual, page 34]

114 points Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ-3 [-60]. Secondary Characteristic Modifiers: SM-2; Basic Speed +3.25 [65]; Basic Move -1 [-5]; Will+3 [15]; Per+3 [15]. Advantages: Clinging [20]; Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; Double-Jointed [15]; Infravision [10]; Lifting ST +3 [9]; Sharp Claws [5]; Slippery 1 [2]; Stretching 3 (Limited, Arms Only, -20%) [15]. Creature Type: Aberration.

Knowing Your Own Strength [126] Replace Lifting ST +3 [9] with Lifting ST +3 [21]

Typical Stats ST: 7 HP: 7 Speed: 9 DX: 11 Will: 10 Move: 8 IQ: 7 Per: 10 HT: 12 FP: 12 SM: -1 Dodge: 12 Parry: N/A DR: 1 (tough skin) Sharp Claws (13): 1d-2 cutting (KYOS: 1d-4 cutting), Reach C (Reach C-1 when fully stretched).

Traits: Clinging; Constriction Attack; Double-Jointed; Infravision; Lifting ST +3; Slippery 1; Stretching 3 (Limited, Arms Only). Skills: Brawling-13; Stealth-14; Wrestling-13. Techniques: Choke Hold-13. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 18 March 2018 Monster: Chuul

Monster: Chuul The chuul is one of the monsters that I've always liked, but never got a chance to use. It's crabby, snappy, tentacly.

Chuul [Monster Manual, page 35]

184 points Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; IQ-1 [-20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Per+1 [5]; Will+1 [5]. Advantages: Amphibious [10]; Arm ST+2 (Size Modifier, -10%) [9]; Constriction Attack [15]; DR 5 [25]; Doesn’t Breathe (Gills) [10]; Extra Legs (Four Legs) [5]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Eyes) [5]; Para-Radar [40]; Pressure Support 1 [5]; Reduced Consumption 2 [4]; Sharp Claws [5]. Paralytic Tentacles: Affliction 1 (HT; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Paralysis, +150%; Reduced Duration, 1/20, -25%) [16]. Disadvantages: Blindness [-50]; No Fine Manipulators [-30]; Weak Bite [-2]. Perks: Sanitized Metabolism [1]. Notes: Weight 650 lbs. Creature Type: Aberration.

Knowing Your Own Strength [194] Replace ST+9 (Size Modifier, -10%) [81] with ST+9 [90] Replace Arm ST+2 (Size Modifier, -10%) [9] with Arm ST+2 [10]

Typical Stats ST: 19 HP: 19 Speed: 5.5 DX: 10 Will: 10 Move: 5 water, 5 land IQ: 9 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: - DR: 5 Pincers (12): 2d+2 cutting (KYOS: 4d cutting) + Constriction Attack, Reach C-1. Weak Bite (12): 1d+2 crushing, Reach C. Paralytic Tentacles (11): A chuul can lash out with its tentacles to paralyze his victim. This attack has Reach C and cannot parry. If the tentacle touches bare skin, the victim must roll HT to resist. He becomes paralyzed for 3 seconds per point of margin of failure.

Traits: Blindness; Constriction Attack; Doesn’t Breathe (Gills); Extra Legs (Four Legs); Immunity to Poison; Infravision; Injury Tolerance (No Eyes); No Fine Manipulators; Para-Radar; Pressure Support 1; Reduced Consumption 2; Weak Bite. Skills: Brawling-12; Tracking-14. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 25 May 2018 Monster: Cloaker

Monster: Cloaker When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.

Cloaker [Monster Manual, page 36]

200 points Attribute Modifiers: ST+3 (No Fine Manipulators, -40%) [18]; DX+1 (No Fine Manipulators, -40%) [12]; HT+2 [20]. Secondary Characteristic Modifiers: SM+0; Per+2 [10]; Basic Move -4 [-20]; Air Move +4 [8]. Advantages: Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; Flight (Cannot Hover, -15%; Small Wings, -10%) [30]; Infravision [10]; Injury Tolerance (No Neck) [5]; Protected Hearing [5]; Sharp Teeth [1]; Subsonic Speech [10]. Tail Slap: Striker (Crushing; Cannot Parry, -40%) [3]. Moan (Alternative Abilities) [45]: Terror (Hearing) [30/5 = 6] + Affliction 1 (HT; Alternative Enhancements (Nauseated, +30% or Stunning, +5%), +35%; Area Effect, 8 yards, +150%; Emanation, -20%; Hearing-Based, +150%) [39]. Shadow Shift: Control Shadows 3 (Magical, -10%) [54]. Disadvantages: No Fine Manipulators [-30]. Perks: Limited Camouflage (Cloaks) [1]. Features: No Legs (Slithers) [0]. Creature Type: Aberration.

Knowing Your Own Strength [212] Replace ST+3 (No Fine Manipulators, -40%) [18] with ST+3 [30]

Typical Stats ST: 13 HP: 13 Speed: 6 DX: 11 Will: 10 Move: 2 ground, 8 air (cannot hover) IQ: 10 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: N/A DR: 1 (tough skin) Tail Slap (13): 1d+2 crushing (KYOS: 2d-1 crushing). Reach C, Cannot Parry. Sharp Teeth (13): 1d cutting (KYOS: 1d+1 cutting). Reach C. Engulf (13): Wrestling at DX+2 gives the cloaker effective ST 15 for the purpose of grappling. Usually it grabs the head or torso, goes for a pin, and then employs Constriction Attack. Moan: The cloaker can emit a subsonic moan that can have three different effects. This is a hearing-based attack, targets with Protected Hearing resist at +5. Note that this is not a magical ability. Fear: Every creature that hears the cloaker must roll an immediate Fright Check. If a creature succeeds at his Fright Check, he will be unaffected by the cloaker’s fear moan for one hour. Stun: Every creature within 8 yards that hears the cloaker must make an HT roll to avoid getting stunned. He can roll again every second after that to recover. Nausea: Every creature within 8 yards that hears the cloaker must make an HT roll to avoid becoming nauseated (p. B428) for margin of failure minutes. Shadow Shift (10): The cloaker is able to control shadows (illumination penalty of at least -3) in a circular area with a 3-yard radius. To do so, he must Concentrate and roll IQ. After that he can move the shadows at Move 3, or decrease or increase the illumination penalties it gives by 3. The cloaker rarely uses this in combat when fighting alone, but can use this ability to make his ambush place darker.

Traits: Combat Reflexes; Infravision; Injury Tolerance (No Neck); Limited Camouflage (Cloaks); No Fine Manipulators; No Legs (Slithers); Protected Hearing; Subsonic Speech. Skills: Brawling-13; Camouflage-12; Stealth-14; Tracking-10; Wrestling-13. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 4 June 2018 Monster: Delver

Monster: Delver The delver is one of those monsters nobody knows about. Seriously, I have never seen anybody use one or even talk about one. Pathfinder has a book named Misfit Monsters Redeemed that has a section about delvers to make them more interesting, I suggest reading it.

Delver [Monster Manual, page 39]

284 points Attribute Modifiers: ST+20 (No Fine Manipulators, -40%; Size Modifier, -30%) [60]; DX-1 [-20]; HT+4 [40]. Secondary Characteristic Modifiers: SM+3; HP+6 (Size Modifier, -30%) [9]; Will+1 [5]; Basic Move-1 [-5]. Advantages: Blunt Claws [3]; DR 7 [35]; Infravision [10]; Injury Tolerance (No Eyes; No Neck) [10]; Tunneling (Move 4; Hands-Free, +20%) [60]; Vibration Sense (Environmental, Ground, -20%) [8]. Acid Resistance [58]: DR 20 (Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [40] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Corrosive Slime [71]: Corrosion Attack 1d-2 (Accessibility, Only against organics, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [5] + Corrosion Attack 2d (Accessibility, Only against metal, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [22] + Corrosion Attack 4d (Accessibility, Only against stone, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [44]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Minerals) [-10]. Features: No Legs (Slithers) [0]. Notes: Size 13 hexes. Creature Type: Aberration.

Knowing Your Own Strength [437] Replace ST+20 (No Fine Manipulators, -40%; Size Modifier, -30%) [60] with ST+20 [200] Replace HP+6 (Size Modifier, -30%) [9] with HP+6 [12]

Typical Stats ST: 30 HP: 36 Speed: 5.75 DX: 9 Will: 11 Move: 4 ground, 4 tunnel IQ: 10 Per: 10 HT: 14 FP: 14 SM: +3 Dodge: 8 Parry: N/A DR: 7, 20 (vs acid) Blunt Claws (9): 4d-1 crushing (KYOS: 6d+2 crushing). Reach C.

Traits: Addiction (Metal); Horizontal; Immunity to Noxious Acidic Effects; Infravision; Injury Tolerance (No Eyes; No Neck); Internal Sealed (Acid-Resistant Only); No Fine Manipulators; No Legs (Slithers); Restricted Diet (Minerals); Sealed (Acid-Resistant Only); Vibration Sense (Environmental, Ground). Skills: Prospecting-14. Creature Type: Aberration. Notes: Size 13 hexes.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 24 June 2018 Monster: Destrachan

Monster: Destrachan The destrachan is one of the "literally who" D&D monsters, along with the delver, digester, devourer, and yeth hound. The destructive harmonics ability is actually pretty cool.

Destrachan [Monster Manual, page 49]

180 points Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5]. Advantages: Acute Hearing 4 [8]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Hearing [15]; Injury Tolerance (No Eyes) [5]; Protected Hearing [5]; Sharp Claws [5]; Sonar [20]; Subsonic Hearing [5]; Ultrahearing [5]; Vibration Sense (Air) [10]. Destructive Harmonics (Alternative Abilities) [79]: Burning Attack 4d (Accessibility, Only one material at a time, -10%; Alternative Enhancements (Cone, 10 yards, +150% or Area Effect, 8 yards, +150% and Emanation, -20%), +176%; Costs 1 FP, -5%; Environmental, Air/Water, -5%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%) [66] + Affliction 1 (HT; Alternative Enhancements (Cone, 10 yards, +150% or Area Effect, 8 yards, +150% and Emanation, -20%), +176%; Armor Divisor, (5), +150%; Costs 1 FP, -5%; Environmental, Air/Water, -5%; Magical, -10%; Unconsciousness, +200%; Underwater, +20%) [63/5 = 13]. Disadvantages: Bad Grip 1 [-5]; Blindness [-50]; Cannot Speak [-15]. Notes: Size 3 hexes. Creature Type: Aberration.

Knowing Your Own Strength [188] Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80]

Typical Stats ST: 18 HP: 18 Speed: 5.25 DX: 10 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 8 Parry: N/A DR: 2 (tough skin) Sharp Claws (10): 1d+1 cutting (KYOS: 2d+1 cutting), Reach C-1. Destructive Harmonics (12): A destrachan can emit a scream of destructive harmonics in a cone that has a maximum width of 10 yards or in a circular area with an 8- yard radius around itself. This attack has two modes. The first mode is a destructive scream that deals 4d burning non-incendiary damage. The destrachan must attune this mode to a specific material – flesh, bone, glass, metal, stone, wood, etc. This is done as a free action before using this ability, and this scream deals damage only to creatures and objects of the attuned material. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of penetrating damage, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute). The second mode is a stunning scream. Everyone in the area of effect must make an HT roll or lose consciousness for margin of failure minutes. Divide DR by 5 to get the bonus it provides to the roll. This ability costs 1 FP to use and works only in the presence of air or water.

Traits: Acute Hearing 4; Bad Grip 1; Blindness; Callous; Cannot Speak; Discriminatory Hearing; Injury Tolerance (No Eyes); Protected Hearing; Sadism (9); Sonar; Subsonic Hearing; Ultrahearing; Vibration Sense (Air). Skills: Innate Attack (Breath)-12; Stealth-12. Notes: Size 3 hexes. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 30 August 2017 Monster: Devourer

Monster: Devourer The devourer is a powerful undead monster spawned by the extraplanar githyanki (see Dragon Magazine #355). Placed in the middle of the CR spectrum, it should prove to be a challenge for a middle-level party. While converting it to GURPS I merged energy drain and essence steal into a single draining ability that powers the spellcasting, evading including an instant death attack. Giving the monster some Wrestling with high ST should make it easier for the devourer to grapple the victim and drain his life.

Devourer [Monster Manual, page 58]

434 points Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; IQ+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; HP+2 (Size Modifier, -10%) [4]; Will+3 [15]. Advantages: DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 3 (Improved, +150%) [15]; Sharp Claws [5]; Unaging [15]; Vacuum Support [5]. Energy Drain: Leech 3 (Accelerated Healing, +25%; Heals FP, +60%; Magical, -10%) [58]. Trapped Essence: ER 20 (Magical; Nuisance Effect, Can be banished, -5%; Special Recharge, Leech, -70%) [15]. Spell-Like Abilities (Alternative Abilities) [105]: Control Zombie [10/5=2]; Daze [33/5=7]; Debility [26/5=6]; Icy Touch [30/5=6]; See Invisible [30/5=6]; Suggestion [78]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Obsession (9) (Find its lost soul) [-15]; Unhealing (Partial; Leech) [-20]; Vulnerability (Holy Weapons, x2) [-10]. Features: No FP [0]. Creature Type: Undead.

Knowing Your Own Strength [441] ST+7 (Size Modifier, -10%) [63] with ST+7 [70] HP+2 (Size Modifier, -10%) [4] with HP+2 [4]

Typical Stats ST: 17 HP: 19 Speed: 5.5 DX: 10 Will: 14 Move: 5 IQ: 11 Per: 11 HT: 12 FP: - SM: +1 Dodge: 9 Parry: 12 DR: 3 (tough skin) Sharp Claws (16): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1. Energy Drain: While maintaining ongoing contact (grappling, for example), the devourer can drain 3 HP per second from the victim, while healing 1 HP or 1 ER per each stolen HP. Trapped Essence: The devourer has ER 20 (Magical) that it can use to use its spell-like abilities or cast spells, if he has learned any. This ER can only be replenished with Energy Drain. While ER is empty, the devourer has no soul trapped in his ribcage. Spell-Like Abilities (Alternative Abilities): Control Zombie (11); Daze (14); Debility (14); Icy Touch (16); See Invisible (13); Suggestion (11).

Traits: Appearance (Monstrous; Universal); Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (Unliving, No Blood); Magic Resistance 3 (Improved); Obsession (9) (Find its lost soul); Unaging; Unhealing (Partial; Leech); Vacuum Support; Vulnerability (Holy Weapons, x2) [-10]. Skills: Climbing-14; Brawling-16; Innate Attack (Gaze)-13; Stealth-13; Tracking-13; Wrestling-15. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 12 July 2018 Monster: Digester

Monster: Digester The digester is an often overlooked monster from Monster Manual. It's a voracious predator that sprays potent acid. I'd recommend letting PCs collect several doses of acid from a digester's body with an appropriate skill check.

Digester [Monster Manual, page 59]

-14 points Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-140]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+6 [30]; Basic Move +3 [15]. Advantages: Chameleon 1 [5]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Night Vision 5 [5]; Sharp Claws [5]. Acid Spray: Corrosion Attack 4d (Jet, +0%; Takes Recharge, 5 seconds, -10%) [36]. Disadvantages: Increased Consumption 1 [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Weak Bite [-2]; Wild Animal [-30]. Notes: Size 3 hexes. Creature Type: Magical Beast.

Knowing Your Own Strength [16] Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats ST: 16 HP: 16 Speed: 6 DX: 12 Will: 10 Move: 9 IQ: 4 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Claws (13): 1d+1 cutting (KYOS: 2d cutting), Reach C-1. On a miss requires a DX roll to avoid falling. Acid Spray (13): A digester can spray acid from a tubelike orifice in its forehead. This attack has no Acc, and has 1/2D 5 and Max 10. This attack is a continuous stream, like a flamethrower. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Do not apply penalties for target range and speed. This attack deals 4d corrosion damage.

Traits: Chameleon 1; Discriminatory Smell; Increased Consumption 1; Nigh Vision 5; No Fine Manipulators; Restricted Diet (Carnivore); Weak Bite; Wild Animal. Skills: Brawling-13; Innate Attack (Breath)-13; Jumping-15; Running-15; Stealth-12; Tracking-12. Notes: Size 3 hexes. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 20 September 2018 Monster: Drider

Monster: Drider Here's the drider - a cursed by Lolth to become a hateful spider-drow hybrid.

Drider [Monster Manual, page 89]

287 points Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will +1 [5]. Advantages: Clinging [20]; DR 1 (Tough Skin, -40%) [3]; Extra Legs (Eight Legs; Cannot Kick, -50%; Long 1, +100%) [23]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Teeth [1]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 2 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Spell-Like Abilities (Alternative Abilities) [160]: Blackout 1 [36/5=8]; Detect Magic [7/5=2] – see GURPS Thaumatology – Sorcery, page 19; Dispel Magic 1 [60/5=12] – see GURPS Thaumatology – Sorcery, page 21; Faerie Fire [30/5=6]; Far-Hearing [85]; Invisible Wizard Eye [80/5=16]; Levitation 2 [10/5=2]; Light 1 [11/5=3] – see GURPS Thaumatology – Sorcery, page 19; Seek Good [21/5=5]; Seek Law [21/5=5]; Suggestion [78/5=16]. Disadvantage: Arm ST-4 (Size Modifier, -10%) [-18]; Weak Bite [-2]. Perks: Climbing Line [1]. Notes: Size 4 hexes. Creature Type: Aberration.

Knowing Your Own Strength [290] Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50] Replace Arm ST-4 (Size Modifier, -10%) [-18] with Arm ST-4 [-20]

Typical Stats ST: 15 HP: 15 Speed: 5.5 DX: 11 Will: 11 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin) Sharp Teeth (13): 1d-1 cutting plus follow-up 1d-1 toxic (3 1-hour cycles, resisted by HT-3, -3 ST after loss of 2/3 HP). Reach C. Dagger (15): 1d-2 impaling. Reach C-1. Short Bow (15): 1d-1 impaling, Acc 1, Range 165/220, RoF 1, Shots 1(2). Spell-Like Abilities (Alternative Abilities): Blackout 1 (12); Detect Magic (10) – see GURPS Thaumatology – Sorcery, page 19; Dispel Magic 1 (11) – see GURPS Thaumatology – Sorcery, page 21; Faerie Fire (11); Far-Hearing (10); Invisible Wizard Eye (10); Levitation 2 (10); Light 1 (10) – see GURPS Thaumatology – Sorcery, page 19; Seek Good (10); Seek Law (10); Suggestion (10).

Traits: Arm ST-4; Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Infravision; Intolerance (Drow); Magic Resistance 1 (Improved). Skills: Bow-15; Brawling-13; Climbing-15; Innate Attack (Gaze)-12; Knife-15; Stealth-14. Creature Type: Aberration.

Notes: Size 4 hexes.

Drider Venom This poison is extracted from a drider. A living victim must make an immediate HT-3 roll or suffer 1d-1 toxic damage. Every hour for 2 more cycles he must make another HT- 3 roll to resist or take the same amount of damage. After losing 2/3 HP to this poison, the victim gets a -3 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $120 (singular); $45 (5-batched). Recipe: $12; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-1 (Cyclic, 1 hour, 2 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4].

Posted by Enraged Eggplant at 01:00:00 Monday, 8 October 2018 Monster: Ethereal Filcher

Monster: Ethereal Filcher This is a weird monster that isn't very good in combat, but is very adept at stealing things. At first I wanted to give him No Legs (Bounces), but then decided to give him Cannot Kick and One Leg as a feature, because that will still let others target the leg and cripple it.

Ethereal Filcher [Monster Manual, page 104]

116 points Attribute Modifiers: DX+2 [40]; IQ-2 [-40]. Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10]; Basic Move-2 [-10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Double-Jointed [15]; Extra Arm 2 [20]; Extra Attack 1 [25]; Infravision [10]. Detect Magic: Detect (Magic; Magical, -10%; Touch- or Vision-Based, -15%) [8]. Ethereal Jaunt: Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55]. Disadvantages: Cannot Kick [-5]; Mute [-25]. Features: One Leg [0]. Creature Type: Aberration.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 12 Will: 10 Move: 3 IQ: 8 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 1 (tough skin) Punch (12): 1d-3 crushing, Reach C. Detect Magic (8): This innate ability lets the ethereal filcher determine whether the subject (person, object, or area) is under the effects of magic. Roll against the ethereal filcher’s IQ minus range penalties (p. B550) to the subject, which the creature must be able to see or touch. If the ethereal filcher is familiar with the spells in question, this will reveal them. Otherwise, use the margin of success to determine how much information to give the creature. Ethereal Jaunt (8): The ethereal filcher can slip into the Ethereal Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, he cannot reactivate it for 5 seconds.

Traits: Cannot Kick; Double-Jointed; Extra Arm 2; Extra Attack 1; Infravision; Mute; One Leg. Skills: Filch-16; Pickpocket-16; Stealth-16. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 11 October 2018 Monster: Ettercap

Monster: Ettercap Ettercaps are human-spider hybrid monsters. Should be fun and simple in encounters. We're done with letter E now.

Ettercap [Monster Manual, page 106]

88 points Attribute Modifiers: ST+2 [20]; DX+2 [40]; IQ-3 [-60]. Secondary Characteristic Modifiers: Will+3 [15]; Per+3 [15]. Advantages: Animal Empathy (Specialized, Spiders, -60%) [2]; Clinging [20]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]. Web: Binding 10 (Area Effect, 2 yards, +50%; Biological, -10%; Persistent, +40%; Reduced Range, x1/10, -30%) [30]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 DX, +30%) [4]. Disadvantages: Bad Grip 2 [-10]. Perks: Climbing Line [1]. Notes: Weight 200 lbs. Creature Type: Aberration.

Typical Stats ST: 12 HP: 12 Speed: 5.5 DX: 12 Will: 10 Move: 5 IQ: 7 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 0 Sharp Claws (12): 1d-2 cutting (KYOS: 1d-1 cutting). Reach C. Poisonous Bite (12): 1d-2 cutting (KYOS: 1d-1 cutting) + follow-up 1d-1 toxic (3 1-hour cycles, HT-3 to resist, Symptoms -3 DX (2/3 HP). Reach C. Web (12): Binding 10, Area of effect – 2 yards, stays for 10 seconds, range 1/10, costs 1 FP.

Traits: Animal Empathy (Specialized, Spiders); Bad Grip 2; Climbing Line; Clinging; Night Vision 5. Skills: Innate Attack (Projectile)-12; Traps/TL3-12. Creature Type: Aberration. Notes: Weight 200 lbs.

Ettercap Venom This poison is extracted from an ettercap. A living victim must make an immediate HT-3 roll or suffer 1d-1 toxic damage. Every hour for 3 more cycles he must make another HT-3 roll to resist or take the same amount of damage. After losing 2/3 HP to this poison, the victim gains a -3 penalty to DX until he heals above this threshold. Form: Follow-Up Poison. Cost: $120 (singular); $45 (5-batched). Recipe: $12; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 DX, +30%) [4].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Wednesday, 28 November 2018 Monster: Gibbering Mouther

Monster: Gibbering Mouther The gibbering mouther is an amorphous mass of mouths and eyes. It can use only six mouths at the same time, and can create protoplasmic manipulators to push objects (hence No Fine Manipulators, not No Manipulators). It can spit acid, soften earth, confuse creatures with its gibbering, and attack six times per second. It has so many eyes that it effectively has Injury Tolerance (No Eyes).

Gibbering Mouther [Monster Manual, page 126]

356 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%) [30]; IQ-4 [-80]; HT+3 [30]. Secondary Characteristic Modifiers: Will+4 [20]; Per+4 [20]; Basic Move -2 [-10]. Advantages: 360° Vision [25]; Amphibious [10]; Constriction Attack [15]; DR 2 (Can’t Wear Armor, -40%; Tough Skin, -40%) [2]; Extra Attack 5 [125]; Extra Mouth 5 [25]; Infravision [10]; Injury Tolerance (Damage Reduction 2; Limited, Crushing, -40%) [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Vampiric Bite [30]. Gibbering: Terror 1 (Confusion; Hearing; Magical, -10%) [27]. Ground Manipulation: Binding 12 (Area Effect, 4 yards, +100%; Costs 1 FP, -5%; Emanation, -20%; Environmental, Earth or Stone, -40%; Magical, -10%; Persistent, +40%; Takes Extra Time 1 for Stone, -5%; Unbreakable, +40%) [48]. Spittle: Corrosion Attack 1d-1 (Blockable, -5%; Costs 1 FP, -5%; Increased 1/2D, x10, +15%; One-Shot, -10%; Reduced Range, 1/10, -30%) [6]. Disadvantages: Disturbing Voice [-10]; Horizontal [-10]; Invertebrate [-20]; No Fine Manipulators [-30]. Perks: Immunity to Ground Manipulation [1]. Features: No Legs (Slithers) [0]. Creature Type: Aberration Notes: Size 2 hexes; Weight 200 lbs.

Knowing Your Own Strength [376] Replace ST+5 (No Fine Manipulators, -40%) [30] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.75 DX: 10 Will: 10 Move: 3 ground, 3 water IQ: 6 Per: 10 HT: 13 FP: 13 SM: +0 Dodge: 8 Parry: N/A DR: 2 (tough skin) Vampiric Bite (12): 1d+1 cutting (KYOS: 2d cutting), Reach C. The gibbering mouther can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the gibbering mouther’s biting damage must penetrate its DR. Once the gibbering mouther has bitten through the victim’s DR, it can drain 1 HP per second from him. For every 3 HP stolen, the gibbering mouther heals 1 HP or 1 FP (its choice). It cannot raise its HP or FP above normal this way. Spit Acid (12): 1d-1 corrosion. Ranged attack (Acc 3, Range 10/10), costs 1 FP. Gibbering: As soon as a mouther spots something edible, it begins a constant gibbering. When a creature hears this gibbering, it must roll a Fright Check using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. Ground Manipulation: A gibbering mouther can cause stone and earth in a 4-yard radius around it to become a morass akin to quicksand. This requires a Concentrate maneuver and costs 1 FP. Mired creatures are grappled with ST 12. Their only way to free themselves is to break free with a successful Quick Contest of ST. Softening stone requires two consecutive Concentrate maneuvers. This effect persists for 10 seconds.

Traits: 360° Vision; Constriciton Attack; Disturbing Voice; Extra Attack 5; Extra Mouth 5; Horizontal; Immunity to Ground Manipulation; Infravision; Injury Tolerance (Damage Reduction 2; Limited, Crushing); Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; No Fine Manipulators; No Legs (Slithers). Skills: Brawling-12; Innate Attack (Breath)-12. Creature Type: Aberration. Notes: Size 2 hexes; Weight 200 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 21 February 2017 Monster: Grell

Monster: Grell Grells are aberrations akin to the aboleths or mind flayers. They look like floating brains with tentacles and sharp beaks. Primarily underground dwellers, they pose a grave danger to adventurers that rely on short melee weapons, as ten clawed poisoned paralyzing constricting tentacles are nothing to laugh at.

Grell [Lords of Madness, page 108]

422 points Attribute Modifiers: ST+1 [10]; DX+1 [20]; HT+1 [10]. Advantages: 3D Spatial Sense [10]; Constriction Attack [15]; Extra Arms (10 tentacles total; Long, +50%; Flexible, +50%) [215]; Flight (Low Ceiling, 30-foot ceiling, -10%; Magical, -10%) [32]; Imaging Radar [20]; Immunity to Paralysis [10]; Injury Tolerance (No Neck, No Eyes) [10]; Reduced Consumption 4 [8]; Regrowth [40]; Sensitive Touch [10]; Sharp Beak [1]; Sharp Claws [1]. Electricity Resistance [55]: DR 20 (Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [40] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Poison: Affliction 1 (HT; Paralysis, +150%; Follow-Up, Claws, +0%) [25]. Disadvantages: Blindness [-50]; Invertebrate [-20]. Features: No Legs (Aerial) [0]; No Skull DR [0]. Creature Type: Aberration.

Typical Stats ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 10 air (30 ft. ceiling) IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 20 (vs electricity) Bite (12): 1d-1 large piercing. Reach C. Tentacle Claw (12): 1d-1 cutting + follow-up paralysis poison (resisted by HT). Reach C-1. Flexible.

Traits: 3D Spatial Sense; Blindness; Constriction Attack; Extra Arms (10 Tentacles; Long; Flexible); Imaging Radar; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Paralysis; Invertebrate; Injury Tolerance (No Neck; No Eyes); No Legs (Aerial); No Skull DR; Reduced Consumption 4; Regrowth; Sensitive Touch. Skills: Brawling-12. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 29 December 2018 Monster: Grick

Monster: Grick Gricks are quite simple monster that should be thrown at inexperienced adventurers. They are pictured with no eyes, but their description and statblock do not have anything about them being blind. Strange.

Grick [Monster Manual, page 139]

52 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-4 [-80]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+4 [20]. Advantages: Clinging [20]; DR 2 (Not vs. Magic, -15%; Tough Skin, -40%) [5]; Discriminatory Smell [15]; Extra Arms 2 (Extra- Flexible, +50%) [30]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Sharp Beak [1]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Fresh Meat) [-10]; Weak Bite [-2]; Wild Animal [-30]. Features: No Legs (Slithers) [0]. Creature Type: Aberration. Notes: Size 3 hexes; Weight 200 lbs.

Knowing Your Own Strength [77] Replace ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.5 DX: 12 Will: 10 Move: 5 ground IQ: 6 Per: 10 HT: 10 FP: 10 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin, not vs. magic) Sharp Beak (14): 1d-2 large piercing (KYOS: 1d-3 large piercing), Reach C. Tentacle (14): 1d+1 crushing (KYOS: 2d crushing), Reach C-1.

Traits: Clinging; Discriminatory Smell; Extra Arms 2 (Extra-Flexible); Extra Attack 1; Extra-Flexible Arms; Horizontal; Infravision; Injury Tolerance (No Neck); No Fine Manipulators; No Legs (Slithers); Reduced Consumption 4 (Cast-Iron Stomach); Restricted Diet (Fresh Meat); Weak Bite; Wild Animal. Skills: Brawling-14; Stealth-14; Tracking-14. Creature Type: Aberration. Notes: Size 3 hexes; Weight 200 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 3 June 2017 Monster: Otyugh

Monster: Otyugh Otyughs are one of my favorites. Tentacle monsters that eat refuse, live in the sewers or dumpsters, and sometimes cooperate with people in exchange for food. They are strong, their tentacles are long, and their bites can infect victims with filth fever. Neat!

Otyugh [Monster Manual, page 204]

Racial Template 137 points Attribute Modifiers: ST+9 (Size Modifier, -30%) [63]; IQ-3 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: SM+3; Will+3 [15]; Per+3 [15]. Advantages: Constriction Attack [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Arms (Modified Existing Two Arms; Extra-Flexible; Long 1) [30]; Extra Legs (Four Legs) [5]; Filter Lungs [5]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Sharp Teeth [1]; Universal Digestion [5]. Filth Fever: Toxic Attack 1d-2 (Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Onset, 2 days, -30%; Cyclic, 12-hour cycle with 12 cycles, +120%; Symptoms, 1/3 HP, DX-2, HT-2, +90%) [5]. Disadvantages: Bad Smell [-10]; Ham-Fisted (-3) [-5]; Horizontal [-10]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Aberration.

Knowing Your Own Strength [163] Replace ST+9 (Size Modifier, -30%) [63] with ST+9 [90]

Typical Stats ST: 19 HP: 19 Speed: 5.5 DX: 10 Will: 10 Move: 5 IQ: 7 Per: 10 HT: 12 FP: 12 SM: +3 Dodge: 8 Parry: N/A DR: 3 (tough skin) Sharp Teeth (12): 2d+1 cutting (KYOS: 3d+3 cutting) + follow-up 1d-2 toxic (resistible, HT-2; onset 2 days, 12-hour cycle with 12 cycles; symptoms, 1/3 HP, DX-2, HT-2). Reach C. Tentacle (12): 2d+1 crushing (KYOS: 3d+3 crushing) + constriction. Reach C-2.

Traits: Bad Smell; Discriminatory Smell; Extra Legs (Four Legs); Filter Lungs; Ham-Fisted (-3); Horizontal; Infravision; Injury Tolerance (No Neck); Reduced Consumption 4 (Cast-Iron Stomach); Universal Digestion. Skills: Brawling-12; Scrounging-12; Stealth-12; Tracking-12. Creature Type: Aberration. Notes: Size 3 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 12 January 2019 Monster: Skum

Monster: Skum The skums are aquatic slaves created by the aboleths. While underwater, they prefer using their natural weapons, but when raiding the coasts on behalf of their psionic masters they use two-handed weapons, such as spears. Skums can withstand tremendous pressure of oceanic depths, where their masters live.

Skum [Monster Manual, page 228]

75 points Attributes: ST+2 [20]. Secondary Characteristics: Per+1 [5]. Advantages: Amphibious [10]; Blunt Claws [3]; Doesn’t Breathe (Gills) [10]; Infravision [10]; Pressure Support 3 [15]; Sharp Teeth [1]; Speak Underwater [5]. Disadvantage: Susceptible to Aboleth Abilities 4 [-4]. Creature Type: Aberration.

Typical Stats ST: 12 HP: 12 Speed: 5 DX: 10 Will: 10 Move: 5 ground, 5 water IQ: 10 Per: 11 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: 9 DR: - Long Spear (two-handed) (12): 1d+2 impaling (KYOS: 2d-1 impaling). Reach 2, 3*. Blunt Claws (12): 1d+1 crushing (KYOS: 1d+2 crushing). Reach C. Sharp Teeth (12): 1d-1 cutting (KYOS: 1d cutting). Reach C.

Traits: Amphibious; Doesn’t Breathe (Gills); Infravision; Pressure Support 3; Speak Underwater; Susceptible to Aboleth Abilities 4. Skills: Aquabatics-12; Brawling-12; Spear-12; Stealth-14; Wrestling-12. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 13 March 2018 Monster: Sy-Daemon

Monster: Sy-Daemon I've played Dark Colony a lot during my childhood. Genetically engineering war machines is a common trope in science fiction, and that particular RTS game featured quite a few of them. Of course, realistic options from GURPS Bio-Tech are not sufficient here, and some of the features are not allowed even for TL 12 in that book. In the end, we have a fast and strong monster that can cut up infantry with ease and even tackle on battlesuits and light vehicles. Hardened skin should protect him from small arms, but not from more heavy weaponry.

Sy-Daemon

726 points Attribute Modifiers: ST+16 (Size Modifier, -10%) [144]; DX+4 [80]; IQ-2 [-40]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; HP+5 (Size Modifier, -10%) [9]; FP+5 [15]; Basic Speed +2.25 [45]; Per+4 [20]; Will+4 [20]. Advantages: Combat Reflexes [15]; DR 25 (Hardened 2, +20%; Tough Skin, -40%) [100]; Extra Attack 1 [25]; Fangs [2]; Fearlessness 4 [8]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Improved G-Tolerance (1G) [15]; Infravision [10]; Injury Tolerance (No Eyes) [5]; Less Sleep 4 [8]; Long Talons [11]; Para-Radar [40]; Pressure Support 1 [5]; Radiation Tolerance 5 [10]; Reduced Consumption 3 [6]; Regeneration (Regular) [25]; Resistant to Metabolic Hazards (+3) [10]; Striking ST+6 (Size Modifier, -10%) [27]; Super Jump 2 [20]; Temperature Tolerance 10 (Cold) [10]. Titanium Bio-Scythes with Monomolecular Edges [124]: Striker (Cutting; Armor Divisor, (10), +200%; Long 2, +200%) [42] + Striker (Cutting; Armor Divisor, (10), +200%; Long 2, +200%) [42] + Modified ST Damage (3d+1; Armor Divisor, (10), +200%; Only when using Strikers, -60%) [40]. Disadvantages: Berserk (15) (Battle Rage, +50%) [-7]; Blindness [-50]; Bloodlust (12) [-10]; Cannot Speak [-15]; Ham-Fisted 2 [-10]; Hidebound [-5]; Incurious (12) [-5]. Perks: No Degeneration in Zero-G [1]; Sanitized Metabolism [1]. Features: Born Biter 2 [0]; Early Maturation 3 [0]; Sterile [0]. Notes: Weight 310 lbs. Creature Type: Aberration.

Knowing Your Own Strength [631] Replace ST+16 (Size Modifier, -10%) [144] with ST+7 [70] Replace Striking ST+6 (Size Modifier, -10%) [27] with Striking ST+4 [4] Replace HP+5 (Size Modifier, -10%) [9] with HP+5 [10]

Typical Stats ST: 26 HP: 31 Speed: 9 DX: 14 Will: 12 Move: 9 IQ: 8 Per: 12 HT: 13 FP: 18 SM: +1 Dodge: 13 Parry: - DR: 25 (tough skin, hardened 2) Long Talons (16): 5d-1 cutting or impaling, Reach C-1. Fangs (16): 4d impaling, Reach C. Titanium Bio-Scythe with Monomolecular Edge (16): 5d-1(10) cutting, Reach C-2.

Traits: Berserk (15) (Battle Rage); Blindness; Bloodlust (12); Born Biter 2; Cannot Speak; Combat Reflexes; Early Maturation 3; Extra Attack 1; Fearlessness 4; Flexibility; Ham-Fisted 2; Hard to Kill 3; Hard to Subdue 3; Hidebound; High Pain Threshold; Improved G-Tolerance (1G); Incurious; Infravision; Injury Tolerance (No Eyes); Less Sleep 4; No Degeneration in Zero-G; Para-Radar; Pressure Support 1; Radiation Tolerance 5; Reduced Consumption 3; Regeneration (Regular); Resistant to Metabolic Hazards (+3); Sanitized Metabolism; Sterile; Striking ST+6; Super Jump 2; Temperature Tolerance 10 (Cold). Skills: Brawling-16; Jumping-14; Observation-12; Stealth-14; Tracking-14. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: GURPS, monster, template Saturday, 24 March 2018 Monster: Tsochar

Monster: Tsochar The tsochar are a new aberration that was first introduced in Lords of Madness for D&D 3.5 and dedicated a whole chapter. In short, they are alien invaders obsessed with accumulation of magic items. They are collective creatures made up of several strands. They possess telepathy and parasitic possession.

Tsochar [Lords of Madness, page 121]

217 points Attribute Modifiers: DX+1 [20]; IQ+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM-1; Basic Move -2 [-10]. Advantages: Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; DR 3 (Not vs. Adamantine, -15%) [13]; Double-Jointed [15]; Infravision [10]; Injury Tolerance (No Neck, No Head) [12]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Temperature Tolerance 2 (Cold) [2]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Wear Flesh [65]: Possession (Assimilation, +10%; Full Memory Access, +10%; Link, +10%; Magical, -10%; Parasitic, -60%) [60] + Permeation (Flesh; Link, +10%; Magical, -10%) [5]. Disadvantages: Invertebrate [-20]; No Physical Attack (Arms) [-10]. Features: No Legs (Slithers) [0]. Notes: Weight 25 pounds. Creature Type: Aberration.

Typical Stats ST: 10 HP: 10 Speed: 6 DX: 11 Will: 11 Move: 4 IQ: 11 Per: 11 HT: 13 FP: 13 SM: -1 Dodge: 9 Parry: - DR: 1 (tough skin), 3 (not vs adamantine) Sharp Teeth (11): 1d-3 cutting + 1d-1 toxic (3 1-hour cycles, resistible with HT-3, -3 ST at 2/3 HP), Reach C. Wear Flesh: The tsochar can parasitically possess an SM+0 or larger creature by entering its body and controlling all its actions, as if using the Possession advantage.

Traits: Constriction Attack; Double-Jointed; Infravision; Injury Tolerance (No Neck, No Head); Invertebrate; Magic Resistance 1 (Improved); No Legs (Slithers); No Physical Attack (Arms); Telesend (Universal; Magical); Temperature Tolerance 2 (Cold). Skills: Thaumatology-12; Wrestling-12. Notes: Weight 25 pounds. Creature Type: Aberration.

Tsochar Strand [Lords of Madness, page 125]

-180 points Attribute Modifiers: ST-5 [-50]; IQ-6 [-120]; HT+3 [30]. Secondary Characteristic Modifiers: SM-1; Basic Move -2 [-10]. Advantages: Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; DR 3 (Not vs. Adamantine, -15%) [13]; Double-Jointed [15]; Infravision [10]; Injury Tolerance (No Neck, No Head) [12]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Disadvantages: Invertebrate [-20]; No Manipulators [-50]; Wild Animal [-30]. Features: No Legs (Slithers) [0]. Creature Type: Aberration.

Typical Stats ST: 5 HP: 5 Speed: 5.75 DX: 10 Will: 4 Move: 3 IQ: 4 Per: 4 HT: 13 FP: 13 SM: -1 Dodge: 8 Parry: - DR: 1 (tough skin), 3 (not vs adamantine) Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-8 cutting) + 1d-1 toxic (3 1-hour cycles, resistible with HT-3, -3 ST at 2/3 HP), Reach C.

Traits: Constriction Attack; Double-Jointed; Infravision; Injury Tolerance (No Neck, No Head); Invertebrate; Magic Resistance 1 (Improved); No Legs (Slithers); No Manipulators; Temperature Tolerance 2 (Cold); Wild Animal. Skills: Wrestling-10. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 18 March 2017 Monster: Umber Hulk

Monster: Umber Hulk Umber hulk is an iconic D&D monster, appearing in all its editions. It's a big ape-like beetle that lives underground and confuses enemies with its gaze when he cannor deal with them with his powerful mandibles or fists. Many umber hulks have been enslaved by the neogi - a race of eel-spiders - and now serve their master with complete obedience. Add Slave Mentality to such enslaved umber hulks.

Umber Hulk [Monster Manual, page 248]

231 points Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; Basic Move +2 [10]. Advantages: Blunt Claws [3]; DR 4 [20]; Infravision [10]; Sharp Teeth [1]; Tunneling 1 [35]; Vibration Sense (Ground Only, -10%) [9]. Confusing Gaze: Terror 1 (Confusion; Active, +25%; Magical, -10%; Presence, +25%; Sight-Based, -20%) [36]. Disadvantages: Semi-Upright [-5]. Perks: 4 Eyes [1].

Knowing Your Own Strength [260] Replace ST+9 (Size Modifier, -10%) [81] with ST+11 [110]

Typical Stats – Umber Hulk ST: 19 (KYOS: 21) HP: 19 (KYOS: 21) Speed: 5.75 DX: 10 Will: 10 Move: 7 ground; 1 tunnel IQ: 10 Per: 10 HT: 13 FP: 13 SM: +1 Dodge: 8 Parry: N/A DR: 4 Blunt Claws (11): 2d crushing (KYOS: 4d-1 crushing), Reach C-1. Mandibles (11): 2d-2 cutting (KYOS: 3d cutting), Reach C. Confusing Gaze (10): The umber hulk can focus his eyes on a victim to confuse his mind by taking a Concentrate maneuver. The victim must be within 10 yards. Roll a Quick Contest of Will with the victim. If the umber hulk wins, roll 3d for the Fright Check result (use the confusion variant from GURPS Powers, page 85), as usual, but add his margin of victory instead of his margin of failure.

Traits: 4 Eyes; Infravision; Semi-Upright; Vibration Sense (Ground Only). Skills: Brawling-11; Prospecting-11. Creature Type: Aberration.

Typical Stats – Truly Horrid Umber Hulk ST: 27 (KYOS: 34) HP: 35 (KYOS: 50) Speed: 6 DX: 10 Will: 13 Move: 9 ground; 3 tunnel IQ: 10 Per: 10 HT: 15 FP: 15 SM: +3 (7 hexes) Dodge: 9 Parry: N/A DR: 7 Blunt Claws (14): 4d crushing (KYOS: 9d+1 crushing), Reach C-2. Mandibles (14): 3d+1 cutting (KYOS: 8d-1 cutting), Reach C. Confusing Gaze (13): The umber hulk can focus his eyes on a victim to confuse his mind by taking a Concentrate maneuver. The victim must be within 10 yards. Roll a Quick Contest of Will with the victim (the victim has a -2 penalty on this roll). If the umber hulk wins, roll 3d for the Fright Check result (use the confusion variant from GURPS Powers, page 85), as usual, but add his margin of victory instead of his margin of failure.

Traits: 4 Eyes; Combat Reflexes; Infravision; Semi-Upright; Vibration Sense (Ground Only). Skills: Brawling-14; Prospecting-14. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 12 August 2018 Monsters: Dire B

Monsters: Dire B Here we have three dire animals - dire bat, dire bear, and dire boar.

Dire Bat [Monster Manual, page 62]

-7 point Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size Modifier, -10%) [20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20]. Advantages: DR 2 (Tough Skin, -40%) [6]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 9 [9]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14]. Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 3 hexes; Weight 200 lbs.

Knowing Your Own Strength [13] Replace ST+4 (No Fine Manipulators, -40%; Size Modifier, -10%) [20] with ST+4 [40]

Typical Stats ST: 14 HP: 14 Speed: 6 DX: 12 Will: 10 Move: 2 ground, 12 air (cannot hover) IQ: 4 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 9 Parry: N/A DR: 2 (tough skin) Claws (12): 1d-1 crushing (KYOS: 1d+1 crushing). Reach C-1. Sharp Teeth (12): 1d-1 cutting (KYOS: 1d+1 cutting). Reach C.

Traits: Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short Lifespan 1; Sonar (Accessibility, Not in water); Wild Animal. Skills: Aerobatics-13; Flight-13; Survival (Plains)-13; Stealth-13. Creature Type: Animal. Notes: Size 3 hexes; Weight 200 lbs.

Dire Bear [Monster Manual, page 63]

67 points Attribute Modifiers: ST+20 (No Fine Manipulators, -40%; Size Modifier, -20%) [80]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-6 [-120]; HT+3 [30]. Secondary Characteristic Modifiers: SM+2; Will+8 [40]; Per+8 [40]. Advantages: Blunt Claws [3]; DR 3 (Flexible, -20%) [12]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Night Vision 6 [6]; Sharp Teeth [1]; Temperature Tolerance 3 (Cold) [3]. Disadvantages: Bad Temper (12) [-10]; No Fine Manipulators [-30]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 10 hexes; Weight 7,500 lbs.

Knowing Your Own Strength [187] Replace ST+20 (No Fine Manipulators, -40%; Size Modifier, -20%) [80] with ST+20 [200]

Typical Stats ST: 30 HP: 30 Speed: 6 DX: 11 Will: 12 Move: 6 ground IQ: 4 Per: 12 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: N/A DR: 3* Blunt Claws (14): 4d+1 crushing (KYOS: 8d crushing). Reach C-1. Sharp Teeth (14): 3d+2 cutting (KYOS: 6d+2 cutting). Reach C.

Traits: Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Hard to Subdue 2; High Pain Threshold; Night Vision 6; No Fine Manipulators; Semi-Upright; Short Lifespan 1; Temperature Tolerance 3 (Cold); Wild Animal. Skills: Brawling-14; Survival (Woodlands)-13; Swimming-13. Creature Type: Animal. Notes: Size 10 hexes; Weight 7,500 lbs.

Dire Boar [Monster Manual, page 63]

22 points Attribute Modifiers: ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [60]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Fearlessness 2 [4]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Night Vision 5 [5]; Recovery [10]; Striker (Gore; Impaling; Cannot Parry, -40%; Limited Arc, Front, -40%) [2]; Temperature Tolerance 1 (Cold) [1]. Disadvantages: Bad Temper (9) [-15]; Berserk (9) [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Knowing Your Own Strength [112] Replace ST+15 (No Fine Manipulators, -40%; Size Modifier, -20%) [60] with ST+15 [150]

Typical Stats ST: 25 HP: 25 Speed: 5.5 DX: 10 Will: 10 Move: 7 ground IQ: 4 Per: 12 HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: N/A DR: 2 (tough skin) Gore (13): 3d+2 impaling (KYOS: 8d+1 impaling). Reach C-1. Kick (13): 3d crushing (KYOS: 5d+1 crushing). Reach C-1.

Traits: Bad Temper (9); Berserk (9); Combat Reflexes; Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fearlessness 2; Fur; Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Horizontal; Night Vision 5; No Fine Manipulators; Recovery; Short Lifespan 1; Temperature Tolerance 1 (Cold); Wild Animal. Skills: Brawling-13; Intimidation-13; Survival (Woodlands)-13. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 16 January 2017 Monsters: Basilisks

Monsters: Basilisks Basilisk is a classical mythological monster, typically a multilegged lizard or a serpent with a petrifying gaze or bite. Some media replace petrifaction with paralysis. I have always liked the basilisk, but I do not remember ever using it in a game. In addition to the common basilisk, I provide stats for the abyssal greater basilisk - a stronger fiendish version of the beast.

Basilisk [Monster Manual, page 23]

42 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%) [30]; DX-1 [-20]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: Will+7 [35]; Per+8 [40]; Basic Move +2 [10]. Advantages: DR 3 (Flexible, -20%) [12]; Extra Legs (Six Legs; Cannot Kick) [5]; Infravision [10]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Teeth [1]; Universal Digestion (Matter Eater, Stone Only, +180%) [14]. Petrifying Gaze: Affliction 1 (Cone, 15-yard width, +200%; Cured by Stone to Flesh or Remove Curse spells; Extended Duration, Permanent, +150%; Selective Area, +20%; Malediction 2, +150%; Paralysis, +150%; Vision-Based, -20%; Magical, -10%) [74]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Scales [1]. Notes: Size 2 hexes; Weight 300 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [62] Replace ST+5 (No Fine Manipulators, -40%) [30] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 9 Will: 10 Move: 7 IQ: 3 Per: 11 HT: 12 FP: 12 SM: +0 Dodge: 8 Parry: N/A DR: 3 (flexible) Sharp Teeth (10): 1d cutting (KYOS: 2d-2 cutting). Reach C. Petrifying Gaze (10): A basilisk’s petrifying gaze spreads out in a cone 15 yards long and 15 yards wide at the end. It can select who is affected; potential victims must be looking at it. For every target, there is a Quick Contest between the basilisk’s Will (minus a range penalty taken from the Speed/Range Table) and each target’s HT. If the basilisk wins, the target is petrified. (The distinction between “paralyzed” and “petrified” generally works in their victims’ favor – e.g., they won’t starve – so the medusa does not pay extra for this.) Someone looking at a reflection of a basilisk is not affected by its gaze. Fighting while looking in a mirror is at a -5 penalty; attacks made with closed eyes are at -10. Petrification can be removed with Remove Curse or Stone to Flesh.

Traits: Extra Legs (Six Legs; Cannot Kick); Horizontal; Infravision; Night Vision 5; No Fine Manipulators; Peripheral Vision; Scales; Universal Digestion (Matter Eater, Stone Only); Wild Animal. Skills: Brawling-10; Innate Attack (Gaze)-10; Tracking-10. Creature Type: Magical Beast. Notes: Size 2 hexes; Weight 300 lbs.

Abyssal Greater Basilisk [Monster Manual, page 24]

333 points Attribute Modifiers: ST+8 (No Fine Manipulators, -40%) [48]; DX-1 [-20]; IQ-4 [-80]; HT+3 [30]. Secondary Characteristic Modifiers: Will+4 [20]; Per+5 [25]; Basic Move +2 [10]. Advantages: DR 3 (Flexible, -20%) [12]; DR 5 (Can’t Wear Armor, -40%; Not vs. Magic, -15%) [12]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Teeth [1]; Universal Digestion (Matter Eater, Stone Only, +180%) [14]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Smite Good: Toxic Attack 2d (Accessibility, Only on holy beings, -30%; Follow-Up, Teeth, +0%; Limited Use, 1/day, -40%; Magical, -10%; Must be declared before rolling for the attack) [2]. Petrifying Gaze: Affliction 2 (Cone, 15-yard width, +200%; Cured by Stone to Flesh or Remove Curse spells; Extended Duration, Permanent, +150%; Selective Area, +20%; Malediction 2, +150%; Paralysis, +150%; Vision-Based, -20%; Magical, -10%) [148]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Scales [1]. Notes: Size 2 hexes; Weight 300 lbs. Creature Type: Outsider (Chaos, Evil).

Knowing Your Own Strength [365] Replace ST+8 (No Fine Manipulators, -40%) [48] with ST+8 [80]

Typical Stats ST: 18 HP: 18 Speed: 5.25 DX: 9 Will: 10 Move: 7 IQ: 6 Per: 11 HT: 13 FP: 13 SM: +0 Dodge: 8 Parry: N/A DR: 3 (flexible), 5 (not vs magic), 5 (vs cold and fire) Sharp Teeth (10): 1d+1 cutting (KYOS: 2d+1 cutting). Reach C. Smite Good (10): Once per day an abyssal greater basilisk can declare a smiting biting attack against a holy creature. If the attack hits, it deals 2d toxic follow-up damage. Petrifying Gaze (10): A basilisk’s petrifying gaze spreads out in a cone 15 yards long and 15 yards wide at the end. It can select who is affected; potential victims must be looking at it. For every target, there is a Quick Contest between the basilisk’s Will (minus a range penalty taken from the Speed/Range Table) and each target’s HT. If the basilisk wins, the target is petrified. (The distinction between “paralyzed” and “petrified” generally works in their victims’ favor – e.g., they won’t starve – so the medusa does not pay extra for this.) Someone looking at a reflection of a basilisk is not affected by its gaze. Fighting while looking in a mirror is at a -5 penalty; attacks made with closed eyes are at -10. Petrification can be removed with Remove Curse or Stone to Flesh.

Traits: Extra Legs (Six Legs; Cannot Kick); Horizontal; Infravision; Magic Resistance 3 (Improved); Night Vision 5; No Fine Manipulators; Peripheral Vision; Scales; Universal Digestion (Matter Eater, Stone Only); Wild Animal. Skills: Brawling-10; Innate Attack (Gaze)-10; Tracking-10. Creature Type: Outsider (Chaos, Evil). Notes: Size 2 hexes; Weight 300 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 27 September 2017 Monster: Behir

Monster: Behir Behir is a serpentine draconic monster that is very intolerance of actual dragons. Dwelling in warm hills, this beast is intelligent, but not very bright. It is tough, strong, and possesses an electric breath attack that takes recharge.

Behir [Monster Manual, page 25]

371 points Attribute Modifiers: ST+25 (Size Modifier, -50%) [125]; IQ-1 [-20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+5; Basic Speed +0.25 [5]; Basic Move+2 [10]; Will+2 [10]; Per+2 [10]; FP+4 [8]. Advantages: Constriction Attack [15]; DR 6 [30]; Discriminatory Smell [15]; Extended Lifespan 4 [8]; Extra Legs (12 Legs) [15]; High Pain Threshold [10]; Infravision [10]; Nictitating Membrane 3 [3]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Breathe Electricity: Burning Attack 3d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Magical, -10%; Reduced Range, 1/10, -30%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 15 seconds, -20%) [25]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Short Arms [-10]. Perks: Scales [1]. Notes: Size 12 hexes. Creature Type: Magical Beast.

Knowing Your Own Strength [434] Replace ST+25 (Size Modifier, -50%) [125] with ST+18 [180] and HP+4 [8]

Typical Stats ST: 35 (KYOS: 28) HP: 35 (KYOS: 32) Speed: 6 DX: 10 Will: 11 Move: 8 land IQ: 9 Per: 11 HT: 13 FP: 17 SM: +5 Dodge: 9 Parry: N/A DR: 6, 20 (vs electricity) Sharp Claws (12): 5d-1 cutting (KYOS: 6d+1 cutting), Reach C-5. Sharp Teeth (12): 5d-1 cutting (KYOS: 6d+1 cutting), Reach C. Breathe Electricity (14): 3d burning surge, costs 1 FP, takes 15 seconds to recharge. Range 1/10, 1-yard wide line. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.

Traits: Bad Grip 2; Constriction Attack; Discriminatory Smell; Extended Lifespan 4; Extra Legs (12 Legs); High Pain Threshold; Horizontal; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Infravision; Intolerance (Dragons); Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales. Skills: Brawling-12; Innate Attack (Breath)-14; Tracking-12; Wrestling-12. Notes: Size 12 hexes. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 15 January 2018 Monster: Blink Dog

Monster: Blink Dog Blink dogs are intelligent canines with a limited teleportation abilities. Blink dog is an iconic D&D monster that I have used occasionally, but never in GURPS. At least yet.

Blink Dog [Monster Manual, page 28]

67 points Attribute Modifiers: ST-1 [-10]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-1 [-20]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+1 [5]; Per+3 [15]. Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Infravision [10]; Night Vision 5 [5]; Sharp Teeth [1]. Blink: Warp (Costs 1 FP, -5%; Magical, -10%; Range Limit, 10 yards, -50%) [35]. Disadvantages: Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]. Perks: Fur [1]. Notes: Weight 90 lbs. Creature Type: Magical Beast.

Typical Stats ST: 9 HP: 9 Speed: 6 DX: 11 Will: 10 Move: 10 IQ: 9 Per: 13 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Teeth (13): 1d-2 cutting (KYOS: 1d-3 cutting). Reach C. Blink (9): A blink dog can spend 1 FP and make a Concentrate maneuver to teleport to any place within 10 yards, as if using the Warp (p. B97) advantage.

Traits: Bestial; Chummy; Discriminatory Smell; Extra Legs (Four Legs); Fur; Hidebound; Horizontal; Infravision; Intolerance (Displacer Beasts); Night Vision 5; No Fine Manipulators. Skills: Brawling-13; Stealth-12; Tracking-13. Creature Type: Magical Beast. Notes: Weight 90 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: GURPS, monster, template Wednesday, 17 January 2018 Monster: Bulette

Monster: Bulette Bulette is a fun and memorable monster from D&D Monster Manual. The bulette, or landshark, tunnels underground and then ambushes its prey, pouncing on it and grabbing it with its powerful jaws. Uneven DR makes the head and top hard to penetrate, but leaves limbs and belly more vulnerable.

Bulette [Monster Manual, page 30]

Racial Template 142 points Attribute Modifiers: ST+15 (No Fine Manipulators, -40%; Size Modifier, -30%) [45]; DX+1 [20]; IQ-7 [-140]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+7 [35]; Per+8 [40]. Advantages: Blunt Claws [3]; DR 5 (Inner Layer) [25]; DR 5 (Outer Layer; Directional, Top, -20%; Partial, Torso Only, -10%) [18]; DR 5 (Outer Layer; Partial, Skull Only, -70%) [8]; DR 5 (Outer Layer; Partial, Face Only, -50%) [13]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Fearlessness 4 [8]; Infravision [10]; Night Vision 5 [5]; Sharp Teeth [1]; Super Jump 1 [10]; Tunneling (Move 6) [60]; Universal Digestion [5]; Vibration Sense (Environmental, Ground, -20%) [8]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Fresh Meat) [-10]; Wild Animal [-30]. Quirks: Can’t eat elven flesh [-1]; Dislikes dwarven flesh [-1]. Features: Born Biter 1 [0]. Notes: Size 13 hexes. Creature Type: Magical Beast.

Knowing Your Own Strength [217] Replace ST+15 (No Fine Manipulators, -40%; Size Modifier, -30%) [45] with ST+12 [120]

Typical Stats ST: 25 HP: 25 Speed: 6 DX: 11 Will: 10 Move: 6 ground, 6 tunnel IQ: 3 Per: 11 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: N/A DR: 10 (face, skull, top of the torso), 5 (everywhere else) Sharp Teeth (13): 3d-1 cutting (KYOS: 4d cutting). Reach C. Blunt Claws (13): 3d+1 crushing (KYOS: 5d-1 crushing). Reach C.

Traits: Born Biter 1; Can’t eat elven flesh; Discriminatory Smell; Dislikes dwarven flesh; Extra Legs (Four Legs); Fearlessness 4; Horizontal; Infravision; Night Vision 5; No Fine Manipulators; Restricted Diet (Fresh Meat); Super Jump 1; Universal Digestion; Vibration Sense (Environmental, Ground); Wild Animal. Skills: Brawling-13; Stealth-11; Tracking-12. Creature Type: Magical Beast. Notes: Size 13 hexes.

Posted by Enraged Eggplant at 01:00:00 Labels: GURPS, monster, template Monday, 12 March 2018 Monster: Chimera

Monster: Chimera Chimera is a low-mid level monster in D&D, but when converted to GURPS it like a serious threat, especially in melee range. Flight does not help either.

Chimera [Monster Manual, page 34]

Racial Template 270-284 points Attribute Modifiers: ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [64]; DX+2 (No Fine Manipulators, -40%) [24]; IQ- 4 [-80]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Basic Move +3 [15]; Per+5 [50]; Will+5 [50]. Advantages: Catfall [10]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 2 [30]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 5 [5]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]. Choose the color of the draconic head [13-27]: Black: Corrosion Attack 2d (Cone, 1 yard, +60%; Reduced Range, 1/5, -20%; Costs 1 FP, -5%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [21]. Blue: Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Surge, +20%; Side Effect, Stunning, +50%; Takes Recharge, 15 seconds, -20%) [17]. Green: Corrosion Attack 2d (Cone, 5 yards, +100%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [27]. Red: Burning Attack 2d (Cone, 5 yards, +100%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [14]. White: Burning Attack 2d (No Incendiary Effect, -10%; Cone, 5 yards, +100%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [13]. Disadvantages: Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]. Features: Born Biter 2 [0]; Tail [0]. Notes: Size 3 hexes; Weight 4,000 lbs. Creature Type: Magical Beast.

Typical Stats ST: 26 HP: 26 Speed: 6 DX: 12 Will: 11 Move: 9 ground, 12 air (cannot hover) IQ: 6 Per: 11 HT: 12 FP: 12 SM: +2 Dodge: 10 Parry: N/A DR: 3 (tough skin) Sharp Teeth (14): 3d cutting (KYOS: 5d+2 cutting), Reach C. Sharp Claws (14): 3d cutting (KYOS: 5d+2 cutting), Reach C-1. Dragon head: Black: Breathe Acid (12): 2d corrosion, costs 1 FP, takes 15 seconds to recharge. Range 2/20, width 1 yard. Blue: Breathe Electricity (12): 2d burning surge, costs 1 FP, takes 15 seconds to recharge. Range 2/20, width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Green: Breathe Acid (12): 2d corrosion, costs 1 FP, takes 15 seconds to recharge. Range 1/10, maximum width 5 yards. Red: Breathe Fire (12): 2d burning, costs 1 FP, takes 15 seconds to recharge. Range 1/10, maximum width 5 yards. White: Breathe Frost (12): 2d burning (no incendiary), costs 1 FP, takes 15 seconds to recharge. Range 1/10, maximum width 5 yards.

Traits: Bestial; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Extra Head 2; Extra Legs (Four Legs); Hidebound; Horizontal; Infravision; Laziness (12); Night Vision 5; No Fine Manipulators; Perfect Balance; Restricted Diet (Carnivore); Tail. Skills: Brawling-14; Innate Attack (Breath)-12; Jumping-13; Stealth-13; Wrestling-13. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 4,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 28 May 2018 Monster: Cockatrice

Monster: Cockatrice This is a quite simple rooster monster with petrifying bite. Doesn't deal much damage, but if you are unarmored and/or fighting against multiple cockatrices, you should be very careful.

Cockatrice [Monster Manual, page 37]

-118 points Attribute Modifiers: ST-5 [-50]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-7 [-140]. Secondary Characteristic Modifiers: SM-2; Will+7 [35]; Per+7 [35]; Basic Move -2 [-10]; Air Move -2 [-4]. Advantages: Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 4 [4]; Sharp Beak [1]. Petrification: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Magical, -10%; Paralysis, Variant, +150%) [44]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack on Arms [-10]; Wild Animal [-30]. Perks: Immunity to Cockatrice Petrification [1]. Creature Type: Magical Beast.

Typical Stats ST: 5 HP: 5 Speed: 5.25 DX: 11 Will: 10 Move: 3 ground, 4 air (cannot hover) IQ: 3 Per: 10 HT: 10 FP: 10 SM: -2 Dodge: 8 Parry: N/A DR: N/A Sharp Beak (11): 1d-5 large piercing (KYOS: 1d-8 large piercing) plus follow-up petrification (resisted by HT, permanent, cannot be dispelled by Dispel Magic, negated by Remove Curse or Stone to Flesh). Reach C.

Traits: Immunity to Cockatrice Petrification; Night Vision 4; No Fine Manipulators; No Physical Attack on Arms; Wild Animal. Skills: Survival (Plains)-12. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 3 June 2018 Monster: Darkmantle

Monster: Darkmantle I have always overlooked the darkmantle in the Monster Manual, but now I see that it's actually a quite interesting monster.

Darkmantle [Monster Manual, page 38]

78 points Attribute Modifiers: ST-2 [-20]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+6 [30]; Basic Move -4 [-20]; Air Move +4 [8]. Advantages: 360° Vision [25]; Chameleon 3 [15]; Clinging (Temporary Disadvantage, No Legs (Sessile), -50%) [10]; Constriction Attack [15]; DR 2 (Tough Skin, -40%) [6]; Extra Arms (8 tentacles total; Flexible, +50%; No Physical Attack, -50%) [60]; Flight [40]; Injury Tolerance (No Head; No Neck) [12]; Sonar (Accessibility, Not in water, -30%) [14]. Darkness: Obscure Vision 10 (Extended, Infravision, +20%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [33]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack on Arms [-10]; Wild Animal [-30]. Features: No Legs (Slithers) [0]. Creature Type: Magical Beast.

Typical Stats ST: 8 HP: 8 Speed: 5.25 DX: 10 Will: 10 Move: 1 ground, 6 air IQ: 4 Per: 10 HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: N/A DR: 2 (tough skin) Grapple (26): The tentacles are not very strong, but the darkmantle has many of them. Wrestling at DX+2 gives the cloaker a ST score of 10 for the purpose of grappling. Usually it drops from the ceiling, grabs the head, and then employs Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 arms at once. Darkness (12): The darkmantle may fill a two-yard-radius area with darkness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. The Dark Vision advantage lets you see through this effect, but Night Vision and Infravision. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.

Traits: 360° Vision; Chameleon 3; Clinging (Temporary Disadvantage, No Legs (Sessile)); Flight; Injury Tolerance (No Head; No Neck); No Fine Manipulators; No Legs (Slithers); No Physical Attack on Arms; Sonar (Accessibility, Not in water); Wild Animal. Skills: Camouflage-14; Innate Attack (Gaze)-12; Stealth-14; Wrestling-12. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 18 January 2017 Monster: Displacer Beast

Monster: Displacer Beast Displacer beast is one of the original D&D monsters, and, if I recall correctly, it was based on a monster from some sci-fi novel. It's a large catlike predator with six legs, two tentacles, and the ability to warp light in its vicinity. They are sentient, but bestial, and have a mutual total intolerance of blink dogs. I can safely say that it is a cool monster, and here is my attempt at converting it and its pack lord variant to GURPS.

Displacer Beast [Monster Manual, page 66]

Racial Template 99 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%, Size Modifier, -10%) [45]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Basic Speed +1 [25]; Will+4 [20]; Per+6 [30]; Basic Speed +3 [15]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extra Legs (Six Legs) [10]; Infravision [10]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]. Displacement: Obscure 4 (Vision; Defensive, +50%; Extended, Infravision, +20%; Magical, -10%; Stealthy, +100%) [21]. Tentacles [30]: Striker (Crushing; Long 2, +200%) [15] + Striker (Crushing; Long 2, +200%) [15]. Disadvantages: Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]. Perks: Fur [1]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [138] Replace ST+9 (No Fine Manipulators, -40%, Size Modifier, -10%) [45] with ST+9 [90] Add HP-3 [-6]

Typical Stats – Displacer Beast ST: 19 HP: 19 (KYOS: 16) Speed: 6.25 DX: 10 Will: 10 Move: 9 IQ: 6 Per: 12 HT: 11 FP: 11 SM: +1 Dodge: 9 Parry: N/A DR: 2 (tough skin) Sharp Teeth (12): 2d cutting (KYOS: 3d+1 cutting). Reach C. Sharp Claws (12): 2d cutting (KYOS: 3d+1 cutting). Reach C-1. Tentacle (12): 2d+3 crushing (KYOS: 4d+1 crushing). Reach C-2. Displacement: A displacer beast can warp light in its immediate vicinity, causing it to wrap around its body. This reaches to a two-yard radius around the beast. With care, it can include a few friends as well. Subtract 4 from any attempts to see the displacer beast using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the beast, subtract 4 from any attack roll against it that relies on vision to hit. The displacer beast itself can see perfectly while using this ability. It activates this ability by taking a Concentrate maneuver. Each activation lasts for 1 minute.

Traits: Bestial; Extra Legs (Six Legs); Fur; Hidebound; Horizontal; Infravision; Intolerance (Blink Dogs); Night Vision 5; No Fine Manipulators. Skills: Brawling-12; Stealth-12; Tracking-12. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 500 lbs.

Typical Stats – Displacer Beast Pack Lord ST: 25 HP: 25 Speed: 6.25 DX: 10 Will: 11 Move: 9 IQ: 7 Per: 13 HT: 11 FP: 11 SM: +3 Dodge: 9 Parry: N/A DR: 3 (tough skin) Sharp Teeth (12): 2d+3 cutting (KYOS: 5d cutting). Reach C. Sharp Claws (12): 2d+3 cutting (KYOS: 5d cutting). Reach C-2. Tentacle (12): 3d+2 crushing (KYOS: 6d+1 crushing). Reach C-5. Displacement: A displacer beast can warp light in its immediate vicinity, causing it to wrap around its body. This reaches to a two-yard radius around the beast. With care, it can include a few friends as well. Subtract 4 from any attempts to see the displacer beast using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the beast, subtract 4 from any attack roll against it that relies on vision to hit. The displacer beast itself can see perfectly while using this ability. It activates this ability by taking a Concentrate maneuver. Each activation lasts for 1 minute.

Traits: Bestial; Extra Legs (Six Legs); Fur; Hidebound; Horizontal; Infravision; Intolerance (Blink Dogs); Night Vision 5; No Fine Manipulators. Skills: Brawling-12; Stealth-12; Tracking-12. Creature Type: Magical Beast. Notes: Size 7 hexes; Weight 1900 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 19 September 2018 Monster: Dragonne

Monster: Dragonne And here's the dragonne, a monster that I have never seen in use.

Dragonne [Monster Manual, page 89]

201 points Attribute Modifiers: ST+11 (No Fine Manipulators, -40%; Size Modifier, -20%) [44]; DX+2 (No Fine Manipulators, -40%) [24]; IQ- 3 [-60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+4 [20]; Per+6 [30]. Advantages: Catfall [10]; Combat Reflexes [15]; DR 3 (Flexible, -20%) [12]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Flight (Cannot Hover, -15%; Small Wings, -10%) [30]; Infravision [10]; Night Vision 6 [6]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Roar: Fatigue Attack 1d (Area Effect, 8 yards, +150%; Costs 1 FP, -5%; Emanation, -20%; Environmental, Air, -5%; Hearing-Based, +150%; Magical, -10%; Resistible, Will, -30%; Takes Recharge, 5 seconds, -10%) [32]. Disadvantages: Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]. Perks: Penetrating Voice [1]; Scales [1]. Features: Born Biter 2 [0]; Tail [0]. Notes: Size 4 hexes; Weight 700 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [267] Replace ST+11 (No Fine Manipulators, -40%; Size Modifier, -20%) [44] with ST+11 [110]

Typical Stats ST: 21 HP: 21 Speed: 6 DX: 12 Will: 11 Move: 10 ground, 12 air (cannot hover) IQ: 7 Per: 13 HT: 11 FP: 11 SM: +2 Dodge: 10 Parry: N/A DR: 2* Sharp Teeth (15): 2d+1 cutting (KYOS: 4d-1 cutting), Reach C. Sharp Claws (15): 2d+1 cutting (KYOS: 4d-1 cutting), Reach C-1. Roar: A dragonne can emit a roar that fatigues all other creatures within 8 yards. Every creature that hears this road must make a successful Will roll or lose 1d FP. This ability costs 1 FP and takes 5 seconds to recharge.

Traits: Bestial; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Flexibility; Hidebound; Horizontal; Infravision; Night Vision 6; No Fine Manipulators; Penetrating Voice; Perfect Balance; Restricted Diet (Carnivore); Scales; Tail; Terrain Adaptation (Uneven); Ultrahearing. Skills: Aerobatics-12; Brawling-15; Intimidation-11; Jumping-13; Stealth-15; Wrestling-15. Creature Type: Magical Beast. Notes: Size 4 hexes; Weight 700 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 6 November 2018 Monster: Dunewinder

Monster: Dunewinder Dunewinders are sand worms with poisonous spines and fire breath. They are described in . Smaller than their cousins from Dune. Sandstorm

Dunewinder [Sandstorm, page 159]

203 points Attribute Modifiers: ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70]; DX-1 [-20]; IQ-8 [-160]; HT+5 [50]. Secondary Characteristic Modifiers: SM+5; FP+15 [45]; Will+8 [40]; Per+8 [40]. Advantages: Chameleon 3 (Dynamic, +40%; Environmental, Sand, -20%) [18]; DR 4 (Tough Skin, -40%) [12]; Doesn’t Eat or Drink (Water Only, -50%) [5]; Fangs [2]; Infravision [10]; Injury Tolerance (No Eyes, No Head, No Neck) [17]; Internal DR 4 (Tough Skin, -40%) [4]; Long Spines [3]; Night Vision 5 [5]; Pressure Support 1 [5]; Tunneling (Move 3) [45]; Vibration Sense (Ground Only, -10%) [9]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire: Burning Attack 4d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, One Hour, -30%; Magical, -10%) [27]. Poison: Toxic Attack 1d-2 (Cyclic, 1 second, 6 cycles, Resistible, +300%; Follow-Up, Spines, -50%; Resistible, HT-3, -30%; Symptoms, 1/2 HP, -3 HT, +30%) [6]. Disadvantages: No Manipulators [-50]; Vulnerability (Cold, x2) [-10]; Wild Animal [-30]. Features: Born Biter 2 [0]; Death Throes (When killed, a dunewinder explodes in a blast of spiky flesh that releases [2d] piercing fragments that can damage anyone within 8 yards) [0]; No Legs (Slithers) [0]. Creature Type: Magical Beast.

Knowing Your Own Strength [371] Replace ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70] with ST+21 [210] Add HP+14 [28]

Typical Stats ST: 45 (KYOS: 31) HP: 45 Speed: 6 DX: 9 Will: 10 Move: 6 ground, 3 burrow IQ: 2 Per: 10 HT: 15 FP: 30 SM: +5 Dodge: 9 Parry: N/A DR: 4 (tough skin, internal); 20 vs fire Fangs (11): 6d impaling (KYOS: 7d impaling). Reach C. Death Throes: When killed, a dunewinder explodes in a blast of spiky flesh that releases [2d] piercing fragments that can damage anyone within 8 yards. Breathe Fire (11): 4d burning, costs 1 FP, takes one hour to recharge. Range 5/10, maximum width 5 yards. Long Spines (5): 1d impaling plus follow-up 1d-2 toxic (6 1-second cycles, resisted by HT-3, -1 HT after loss of 1/2 HP). Reach C. This is defensive weaponry, intended to discourage attackers; a dunewinder cannot use his Spines actively. However, it gets a DX-4 roll to hit each foe in close combat with it once per turn, as a free action. Roll at +2 against foes who attacked it from behind. Those who grapple or slam a dunewinder are hit immediately and automatically – and those who slam it take maximum damage!

Traits: Born Biter 2; Chameleon 3 (Dynamic; Environmental, Sand); Doesn’t Eat or Drink (Water Only); Immunity to Noxious Fire Effects; Infravision; Injury Tolerance (No Eyes, No Head, No Neck); Night Vision 5; No Legs (Slithers); No Manipulators; Pressure Support 1; Vibration Sense (Ground Only); Vulnerability (Cold, x2); Wild Animal. Skills: Brawling-11; Innate Attack (Breath)-11.

Creature Type: Magical Beast.

Dunewinder Venom This poison is extracted from a dunewinder. A living victim must make an immediate HT-3 roll or suffer 1d-2 toxic damage. Every second for 6 more cycles he must make another HT-3 roll to resist or take the same amount of damage. After losing 1/2 HP to this poison, the victim gets a -3 penalty to HT until he heals above this threshold. Form: Follow-Up Poison. Cost: $210 (singular); $75 (5-batched). Recipe: $21; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-2 (Cyclic, 1 second, 6 cycles, Resistible, +300%; Follow-Up Poison, -10%; Resistible, HT-3, -30%; Symptoms, 1/2 HP, -3 HT, +30%) [7].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Tuesday, 9 October 2018 Monster: Ethereal Marauder

Monster: Ethereal Marauder This is another monster that I've never seen used.

Ethereal Marauder [Monster Manual, page 105]

24 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25]; IQ-2 [-40]. Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+3 [15]; Basic Move +2 [10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Sharp Teeth [1]. Ethereal Jaunt: Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55]. Disadvantages: Cannot Speak [-15]; No Manipulators [-50]. Features: Born Biter 2 [0]. Notes: Size 3 hexes. Creature Type: Magical Beast.

Knowing Your Own Strength [49] Replace ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 7 IQ: 8 Per: 11 HT: 10 FP: 10 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin) Sharp Teeth (13): 1d+1 cutting (KYOS: 2d cutting), Reach C. Ethereal Jaunt (8): The ethereal marauder can slip into the Ethereal Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, he cannot reactivate it for 5 seconds.

Traits: Born Biter 2; Cannot Speak; Infravision; No Manipulators. Skills: Brawling-13; Stealth-14. Notes: Size 3 hexes. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 13 November 2016 Monster: Arrowhawk

Monster: Arrowhawk Here's another entry in the D&D monsters series. Arrowhawks are very agile birds from the Plane of Air. They are intelligent and can project rays of electricity. Nothing too interesting, but not too mundane as well. Personally, I've never seen this monster in use.

Arrowhawk [Monster Manual, page 19]

243 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%, Size Modifier, -10%) [25]; DX+5 (No Fine Manipulators, -40%) [60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1. Advantages: Flight (Winged, -25%; 4 wings) [30]; Immunity to Poison [15]; Infravision [10]; Peripheral Vision [15]; Sharp Beak [1]. Elemental Resistance (A,E) [88]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Electricity, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Electricity Ray: Burning Attack 3d-2 (Surge, +20%; Takes Recharge, 5 seconds, -10%) [14]. Disadvantages: No Fine Manipulators [-30]. Perks: Feathers [1]. Features: No Legs (Aerial) [0]. Notes: Size 3 hexes. Creature Type: Outsider (Air).

Knowing Your Own Strength [244] Replace ST+5 (No Fine Manipulators, -40%, Size Modifier, -10%) [25] with ST+3 [30] Add HP-2 [-4]

Typical Stats - Juvenile ST: 12 (KYOS: 9) HP: 12 (KYOS: 9) Speed: 6.5 DX: 15 Will: 10 Move: 6 air IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: N/A DR: 5 (vs fire and cold), 20 (vs electricity and acid) Sharp Beak (15): 1d-1 large piercing (KYOS: 1d-4 large piercing), Reach C. Electricity Ray (15): 2d burning surge. Ranged attack (Acc 3, Range 10/100). Takes 5 seconds to recharge between two consecutive uses.

Traits: Feathers; Flight (Winged; 4 wings); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Sealed (Acid-Resistant Only). Skills: Innate Attack (Breath)-15. Creature Type: Outsider (Air).

Typical Stats - Adult ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 6.5 DX: 15 Will: 10 Move: 6 air IQ: 10 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 9 Parry: N/A DR: 5 (vs fire and cold), 20 (vs electricity and acid) Sharp Beak (15): 1d large piercing, Reach C. Electricity Ray (15): 3d-2 burning surge. Ranged attack (Acc 3, Range 10/100). Takes 5 seconds to recharge between two consecutive uses.

Traits: Feathers; Flight (Winged; 4 wings); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Sealed (Acid-Resistant Only). Skills: Innate Attack (Breath)-15. Creature Type: Outsider (Air). Notes: Size 3 hexes.

Typical Stats - Elder ST: 20 (KYOS: 15) HP: 20 (KYOS: 14) Speed: 6.5 DX: 15 Will: 10 Move: 6 air IQ: 10 Per: 11 HT: 11 FP: 11 SM: +2 Dodge: 9 Parry: N/A DR: 5 (vs fire and cold), 20 (vs electricity and acid) Sharp Beak (15): 2d-2 large piercing, Reach C. Electricity Ray (15): 3d burning surge. Ranged attack (Acc 3, Range 10/100). Takes 5 seconds to recharge between two consecutive uses.

Traits: Feathers; Flight (Winged; 4 wings); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Sealed (Acid-Resistant Only). Skills: Innate Attack (Breath)-15. Creature Type: Outsider (Air). Notes: Size 6 hexes. Saturday, 22 October 2016 Monster: Achaierai

Monster: Achaierai I have never used this D&D monster myself, and have never heard about anyone using it. But anyway, this sadistic extraplanar four-legged flightless bird was features in Monster Manual, and its only special ability is the black cloud - a hallucinogenic caustic area attack. There aren't any variations of this creature.

Achaierai [Monster Manual, page 9]

140 points Attribute Modifiers: ST+15 (Size Modifier, -20%; No Fine Manipulators, -40%) [60]; DX+1 (No Fine Manipulators, -40%) [12]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; HP+2 (Size Modifier, -20%) [3]; Basic Move +2 [10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Extended Lifespan 1 [2]; Extra Legs (4 Legs) [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Peripheral Vision [15]; Sharp Beak [1]; Sharp Claws [5]. Black Cloud [49]: Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Respiratory Agent, +50%; Emanation, -20%; Resistible, HT-1, -25%; Link, +10%; Limited Use, 3/day, -20%) [9] + Obscure 3 (Vision; Infravision, +20%; Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Emanation, -20%; Link, +10%; Limited Use, 3/day, -20%) [12] + Affliction 1 (HT; Hallucinating, +50%; Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Respiratory Agent, +50%; Emanation, -20%; Link, +10%; Limited Use, 3/day, -20%) [28]. Disadvantages: Extra Arms (2 foot manipulators instead of normal arms, -30%; Short, -50%) [-16]; Horizontal [-10]; No Fine Manipulators [-30]; Sadism (12) [-15]. Perks: Feathers [1]. Notes: Size 4 hexes; Weight 750 lbs. Creature Type: Outsider (Evil, Lawful).

Knowing Your Own Strength [187] Replace ST+15 (Size Modifier, -20%; No Fine Manipulators, -40%) [60] with ST+11 [110] Replace HP+2 (Size Modifier, -20%) [3] with HP-3 [-6].

Typical Stats ST: 25 (KYOS: 21) HP: 27 (KYOS: 18) Speed: 5.75 DX: 11 Will: 10 Move: 7 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 1 Bite (11): 2d+1 piercing+ (KYOS: 3d piercing+). Reach C. Claw (11): 2d+1 cutting (KYOS: 3d cutting), Reach C, 1. Black Cloud (HT-1/HT): Up to three times per day an achaierai can release a choking, toxic black cloud. It spreads in a 2-yard radius area around the achaierai, lasts 10 seconds, and drifts with the wind. The cloud imposes a -3 penalty on all vision-based rolls within the area, deals 1d toxic damage every second to all creatures that inhale the cloud (can be resisted with an HT-1 roll). Additionally, every creature that inhales the cloud, begins to hallucinate for 1 minute per point of margin of failure of his resistance roll (resisted with HT).

Traits: Extended Lifespan 1; Extra Arms (2 foot manipulators instead of normal arms; Short); Extra Legs (4 Legs); Feathers; Horizontal; Infravision; Magic Resistance 3 (Improved); No Fine Manipulators; Peripheral Vision; Sadism (12); Sharp Beak; Sharp Claws. Skills: Running-12; Stealth-13; Survival (Home Plane)-11. Creature Type: Outsider (Evil, Lawful). Notes: Size 4 hexes; Weight 750 lbs.

Posted by Enraged Eggplant at 22:26:00 Labels: GURPS, monster, template Friday, 15 September 2017 Monster: Barghest

Monster: Barghest A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin–wolf hybrid with terrible jaws and sharp claws. Barghests come into the world to feed on blood and souls and thus grow stronger.

Barghest [Monster Manual, page 22]

259 points Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Speed +0.25 [5]. Advantages: DR 2 (Tough Skin, -40%) [6]; DR 2 (Can't Wear Armor, -40%; Not vs. Magic, -15%) [5]; Discriminatory Smell [15]; Extended Lifespan 1 [2]; Infravision [10]; Sharp Claws [5]; Vampiric Bite [30]. Change Shape [28]: Alternate Form (Goblin; Magical, -10%) [14] + Alternate Form (Wolf; Magical, -10%) [14]. Spell-Like Abilities (Alternative Abilities) [87]: Berserker [31/5=7]; Levitation 2 [10/5=2]; Suggestion [78]. Disadvantages: Bad Grip 1 [-5]; Horizontal [-10]. Perks: Fur [1]. Notes: Size 2 hexes. Creature Type: Outsider (Evil, Lawful).

Typical Stats - Barghest ST: 14 HP: 14 Speed: 6 DX: 11 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: N/A DR: 2 (tough skin), 2 (not vs magic) Sharp Claws (13): 1d cutting (KYOS: 1d+2 cutting), Reach C. Vampiric Bite (13): 1d cutting (KYOS: 1d+2 cutting), Reach C. The barghest can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the barghest’s biting damage must penetrate its DR. Once the barghest has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the barghest heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way. Change Shape: The barghest can shapeshift into a goblin or a wolf (p. B458). The process takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Berserker (10); Levitation 2 (10); Suggestion (10).

Traits: Bad Grip 1; Discriminatory Smell; Extended Lifespan 1; Fur; Horizontal; Infravision. Skills: Brawling-13; Stealth-13; Tracking-13. Notes: Size 2 hexes. Creature Type: Outsider (Evil, Lawful).

Typical Stats – Greater Barghest ST: 17 HP: 16 Speed: 6.25 DX: 12 Will: 12 Move: 6 IQ: 11 Per: 12 HT: 13 FP: 13 SM: +1 Dodge: 9 Parry: N/A DR: 4 (tough skin), 3 (not vs magic) Sharp Claws (14): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1. Vampiric Bite (14): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C. The barghest can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the barghest’s biting damage must penetrate its DR. Once the barghest has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the barghest heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way. Change Shape: The barghest can shapeshift into a goblin or a wolf (p. B458). The process takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Berserker (12); Levitation 3 (15); Suggestion (12).

Traits: Bad Grip 1; Discriminatory Smell; Extended Lifespan 1; Fur; Horizontal; Infravision. Skills: Brawling-14; Stealth-14; Tracking-14. Notes: Size 3 hexes. Creature Type: Outsider (Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 29 May 2018 Monster: Couatl

Monster: Couatl The last C-monster from Monster Manual. The couatl is a winged serpent that is typically benevolent and helpful. Possesses both magical and psionic abilities.

Couatl [Monster Manual, page 37, Expanded Psionic Handbook, page 193]

395 points Attribute Modifiers: ST+14 (No Manipulators, -40%; Size Modifier, -20%) [56]; DX+1 (No Manipulators, -40%) [12]; IQ+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+1 [5]; Per+1 [5]; Basic Move -1 [-5]. Advantages: Constriction Attack [15]; DR 4 (Flexible, -20%) [16]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Injury Tolerance (No Neck) [5]; Sharp Teeth [1]. Ethereal Body: Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; Costs 2 FP, -10%; No Vertical Move, -10%; Magical, -10%) [72]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -3 ST, +45%; Symptoms, 2/3 HP, -4 ST, +20%) [5]. Innate Spellcasting: Sorcerous Empowerment 3 (Limited Colleges, Air, -40%) [24]. Psionic Abilities: Aura Reading 3 [13]; Mind Clouding 2 [12]; Mind Shield 2 [8]; Psi Sense 2 [13]; Telereceive 4 [45]; Telesend 4 [24]. Disadvantages: No Manipulators [-50]. Perks: Scales [1]. Features: No Legs (Slithers) [0]. Psionic Skills: Aura Reading IQ+0 [4]; Mind Clouding IQ+0 [4]; Mind Shield Will+0 [4]; Psi Sense Per+0 [4]; Telereceive IQ+0 [4]; Telesend IQ+0 [4]. Creature Type: Outsider.

Knowing Your Own Strength [479] Replace ST+14 (No Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

Typical Stats ST: 24 HP: 24 Speed: 5.75 DX: 11 Will: 13 Move: 4 ground, 8 air (cannot hover) IQ: 12 Per: 13 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 4 (flexible) Sharp Teeth (14): 2d+2 cutting (KYOS: 5d-1 cutting) plus follow-up 1d-1 toxic (resisted by HT-3, 3 1-hour cycles, -3 ST after losing 1/3 HP, -4 ST after losing 2/3 HP). Reach C. Coil (14): Wrestling at DX+3 gives the couatl effective ST 26 for the purpose of grappling. Usually it grabs the torso, then employs Constriction Attack. Psionics: Aura Reading 3 (PP46); Mind Clouding 2 (PP66); Mind Shield 2 (PP66), Psi Sense 2 (PP41); Telereceive 4 (PP58); Telesend 4 (PP60). Innate Spellcasting: Only air spells. Improvisation up to 3 points, hardcore improvisation up to 24 points. Typical known spells: Air Jet 2 (GURPS Thaumatology – Sorcery, page 12); Lightning Armor; Lightning Stare 1; Purify Air 1.

Traits: Infravision; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Scales. Skills: Brawling-14; Wrestling-14. Psionic Skills: Aura Reading-12; Mind Clouding-12; Mind Shield-13; Psi Sense-13; Telereceive-12; Telesend-12. Creature Type: Outsider.

The venom in its extracted form looks like this:

Couatl Venom This poison is extracted from a couatl. A living victim must make an immediate HT-3 roll or suffer 1d-1 toxic damage. Every hour for 3 more cycles he must make another HT- 3 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold. After losing 2/3 HP to this poison, the victim gains a -4 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $150 (singular); $55 (5-batched). Recipe: $15; 1 day; defaults to Poisons-1.

Statistics: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -3 ST, +45%; Symptoms, 2/3 HP, -4 ST, +20%) [5].

Additionally, it can be purified to create a powerful ravage.

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Thursday, 18 October 2018 Monster: Frost Worm

Monster: Frost Worm I like worm monsters, and the frost worm is one of my favorites. Too bad I did not get a chance to actually use it.

Frost Worm [Monster Manual, page 111]

236 points Attribute Modifiers: ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70]; DX-1 [-20]; IQ-8 [-160]; HT+5 [50]. Secondary Characteristic Modifiers: SM+5; FP+15 [45]; Will+8 [40]; Per+8 [40]. Advantages: Chameleon 3 (Dynamic, +40%; Environmental, Snow, -20%) [18]; DR 4 (Tough Skin, -40%) [12]; Fangs [2]; Infravision [10]; Injury Tolerance (No Eyes, No Head, No Neck) [17]; Internal DR 4 (Tough Skin, -40%) [4]; Night Vision 5 [5]; Pressure Support 1 [5]; Tunneling (Move 3) [45]. Cold: Burning Attack 1d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%) [6]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breathe Frost: Burning Attack 4d (No Incendiary Effect, -10%; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, One Hour, -30%; Magical, -10%) [25]. Trill: Affliction 1 (Will; Area Effect, 32 yards, +250%; Based on Will, +20%; Costs 1 FP, -5%; Daze, +50%; Emanation, -20%; Hearing-Based, +150%; Magical, -10%; Reduced Duration, 1/20, -25%) [51]. Disadvantages: No Manipulators [-50]; Vulnerability (Fire, x2) [-10]; Wild Animal [-30]. Perks: Immunity to Frost Worm Trill [1]. Features: Death Throes (When killed, a frost worm turns to ice and shatters in an explosion that deals 3d non-incendiary burning damage to everything within 4 yards releases [1d] piercing fragments that can damage anyone within 8 yards) [0]; No Legs (Slithers) [0]. Creature Type: Magical Beast (Cold).

Knowing Your Own Strength [404] Replace ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70] with ST+21 [210] Add HP+14 [28]

Typical Stats ST: 45 (KYOS: 31) HP: 45 Speed: 6 DX: 9 Will: 10 Move: 6 ground, 3 burrow IQ: 2 Per: 10 HT: 15 FP: 30 SM: +5 Dodge: 9 Parry: N/A DR: 4 (tough skin, internal); 20 vs cold Fangs (11): 6d impaling (KYOS: 7d impaling). Reach C. Cold: Anything that touches the frost worm takes 1d non-incendiary burning damage from extreme cold. Death Throes: When killed, a frost worm turns to ice and shatters in an explosion that deals 3d non-incendiary burning damage to everything within 4 yards releases [1d] piercing fragments that can damage anyone within 8 yards. Breathe Frost (11): 4d burning (no incendiary), costs 1 FP, takes one hour to recharge. Range 5/10, maximum width 5 yards. Trill: A frost worm can emit a noise that forces its prey to stand motionless. This effect affects all creatures other than frost worms within a 32-yard radius. Creatures must succeed on a Will roll or be dazed (p. B428) for 3 seconds times margin of failure. Victims must be able to hear the trill to be affected. Using the trill costs 1 FP.

Traits: Chameleon 3 (Dynamic; Environmental, Snow); Immunity to Frost Worm Trill; Immunity to Noxious Cold Effects; Infravision; Injury Tolerance (No Eyes, No Head, No Neck); Night Vision 5; No Legs (Slithers); No Manipulators; Pressure Support 1; Vulnerability (Fire, x2); Wild Animal. Skills: Brawling-11; Innate Attack (Breath)-11. Creature Type: Magical Beast (Cold).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 4 December 2018 Monster: Girallon

Monster: Girallon Girallons are four-armed gorillas. And that's pretty much it.

Girallon [Monster Manual, page 126]

143 points Attribute Modifiers: ST+11 (Size Modifier, -10%) [99]; IQ-4 [-80]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+5 [25]; Basic Move +2 [10]. Advantages: Brachiator [5]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Extra Arms 2 [20]; Extra Attack 1 [25]; Infravision [10]; Lifting ST+2 [6]; Night Vision 5 [5]; Perfect Balance [15]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Magical Beast.

Knowing Your Own Strength [155] Replace ST+11 (Size Modifier, -10%) [99] with ST+11 [110] Replace Lifting ST+2 [6] with Lifting ST+1 [7]

Typical Stats ST: 21 HP: 21 Speed: 5.5 DX: 10 Will: 10 Move: 7 IQ: 6 Per: 11 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: N/A DR: 2 (tough skin) Sharp Teeth (13): 2d+1 cutting (KYOS: 4d-1 cutting). Reach C. Punch (13): 2d+1 crushing (KYOS: 4d-1 crushing). Reach C-1.

Traits: Bad Temper (12); Brachiator; Discriminatory Smell; Extra Attack 1; Fur; Ham-Fisted 1; Impulsiveness (9); Infravision; Lifting ST+2; Night Vision 5; Perfect Balance; Semi-Upright; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-13; Climbing-14; Survival (Jungle)-13; Wrestling-13. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 26 December 2018 Monster: Gorgon

Monster: Gorgon No, not the snake one. I don't remember ever using gorgons, but I've always liked them.

Gorgon [Monster Manual, page 137]

65 points Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15]. Advantages: DR 5 [25]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Night Vision 4 [4]; Striker (Gore; Crushing; Limited Arc, Straight Ahead, -40%) [1]. Petrifying Breath: Affliction 1 (HT; Area Effect, 4 yards, +100%; Cosmic, Immune to Dispel Magic, +50%; Costs 1 FP, -5%; Drifting, +20%; Extended Duration, Permanent, +150%; Increased 1/2D, x10, +15%; Magical, -10%; Paralysis, Variant, +150%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%; Takes Recharge, 15 seconds, -20%) [61]. Disadvantages: Bad Temper (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Weak Bite [-2]; Wild Animal [-30]. Perks: Immunity to Gorgon Petrifying Breath [1]. Quirks: Affected by Magnetism [-1]. Creature Type: Magical Beast.

Knowing Your Own Strength [149] Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

Typical Stats ST: 24 HP: 24 Speed: 5 DX: 9 Will: 10 Move: 8 ground IQ: 4 Per: 12 HT: 11 FP: 11 SM: +2 Dodge: 8 Parry: N/A DR: 5, 9 (skull, front) Gore (11): 3d-1 crushing (KYOS: 5d crushing). Reach C-1. Hooves (11): 3d-1 crushing (KYOS: 5d crushing). Reach C-1. Weak Bite (11): 1d crushing (KYOS: 1d+2 crushing). Reach C. Petrifying Breath (12): The gorgon is able breathe a cloud of petrifying gas. This cloud is a ranged attack with 1/2D 10, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. The cloud covers a 4-yard radius area, persists for 10 seconds, and drifts from the initial point with the wind. The gorgon has to wait for 15 seconds before it can use this ability again. Using this ability costs 1 FP. The gas must be inhaled to have any effect, but it ignores all DR. Only Doesn’t Breathe and Filter Lungs protect completely – although a victim who makes a Sense roll to notice the attack in time may hold his breath (see Holding Your Breath, p. B351). Each victim resists with a HT roll. If he fails, he is permanently petrified. This effect cannot be removed with Dispel Magic, but can be removed with Remove Curse, Stone to Flesh, or an equivalent.

Traits: Affected by Magnetism; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Horizontal; Immunity to Gorgon Petrifying Breath; Infravision; Night Vision 4; No Fine Manipulators; Restricted Diet (Herbivore); Wild Animal. Skills: Brawling-11; Innate Attack (Breath)-12; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 28 December 2018 Monster: Gray Render

Monster: Gray Render The gray render is a very simple monster. It has a kangaroo pouch and it sometimes becomes very attached to other creatures.

Gray Render [Monster Manual, page 138]

165 points Attribute Modifiers: ST+18 (Size Modifier, -10%) [162]; IQ-4 [-80]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+5 [25]; Basic Move+1 [5]. Advantages: Blunt Claws [3]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Infravision [10]; Night Vision 5 [5]; Payload 5 [5]; Sharp Teeth [1]. Disadvantages: Ham-Fisted 1 [-5]; Wild Animal [-30]. Creature Type: Magical Beast.

Knowing Your Own Strength [183] Replace ST+18 (Size Modifier, -10%) [162] with ST+18 [180]

Typical Stats ST: 28 HP: 28 Speed: 5.5 DX: 10 Will: 10 Move: 6 IQ: 6 Per: 11 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: N/A DR: 3 (tough skin) Sharp Teeth (13): 3d+1 cutting (KYOS: 6d cutting). Reach C. Punch (13): 4d crushing (KYOS: 7d+2 crushing). Reach C-1.

Traits: Discriminatory Smell; Ham-Fisted 1; Infravision; Night Vision 5; Payload 5; Wild Animal. Skills: Brawling-13; Intimidation-14; Survival (Swampland)-13; Wrestling-13. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 18 November 2018 Monster: Griffon

Monster: Griffon The griffon is a classic fantasy monster with a plethora of different spelling variations. A typical mount for flying knights.

Griffon [Monster Manual, page 139]

82 points Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+6 [30]; Basic Speed+0.25 [5]; Basic Move+3 [15]. Advantages: Acute Vision 4 [8]; DR 1 (Tough Skin, -40%) [3]; Discriminating Smell [15]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Beak [1]. Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]. Perks: Feathers [1]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [112] Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats ST: 16 HP: 16 Speed: 6 DX: 12 Will: 10 Move: 8 ground, 12 air (cannot hover) IQ: 6 Per: 12 HT: 11 FP: 11 SM: +1 Dodge: 10 Parry: N/A DR: 1 (tough skin) Sharp Claws (14): 1d+1 cutting (KYOS: 2d+1 cutting). Reach C-1. Sharp Beak (14): 1d+1 large piercing (KYOS: 2d+1 large piercing). Reach C.

Traits: Acute Vision 4; Bestial; Cannot Speak; Combat Reflexes; Discriminating Smell; Enhanced Move 1 (Air); Extra Legs (Four Legs); Feathers; Hidebound; Horizontal; Infravision; Night Vision 6; No Fine Manipulators; Short Lifespan 1. Skills: Aerobatics-13; Brawling-14; Flight-13; Mount-13. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 10 January 2019 Monster: Hippogriff

Monster: Hippogriff Hippogriffs are something between a griffon and a pegasus. Teritorial, savage, but useful as mounts if tamed.

Hippogriff [Monster Manual, page 152]

88 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+7 [35]; Per+9 [45]; Basic Speed+0.25 [5]; Basic Move+3 [15]. Advantages: Acute Vision 2 [4]; DR 1 (Tough Skin, -40%) [3]; Discriminating Smell [15]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Beak [1]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Feathers [1]. Notes: Size 3 hexes; Weight 1,000 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [148] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats ST: 22 HP: 22 Speed: 6.25 DX: 12 Will: 10 Move: 9 ground, 12 air (cannot hover) IQ: 3 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 1 (tough skin) Sharp Claws (14): 2d+1 cutting (KYOS: 4d cutting). Reach C-1. Sharp Beak (14): 2d+1 large piercing (KYOS: 4d large piercing). Reach C.

Traits: Acute Vision 2; Combat Reflexes; Discriminating Smell; Enhanced Move 1 (Air); Extra Legs (Four Legs); Feathers; Horizontal; Infravision; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Wild Animal. Skills: Aerobatics-13; Brawling-14; Flight-13; Mount-13. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 1,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 13 February 2019 Monster: Howler

Monster: Howler Howlers are the bestial denizens of the Windswept Depths of Pandemonium, a plane scoured by mind-bending, deafening minds. They are animalistic, but intelligent.

Howler [Monster Manual, page 154]

111 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+3 (No Fine Manipulators, -40%) [36]; IQ- 3 [-60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Basic Move +3 [15]; Will+3 [15]; Per+3 [15]. Advantages: Acute Hearing 2 [4]; Acute Taste and Smell 2 [4]; Blunt Claws [3]; Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [3]; Extra Legs (Four Legs) [5]; Flexibility [5]; Immunity to Mind-Affecting Winds of Pandemonium [5]; Infravision [10]; Long Spines [3]; Night Vision 9 [9]; Protected Hearing [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Howl: Terror (Hearing; Confusion; Magical, -10%) [27]. Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Skinny [-5]. Perks: Penetrating Voice [1]. Notes: Size 2 hexes; Weight 2,000 lbs. Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [171] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats ST: 22 HP: 22 Speed: 6 DX: 13 Will: 10 Move: 10 IQ: 7 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 10 Parry: N/A DR: 2 (tough skin)

Sharp Teeth (15): 2d+1 cutting (KYOS: 4d cutting), Reach C. Blunt Claws (15): 3d-1 crushing (KYOS: 5d crushing), Reach C-1. Long Spines (9): The howler gets a DX-4 roll to hit each foe in close combat with it with its spines once per turn, as a free action. Roll at +2 against foes who attacked the howler from behind. Those who grapple or slam the howler are hit immediately and automatically – and those who slam the howler take maximum damage! 1d impaling, Reach C. Howl: When a creature hears the howl of a howler, it must roll a Fright Check using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.

Traits: Acute Hearing 2; Acute Taste and Smell 2; Bestial; Callous; Cannot Speak; Combat Reflexes; Extra Legs (Four Legs); Flexibility; Hidebound; Horizontal; Immunity to Mind-Affecting Winds of Pandemonium; Infravision; Night Vision 9; No Fine Manipulators; Penetrating Voice; Protected Hearing; Restricted Diet (Carnivore); Skinny; Terrain Adaptation (Uneven). Skills: Brawling-15; Climbing-15; Intimidation-12; Jumping-13; Stealth-15. Creature Type: Outsider (Chaotic, Evil). Notes: Size 2 hexes; Weight 2,000 lbs.

Posted by Enraged Eggplant at 13:03:00 Labels: D&D, GURPS, monster, template Tuesday, 5 March 2019 Monster: Kraken

Monster: Kraken Krakens in D&D are monstrous masterminds that live in oceanic depths. Quite different from the monster provided in GURPS Banestorm.

Kraken [Monster Manual, page 162]

697 points Attribute Modifiers: ST+70 (Size Modifier, -90%) [140]; IQ+3 [60]; HT+4 [40]. Secondary Characteristic Modifiers: SM+9; HP+80 (Size Modifier, -90%) [32]; Will+2 [10]. Advantages: Ambidexterity [5]; Constriction Attack [15]; DR 3 (Tough Skin, -40%) [9]; DR 3 (Partial, Torso, -10%) [14]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extended Lifespan 3 [6]; Extra Arms 6 (Extra-Flexible, +50%; Weak, 1/4 ST, -50%) [60]; Extra Attack 1 [25]; Extra- Flexible Arms [10]; Infravision [10]; Injury Tolerance (No Neck; No Vitals) [10]; Long Arms 1 [20]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Sharp Beak [1]; Subsonic Hearing [5]. Ink [90]: Obscure 4 (Smell; Area Effect, 32 yards, +200%; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [26] + Obscure 10 (Vision; Area Effect, 32 yards, +200%; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [64]. Spell-Like Abilities (Alternative Abilities) [126]: Animal Control [10/5=2] - see GURPS Thaumatology – Sorcery, p. 13; Control Weather 3 [111]; Resist Energy 1 [61/5=13]. Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Invertebrate [-20]; Weak Arms, 1/4 ST [-10]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Notes: Size 70 hexes; Weight 500,000 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [1,209] Replace ST+70 (Size Modifier, -90%) [140] with ST+48 [480] Replace HP+80 (Size Modifier, -90%) [32] with HP+102 [204]

Typical Stats ST: 80 (KYOS: 48) HP: 160 Speed: 6 DX: 10 Will: 15 Move: 6 water IQ: 13 Per: 13 HT: 14 FP: 14 SM: +9 Dodge: 9 Parry: N/A DR: 3 (tough skin), 3 (torso) Tentacle Grapple (28): The tentacles are not very strong relative to the entire body, but the kraken has many of them. Wrestling at DX+2 gives the kraken a ST score of 82 (KYOS: 50) for the purpose of grappling. The kraken has Constriction Attack. Effective skill 28 includes a +14 bonus for using 8 tentacles at once. Reach C-20 (two long tentacles have Reach C-30). Sharp Beak (10): 9d-1 large piercing (KYOS: 10d-1 large piercing). Reach C. Ink: A kraken may fill a 32-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A kraken can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current. Spell-Like Abilities (Alternative Abilities): Animal Control (13) - see GURPS Thaumatology – Sorcery, p. 13; Control Weather 3 (13); Resist Energy 1 (13).

Traits: Ambidexterity; Bad Grip 1; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extended Lifespan 3; Extra Arms 6 (Extra-Flexible; Weak, 1/4 ST); Extra-Flexible Arms; Infravision; Injury Tolerance (No Neck; No Vitals); Invertebrate; Night Vision 5; No Legs (Aquatic); Peripheral Vision; Pressure Support 2; Subsonic Hearing. Skills: Innate Attack (Gaze)-13; Survival (Open Ocean)-14; Thaumatology-14; Wrestling-14. Notes: Size 70 hexes; Weight 500,000 lbs. Creature Type: Magical Beast.

NEW SORCERY SPELL

Control Weather Keywords: Area (Special). Full Cost: 37 points/level. Casting Roll: IQ. Range: Special. Duration: Indefinite.

You can change the weather within the spell’s range – change the direction and strength of wind, cause clouds to gather, make precipitation fall, calm or cause storms. Every three full levels of this spell give -1 or +1 to rolls that could be hindered or helped by weather, relative to the prevailing conditions. This can help with rolls for Boating, Farming, Seamanship, Survival and anything the GM allows. Area of effect is 0.1 × level miles in radius. Statistics: Control Weather (Natural Phenomenon, +100%; Sorcery, -15%) [37/level].

Posted by Enraged Eggplant at 10:30:00 Labels: D&D, GURPS, monster, sorcery, spell, template Wednesday, 6 March 2019 Monster: Krenshar

Monster: Krenshar Krenshars are hyena-wolf hybrids with an ability to pull back the skin on their faces to scare prey.

Krenshar [Monster Manual, page 163]

35 points Attribute Modifiers: ST-1 [-10]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: Will+4 [20]; Per+6 [30]; Basic Move+4 [20]. Advantages: Acute Taste and Smell 3 [6]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Silence 2 [10]; Ultrahearing [5]. Scare: Terror 1 (Sight) + Terror 1 (Sight; Hearing-Based, -20%; Magical, -10%) [37]. Disadvantages: Bestial [-10]; Cannot Speak [-15]; Chummy [-5]; Gluttony (12) [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]. Perks: Immunity to Krenshar Scare [1]; Fur [1]. Features: Born Biter 2 [0]. Creature Type: Magical Beast.

Typical Stats ST: 9 HP: 9 Speed: 5.75 DX: 12 Will: 10 Move: 9 ground IQ: 6 Per: 12 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Teeth (13): 1d-3 cutting (KYOS: 1d-4 cutting). Reach C. Scare: As a Ready maneuver, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. When a creature sees this display, it must roll a Fright Check. In addition, the krenshar can emit a magical screech that will cause this Fright Check to be made at a -1 penalty. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.

Traits: Acute Taste and Smell 3; Bestial; Born Biter 2; Cannot Speak; Chummy; Combat Reflexes; Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Gluttony (12); Hidebound; Horizontal; Immunity to Krenshar Scare; Night Vision 5; No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Short Lifespan 1; Silence 2; Ultrahearing. Skills: Brawling-13; Intimidation-13; Survival (Woodlands)-13. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 10:30:00 Labels: D&D, GURPS, monster, template Sunday, 10 March 2019 Monster: Lamia

Monster: Lamia Lamias are tauric vile monsters with deceptive magical abilities. Never been a big fan of them.

Lamia [Monster Manual, page 165]

203 points Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; IQ+1 [20]. Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Basic Move+4 [20]. Advantages: DR 1 (Tough Skin, -40%) [3]; Extra Legs (Four Legs) [5]; Infravision [10]; Night Vision 5 [5]; Sharp Claws [5]. Spell-Like Abilities (Alternative Abilities) [92]: Complex Illusion 1 [42/5=9] - see GURPS Thaumatology – Sorcery, p. 18; Touch of Idiocy [22/5=5]; Suggestion [78]. Disadvantage: Arm ST-4 (Size Modifier, -10%) [-18]. Perks: Fur [1]. Notes: Size 3 hexes. Creature Type: Magical Beast.

Knowing Your Own Strength [206] Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50] Replace Arm ST-4 (Size Modifier, -10%) [-18] with Arm ST-4 [-20]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 11 Will: 13 Move: 9 IQ: 11 Per: 11 HT: 10 FP: 10 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin) Sharp Claws (13): 1d cutting. Reach C-1. Dagger (15): 1d-2 impaling. Reach C-1. Spell-Like Abilities (Alternative Abilities): Complex Illusion 1 - see GURPS Thaumatology – Sorcery, p. 18; Touch of Idiocy (13); Suggestion (11).

Traits: Arm ST-4; Extra Legs (Four Legs); Fur; Infravision; Night Vision 5. Skills: Acting-15; Brawling-13; Fast-Talk-15; Knife-15; Stealth-14. Creature Type: Magical Beast. Notes: Size 3 hexes.

Posted by Enraged Eggplant at 15:15:00 Labels: D&D, GURPS, monster, template Monday, 11 March 2019 Monsters: Lammasus

Monsters: Lammasus The lammasus are quadrupedal flying creatures who actively oppose evil. Stat blocks are provided for the normal lammasu and the celestial half-gold dragon lammasu also known as golden protector.

Lammasu [Monster Manual, page 165]

249 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45]; IQ+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Basic Move +3 [15]; Will+1 [5]. Advantages: Catfall [10]; DR 3 (Tough Skin, -40%) [9]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 5 [5]; Perfect Balance [15]; Sharp Claws [5]. Breathe Fire: Burning Attack 3d (Cone, 5 yards, +100%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [21]. Spell-Like Abilities (Alternative Abilities) [79]: Protection from Evil 1 [23/5=5]; Personal Invisibility (Improved) [74]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]. Perks: Fur [1]. Features: Born Biter 2 [0]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [294] Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45] with ST+9 [90]

Typical Stats - Lammasu ST: 19 HP: 19 Speed: 6 DX: 11 Will: 12 Move: 9 ground, 12 air (cannot hover) IQ: 11 Per: 11 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 3 (tough skin) Sharp Claws (14): 2d cutting (KYOS: 3d+1 cutting), Reach C-1. Breathe Fire (12): 3d burning, costs 1 FP, takes 15 seconds to recharge. Range 1/10, maximum width 5 yards. Spell-Like Abilities (Alternative Abilities): Protection from Evil 1 (12); Personal Invisibility (Improved).

Traits: Born Biter 2; Catfall; Combat Reflexes; Extra Legs (Four Legs); Fur; Horizontal; Infravision; Night Vision 5; No Fine Manipulators; Perfect Balance. Skills: Brawling-14; Detect Lies-14; Diplomacy-14; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Meditation-14. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 500 lbs.

Typical Stats – Golden Protector ST: 19 HP: 22 Speed: 6 DX: 12 Will: 13 Move: 9 ground, 12 air (cannot hover) IQ: 12 Per: 12 HT: 13 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 5*, 5 (not vs. magic), 5 (vs. acid, cold), 25 (vs. fire) Sharp Claws (14): 3d cutting (KYOS: 5d+2 cutting), Reach C-1. Sharp Teeth (14): 3d cutting (KYOS: 5d+2 cutting), Reach C. Breathe Fire (13): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 1/10, maximum width 5 yards. Smite Evil (14): Once per day a golden protector can declare a smiting attack against an unholy being. If the attack hits, it deals additional 2d follow-up crushing damage. Spell-Like Abilities (Alternative Abilities): Protection from Evil 1 (13); Personal Invisibility (Improved).

Traits: Born Biter 2; Catfall; Combat Reflexes; Extra Legs (Four Legs); Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Night Vision 5; No Fine Manipulators; Perfect Balance; Scales. Skills: Brawling-14; Detect Lies-14; Diplomacy-14; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Meditation-14. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 20:35:00 Labels: D&D, GURPS, monster, template Monday, 14 January 2019 Monster: Pegasus

Monster: Pegasus Pegasi are noble winged horses with a couple of alignment-detecting spell-like abilities. Pegasi are sentient, but cannot speak.

Pegasus [Monster Manual, page 206]

161 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+1 (No Fine Manipulators, -40%) [12]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Basic Speed+0.25 [5]; Basic Move+3 [15]. Advantages: Acute Hearing 2 [4]; DR 1 (Tough Skin, -40%) [3]; Discriminating Smell [15]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Hooves [3]; Infravision [10]; Night Vision 6 [6]. Spell-Like Abilities (Alternative Abilities) [26]: Seek Evil [21]; Seek Good [21/5=5]. Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Weak Bite [-2]. Notes: Size 3 hexes; Weight 1,500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [221] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats ST: 22 HP: 22 Speed: 6 DX: 11 Will: 10 Move: 9 ground, 12 air (cannot hover) IQ: 10 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 1 (tough skin) Hooves (12): 2d+1 crushing (KYOS: 4d crushing). Reach C-1. Weak Bite (12): 1d-1 crushing (KYOS: 2d-1 crushing). Reach C. Spell-Like Abilities (Alternative Abilities): Seek Evil (10); Seek Good (10).

Traits: Acute Hearing 2; Bestial; Cannot Speak; Discriminating Smell; Enhanced Move 1 (Air); Extra Legs (Four Legs); Hidebound; Horizontal; Infravision; Night Vision 6; No Fine Manipulators. Skills: Aerobatics-13; Brawling-12; Flight-13; Mount-13. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 1,500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 18 April 2018 Monster: Purple Worm

Monster: Purple Worm Worm monsters are one of my favorites. The purple worm is a blind monster that can track your every step and then emerge and swallow you whole. I'm not aware of any "swallow whole" rules. This monster also rocks a poisonous stinger. If you do not die from massive impaling damage, you will be weakened. Walk without rhythm.

Purple Worm [Monster Manual, page 211]

208 points Attribute Modifiers: ST+80 (No Manipulators, -40%; Size Modifier, -70%) [160]; DX-1 [-20]; IQ-8 [-160]; HT+7 [70]. Secondary Characteristic Modifiers: SM+7; FP+15 [45]; Will+8 [40]; Per+8 [40]. Advantages: Amphibious [10]; DR 7 [35]; Discriminatory Smell [15]; Fangs [2]; Injury Tolerance (No Eyes, No Head, No Neck) [17]; Internal DR 4 (Tough Skin, -40%) [4]; Pressure Support 1 [5]; Tunneling (Move 3) [45]; Universal Digestion [5]; Vibration Sense (Ground Only, -10%) [9]. Stinger: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up, Stinger, +0%; Resistible, HT-4, -10%; Symptoms, 1/3 HP, -6 ST, +90%) [11]. Disadvantages: Blindness [-50]; No Manipulators [-50]; Wild Animal [-30]. Features: No Legs (Slithers) [0]. Creature Type: Magical Beast.

Knowing Your Own Strength [388] Replace ST+80 (No Manipulators, -40%; Size Modifier, -70%) [160] with ST+28 [280] Add HP+30 [60]

Typical Stats ST: 90 (KYOS: 38) HP: 90 (KYOS: 98) Speed: 6.5 DX: 9 Will: 10 Move: 6 ground, 6 water, 3 burrow IQ: 2 Per: 10 HT: 17 FP: 32 SM: +7 Dodge: 9 Parry: N/A DR: 7; 4 (tough skin, internal) Stinger (11): 16d-1 impaling (KYOS: 11d+2 impaling) plus follow-up 1d toxic (4 1-minute cycles, resisted by HT-4, -6 ST after loss of 1/3 HP). Reach C-10 (from the tail). Fangs (11): 12d+2 impaling (KYOS: 9d+1 impaling). Reach C.

Traits: Amphibious; Blindness; Discriminatory Smell; Injury Tolerance (No Eyes, No Head, No Neck); No Legs (Slithers); No Manipulators; Pressure Support 1; Universal Digestion; Vibration Sense (Ground); Wild Animal. Skills: Brawling-11. Creature Type: Magical Beast.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 27 October 2016 Monster: Ankheg

Monster: Ankheg Let's do something simpler - a bug monster. The ankheg is a burrowing giant ant-like creature that can spit acid twice a day. These bugs are big, tough, and their acidic bite is nasty. From all the monsters posted until this moment, I've only used ankhegs against my PCs. One of the akhegs got two of its legs cut off with a two-handed sword and then impaled through the skull, and another one survived a bullet through its face from a TL4 pistol, attempted to run away, but got immobilized by a divine spell and then beaten merciless to death with a mace by a cleric of a deity of peace, mercy, and healing.

Ankheg [Monster Manual, page 14]

Racial Template 32 points Attribute Modifiers: ST+8 (No Fine Manipulators, -40%, Size Modifier, -20%) [32]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+2; HP+2 (Size Modifier, -20%) [4]; Will+7 [35]; Per+9 [45]; Basic Move +3 [15]. Advantages: DR 3 [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Infravision [10]; Sharp Teeth [1]; Tunneling 4 [50]; Vibration Sense (Ground Only, -10%) [9]. Acidic Bite: Corrosion Attack 1d-1 (Follow-Up, Bite, +0%) [7]. Spit Acid: Corrosion Attack 2d (Blockable, -5%; Limited Use, 2/day, -30%; Reduced Range, 1/5, -20%; Takes Recharge, 1 hour, -30%) [4]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Notes: Size 3 hexes; Weight 700 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [107] Replace ST+8 (No Fine Manipulators, -40%, Size Modifier, -20%) [32] with ST+11 [110] Replace HP+2 (Size Modifier, -20%) [3] with HP-3 [-6].

Typical Stats ST: 18 (KYOS: 21) HP: 20 (KYOS: 18) Speed: 5.75 DX: 10 Will: 9 Move: 8 IQ: 2 Per: 11 HT: 13 FP: 13 SM: +2 Dodge: 8 Parry: N/A DR: 3 Acidic Bite (10): 1d+1 cutting (KYOS: 3d cutting) + follow-up 1d-1 corrosion. Reach C. Spit Acid (14): 2d corrosion. Ranged attack (Acc 3, Range 2/20). Usable 2/day, takes 1 hour to recharge between two consecutive uses.

Traits: Extra Legs (Six Legs; Cannot Kick); Horizontal; Infravision; No Fine Manipulators; Sharp Teeth; Tunneling 4; Vibration Sense (Ground Only); Wild Animal. Skills: Innate Attack (Breath)-14. Creature Type: Magical Beast. Traits: Size 3 hexes; Weight 700 lbs.

Posted by Enraged Eggplant at 05:00:00 Labels: D&D, GURPS, monster, template Wednesday, 9 November 2016 Monster: Aranea

Monster: Aranea Next up is this interesting monster. I feel like the araneas get too little attention. Come on, they are intelligent man-sized shapeshifting spiders with sorcerous powers! Personally, I like this monster, but I have never had a chance to use it and have never seen it used. It appeared first in Monster Manual and has never been expanded upon. One thing I had doubts about is the aranea's anatomical oddity - its brain is contained in the hump on its back, and I wasn't sure how to stat it. After thinking for a bit, I just decided to make it a perk. Aranea [Monster Manual, page 15]

175 points Attribute Modifiers: DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5]. Advantages: Clinging [20]; Extra Legs (8 Legs; Cannot Kick, -50%) [8]; Infravision [10]; Night Vision 5 [5]; Sharp Teeth [1]; Sorcerous Empowerment 2 [30]. Web: Binding 10 (Area Effect, 2 yards, +50%; Persistent, +40%; Reduced Range, x1/10, -30%; Biological, -10%) [30]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Change Shape: Alternate Form (Any SM-2 to SM+0 humanoid with template cost up to 155; Active Change, +20%; Reduced Time 1, +20%; Magical, -10%) [20]. Perks: Brain is in the hump on the back (requires a Physiology or other appropriate skill roll to target, but lacks DR 2) [1]; Climbing Line [1]. Notes: Weight 150 lbs. Creature Type: Magical Beast (Shapechanger). Knowing Your Own Strength [207] Add ST+4 [40] Add HP-3 [-6]

Typical Stats ST: 10 (KYOS: 14) HP: 10 (KYOS: 11) Speed: 5.75 DX: 11 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 8 Parry: N/A DR: 0 Poisonous Bite (11): 1d-3 cutting (KYOS: 1d+1 cutting) + follow-up 1d-1 toxic (3 1-hour cycles, HT-3 to resist, Symptoms -3 ST (2/3 HP). Reach C. Web (11): Binding 10, Area of effect – 2 yards, stays for 10 seconds, range 1/10, costs 1 FP.

Traits: Brain is in the hump on the back (requires a Physiology or other appropriate skill roll to target, but lacks DR 2); Climbing Line; Clinging; Extra Legs (8 Legs; Cannot Kick); Infravision; Night Vision 5; Sorcerous Empowerment 2. Skills: Innate Attack (Projectile)-11. Creature Type: Magical Beast (Shapechanger). Notes: Weight 150 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 15 April 2018 Lens/Monster: Husk Vermin/Husk Spider

Lens/Monster: Husk Vermin/Husk Spider Husk vermin are undead creatures formed from the carapaces of monstrous vermin, animated by evil spirits. Barely anything new compared to the previously posted wraith spiders, but this lens can be applied to other arthropods. In any case, remove poison and web before applying it.

Husk Vermin [Drow of the , page 127]

129 points Applicable to: Vermin. Advantages: DR 2 (Not vs. Magic, -15%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]. Strength Drain: Affliction 1 (Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Fragile (Brittle) [-15]; Infectious Attack [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]. Quirks: Sterile [-1]. Features: Has no FP [0]. Creature Type: Undead.

Husk Spider (Medium) [Drow of the Underdark, page 127]

36 points Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; DR 2 (Not vs. Magic, -15%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: N/A SM: -1 Dodge: 8 Parry: N/A DR: 2 (not vs. magic) Mandibles (12): 1d-4 cutting (KYOS: 1d-5 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Husk vermin killed by a husk spider rise as husk vermin in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Stealth-14. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 11 August 2018 Monsters: Assorted Animals

Monsters: Assorted Animals Here we have animals from the Monster Manual that I could not assign to any group and that lack GURPS statistics - dire wolverine, war pony, toad, and bison.

Dire Wolverine [Monster Manual, page 66]

86 points Attribute Modifiers: ST+15 (No Fine Manipulators, -40%; Size Modifier, -20%) [60]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; Will+8 [40]; Per+8 [40]. Advantages: DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; High Pain Threshold [10]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Teeth [1]; Super Climbing 2 [6]; Temperature Tolerance 2 (Cold) [2]; Tunneling (Move 2) [40]. Disadvantages: Berserk (Battle Rage, +50%) (12) [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 10 hexes; Weight 2,000 lbs.

Knowing Your Own Strength [176] Replace ST+15 (No Fine Manipulators, -40%; Size Modifier, -20%) [60] with ST+15 [150]

Typical Stats ST: 25 HP: 25 Speed: 6.25 DX: 12 Will: 12 Move: 6 ground, 2 tunnel IQ: 4 Per: 12 HT: 14 FP: 14 SM: +2 Dodge: 9 Parry: N/A DR: 2 (tough skin) Sharp Claws (14): 3d-1 cutting (KYOS: 5d cutting). Reach C-1. Sharp Teeth (14): 3d-1 cutting (KYOS: 5d cutting). Reach C.

Traits: Berserk (Battle Rage) (12); Discriminatory Smell; Extra Legs (Four Legs); Fur; High Pain Threshold; Horizontal; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Super Climbing 2; Temperature Tolerance 2 (Cold); Wild Animal. Skills: Brawling-14; Stealth-13; Survival (Woodlands)-13. Creature Type: Animal. Notes: Size 10 hexes; Weight 2,000 lbs.

War Pony [Monster Manual, page 277]

-31 points Attribute Modifiers: ST+8 (No Fine Manipulators, -40%; Size Modifier, -20%) [32]; IQ-6 [-120]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+6 [30]; FP+3 [9]; Basic Move+3 [15]. Advantages: DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Hooves [3]; Lifting ST+3 (Size Modifier, -20%) [8]; Night Vision 4 [4]; Peripheral Vision [15]; Temperature Tolerance 1 (Cold) [1]; Ultrahearing [5]. Disadvantages: Domestic Animal [-30]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]. Perks: Fur [1]. Creature Type: Animal.

Knowing Your Own Strength [30] Replace ST+8 (No Fine Manipulators, -40%; Size Modifier, -20%) [32] with ST+8 [80] Replace Lifting ST+3 (Size Modifier, -20%) [8] with Lifting ST+3 [21]

Typical Stats ST: 18 HP: 18 Speed: 5 DX: 10 Will: 10 Move: 8 ground IQ: 4 Per: 10 HT: 10 FP: 13 SM: +2 Dodge: 8 Parry: N/A DR: 1 (tough skin) Hooves (11): 2d-1 crushing (KYOS: 3d crushing). Reach C-1. Weak Bite (11): 1d-1 crushing. Reach C.

Traits: Domestic Animal; Enhanced Move 1 (Ground); Extra Legs (Four Legs); Fur; Horizontal; Lifting ST+3; Night Vision 4; No Fine Manipulators; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Temperature Tolerance 1 (Cold); Ultrahearing. Skills: Brawling-11; Mount-14. Creature Type: Animal.

Toad [Monster Manual, page 282]

-255 points Attribute Modifiers: ST-9 [-90]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-6; Will+8 [40]; Per+8 [40]; FP-4 [-12]; Basic Move-4 [-20]. Advantages: Amphibious [10]; Doesn’t Breathe (Oxygen Storage, x200, -20%) [16]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Peripheral Vision [15]. Disadvantages: Cold-Blooded (50°) [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 3 [-30]; Wild Animal [-30]. Perks: Limited Camouflage (Swamp) [1]. Creature Type: Animal. Typical Stats ST: 1 HP: 1 Speed: 5 DX: 10 Will: 10 Move: 1 ground, 1 water IQ: 2 Per: 10 HT: 10 FP: 6 SM: -6 Dodge: 8 Parry: N/A DR: 0 Bite (11): 1d-7 crushing (KYOS: 1d-12 crushing). Reach C.

Traits: Amphibious; Cold-Blooded (50°); Doesn’t Breathe (Oxygen Storage, x200); Extra Legs (Four Legs); Horizontal; Limited Camouflage (Swamp); Night Vision 5; No Fine Manipulators; Peripheral Vision; Short Lifespan 3; Wild Animal. Skills: Survival (Swamp)-11. Creature Type: Animal.

Bison [Monster Manual, page 269]

-19 points Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15]. Advantages: DR 2 (Tough Skin, -40%) [6]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Night Vision 4 [4]; Peripheral Vision [15]; Temperature Tolerance 1 (Cold) [1]; Ultrahearing [5]. Disadvantages: Bad Temper (12) [-10]; Chummy [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Knowing Your Own Strength [65] Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

Typical Stats ST: 24 HP: 24 Speed: 5 DX: 9 Will: 10 Move: 8 ground IQ: 4 Per: 12 HT: 11 FP: 11 SM: +2 Dodge: 8 Parry: N/A DR: 1 (tough skin), 9 (skull, front) Hooves (11): 3d-1 crushing (KYOS: 5d crushing). Reach C-1. Weak Bite (11): 1d crushing (KYOS: 1d+2 crushing). Reach C.

Traits: Bad Temper (12); Chummy; Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Horizontal; Night Vision 4; No Fine Manipulators; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Temperature Tolerance 1 (Cold); Ultrahearing; Wild Animal. Skills: Brawling-11; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 18 June 2018 Monsters: Badgers

Monsters: Badgers And another pair of animals - ferocious badgers and their dire cousins.

Badger [Monster Manual, page 268]

-68 points Attribute Modifiers: ST-4 [-40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+3 [30]. Secondary Characteristic Modifiers: SM-2; Will+8 [40]; FP-3 [-9]; Per+8 [40]. Advantages: Blunt Claws [3]; Extra Legs (Four Legs) [5]; High Pain Threshold [10]; Night Vision 6 [6]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Tunneling (Move 1) [35]. Disadvantages: Berserk (Battle Rage, +50%) (12) [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Typical Stats ST: 6 HP: 6 Speed: 6.25 DX: 12 Will: 12 Move: 6 ground, 1 tunnel IQ: 4 Per: 12 HT: 13 FP: 10 SM: -2 Dodge: 9 Parry: N/A DR: - Blunt Claws (14): 1d-3 crushing (KYOS: 1d-4 crushing). Reach C. Sharp Teeth (14): 1d-4 cutting (KYOS: 1d-5 cutting). Reach C.

Traits: Berserk (Battle Rage) (12); Extra Legs (Four Legs); Fur; High Pain Threshold; Horizontal; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Temperature Tolerance 1 (Cold); Wild Animal. Skills: Brawling-14; Stealth-13; Survival (Woodlands)-13. Creature Type: Animal.

Dire Badger [Monster Manual, page 62]

38 points Attribute Modifiers: ST+8 (No Fine Manipulators, -40%; Size Modifier, -10%) [40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+4 [40]. Secondary Characteristic Modifiers: SM+1; Will+8 [40]; Per+8 [40]; Basic Speed -0.25 [-5]. Advantages: Blunt Claws [3]; DR 2 (Tough Skin, -40%) [6]; Extra Legs (Four Legs) [5]; High Pain Threshold [10]; Night Vision 6 [6]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2]; Tunneling (Move 2) [40]. Disadvantages: Berserk (Battle Rage, +50%) (12) [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 2 hexes; Weight 500 lbs.

Knowing Your Own Strength [78] Replace ST+8 (No Fine Manipulators, -40%; Size Modifier, -10%) [40] with ST+8 [80]

Typical Stats ST: 18 HP: 18 Speed: 6.25 DX: 12 Will: 12 Move: 6 ground, 2 tunnel IQ: 4 Per: 12 HT: 14 FP: 14 SM: +1 Dodge: 9 Parry: N/A DR: 2 (tough skin) Blunt Claws (14): 2d-1 crushing (KYOS: 3d+1 crushing). Reach C-1. Sharp Teeth (14): 1d+2 cutting (KYOS: 3d-1 cutting). Reach C.

Traits: Berserk (Battle Rage) (12); Extra Legs (Four Legs); Fur; High Pain Threshold; Horizontal; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Temperature Tolerance 2 (Cold); Wild Animal. Skills: Brawling-14; Stealth-13; Survival (Woodlands)-13. Creature Type: Animal. Notes: Size 2 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 16 August 2018 Monsters: Cephalopods

Monsters: Cephalopods And here's the last post about D&D 3.5 Monster Manual animals not represented in GURPS. I think now druids should have a big roster enough to choose animal companions or wild shape forms from.

Octopus [Monster Manual, page 276]

48 points Attribute Modifiers: ST-4 [-40]; DX+3 [60]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+4 [20]. Advantages: Chameleon 2 [10]; Constriction Attack [15]; Extra Arms 6 (Extra-Flexible, +50%) [90]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15]; Sharp Beak [1]. Ink [34]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [10] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [24]. Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Fearfulness 1 [-2]; Invertebrate [-20]; Short Lifespan 2 [-20]; Wild Animal (with Mute) [-40]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Creature Type: Animal.

Typical Stats ST: 6 HP: 6 Speed: 6.25 DX: 13 Will: 10 Move: 6 water IQ: 4 Per: 8 HT: 12 FP: 12 SM: -1 Dodge: 9 Parry: N/A DR: 0 Tentacle Grapple (26): The tentacles are not very strong, but the octopus has many of them. Wrestling at DX+1 gives the octopus a ST score of 7 for the purpose of grappling. The octopus has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C. Sharp Beak (13): 1d-5 large piercing (KYOS: 1d-7 large piercing). Reach C. Ink: An octopus may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. An octopus can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.

Traits: Bad Grip 1; Chameleon 2; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Extra Arms 6 (Extra-Flexible); Fearfulness; Injury Tolerance (No Neck); Invertebrate; No Legs (Aquatic); Peripheral Vision; Short Lifespan 2; Wild Animal (with Mute). Skills: Camouflage-14; Stealth-14; Wrestling-14. Creature Type: Animal.

Giant Octopus [Monster Manual, page 276]

266 points Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+3 [60]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+4 [20]. Advantages: Chameleon 2 [10]; Constriction Attack [15]; Extra Arms 6 (Extra-Flexible, +50%; Long 2, +200%) [210]; Injury Tolerance (No Neck) [5]; Long Arms 2 [40]; Peripheral Vision [15]; Sharp Beak [1]. Ink [34]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [10] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [24]. Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Fearfulness 1 [-2]; Invertebrate [-20]; Short Lifespan 2 [-20]; Wild Animal (with Mute) [-40]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Creature Type: Animal.

Knowing Your Own Strength [268] Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]

Typical Stats ST: 12 HP: 12 Speed: 6.25 DX: 13 Will: 10 Move: 6 water IQ: 4 Per: 8 HT: 12 FP: 12 SM: +1 Dodge: 9 Parry: N/A DR: 0 Tentacle Grapple (26): The tentacles are not very strong, but the octopus has many of them. Wrestling at DX+1 gives the octopus a ST score of 13 for the purpose of grappling. The octopus has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C-2. Sharp Beak (13): 1d-2 large piercing (KYOS: 1d-1 large piercing). Reach C. Ink: An octopus may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. An octopus can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.

Traits: Bad Grip 1; Chameleon 2; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Extra Arms 6 (Extra-Flexible); Fearfulness; Injury Tolerance (No Neck); Invertebrate; No Legs (Aquatic); Peripheral Vision; Short Lifespan 2; Wild Animal (with Mute). Skills: Camouflage-14; Stealth-14; Wrestling-14. Creature Type: Animal.

Squid [Monster Manual, page 281]

57 points Attribute Modifiers: ST-4 [-40]; DX+3 [60]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM-1; Will+7 [35]; Per+5 [25]. Advantages: Chameleon 2 [10]; Constriction Attack [15]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extra Arms 6 (Extra-Flexible, +50%) [90]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15]; Sharp Beak [1]. Ink [34]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [10] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [24]. Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Fearfulness 1 [-2]; Invertebrate [-20]; Short Lifespan 2 [-20]; Wild Animal (with Mute) [-40]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Creature Type: Animal.

Typical Stats ST: 6 HP: 6 Speed: 6.25 DX: 13 Will: 10 Move: 6 water IQ: 3 Per: 8 HT: 12 FP: 12 SM: -1 Dodge: 9 Parry: N/A DR: 0 Tentacle Grapple (26): The tentacles are not very strong, but the squid has many of them. Wrestling at DX+1 gives the squid a ST score of 7 for the purpose of grappling. The squid has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C. Sharp Beak (13): 1d-5 large piercing (KYOS: 1d-7 large piercing). Reach C. Ink: A squid may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A squid can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.

Traits: Bad Grip 1; Chameleon 2; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extra Arms 6 (Extra-Flexible); Fearfulness; Injury Tolerance (No Neck); Invertebrate; No Legs (Aquatic); Peripheral Vision; Short Lifespan 2; Wild Animal (with Mute). Skills: Camouflage-14; Stealth-14; Wrestling-14. Creature Type: Animal.

Giant Squid [Monster Manual, page 281]

284 points Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+3 [60]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+7 [35]; Per+5 [25]. Advantages: Chameleon 2 [10]; Constriction Attack [15]; DR 2 (Partial, Torso, -10%) [9]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extra Arms 6 (Extra-Flexible, +50%; Long 2, +200%) [210]; Injury Tolerance (No Neck) [5]; Long Arms 2 [40]; Peripheral Vision [15]; Sharp Beak [1]. Ink [34]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [10] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [24]. Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Fearfulness 1 [-2]; Invertebrate [-20]; Short Lifespan 2 [-20]; Wild Animal (with Mute) [-40]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Creature Type: Animal.

Knowing Your Own Strength [286] Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]

Typical Stats ST: 12 HP: 12 Speed: 6.25 DX: 13 Will: 10 Move: 6 water IQ: 3 Per: 8 HT: 12 FP: 12 SM: +1 Dodge: 9 Parry: N/A DR: 2 (torso) Tentacle Grapple (26): The tentacles are not very strong, but the squid has many of them. Wrestling at DX+1 gives the squid a ST score of 13 for the purpose of grappling. The squid has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C-2. Sharp Beak (13): 1d-2 large piercing (KYOS: 1d-1 large piercing). Reach C. Ink: A squid may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A squid can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.

Traits: Bad Grip 1; Chameleon 2; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extra Arms 6 (Extra-Flexible); Fearfulness; Injury Tolerance (No Neck); Invertebrate; No Legs (Aquatic); Peripheral Vision; Short Lifespan 2; Wild Animal (with Mute). Skills: Camouflage-14; Stealth-14; Wrestling-14. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 15 August 2018 Monsters: Dogs and Birds

Monsters: Dogs and Birds Here we have not represented dogs and birds. Riding dog and hyena templates are based on the ones from GURPS Animalia and tweaked a bit.

Hyena [Monster Manual, page 274]

-33 points Attribute Modifiers: ST-1 [-10]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: Will+5 [25]; Per+7 [35]; Basic Move+4 [20]. Advantages: Acute Taste and Smell 3 [6]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Ultrahearing [5]. Disadvantages: Chummy [-5]; Gluttony (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]. Features: Born Biter 2 [0]. Creature Type: Animal.

Typical Stats ST: 9 HP: 9 Speed: 5.75 DX: 12 Will: 10 Move: 9 ground IQ: 5 Per: 12 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Teeth (13): 1d-3 cutting (KYOS: 1d-4 cutting). Reach C.

Traits: Acute Taste and Smell 3; Born Biter 2; Chummy; Combat Reflexes; Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Gluttony (12); Horizontal; Night Vision 5; No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Short Lifespan 2; Ultrahearing; Wild Animal. Skills: Brawling-13; Intimidation-13; Survival (Plains)-13. Creature Type: Animal.

Riding Dog [Monster Manual, page 272]

-85 points Attribute Modifiers: ST-4 [-40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]. Secondary Characteristic Modifiers: SM-1; FP+3 [9]; Will+6 [30]; Per+8 [40]; Basic Move+4 [20]. Advantages: Acute Taste and Smell 3 [6]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Lifting ST+2 [6]; Night Vision 5 [5]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Ultrahearing [5]. Disadvantages: Chummy [-5]; Domestic Animal [-30]; Gluttony (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 2 [-20]. Perks: Fur [1]. Features: Born Biter 2 [0]. Creature Type: Animal.

Knowing Your Own Strength [-77] Replace Lifting ST+2 [6] with Lifting ST+2 [14]

Typical Stats ST: 6 HP: 6 Speed: 5.5 DX: 12 Will: 10 Move: 9 ground IQ: 4 Per: 12 HT: 10 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 0 Sharp Teeth (14): 1d-4 cutting (KYOS: 1d-6 cutting). Reach C.

Traits: Acute Taste and Smell 3; Born Biter 2; Chummy; Discriminatory Smell; Domestic Animal; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Gluttony (12); Horizontal; Lifting ST+2; Night Vision 5; No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Short Lifespan 2; Temperature Tolerance 1 (Cold); Ultrahearing. Skills: Brawling-14; Intimidation-10; Mount-12; Running-10; Tracking-15. Creature Type: Animal.

Eagle [Monster Manual, page 272]

-75 points Attribute Modifiers: ST-5 [-50]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20]. Advantages: Acute Vision 4 [8]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Beak [1]. Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Feathers [1]. Creature Type: Animal.

Typical Stats ST: 5 HP: 5 Speed: 6.25 DX: 13 Will: 10 Move: 2 ground, 12 air (cannot hover) IQ: 4 Per: 12 HT: 12 FP: 12 SM: -2 Dodge: 9 Parry: N/A DR: 0 Sharp Claws (15): 1d-4 cutting (KYOS: 1d-7 cutting). Reach C. Sharp Beak (15): 1d-4 large piercing (KYOS: 1d-7 large piercing). Reach C.

Traits: Acute Vision 4; Enhanced Move 1 (Air); Feathers; Foot Manipulators; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Wild Animal. Skills: Aerobatics-13; Brawling-15; Flight-13. Creature Type: Animal.

Raven [Monster Manual, page 278]

-105 points Attribute Modifiers: ST-7 [-70]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-5 [-100]. Secondary Characteristic Modifiers: SM-3; Will+5 [25]; Per+7 [35]; Basic Speed +0.25 [5]; Basic Move -4 [-20]. Advantages: Acute Vision 2 [4]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 6 [6]; Sharp Claws [5]. Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Feathers [1]. Creature Type: Animal.

Typical Stats ST: 3 HP: 3 Speed: 6 DX: 13 Will: 10 Move: 2 ground, 12 air (cannot hover) IQ: 5 Per: 12 HT: 10 FP: 10 SM: -3 Dodge: 9 Parry: N/A DR: 0 Sharp Claws (15): 1d-5 cutting (KYOS: 1d-9 cutting). Reach C.

Traits: Acute Vision 2; Enhanced Move 1 (Air); Feathers; Foot Manipulators; Night Vision 6; No Fine Manipulators; Short Lifespan 1; Wild Animal. Skills: Aerobatics-13; Brawling-15; Flight-13. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 14 August 2018 Monsters: Elephants and Lizards

Monsters: Elephants and Lizards This post covers reptiles and elephants from D&D that are not covered by existing GURPS supplements. As always, templates are based on the ones from GURPS Animalia and tweaked a bit.

Woolly Mammoth [, page 119]

163 points Attribute Modifiers: ST+35 (Size Modifier, -40%) [210]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM+4; Will+5 [25]; Per+6 [30]. Advantages: Acute Hearing 2 [4]; DR 4 (Tough Skin, -40%) [12]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Extra-Flexible Weak Arm (1/2 ST; Trunk) [3]; Night Vision 5 [5]; Peripheral Vision [15]; Striker (Tusks; Impaling) [8]; Temperature Tolerance 2 (Cold) [2]. Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Horizontal (Can use trunk at up to full move, -50%) [-5]; One Arm [-20]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30]. Perks: Fur [1]. Notes: Weight 13,400 lbs. Creature Type: Animal.

Knowing Your Own Strength [213] Replace ST+35 (Size Modifier, -40%) [210] with ST+23 [230] Add HP+15 [30]

Typical Stats ST: 45 (KYOS: 33) HP: 45 (KYOS: 48) Speed: 5.5 DX: 10 Will: 10 Move: 5 ground IQ: 5 Per: 11 HT: 11 FP: 11 SM: +4 Dodge: 8 Parry: N/A DR: 4 (tough skin) Tusks (11): 6d+1 impaling (KYOS: 8d impaling). Reach C-3. Trunk (11): 2d crushing. Reach C-3. Bite (11): 2d crushing (KYOS: 3d-1 crushing). Reach C.

Traits: Acute Hearing 2; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Extra-Flexible Weak Arm (1/2 ST; Trunk); Fur; Ham-Fisted 1; Horizontal (Can use trunk up to full move); Night Vision 5; One Arm; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Temperature Tolerance 2 (Cold); Weak Bite; Wild Animal. Skills: Brawling-11; Intimidation-10; Survival (Arctic)-11. Notes: Weight 13,400 lbs. Creature Type: Animal.

Grizzly Mastodon [Monster Manual II, page 123]

203 points Attribute Modifiers: ST+40 (Size Modifier, -40%) [240]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM+4; Will+5 [25]; Per+6 [30]. Advantages: Acute Hearing 2 [4]; DR 4 (Tough Skin, -40%) [12]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Extra-Flexible Weak Arm (1/2 ST; Trunk) [3]; Night Vision 5 [5]; Peripheral Vision [15]; Striker (Tusks; Impaling) [8]; Subsonic Speech [10]; Temperature Tolerance 2 (Cold) [2]. Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Horizontal (Can use trunk at up to full move, -50%) [-5]; One Arm [-20]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30]. Perks: Fur [1]. Notes: Weight 22,000 lbs. Creature Type: Animal.

Knowing Your Own Strength [263] Replace ST+40 (Size Modifier, -40%) [240] with ST+26 [260] Add HP+20 [40]

Typical Stats ST: 50 (KYOS: 35) HP: 50 (KYOS: 56) Speed: 5.5 DX: 10 Will: 10 Move: 5 ground IQ: 5 Per: 11 HT: 11 FP: 11 SM: +4 Dodge: 8 Parry: N/A DR: 4 (tough skin) Tusks (11): 8d+1 impaling (KYOS: 9d-1 impaling). Reach C-3. Trunk (11): 2d+1 crushing. Reach C-3. Bite (11): 2d+2 crushing. Reach C.

Traits: Acute Hearing 2; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Extra-Flexible Weak Arm (1/2 ST; Trunk); Fur; Ham-Fisted 1; Horizontal (Can use trunk up to full move); Night Vision 5; One Arm; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Subsonic Speech; Temperature Tolerance 2 (Cold); Weak Bite; Wild Animal. Skills: Brawling-11; Intimidation-10; Survival (Arctic)-11. Notes: Weight 22,000 lbs. Creature Type: Animal.

Lizard [Monster Manual, page 275]

-121 points Attribute Modifiers: ST-8 [-80]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM-5; Will+7 [35]; Per+9 [45]; FP-2 [-6]. Advantages: Acute Taste and Smell 3 [6]; Amphibious [10]; Breath-Holding 3 [6]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Cold-Blooded (65°) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Scales [1]. Creature Type: Animal.

Typical Stats ST: 2 HP: 2 Speed: 6 DX: 12 Will: 10 Move: 6 ground, 6 water IQ: 3 Per: 12 HT: 12 FP: 10 SM: -5 Dodge: 9 Parry: N/A DR: 0 Sharp Teeth (14): 1d-6 cutting (KYOS: 1d-10 cutting). Reach C. Sharp Claws (14): 1d-6 cutting (KYOS: 1d-10 cutting). Reach C.

Traits: Acute Taste and Smell 3; Amphibious; Breath-Holding 3; Cold-Blooded (65°); Discriminatory Smell; Extra Legs (Four Legs); Horizontal; Night Vision 5; No Fine Manipulators; Perfect Balance; Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Scales; Short Lifespan 2; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-14; Climbing-14; Survival (Woodlands)-11. Creature Type: Animal.

Monitor Lizard [Monster Manual, page 275]

-87 points Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM-2; Will+7 [35]; Per+9 [45]; FP-2 [-6]. Advantages: Acute Taste and Smell 3 [6]; Amphibious [10]; Breath-Holding 3 [6]; DR 1 (Flexible, -20%) [4]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Cold-Blooded (65°) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Scales [1]. Creature Type: Animal.

Typical Stats ST: 5 HP: 5 Speed: 6 DX: 12 Will: 10 Move: 6 ground, 6 water IQ: 3 Per: 12 HT: 12 FP: 10 SM: -2 Dodge: 9 Parry: N/A DR: 1* Sharp Teeth (14): 1d-4 cutting (KYOS: 1d-7 cutting). Reach C. Sharp Claws (14): 1d-4 cutting (KYOS: 1d-7 cutting). Reach C.

Traits: Acute Taste and Smell 3; Amphibious; Breath-Holding 3; Cold-Blooded (65°); Discriminatory Smell; Extra Legs (Four Legs); Horizontal; Night Vision 5; No Fine Manipulators; Perfect Balance; Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Scales; Short Lifespan 2; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-14; Climbing-14; Survival (Woodlands)-11. Creature Type: Animal.

Giant Crocodile [Monster Manual, page 271]

124 points Attribute Modifiers: ST+41 (No Fine Manipulators, -40%; Size Modifier, -40%) [82]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM+4; Will+7 [35]; Per+9 [45]; FP-2 [-6]. Advantages: Acute Taste and Smell 3 [6]; Amphibious [10]; Breath-Holding 3 [6]; Combat Reflexes [15]; DR 8 [40]; DR 8 (Directional, Top, -40%) [24]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Night Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Limited Arc, Straight Behind, -40%; Weak, -50%) [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Cold-Blooded (65°) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Scales [1]. Features: Born Biter 2 [0]. Notes: Length 10 yards; Weight 8,800 lbs. Creature Type: Animal.

Knowing Your Own Strength [302] Replace ST+41 (No Fine Manipulators, -40%; Size Modifier, -40%) [82] with ST+22 [220] Add HP+20 [40]

Typical Stats ST: 51 (KYOS: 32) HP: 51 (KYOS: 52) Speed: 6 DX: 12 Will: 10 Move: 6 ground, 6 water IQ: 3 Per: 12 HT: 12 FP: 10 SM: +4 Dodge: 10 Parry: N/A DR: 8, 16 (top) Sharp Teeth (14): 8d cutting (KYOS: 7d+1 cutting). Reach C. Tail (14): 8d+1 crushing (KYOS: 8d+2 crushing). Reach C-3, straight behind.

Traits: Acute Taste and Smell 3; Amphibious; Born Biter 2; Breath-Holding 3; Cold-Blooded (65°); Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Hard to Kill 2; Hard to Subdue 2; Horizontal; Night Vision 5; No Fine Manipulators; Perfect Balance; Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Scales; Short Lifespan 2; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-14; Survival (Swamp)-12. Notes: Length 10 yards; Weight 8,800 lbs.

Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 10 August 2018 Monsters: Felines

Monsters: Felines More mundane and dire animals from three different D&D sourcebooks. These cats share similar racial templates that are based on the templates from GURPS Animalia and tweaked a bit.

Leopard [Monster Manual, page 274]

14 points Attribute Modifiers: ST+2 (No Fine Manipulators, -40%) [12]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move +4 [20]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Disadvantages: Horizontal [-10]; Laziness [-10]; Loner (12) [-5]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 2 [0]. Creature Type: Animal.

Knowing Your Own Strength [22] Replace ST+2 (No Fine Manipulators, -40%) [12] with ST+2 [20]

Typical Stats ST: 12 HP: 12 Speed: 6.25 DX: 13 Will: 10 Move: 10 IQ: 4 Per: 12 HT: 11 FP: 11 SM: +0 Dodge: 10 Parry: N/A DR: 1 (tough skin) Sharp Teeth (14): 1d-2 cutting (KYOS: 1d-1 cutting). Reach C. Sharp Claws (14): 1d-2 cutting (KYOS: 1d-1 cutting). Reach C.

Traits: Acute Hearing 2; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Flexibility; Fur; Horizontal; Laziness; Loner (12); Night Vision 6; No Fine Manipulators; Penetrating Voice; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-14; Climbing-14; Stealth-14; Survival (Plains)-13; Tracking-13. Creature Type: Animal.

Serval (Savannah Wildcat) [Sandstorm, page 194]

-32 points Attribute Modifiers: ST-3 [-30]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; FP-2 [-6]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move +4 [20]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Hot) [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Disadvantages: Horizontal [-10]; Laziness [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]. Features: Born Biter 2 [0]. Creature Type: Animal.

Typical Stats ST: 7 HP: 7 Speed: 6.25 DX: 13 Will: 10 Move: 10 IQ: 4 Per: 12 HT: 11 FP: 9 SM: -1 Dodge: 10 Parry: N/A DR: 0 Sharp Teeth (13): 1d-4 cutting (KYOS: 1d-6 cutting). Reach C. Sharp Claws (13): 1d-4 cutting (KYOS: 1d-6 cutting). Reach C.

Traits: Acute Hearing 2; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Flexibility; Fur; Horizontal; Laziness; Night Vision 6; No Fine Manipulators; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Temperature Tolerance 1 (Hot); Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-13; Climbing-14; Stealth-14; Survival (Plains)-13; Tracking-13. Creature Type: Animal.

Smilodon (Saber-Toother Tiger) [Frostburn, page 118]

64 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move +3 [15]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Fangs [2]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Sharp Claws [5]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Disadvantages: Horizontal [-10]; Laziness [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 3 [0]. Creature Type: Animal.

Knowing Your Own Strength [124] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats ST: 22 HP: 22 Speed: 6.25 DX: 13 Will: 10 Move: 9 IQ: 4 Per: 12 HT: 11 FP: 11 SM: +1 Dodge: 10 Parry: N/A DR: 1 (tough skin) Fangs (15): 2d+1 impaling (KYOS: 4d impaling). Reach C. Sharp Claws (15): 2d+1 cutting (KYOS: 4d cutting). Reach C-1.

Traits: Acute Hearing 2; Born Biter 3; Catfall; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Flexibility; Fur; Horizontal; Laziness; Loner (12); Night Vision 6; No Fine Manipulators; Penetrating Voice; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Temperature Tolerance 1 (Cold); Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-15; Climbing-14; Stealth-14; Survival (Arctic)-13; Tracking-13. Creature Type: Animal.

Dire Lion [Monster Manual, page 63]

119 points Attribute Modifiers: ST+17 (No Fine Manipulators, -40%; Size Modifier, -20%) [68]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; FP-2 [-6]; Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+6 [30]; Per+8 [40]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; DR 2 (Outer Layer; Flexible, -20%; Partial, Skull Only, -70%) [2]; DR 2 (Outer Layer; Flexible, -20%; Partial, Neck Only, -50%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 2 [0]; Tail [0]. Notes: Size 11 hexes; Weight 3,500 lbs. Creature Type: Animal.

Knowing Your Own Strength [201] Replace ST+17 (No Fine Manipulators, -40%; Size Modifier, -20%) [68] with ST+15 [150]

Typical Stats ST: 27 (KYOS: 25) HP: 27 (KYOS: 25) Speed: 6.5 DX: 13 Will: 10 Move: 10 IQ: 4 Per: 12 HT: 12 FP: 10 SM: +2 Dodge: 10 Parry: N/A DR: 3 (tough skin), 2* (skull and neck) Sharp Teeth (15): 3d+1 cutting (KYOS: 5d cutting), Reach C. Sharp Claws (15): 3d+1 cutting (KYOS: 5d cutting), Reach C-1.

Traits: Acute Hearing 2; Born Biter 2; Callous; Catfall; Combat Reflexes; Discriminatory Smell; Flexibility; Horizontal; Night Vision 6; No Fine Manipulators; Parabolic Hearing 2; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Tail; Temperature Tolerance 1 (Cold); Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-15; Intimidation-13; Jumping-13; Stealth-15; Wrestling-15. Creature Type: Animal. Notes: Size 11 hexes; Weight 3,500 lbs.

Dire Tiger [Monster Manual, page 65]

126 points Attribute Modifiers: ST+19 (No Fine Manipulators, -40%; Size Modifier, -20%) [68]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; FP-2 [-6]; Basic Speed +0.25 [5]; Basic Move +5 [25]; Will+6 [30]; Per+8 [40]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 2 [0]; Tail [0]. Notes: Size 11 hexes; Weight 3,500 lbs. Creature Type: Animal.

Knowing Your Own Strength [220] Replace ST+19 (No Fine Manipulators, -40%; Size Modifier, -20%) [76] with ST+17 [170]

Typical Stats ST: 29 (KYOS: 27) HP: 29 (KYOS: 27) Speed: 6.5 DX: 13 Will: 10 Move: 11 IQ: 4 Per: 12 HT: 12 FP: 10 SM: +2 Dodge: 10 Parry: N/A DR: 3 (tough skin), Sharp Teeth (15): 3d+2 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Claws (15): 3d+2 cutting (KYOS: 6d-1 cutting), Reach C-1.

Traits: Acute Hearing 2; Born Biter 2; Callous; Catfall; Combat Reflexes; Discriminatory Smell; Flexibility; Horizontal; Night Vision 6; No Fine Manipulators; Parabolic Hearing 2; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Tail; Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-15; Intimidation-13; Jumping-13; Stealth-15; Wrestling-15. Creature Type: Animal. Notes: Size 11 hexes; Weight 4,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 13 August 2018 Monsters: Fish and Whales

Monsters: Fish and Whales Here we have five animals from Monster Manual - three whales, and two fish. Templates are based on the ones from GURPS Animalia and tweaked a bit.

Dire Shark [Monster Manual, page 64]

86 points Attribute Modifiers: ST+45 (No Manipulators, -40%; Size Modifier, -40%) [90]; DX+2 (No Manipulators, -40%) [24]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+4; Will+8 [40]; Per+10 [50]; Basic Move +2 [10]. Advantages: Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Taste [10]; Enhanced Move 1 (Water) [20]; Injury Tolerance (No Neck) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Subsonic Hearing [5]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2]; Vibration Sense (Water) [10]. Disadvantages: Bad Temper (9) [-15]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Wild Animal (with Mute) [-40]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Notes: Size 22 hexes; Weight 20,000 lbs. Creature Type: Animal.

Knowing Your Own Strength [286] Replace ST+45 (No Manipulators, -40%; Size Modifier, -40%) [90] with ST+25 [250] Add HP+20 [40]

Typical Stats ST: 55 (KYOS: 35) HP: 55 Speed: 6 DX: 12 Will: 10 Move: 8 water IQ: 2 Per: 12 HT: 12 FP: 12 SM: +4 Dodge: 10 Parry: N/A DR: 3 (tough skin) Sharp Teeth (14): 7d+1 cutting (KYOS: 8d+1 cutting). Reach C.

Traits: Bad Temper (9); Combat Reflexes; Discriminatory Taste; Doesn’t Breathe (Gills); Enhanced Move 1 (Water); Injury Tolerance (No Neck); Night Vision 5; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 2; Restricted Diet (Carnivore); Subsonic Hearing; Temperature Tolerance 2 (Cold); Vibration Sense (Water); Wild Animal (with Mute). Skills: Brawling-14; Survival (Salt-Water Sea)-13. Creature Type: Animal.

Baleen Whale [Monster Manual, page 282]

72 points Attribute Modifiers: ST+62 (No Manipulators, -40%; Size Modifier, -50%) [124]; DX-1 [-20]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM+5; Will+5 [25]; Per+5 [25]; Basic Speed-1 [-20]. Advantages: DR 7 (Tough Skin, -40%) [21]; Discriminatory Hearing [15]; Doesn’t Breathe (Oxygen Storage, x100, -30%) [14]; Enhanced Move 1.5 (Water) [30]; Injury Tolerance (No Neck) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Speak Underwater [5]; Temperature Tolerance 3 (Cold) [3]. Disadvantages: No Manipulators [-50]; Restricted Diet (Plankton) [-10]; Wild Animal [-30]. Features: No Legs (Aquatic) [0]. Notes: Length 15 yards; Weight 55,000 lbs. Creature Type: Animal.

Knowing Your Own Strength [312] Replace ST+62 (No Manipulators, -40%; Size Modifier, -50%) [124] with ST+29 [290] Add HP+37 [74]

Typical Stats ST: 72 (KYOS: 39) HP: 72 (KYOS: 76) Speed: 4 DX: 9 Will: 10 Move: 4 water IQ: 5 Per: 10 HT: 11 FP: 11 SM: +5 Dodge: 7 Parry: N/A DR: 7 (tough skin) Bite (9): 8d-1 crushing (KYOS: 7d+2 crushing). Reach C.

Traits: Discriminatory Hearing; Doesn’t Breathe (Oxygen Storage, x100); Enhanced Move 1.5 (Water); Injury Tolerance (No Neck); Night Vision 5; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 1; Restricted Diet (Plankton); Speak Underwater; Temperature Tolerance 3 (Cold); Wild Animal. Skills: Brawling-9; Survival (Open Ocean)-13. Creature Type: Animal.

Cachalot Whale [Monster Manual, page 283]

213 points Attribute Modifiers: ST+100 (No Manipulators, -40%; Size Modifier, -60%) [200]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM+6; Will+5 [25]; Per+7 [35]; Basic Move +2 [10]. Advantages: Combat Reflexes [15]; DR 8 (Tough Skin, -40%) [24]; Discriminatory Hearing [15]; Doesn’t Breathe (Oxygen Storage, x100, -30%) [14]; Enhanced Move 0.5 (Water) [10]; Injury Tolerance (No Neck) [5]; Night Vision 6 [6]; Peripheral Vision [15]; Pressure Support 2 [10]; Sharp Teeth [1]; Speak Underwater [5]; Temperature Tolerance 3 (Cold) [3]. Disadvantages: No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Wild Animal [-30]. Features: Born Biter 3 [0]; No Legs (Aquatic) [0]. Notes: Length 16 yards; Weight 90,000 lbs. Creature Type: Animal.

Knowing Your Own Strength [419] Replace ST+100 (No Manipulators, -40%; Size Modifier, -60%) [200] with ST+31 [310] Add HP+48 [96]

Typical Stats ST: 110 (KYOS: 41) HP: 110 (KYOS: 89) Speed: 5.25 DX: 10 Will: 10 Move: 7 water IQ: 5 Per: 12 HT: 11 FP: 11 SM: +6 Dodge: 9 Parry: N/A DR: 8 (tough skin) Sharp Teeth (12): 15d cutting (KYOS: 10d+1 cutting). Reach C.

Traits: Born Biter 3; Combat Reflexes; Discriminatory Hearing; Doesn’t Breathe (Oxygen Storage, x100); Enhanced Move 0.5 (Water); Injury Tolerance (No Neck); Night Vision 6; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 2; Restricted Diet (Carnivore); Speak Underwater; Temperature Tolerance 3 (Cold); Wild Animal. Skills: Brawling-12; Survival (Open Ocean)-13; Wrestling-12. Creature Type: Animal.

Orca [Monster Manual, page 283]

150 points Attribute Modifiers: ST+49 (No Manipulators, -40%; Size Modifier, -40%) [98]; DX+3 (No Manipulators, -40%) [36]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM+4; Will+5 [25]; Per+7 [35]; Basic Move +2 [10]. Advantages: Combat Reflexes [15]; DR 5 (Tough Skin, -40%) [15]; Discriminatory Hearing [15]; Doesn’t Breathe (Oxygen Storage, x25, -50%) [10]; Enhanced Move 1 (Water) [20]; Injury Tolerance (No Neck) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Teeth [1]; Sonar (Reduced Range, 600 yards, -10%) [18]; Speak Underwater [5]; Temperature Tolerance 2 (Cold) [2]; Ultrasonic Speech [10]. Disadvantages: Chummy [-5]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]. Features: Born Biter 2 [0]; No Legs (Aquatic) [0]. Notes: Length 16 yards; Weight 14,500 lbs. Creature Type: Animal.

Knowing Your Own Strength [312] Replace ST+49 (No Manipulators, -40%; Size Modifier, -40%) [98] with ST+23 [230] Add HP+15 [30]

Typical Stats ST: 59 (KYOS: 33) HP: 59 (KYOS: 48) Speed: 6 DX: 13 Will: 10 Move: 8 water IQ: 5 Per: 12 HT: 11 FP: 11 SM: +4 Dodge: 10 Parry: N/A DR: 5 (tough skin) Sharp Teeth (15): 7d+1 cutting (KYOS: 7d+2 cutting). Reach C.

Traits: Born Biter 2; Chummy; Combat Reflexes; Discriminatory Hearing; Doesn’t Breathe (Oxygen Storage, x25); Enhanced Move 1 (Water); Injury Tolerance (No Neck); Night Vision 5; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 1; Restricted Diet (Carnivore); Short Lifespan; Sonar (Reduced Range, 600 yards); Speak Underwater; Temperature Tolerance 2 (Cold); Ultrasonic Speech; Wild Animal. Skills: Brawling-15; Survival (Open Ocean)-13; Wrestling-12. Creature Type: Animal.

Manta Ray [Monster Manual, page 275]

-59 points Attribute Modifiers: ST+9 (No Manipulators, -40%; Size Modifier, -20%) [36]; DX-2 [-40]; IQ-7 [-140]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+7 [35]; Per+9 [45]; Basic Move +2 [10]. Advantages: Acute Taste and Smell 3 [6]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Enhanced Move 0.5 (Water) [10]; Injury Tolerance (No Neck) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Reduced Consumption 3 [6]; Vibration Sense (Water) [10]. Disadvantages: Cold-Blooded (50°) [-5]; No Manipulators [-50]; Restricted Diet (Plankton) [-10]; Wild Animal (with Mute) [-40]. Features: Born Biter 2 [0]; Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0]. Notes: Size 4 hexes; Weight 1,100 lbs. Creature Type: Animal.

Knowing Your Own Strength [-5] Replace ST+9 (No Manipulators, -40%; Size Modifier, -20%) [36] with ST+9 [90]

Typical Stats ST: 19 HP: 19 Speed: 5 DX: 8 Will: 10 Move: 7 water IQ: 3 Per: 12 HT: 12 FP: 12 SM: +2 Dodge: 10 Parry: N/A DR: 1 (tough skin) Bite (8): 1d+2 crushing (KYOS: 2d+2 crushing). Reach C.

Traits: Acute Taste and Smell 3; Born Biter 2; Cold-Blooded (50°); Discriminatory Smell; Doesn’t Breathe (Gills); Enhanced Move 0.5 (Water); Injury Tolerance (No Neck); Night Vision 5; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Restricted Diet (Plankton); Vibration Sense (Water); Wild Animal (with Mute). Skills: Survival (Salt-Water Sea)-13. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 11 December 2016 Monsters: Rats

Monsters: Rats I bet you all have heard stories of low-level adventurers clearing out basements from rats. Of course, most adventurers succeed, unless there's a giant fire-breathing rat in the basement. Here are some rat templates - a common rat, a cave rat, and a dire rat. Their only difference is their strength and size, but you can add some variety by altering some attributes. For example, you can increase a dire rat's HP, make it Fat, and lower its DX and/or Basic Speed to create bloated dire rats. Common and cave rats are not formiddable opponents, but they can be used as familiars, pets, or food.

Rat [Monster Manual, page 278]

Racial Template -98 points Attribute Modifiers: ST-9 [-90]; DX+2 [40]; IQ-7 [-140]; HT+4 [40]. Secondary Characteristic Modifiers: SM-7; HP+2 [4]; FP-2 [-4]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10]. Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Extra Legs (Four Legs) [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1]. Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30]. Perk: Fur [1]. Creature Type: Animal.

Typical Stats ST: 1 HP: 3 Speed: 6 DX: 12 Will: 9 Move: 6 IQ: 3 Per: 12 HT: 14 FP: 12 SM: -7 Dodge: 10 Parry: N/A DR: 0 Bite (14): 1d-7 cutting (KYOS: 1d-12 cutting). Reach C. Blunt Claws (14): 1d-6 crushing (KYOS: 1d-11 crushing). Reach C.

Traits: Combat Reflexes; Flexibility; Extra Legs (Four Legs); Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal. Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14. Creature Type: Animal.

Cave Rat [, page 30]

Racial Template -52 points Attribute Modifiers: ST-4 [-40]; DX+2 [40]; IQ-7 [-140]; HT+4 [40]. Secondary Characteristic Modifiers: SM-7; FP-2 [-4]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10]. Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Extra Legs (Four Legs) [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1]. Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30]. Perk: Fur [1]. Creature Type: Animal. Notes: Weight 25 lbs.

Typical Stats ST: 6 HP: 6 Speed: 6 DX: 12 Will: 9 Move: 6 IQ: 3 Per: 12 HT: 14 FP: 12 SM: -7 Dodge: 10 Parry: N/A DR: 0 Bite (14): 1d-5 cutting (KYOS: 1d-7 cutting). Reach C. Blunt Claws (14): 1d-4 crushing (KYOS: 1d-6 crushing). Reach C.

Traits: Combat Reflexes; Flexibility; Extra Legs (Four Legs); Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal. Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14. Creature Type: Animal. Notes: Weight 25 lbs.

Dire Rat [Monster Manual, page 64]

Racial Template -22 points Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-7 [-140]; HT+4 [40]. Secondary Characteristic Modifiers: SM-1; FP-2 [-4]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10]. Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Extra Legs (Four Legs) [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1]. Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30]. Perk: Fur [1]. Creature Type: Animal. Notes: Weight 50 lbs.

Knowing Your Own Strength [-26] Add HP-2 [-4]

Typical Stats ST: 9 HP: 9 (KYOS: 7) Speed: 6 DX: 12 Will: 9 Move: 6 IQ: 3 Per: 12 HT: 14 FP: 12 SM: -1 Dodge: 10 Parry: N/A DR: 0 Bite (14): 1d-3 cutting (KYOS: 1d-4 cutting). Reach C. Blunt Claws (14): 1d-2 crushing (KYOS: 1d-3 crushing). Reach C.

Traits: Combat Reflexes; Flexibility; Extra Legs (Four Legs); Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal. Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14. Creature Type: Animal. Notes: Weight 50 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 19 June 2018 Monsters: Rhinoceroses

Monsters: Rhinoceroses This post's creation gave me many headscratcher moments. What is the plural form of 'rhinoceros'? Why does Weak Bite make dire rhinoceroses deal less damage than normal rhinoceroses? Why was dire rhinoceros in of all the books?

Rhinoceros [Monster Manual, page 278]

37 points Attribute Modifiers: ST+29 (No Fine Manipulators, -40%; Size Modifier, -30%) [87]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move +1 [5]. Advantages: DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Striker (Horn; Impaling) [8]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30]. Creature Type: Animal. Notes: Size 10 hexes; Weight 6,000 lbs.

Knowing Your Own Strength [162] Replace ST+29 (No Fine Manipulators, -40%; Size Modifier, -30%) [87] with ST+20 [200] Add HP+6 [12]

Typical Stats ST: 39 (KYOS: 30) HP: 39 (KYOS: 36) Speed: 5.25 DX: 10 Will: 10 Move: 6 ground (12 max speed) IQ: 4 Per: 12 HT: 11 FP: 11 SM: +3 Dodge: 8 Parry: N/A DR: 3 (tough skin) Horn (12): 6d+2 impaling (KYOS: 8d+1 impaling). Reach C-2. Weak Bite (12): 2d+1 crushing (KYOS: 3d+2 crushing). Reach C.

Traits: Discriminatory Smell; Enhanced Move 1 (Ground); Extra Legs (Four Legs); Horizontal; Night Vision 5; No Fine Manipulators; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Wild Animal. Skills: Brawling-12; Intimidation-10; Survival (Plains)-12. Creature Type: Animal. Notes: Size 10 hexes; Weight 6,000 lbs.

Dire Rhinoceros [Fiend Folio, page 61]

54 points Attribute Modifiers: ST+39 (No Fine Manipulators, -40%; Size Modifier, -40%) [78]; IQ-6 [-120]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+6 [30]; Per+8 [40]; Basic Move +1 [5]. Advantages: DR 4 (Tough Skin, -40%) [12]; Discriminatory Smell [15]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Striker (Horn; Impaling) [8]; Temperature Tolerance 2 (Cold) [2]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 19 hexes; Weight 10,000 lbs.

Knowing Your Own Strength [218] Replace ST+29 (No Fine Manipulators, -40%; Size Modifier, -40%) [78] with ST+22 [220] Add HP+11 [22]

Typical Stats ST: 49 (KYOS: 32) HP: 39 (KYOS: 43) Speed: 5.25 DX: 10 Will: 10 Move: 6 ground (12 max speed) IQ: 4 Per: 12 HT: 13 FP: 13 SM: +4 Dodge: 8 Parry: N/A DR: 4 (tough skin) Horn (12): 8d-1 impaling (KYOS: 9d+1 impaling). Reach C-3. Weak Bite (12): 2d crushing (KYOS: 2d+2 crushing). Reach C.

Traits: Discriminatory Smell; Enhanced Move 1 (Ground); Extra Legs (Four Legs); Fur; Horizontal; Night Vision 5; No Fine Manipulators; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1; Temperature Tolerance 2 (Cold); Wild Animal. Skills: Brawling-12; Intimidation-10; Survival (Plains)-12. Creature Type: Animal. Notes: Size 19 hexes; Weight 10,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 29 July 2018 Monsters: Simians

Monsters: Simians Here we have various apes and monkeys from the Monster Manual. As always with animals, I base them on templates from GURPS Animalia, removing and changing some traits to make them less realistic.

Ape [Monster Manual, page 268]

40 points Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+5 [25]; Basic Move +1 [5]. Advantages: Brachiator [5]; DR 1 (Tough Skin, -40%) [3]; Extra Arms 2 (Foot Manipulators, -30%; Ham-Fisted 2, -5%) [13]; Extra Legs (Four Legs) [5]; Lifting ST+2 [6]; Perfect Balance [15]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Knowing Your Own Strength [20] Replace ST+9 (Size Modifier, -10%) [81] with ST+6 [60] Replace Lifting ST+2 [6] with Lifting ST+1 [7]

Typical Stats ST: 19 (KYOS: 16) HP: 19 (KYOS: 16) Speed: 5.25 DX: 10 Will: 10 Move: 6 IQ: 6 Per: 11 HT: 11 FP: 11 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin) Sharp Teeth (12): 2d cutting (KYOS: 2d+1 cutting). Reach C. Punch (12): 2d crushing (KYOS: 2d+1 crushing). Reach C-1.

Traits: Bad Temper (12); Brachiator; Extra Arms 2 (Foot Manipulators; Ham-Fisted 2); Extra Legs (Four Legs); Fur; Ham-Fisted 1; Impulsiveness (9); Lifting ST+2; Perfect Balance; Semi-Upright; Short Lifespan 1; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-12; Climbing-14; Survival (Jungle)-12; Wrestling-12. Creature Type: Animal.

Baboon [Monster Manual, page 268]

-22 points Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM-1; Will+5 [25]; Per+7 [35]; Basic Move +2 [10]. Advantages: Brachiator [5]; DR 1 (Tough Skin, -40%) [3]; Extra Arms 2 (Foot Manipulators, -30%; Ham-Fisted 2, -5%) [13]; Extra Legs (Four Legs) [5]; Perfect Balance [15]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Bad Temper (12) [-10]; Bully (15) [-5]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Typical Stats ST: 9 HP: 9 Speed: 5.75 DX: 12 Will: 10 Move: 7 IQ: 5 Per: 12 HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: N/A DR: 1 (tough skin) Sharp Teeth (12): 1d-2 cutting (KYOS: 1d-3 cutting). Reach C. Punch (12): 1d-2 crushing (KYOS: 1d-3 crushing). Reach C.

Traits: Bad Temper (12); Brachiator; Bully (15); Extra Arms 2 (Foot Manipulators; Ham-Fisted 2); Extra Legs (Four Legs); Fur; Ham-Fisted 1; Impulsiveness (9); Perfect Balance; Semi-Upright; Short Lifespan 1; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-12; Climbing-14; Survival (Jungle)-12; Wrestling-12. Creature Type: Animal.

Monkey [Monster Manual, page 276]

-31 points Attribute Modifiers: ST-6 [-60]; DX+3 [60]; IQ-5 [-100]; HT+1 [10]. Secondary Characteristic Modifiers: SM-3; Will+5 [25]; Per+7 [35]; Basic Move +2 [10]. Advantages: Brachiator [5]; Extra Arms 2 (Foot Manipulators, -30%; Ham-Fisted 2, -5%) [13]; Extra Arm (Prehensile Tail; Extra-Flexible, +50%; Ham-Fisted 2, -5%) [15]; Extra Legs (Four Legs) [5]; Perfect Balance [15]; Sharp Teeth [1]; Super Climbing 3 [9]; Terrain Adaptation (Uneven) [5]. Disadvantages: Bad Temper (12) [-10]; Bully (15) [-5]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Typical Stats ST: 4 HP: 4 Speed: 6 DX: 13 Will: 10 Move: 8 IQ: 5 Per: 12 HT: 11 FP: 11 SM: -3 Dodge: 8 Parry: N/A DR: - Sharp Teeth (12): 1d-5 cutting (KYOS: 1d-8 cutting). Reach C. Punch (12): 1d-5 crushing (KYOS: 1d-8 crushing). Reach C.

Traits: Bad Temper (12); Brachiator; Bully (15); Extra Arms 2 (Foot Manipulators; Ham-Fisted 2); Extra Arm (Prehensile Tail; Extra-Flexible; Ham-Fisted 2); Extra Legs (Four Legs); Fur; Ham-Fisted 1; Impulsiveness (9); Perfect Balance; Semi-Upright; Short Lifespan 1; Super Climbing 3; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-12; Climbing-14; Survival (Jungle)-12; Wrestling-12. Creature Type: Animal.

Dire Ape [Monster Manual, page 62]

126 points Attribute Modifiers: ST+16 (Size Modifier, -10%) [144]; IQ-4 [-80]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+5 [25]; Basic Move +2 [10]. Advantages: Brachiator [5]; DR 2 (Tough Skin, -40%) [6]; Extra Arms 2 (Foot Manipulators, -30%; Ham-Fisted 2, -5%) [13]; Extra Legs (Four Legs) [5]; Lifting ST+2 [6]; Night Vision 5 [5]; Perfect Balance [15]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]. Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Knowing Your Own Strength [103] Replace ST+16 (Size Modifier, -10%) [144] with ST+12 [120] Replace Lifting ST+2 [6] with Lifting ST+1 [7]

Typical Stats ST: 26 (KYOS: 22) HP: 26 (KYOS: 22) Speed: 5.5 DX: 10 Will: 10 Move: 7 IQ: 6 Per: 11 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: N/A DR: 2 (tough skin) Sharp Teeth (13): 3d-1 cutting (KYOS: 4d cutting). Reach C. Punch (13): 3d-1 crushing (KYOS: 4d crushing). Reach C-1.

Traits: Bad Temper (12); Brachiator; Extra Arms 2 (Foot Manipulators; Ham-Fisted 2); Extra Legs (Four Legs); Fur; Ham-Fisted 1; Impulsiveness (9); Lifting ST+2; Night Vision 5; Perfect Balance; Semi-Upright; Short Lifespan 1; Terrain Adaptation (Uneven); Wild Animal. Skills: Brawling-13; Climbing-14; Survival (Jungle)-13; Wrestling-13. Creature Type: Animal.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 18 February 2017 Monster: Cave Locust

Monster: Cave Locust And another vermin, but this time a weaker one. Having the size of a halfling, this insect is not dangerous alone, but could be scary in swarms, especially in cavernous terrain, where the locusts can jump around and spit goo from inaccessible places.

Cave Locust [Module B4: The Lost City]

-58 points Attribute Modifiers: ST-5 (No Fine Manipulators, -40%) [-30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-9 [-180]. Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40]. Advantages: DR 1 [5]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Air) [10]. Spit Goo: Binding 4 (Only Damaged By Burning or Corrosion, +20%; Sticky, +20%; Reduced Range, 1/10, -30%) [8]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Immunity to Yellow Mold [1]; Penetrating Voice [1]. Creature Type: Vermin.

Typical Stats ST: 5 HP: 5 Speed: 5.5 DX: 12 Will: 7 Move: 5 IQ: 1 Per: 9 HT: 10 FP: 10 SM: -2 Dodge: 8 Parry: N/A DR: 1 Bite (12): 1d-4 cutting (KYOS: 1d-7 cutting). Reach C. Spit Goo (12): Binding 4.

Traits: Extra Legs (Six Legs; Cannot Kick); Horizontal; Immunity to Poison; Immunity to Yellow Mold; Infravision; Injury Tolerance (No Neck); No Fine Manipulators; Penetrating Voice; Super Jump 2; Vibration Sense (Air); Wild Animal. Skills: Brawling-12; Innate Attack (Breath)-12. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 19 April 2018 Monster: Giant Bee

Monster: Giant Bee One more giant insect. This time it's a giant bee that is usually peaceful unless defending the hive.

Giant Bee [Monster Manual, page 284]

-37 points Attribute Modifiers: IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+0; Will+7 [35]; Per+10 [50]; Basic Move -1 [-5]. Advantages: Absolute Direction [5]; DR 1 [5]; Discriminatory Smell [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Flight (Small Wings, -10%) [36]; Night Vision 9 [9]; Peripheral Vision [15]; Sharp Teeth [1]. Sting: Striker (Piercing; Cannot Parry, -40%) [3]. Poison: Toxic Attack 1d-2 (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up, Sting, +0%; Resistible, HT, -30%; Symptoms, 1/3 HP, Moderate Pain, +60%) [4]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Weak Bite [-2]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 10 Will: 9 Move: 4 ground, 8 air IQ: 2 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 8 Parry: N/A DR: 1 Sting (10): 1d-1 piercing plus follow-up 1d-2 toxic (4 1-minute cycles, resisted by HT, moderate pain after loss of 1/3 HP). Reach C. Mandibles (10): 1d-5 cutting. Reach C.

Traits: Absolute Direction; Discriminatory Smell; Extra Legs (Six Legs; Cannot Kick); Horizontal; Night Vision 9; No Fine Manipulators; Peripheral Vision; Sharp Teeth; Weak Bite; Wild Animal. Skills: Survival (Plains)-10; Survival (Woodlands)-10; Tracking-10. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 17 February 2017 Monster: Giant Cockroach

Monster: Giant Cockroach

Gross

Cockroaches are notoriously hard to kill, but normal cockroaches are not a challenge for a party of adventurers. Let's make a giant cockroach then! Especially since there is a statblock in D&D 3.5 Underdark. The giant cockroaches are much more dangerous, especially in large numbers. They are hard to kill, and they exude disgusting stench.

Giant Cockroach [Underdark, page 87]

22 points Attribute Modifiers: ST+7 (No Fine Manipulators, -40%, Size Modifier, -10%) [35]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; Will+7 [35]; Per+9 [45]. Advantages: Breath-Holding 3 [6]; Clinging [20]; DR 2 [10]; Discriminatory Smell [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Hard to Kill 2 [4]; Infravision [10]; Injury Tolerance (No Neck) [5]; Radiation Tolerance (Divisor 2) [5]; Reduced Consumption 3 [6]; Sharp Teeth [1]; Vibration Sense (Ground Only, -10%) [9]. Stench: Affliction 1 (HT; Always On, -20%; Area Effect, 4 yards, +100%; Attribute Penalty, ST-2, HT-2, DX-2, +40%; Aura, +80%; Respiratory Agent, +50%) [35]. Disadvantages: Horizontal [-10]; Mute [-25]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Immunity to Giant Cockroach Stench [1]. Notes: Size 2 hexes. Creature Type: Vermin.

Knowing Your Own Strength [27] Replace ST+7 (No Fine Manipulators, -40%, Size Modifier, -10%) [35] with ST+4 [40]

Typical Stats ST: 17 (KYOS: 14) HP: 17 Speed: 5.75 DX: 10 Will: 9 Move: 5 IQ: 2 Per: 11 HT: 13 FP: 13 SM: +1 Dodge: 8 Parry: N/A DR: 2 Bite (12): 1d+2 cutting. Reach C. Stench (HT): Any creature that inhales the stench exuded by the giant cockroach in a 4-yard radius, takes a -2 penalty to ST, DX, and HT for a number of minutes, equal to the margin of failure. Giant cockroaches are immune to this effect.

Traits: Breath-Holding 3; Clinging; Discriminatory Smell; Extra Legs (Six Legs; Cannot Kick); Hard to Kill 2; Horizontal; Immunity to Giant Cockroach Stench; Infravision; Injury Tolerance (No Neck); Mute; No Fine Manipulators; Radiation Tolerance (Divisor 2); Reduced Consumption 3; Vibration Sense (Ground Only); Wild Animal. Skills: Brawling-12. Creature Type: Vermin. Notes: Size 2 hexes.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 24 September 2018 Monster: Giant Eagle

Monster: Giant Eagle And here's the giant eagle. A giant sentient bird, a monster that was used frequently in my D&D games.

Giant Eagle [Monster Manual, page 93]

110 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36]; DX+3 (No Fine Manipulators, -40%) [36]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; HP-2 [-4]; Per+2 [10]; Basic Move -4 [-20]. Advantages: Acute Vision 4 [8]; DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Beak [1]. Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]. Perks: Feathers [1]. Notes: Size 4 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [164] Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36] with ST+9 [90]

Typical Stats ST: 19 HP: 17 Speed: 6.25 DX: 13 Will: 10 Move: 2 ground, 12 air (cannot hover) IQ: 10 Per: 12 HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Claws (15): 2d cutting (KYOS: 3d+1 cutting). Reach C. Sharp Beak (15): 2d large piercing (KYOS: 3d+1 large piercing). Reach C.

Traits: Acute Vision 4; Enhanced Move 1 (Air); Feathers; Foot Manipulators; Night Vision 6; No Fine Manipulators; Short Lifespan 1. Skills: Aerobatics-13; Brawling-15; Flight-13. Creature Type: Magical Beast. Notes: Size 4 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 15 January 2019 Monster: Giant Owl

Monster: Giant Owl The giant owl should be the last of the flying mounts fit for characters.

Giant Owl [Monster Manual, page 205]

128 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36]; DX+3 (No Fine Manipulators, -40%) [36]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; HP-2 [-4]; Per+2 [10]; Basic Move -4 [-20]. Advantages: Acute Vision 4 [8]; DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 9 [9]; Sharp Claws [5]; Sharp Beak [1]; Silence 3 [15]. Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]. Perks: Feathers [1]. Notes: Size 4 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [182] Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36] with ST+9 [90]

Typical Stats ST: 19 HP: 17 Speed: 6.25 DX: 13 Will: 10 Move: 2 ground, 12 air (cannot hover) IQ: 10 Per: 12 HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: N/A DR: 1 (tough skin) Sharp Claws (15): 2d cutting (KYOS: 3d+1 cutting). Reach C. Sharp Beak (15): 2d large piercing (KYOS: 3d+1 large piercing). Reach C.

Traits: Acute Vision 4; Enhanced Move 1 (Air); Feathers; Foot Manipulators; Night Vision 9; No Fine Manipulators; Short Lifespan 1; Silence 3. Skills: Aerobatics-13; Brawling-15; Flight-13; Stealth-17. Creature Type: Magical Beast. Notes: Size 4 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 20 April 2018 Monster: Giant Wasp

Monster: Giant Wasp Unlike giant bees, giant wasps are aggressive hunters. Dangerous in large numbers.

Giant Wasp [Monster Manual, page 285]

-34 points Attribute Modifiers: IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+0; Will+7 [35]; Per+10 [50]; Basic Move -1 [-5]. Advantages: Absolute Direction [5]; DR 1 [5]; Discriminatory Smell [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Flight (Small Wings, -10%) [36]; Night Vision 9 [9]; Peripheral Vision [15]; Sharp Teeth [1]. Sting: Striker (Large Piercing; Cannot Parry, -40%) [4]. Poison: Toxic Attack 1d-2 (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up, Sting, +0%; Resistible, HT, -30%; Symptoms, 1/3 HP, -2 DX, +60%) [4]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 10 Will: 9 Move: 4 ground, 8 air IQ: 2 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 8 Parry: N/A DR: 1 Sting (11): 1d-1 large piercing plus follow-up 1d-2 toxic (4 1-minute cycles, resisted by HT, -2 DX after loss of 1/3 HP). Reach C. Mandibles (11): 1d-3 cutting. Reach C.

Traits: Absolute Direction; Discriminatory Smell; Extra Legs (Six Legs; Cannot Kick); Horizontal; Night Vision 9; No Fine Manipulators; Peripheral Vision; Sharp Teeth; Wild Animal. Skills: Brawling-11; Survival (Plains)-10; Survival (Woodlands)-10; Tracking-10. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 16 April 2018 Monsters: Monstrous Centipedes

Monsters: Monstrous Centipedes Here we have another batch of monstrous vermin. Monstrous centipedes do not have any interesting abilities, but could serve as a generic encounter for almost any environment. Probably should trigger Squeamish.

Monstrous Centipede (Tiny) [Monster Manual, page 286]

-219 points Attribute Modifiers: ST-7 [-70]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: SM-3; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +30%; Follow-Up, Bite, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -1 DX, +10%) [2]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 3 HP: 3 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 11 FP: 11 SM: -3 Dodge: 8 Parry: N/A DR: N/A Mandibles (10): 1d-6 cutting (KYOS: 1d-10 cutting) plus follow-up 1d-2 toxic (3 1-hour cycles, resisted by HT, -1 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Small) [Monster Manual, page 286]

-178 points Attribute Modifiers: ST-3 [-30]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: SM-1; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -2 DX, +20%) [3]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 7 HP: 7 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: N/A DR: N/A Mandibles (10): 1d-4 cutting (KYOS: 1d-6 cutting) plus follow-up 1d-2 toxic (4 1-hour cycles, resisted by HT, -2 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Medium) [Monster Manual, page 286]

-152 points Attribute Modifiers: ST-1 [-10]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; DR 1 [5]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -2 DX, +20%) [4]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 9 HP: 9 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 1 Mandibles (10): 1d-3 cutting (KYOS: 1d-4 cutting) plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT, -2 DX after loss of 2/3 HP). Reach C. Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Large) [Monster Manual, page 286]

-106 points Attribute Modifiers: ST+5 (No Manipulators, -40%; Size Modifier, -10%) [25]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; DR 3 [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Bite, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 DX, +30%) [5]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [-84] Replace ST+5 (No Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 11 FP: 11 SM: +1 Dodge: 8 Parry: N/A DR: 3 Mandibles (11): 1d cutting (KYOS: 1d+2 cutting) plus follow-up 1d-1 toxic (5 1-hour cycles, resisted by HT-1, -3 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Brawling-11; Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Huge) [Monster Manual, page 286]

-59 points Attribute Modifiers: ST+14 (No Manipulators, -40%; Size Modifier, -20%) [56]; IQ-9 [-180]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; DR 4 [20]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -3 DX, +30%) [6]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [5] Replace ST+14 (No Manipulators, -40%; Size Modifier, -20%) [56] with ST+12 [120]

Typical Stats ST: 24 (KYOS: 22) HP: 24 (KYOS: 22) Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 4 Mandibles (12): 2d+2 cutting (KYOS: 4d cutting) plus follow-up 1d toxic (4 1-hour cycles, resisted by HT-2, -3 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Brawling-12; Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Gargantuan) [Monster Manual, page 286]

-33 points Attribute Modifiers: ST+22 (No Manipulators, -40%; Size Modifier, -30%) [66]; IQ-9 [-180]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; DR 5 [25]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -4 DX, +40%) [7]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [81] Replace ST+22 (No Manipulators, -40%; Size Modifier, -30%) [66] with ST+18 [180]

Typical Stats ST: 32 (KYOS: 28) HP: 32 (KYOS: 28) Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: N/A DR: 5 Mandibles (13): 4d-1 cutting (KYOS: 6d cutting) plus follow-up 1d toxic (5 1-hour cycles, resisted by HT-3, -4 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Brawling-13; Stealth-12; Tracking-12. Creature Type: Vermin.

Monstrous Centipede (Colossal) [Monster Manual, page 286]

-12 points Attribute Modifiers: ST+38 (No Manipulators, -40%; Size Modifier, -40%) [76]; IQ-9 [-180]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+7 [35]; Per+7 [35]. Advantages: Clinging [20]; DR 7 [35]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 6 cycles, Resistible, +60%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -5 DX, +50%) [8]. Disadvantages: Horizontal [-10]; No Legs (Slithers) [0]; No Manipulators [-50]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [172] Replace ST+38 (No Manipulators, -40%; Size Modifier, -40%) [76] with ST+26 [260]

Typical Stats ST: 48 (KYOS: 36) HP: 48 (KYOS: 36) Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 1 Per: 8 HT: 13 FP: 13 SM: +4 Dodge: 8 Parry: N/A DR: 7 Mandibles (14): 6d cutting (KYOS: 8d+2 cutting) plus follow-up 1d toxic (6 1-hour cycles, resisted by HT-3, -5 DX after loss of 2/3 HP). Reach C.

Traits: Clinging; Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Wild Animal. Skills: Brawling-14; Stealth-12; Tracking-12. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 17 April 2018 Monsters: Monstrous Scorpions

Monsters: Monstrous Scorpions Yet another bunch of huge poisonous vermin. Scorpions are probably the scariest of them all thanks to the sting and Extra Attack.

Monstrous Scorpion (Tiny) [Monster Manual, page 287]

-139 points Attribute Modifiers: ST-7 [-70]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-3; Will+6 [30]; Per+8 [40]; Basic Move -1 [-5]. Advantages: Constriction Attack [15]; DR 1 [5]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +30%; Follow-Up, Sting, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -1 HT, +5%) [2]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 3 HP: 3 Speed: 5.5 DX: 12 Will: 8 Move: 4 IQ: 2 Per: 10 HT: 10 FP: 10 SM: -3 Dodge: 8 Parry: N/A DR: 1 Sting (12): 1d-4 impaling (KYOS: 1d-8 impaling) plus follow-up 1d-2 toxic (3 1-hour cycles, resisted by HT, -1 HT after loss of 2/3 HP). Reach C. Pincers (12): 1d-6 cutting (KYOS: 1d-10 cutting) plus constriction attack. Reach C.

Traits: Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Small) [Monster Manual, page 287]

-88 points Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]; Basic Move -1 [-5]. Advantages: Constriction Attack [15]; DR 1 [5]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Sting, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -2 HT and -1 DX, +20%) [3]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 12 Will: 8 Move: 4 IQ: 2 Per: 10 HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: N/A DR: 1 Sting (12): 1d-2 impaling (KYOS: 1d-3 impaling) plus follow-up 1d-2 toxic (4 1-hour cycles, resisted by HT, -2 HT and -1 DX after loss of 2/3 HP). Reach C. Pincers (12): 1d-4 cutting (KYOS: 1d-5 cutting) plus constriction attack. Reach C.

Traits: Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Medium) [Monster Manual, page 287]

-57 points Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]. Advantages: Constriction Attack [15]; DR 2 [10]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Sting, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -2 HT and -1 DX, +20%) [4]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 2 Sting (12): 1d-1 impaling plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-2, -2 HT and -1 DX after loss of 2/3 HP). Reach C. Pincers (12): 1d-3 cutting plus constriction attack. Reach C.

Traits: Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Large) [Monster Manual, page 287]

-16 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+8 [40]. Advantages: Constriction Attack [15]; DR 3 [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -2 HT and -1 DX, +20%) [5]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [9] Replace ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 8 Parry: N/A DR: 3 Sting (13): 1d+2 impaling (KYOS: 2d+1 impaling) plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-3, -2 HT and -1 DX after loss of 2/3 HP). Reach C-1. Pincers (13): 1d cutting (KYOS: 1d+2 cutting) plus constriction attack. Reach C-1.

Traits: Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Brawling-13; Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Huge) [Monster Manual, page 287]

60 points Attribute Modifiers: ST+15 (No Fine Manipulators, -40%; Size Modifier, -20%) [60]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]. Advantages: Constriction Attack [15]; DR 4 [20]; Extra Attack 1 [25]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 HT and -4 DX, +55%) [6]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [120] Replace ST+15 (No Fine Manipulators, -40%; Size Modifier, -20%) [60] with ST+12 [120]

Typical Stats ST: 25 (KYOS: 22) HP: 25 (KYOS: 22) Speed: 6 DX: 12 Will: 8 Move: 6 IQ: 2 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: N/A DR: 4 Sting (14): 3d+2 impaling (KYOS: 5d+1 impaling) plus follow-up 1d-1 toxic (5 1-hour cycles, resisted by HT-3, -3 HT and -4 DX after loss of 2/3 HP). Reach C-1. Pincers (14): 3d-1 cutting (KYOS: 4d cutting) plus constriction attack. Reach C-1.

Traits: Extra Attack 1; Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Brawling-14; Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Gargantuan) [Monster Manual, page 287]

92 points Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]. Advantages: Constriction Attack [15]; DR 5 [25]; Extra Attack 1 [25]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Sting, +0%; Resistible, HT-4, -10%; Symptoms, 2/3 HP, -3 HT and -4 DX, +55%) [8]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [177] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+16 [160]

Typical Stats ST: 35 (KYOS: 26) HP: 35 (KYOS: 26) Speed: 6.25 DX: 12 Will: 8 Move: 6 IQ: 2 Per: 10 HT: 13 FP: 13 SM: +3 Dodge: 9 Parry: N/A DR: 5 Sting (14): 6d impaling (KYOS: 6d+2 impaling) plus follow-up 1d toxic (5 1-hour cycles, resisted by HT-4, -3 HT and -4 DX after loss of 2/3 HP). Reach C-2. Pincers (14): 4d+2 cutting (KYOS: 5d+1 cutting) plus constriction attack. Reach C-2.

Traits: Extra Attack 1; Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Brawling-14; Stealth-12. Creature Type: Vermin.

Monstrous Scorpion (Colossal) [Monster Manual, page 287]

112 points Attribute Modifiers: ST+45 (No Fine Manipulators, -40%; Size Modifier, -40%) [90]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+6 [30]; Per+8 [40]. Advantages: Constriction Attack [15]; DR 6 [30]; Extra Attack 1 [25]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2]; Vibration Sense (Ground, -10%) [9]. Sting: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Sting, +0%; Resistible, HT-4, -10%; Symptoms, 2/3 HP, -3 HT and -5 DX, +65%) [8]. Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [242] Replace ST+45 (No Fine Manipulators, -40%; Size Modifier, -40%) [90] with ST+22 [220]

Typical Stats ST: 50 (KYOS: 32) HP: 50 (KYOS: 32) Speed: 6.25 DX: 12 Will: 8 Move: 6 IQ: 2 Per: 10 HT: 13 FP: 13 SM: +4 Dodge: 9 Parry: N/A DR: 6 Sting (14): 8d+1 impaling (KYOS: 9d+1 impaling) plus follow-up 1d toxic (5 1-hour cycles, resisted by HT-4, -3 HT and -5 DX after loss of 2/3 HP). Reach C-3. Pincers (14): 6d+2 cutting (KYOS: 7d+1 cutting) plus constriction attack. Reach C-3.

Traits: Extra Attack 1; Extra Legs (Six Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Temperature Tolerance 2 (Hot); Vibration Sense (Ground); Wild Animal. Skills: Brawling-14; Stealth-12. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 11 April 2018 Monsters: Monstrous Spiders

Monsters: Monstrous Spiders Giant spiders can be considered classic dungeon monsters. I never knew that the monstrous spider entry in Monster Manual actually details two varieties of spiders - web-spinner and hunter. Here I present racial template for all types and sizes, because they can be used to represent different species, not age categories.

Monstrous Web-Spinner Spider (Tiny) [Monster Manual, page 288]

-155 points Attribute Modifiers: ST-7 [-70]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-3; Will+6 [30]; Per+8 [40]; Basic Move -2 [-10]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 5 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [6]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +30%; Follow-Up, Bite, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -1 ST, +5%) [2]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Typical Stats ST: 3 HP: 3 Speed: 5.25 DX: 12 Will: 8 Move: 3 IQ: 2 Per: 10 HT: 9 FP: 9 SM: -3 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-6 cutting (KYOS: 1d-10 cutting) plus follow-up 1d-2 toxic (3 1-hour cycles, resisted by HT, -1 ST after loss of 2/3 HP). Reach C. Web (12): Binding 5, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-13. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Small) [Monster Manual, page 288]

-126 points Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40]; Basic Move -1 [-5]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 7 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [9]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [3]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Typical Stats ST: 5 HP: 5 Speed: 5.25 DX: 12 Will: 8 Move: 4 IQ: 2 Per: 10 HT: 9 FP: 9 SM: -2 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-5 cutting (KYOS: 1d-8 cutting) plus follow-up 1d-2 toxic (4 1-hour cycles, resisted by HT-1, -3 ST after loss of 2/3 HP). Reach C. Web (12): Binding 7, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-13. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Medium) [Monster Manual, page 288]

-78 points Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 9 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [11]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin. Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-4 cutting (KYOS: 1d-5 cutting) plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-1, -3 ST after loss of 2/3 HP). Reach C. Web (12): Binding 9, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-14. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Large) [Monster Manual, page 288]

-49 points Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; DR 1 [5]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 11 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [14]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [5]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 1 Mandibles (13): 1d-3 cutting plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (12): Binding 11, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-13; Innate Attack (Projectile)-12; Stealth-14. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Huge) [Monster Manual, page 288]

28 points Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 3 [15]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 16 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [20]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [6]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Knowing Your Own Strength [88] Replace ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40] with ST+10 [100]

Typical Stats ST: 20 HP: 20 Speed: 5.75 DX: 12 Will: 8 Move: 7 IQ: 2 Per: 10 HT: 11 FP: 11 SM: +2 Dodge: 8 Parry: N/A DR: 3 Mandibles (14): 2d cutting (KYOS: 3d+2 cutting) plus follow-up 1d toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 16, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Gargantuan) [Monster Manual, page 288]

81 points Attribute Modifiers: ST+24 (No Fine Manipulators, -40%; Size Modifier, -30%) [72]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 4 [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 20 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [24]. Poison: Toxic Attack 1d+1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [8]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Knowing Your Own Strength [167] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [72] with ST+15 [150] Add HP+4 [8]

Typical Stats ST: 34 (KYOS: 25) HP: 34 (KYOS: 29) Speed: 6 DX: 12 Will: 8 Move: 8 IQ: 2 Per: 10 HT: 12 FP: 12 SM: +3 Dodge: 9 Parry: N/A DR: 4 Mandibles (14): 4d cutting (KYOS: 5d cutting) plus follow-up 1d+1 toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 20, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Monstrous Web-Spinner Spider (Colossal) [Monster Manual, page 288]

120 points Attribute Modifiers: ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+6 [30]; Per+8 [40]; Basic Move+3 [15]. Advantages: Clinging [20]; DR 6 [30]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 24 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [29]. Poison: Toxic Attack 1d+1 (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [9]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Perks: Climbing Line [1]. Creature Type: Vermin.

Knowing Your Own Strength [304] Replace ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80] with ST+23 [230] Add HP+17 [34]

Typical Stats ST: 50 (KYOS: 33) HP: 50 Speed: 6.25 DX: 12 Will: 8 Move: 9 IQ: 2 Per: 10 HT: 13 FP: 13 SM: +4 Dodge: 9 Parry: N/A DR: 6 Mandibles (14): 6d+2 cutting (KYOS: 7d+2 cutting) plus follow-up 1d+1 toxic (5 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 24, range 10, 5 seconds recharge.

Traits: Climbing Line; Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 1; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Monstrous Hunter Spider (Tiny) [Monster Manual, page 288]

-146 points Attribute Modifiers: ST-7 [-70]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-3; Will+6 [30]; Per+8 [40]; Basic Move -2 [-10]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 5 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [6]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +30%; Follow-Up, Bite, +0%; Resistible, HT, -30%; Symptoms, 2/3 HP, -1 ST, +5%) [2]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 3 HP: 3 Speed: 5.25 DX: 12 Will: 8 Move: 3 IQ: 2 Per: 10 HT: 9 FP: 9 SM: -3 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-6 cutting (KYOS: 1d-10 cutting) plus follow-up 1d-2 toxic (3 1-hour cycles, resisted by HT, -1 ST after loss of 2/3 HP). Reach C. Web (12): Binding 5, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-13. Creature Type: Vermin.

Monstrous Hunter Spider (Small) [Monster Manual, page 288]

-117 points Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40]; Basic Move -1 [-5]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 7 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [9]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [3]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 5 HP: 5 Speed: 5.25 DX: 12 Will: 8 Move: 4 IQ: 2 Per: 10 HT: 9 FP: 9 SM: -2 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-5 cutting (KYOS: 1d-8 cutting) plus follow-up 1d-2 toxic (4 1-hour cycles, resisted by HT-1, -3 ST after loss of 2/3 HP). Reach C. Web (12): Binding 7, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-13. Creature Type: Vermin.

Monstrous Hunter Spider (Medium) [Monster Manual, page 288]

-69 points Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 9 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [11]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-4 cutting (KYOS: 1d-5 cutting) plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-1, -3 ST after loss of 2/3 HP). Reach C. Web (12): Binding 9, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Innate Attack (Projectile)-12; Stealth-14. Creature Type: Vermin.

Monstrous Hunter Spider (Large) [Monster Manual, page 288]

-40 points Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; DR 1 [5]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 11 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [14]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [5]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 1 Mandibles (13): 1d-3 cutting plus follow-up 1d-1 toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (12): Binding 11, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-13; Innate Attack (Projectile)-12; Stealth-14. Creature Type: Vermin.

Monstrous Hunter Spider (Huge) [Monster Manual, page 288]

37 points Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 3 [15]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 16 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [20]. Poison: Toxic Attack 1d (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [6]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [97] Replace ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40] with ST+10 [100]

Typical Stats ST: 20 HP: 20 Speed: 5.75 DX: 12 Will: 8 Move: 7 IQ: 2 Per: 10 HT: 11 FP: 11 SM: +2 Dodge: 8 Parry: N/A DR: 3 Mandibles (14): 2d cutting (KYOS: 3d+2 cutting) plus follow-up 1d toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 16, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Monstrous Hunter Spider (Gargantuan) [Monster Manual, page 288]

90 points Attribute Modifiers: ST+24 (No Fine Manipulators, -40%; Size Modifier, -30%) [72]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 4 [20]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 20 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [24]. Poison: Toxic Attack 1d+1 (Cyclic, 1 hour, 4 cycles, Resistible, +40%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [8]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [176] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [72] with ST+15 [150] Add HP+4 [8]

Typical Stats ST: 34 (KYOS: 25) HP: 34 (KYOS: 29) Speed: 6 DX: 12 Will: 8 Move: 8 IQ: 2 Per: 10 HT: 12 FP: 12 SM: +3 Dodge: 9 Parry: N/A DR: 4 Mandibles (14): 4d cutting (KYOS: 5d cutting) plus follow-up 1d+1 toxic (4 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 20, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Monstrous Hunter Spider (Colossal) [Monster Manual, page 288]

129 points Attribute Modifiers: ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+6 [30]; Per+8 [40]; Basic Move+3 [15]. Advantages: Clinging [20]; DR 6 [30]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Vibration Sense (Ground and Web, -10%) [9]. Web: Binding 24 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [29]. Poison: Toxic Attack 1d+1 (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -5 ST, +25%) [9]. Disadvantages: No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; Wild Animal [-30]. Creature Type: Vermin.

Knowing Your Own Strength [313] Replace ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80] with ST+23 [230] Add HP+17 [34]

Typical Stats ST: 50 (KYOS: 33) HP: 50 Speed: 6.25 DX: 12 Will: 8 Move: 9 IQ: 2 Per: 10 HT: 13 FP: 13 SM: +4 Dodge: 9 Parry: N/A DR: 6 Mandibles (14): 6d+2 cutting (KYOS: 7d+2 cutting) plus follow-up 1d+1 toxic (5 1-hour cycles, resisted by HT-2, -5 ST after loss of 2/3 HP). Reach C. Web (13): Binding 24, range 10, 5 seconds recharge.

Traits: Clinging; Extra Legs (Eight Legs; Cannot Kick); Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); Super Jump 2; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Innate Attack (Projectile)-13; Stealth-14. Creature Type: Vermin.

Posted by Enraged Eggplant at 01:00:00 Labels: GURPS, monster, template Sunday, 17 June 2018 Monsters: Weasels

Monsters: Weasels Weasels are small mammal carnivores that can be used as familiars for wizards or animal companions for druids. The vampiric dire weasel can be used as mounts by smaller races, such as gnomes or kobolds.

Weasel [Monster Manual, page 282]

-126 points Attribute Modifiers: ST-6 [-60]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: SM-4; Will+8 [40]; FP-2 [-6]; Per+8 [40]. Advantages: Blunt Claws [3]; Extra Legs (Four Legs) [5]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Sharp Teeth [1]. Disadvantages: Compulsive Playfulness (15) [-2]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal.

Typical Stats ST: 4 HP: 4 Speed: 6 DX: 13 Will: 12 Move: 6 ground IQ: 4 Per: 12 HT: 11 FP: 9 SM: -4 Dodge: 9 Parry: N/A DR: - Blunt Claws (14): 1d-5 crushing (KYOS: 1d-8 crushing). Reach C. Sharp Teeth (14): 1d-6 cutting (KYOS: 1d-9 cutting). Reach C.

Traits: Compulsive Playfulness (15); Extra Legs (Four Legs); Flexibility; Fur; Horizontal; Night Vision 6; No Fine Manipulators; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Wild Animal. Skills: Brawling-14; Stealth-14; Survival (Woodlands)-14. Creature Type: Animal.

Dire Weasel [Monster Manual, page 65]

20 points Attribute Modifiers: ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Will+8 [40]; Per+8 [40]; Basic Speed -0.25 [-5]; Basic Move+1 [5]. Advantages: Blunt Claws [3]; Extra Legs (Four Legs) [5]; DR 2 (Tough Skin, -40%) [6]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Vampiric Bite [30]. Disadvantages: Compulsive Playfulness (15) [-2]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]. Creature Type: Animal. Notes: Size 3 hexes; Weight 700 lbs.

Knowing Your Own Strength [55] Replace ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35] with ST+7 [70]

Typical Stats ST: 17 HP: 17 Speed: 6 DX: 13 Will: 12 Move: 7 ground IQ: 4 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 9 Parry: N/A DR: 2 (tough skin) Blunt Claws (14): 1d+2 crushing (KYOS: 2d+2 crushing). Reach C-1. Vampiric Bite (14): 1d+1 cutting (KYOS: 2d cutting). Reach C. Once the dire weasel has bitten through its victim’s DR, it can drain 1 HP per second from him. For every 3 HP stolen, the dire weasel heals 1 HP or 1 FP (its choice). The dire weasel cannot raise its HP or FP above normal this way

Traits: Compulsive Playfulness (15); Extra Legs (Four Legs); Flexibility; Fur; Horizontal; Night Vision 6; No Fine Manipulators; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Wild Animal. Skills: Brawling-14; Stealth-14; Survival (Woodlands)-14. Creature Type: Animal. Notes: Size 3 hexes; Weight 700 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 4 December 2016 Monster: Animated Manacles

Monster: Animated Manacles Monster Manual provides statblocks for animated objects of various sizes, but does not specify the type of the object in question. Pathfinder RPG, on the other hand, provides several statblocks for specific animated objects. Let's try to stat up something weird - the animated manacles. I was not sure how to represent their ability to actually shackle people, so I decided to give them Accessory (Manacles). Thus, the manacles are incapable of damaging anyone, unless they use All-Out Attack (Strong), but can shackle people like Iron Shackles from GURPS Low-Tech, page 130.

Animated Manacles [Monster Manual, page 13]

-60 points Attribute Modifiers: ST-6 [-60]; IQ-4 [-80]; HT+2 [20]. Secondary Characteristic Modifiers: SM-3; HP+6 [12]; Basic Move -4 [-20]. Advantages: DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Flight (Slow, -25%; Magical, -10%) [26]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Disadvantages: Automaton [-85]; Mute [-25]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Unnatural [-50]. Perks: Accessory (Manacles) [1]. Quirks: Affected by Magnetism [-1]. Features: No Legs (Aerial) [0]; Has no FP [0]. Creature Type: Construct.

Knowing Your Own Strength [-36] Replace ST-6 [-60] with ST-3 [-30] Replace HP+6 [12] with HP+3 [6]

Typical Stats ST: 4 (KYOS: 7) HP: 10 Speed: 5.5 DX: 10 Will: 6 Move: 1 ground, 5 air IQ: 6 Per: 6 HT: 12 FP: N/A SM: -3 Dodge: 8 Parry: N/A DR: 4 Slam (10): 1d-6 crushing (KYOS: 2d+1 crushing). Reach C, 1.

Traits: Accessory (Manacles); Affected by Magnetism; Automaton; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Flight (Slow; Magical); Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Mute; No Sense of Smell/Taste; Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Knot-Tying-10; Stealth-10. Creature Type: Construct.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, pathfinder, template Saturday, 1 April 2017 Monster: Flesh Golem

Monster: Flesh Golem Flesh golem is a classic D&D monster, being inspired by the Frankenstein's Monster. It's slow, strong, and has no free will. Even when obeying its master, a flesh golem has a small chance of going berserk in combat. Its macabre appearance can cause the golem to be mistaken for an undead creature.

Flesh Golem [Monster Manual, page 135]

-27 points Attribute Modifiers: ST+4 [40]; IQ-10 [-200]; HT+1 [10]. Secondary Characteristic Modifiers: HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5]. Advantages: DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 5 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Disadvantages: Automaton [-85]; Berserk (15) [-5]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Unnatural [-50]. Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0]. Creature Type: Construct.

Typical Stats ST: 14 HP: 16 Speed: 5.25 DX: 10 Will: 10 Move: 4 IQ: 0 Per: 10 HT: 11 FP: N/A SM: +0 Dodge: 8 Parry: N/A DR: 3 Punch (12): 1d crushing (KYOS: 1d+2 crushing). Reach C.

Traits: Automaton; Berserk (15); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 5; No Sense of Smell/Taste; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Brawling-12. Creature Type: Construct.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 11 January 2019 Monster: Homunculus

Monster: Homunculus The homunculus is a small construct created from clay, ash, and a pint of the creator's blood. These humanoid automata are weak, but poisonous. Usually used as servants.

Homunculus [Monster Manual, page 154]

-50 points Attribute Modifiers: ST-7 [-70]; DX+1 [20]; IQ-10 [-200]; HT+1 [10]. Secondary Characteristic Modifiers: SM-4; Will+10 [50]; Per+10 [50]; Basic Move -2 [-10]. Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood) [45]; Mindlink (Master) [5]; Sharp Teeth [1]; Special Rapport (Master) [5]; Telesend (Accessibility, Master Only, -80%; Can tell if sending is successful, +10%; Magical, -10%) [6]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Poison: Affliction 1 (HT; Fixed Duration, +0%; Extended Duration, 10x, +40%; Follow-Up, Sharp Teeth, +0%; Sleep, +150%) [29]. Disadvantages: Automaton [-85]; Dependency (Master’s Life; Constantly) [-25]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Unnatural [-50]. Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0]. Creature Type: Construct.

Typical Stats ST: 3 HP: 3 Speed: 5.5 DX: 11 Will: 10 Move: 3 ground, 10 air (cannot hover) IQ: 0 Per: 10 HT: 11 FP: N/A SM: -4 Dodge: 8 Parry: N/A DR: - Sharp Teeth (11): 1d-6 cutting (KYOS: 1d-10 cutting) plus follow-up poison (resist with HT; sleep for 30 minutes). Reach C.

Traits: Automaton; Dark Vision; Dependency (Master’s Life; Constantly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood); Mindlink (Master); No Sense of Smell/Taste; Special Rapport (Master); Taboo Trait (Fixed IQ); Telesend (Accessibility, Master Only; Can tell if sending is successful; Magical); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Brawling-11.

Creature Type: Construct.

Homunculus Venom This poison is extracted from a homunculus. This poison does no actual damage but makes the victim fall asleep. Roll vs. HT or fall asleep (see p. B428) for a half-hour. Form: Follow-Up Poison. Cost: $840 (singular); $305 (5-batched). Recipe: $84; 4 days; defaults to Poisons-3. Statistics: Affliction 1 (HT; Fixed Duration, +0%; Extended Duration, 10x, +40%; Follow-Up Poison, -10%; Sleep, +150%) [28].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Sunday, 23 December 2018 Monster: Iron Golem

Monster: Iron Golem The iron golem is tough, strong, and has a poisonous cloud attack.

Iron Golem [Monster Manual, page 136]

237 points Attribute Modifiers: ST+20 (Size Modifier, -20%) [160]; IQ-10 [-200]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; HP+22 (Size Modifier, -20%) [36]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5]. Advantages: Dark Vision [25]; DR 8 [40]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 (Improved, +150%) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Poison Gas: Toxic Attack 1d-1 (Area Effect, 4 yards, +100%; Drifting, +20%; Emanation, -20%; Magical, -10%; Persistent, +40%; Resistible, HT-1, -25%; Respiratory Agent, +50%; Takes Recharge, 5 seconds, -10%) [7] Disadvantages: Automaton [-85]; No Sense of Smell/Taste [-5]; Mute [-25]; Unhealing (Total) [-30]; Unnatural [-50]. Quirks: Affected by Magnetism [-1]. Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0]. Creature Type: Construct.

Knowing Your Own Strength [285] Replace ST+20 (Size Modifier, -20%) [160] with ST+20 [200] Replace HP+22 (Size Modifier, -20%) [36] with HP+22 [44]

Typical Stats ST: 30 HP: 52 Speed: 6 DX: 10 Will: 10 Move: 5 IQ: 0 Per: 10 HT: 14 FP: N/A SM: +2 Dodge: 9 Parry: N/A DR: 8 Punch (12): 3d+2 crushing (KYOS: 7d-1 crushing). Reach C-1. Poison Gas (HT): Every 5 seconds an iron golem can release a poisonous cloud. It spreads in a 4-yard radius area around the golem, lasts 10 seconds, and drifts with the wind. The cloud deals 1d-1 toxic damage every second to all creatures that inhale the cloud (can be resisted with an HT-1 roll).

Traits: Affected by Magnetism; Automaton; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5 (Improved); No Sense of Smell/Taste; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Brawling-12. Creature Type: Construct.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 24 December 2018 Monsters: Stone Golems

Monsters: Stone Golems Here we have the last golems from D&D 3.5 Monster Manual. Stone golems come in two variations - standard SM+1 ones and hulking SM+3 ones. Slow piles of hit points.

Stone Golem [Monster Manual, page 137]

137 points Attribute Modifiers: ST+15 (Size Modifier, -10%) [135]; DX-1 [-20]; IQ-10 [-200]; HT+4 [40]. Secondary Characteristic Modifiers: SM+1; HP+12 (Size Modifier, -10%) [22]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5]. Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Disadvantages: Automaton [-85]; No Sense of Smell/Taste [-5]; Mute [-25]; Unhealing (Total) [-30]; Unnatural [-50]. Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0]. Creature Type: Construct.

Knowing Your Own Strength [154] Replace ST+15 (Size Modifier, -10%) [135] with ST+150 [150] Replace HP+12 (Size Modifier, -10%) [22] with HP+12 [24]

Typical Stats ST: 25 HP: 37 Speed: 5.75 DX: 9 Will: 10 Move: 4 IQ: 0 Per: 10 HT: 14 FP: N/A SM: +1 Dodge: 9 Parry: N/A DR: 4 Punch (11): 3d-1 crushing (KYOS: 5d crushing). Reach C-1.

Traits: Automaton; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5; No Sense of Smell/Taste; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Brawling-11. Creature Type: Construct.

Greater Stone Golem [Monster Manual, page 137]

256 points Attribute Modifiers: ST+27 (Size Modifier, -30%) [189]; DX-1 [-20]; IQ-10 [-200]; HT+4 [40]. Secondary Characteristic Modifiers: SM+3; HP+58 (Size Modifier, -30%) [82]; Will+10 [50]; Per+10 [50]. Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Disadvantages: Automaton [-85]; No Sense of Smell/Taste [-5]; Mute [-25]; Unhealing (Total) [-30]; Unnatural [-50]. Features: Taboo Trait (Fixed IQ) [0]; Has no FP [0]. Creature Type: Construct.

Knowing Your Own Strength [371] Replace ST+27 (Size Modifier, -30%) [189] with ST+27 [270] Replace HP+58 (Size Modifier, -30%) [82] with HP+58 [116]

Typical Stats ST: 37 HP: 95 Speed: 5.75 DX: 9 Will: 10 Move: 5 IQ: 0 Per: 10 HT: 14 FP: N/A SM: +3 Dodge: 9 Parry: N/A DR: 4 Punch (11): 5d-1 crushing (KYOS: 9d crushing). Reach C-2.

Traits: Automaton; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5; No Sense of Smell/Taste; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support. Skills: Brawling-11. Creature Type: Construct.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 26 February 2019 Monster: Kolyarut

Monster: Kolyarut Inevitables are the exemplars of law. They are not outsiders, but are extraplanar constructs with an obsession to punish transgressors of law. The nature of the transgression dictates the type of the inevitable sent. Kolyaruts mete out punishment to those who break bargains and oaths.

Kolyarut [Monster Manual, page 159]

501 points Attribute Modifiers: ST+5 [50]; HT+4 [40]. Secondary Characteristic Modifiers: HP+5 [10]; Will+4 [20]; Per+4 [20]. Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Spell-Like Abilities (Alternative Abilities) [147]: Axiomatic Weapon [32/5=7]; Enervation [40/5=8]; Lesser Geas [54/5=11] – see GURPS Thaumatology – Sorcery, p. 21; Lesser Polymorph [20/5=4]; Personal Invisibility [66/5=14]; Seeker [18/5=4]; Steal Vitality 1 [19/5=4] – see GURPS Thaumatology – Sorcery, p. 22; Suggestion [78]; Terror 1 [45/5=9] – see GURPS Thaumatology – Sorcery, p. 22; Total Paralysis [29/5=6]; Truthsayer [8/5=2]; Disadvantages: Callous [-5]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Obsession (6) (Punishing the transgressor) [-10]; Unnatural [-50]; Vulnerability (Anarchic Weapons, x2) [-10]. Quirks: Affected by Magnetism [-1]. Features: Has no FP [0]. Creature Type: Construct (Lawful).

Typical Stats ST: 15 HP: 20 Speed: 6.5 DX: 12 Will: 14 Move: 6 IQ: 10 Per: 14 HT: 14 FP: N/A SM: +0 Dodge: 10 Parry: 12 DR: 4, 5 (heavy segmented plate; torso, groin, limbs) Punch (14): 1d+1 crushing (KYOS: 2d crushing). Reach C. Very Fine Longsword (16): 3d cutting, Reach 1 or 2d+1 impaling (KYOS: 3d-1 impaling), Reach 1-2. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (16); Enervation (16); Lesser Geas (14) – see GURPS Thaumatology – Sorcery, p. 21; Lesser Polymorph; Personal Invisibility; Seeker (14); Steal Vitality 1 – see GURPS Thaumatology – Sorcery, p. 22; Suggestion (10); Terror 1 (14) – see GURPS Thaumatology – Sorcery, p. 22; Total Paralysis (14); Truthsayer (14);

Traits: Affected by Magnetism; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 3 (Improved); No Sense of Humor; No Sense of Smell/Taste; Obsession (6) (Punish the transgressor); Regeneration (Regular); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2). Skills: Brawling-14; Broadsword-16; Detect Lies-16; Innate Attack (Gaze)-14; Law (Criminal)-16; Law (Esoteric)-16; Observation-16; Shadowing-16. Creature Type: Construct (Lawful).

Posted by Enraged Eggplant at 11:13:00 Labels: D&D, GURPS, monster, template Sunday, 3 March 2019 Monster: Marut

Monster: Marut Maruts are the stongest of the inevitables. Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labeled transgressors as well. Those who use magic to reverse death (resurrection spells, for example) aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale.

Marut [Monster Manual, page 159]

702 points Attribute Modifiers: ST+20 (Size Modifier, -20%) [160]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; HP+22 (Size Modifier, -20%) [36]; Will+5 [25]; Per+2 [10]; Basic Move +1 [5]. Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 6 [30]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Regular) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Spell-Like Abilities (Alternative Abilities) [177]: Axiomatic Weapon [32/5=7]; Chain Lightning 2 [30/5=6]; Dimension Door [60/5=12]; Fist of Lightning 1 [61/5=13]; Fist of Thunder 1 [49/5=10]; Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery – Protection and Warning Spells, page 7; Lesser Geas [54/5=11] – see GURPS Thaumatology – Sorcery, p. 21; Remove Curse [65/5=13] - see GURPS Thaumatology – Sorcery, p. 21; Seeker [18/5=4]; Suggestion [78]; Terror 1 [45/5=9] – see GURPS Thaumatology – Sorcery, p. 22; True Seeing [30/5=6]; Truthsayer [8/5=2]; Walk on Air [30/5=6]. Disadvantages: Callous [-5]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Obsession (6) (Punishing the transgressor) [-10]; Unnatural [-50]; Vulnerability (Anarchic Weapons, x2) [-10]. Quirks: Affected by Magnetism [-1]. Features: Has no FP [0]. Creature Type: Construct (Lawful).

Knowing Your Own Strength [750] Replace ST+20 (Size Modifier, -20%) [160] with ST+20 [200] Replace HP+22 (Size Modifier, -20%) [36] with HP+22 [44]

Typical Stats ST: 30 HP: 52 Speed: 6 DX: 10 Will: 15 Move: 7 IQ: 10 Per: 12 HT: 14 FP: N/A SM: +2 Dodge: 10 Parry: N/A DR: 6, 6 (torso, limbs, head; medium plate) Punch (16): 3d+2 crushing (KYOS: 7d-1 crushing). Reach C-1. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (16); Chain Lightning 2 (16); Dimension Door (10); Fist of Lightning 1; Fist of Thunder 1; Force Wall 1 (DR 12) (16) - see GURPS Sorcery – Protection and Warning Spells, page 7; Lesser Geas (10) – see GURPS Thaumatology – Sorcery, p. 21; Remove Curse (15) - see GURPS Thaumatology – Sorcery, p. 21; Seeker (12); Suggestion (10); Terror 1 (16) – see GURPS Thaumatology – Sorcery, p. 22; True Seeing (16); Truthsayer (15); Walk on Air (16).

Traits: Affected by Magnetism; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 4 (Improved); No Sense of Humor; No Sense of Smell/Taste; Obsession (6) (Punish the transgressor); Regeneration (Regular); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2). Skills: Brawling-16; Detect Lies-18; Innate Attack (Beam)-16; Innate Attack (Gaze)-16; Law (Criminal)-16; Law (Esoteric)-16. Creature Type: Construct (Lawful).

NEW SORCERY SPELLS

Fist of Lightning Keywords: Area (Leveled). Full Cost: 61 points for level 1 + 5 points/additional level. Casting Roll: None. Range: Self. Duration: Instantaneous (but see below).

Your punch is enchanted with lightning energies. On a hit, you deal an additional 3d follow-up burning surge damage and produce a bright flash that fills the area. Everyone within must resist with HT; Protected Vision gives +5, and those with Blindness are immune. The caster must roll as well, but at +5. Everyone who fails to resist is blinded for margin of failure seconds. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating follow-up burning surge damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Link, +10%; No Signature, +20%; Reduced Duration, 1/60, -35%; Sight- Based, +150%; Sorcery, -15%; Variable, Area, +5%) [34] + Burning Attack 3d (Follow-Up, Punch, +0%; Link, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, +20%) [26] + Protected Vision (Accessibility, Only versus own Fist of Lightning, -80%) [1]. Additional levels add Area Effect (+50%) to Affliction [+5].

Fist of Thunder Keywords: Area (Leveled). Full Cost: 49 points for level 1 + 5 points/additional level. Casting Roll: None. Range: Self. Duration: Instantaneous (but see below).

Your punch is enchanted with thunderous energies. On a hit, you deal an additional 3d follow-up non-incendiary burning damage and produce a loud sound that fills the area. Everyone within must resist with HT; Protected Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune. The caster must roll as well, but at +5. Everyone who fails to resist is deafened for margin of failure minutes. Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Deafness, +20%; Link, +10%; Hearing-Based, +150%; No Signature, +20%; Nuisance Effect, Loud, -5%; Sorcery, -15%; Variable, Area, +5%) [34] + Burning Attack 3d (Follow-Up, Punch, +0%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%) [14] + Protected Hearing (Accessibility, Only versus own Fist of Thunder, -80%) [1]. Additional levels add Area Effect (+50%) to Affliction [+5].

Posted by Enraged Eggplant at 15:41:00 Labels: D&D, GURPS, monster, sorcery, spell, template Monday, 4 March 2019 Monster: Zelekhut

Monster: Zelekhut Zelekhuts are charged with hunting down those who would deny justice - especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.

Zelekhut [Monster Manual, page 160]

622 points Attribute Modifiers: ST+12 (Size Modifier, -10%) [108]; HT+4 [40]. Secondary Characteristic Modifiers: SM +1 (2 hexes); HP+5 [10]; Will+4 [20]; Per+4 [20]; Basic Move+3 [15]; Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; Enhanced Move 1 (Running) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Switchable, +10%; Winged, -25%) [28]; High Pain Threshold [10]; Hooves [3]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Spiked Chains: Natural Weapon (Crushing; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, Imposes flail penalties, +60%; Light 4, -20%; Poor Defense, -20%; Swing-Capable, +20%; Switchable, +10%; Unbalanced, -30%) [12]. Spell-Like Abilities (Alternative Abilities) [143]: Axiomatic Weapon [32/5=7]; Dispel Magic 1 [60/5=12] - see GURPS Thaumatology – Sorcery, p. 21; Invisible Wizard Eye [80]; Lesser Geas [54/5=11] – see GURPS Thaumatology – Sorcery, p. 21; Seeker [18/5=4]; Teleport Shield 1 (-5) [30/5=6] – see GURPS Sorcery – Protection and Warning Spells, page 13; Terror 1 [45/5=9] – see GURPS Thaumatology – Sorcery, p. 22; Total Paralysis [29/5=6]; True Seeing [30/5=6]; Truthsayer [8/5=2]; Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]; Callous [-5]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Obsession (6) (Punishing the transgressor) [-10]; Unnatural [-50]; Vulnerability (Anarchic Weapons, x2) [-10]. Quirks: Affected by Magnetism [-1]. Features: Has no FP [0]. Creature Type: Construct (Lawful).

Knowing Your Own Strength [630] Replace ST+12 (Size Modifier, -10%) [108] with ST+12 [120] Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40]

Typical Stats ST: 22 HP: 27 Speed: 6.5 DX: 12 Will: 14 Move: 9 ground, 13 air IQ: 10 Per: 14 HT: 14 FP: N/A SM: +1 Dodge: 10 Parry: 12 DR: 4, 5 (heavy segmented plate; torso, groin, limbs) Punch (14): 1d crushing (KYOS: 1d+2 crushing). Reach C-1. Hooves (14): 3d crushing (KYOS: 5d crushing). Reach C-1. Spiked Chains (16): The zelekhut can take a Ready maneuver to unfurl spiked chains from his forearms or to retract them back. These chains deal 2d crushing, Reach 1-4*. The chains are awkward enough that they require a Ready maneuver to change reach (e.g., between 1 and 3). Otherwise, the zelekhut can strike at foes that are at any distance within the chains’ reach. Attempts to parry the chains are at -4, and fencing weapons cannot parry at all! Attempts to block chains are at -2. This swinging attack is unbalanced – the zelekhut cannot use it to parry if he have already used it to attack this turn (or vice versa), and parries with the chains are at -2. The zelekhut has two chain attacks, which permits him Dual-Weapon Attacks (p. B417). Spikes favor disarming, giving the zelekhut a +2 on disarming attempts. The chains have DR 4 and effective weight 0.84 lbs. This attack uses the Kusari skill. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (14); Dispel Magic 1 (14) - see GURPS Thaumatology – Sorcery, p. 21; Invisible Wizard Eye (10); Lesser Geas (10) – see GURPS Thaumatology – Sorcery, p. 21; Seeker (14); Teleport Shield 1 (-5) (10) – see GURPS Sorcery – Protection and Warning Spells, page 13; Terror 1 (14) – see GURPS Thaumatology – Sorcery, p. 22; Total Paralysis (14); True Seeing (14); Truthsayer (14);

Traits: Affected by Magnetism; Arm ST-8; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); Enhanced Move 1 (Running); Extra Legs (Four Legs); Flight (Cannot Hover; Switchable; Winged); High Pain Threshold; Hooves; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 3 (Improved); No Sense of Humor; No Sense of Smell/Taste; Obsession (6) (Punish the transgressor); Regeneration (Regular); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2). Skills: Brawling-14; Detect Lies-16; Innate Attack (Gaze)-14; Kusari-16; Law (Criminal)-16; Law (Esoteric)-16; Observation-16; Shadowing-16. Creature Type: Construct (Lawful). Monday, 25 February 2019 Monster: Invisible Stalker

Monster: Invisible Stalker Invisible stalkers are variant air elemental creatures that are naturally invisible and adept at tracking. To preserve the original flavor, rule that killing one on a non-native plane only banishes the invisible stalker to the Elemental Plane of Air instead of killing it.

Invisible Stalker [Monster Manual, page 160]

342 points Attribute Modifiers: DX+3 (No Fine Manupulators, -40%) [36]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; HP+2 [4]; Per+6 [30]. Advantages: Combat Reflexes [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Invisibility (Affects Machines, +50%; Magical, -10%) [56]. Disadvantages: No Fine Manipulators [-30]; No Legs (Aerial) [0]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]. Notes: Height 8 ft., Weight 2 lb. Creature Type: Elemental.

Typical Stats ST: 10 HP: 12 Speed: 6 DX: 13 Will: 10 Move: 12 air IQ: 10 Per: 16 HT: 11 FP: 11 SM: +1 Dodge: 10 Parry: 8 DR: - Punch (15): 1d-2 crushing.

Traits: Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invisibility (Affects Machines; Magical); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Skills: Brawling-15; Observation-18; Shadowing-18; Stealth-15; Tracking-18; Wrestling-15. Notes: Height 8 ft., Weight 2 lb. Creature Type: Elemental.

Posted by Enraged Eggplant at 19:10:00 Labels: D&D, GURPS, monster, template Tuesday, 12 June 2018 Monster: Retriever

Monster: Retriever Retrievers are spider-like constructs created by demons to retrieve lost artifacts and other precious things. Despite their spider-like appearance, they walk on four legs and use four other limbs as strikers.

Retriever [Monster Manual, page 46]

288 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-10 [-200]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; Per+14 [70]; Will+10 [50]; HP+15 (Size Modifier, -10%) [27]; Basic Move+2 [10]. Advantages: Absolute Direction [5]; DR 4 [20]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 5 (Magic) [15]; Extra Attack 1 [25]; Extra Legs (Four Legs; Cannot Kick, -50%; Long 1, +100%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving; No Blood; No Neck) [20]; Regeneration (Regular; Magical, -10%) [23]; Sharp Teeth [1]; Talons [8]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Find Target: Slotted Cosmic Power 1 (10) (Limited, Trait, Detect, -50%; Magical, -10%; Nuisance Effect, Must have something related to subject, -5%) [21]. Eye Rays [86]: Cold Stare 2 [8]; Fiery Stare 2 [9]; Lightning Stare 1 [24]; Eye Ray: Flesh to Stone [45]. Disadvantages: Automaton [-85]; Mute [-25]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Unnatural [-50]. Features: Has no FP [0]. Creature Type: Construct.

Knowing Your Own Strength [381] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120] Replace HP+15 (Size Modifier, -10%) [27] with HP+30 [60]

Typical Stats ST: 22 HP: 22 Speed: 6.25 DX: 12 Will: 10 Move: 8 IQ: 0 Per: 14 HT: 13 FP: N/A SM: +1 Dodge: 10 Parry: N/A DR: 4 Mandibles (16): 2d+1 cutting (KYOS: 4d cutting) plus follow-up 1d-1 toxic (5 1-hour cycles, resisted by HT-2, -2 HT after loss of 1/3 HP, severe pain after loss of ½ HP). Reach C. Talons (16): 2d+1 cutting or impaling (KYOS: 4d cutting or impaling). Reach C-1. Find Target (14): The retriever can “home in” on anyone or anything, provided he has a piece of it (or something deeply connected to it) to attune to. Attuning requires one second, as long as the retriever has anything even remotely related to that subject to focus on. Once attuned, the retriever can make a Per roll to track down the subject. This takes Long-Distance penalties (p. B241). On a success, he knows the direction, though not the distance, to his attuned subject. Eye Rays: Cold Stare 2 (16); Fiery Stare 2 (16); Lightning Stare 1 (16); Eye Ray: Flesh to Stone (16).

Traits: Absolute Direction; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Magic); Extra Attack 1; Extra Legs (Four Legs; Cannot Kick; Long 1); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving; No Blood; No Neck); No Fine Manipulators; Regeneration (Regular; Magical); Unaging; Unfazeable; Vacuum Support. Skills: Brawling-16; Innate Attack (Gaze)-16; Tracking-18. Creature Type: Construct.

NEW SPELLS

Cold Stare Keywords: Jet, Obvious. Full Cost: 4 points/level. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 10 yards. Duration: One second.

A 10-yard jet of intense cold erupts from your eyes. Use Innate Attack (Gaze) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell, but as the damage comes from intense cold, it cannot set anything on fire. The GM must determine what the maximum level available in the campaign is. Statistics: Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; No Incendiary Effect, -10%; Sorcery, -15%) [4/level].

Fiery Stare Keywords: Jet, Obvious. Full Cost: 4.5 points/level*. Casting Roll: None. Use Innate Attack (Gaze) to hit. Range: 10 yards. Duration: One second.

A 10-yard jet of fire erupts from your eyes. Use Innate Attack (Gaze) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell. The GM must determine what the maximum level available in the campaign is. Statistics: Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [4.5/level*]. * Calculate the total cost and then round up.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Tuesday, 18 September 2018 Monster: Dragon Turtle

Monster: Dragon Turtle Another draconic creature. This one is aquatic and has a nearly impenetrable shell.

Dragon Turtle [Monster Manual, page 88]

543 points Attribute Modifiers: ST+75 (No Fine Manipulators, -40%; Size Modifier, -60%) [150]; IQ+1 [20]; HT+4 [40]. Secondary Characteristic Modifiers: SM+6; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; DR 6 [30]; DR 8 (Torso Only, -10%) [36]; Discriminatory Smell [15]; Enhanced Move 1 (Water) [20]; Extended Lifespan 5 [10]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Nictitating Membrane 3 [3]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 3 [15]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Temperature Tolerance 3 (Hot) [3]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Steam: Burning Attack 8d (Cone, 5 yards, +100%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, Air Only, -15%; Magical, -10%; No Incendiary Effect, -10%; Takes Recharge, 5 seconds, -10%; Underwater, +20%) [72]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Short Arms [-10]. Perks: Scales [1]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Semi-Aquatic) [0]. Notes: Length 30 feet. Weight 30,000 lbs. Creature Type: Dragon.

Knowing Your Own Strength [713] Replace ST+75 (No Fine Manipulators, -40%; Size Modifier, -60%) [150] with ST+27 [270] Add HP+25 [50]

Typical Stats ST: 85 (KYOS: 37) HP: 82 (KYOS: 62) Speed: 6.25 DX: 10 Will: 13 Move: 1 land, 7 water IQ: 11 Per: 13 HT: 14 FP: 18 SM: +6 Dodge: 8 Parry: N/A DR: 6 (14 torso), 20 (vs fire) Sharp Claws (14): 12d-1 cutting (KYOS: 9d cutting), Reach C. Sharp Teeth (14): 12d-1 cutting (KYOS: 9d cutting), Reach C. Breathe Steam (14): 8d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10 (both in air and water), maximum width 5 yards.

Traits: Amphibious; Doesn’t Breathe (Gills); Discriminatory Smell; Enhanced Move 1 (Water); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; No Legs (Semi-Aquatic); Peripheral Vision; Pressure Support 3; Scales; Short Arms; Speak Underwater; Temperature Tolerance 3 (Hot). Skills: Brawling-14; Innate Attack (Breath)-14; Survival (Open Ocean)-14. Notes: Length 30 feet. Weight 30,000 lbs. Creature Type: Dragon.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 6 January 2019 Lens/Monster: Half-Dragon/Half-Black Dragon Human Fighter

Lens/Monster: Half-Dragon/Half-Black Dragon Human Fighter Dragons in D&D seem unnaturally fertile, producing offspring with all kinds of other creatures. This lens only lists ancestries of true dragons from Monster Manual, but other options are possible.

Half-Dragon [Monster Manual, page 146]

173-225 points Applicable to: Corporeal living creature. Attribute Modifiers: ST+3 [30]; IQ+1 [20]. Advantages: DR 2 (Flexible, -20%) [8]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]. If SM+1 or larger: Flight (Cannot Hover, -15%; Winged, -25%) [24]. Choose ancestry: Black [93]: Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breathe Acid: Corrosion Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [25]. Blue [84]: Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Breathe Electricity: Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [19]. Brass [73]: Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire: Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [13]. Bronze [84]: Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Breathe Electricity: Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [19]. Copper [93]: Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breathe Acid: Corrosion Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [25]. Gold [76]: Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire: Burning Attack 2d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [16]. Green [101]: Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breathe Acid: Corrosion Attack 2d (Cone, 5 yard, +100%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [33]. Red [76]: Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire: Burning Attack 2d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [16]. Silver [75]: Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breathe Cold: Burning Attack 2d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [15]. White [75]: Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breathe Cold: Burning Attack 2d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [15]. Perks: Scales [1]. Creature Type: Dragon.

Half-Black Dragon Human Fighter [Monster Manual, page 146]

Typical Stats ST: 15 HP: 15 Speed: 6 DX: 12 Will: 11 Move: 6 ground IQ: 11 Per: 11 HT: 12 FP: 12 SM +0 Dodge: 10 Parry: 13 DR: 2*, 20 (vs. acid), see gear Double-Ended Sword (15): swing 3d-1 cutting, Reach 1-2 or 2d-1 impaling (KYOS: 2d+1 impaling), Reach 1-2. Double-Ended Sword (Dual Attack) (13): 3d-1 cutting, Reach 1-2. Must target two adjacent opponents. Breathe Acid (14): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.

Traits: Combat Reflexes; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Night Vision 5; Scales; Sealed (Acid-Resistant Only). Skills: Brawling-14; Innate Attack (Breath)-14; Intimidation-14; Staff-15; Two-Handed Sword-15. Techniques: Dual-Weapon Attack (Staff)-13; Off-Hand Weapon Training (Staff)-13. Gear: Medium Segmented Plate Armor (DR 4; torso, arms, legs), Light Plate Full Helm (DR 3; face, skull), Leather Boots (DR 2*, -1 vs. impaling; feet), Padded Cloth Gauntlets (DR 1*; gives Ham-Fisted 1; hands). Creature Type: Dragon.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, template Sunday, 4 June 2017 Monster: Hill Landwyrm

Monster: Hill Landwyrm

Desert and plains landwyrms are blurred out

Draconomicon is one of my favorite supplements for Dungeons and Dragons 3.5. It contains tons of draconic lore, options for dragons, allies of dragons, and dragonslayers. It also has some new monsters, and my favorites are the landwyrms. They are less smart than the true dragons, lack wings, breath weapons, and are based on their biome. Here we have my take on converting the hill landwyrm to GURPS.

Hill Landwyrm [, page 170]

215 points Attribute Modifiers: ST+18 (Size Modifier, -30%; No Fine Manipulators, -40%) [54]; IQ-2 [-40]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+2 [10]; Per+3 [15]; Basic Move+2 [10]. Advantages: DR 5 [25]; Extended Lifespan 4 [8]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Nictitating Membrane 2 [2]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror 1 (Presence, +25%) [38]; Tunneling (Move 1) [35]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]. Perks: Limited Camouflage (Grass) [1]; Scales [1]. Notes: Size 4x3 hexes; Weight 1,200 lbs. Creature Type: Dragon.

Knowing Your Own Strength [264] ST+18 (Size Modifier, -30%; No Fine Manipulators, -40%) [54] with ST+13 [130]

Typical Stats ST: 28 (KYOS: 23) HP: 28 (KYOS: 23) Speed: 5.75 DX: 10 Will: 10 Move: 7 ground; 1 tunneling IQ: 8 Per: 11 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: N/A DR: 5; 2 (eyes) Sharp Teeth (13): 3d+1 cutting (KYOS: 4d+2 cutting), Reach C. Sharp Claws (13): 3d+1 cutting (KYOS: 4d+2 cutting), Reach C-2. Frightful Presence: A hill landwyrm can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the landwyrm’s Frightful Presence for one hour.

Traits: Bully (12); Extended Lifespan 4; High Pain Threshold; Horizontal; Immunity to Paralysis; Immunity to Sleep; Infravision; Limited Camouflage (Grass); Night Vision 5; No Fine Manipulators; Peripheral Vision; Scales. Skills: Brawling-13; Stealth-13; Tracking-12. Creature Type: Dragon. Notes: Size 4x3 hexes; Weight 1,200 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 23 February 2019 Monsters: Hydras

Monsters: Hydras Hydras are horrifying creatures - both as enemies for your characters to slay and as templates to stat up. Slaying one of these beasts requires a great deal of preparation and teamwork. Leaving it harmed but not killed will only make it stronger and harder to defeat in the future. Racial templates are given for 5-headed hydras, as this is the lowest head count given in Monster Manual.

Hydra [Monster Manual, page 155]

448 points Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+1 (No Fine Manipulators, -40%) [12]; IQ- 8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+10 [50]; Per+10 [50]. Advantages: Amphibious [10]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 [60]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Night Vision 5 [5]; Peripheral Vision [15]; Regeneration (Very Fast) [100]; Regrowth (Doubling, Heads Only; Bane, Acid or Fire, -50%) [30]; Supernatural Durability (Variant) [150]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Features: Long Neck 3 [0]. Notes: Size 16 hexes; Weight 4,000 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [567] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+18 [180] Add HP+7 [14]

Typical Stats ST: 35 (KYOS: 28) HP: 35 Speed: 6 DX: 11 Will: 12 Move: 6 ground, 6 water IQ: 2 Per: 12 HT: 13 FP: 13 SM: +3 Dodge: 10 Parry: N/A DR: 3 (tough skin) Fangs (13): 4d+2 impaling (KYOS: 7d+2 impaling). Reach C-2. Regeneration: A hydra usually has 1d+4 functional heads, but can only attack with three of them at the same time. It still can perform only a single mental maneuver on its turn. In addition, the hydra can track as many targets at it has heads, applying benefits of Aim or Evaluate against all of the targets. The hydra cannot suffer more than 2 x (its HP/number of heads) points of injury from any single attack to its head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill the hydra simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head. The hydra’s necks are very long, granting it better reach with bite attacks, but providing a +3 bonus to attacks against them. If one of the heads is destroyed, two more will grow in its place, unless the attacker applies fire or acid to the wound before the heads grow back, or if the head was destroyed by an acid or fire attack. In the unlikely case of a player character hydra, the hydra must have enough unspent points to immediately buy the Extra Head (p. B54) advantage. The heads grow back in time it takes the hydra to heal to full HP (a hydra regenerates at a rate of 1 HP per second). The hydra is immune to shock, physical stun, knockout. As long as it has 0 or more HP, it is also immune to crippling injuries, and has its full Move. Below 0 HP, it is an half Move, and can be crippled, but it won’t die unless certain conditions are met. The hydra dies when all its heads are destroyed and cauterized, or it is reduced to – 10xHP by wounds to the body. In the latter case, the heads may continue writhing and lashing out for some time.

Traits: Amphibious; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Extra Legs (Four Legs); Horizontal; Infravision; Long Neck 3; Night Vision 5; No Fine Manipulators; Peripheral Vision; Wild Animal. Skills: Brawling-13; Survival (Swampland)-12; Tracking-12. Creature Type: Magical Beast.

Notes: Size 16 hexes; Weight 4,000 lbs.

Pyrohydra [Monster Manual, page 156]

571 points Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+10 [50]; Per+10 [50]. Advantages: Amphibious [10]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 [60]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Night Vision 5 [5]; Peripheral Vision [15]; Regeneration (Very Fast) [100]; Regrowth (Doubling, Heads Only; Bane, Acid or Cold, -50%) [30]; Supernatural Durability (Variant) [150]; Temperature Tolerance 3 (Hot) [3]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire [60]: 5 x Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [12]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Features: Long Neck 3 [0]. Notes: Size 16 hexes; Weight 4,000 lbs. Creature Type: Magical Beast (Fire).

Knowing Your Own Strength [690] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+18 [180] Add HP+7 [14]

Typical Stats ST: 35 (KYOS: 28) HP: 35 Speed: 6 DX: 11 Will: 12 Move: 6 ground, 6 water IQ: 2 Per: 12 HT: 13 FP: 13 SM: +3 Dodge: 10 Parry: N/A DR: 3 (tough skin), 20 (vs. fire) Fangs (13): 4d+2 impaling (KYOS: 7d+2 impaling). Reach C-2. Breathe Fire (13): 2d burning, costs 1 FP, takes 5 seconds to recharge per head. Range 2/20, width 1 yard. Regeneration: A pyrohydra usually has 1d+4 functional heads, but can only attack with three of them at the same time. It still can perform only a single mental maneuver on its turn. In addition, the pyrohydra can track as many targets at it has heads, applying benefits of Aim or Evaluate against all of the targets. The pyrohydra cannot suffer more than 2 x (its HP/number of heads) points of injury from any single attack to its head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill the pyrohydra simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head. The pyrohydra’s necks are very long, granting it better reach with bite attacks, but providing a +3 bonus to attacks against them. If one of the heads is destroyed, two more will grow in its place, unless the attacker applies cold or acid to the wound before the heads grow back, or if the head was destroyed by an acid or cold attack. In the unlikely case of a player character pyrohydra, the pyrohydra must have enough unspent points to immediately buy the Extra Head (p. B54) advantage and one instance of its Breath Fire ability. The heads grow back in time it takes the pyrohydra to heal to full HP (a pyrohydra regenerates at a rate of 1 HP per second). The pyrohydra is immune to shock, physical stun, knockout. As long as it has 0 or more HP, it is also immune to crippling injuries, and has its full Move. Below 0 HP, it is an half Move, and can be crippled, but it won’t die unless certain conditions are met. The pyrohydra dies when all its heads are destroyed and cauterized, or it is reduced to – 10xHP by wounds to the body. In the latter case, the heads may continue writhing and lashing out for some time.

Traits: Amphibious; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Extra Legs (Four Legs); Horizontal; Immunity to Noxious Fire Effects; Infravision; Long Neck 3; Night Vision 5; No Fine Manipulators; Peripheral Vision; Temperature Tolerance 3 (Hot); Wild Animal. Skills: Brawling-13; Innate Attack (Breath)-13; Survival (Swampland)-12; Tracking-12. Creature Type: Magical Beast (Fire). Notes: Size 16 hexes; Weight 4,000 lbs.

Cryohydra [Monster Manual, page 157]

566 points Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Will+10 [50]; Per+10 [50]. Advantages: Amphibious [10]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 [60]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Night Vision 5 [5]; Peripheral Vision [15]; Regeneration (Very Fast) [100]; Regrowth (Doubling, Heads Only; Bane, Acid or Fire, -50%) [30]; Supernatural Durability (Variant) [150]; Temperature Tolerance 3 (Cold) [3]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breathe Cold [55]: 5 x Burning Attack 2d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Magical, -10%; No Incendiary, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [11]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. Features: Long Neck 3 [0]. Notes: Size 16 hexes; Weight 4,000 lbs. Creature Type: Magical Beast (Cold).

Knowing Your Own Strength [685] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+18 [180] Add HP+7 [14]

Typical Stats ST: 35 (KYOS: 28) HP: 35 Speed: 6 DX: 11 Will: 12 Move: 6 ground, 6 water IQ: 2 Per: 12 HT: 13 FP: 13 SM: +3 Dodge: 10 Parry: N/A DR: 3 (tough skin), 20 (vs. cold) Fangs (13): 4d+2 impaling (KYOS: 7d+2 impaling). Reach C-2. Breathe Cold (13): 2d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge per head. Range 2/20, width 1 yard. Regeneration: A cryohydra usually has 1d+4 functional heads, but can only attack with three of them at the same time. It still can perform only a single mental maneuver on its turn. In addition, the cryohydra can track as many targets at it has heads, applying benefits of Aim or Evaluate against all of the targets. The cryohydra cannot suffer more than 2 x (its HP/number of heads) points of injury from any single attack to its head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill the cryohydra simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head. The cryohydra’s necks are very long, granting it better reach with bite attacks, but providing a +3 bonus to attacks against them. If one of the heads is destroyed, two more will grow in its place, unless the attacker applies fire or acid to the wound before the heads grow back, or if the head was destroyed by an acid or fire attack. In the unlikely case of a player character pyrohydra, the cryohydra must have enough unspent points to immediately buy the Extra Head (p. B54) advantage and one instance of its Breath Cold ability. The heads grow back in time it takes the cryohydra to heal to full HP (a pyrohydra regenerates at a rate of 1 HP per second). The cryohydra is immune to shock, physical stun, knockout. As long as it has 0 or more HP, it is also immune to crippling injuries, and has its full Move. Below 0 HP, it is an half Move, and can be crippled, but it won’t die unless certain conditions are met. The cryohydra dies when all its heads are destroyed and cauterized, or it is reduced to – 10xHP by wounds to the body. In the latter case, the heads may continue writhing and lashing out for some time.

Traits: Amphibious; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Extra Legs (Four Legs); Horizontal; Immunity to Noxious Fire Effects; Infravision; Long Neck 3; Night Vision 5; No Fine Manipulators; Peripheral Vision; Temperature Tolerance 3 (Cold); Wild Animal. Skills: Brawling-13; Innate Attack (Breath)-13; Survival (Swampland)-12; Tracking-12. Creature Type: Magical Beast (Cold). Notes: Size 16 hexes; Weight 4,000 lbs.

Posted by Enraged Eggplant at 16:41:00 Saturday, 21 April 2018 Monster: Wyvern

Monster: Wyvern A sapient, but bestial dragon on two legs. Has a poisonous stinger.

Wyvern [Monster Manual, page 259]

211 points Attribute Modifiers: ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [64]; IQ-3 [-60]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; Will+3 [15]; Per+3 [15]; FP+2 [6]; Basic Move +1 [5]. Advantages: Discriminatory Smell [15]; DR 4 [20]; Extended Lifespan 1 [2]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Nictitating Membrane 2 [2]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Stinger: Striker (Impaling; Cannot Parry, -40%) [5]. Poison: Toxic Attack 1d-1 (Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up, Stinger, +0%; Resistible, HT-2, -20%; Symptoms, 1/2 HP, -3 HT, +30%) [6]. Disadvantages: Bestial [-10]; No Fine Manipulators [-30]. Perks: Scales [1]. Notes: Size 4 hexes. Creature Type: Dragon.

Knowing Your Own Strength [307] Replace ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [64] with ST+16 [160]

Typical Stats ST: 26 HP: 26 Speed: 6 DX: 10 Will: 10 Move: 6 land, 12 air (cannot hover) IQ: 7 Per: 10 HT: 14 FP: 16 SM: +2 Dodge: 9 Parry: N/A DR: 4 Sharp Claws (14): 3d cutting (KYOS: 6d-1 cutting), Reach C-1. Can only use claws when flying. Sharp Teeth (14): 3d-1 cutting (KYOS: 5d+2 cutting), Reach C. Stinger (14): 4d-1 impaling (KYOS: 7d-1 impaling) plus follow-up 1d-1 toxic (5 1-minute cycles, resisted by HT-2, -3 HT after loss of 1/2 HP). Reach C-1.

Traits: Bestial; Discriminatory Smell; Extended Lifespan 1; Extra Attack 1; High Pain Threshold; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 2; Night Vision 5; No Fine Manipulators; Peripheral Vision; Scales. Skills: Brawling-14. Notes: Size 4 hexes. Creature Type: Dragon.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 2 April 2018 Monster: Black Dragon

Monster: Black Dragon Black dragons live in the swamps, breathe acid, and backstab each other. I have decided to stat them up, because one of the characters in the game I'm hosting soon is going to hatch a black dragon egg. The racial template is for the adult age category.

Black Dragon [Monster Manual, page 70]

915 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%) [3]; Terror (Presence, +25%) [38]; Temperature Tolerance 2 (Hot) [2]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breathe Acid: Corrosion Attack 8d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [100]. Spell-Like Abilities (Alternative Abilities) [72]: Blackout 2 [46/5=10]; Foul Water [62]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Water).

Knowing Your Own Strength [846] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 4 water, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs acid) Horns (10): 1d-3 impaling (KYOS: 1d-5 impaling), Reach C, only straight ahead. Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breathe Acid (10): 1d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Swamp)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Water).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs acid) Horns (10): 1d+2 impaling, Reach C, only straight ahead. Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breathe Acid (10): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Swamp)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Water).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs acid) Horns (11): 3d impaling (KYOS: 3d-1 impaling), Reach C, only straight ahead. Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breathe Acid (11): 4d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Swamp)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Water).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs acid) Horns (12): 6d+2 impaling (KYOS: 6d impaling), Reach C, only straight ahead. Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breathe Acid (12): 6d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Spell-Like Ability: Blackout 1 (12).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Survival (Swamp)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Water).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs acid) Horns (13): 8d+2 impaling (KYOS: 7d-1 impaling), Reach C, only straight ahead. Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breathe Acid (13): 7d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Blackout 2 (13).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Swamp)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Water).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs acid) Horns (14): 13d impaling (KYOS: 9d-1 impaling), Reach C, only straight ahead. Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breathe Acid (14): 8d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Blackout 2 (14); Foul Water (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Swamp)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Water).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs acid) Horns (14): 14d impaling (KYOS: 11d-1 impaling), Reach C, only straight ahead. Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breathe Acid (14): 9d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Blackout 2 (14); Foul Water (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Swamp)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Horns (15): 17d+1 impaling (KYOS: 11d+2 impaling), Reach C, only straight ahead. Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breathe Acid (15): 10d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Blackout 2 (15); Foul Water (15); Plant Growth (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Swamp)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Horns (15): 19d-1 impaling (KYOS: 12d+2 impaling), Reach C, only straight ahead. Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (15): 11d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Blackout 2 (15); Foul Water (15); Plant Growth (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Swamp)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs acid) Horns (16): 20d+2 impaling (KYOS: 13d+2 impaling), Reach C, only straight ahead. Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (16): 12d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Acid Fog 2 (16); Blackout 2 (16); Foul Water (16); Plant Growth (16).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-16; Innate Attack (Beam)-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Swamp)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs acid) Horns (17): 23d+2 impaling (KYOS: 14d impaling), Reach C, only straight ahead. Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breathe Acid (17): 13d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Acid Fog 2 (17); Blackout 2 (17); Foul Water (17); Plant Growth (17).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-17; Innate Attack (Beam)-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Swamp)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs acid) Horns (18): 25d impaling (KYOS: 14d+1 impaling), Reach C, only straight ahead. Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (18): 14d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Acid Fog 2 (18); Animal Control (19) – see GURPS Thaumatology – Sorcery, p. 13. Blackout 2 (18); Foul Water (18); Plant Growth (18).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater; Temperature Tolerance 2 (Hot). Skills: Brawling-18; Innate Attack (Beam)-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Swamp)-18. Notes: Length 90 feet. Weight 200,000 lbs.

Creature Type: Dragon (Water).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 28 July 2018 Monster: Blue Dragon

Monster: Blue Dragon A desert-dwelling electric dragon with illusion powers.

Blue Dragon [Monster Manual, page 72]

855 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Mimicry [10]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%) [3]; Terror (Presence, +25%) [38]; Temperature Tolerance 2 (Hot) [2]; Tunneling (Move 3) [45]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Breathe Electricity: Burning Attack 8d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [76]. Spell-Like Abilities (Alternative Abilities) [14]: Create Water 1 [6/5=2]; Destroy Water 1 [6/5=2]; Voices 1 [10]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Earth).

Knowing Your Own Strength [786] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 3 burrow, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs electricity) Horns (10): 1d-3 impaling (KYOS: 1d-5 impaling), Reach C, only straight ahead. Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breathe Electricity (10): 1d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Spell-Like Abilities (Alternative Abilities): Create Water 1 (9); Destroy Water 1 (9).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Desert)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Earth).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs electricity) Horns (10): 1d+2 impaling, Reach C, only straight ahead. Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breathe Electricity (10): 2d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Spell-Like Abilities (Alternative Abilities): Create Water 1 (9); Destroy Water 1 (9).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Desert)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Earth).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs electricity) Horns (11): 3d impaling (KYOS: 3d-1 impaling), Reach C, only straight ahead. Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breathe Electricity (11): 4d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Spell-Like Abilities (Alternative Abilities): Create Water 1 (10); Destroy Water 1 (10).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Desert)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Earth).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs electricity) Horns (12): 6d+2 impaling (KYOS: 6d impaling), Reach C, only straight ahead. Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breathe Electricity (12): 6d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Spell-Like Abilities (Alternative Abilities): Create Water 1 (10); Destroy Water 1 (10).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Mimicry; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Survival (Desert)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Earth).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs electricity) Horns (13): 8d+2 impaling (KYOS: 7d-1 impaling), Reach C, only straight ahead. Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breathe Electricity (13): 7d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (11); Destroy Water 1 (11). Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Desert)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Earth).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs electricity) Horns (14): 13d impaling (KYOS: 9d-1 impaling), Reach C, only straight ahead. Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breathe Electricity (14): 8d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (12); Destroy Water 1 (12); Voices 1 (12).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Desert)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Earth).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs electricity) Horns (14): 14d impaling (KYOS: 11d-1 impaling), Reach C, only straight ahead. Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breathe Electricity (14): 9d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (13); Destroy Water 1 (13); Voices 1 (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Desert)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 3 burrow, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs electricity) Horns (15): 17d+1 impaling (KYOS: 11d+2 impaling), Reach C, only straight ahead. Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breathe Electricity (15): 10d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (14); Destroy Water 1 (14); Perfect Illusion 1 (14); Voices 1 (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Mimicry; Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Desert)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 3 burrow, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs electricity) Horns (15): 19d-1 impaling (KYOS: 12d+2 impaling), Reach C, only straight ahead. Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breathe Electricity (15): 11d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (14); Destroy Water 1 (14); Perfect Illusion 1 (14); Voices 1 (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Mimicry; Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Desert)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs electricity) Horns (16): 20d+2 impaling (KYOS: 13d+2 impaling), Reach C, only straight ahead. Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breathe Electricity (16): 12d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Acid Fog 2 (15); Blackout 2 (15); Foul Water (15); Plant Growth (15).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Mimicry; Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-16; Innate Attack (Beam)-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Desert)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Earth). Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs electricity) Horns (17): 23d+2 impaling (KYOS: 14d impaling), Reach C, only straight ahead. Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breathe Electricity (17): 13d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (16); Destroy Water 1 (16); Perfect Illusion 3 (16); Voices 1 (16).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Mimicry; Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-17; Innate Attack (Beam)-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Desert)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs electricity) Horns (18): 25d impaling (KYOS: 14d+1 impaling), Reach C, only straight ahead. Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breathe Electricity (18): 14d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Create Water 1 (17); Destroy Water 1 (17); Perfect Illusion 7 (17); Voices 3 (17).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Mimicry; Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 2 (Hot). Skills: Brawling-18; Innate Attack (Beam)-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Desert)-18. Notes: Length 90 feet. Weight 200,000 lbs.

Creature Type: Dragon (Earth).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 13 September 2018 Monster: Brass Dragon

Monster: Brass Dragon I've already converted all the chromatic dragons from D&D 3.5 Monster Manual, and now it's time to tackle the metallic dragons.

Brass Dragon [Monster Manual, page 79]

895 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Mimicry [10]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Reduced Consumption 3 [6]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38]; Temperature Tolerance 2 (Hot) [2]; Tunneling (Move 3) [45]; Universal Digestion [5]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breath Weapon (Alternative Abilities) [70]: Breathe Fire: Burning Attack 8d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [62]. Breathe Sleep Gas: Affliction 1 (Will; Based on Will, +20%; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%; Reduced Duration, 1/6, -15%; Respiratory Agent, +50%; Sleep, +150%) [36/5=8]. Spell-Like Abilities (Alternative Abilities) [87]: Beast Speech [22/5=5]; Endure Elements 1 [18/5=4]; Suggestion [78]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]; Vulnerability (Cold, x2) [-30]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Fire).

Knowing Your Own Strength [826] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 3 burrow, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs fire) Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (10): 1d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Spell-Like Ability: Beast Speech.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Desert)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Fire).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs fire) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (10): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Spell-Like Ability: Beast Speech.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Desert)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Fire).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs fire) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (11): 4d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (11): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Spell-Like Ability: Beast Speech.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Desert)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Fire).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 3 burrow, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs fire) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (12): 6d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (12): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (12).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Mimicry; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Survival (Desert)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Fire).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs fire) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (13): 7d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (13): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Desert)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Fire).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs fire) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (14): 8d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (14); Suggestion (12).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Desert)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Fire).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 3 burrow, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs fire) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (14): 9d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (14); Suggestion (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Mimicry; Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Desert)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 3 burrow, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (15): 10d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (15); Suggestion (14); Wind (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Mimicry; Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Desert)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 3 burrow, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (15): 11d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (15); Suggestion (14); Wind (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Mimicry; Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Desert)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs fire) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (16): 12d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (16): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (16); Suggestion (15); Weather Dome 1 (15) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind (15). Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Mimicry; Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Desert)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs fire) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (17): 13d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (17): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (17); Suggestion (16); Weather Dome 1 (16) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind (16).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Mimicry; Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Desert)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 3 burrow, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs fire) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. They both share their recharge period. Breathe Fire (18): 14d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Sleep Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Beast Speech; Endure Elements 1 (18); Planar Summons (Elemental Plane of Air) (19); Suggestion (17); Weather Dome 1 (17) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind (17).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Mimicry; Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Scales; Short Arms; Temperature Tolerance 2 (Hot); Universal Digestion; Vulnerability (Cold, x2). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Desert)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Fire).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 14 September 2018 Monster: Bronze Dragon

Monster: Bronze Dragon And here's the bronze dragon.

Bronze Dragon [Monster Manual, page 80]

909 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [4]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Terror (Presence, +25%) [38]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Breath Weapon (Alternative Abilities) [84]: Breathe Electricity: Burning Attack 8d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [76]. Breathe Repulsion Gas: Affliction 1 (Will; Based on Will, +20%; Cone, 5 yards, +100%; Disadvantage, Dread (Dragon; Very Common, x3, 11 yards), +60%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%; Reduced Duration, 1/6, -15%; Respiratory Agent, +50%) [37/5=8]. Spell-Like Abilities (Alternative Abilities) [54]: Alter Body (Any animal or humanoid form) [18/5=4]; Beast Speech [22/5=5]; Create Food 1 [40]; Create Water 1 [6/5=2]; Fog Cloud 1 [13/5=3]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Water).

Knowing Your Own Strength [840] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 4 water, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs electricity) Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (10): 1d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Spell-Like Ability: Beast Speech.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Bank)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Water).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs electricity) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (10): 2d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Spell-Like Ability: Beast Speech.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Bank)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Water).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs electricity) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (11): 4d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (11): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Bank)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Water).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs electricity) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (12): 6d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (12): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-12; Innate Attack (Gaze)-12; Survival (Bank)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Water).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs electricity) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (13): 7d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (13): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-13; Innate Attack (Gaze)-13; Survival (Bank)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Water).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs electricity) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (14): 8d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (12); Create Water 1 (12); Fog Cloud 1 (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Bank)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Water).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs electricity) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (14): 9d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (13); Create Water 1 (13); Fog Cloud 1 (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Bank)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs electricity) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (15): 10d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (14); Create Water 1 (14); Fog Cloud 1 (15); Mind-Reading (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Bank)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs electricity) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (15): 11d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (14); Create Water 1 (14); Fog Cloud 1 (15); Mind-Reading (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Bank)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs electricity) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (16): 12d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (16): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (15); Create Water 1 (15); Fog Cloud 1 (16); Mind-Reading (15); Shape Water 1 (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Bank)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs electricity) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (17): 13d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (17): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (16); Create Water 1 (16); Fog Cloud 1 (17); Mind-Reading (16); Shape Water 1 (16).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Bank)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Water).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs electricity) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A bronze dragon has two types of breath weapon, a line of lightning and a cone of repulsion gas. They both share their recharge period. Breathe Electricity (18): 14d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. Breathe Repulsion Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the dragon for 10 seconds times margin of failure. If outside forces bring the victim and the dragon closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he you cannot put at least 11 yards of distance between himself and the dragon, this ability will render him helpless! Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Beast Speech; Create Food 1 (17); Create Water 1 (17); Fog Cloud 1 (18); Mind-Reading (17); Shape Water 1 (17); Weather Dome 1 (17) – GURPS Sorcery – Protection and Warning Spells, page 14.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater. Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Bank)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Water).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 15 September 2018 Monster: Copper Dragon

Monster: Copper Dragon And here the copper dragon.

Copper Dragon [Monster Manual, page 82]

872 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Clinging [20]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38]; Universal Digestion (Matter Eater, +300%) [20]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breath Weapon (Alternative Abilities) [105]: Breathe Acid: Corrosion Attack 8d (Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [100]. Breathe Slowing Gas: Affliction 1 (HT; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%; Reduced Duration, 1/6, -15%; Respiratory Agent, +50%; Slower Move, 0.4x, +40%) [23/5=5]. Spell-Like Abilitiy: Shape Earth 1 [19]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Earth).

Knowing Your Own Strength [803] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs acid) Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (10): 1d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure.

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Mountain)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Earth).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs acid) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (10): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Traits: Bad Grip 2; Clinging; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Mountain)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Earth).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs acid) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (11): 4d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (11): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure.

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Mountain)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Earth).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs acid) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (12): 6d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (12): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure.

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-12; Innate Attack (Breath)-12; Survival (Mountain)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Earth).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs acid) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (13): 7d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (13): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour.

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-13; Innate Attack (Breath)-13; Survival (Mountain)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Earth).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs acid) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (14): 8d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Shape Earth 1 (12).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-14; Innate Attack (Breath)-14; Survival (Mountain)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Earth).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs acid) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (14): 9d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Shape Earth 1 (13).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-14; Innate Attack (Breath)-14; Survival (Mountain)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (15): 10d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Earth to Stone 3 (14); Shape Earth 1 (14); Stone to Earth 3 (14).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-15; Innate Attack (Breath)-15; Survival (Mountain)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (15): 11d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Earth to Stone 3 (14); Shape Earth 1 (14); Stone to Earth 3 (14).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-15; Innate Attack (Breath)-15; Survival (Mountain)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs acid) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (16): 12d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (16): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Earth to Stone 3 (15); Shape Earth 1 (15); Stone to Earth 3 (15); Wall of Stone 1 (16).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Mountain)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs acid) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (17): 13d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (17): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Earth to Stone 3 (16); Shape Earth 1 (16); Stone to Earth 3 (16); Wall of Stone 1 (17).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Mountain)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Earth).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs acid) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A copper dragon has two types of breath weapon, a line of acid and a cone of slowing gas. They both share their recharge period. Breathe Acid (18): 14d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Breathe Slowing Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Terrain 1 (17); Earth to Stone 3 (17); Shape Earth 1 (17); Stone to Earth 3 (17); Wall of Stone 1 (18).

Traits: Bad Grip 2; Clinging; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Universal Digestion (Matter Eater). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Mountain)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Earth).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 17 September 2018 Monster: Gold Dragon

Monster: Gold Dragon And here's the last of the metallic dragons and the most powerful one. Also, a Sorcery spell.

Seek Gems Keywords: Information. Full Cost: 21 points or 31 points. Casting Roll: Per. Use IQ for analysis. Range: Unlimited. Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest gem. The basic (21- point) version of this spell takes standard range penalties. The improved (31-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the gem, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a ruby” or “it’s a 24 carat diamond”). Any known gems may be excluded if the caster mentions them before casting. Statistics: Detect Gems (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21]. The improved version adds Long-Range 1 (+50%) [+10].

Gold Dragon [Monster Manual, page 84]

798 points Attribute Modifiers: ST+72 (Size Modifier, -60%) [288]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+6; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Terror (Presence, +25%) [38]; Temperature Tolerance 5 (Hot) [5]; Universal Digestion (Matter Eater, +300%) [20]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breath Weapon (Alternative Abilities) [75]: Breathe Fire: Burning Attack 9d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [70]. Breathe Weakening Gas: Affliction 1 (HT; Attribute Penalty, ST-5, +25%; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%; Reduced Duration, 1/6, -15%; Respiratory Agent, +50%) [22/5=5]. Spell-Like Abilities (Alternative Abilities) [35]: Alter Body (Any animal or humanoid form) [18/5=4]; Bless [26]; Seek Gems [21/5=5]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]; Vulnerability (Cold, x2) [-30]. Perks: Scales [1]. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Fire).

Knowing Your Own Strength [798] Replace ST+72 (Size Modifier, -60%) [288] with ST+25 [250] Add HP+19 [38]

Typical Stats – Wyrmling ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5 DX: 10 Will: 10 Move: 5 land, 5 water, 9 air (cannot hover) IQ: 8 Per: 10 HT: 12 FP: 14 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs fire) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (10): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Plains)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Fire). Typical Stats – Very Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.5 DX: 10 Will: 11 Move: 5 land, 5 water, 9 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs fire) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (11): 4d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (11): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Plains)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Fire).

Typical Stats – Young ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.5 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs fire) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (12): 6d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (12): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-12; Innate Attack (Breath)-12; Survival (Plains)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Fire).

Typical Stats – Juvenile ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 5.75 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 16 SM: +5 Dodge: 8 Parry: N/A DR: 5, 20 (vs fire) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (13): 7d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (13): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (13).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Plains)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Fire). Typical Stats – Young Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs fire) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (14): 8d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Plains)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Fire).

Typical Stats – Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 14 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 12 Per: 14 HT: 15 FP: 19 SM: +6 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs fire) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (14): 9d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (14); Seek Gems (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Plains)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Mature Adult ST: 100 (KYOS: 38) HP: 100 (KYOS 69) Speed: 6.5 DX: 10 Will: 14 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 12 Per: 14 HT: 16 FP: 20 SM: +6 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (15): 10d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (15); Seek Gems (14). Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Plains)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 15 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 21 SM: +7 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (15): 11d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (15); Lesser Geas (15) – GURPS Thaumatology – Sorcery, page 21; Seek Gems (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Plains)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Very Old ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.5 DX: 10 Will: 15 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 22 SM: +7 Dodge: 8 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs fire) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (16): 12d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (16): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (16); Lesser Geas (15) – GURPS Thaumatology – Sorcery, page 21; Seek Gems (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Plains)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Ancient ST: 140 (KYOS: 44) HP: 140 (KYOS: 108) Speed: 7 DX: 10 Will: 16 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 23 SM: +7 Dodge: 8 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs fire) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Frost (17): 13d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (17): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (17); Lesser Geas (16) – GURPS Thaumatology – Sorcery, page 21; Seek Gems (16); Sunburst (2) 1 (17).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Innate Attack (Projectile)-17; Survival (Plains)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 16 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 24 SM: +7 Dodge: 8 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs fire) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (18): 14d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (18); Lesser Geas (16) – GURPS Thaumatology – Sorcery, page 21; Seek Gems (16); Sunburst (2) 1 (18).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Innate Attack (Projectile)-18; Survival (Plains)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Great Wyrm ST: 220 (KYOS: 54) HP: 220 (KYOS: 217) Speed: 7 DX: 10 Will: 17 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 26 SM: +8 Dodge: 8 Parry: N/A DR: 12, 12 (not vs magic), 20 (vs fire) Sharp Claws (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Sharp Teeth (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Wing (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack side hexes. Tail (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack back hexes. Breath Weapon: A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. They both share their recharge period. Breathe Fire (18): 16d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Weakening Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Bless (18); Divination (15) – GURPS Thaumatology – Sorcery, page 19; Lesser Geas (17) – GURPS Thaumatology – Sorcery, page 21; Seek Gems (17); Sunburst (2) 1 (18).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 5 (Improved); Nictitating Membrane 12; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Short Arms; Speak Underwater; Temperature Tolerance 5 (Hot); Universal Digestion (Matter Eater); Vulnerability (Cold, x2). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Innate Attack (Projectile)-18; Survival (Plains)-18. Notes: Length 120 feet. Weight 1,280,000 lbs. Creature Type: Dragon (Fire).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Friday, 27 July 2018 Monster: Green Dragon

Monster: Green Dragon Here's the third chromatic dragon from Monster Manual.

Green Dragon [Monster Manual, page 74]

932 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Terror (Presence, +25%) [38]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Breathe Acid: Corrosion Attack 7d (Cone, 5 yard, +100%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [116]. Spell-Like Abilities: Suggestion [78]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Air).

Knowing Your Own Strength [863] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 11 Move: 4 land, 4 water, 7 air (cannot hover) IQ: 9 Per: 11 HT: 11 FP: 13 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs acid) Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breathe Acid (10): 1d-1 corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Woodlands)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Air).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs acid) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breathe Acid (10): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; FHigh Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Woodlands)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Air).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs acid) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breathe Acid (11): 4d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Woodlands)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Air).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.75 DX: 10 Will: 12 Move: 6 land, 6 water, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 17 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs acid) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breathe Acid (12): 5d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Survival (Woodlands)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Air).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 6 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs acid) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breathe Acid (13): 6d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour.

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Woodlands)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Air).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 14 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 12 Per: 14 HT: 14 FP: 18 SM: +5 Dodge: 9 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs acid) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breathe Acid (14): 7d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Suggestion (13).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Woodlands)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Air).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 15 Move: 7 land, 7 water, 13 air (cannot hover) IQ: 13 Per: 15 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs acid) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breathe Acid (14): 8d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Suggestion (13).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Woodlands)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Air).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS: 69) Speed: 6.25 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 15 FP: 19 SM: +6 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breathe Acid (15): 9d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Plant Growth (15); Suggestion (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Woodlands)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Air).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 16 Move: 8 land, 8 water, 15 air (cannot hover) IQ: 14 Per: 16 HT: 16 FP: 20 SM: +7 Dodge: 9 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (15): 10d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Plant Growth (15); Suggestion (14).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Woodlands)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Air).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.75 DX: 10 Will: 17 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 23 SM: +7 Dodge: 9 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs acid) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (16): 11d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Charm (15); Plant Growth (16); Suggestion (15).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Woodlands)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Air).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYPS: 108) Speed: 7 DX: 10 Will: 18 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 16 Per: 18 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs acid) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breathe Acid (17): 12d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Charm (16); Plant Growth (17); Suggestion (16).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Woodlands)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Air).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 19 Move: 9 land, 9 water, 17 air (cannot hover) IQ: 17 Per: 19 HT: 18 FP: 24 SM: +7 Dodge: 10 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs acid) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breathe Acid (18): 13d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Charm (17); Plant Control 6; Plant Growth (18); Suggestion (17).

Traits: Amphibious; Bad Grip 2; Doesn’t Breathe (Gills); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Pressure Support 1; Scales; Sealed (Acid-Resistant Only); Short Arms; Speak Underwater. Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Woodlands)-18. Notes: Length 90 feet. Weight 200,000 lbs.

Creature Type: Dragon (Air). Friday, 17 August 2018 Monster: Red Dragon

Monster: Red Dragon Here we have the last chromatic dragon - the red dragon, the biggest and the most powerful one. Magical abilities do not seem powerful, but physically this is a monster.

Red Dragon [Monster Manual, page 75]

726 points Attribute Modifiers: ST+72 (Size Modifier, -60%) [288]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+6; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38]; Temperature Tolerance 5 (Hot) [5]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Breathe Fire: Burning Attack 9d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [70]. Spell-Like Ability: Seeker [18]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]; Vulnerability (Cold, x2) [-30]. Perks: Scales [1]. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Fire).

Knowing Your Own Strength [726] Replace ST+72 (Size Modifier, -60%) [288] with ST+25 [250] Add HP+19 [38]

Typical Stats – Wyrmling ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5 DX: 10 Will: 10 Move: 5 land, 9 air (cannot hover) IQ: 8 Per: 10 HT: 12 FP: 14 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs fire) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breathe Fire (10): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Mountains)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Fire).

Typical Stats – Very Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.5 DX: 10 Will: 11 Move: 5 land, 9 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs fire) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breathe Fire (11): 4d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Mountains)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Fire).

Typical Stats – Young ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.5 DX: 10 Will: 12 Move: 6 land, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs fire) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breathe Fire (12): 6d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-12; Innate Attack (Breath)-12; Survival (Mountains)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Fire).

Typical Stats – Juvenile ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 5.75 DX: 10 Will: 13 Move: 7 land, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 16 SM: +5 Dodge: 8 Parry: N/A DR: 5, 20 (vs fire) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breathe Fire (13): 7d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Seeker (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-13; Innate Attack (Breath)-13; Survival (Mountains)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Fire).

Typical Stats – Young Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 13 Move: 7 land, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs fire) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breathe Fire (14): 8d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Seeker (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Survival (Mountains)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Fire).

Typical Stats – Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 14 Move: 7 land, 13 air (cannot hover) IQ: 12 Per: 14 HT: 15 FP: 19 SM: +6 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs fire) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breathe Fire (14): 9d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Seeker (14). Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-14; Innate Attack (Breath)-14; Survival (Mountains)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Mature Adult ST: 100 (KYOS: 38) HP: 100 (KYOS 69) Speed: 6.5 DX: 10 Will: 14 Move: 8 land, 15 air (cannot hover) IQ: 12 Per: 14 HT: 16 FP: 20 SM: +6 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breathe Fire (15): 10d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Seeker (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Survival (Mountains)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 15 Move: 8 land, 15 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 21 SM: +7 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs fire) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breathe Fire (15): 11d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Seeker (15); Suggestion (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Survival (Mountains)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Very Old ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.5 DX: 10 Will: 15 Move: 9 land, 17 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 22 SM: +7 Dodge: 8 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs fire) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breathe Fire (16): 12d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Seeker (15); Suggestion (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-16; Innate Attack (Breath)-16; Survival (Mountains)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Ancient ST: 140 (KYOS: 44) HP: 140 (KYOS: 108) Speed: 7 DX: 10 Will: 16 Move: 9 land, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 23 SM: +7 Dodge: 8 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs fire) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breathe Frost (17): 13d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Seeker (16); Suggestion (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-17; Innate Attack (Breath)-17; Survival (Mountains)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 16 Move: 9 land, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 24 SM: +7 Dodge: 8 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs fire) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breathe Fire (18): 14d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Pathfinder (14); Seeker (16); Suggestion (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Mountains)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Fire).

Typical Stats – Great Wyrm ST: 220 (KYOS: 54) HP: 220 (KYOS: 217) Speed: 7 DX: 10 Will: 17 Move: 9 land, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 26 SM: +8 Dodge: 8 Parry: N/A DR: 12, 12 (not vs magic), 20 (vs fire) Sharp Claws (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Sharp Teeth (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Wing (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack side hexes. Tail (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack back hexes. Breathe Fire (18): 16d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Know Location; Pathfinder (15); Seeker (19); Suggestion (15).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Fire Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 5 (Improved); Nictitating Membrane 12; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Mountains)-18. Notes: Length 120 feet. Weight 1,280,000 lbs. Creature Type: Dragon (Fire).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 16 September 2018 Monster: Silver Dragon

Monster: Silver Dragon And here's the silver dragon, as big as the red one.

Silver Dragon [Monster Manual, page 86]

824 points Attribute Modifiers: ST+72 (Size Modifier, -60%) [288]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+6; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38]; Temperature Tolerance 5 (Cold) [5]; Walk on Air (Magical, -10%; Specific, Water Vapor, -40%) [10]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breath Weapon (Alternative Abilities) [73]: Breathe Cold: Burning Attack 9d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [66]. Breathe Paralyzing Gas: Affliction 1 (HT; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%; Paralysis, +150%; Reduced Duration, 1/30, -30%; Respiratory Agent, +50%) [33/5=7]. Spell-Like Abilities (Alternative Abilities) [35]: Alter Body (Any animal or humanoid form) [18/5=4]; Feather Fall [28]; Fog Cloud 1 [13/5=3]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]; Vulnerability (Fire, x2) [-30]. Perks: Scales [1]. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Cold).

Knowing Your Own Strength [824] Replace ST+72 (Size Modifier, -60%) [288] with ST+25 [250] Add HP+19 [38]

Typical Stats – Wyrmling ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5 DX: 10 Will: 10 Move: 5 land, 9 air (cannot hover) IQ: 8 Per: 10 HT: 12 FP: 14 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs acid and cold) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (10): 2d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (10): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Mountains)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Cold).

Typical Stats – Very Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.5 DX: 10 Will: 11 Move: 5 land, 9 air (cannot hover) IQ: 9 Per: 11 HT: 12 FP: 15 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs acid and cold) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (11): 4d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (11): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Mountains)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Cold).

Typical Stats – Young ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.5 DX: 10 Will: 12 Move: 6 land, 11 air (cannot hover) IQ: 10 Per: 12 HT: 13 FP: 16 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs acid and cold) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (12): 6d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (12): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Spell-Like Ability: Alter Body (Any animal or humanoid form).

Traits: Bad Grip 2; Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-12; Innate Attack (Breath)-12; Survival (Mountains)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Cold).

Typical Stats – Juvenile ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 5.75 DX: 10 Will: 13 Move: 7 land, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 16 SM: +5 Dodge: 8 Parry: N/A DR: 5, 20 (vs acid and cold) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (13): 7d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (13): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Mountains)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Cold).

Typical Stats – Young Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 13 Move: 7 land, 13 air (cannot hover) IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs acid and cold) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (14): 8d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Mountains)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Cold).

Typical Stats – Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 14 Move: 7 land, 13 air (cannot hover) IQ: 12 Per: 14 HT: 15 FP: 19 SM: +6 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs acid and cold) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (14): 9d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (14): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (14); Fog Cloud 1 (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Mountains)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Mature Adult ST: 100 (KYOS: 38) HP: 100 (KYOS 69) Speed: 6.5 DX: 10 Will: 14 Move: 8 land, 15 air (cannot hover) IQ: 12 Per: 14 HT: 16 FP: 20 SM: +6 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid and cold) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (15): 10d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (15); Fog Cloud 1 (15).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Mountains)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 15 Move: 8 land, 15 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 21 SM: +7 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs acid and cold) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (15): 11d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (15): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (15); Fog Cloud 1 (15); Wind 1 (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Mountains)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Very Old ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.5 DX: 10 Will: 15 Move: 9 land, 17 air (cannot hover) IQ: 13 Per: 15 HT: 16 FP: 22 SM: +7 Dodge: 8 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs acid and cold) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (16): 12d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (16): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (16); Fog Cloud 1 (16); Wind 1 (13).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Mountains)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Ancient ST: 140 (KYOS: 44) HP: 140 (KYOS: 108) Speed: 7 DX: 10 Will: 16 Move: 9 land, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 23 SM: +7 Dodge: 8 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs acid and cold) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (17): 13d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (17): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (17); Fog Cloud 1 (17); Weather Dome 1 (14) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind 1 (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Mountains)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 16 Move: 9 land, 17 air (cannot hover) IQ: 14 Per: 16 HT: 17 FP: 24 SM: +7 Dodge: 8 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs acid and cold) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (18): 14d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (18); Fog Cloud 1 (18); Weather Dome 1 (14) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind 1 (14).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Mountains)-18. Notes: Length 90 feet. Weight 200,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Great Wyrm ST: 220 (KYOS: 54) HP: 220 (KYOS: 217) Speed: 7 DX: 10 Will: 17 Move: 9 land, 17 air (cannot hover) IQ: 15 Per: 17 HT: 17 FP: 26 SM: +8 Dodge: 8 Parry: N/A DR: 12, 12 (not vs magic), 20 (vs acid and cold) Sharp Claws (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Sharp Teeth (18): 29d cutting (KYOS: 15d-1 cutting), Reach C. Wing (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack side hexes. Tail (16): 29d+1 crushing (KYOS: 15d crushing), Reach C-15, can only attack back hexes. Breath Weapon: A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. They both share their recharge period. Breathe Cold (18): 16d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Breathe Paralyzing Gas (18): Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Alter Body (Any animal or humanoid form); Feather Fall (18); Fog Cloud 1 (18); Reverse Gravity (15); Weather Dome 1 (15) – GURPS Sorcery – Protection and Warning Spells, page 14; Wind 1 (15).

Traits: Bad Grip 2; Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 5 (Improved); Nictitating Membrane 12; Night Vision 5; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Walk on Air (Magical; Specific, Water Vapor). Skills: Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Mountains)-18. Notes: Length 120 feet. Weight 1,280,000 lbs. Creature Type: Dragon (Cold).

Posted by Enraged Eggplant at 01:00:00 Saturday, 31 December 2016 Monster: White Dragon

Monster: White Dragon Dragons are iconic monsters of fantasy, and I'm sure that they are one of the first things that comes up in peoples' minds when they hear "fantasy". Sometimes they are just flying reptilian beasts, sometimes they are sentient and cunning. For more information about dragons, one can read GURPS Dragons. Dragons in Dungeons and Dragons are divided into several categories: chromatic, metallic, gem, lung, ferrous, planar, etc. White dragons are considered to be the weakest of the evil chromatic dragons. They aren't very bright (when they are young, at least), but they are strong nonetheless. KYOS makes them deal ridiculous damage with their natural weapons and have huge HP. The racial template is provided only for the adult age category.

White Dragon [Monster Manual, page 77]

769 points Attribute Modifiers: ST+65 (Size Modifier, -50%) [325]; IQ+1 [20]; HT+4 [40]. Secondary Characteristic Modifiers: SM+5; Will+2 [10]; Per+2 [10]; FP+4 [12]; Basic Move +1 [5]. Advantages: Amphibious [10]; Clinging (Specific, Ice, -60%) [6]; DR 6 [30]; DR 5 (Not vs. Magic, -15%) [22]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38]; Temperature Tolerance 5 (Cold) [5]; Tunneling 1 [35]. Draconic Strikers [3]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Back, -40%; Weak, -50%) [1] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Right, -40%; Weak, -50%) [1] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Cannot Parry, -40%; Clumsy 2, -40%; Limited Arc, Left, -40%; Weak, -50%) [1]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Breathe Frost: Burning Attack 8d (No Incendiary Effect, -10%; Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [58]. Spell-Like Abilities (Alternative Abilities) [16]: Air Jet 2 [12/5=3]; Fog Cloud 1 [13]. Disadvantages: Bad Grip 2 [-10]; Horizontal [-10]; Reduced Air Move 1 [-2]; Short Arms [-10]; Vulnerability (Fire, x2) [-30]. Perks: Scales [1]. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Cold).

Knowing Your Own Strength [701] Replace ST+65 (Size Modifier, -50%) [325] with ST+23 [230] Add HP+13 [26]

Typical Stats - Wyrmling ST: 6 HP: 6 Speed: 5 DX: 10 Will: 10 Move: 4 land, 4 water, 7 air (cannot hover), 1 tunneling IQ: 8 Per: 10 HT: 11 FP: 12 SM: -1 Dodge: 8 Parry: N/A DR: 2, 20 (vs cold) Sharp Claws (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Sharp Teeth (10): 1d-5 cutting (KYOS: 1d-7 cutting), Reach C. Wing (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack side hexes. Tail (8): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C, can only attack back hexes. Breathe Frost (10): 1d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 2; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Arctic)-10. Notes: Length 4 feet. Weight 20 lbs. Creature Type: Dragon (Cold).

Typical Stats – Very Young ST: 15 (KYOS: 13) HP: 15 (KYOS: 11) Speed: 5 DX: 10 Will: 10 Move: 5 land, 5 water, 9 air (cannot hover), 1 tunneling IQ: 8 Per: 10 HT: 12 FP: 14 SM: +1 Dodge: 8 Parry: N/A DR: 3, 20 (vs cold) Sharp Claws (10): 1d cutting, Reach C. Sharp Teeth (10): 1d cutting, Reach C. Wing (8): 1d+1 crushing, Reach C-1, can only attack side hexes. Tail (8): 1d+1 crushing, Reach C-1, can only attack back hexes. Breathe Frost (10): 2d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 3; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-10; Innate Attack (Breath)-10; Survival (Arctic)-10. Notes: Length 8 feet. Weight 140 lbs. Creature Type: Dragon (Cold).

Typical Stats – Young ST: 25 (KYOS: 17) HP: 28 (KYOS: 17) Speed: 5.5 DX: 10 Will: 11 Move: 5 land, 5 water, 9 air (cannot hover), 1 tunneling IQ: 9 Per: 11 HT: 12 FP: 15 SM: +3 Dodge: 8 Parry: N/A DR: 4, 20 (vs cold) Sharp Claws (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Sharp Teeth (11): 2d+1 cutting (KYOS: 2d cutting), Reach C. Wing (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack side hexes. Tail (9): 2d+2 crushing (KYOS: 2d+1 crushing), Reach C-2, can only attack back hexes. Breathe Frost (11): 4d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 4; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-11; Innate Attack (Breath)-11; Survival (Arctic)-11. Notes: Length 16 feet. Weight 320 lbs. Creature Type: Dragon (Cold).

Typical Stats – Juvenile ST: 42 (KYOS: 23) HP: 42 (KYOS: 24) Speed: 5.5 DX: 10 Will: 11 Move: 6 land, 6 water, 11 air (cannot hover), 1 tunneling IQ: 9 Per: 11 HT: 13 FP: 16 SM: +4 Dodge: 8 Parry: N/A DR: 5, 20 (vs cold) Sharp Claws (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Sharp Teeth (12): 5d cutting (KYOS: 4d+2 cutting), Reach C. Wing (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack side hexes. Tail (10): 5d+1 crushing (KYOS: 5d-1 crushing), Reach C-3, can only attack back hexes. Breathe Frost (12): 6d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Spell-Like Ability: Fog Cloud 1 (12).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12; Survival (Arctic)-12. Notes: Length 25 feet. Weight 1,200 lbs. Creature Type: Dragon (Cold).

Typical Stats – Young Adult ST: 52 (KYOS: 26) HP: 52 (KYOS: 38) Speed: 5.75 DX: 10 Will: 12 Move: 7 land, 7 water, 13 air (cannot hover), 1 tunneling IQ: 19 Per: 12 HT: 14 FP: 16 SM: +5 Dodge: 8 Parry: N/A DR: 5, 5 (not vs magic), 20 (vs cold) Sharp Claws (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Sharp Teeth (13): 7d-1 cutting (KYOS: 6d-1 cutting), Reach C. Wing (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack side hexes. Tail (11): 7d crushing (KYOS: 6d crushing), Reach C-5, can only attack back hexes. Breathe Frost (13): 7d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Ability: Fog Cloud 1 (13).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 5; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Gaze)-13; Survival (Arctic)-13. Notes: Length 31 feet. Weight 2,500 lbs. Creature Type: Dragon (Cold).

Typical Stats – Adult ST: 75 (KYOS: 33) HP: 75 (KYOS: 46) Speed: 6 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover), 1 tunneling IQ: 11 Per: 13 HT: 14 FP: 18 SM: +5 Dodge: 8 Parry: N/A DR: 6, 5 (not vs magic), 20 (vs cold) Sharp Claws (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Sharp Teeth (14): 10d+2 cutting (KYOS: 8d cutting), Reach C. Wing (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack side hexes. Tail (12): 11d-1 crushing (KYOS: 8d+1 crushing), Reach C-5, can only attack back hexes. Breathe Frost (14): 8d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (14) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (14).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Arctic)-14. Notes: Length 45 feet. Weight 12,500 lbs. Creature Type: Dragon (Cold).

Typical Stats – Mature Adult ST: 82 (KYOS: 35) HP: 82 (KYOS: 54) Speed: 6.25 DX: 10 Will: 13 Move: 7 land, 7 water, 13 air (cannot hover), 1 tunneling IQ: 11 Per: 13 HT: 15 FP: 19 SM: +6 Dodge: 8 Parry: N/A DR: 6, 8 (not vs magic), 20 (vs cold) Sharp Claws (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Sharp Teeth (14): 11d+1 cutting (KYOS: 8d+1 cutting), Reach C. Wing (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack side hexes. Tail (12): 11d+2 crushing (KYOS: 8d+2 crushing), Reach C-7, can only attack back hexes. Breathe Frost (14): 9d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (14) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (14).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 1; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 1 (Improved); Nictitating Membrane 6; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-14; Innate Attack (Beam)-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14; Survival (Arctic)-14. Notes: Length 55 feet. Weight 20,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Old ST: 100 (KYOS: 38) HP: 100 (KYOS 69) Speed: 6.5 DX: 10 Will: 13 Move: 8 land, 8 water, 15 air (cannot hover), 1 tunneling IQ: 11 Per: 13 HT: 16 FP: 20 SM: +6 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs cold) Sharp Claws (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Sharp Teeth (15): 14d-1 cutting (KYOS: 9d+1 cutting), Reach C. Wing (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack side hexes. Tail (13): 14d crushing (KYOS: 9d+2 crushing), Reach C-7, can only attack back hexes. Breathe Frost (15): 10d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (15) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (15); Freezing Fog 1 (15).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 2 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Arctic)-15. Notes: Length 60 feet. Weight 40,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Very Old ST: 110 (KYOS: 40) HP: 110 (KYOS: 79) Speed: 6.5 DX: 10 Will: 14 Move: 8 land, 8 water, 15 air (cannot hover), 1 tunneling IQ: 12 Per: 14 HT: 16 FP: 21 SM: +7 Dodge: 8 Parry: N/A DR: 7, 8 (not vs magic), 20 (vs cold) Sharp Claws (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Sharp Teeth (15): 15d-1 cutting (KYOS: 10d cutting), Reach C. Wing (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack side hexes. Tail (13): 15d crushing (KYOS: 10d+1 crushing), Reach C-10, can only attack back hexes. Breathe Frost (15): 11d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (15) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (15); Freezing Fog 1 (15).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 7; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Breath)-15; Innate Attack (Gaze)-15; Survival (Arctic)-15. Notes: Length 65 feet. Weight 60,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Ancient ST: 125 (KYOS: 42) HP: 125 (KYOS: 90) Speed: 6.5 DX: 10 Will: 14 Move: 9 land, 9 water, 17 air (cannot hover), 1 tunneling IQ: 12 Per: 14 HT: 16 FP: 22 SM: +7 Dodge: 8 Parry: N/A DR: 8, 8 (not vs magic), 20 (vs cold) Sharp Claws (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Sharp Teeth (16): 16d+1 cutting (KYOS: 10d+2 cutting), Reach C. Wing (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack side hexes. Tail (14): 16d+2 crushing (KYOS: 11d-1 crushing), Reach C-10, can only attack back hexes. Breathe Frost (16): 12d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (16) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (16); Freezing Fog 1 (16); Wall of Ice 1 (16).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 3 (Improved); Nictitating Membrane 8; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-16; Innate Attack (Beam)-16; Innate Attack (Breath)-16; Innate Attack (Gaze)-16; Survival (Arctic)-16. Notes: Length 75 feet. Weight 90,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Wyrm ST: 140 (KYOS: 44) HP: 140 (KYOS: 108) Speed: 7 DX: 10 Will: 15 Move: 9 land, 9 water, 17 air (cannot hover), 1 tunneling IQ: 13 Per: 15 HT: 17 FP: 23 SM: +7 Dodge: 8 Parry: N/A DR: 9, 12 (not vs magic), 20 (vs cold) Sharp Claws (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Sharp Teeth (17): 19d cutting (KYOS: 11d+1 cutting), Reach C. Wing (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack side hexes. Tail (15): 19d+1 crushing (KYOS: 11d+2 crushing), Reach C-10, can only attack back hexes. Breathe Frost (17): 13d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (17) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (17); Freezing Fog 1 (17); Wall of Ice 1 (17).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 9; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-17; Innate Attack (Beam)-17; Innate Attack (Breath)-17; Innate Attack (Gaze)-17; Survival (Arctic)-17. Notes: Length 85 feet. Weight 160,000 lbs. Creature Type: Dragon (Cold).

Typical Stats – Great Wyrm ST: 150 (KYOS: 45) HP: 150 (KYOS: 116) Speed: 7 DX: 10 Will: 15 Move: 9 land, 9 water, 17 air (cannot hover), 1 tunneling IQ: 13 Per: 15 HT: 17 FP: 24 SM: +7 Dodge: 8 Parry: N/A DR: 10, 12 (not vs magic), 20 (vs cold) Sharp Claws (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Sharp Teeth (18): 20d+1 cutting (KYOS: 11d+2 cutting), Reach C. Wing (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack side hexes. Tail (16): 20d+2 crushing (KYOS: 12d-1 crushing), Reach C-10, can only attack back hexes. Breathe Frost (18): 14d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Terror: A dragon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Terror for one hour. Spell-Like Abilities (Alternative Abilities): Air Jet 2 (18) – see GURPS Thaumatology – Sorcery, p. 12; Fog Cloud 1 (18); Freezing Fog 1 (18); Hail 1 (18); Snow 1 (18); Wall of Ice 1 (18).

Traits: Amphibious; Bad Grip 2; Clinging (Specific, Ice); Extended Lifespan 5; Extra Attack 2; High Pain Threshold; Horizontal; Immunity to Noxious Cold Effects; Immunity to Paralysis; Immunity to Sleep; Infravision; Magic Resistance 4 (Improved); Nictitating Membrane 10; Night Vision 5; Peripheral Vision; Scales; Short Arms; Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2). Skills: Brawling-18; Innate Attack (Beam)-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Survival (Arctic)-18. Notes: Length 90 feet. Weight 200,000 lbs.

Creature Type: Dragon (Cold).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 21 September 2018 Monster: Dryad

Monster: Dryad Here's the dryad - a quite weak monster. The template is cheap, but probably does not fit a player character, unless the game always revolves around the dryad's oak.

Dryad [Monster Manual, page 90]

22 points Attribute Modifiers: ST-1 [-10]; DX+1 [20]. Advantages: Animal Empathy [5]; Night Vision 5 [5]; Plant Empathy [5]. Spell-Like Abilities (Alternative Abilities) [31]: Loyalty [10/5=2]; Plant Speech [13/5=3]; Tangle Growth [26]. Disadvantage: Dependency (Being within 300 yards of her oak; Constantly, x5) [-25]; Vulnerability (Cold Iron, x2) [-10]. Perks: Limited Camouflage (Trees) [1]. Creature Type: Fey.

Typical Stats ST: 9 HP: 9 Speed: 5.25 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: - Punch (11): 1d-3 crushing (KYOS: 1d-4 crushing). Reach C. Dagger (13): 1d-3 impaling (KYOS: 1d-4 impaling). Reach C. Longbow (13): 1d impaling (KYOS: 1d-1 impaling), Acc 3, Range 95/180, RoF 1, Shots 1(2). Spell-Like Abilities (Alternative Abilities): Loyalty (10); Plant Speech; Tangle Growth (13).

Traits: Animal Empathy; Dependency (Being within 300 yards of her oak; Constantly, x5); Limited Camouflage (Trees); Night Vision 5; Plant Empathy; Vulnerability (Cold Iron, x2). Skills: Bow-13; Innate Attack (Gaze)-13; Knife-13; Stealth-13. Creature Type: Fey.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 23 September 2018 Monster/NPC: Duergar Warrior

Monster/NPC: Duergar Warrior Here's a sample duergar warrior - a psionic sadistic dwarf.

Duergar Warrior

Typical Stats

ST: 11 HP: 13 Speed: 5.25 DX: 10 Will: 11 Move: 4 (3 with encumbrance) IQ: 10 Per: 10 HT: 11 FP: 12 SM -1 Dodge: 9 (8 with encumbrance) Parry: 10U DR: see gear Long Axe (12): swing 2d cutting, Reach 1, 2*. Crossbow (Normal Bolt) (12): thrust 2d impaling (KYOS: 2d+1 impaling), Acc 4, x25/x30 (325/390), RoF 1, Shots 1(4). Crossbow (Bodkin Bolt) (12): thrust 2d(2) piercing (KYOS: 2d+1(2) piercing), Acc 4, x25/x30 (325/390), RoF 1, Shots 1(4). Expansion: This psionic ability costs 1 FP and can be used once per day. Expansion increases the duergar’s size to SM+0 for 1 minute as per Growth (p. B58) advantage. This is usually only used when grappling, as it does not increase ST or Reach and does not affect gear. Invisibility: This psionic ability costs 1 FP and can be used once per day. This ability turns the duergar invisible to normal vision for 1 minute as per Invisibility (p. B63) advantage. This makes the duergar invisible not only to living creatures, but to machines as well. When the duergar turns invisible, his gear up to his Medium Encumbrance turns invisible as well. Invisibility dispels after the duergar performs an attack of any kind.

Traits: Alcohol Tolerance; Callous; Can sense depth underground; Combat Reflexes; ER 3 (Psi); Extended Lifespan 2; Immunity to Paralysis; Immunity to Phantasms; Immunity to Poison; Infravision; Lifting ST+2; Night Vision 5 (Normal Level is 5); Sadism (12); Silence 1; Stubbornness; Sure-Footed (Uneven). Skills: Crossbow-12; Two-Handed Axe/Mace-12. Gear: Medium Segmented Plate Armor (DR 4; torso, arms, legs), Light Plate Full Helm (DR 3; face, skull), Leather Boots (DR 2*, -1 vs. impaling; feet), Padded Cloth Gauntlets (DR 1*; gives Ham-Fisted 1; hands). Creature Type: Humanoid (Dwarf).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, psionics Saturday, 22 September 2018 Monsters/NPCs: Dwarves

Monsters/NPCs: Dwarves Here's three simple statblocks for hill/mountain/deep dwarven warriors.

Hill Dwarf Warrior

Typical Stats

ST: 11 HP: 13 Speed: 5.25 DX: 10 Will: 11 Move: 4 (3 with encumbrance) IQ: 10 Per: 10 HT: 11 FP: 12 SM -1 Dodge: 11 (10 with encumbrance) Parry: 11U DR: see gear Block: 9 (DB 2) Axe (11): swing 2d-1 cutting, Reach 1. Short Bow (11): thrust 1d-1 impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(2).

Traits: Alcohol Tolerance; Can sense depth underground; Combat Reflexes; Extended Lifespan 2; Infravision; Lifting ST+2; Resistant to Poison (+3); Stubbornness; Sure-Footed (Uneven). Skills: Axe/Mace-11; Bow-11; Shield-11. Gear: Medium Scale Armor (DR 4, -1 vs. crushing; torso, arms, legs), Medium Scale Pot Helm (DR 4, -1 vs. crushing; skull), Leather Boots (DR 2*, -1 vs. impaling; feet), Padded Cloth Gauntlets (DR 1*; gives Ham-Fisted 1; hands), Light Medium Shield (DB 2; DR/HP 2/10; Cover DR 6). Creature Type: Humanoid (Dwarf).

Mountain Dwarf Crossbowman

Typical Stats ST: 10 HP: 12 Speed: 5.25 DX: 10 Will: 11 Move: 4 IQ: 10 Per: 10 HT: 11 FP: 12 SM -1 Dodge: 9 Parry: 10 DR: see gear Composite Crossbow (Normal Bolt) (12): thrust 2d impaling (KYOS: 2d+1 impaling), Acc 4, x25/x30 (300/360), RoF 1, Shots 1(4). Composite Crossbow (Bodkin Bolt) (12): thrust 2d(2) piercing (KYOS: 2d+1(2) piercing), Acc 4, x25/x30 (300/360), RoF 1, Shots 1(4). Shortsword (12): swing 1d cutting or thrust 1d-1 impaling, Reach 1.

Traits: Alcohol Tolerance; Can sense depth underground; Combat Reflexes; Extended Lifespan 2; Infravision; Lifting ST+2; Resistant to Poison (+3); Stubbornness; Sure-Footed (Uneven). Skills: Crossbow-12; Shortsword-12. Gear: Light Segmented Plate Armor (DR 3; torso), Light Plate Pot Helm (DR 3; skull), Leather Boots (DR 2*, -1 vs. impaling; feet). Creature Type: Humanoid (Dwarf).

Deep Dwarf Spearman

Typical Stats ST: 11 HP: 13 Speed: 5.25 DX: 10 Will: 12 Move: 4 (3 with encumbrance) IQ: 10 Per: 10 HT: 11 FP: 12 SM -1 Dodge: 9 (8 with encumbrance) Parry: 10U DR: see gear Heavy Spear (12): thrust 2d-1 impaling, Reach 2, 3*. Heavy Spear Tip Slash (12): thrust 1d+2 cutting, Reach 3.

Traits: Alcohol Tolerance; Can sense depth underground; Combat Reflexes; Extended Lifespan 2; Infravision; Lifting ST+2; Night Vision 5 (Normal Level is 5); Resistant to Poison (+8); Stubbornness; Sure-Footed (Uneven). Skills: Spear-12. Gear: Medium Segmented Plate Armor (DR 4; torso, arms, legs), Light Plate Full Helm (DR 3; face, skull), Leather Boots (DR 2*, -1 vs. impaling; feet), Padded Cloth Gauntlets (DR 1*; gives Ham-Fisted 1; hands). Creature Type: Humanoid (Dwarf).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Knowing Your Own Strength [31] Saturday, 19 November 2016 Racial Templates: Dwarves Remove Lifting ST+2 [6] with Lifting ST+2 [14]

Racial Templates: Dwarves Fireblood dwarves have some red dragon blood flowing in their veins. They lose I've always liked the dwarves. Sturdy, stubborn, clannish creatures. Some people their poison resistance, but gain fire resistance. would consider a bearded drunken berserker dwarf or a dwarven rune mage/priest cliche, but I like those archetypes. Despite being a quite popular PC race, I've had STONEFIRE DWARF [21] (Expanded Psionics Handbook, page 6) one one player playing a dwarf. And that was a dwarf ninja. Let's see how the Attributes: ST-2 [-20]; HT+1 [10]. dwarves look like in my opinion in GURPS! Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. HILL DWARF [20] (Player’s Handbook, page 14) Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Attributes: ST-2 [-20]; HT+1 [10]. Resistant to Poison (+3) [5]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Disadvantages: Stubbornness [-5]. Move -1 [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; underground [1]; Weak Latency (Psi) [1]. Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. Knowing Your Own Strength [29] Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Remove Lifting ST+2 [6] with Lifting ST+2 [14] underground [1].

Knowing Your Own Strength [28] And here's another subrace that was mentioned in a sidebar along with the illaeli Remove Lifting ST+2 [6] with Lifting ST+2 [14] elves and never brought up again. Psionic dwarves, that's all.

DUERGAR (GRAY DWARF) [118] (Expanded Psionics Handbook, page 8) This is the most normal and common dwarf. Despite being SM-1, they still are as Attributes: ST-2 [-20]; HT+1 [10]. strong as a human, and are more resilient. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. DEEP DWARF [28] (Monster Manual, page 92) Advantages: ER 3 (Psi) [9]; Extended Lifespan 2 [4]; Immunity to Paralysis Attributes: ST-2 [-20]; HT+1 [10]. [10]; Immunity to Phantasms [5]; Immunity to Poison [15]; Infravision [10]; Secondary Characteristics: SM -1; HP+2 [4]; Will +2 [10]; FP +1 [3]; Basic Lifting ST+2 [6]; Silence 1 [5]. Move -1 [-5]. Expansion: Growth 1 (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Psi, Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; -10%) [5]. Resistant to Poison (+8) [8]. Invisibility: Invisibility (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Can Disadvantages: Stubbornness [-5]. Carry Objects, Medium, +50%; Switchable, +10%; Affects Machines, +50%; Psi, Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth -10%; Dispels after an attack, -20%) [54]. underground [1]. Disadvantages: Stubbornness [-5]. Features: Night Vision 5 [0]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Knowing Your Own Strength [36] Features: Night Vision 5 [0]. Remove Lifting ST+2 [6] with Lifting ST+2 [14]

Knowing Your Own Strength [126] Remove Lifting ST+2 [6] with Lifting ST+2 [14] Deep dwarves are more resistant to poison and mind-affecting effects.

MOUNTAIN DWARF [20] (Monster Manual, page 92) Now this is a subrace that gets quite a lot of attention. These usually evil dwarves Attributes: ST-2 [-20]; HT+1 [10]. live deep underground, sometimes dominated by some other races, sometimes Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic dominating other races themselves. They possess some innate psionic abilities - Move -1 [-5]. invisibility, growth, and are immune to phantasms (mental illusory effects, Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; glamour). Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. GLACIER DWARF [17] (Frostburn, page 34) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-2 [-20]; HT+1 [10]. underground [1]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Knowing Your Own Strength [28] Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Remove Lifting ST+2 [6] with Lifting ST+2 [14] Temperature Tolerance 3 (3xHT to cold) [3]. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Mountain dwarves are completely identical to the hill dwarves. They are underground [1]. mentioned once in Monster Manual and then never brought up again ever. Just like the deep dwarves, gray elves, and probably some other subraces. Knowing Your Own Strength [25] Remove Lifting ST+2 [6] with Lifting ST+2 [14] FIREBLOOD DWARF [23] (, page 7) Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Glacier dwarves are one of two (or three, depends on your point of view) arctic Move -1 [-5]. environmental dwarven subraces. First there was Races of Faerun with their Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]. setting-specific arctic dwarves (see below), then with its arctic Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; dwarves, and then Frostburn with the glacier dwarves. Limited, Fire, -40%; Tough Skin, -40%) [8]. Disadvantages: Stubbornness [-5]. AQUATIC DWARF [25] (Unearthed Arcana, page 7) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-2 [-20]; IQ-1 [-20]; HT+1 [10]. underground [1]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Amphibious [10]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Pressure Support 2 [10]; Resistant to Poison (+3) [5]; Speak Underwater [5]. Seaside-dwelling dwarves that can hold their breath for a long time. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth BADLANDS DWARF [34] (Sandstorm, page 42) underground [1]. Attributes: ST-2 [-20]; HT+1 [10]. Features: Doesn’t Breathe (Gills) [0]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Knowing Your Own Strength [33] Advantages: Detect (Water, Vague, -50%) [10]; Extended Lifespan 2 [4]; Remove Lifting ST+2 [6] with Lifting ST+2 [14] Infravision [10]; Lifting ST+2 [6]; Reduced Consumption 2 (Water Only, -50%) [2]; Resistant to Poison (+3) [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Disadvantages: Stubbornness [-5]. Dwarves, but under the sea. Move along. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. DESERT DWARF [1] (Unearthed Arcana, page 11) Attributes: ST-2 [-20]; DX-1 [-20]; HT+1 [10]. Knowing Your Own Strength [42] Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Remove Lifting ST+2 [6] with Lifting ST+2 [14] Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5]; Temperature Tolerance 2 (2xHT to hot) [2]. And yet another environmental variation. But these ones have the ability to detect Disadvantages: Stubbornness [-5]. water, which is a good thing, especially in their native environment. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. DREAM DWARF [3] (, page 88) Attributes: ST-2 [-20]; DX-1 [-20]; HT+1 [10]. Knowing Your Own Strength [9] Secondary Characteristics: SM -1; HP+2 [4]; FP +1 [3]; Basic Move -1 [-5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; See Invisible (Magic; Magical, -10%) [14]. Disadvantages: Stubbornness [-5]. Desert dwarves are another environmental subrace that clashes with another one - Perks: Sure-Footed (Uneven) [1]; Can sense depth underground [1]. the badlands dwarves. Knowing Your Own Strength [11] JUNGLE DWARF [17] (Unearthed Arcana, page 13) Remove Lifting ST+2 [6] with Lifting ST+2 [14] Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. These dwarves are interesting. They are psychically attuned to the dream world Advantages: Acute Vision 1 [2]; Extended Lifespan 2 [4]; Lifting ST+2 [6]; and can perceive ethereal beings. Night Vision 5 [5]; Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. ARCTIC DWARF [39] (Races of Faerun, page 9) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-2 [-20]; DX-1 [-20]; HT+1 [10]. underground [1]. Secondary Characteristics: SM -2; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Knowing Your Own Strength [25] Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Remove Lifting ST+2 [6] with Lifting ST+2 [14] Resistant to Poison (+3) [5]; Temperature Tolerance 4 (4xHT to cold) [4]. Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious And another environmental variation. Cold Effects [10]. Disadvantages: Stubbornness [-5]. EARTH DWARF [2] (Unearthed Arcana, page 16) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-1 [-10]; DX-1 [-20]; HT+1 [10]. underground [1]. Secondary Characteristics: SM -1; HP+2 [4]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Knowing Your Own Strength [47] Resistant to Poison (+3) [5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Disadvantages: Stubbornness [-5]; Susceptible to Air Spells (-3) [-3]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. URDUNNIR [108] (Races of Faerun, page 20) Attributes: ST-2 [-20]; HT+1 [10]. Knowing Your Own Strength [10] Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Remove Lifting ST+2 [6] with Lifting ST+2 [14] Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+8) [7]. Earth dwarves are susceptible to air spells, less resistant to mind-affecting effects, Earth Glide: Permeation (Earth and Stone) (Extended, +20%; Can Carry and seem to be inferior to the common hill dwarves. But at least they are stronger. Objects, Light, +20%; Magical, -10%) [52]. Shape Earth: Control 1 (Earth; Costs 1 FP, -5%; Magical, -10%) [17]. SEACLIFF DWARF [22] (, page 44) Shape Metal: Control 1 (Metal; Costs 1 FP, -5%; Magical, -10%) [17]. Attributes: ST-2 [-20]; HT+1 [10]. Disadvantages: Stubbornness [-5]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Move -1 [-5]. underground [1]. Advantages: Breath-Holding [2]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5]. Knowing Your Own Strength [116] Disadvantages: Stubbornness [-5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. The urdunnir are a setting-specific subrace of dwarves that possess some earth powers. They can walk through earth and stone, shape earth and metal. Cool! Knowing Your Own Strength [30] Remove Lifting ST+2 [6] with Lifting ST+2 [14] WILD DWARF [7] (Races of Faerun, page 23) Attributes: ST-4 [-40]; HT+1 [10]. Knowing Your Own Strength [49] Secondary Characteristics: SM -2; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Remove Lifting ST+2 [6] with Lifting ST+2 [14] Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5]. And another psionic subrace that comes from a web article. The Mind's Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Eye series, in my opinion, was the best one on the website. Limited, Fire, -40%; Tough Skin, -40%) [8]. Disadvantages: Stubbornness [-5]. DARK DWARF [25] ( Campaign Setting, page 14) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-2 [-20]; HT+1 [10]. underground [1]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Knowing Your Own Strength [15] Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Remove Lifting ST+2 [6] with Lifting ST+2 [14] Resistant to Poison (+3) [5]; Silence 1 [5]. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Wild dwarves of Faerun are resistant to fire. Why? Don't ask me. If I remember underground [1]. correctly, they like to use various poisons in combat. Features: Night Vision 5 [0].

FROST DWARF [124] (, page 113) Knowing Your Own Strength [33] Attributes: ST-2 [-20]; HT+2 [20]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Immunity to Paralysis [10]; Immunity to Dark dwarves of Krynn are a bit more stealthy than the hill dwarves, and that's it. Phantasms [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+2 [6]; Silence 1 [5]. GULLY DWARF [-20] (Dragonlance Campaign Setting, page 14) Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, Attributes: ST-5 [-50]; DX+1 [20]; IQ-2 [-40]; HT+1 [10]. +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Secondary Characteristics: SM -2; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Cold Effects [10]. Move -1 [-5]. Fog: Obscure 5 (Vision; Extended Duration, 30x, +60%; Costs 1 FP, Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; -5%; Ranged, +50%; Takes Extra Time 2, -20%; Limited Use, 1/day, -40%; Pitiable [5]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5]; Silence 1 Magical, -10%) [14]. [5]. Icy Touch: Fatigue Attack 1d (Freezing, +20%; Melee Attack, Reach C, Disadvantages: Cowardice (12) [-10]. Cannot Parry, -35%; Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) Knowing Your Own Strength [-12] [3]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Gully dwarves of Krynn are quite an unique race. They are not bright, usually Features: Night Vision 4 [0]. live impoverished lives, but are excellent and being sneaky.

Knowing Your Own Strength [132] Remove Lifting ST+2 [6] with Lifting ST+2 [14] SHIELD DWARF [20] (Races of Faerun, page 17) Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Frost dwarves are not an environmental subrace, and not even an elemental one. Move -1 [-5]. They come from an icy realm on an evil-aligned plane, and possess some ice Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; powers. Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. GOLD DWARF [0] (Races of Faerun, page 11) Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth Attributes: ST-2 [-20]; DX-1 [-20]; HT+2 [20]. underground [1]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Knowing Your Own Strength [28] Move -1 [-5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. Shield dwarves are identical to the hill dwarves, which brings us to using one Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth template for 3 different races, hurray! underground [1]. MIDGARD DWARF [102] (Frostburn, page 124) Knowing Your Own Strength [8] Remove Lifting ST+2 [6] with Lifting ST+2 [14] Attributes: ST-2 [-20]; IQ+1 [20]; HT+2 [20]. Secondary Characteristics: SM -1; HP+2 [4]; Basic Move -1 [-5]. Advantages: Alternate Form (Specific SM-2 or smaller animal with template Gold dwarves of Faerun are less dextrous than the hill dwarves, but are even cost up to 152; Reduced Time 2, +40%; Magical, -10%) [20]; Artificer 1 [10]; more resilient. Extended Lifespan 3 [6]; Infravision [10]; Lifting ST+2 [6]. Curse: Affliction 1 (Based on Will, +20%; Disadvantage, Cursed, ALEITHIAN DWARF [41] (Web Article) +75%; Extended Duration, Permanent, +150%; Limited Use, 1/year, -150%; Attributes: ST-2 [-20]; IQ+1 [20]; HT+1 [10]. Malediction 1, +100%; No Signature, +20%; Magical, -10%) [31]. Notes: Roll Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Will vs. subject’s Will. Victory curses the victim until he achieves a notable Move -1 [-5]. success… at which time his success and the curse both evaporate. Can only curse Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; someone who has wronged him. Resistant to Poison (+3) [5]. Knowing Your Own Strength [110] Disadvantages: Stubbornness [-5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14] Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]; Weak Latency (Psi) [1]. Features: Night Vision 5 [0]. Midgard dwarves are an extraplanar subrace. They are dwarves+ with an ability Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic to curse a person once a year. Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; KOROBOKURU [9] (, page 11) Resistant to Poison (+3) [5]; Sharp Teeth [1]; Silence 2 [10]. Attributes: ST-2 [-20]; IQ-1 [-20]; HT+1 [10]. Perks: Sure-Footed (Uneven) [1]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Knowing Your Own Strength [42] Outdoorsman 1 [10]; Resistant to Poison (+3) [5]. Remove Lifting ST+2 [6] with Lifting ST+2 [14]

Knowing Your Own Strength [17] Remove Lifting ST+2 [6] with Lifting ST+2 [14] The utuchekulu are jungle dwarves tainted by evil forces. They have a single fang protruding from a side of their mouths, and they enjoy maneating.

The korobokuru are oriental dwarves with some talents for outdoor life. I'll be Posted by Enraged Eggplant at 01:00:00 honest - I can't remember anything about them right now. Labels: D&D, GURPS, racial template, template

UTUCHEKULU [34] (Dungeon Magazine 56) Attributes: ST-2 [-20]; HT+1 [10]. Saturday, 6 October 2018 Monsters/NPCs: Elves I

Monsters/NPCs: Elves I Monster Manual for D&D 3.5 provides several subraces and the half-elf race, converted in these two posts. Here are some generic fighters based on these templates.

High Elf Warrior

Typical Stats

ST: 10 HP: 10 Speed: 5.25 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 11 HT: 10 FP: 10 SM +0 Dodge: 10 Parry: 11 DR: 2* (torso; -1 vs impaling) Block: 11 Longsword (12): swing 1d+2 cutting, Reach 1 or thrust 1d impaling, Reach 1, 2. Regular Bow (12): thrust 1d-1 impaling, Acc 2, x15/x20 (150/200), RoF 1, Shots 1(2).

Traits: Combat Reflexes; Extended Lifespan 3; Immunity to Sleep Effects; Less Sleep 4; Night Vision 5; Trance instead of sleep. Skills: Bow-12; Broadsword-12; Shield-12; Stealth-12; Survival (Woodlands)-10. Gear: Medium Leather Armor (torso); Light Small Shield (DB 1). Creature Type: Humanoid (Elf).

Half-Elf Swashbuckler

Typical Stats ST: 10 HP: 10 Speed: 6.25 DX: 13 Will: 12 Move: 6 IQ: 12 Per: 13 HT: 10 FP: 10 SM +0 Dodge: 10 Parry: 11F DR: 2* (torso; -1 vs impaling) Rapier (15): thurst 1d-1 impaling, Reach 1, 2.

Traits: Combat Reflexes; Daredevil; Extended Lifespan 1; Immunity to Sleep Effects; Less Sleep 4; Night Vision 5; Overconfidence (9); Trance instead of sleep. Skills: Rapier-15; Savoir-Faire (High Society)-12; Stealth-12. Techniques: Disarming (Rapier)-16; Feint-16. Gear: Medium Leather Armor (torso); Light Small Shield (DB 1). Creature Type: Humanoid (Half-Elf).

Drow Warrior

Typical Stats ST: 10 HP: 10 Speed: 6 DX: 12 Will: 12 Move: 6 IQ: 11 Per: 12 HT: 10 FP: 10 SM +0 Dodge: 11 Parry: 11F DR: 2* (torso; -1 vs impaling) Block: 11 Rapier (13): thurst 1d-1 impaling, Reach 1, 2. Pistol Crossbow (13): thrust 1d impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(4). Usually carries 1d bolt poisoned with drow poison. Spell-Like Abilities: Darkness (12): Once per day, the drow can project a zone of darkness that covers a 2-yard-radius area within 100 yards of him. The zone of darkness decreases the illumination level by 3, imposing a -3 penalty on most tasks that rely on normal vision. This costs 1 FP. Light: Once per day, the drow can use this ability to illuminate a 2-yard-radius area around himself for 1 minute. This costs 1 FP. Faerie Fire (12): Once per day, the drow can use this ability to cover another creature in colorful harmless flames. This makes the target visually obvious, allowing attacks at no penalty even in total darkness, and negates invisibility. To affect the victim, the drow must win a Quick Contest of Will against the victim. This ability costs 1 FP and lasts for margin of victory minutes.

Traits: Bloodlust (9); Callous; Combat Reflexes; Extended Lifespan 3; Intolerance (Surface Elves); Immunity to Sleep Effects; Infravision; Less Sleep 4; Magic Resistance 2 (Improved); Night Vision 5 (5 is normal level); Trance instead of sleep. Skills: Crossbow-13; Innate Attack (Gaze)-12; Poisons/TL3-13; Rapier-13; Shield-13; Stealth-14; Survival (Underdark)-12. Gear: Medium Leather Armor (torso); Light Small Shield (DB 1). Creature Type: Humanoid (Elf).

Aquatic Elf Hunter

Typical Stats ST: 10 HP: 10 Speed: 5.25 DX: 11 Will: 9 Move: 5 IQ: 9 Per: 10 HT: 10 FP: 10 SM +0 Dodge: 9 Parry: - DR: 2* (torso; -1 vs impaling) Short Spear (on land) (13): thrust 1d-1 impaling, Reach 1. Short Spear (underwater) (11): thrust 1d-2 impaling, Reach 1. Dagger (13): thrust 1d-3 impaling, Reach C.

Traits: Amphibious; Doesn’t Breathe (Gills Only); Extended Lifespan 3; Immunity to Sleep Effects; Less Sleep 4; Night Vision 8; Pressure Support 2; Speak Underwater; Trance instead of sleep. Skills: Aquabatics-12; Camouflage-12; Spear-13; Stealth-12; Survival (Salt-Water Sea)-12; Tracking-12. Techniques: Underwater Combat (Spear)-11. Gear: Medium Leather Armor (torso). Creature Type: Humanoid (Elf).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Sunday, 7 October 2018 Monsters/NPCs: Elves II

Monsters/NPCs: Elves II And three more sample monsters/NPCs based on elf racial templates.

Gray Elf Wizard

Typical Stats

ST: 8 HP: 8 Speed: 5.25 DX: 11 Will: 11 Move: 5 IQ: 11 Per: 12 HT: 10 FP: 10 SM +0 Dodge: 8 Parry: N/A DR: - Punch (11): 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.

Traits: Extended Lifespan 3; Immunity to Sleep Effects; Less Sleep 4; Night Vision 5; Sorcerous Empowerment (Wizardry) 3; Trance instead of sleep. Skills: Innate Attack (Projectile)-11; Savoir-Faire (High Society)-12; Thaumatology-14. Spells: Detect Magic-11; Magic Missile-11; Mind-Sending-11; Truthsayer-11. Creature Type: Humanoid (Elf).

Wild Elf Berserker

Typical Stats ST: 14 HP: 14 Speed: 6 DX: 12 Will: 9 Move: 7 IQ: 9 Per: 10 HT: 12 FP: 12 SM +0 Dodge: 10 Parry: 10U DR: 2* (torso and limbs) Great Axe (13): swing 3d cutting, Reach 1, 2*.

Traits: Berserk (9) (Battle Rage); Bully (9); Bloodlust (9); Combat Reflexes; Extended Lifespan 3; Immunity to Sleep Effects; Less Sleep 4; Night Vision 5; Trance instead of sleep. Skills: Intimidation-12; Survival (Woodlands)-12; Two-Handed Axe/Mace-13. Gear: Layered Light Leather Armor (torso and limbs). Creature Type: Humanoid (Elf).

Wood Elf Archer

Typical Stats ST: 11 HP: 11 Speed: 5.5 DX: 11 Will: 9 Move: 5 IQ: 9 Per: 10 HT: 11 FP: 11 SM +0 Dodge: 9 Parry: N/A DR: 2* (torso and limbs) Longbow (14): thrust 1d+1 impaling, Acc 3, x15/x20 (165/220), RoF 1, Shots 1(2).

Traits: Combat Reflexes; Extended Lifespan 3; Immunity to Sleep Effects; Less Sleep 4; Night Vision 5; Trance instead of sleep. Skills: Bow-14; Camouflage-14; Fast-Draw (Arrow)-14; Stealth-14; Survival (Woodlands)-14. Gear: Layered Light Leather Armor (torso and limbs). Creature Type: Humanoid (Elf).

NEW WIZARDRY SPELLS

Magic Missile Keywords: Missile, Obvious. Full Cost: 4 points. Casting Roll: Magic Missile (IQ/Hard). Use Innate Attack (Projectile) to «lock on». Components: V, S. Cost: 1 FP. Casting Time: 1 second. Range: 20 yards. Duration: Instantaneous.

A magical force missile flies off your fingertips towards your target. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified skill roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412). Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Costs 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, x1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4].

Mind-Sending Keywords: None. Full Cost: 20 points. Casting Roll: Mind-Sending (IQ/Hard). Components: V, S. Cost: 1 FP. Casting Time: 1 second. Range: Unlimited. Duration: Indefinite.

The caster transmits thoughts directly to the subject’s mind. The subject receives the caster’s thoughts even if he lacks this ability. Range is theoretically unlimited, but the skill roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly. The caster can send words at the speed of ordinary speech or pictures at the speed at which he could draw them. After casting this spell, no concentration is required. The caster can maintain multiple contacts, but the skill roll is at a cumulative -1 per contact after the first. Statistics: Telesend (Costs 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [20].

Truthsayer Keywords: Resisted (IQ). Full Cost: 6 points. Casting Roll: Truthsayer (IQ/Hard). Components: V, S. Cost: 1 FP. Casting Time: 1 second. Range: Unlimited. Duration: Instantaneous.

Perform a Quick Contest of caster's skill versus the subject’s IQ (or Fast-Talk or Acting skill, if appropriate). Success lets the caster pinpoint if a phrase spoken in the last five minutes by the subject was a lie, or if the last statement uttered by the subject was a lie, caster's choice. The caster can voluntarily penalize his casting roll; for each -1 penalty to the roll, he can reach an additional 5 minutes into the past. Statistics: Unusual Training (Detect Lies) + Detect Lies (H) Per (Based on IQ, +20%; Costs 1 FP, -5%; Magical, -10%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Time Spanning, Past, (Reduced Range, 1/200, 5 minute intervals instead of 24 hour intervals, -70% Short-Range 2, -1 penalty for every 5 minutes back, -20%), +10%) [6].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Thursday, 17 November 2016 A high elf, just stronger and less intelligent. As I told before, many subraces have Racial Templates: Elves only minor differences.

Racial Templates: Elves WOOD ELF [30] (Monster Manual, page 104) Attributes: ST-1 [-10]; DX+1 [20]; IQ-1 [-20]; HT+1 [10]. There are very many various elven subraces in D&D. Some are similar to others, Secondary Characteristics: Per +1 [5]. some are actually identical to others, some are vastly different. But they all share Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep some features - pointed ears, long lifespan, immunity to supernatural sleep 4 [8]; Night Vision 5 [5]. effects, and 4-hour trance instead of sleep. This trance makes the elves immune to Perks: Trance instead of sleep [1]. dream-related effects, both positive and negative. I decided to make it a perk.

Okay, here we go, get ready for a long list! And another high elf minor variation. Nothing interesting.

HIGH ELF [40] (Player’s Handbook, page 15) DEEPWYRM DROW [123] (Dragon Magic, page 6) Attributes: ST-1 [-10]; DX+1 [20]. Attributes: ST-1 [-10]; DX+1 [20]; IQ+1 [20]. Secondary Characteristics: Per +1 [5]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision 4 [8]; Night Vision 5 [5]. [10]; Less Sleep 4 [8]; Magic Resistance 2 (Improved, +150%) [10]. Perks: Trance instead of sleep [1]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3]. This is the "normal" elf. A bit more dextrous and perceptive than a human, but a Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; bit less strong. Magical, -10%) [1]. Detect Magic: Detect (Magic) (Magical, -10%) [9]. AQUATIC ELF [58] (Monster Manual, page 103) Disguise Self: Morph (Illusory; Cosmetic, -50%; Costs 1 FP, -5%; Attributes: DX+1 [20]; IQ-1 [-20]. Magical, -10%) [40]. Secondary Characteristics: Per +1 [5]. Disadvantages: Callous [-5]. Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Immunity to Sleep Perks: Trance instead of sleep [1]. Effects [5]; Less Sleep 4 [8]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Features: Night Vision 5 [0]. Underwater [5].

Perks: Trance instead of sleep [1]. Now this is a sub-subrace. Drow tainted with deep dragon blood lose their ability Features: Doesn’t Breathe (Gills) [0]. to cast faerie fire, but become able to disguise themselves with illusions and detect magic. Some elves adapted to living underwater. Nothing special, just a high elf with all the aquatic traits. FORESTLORD ELF [59] (Dragon Magic, page 8) Attributes: ST-1 [-10]; DX+1 [20]. DROW (DARK ELF) [87] (Monster Manual, 103) Secondary Characteristics: Per +1 [5]. Attributes: ST-1 [-10]; DX+1 [20]; IQ+1 [20]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Secondary Characteristics: Will +1 [5]; Per +1 [5]. 4 [8]; Night Vision 5 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision Treewalk: Warp (Special Portal, Tree, -20%; Range Limit, 20 yards, [10]; Less Sleep 4 [8]; Magic Resistance 2 (Improved, +150%) [10]. -20%; Limited Use, 1/day, -40%; Magical, -10%) [20]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, Quirks: Trivial Vow (Never harm green dragons) [-1]. -5%; Magical, -10%) [3]. Perks: Trance instead of sleep [1]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%;

Magical, -10%) [1].

Faerie Fire: Affliction 1 (Based on Will, +20%; Disadvantage, Noisy 5 Forestlord elves are high elves with a drop of green dragon blood in their veins. (Visual instead of audial), +10%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; They can teleport from a tree to another tree once a day and they blood Magical, -10%) [8]. connection prevents them from harming green dragons. Disadvantages: Callous [-5].

Perks: Trance instead of sleep [1]. ILLAELI ELF [41] (Expanded Psionics Handbook, page 6) Features: Night Vision 5 [0]. Attributes: ST-1 [-10]; DX+1 [20]. Secondary Characteristics: Per +1 [5]. Drow are probably the most infamous elven subrace. Who hasn't played D&D Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep with a chaotic good drow rogue/ranger/assassin dual-wielding sabers in the 4 [8]; Night Vision 5 [5]. party? I have played with them a lot. But anyway, the drow are able to produce Perks: Trance instead of sleep [1]; Weak Latency (Psi) [1]. light, darkness, and faerie fire that makes the subject easy to spot.

GRAY ELF [50] (Monster Manual, 104) A minor psionic elf subrace that was mentioned once in a sidebar and never ever Attributes: ST-2 [-20]; DX+1 [20]; IQ+1 [20]. again. The Weak Latency (Psi) perk comes from GURPS Psionic Powers. Secondary Characteristics: Per +1 [5].

Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep SNOW ELF [50] (Frostburn, page 34) 4 [8]; Night Vision 5 [5]. Attributes: DX+1 [20]. Perks: Trance instead of sleep [1]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep A more intelligent and even less strong elven subrace. Grey elves were 4 [8]; Night Vision 5 [5]. introduced in Monster Manual, and I think they weren't ever mentioned Perks: Trance instead of sleep [1]. afterwards.

Strangely, snow elves do not have any extreme cold tolerance, but at least they WILD ELF [30] (Monster Manual, page 104) are a bit stronger than the high elves. Nothing to see here, move along. Attributes: DX+1 [20]; IQ-1 [-20].

Secondary Characteristics: Per +1 [5]. ARCTIC ELF [37] (Unearthed Arcana, page 9) Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Attributes: ST-1 [-10]; DX+1 [20]. 4 [8]; Night Vision 5 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Perks: Trance instead of sleep [1]. 4 [8]; Night Vision 5 [5]; Temperature Tolerance (2xHT to cold) [2]. Perks: Trance instead of sleep [1]. Perks: Trance instead of sleep [1]. Unearthed Arcana presented environmental variations (arctic, desert, jungle, aquatic) of many races. And all of them are quite boring, to be honest. Another setting-specific subrace. They are akin to wild elves, but with an additional talent. DESERT ELF [37] (Unearthed Arcana, page 11) Attributes: ST-1 [-10]; DX+1 [20]. QUALINESTI [60] (Dragonlance Campaign Setting, page 18) Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Attributes: ST-1 [-10]; DX+1 [20]. 4 [8]; Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Secondary Characteristics: Per +1 [5]. Perks: Trance instead of sleep [1]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Night Vision 5 [5]; Voice [10]. Another environmental subrace. Perks: Trance instead of sleep [1].

JUNGLE ELF [35] (Unearthed Arcana, page 14) A setting-specific subrace. They are like high elves, but more charismatic. Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep SILVANESTI [72] (Dragonlance Campaign Setting, page 19) 4 [8]; Night Vision 5 [5]. Attributes: DX+1 [20]; IQ+1 [20]; HT-1 [-10]. Perks: Trance instead of sleep [1]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision And another one. [10]; Less Sleep 4 [8]; Night Vision 5 [5]. Perks: Trance instead of sleep [1]. FIRE ELF [50] (Unearthed Arcana, page 17) Racial Skill Modifiers: +1 to Thaumatology [2]. Attributes: IQ+1 [20]; HT-1 [-10]. Secondary Characteristics: Per +1 [5]. D&D writers sure liked to populate their settings with various "unique" elves. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Silvanesti do not have many differences from the high elves. 4 [8]; Night Vision 5 [5]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; DARGONESTI [137] (Dragonlance Campaign Setting, page 22) Limited, Fire, -40%; Tough Skin, -40%) [13]. Attributes: ST+1 [10]; DX+1 [20]. Disadvantages: Susceptible to Water Spells (-3) [-3]. Secondary Characteristics: Per +1 [5]. Perks: Trance instead of sleep [1]. Advantages: Alternate Form (Porpoise; Reduced Time 1, +20%; Limited Use, 3/day, -20%; Magical, -10%) [14]; Amphibious [10]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; PAINTED ELF [31] (Sandstorm, page 43) Night Vision 5 [5]; Pressure Support 2 [10]; Speak Underwater [5]. Attributes: DX+1 [20]; IQ-1 [-20]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, Secondary Characteristics: Per +1 [5]. -5%; Magical, -10%) [3]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; 4 [8]; Night Vision 5 [5]; Temperature Tolerance 1 (1xHT to hot) [1]. Magical, -10%) [1]. Perks: Trance instead of sleep [1]. Blur: Obscure 2 (Vision; Defensive, +50%; Extended, Infravision, +20%, Stealthy, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) Desert elf, but a little bit different. [9]. Fog: Obscure 5 (Vision; Extended Duration, 30x, +60%; Costs 1 FP, AVARIEL (WINGED ELF) [96] (Races of Faerun, page 31) -5%; Ranged, +50%; Takes Extra Time 2, -20%; Limited Use, 1/day, -40%; Attributes: DX+2 [40]; IQ+1 [20]; HT-1 [-10]. Magical, -10%) [14]. Secondary Characteristics: Per +1 [5]. Perks: Trance instead of sleep [1]; Can intuitively sense depth underwater [1]. Advantages: Acute Vision 1 [2]; Extended Lifespan 3 [6]; Flight (Cannot Hover, Porpoise shape [101] -15%; Winged, -25%) [24]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Attributes: ST+2 (No Fine Manipulators, -40%) [12]; DX+3 [36]; Night Vision 5 [5]. HT+1 [10]. Perks: Trance instead of sleep [1]. Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Hearing [15]; Doesn’t Breathe (Oxygen Storage, x25, -50%) [10]; Enhanced Move 1 A setting-specific subrace, but a cool one. Who doesn't like having wings? (Water) [20]; Night Vision 4 (Only under water, -30%) [3]; Peripheral Vision [15]; Pressure Support 1 [5]; Sonar (Reduced Range, 600 yd., -10%) [18]; Sharp SUN ELF [40] (Races of Faerun, page 40) Teeth [1]; Speak Underwater [5]; Ultrasonic Speech [10]. Attributes: IQ+1 [20]; HT-1 [-10]. Disadvantages: Bad Sight 2 (Motion Sensitive (from Animalia)) [-2]; Secondary Characteristics: Per +1 [5]. Ichtyoid [-50]; No Sense of Taste/Smell (Smell Only, Can Taste, -50%) [-2]; Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Restricted Diet (Carnivorous) [-10]. 4 [8]; Night Vision 5 [5]. Perks: Auto-Sleeper (from Animalia) [1]; Can see normally under and Perks: Trance instead of sleep [1]. above water [1]; Light Sleeper (from Animalia) [1]. Quirks: Red-Green Colorblindness [-1]. A setting-specific subrace. If I recall things correctly, their blood is tainted by Features: Born Biter 1 [0]. demons, but it is not represented mechanically. And now actually a unique setting-specific subrace. These aquatic elves have MOON ELF [40] (Races of Faerun, page 38) some nice innate magical abilities and can transform into dolphins. The porpoise Attributes: ST-1 [-10]; DX+1 [20]. stats were taken from GURPS Animalia. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep DIMERNESTI [216] (Dragonlance Campaign Setting, page 22) 4 [8]; Night Vision 5 [5]. Attributes: DX+1 [20]; IQ+1 [20]. Perks: Trance instead of sleep [1]. Secondary Characteristics: Per +1 [5]. Advantages: Alternate Form (Sea Otter; Reduced Time 1, +20%; Limited Use, A setting-specific subrace, mechanically identical to high elves. Move along. 3/day, -20%; Magical, -10%) [68]; Amphibious [10]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; KAGONESTI [50] (Dragonlance Campaign Setting, page 16) Less Sleep 4 [8]; Night Vision 5 [5]; Pressure Support 2 [10]; Speak Underwater Attributes: DX+1 [20]; IQ-1 [-20]. [5]. Secondary Characteristics: Per +1 [5]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision -5%; Magical, -10%) [3]. [10]; Less Sleep 4 [8]; Night Vision 5 [5]; Outdoorsman 1 [10]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; -10%) [11/5=3]. Notes: This spell causes the terrain to become slick, as per Bad Magical, -10%) [1]. Footing and No Room For Error, under Tricky Environments in DF 16, Page 38 - Blur: Obscure 2 (Vision; Defensive, +50%; Extended, Infravision, 39. It costs +1 movement point per yard (hex) to cross; gives -2 to attack rolls, +20%, Stealthy, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, DX rolls to remain standing, and Acrobatics and Jumping rolls; and inflicts -1 on -10%) [9]. active defense rolls. Additionally, Make a DX roll after each attack or defense. Fog: Obscure 5 (Vision; Extended Duration, 30x, +60%; Costs 1 FP, You get the -2 to this roll for bad footing, and may also claim +4 for perfect -5%; Ranged, +50%; Takes Extra Time 2, -20%; Limited Use, 1/day, -40%; balance, if applicable. Failure causes the victim to fall. Clambering back up calls Magical, -10%) [14]. for two successful rolls in a row, each counting as a Change Posture maneuver. Perks: Trance instead of sleep [1]; Can intuitively sense depth underwater [1]. This spell may also be cast on an item or person, it gives them Slippery 2 and Otter shape [218] Bad Grip 1. Attribute Modifiers: ST-3 [-30]; DX+3 [60]; HT+3 [30]. Ethereal Body: Insubstantiality (Can Carry Objects, Light, +20%; Only Secondary Characteristic Modifiers: SM-2; Basic Move +1 [5]. on planes bordering the Ethereal Plane, -5%; Limited Use, 1/day, -40%; Magical, Advantages: Acute Taste and Smell 2 [4]; Amphibious [10]; Breath- -10%) [52]. Holding 2 [4]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Double- Plane Shift (Ethereal) [20]: Jumper (Ethereal Plane and Material Plane Jointed [15]; Extra Legs (4 Legs) [5]; High Pain Threshold [10]; Night Vision 4 only, -40%; Limited Use, 1/day, -40%; Magical, -10%) [20]. [4]; Peripheral Vision [15]; Sharp Teeth [1]; Slippery 3 [6]; Temperature See Invisible: See Invisible (Magic; Limited Use, 1/day, -40%; Magical, Tolerance 1 (Cold) [1]; Terrain Adaptation (Snow) [5]; Terrain Adaptation -10%) [8]. (Uneven) [5]; Ultrahearing [5]; Vibration Sense (Water) [10]; Vibrissae (from Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Animalia) [3]. Magical, -10%) [1]. Disadvantages: Bad Grip 1 (Does not affect climbing rolls, -20%) [-4]; Perks: Trance instead of sleep [1]. Bad Smell (not versus others of same species, -20%; half penalty (only -1 reaction), -50%) [-3]; Bad Sight 4 (Motion Sensitive (from Animalia)) [-4]; Ham- An interesting subrace of diabolically-influenced elves that live on the Ethereal Fisted 2 [-10]; Restricted Diet (Carnivorous) [-10]; Semi-Upright [-5]. Plane. They were holding a neutral position during the elven civil war, but a Perks: Fur [1]. diabolical archduke brought them salvation from the drow. Their magical abilities Quirks: Red-Green Colorblindness [-1]. are expensive which makes the template unlikely to be used for a PC. Features: Born Biter 2 [0]. UMBRAGEN (SHADOW ELF) [87] (Dragon Magazine 330, page 43) And another setting-specific aquatic subrace. These elves can transform into Attributes: ST-1 [-10]; DX+1 [20]; IQ+1 [20]. otters instead of dolphins. Again, thanks to GURPS Animalia! Secondary Characteristics: Will +1 [5]; Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision PHAETHON [71] (Races of Ansalon, page 210) [10]; Less Sleep 4 [8]; Silence 2 [10]. Attributes: ST-1 [-10]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, Secondary Characteristics: Will +1 [5]; Per +1 [5]. -5%; Magical, -10%) [3]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; 4 [8]; Night Vision 5 [5]. Magical, -10%) [1]. Fire Resistance [48]: DR 15 (Includes Eyes, +10%; Includes Internal, Faerie Fire: Affliction 1 (Based on Will, +20%; Disadvantage, Noisy 5 +20%; Limited, Fire, -40%; Tough Skin, -40%) [38] + Immunity to Noxious Fire (Visual instead of audial), +10%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Effects [10]. Magical, -10%) [8]. Flaming Wings [28]: Flight (Cannot Hover, -15%; Winged, -25%; Disadvantages: Callous [-5]. Switchable, +10%; Magical, -10%) [24] + 2xStriker (Wing; Crushing; Cannot Perks: Trance instead of sleep [1]. Parry, -40%; Clumsy 1, -20%; Weak, -50%; Only when wings are manifested, Features: Night Vision 5 [0]. -10%) [1] + Burning Attack 1d-2 (Follow-Up, Wings, +0%; No Incendiary Effect, -10%) [2]. A setting-specific drow subrace that was first featured in the computer game Disadvantages: Vulnerability (Cold, x2) [-30]. Dragonshard. Never heard about it. But the Dragon Magazine article expands Perks: Trance instead of sleep [1]. their lore quite a lot.

ROCKSEER ELF [107] ( Annual Three) Attributes: ST-1 [-10]; DX+1 [20]; IQ+1 [20]; HT-1 [-10]. STAR ELF [30] (Unapproachable East, page 9) Secondary Characteristics: Per +1 [5]. Attributes: HT-1 [-10]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision Secondary Characteristics: Per +1 [5]. [10]; Less Sleep 4 [8]; Resistant to Earth Spells (+3) [3]. Advantages: Extended Lifespan 3 [6]; Imbue 1 (Magic; Ghostly Weapon only, Earth Glide: Permeation (Earth and Stone) (Extended, +20%; Can Carry -80%) [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Objects, Light, +20%; Magical, -10%) [52]. Perks: Trance instead of sleep [1]. Disadvantages: Susceptible to Air Spells (-3) [-3]. Racial Skills: Ghostly Weapon DX+0 [8]. Perks: Trance instead of sleep [1].

Back to Faerun-specific elves. These ones are weird. I do not remember their Originally found in the Night Below boxed set (1995, Carl Sargent) and lore, but they can infuse their weapons with the ghost touch ability, which is very Monstrous Compendium Annual Three (1996) this elven subrace is probably the useful if you encounter many incorporeal creatures in your games. least numerous. The rockseer elves' history tells that they were cowards that fled below ground during the elven civil war. And since that time they lived there in GHOST ELF [140] (Dragon Magazine 313, page 70) isolation. They believe that the whole elven pantheon shuns them because of their Attributes: DX+1 [20]; IQ+1 [20]; HT-3 [-30]. cowardice. I like this one, even though the template doesn't fit the player Secondary Characteristics: Per +1 [5]. characters easily! Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep

4 [8]; Night Vision 5 [5]. Posted by Enraged Eggplant at 01:00:00 Grease [19]: Affliction 1 (Bad Footing, +60%; Area Effect, 2 yards, Labels: D&D, GURPS, racial template, template +50%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) [16] + Affliction 1 (Based on Will, +20%; Costs 1 FP, -5%; Advantage, Slippery 2, +40%; Disadvantage, Bad Grip 1, +5%; Limited Use, 1/day, -40%; Magical, Saturday, 8 December 2018 Monsters/NPCs: Githyanki

Monsters/NPCs: Githyanki Githyanki are evil humanoids that were enslaved by the mind flayers a long time ago, but since then have broken free and relocated to the Astral Plane. Some of their warriors, called gish, possess magical abilities. High-ranking githyanki wield special silver swords that disrupt psionic abilities.

Githyanki [Monster Manual, page 127, Expanded Psionics Handbook, page 198]

68 points Attribute Modifiers: DX+1 [20]. Advantages: Infravision [10]; Mental Blow 3 [23]; Mind Shield 1 [4]; TK Grab 2 (Short Ranged) [8]. Racial Skills: Mental Blow Will-2 [1]; Mind Shield Will-2 [1]; TK Grab IQ-2 [1]. Creature Type: Humanoid.

Typical Stats – Githyanki Warrior

ST: 12 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 10 Parry: 10 DR: 3 (light plate, torso, front only) Thrusting Greatsword (13): 2d+1 cutting, Reach 1, 2 or 1d+2 impaling (KYOS: 2d-1 impaling), Reach 2. Longbow (13): 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).

Traits: Combat Reflexes; Infravision; Intolerance (Githzerai); Intolerance (Mind Flayers). Psionic Abilities: Mental Blow 3; Mind Shield 1; TK Grab 2 (Short Ranged). Skills: Area Knowledge (Astral Plane)-13; Armoury/TL3 (Melee Weapons)-13; Bow-13; Survival (Astral Plane)-13; Two-Handed Sword-13. Psionic Skills: Mental Blow-11; Mind Shield-11; TK Grab-11. Creature Type: Humanoid.

Typical Stats – Githyanki Soldier ST: 12 HP: 13 Speed: 6.25 DX: 12 Will: 11 Move: 6 IQ: 11 Per: 11 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 11 DR: 6 (medium plate, torso, front only) Thrusting Greatsword (14): 2d+1 cutting, Reach 1, 2 or 1d+2 impaling (KYOS: 2d-1 impaling), Reach 2. Longbow (14): 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).

Traits: Combat Reflexes; Infravision; Intolerance (Githzerai); Intolerance (Mind Flayers). Psionic Abilities: Mental Blow 3; Mind Shield 1; Photorefraction 3; TK Grab 2 (Short Ranged). Skills: Area Knowledge (Astral Plane)-14; Armoury/TL3 (Melee Weapons)-13; Bow-13; Soldier/TL3-14; Survival (Astral Plane)-14; Two-Handed Sword-14. Psionic Skills: Mental Blow-12; Mind Shield-12; Photorefraction-12; TK Grab-12. Creature Type: Humanoid.

Typical Stats – Githyanki Captain ST: 14 HP: 14 Speed: 6.5 DX: 13 Will: 12 Move: 6 IQ: 12 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 11 DR: 2 (Ring of Protection +2); 6 (medium plate, torso, front only) Githyanki Silver Sword (15): 3d cutting, Reach 1, 2 or 2d impaling (KYOS: 2d+2 impaling), Reach 2. Longbow (15): 1d+2 impaling (KYOS: 2d impaling), Acc 3, Range 210/280, RoF 1, Shots 1(2).

Traits: Combat Reflexes; Infravision; Intolerance (Githzerai); Intolerance (Mind Flayers). Psionic Abilities: Autoteleport 4; Combat Teleport; Mental Blow 3; Mind Shield 1; Photorefraction 3; TK Grab 2 (Short Ranged). Skills: Area Knowledge (Astral Plane)-15; Armoury/TL3 (Melee Weapons)-15; Bow-15; Leadership-14; Soldier/TL3-15; Survival (Astral Plane)-15; Tactics-15; Thaumatology-13; Two-Handed Sword-15. Psionic Skills: Autoteleport-13; Mental Blow-13; Mind Shield-13; Photorefraction-13; TK Grab-13. Creature Type: Humanoid.

Typical Stats – Gish ST: 14 HP: 14 Speed: 6.5 DX: 13 Will: 12 Move: 6 IQ: 12 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 11 DR: 2 (Ring of Protection +2); 6 (medium plate, torso, front only) Thrusting Greatsword (15): 3d-1 cutting, Reach 1, 2 or 2d-1 impaling (KYOS: 2d+1 impaling), Reach 2. Longbow (15): 1d+2 impaling (KYOS: 2d impaling), Acc 3, Range 210/280, RoF 1, Shots 1(2). Traits: Combat Reflexes; Imbue 3 (Magical); Infravision; Intolerance (Githzerai); Intolerance (Mind Flayers). Psionic Abilities: Autoteleport 4; Combat Teleport; Mental Blow 3; Mind Shield 1; Photorefraction 3; TK Grab 2 (Short Ranged). Skills: Area Knowledge (Astral Plane)-15; Armoury/TL3 (Melee Weapons)-15; Bow-15; Soldier/TL3-15; Survival (Astral Plane)-15; Thaumatology-13; Two-Handed Sword-15. Psionic Skills: Autoteleport-13; Mental Blow-13; Mind Shield-13; Photorefraction-13; TK Grab-13. Imbuement Skills (Magical): Burning Strike-13; Forceful Blow-13; Ghostly Weapon-13; Incendiary Weapon-13; Penetrating Strike-13. Creature Type: Humanoid.

GITHYANKI SILVER SWORD

To create this special weapon, we have to write up a Sorcery spell first. As a rule, magic does not interact with psionics, but we make this spell only for pricing reasons. One could rework it as an Anti-Psi ability, if needed.

Antipsi Weapon Keywords: Weapon Buff. Full Cost: 59 points. Casting Roll: None. Use Innate Attack (Gaze) to aim. Use Will to suppress abilities. Range: 100 yards. Duration: 30 minutes.

This spell imbues the weapon with antipsionic properties. When the wielder hits a psi with this weapon, he must roll a Quick Contest of Will. The victim gets a bonus equal to his best psionic Talent. If the wielder wins, he neutralizes his victim’s psionic powers for 3 minutes. If the wielder loses or ties, there’s no effect – but critical failure on the wielder’s Will roll disables this property for 1d hours. Once the wielder has neutralized a given subject, he can’t affect him again until his powers recover. Multiple attackers can use Antipsi Weapon or similar neutralizing abilities on the same target. Use only the longest duration; their abilities don’t “add” in any way. This enchantment only deprives the subject of the psionic abilities, it doesn’t affect Talent. Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Antipsi Weapon, +450%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [59]. Notes: “Antipsi Weapon” is Neutralize Psi (Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%) [45].

Githyanki Silver Sword

Githyanki Silver Sword – as an enchanted item (using Sorcery) This fine (p. B274) silver-edged (p. B275) thrusting greatsword (p. LT70, p. B274) looks much like a standard weapon while still in its sheath. When drawn, the silver sword transforms into a column of silvery liquid, alternating the weapon’s balance round by round as the blade’s shape flows and shimmers. The weapon can be imbued with antipsionic properties by the wielder for 1 hour by taking a Concentrate maneuver and spending 1 FP. When the wielder hits a psi with this weapon, he must roll a Quick Contest of Will. The victim gets a bonus equal to his best psionic Talent. If the wielder wins, he neutralizes his victim’s psionic powers for 3 minutes. If the wielder loses or ties, there’s no effect – but critical failure on the wielder’s Will roll disables this property for 1d hours. Once the wielder has neutralized a given subject, he can’t affect him again until his powers recover. Multiple attackers can use githyanki silver swords or similar neutralizing abilities on the same target. Use only the longest duration; their abilities don’t “add” in any way. This enchantment only deprives the subject of the psionic abilities, it doesn’t affect Talent. Statistics: Neutralize Psi (Fixed Duration, +0%; Follow-Up, This weapon, +0%; Psi, -10%) [45]. Usually On; Weapon, Metal, x0.45; 21 EP. TL3 Price: $5,400 + 2 x 21 x $320 = $18,840. TL8 Price: $5,400 + 2 x 21 x $1,180 = $54,960.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, racial template, sorcery, spell, template, treasure Sunday, 9 December 2018 Monster/NPC: Githzerai

Monster/NPC: Githzerai The githzerai are chaotic relatives of the githyanki that live on the chaotic plane of Limbo.

Githzerai [Monster Manual, page 129, Expanded Psionics Handbook, page 199]

90 points Attribute Modifiers: DX+2 [40]. Advantages: Infravision [10]; Mental Blow 3 [23]; Mind Shield 1 [4]; PK Shield 1 [4]; TK Crush 1 [5]. Racial Skills: Mental Blow Will-2 [1]; Mind Shield Will-2 [1]; PK Shield IQ-2 [1]; TK Crush IQ-2 [1]. Creature Type: Humanoid.

Typical Stats

ST: 12 HP: 12 Speed: 6 DX: 13 Will: 11 Move: 6 IQ: 10 Per: 11 HT: 11 FP: 11 SM: +0 Dodge: 10 Parry: 10 DR: 2 (PK Shield) Fine Shortsword (13): 2d-1 cutting, Reach 1 or 1d impaling (KYOS: 1d+1 impaling), Reach 1. Longbow (13): 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).

Traits: Combat Reflexes; Infravision; Intolerance (Githyanki); Intolerance (Mind Flayers). Psionic Abilities: Mental Blow 3; Mind Shield 1; PK Shield 2; TK Crush 1. Skills: Area Knowledge (Limbo)-13; Bow-13; Meditation-13; Shortsword-13; Survival (Limbo)-13. Psionic Skills: Mental Blow-11; Mind Shield-11; PK Shield-11; TK Crush-11. Creature Type: Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, racial template, template Wednesday, 19 December 2018 Monsters/NPCs: Gnomes

Monsters/NPCs: Gnomes And here we have three gnome warriors made using gnome racial templates.

Rock Gnome Warrior

Typical Stats

ST: 6 HP: 6 Speed: 5.25 DX: 10 Will: 10 Move: 4 IQ: 10 Per: 10 HT: 11 FP: 12 SM: -2 Dodge: 8 Parry: 8 DR: 3* (light mail; torso) SM-2 Longsword (11): swing 1d-2 cutting (KYOS: 1d-3 cutting), Reach 1; or thrust 1d-3 impaling (KYOS: 1d-5 impaling), Reach 1. SM-2 Crossbow (ST 6; Normal Bolt) (11): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). SM-2 Crossbow (ST 6; Bodkin Bolt) (11): thrust 1d-2(2) piercing (KYOS: 1d-4(2) piercing), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). Racial Spell-Like Abilities: Light: One per day a rock gnome can emit light for 1 minute in a 2-yard-radius area around himself. Sound: One per day a rock gnome can project an auditory illusion in a 2-yard-radius area around himself. Burrowing Animal Speech: Rock gnomes are able to speak with burrowing animals.

Traits: Acute Hearing 1; Acute Taste and Smell 1; Extended Lifespan 2; Intuitive Illusionist; Night Vision 5. Skills: Broadsword-11; Crossbow-11; Stealth-10. Creature Type: Humanoid (Gnome).

Forest Gnome Ranger

Typical Stats ST: 6 HP: 6 Speed: 5.5 DX: 11 Will: 10 Move: 4 IQ: 10 Per: 10 HT: 11 FP: 12 SM: -2 Dodge: 8 Parry: 8 DR: 3* (light mail; torso) SM-2 Longsword (11): swing 1d-2 cutting (KYOS: 1d-3 cutting), Reach 1; or thrust 1d-3 impaling (KYOS: 1d-5 impaling), Reach 1. SM-2 Crossbow (ST 6; Normal Bolt) (13): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). SM-2 Crossbow (ST 6; Bodkin Bolt) (13): thrust 1d-2(2) piercing (KYOS: 1d-4(2) piercing), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). Racial Spell-Like Abilities: Light: One per day a forest gnome can emit light for 1 minute in a 2-yard-radius area around himself. Sound: One per day a forest gnome can project an auditory illusion in a 2-yard-radius area around himself. Animal Speech: Forest gnomes are able to speak with animals.

Traits: Acute Hearing 1; Acute Taste and Smell 1; Extended Lifespan 2; Intuitive Illusionist; Night Vision 5. Skills: Broadsword-11; Camouflage-13; Crossbow-13; Naturalist (Earth-Like)-13; Stealth-13; Survival (Woodlands)-13; Tracking-13. Creature Type: Humanoid (Gnome).

Svirfneblin Warrior

Typical Stats ST: 6 HP: 6 Speed: 5.25 DX: 11 Will: 10 Move: 4 IQ: 10 Per: 10 HT: 10 FP: 11 SM: -2 Dodge: 8 Parry: 9U DR: 3* (light mail; torso) SM-2 Pick (12): swing 1d-2 impaling (KYOS: 1d-3 impaling), Reach 1. Reduce penalty for targeting chinks in armor (p. B400) by -2. May get stuck; see Picks (p. B405) SM-2 Crossbow (ST 6; Normal Bolt) (12): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). SM-2 Crossbow (ST 6; Bodkin Bolt) (12): thrust 1d-2(2) piercing (KYOS: 1d-4(2) piercing), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). Racial Spell-Like Abilities: Nondetection: All attempts to detect the svirfneblin using Information spells are made at a -10 penalty, making him practically immune to such senses. Disguise Self: The svirfneblin can overlay an illusory form around himself for disguise. This costs 1 FP per minute. Blur: The svirfneblin can project an aura that bends light in a 2-yard radius around himself. Actions that rely on vision or Infravision take a -2 penalty when made by creatures outside the area against creatures inside the area. The svirfneblin can use this ability only once per day; it costs 1 FP and lasts 10 seconds. Strike Blind (12): Once per day the svirfneblin can blind another creature. Treat this as an Affliction (p. B35) that can be used only once per day and that applies Blindness for margin of failure minutes. Strike Deaf (12): Once per day the svirfneblin can deafen another creature. Treat this as an Affliction (p. B35) that can be used only once per day and that applies Deafness for margin of failure minutes. Traits: Acute Hearing 1; Acute Taste and Smell 1; Extended Lifespan 2; Infravision; Intuitive Illusionist; Magic Resistance 2 (Improved); Night Vision 5. Skills: Axe/Mace-12; Crossbow-12; Innate Attack (Gaze)-12; Stealth-12. Creature Type: Humanoid (Gnome).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Monday, 21 November 2016 Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Racial Templates: Gnomes Magical, -10%) [1]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Racial Templates: Gnomes Magical, -10%) [5]. Burrowing Animal Speech: Speak with Animals (Burrowing animals The gnomes in D&D are small humanoids with minor magical powers, in only, -60%; Magical, -10%) [8]. Pathfinder they also are migrants from the First World, the world of the fey.

While interesting, I've never seen a person play a gnome, and even use gnome as an NPC. I think gnomes are the most overlooked "core" race. Blood of the copper dragons flows in stonehunter gnome's veins. They lose their Intuitive Illusionist perk, and... that's it. ROCK GNOME [-24] (Player’s Handbook, page 16)

Attributes: ST-5 [-50]; HT+1 [10]. ICE GNOME [-22] (Frostburn, page 35) Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Attributes: ST-5 [-50]; HT+1 [10]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Lifespan 2 [4]; Night Vision 5 [5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Lifespan 2 [4]; Night Vision 5 [5]. Magical, -10%) [1]. Ray of Frost: Fatigue Attack 1d (Freezing, +20%; Limited Use, 1/day, Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; -40%; Magical, -10%) [7]. Magical, -10%) [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Burrowing Animal Speech: Speak with Animals (Burrowing animals Magical, -10%) [1]. only, -60%; Magical, -10%) [8]. Arctic Animal Speech: Speak with Animals (Arctic animals only, -60%; Perks: Intuitive Illusionist [1]. Magical, -10%) [8]. Perks: Intuitive Illusionist [1].

Rock gnomes are the "standard" gnomes. They possess minor magical abilities that allow them to create light, sound, and talk to burrowing animals. While the The ice gnomes live in harsh environments, but do not posess any Temperature first two abilities are useful, they can only be used once per day. Tolerance. But they gain the ability to project a ray of frost once a day.

SVIRFNEBLIN (DEEP GNOME) [96] (Monster Manual, page 132) AQUATIC GNOME [9] (Unearthed Arcana, page 7) Attributes: ST-5 [-50]; DX+1 [20]. Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Advantages: Acute Taste and Smell 1 [2]; Amphibious [10]; Extended Lifespan Lifespan 2 [4]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; 2 [4]; Night Vision 5 [5]; Pressure Support 1 [5]; Speak Underwater [5]. Night Vision 5 [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Nondetection: Obscure 10 (Divination; Defensive, +50%; Stealthy, Magical, -10%) [1]. +100%; Always On, -50%; No Area of Effect, -50%; Magical, -10%) [28]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Disguise Self: Morph (Illusory; Cosmetic, -50%; Costs 1 FP, -5%; Magical, -10%) [5]. Magical, -10%) [40]. Aquatic Animal Speech: Speak with Animals (Aquatic animals only, Blur: Obscure 2 (Vision; Defensive, +50%; Extended, Infravision, -40%; Magical, -10%) [13]. +20%, Stealthy, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, Perks: Intuitive Illusionist [1]. -10%) [9]. Features: Doesn’t Breathe (Gills) [0]. Strike Blind: Affliction 1 (Disadvantage, Blindness, +50%; Limited Use,

1/day, -40%; Magical, -10%) [10].

Strike Deaf: Affliction 1 (Disadvantage, Deafness, +20%; Limited Use, And let's start with the good ol' environmental variants. Underwater gnomes! 1/day, -40%; Magical, -10%) [7].

Perks: Intuitive Illusionist [1]. ARCTIC GNOME [-22] (Unearthed Arcana, page 9) Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Svirfneblins are a subrace that actually gets some attention outside Monster Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Manual. They are one of the few "good" races of the underground world, and Lifespan 2 [4]; Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to cold) [2]. they posess much more powerful abilities than the other subraces. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. FOREST GNOME [1] (Monster Manual, page 132) Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Attributes: ST-5 [-50]; HT+1 [10]. Magical, -10%) [5]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Arctic Animal Speech: Speak with Animals (Arctic animals only, -60%; Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Magical, -10%) [8]. Lifespan 2 [4]; Night Vision 5 [5]. Perks: Intuitive Illusionist [1]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%;

Magical, -10%) [1].

Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Arctic gnomes gain Temperature Tolerance, unlike the ice gnomes, but can't fire Magical, -10%) [5]. rays of frost. Beast Speech: Speak with Animals (Magical, -10%) [23].

Perks: Intuitive Illusionist [1]. DESERT GNOME [-22] (Unearthed Arcana, page 12) Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Suprisingly, the forest gnomes also do get some attention in Races of Faerun. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Their ability to talk to animals is not limited to burrowing animals. Lifespan 2 [4]; Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; STONEHUNTER GNOME [-15] (Dragon Magic, page 8) Magical, -10%) [1]. Attributes: ST-5 [-50]; HT+1 [10]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Magical, -10%) [5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Desert Animal Speech: Speak with Animals (Desert animals only, -60%; Lifespan 2 [4]; Night Vision 5 [5]. Magical, -10%) [8]. Perks: Intuitive Illusionist [1]. Silence: Obscure 10 (Hearing; Limited Use, 1/day, -40%; Magical, -10%) [10]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Desert gnomes are the opposites of the arctic gnomes. Magical, -10%) [5]. Apportation: Telekinesis 1 (Magical, -10%) [4]. JUNGLE GNOME [-1] (Unearthed Arcana, page 14) Perks: Ping [1]. Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Night Vision Whisper gnomes actually are quite interesting. They have magical abilities that 5 [5]. make them excellent thieves and rogues. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. FIRE GNOME [-2] (Planar Handbook, page 125) Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Attributes: ST-5 [-50]; HT+1 [10]. Magical, -10%) [5]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Beast Speech: Speak with Animals (Magical, -10%) [23]. Advantages: Extended Lifespan 2 [4]; Infravision [10]. Perks: Intuitive Illusionist [1]. Fire Resistance [48]: DR 15 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [38] + Immunity to Noxious Fire Effects [10]. Jungle gnomes are like forest gnomes, but with no Acute Hearing. Create Fire: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Magical, -10%; Limited Use, 1/day, -40%; Persistent, AIR GNOME [15] (Unearthed Arcana, page 16) +40%; Variable, Area, +5%) [8]. Attributes: ST-5 [-50]; DX+1 [20]. Disadvantages: Vulnerability (Cold, x2) [-30]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Doesn’t Breathe [20]; Extended Lifespan 2 [4]; Night Vision 5 [5]. TINKER GNOME [-9] (Dragonlance Campaign Setting, page 25) Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Attributes: ST-5 [-50]; DX+1 [20]; IQ+1 [20]. Magical, -10%) [1]. Secondary Characteristics: SM -2; Will +1 [5]; Per -1 [-5]; Basic Move -1 [-5]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]. Magical, -10%) [5]. Bird Speech: Speak with Animals (Birds only, -50%; Magical, -10%) [10]. In Dragonlance the gnomes are obsessed with tinkering, creating Disadvantages: Susceptible to Earth Spells (-3) [-3]. overcomplicated mechanical contraptions, live in the mount Nevermind, and have Perks: Intuitive Illusionist [1]. names as long as several tomes. They are considered to be crazy by most other races.

In real life mythology, gnomes are earth spirits. You would think the authors of MAD GNOME [-29] (Dragonlance Campaign Setting, page 27) Unearthed Arcana would create earth gnomes as the elemental gnomish subrace? Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Per -1 [-5]; Basic Move -1 [-5]. WAVECREST GNOME [-9] (Stormwrack, page 44) Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; High Attributes: ST-5 [-50]; HT+1 [10]. Manual Dexterity 1 [5]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Absolute Direction [5]; Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Night Vision 5 [5]. Mad, or thinker, gnomes are less crazy than the tinker gnomes. Mad gnomes' Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; inventions work as intended, do not blow up, and are actually useful. Tinker Magical, -10%) [1]. gnomes consider them to be mad though. Aquatic Animal Speech: Speak with Animals (Aquatic animals only, -40%; Magical, -10%) [13]. WILD GNOME [-1] (Races of Ansalon, page 101) Perks: Intuitive Illusionist [1]. Attributes: ST-5 [-50]; IQ+1 [20]; HT+1 [10]. Secondary Characteristics: SM -2; Will +1 [5]; Per -1 [-5]; Basic Move -1 [-5]. Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; And the last one of the environmental variants. The wavecrest gnomes cannot get Outdoorsman 1 [10]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5]. lost and cannot create auditory illusions.

CHAOS GNOME [13] (Races of Stone, page 86) And another Dragonlance subrace. Just wild gnomes. No magical abilities, but Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10]. resistant to poison and disease. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended RIVER GNOME [-3] (Dragon Magazine 291, page 34) Lifespan 2 [4]; Luck (Active, -40%; Game Time, +0%) [9]; Night Vision 5 [5]. Attributes: ST-5 [-50]; HT+1 [10]. Light Jet: Illumination (narrow 10-yard beam, 1 minute; Limited Use, Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. 1/day, -40%; Magical, -10%) [1]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Amphibious Daze: Affliction 1 (Based on Will, +20%; Limited Use, 1/day, -40%; [10]; Breath-Holding 1 [2]; Extended Lifespan 2 [4]; Night Vision 5 [5]. Magical, -10%) [7]. Aquatic Animal Speech: Speak with Animals (Aquatic animals only, Missile Shield: DR 5 (Ranged Attacks, -20%; Force Field, +20%; Active -40%; Magical, -10%) [13]. Defense, -40%; Limited Use, 1/day, -40%; Magical, -10%) [5]. Perks: Intuitive Illusionist [1].

The chaos gnomes have a totally different array of magical abilities. Lore-wise River gnomes are recluses that live in burrows dug in the riverbanks. They can they seem to be much closer to the Pathfinder gnomes than the rock gnomes. talk to aquatic animals and hold their breath for a long time.

WHISPER GNOME [32] (Races of Stone, page 94) ARCANE GNOME [-2] (Dragon Magazine 291, page 34) Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10]. Attributes: ST-5 [-50]; IQ+1 [20]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Per +1 [5]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Night Vision 5 [5]; Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Silence 3 [15]. Lifespan 2 [4]; Night Vision 5 [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Summon Tiger: Ally (12 or less; 100% Total; Tiger; Accessibility, Only Magical, -10%) [1]. in warm or temperate forests, -15%; Conjured, +100%; Magical, -10%) [14]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Tiger Speech: Speak with Animals (Tigers only, -80%; Magical, -10%) Magical, -10%) [5]. [5]. Perks: Intuitive Illusionist [1]. Disadvantages: Restricted Diet (Herbivore) [-10]. Perks: Intuitive Illusionist [1].

Aracne gnomes are loners that live in the cities of other races and devote their Tiny gnomes who live in warm forests and are at good terms with tigers. They are lives to arcane studies. reclusive, do not like loud sounds and intruders.

SHAN SAO [-19] (Oriental Adventures) Posted by Enraged Eggplant at 13:32:00 Attributes: ST-7 [-70]; DX+1 [20]; HT+1 [10]. Labels: D&D, GURPS, racial template, template Secondary Characteristics: SM -4; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Fearlessness 4[ 8]; Night Vision 5 [5]. Friday, 16 December 2016 Monsters/NPCs: Goblinoids and Kobolds

Monsters/NPCs: Goblinoids and Kobolds I am preparing to run a conversion of a classic D&D module. Having made the goblinoid and kobold racial templates, now I can convert some NPCs too! They are weak, but I always felt that there needs to be more weak monsters for low-level play.

Goblin Warrior

Typical Stats

ST: 5 HP: 5 Speed: 4.75 DX: 10 Will: 9 Move: 3 IQ: 8 Per: 8 HT: 9 FP: 9 SM: -2 Dodge: 7 Parry: 8 DR: 0 Baton (10): swing 1d-3 crushing (KYOS: 1d-5 crushing), Reach 1; or thrust 1d-4 crushing (KYOS: 1d-7 crushing), Reach 1. Javelin throw (10): thrust 1d-3 impaling (KYOS: 1d-6 impaling), Acc 3, x1.5/x2.5 (10/17). Javelin thrust (5): thrust 1d-3 imp (KYOS: 1d-6 impaling), Reach 1.

Traits: Infravision; Silence 1. Skills: Shortsword-10; Stealth-10; Throwing Weapon (Spear)-10. Creature Type: Humanoid (Goblinoid).

Goblin Healer

Typical Stats ST: 5 HP: 5 Speed: 4.75 DX: 10 Will: 10 Move: 3 IQ: 10 Per: 10 HT: 9 FP: 9 SM: -2 Dodge: 7 Parry: 8 DR: 0 Baton (10): swing 1d-3 crushing (KYOS: 1d-5 crushing), Reach 1; or thrust 1d-3 crushing (KYOS: 1d-5 crushing), Reach 1.

Traits: Infravision; Silence 1. Skills: First Aid-12; Naturalist (Earthlike)-12; Shortsword-10; Stealth-10. Creature Type: Humanoid (Goblinoid).

Hobgoblin Warrior

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 11 SM +0 Dodge: 8 Parry: 8 DR: 0 Broadsword (10): swing 1d+1 cutting, Reach 1; or thrust 1d-1 crushing, Reach 1. Javelin throw (10): thrust 1d-1 impaling, Acc 3, x1.5/x2.5 (15/25). Javelin thrust (5): thrust 1d-1 imp, Reach 1.

Traits: Infravision; Silence 1. Skills: Broadsword-10; Stealth-10; Throwing Weapon (Spear)-10. Creature Type: Humanoid (Goblinoid).

Hobgoblin Chief

Typical Stats ST: 10 HP: 10 Speed: 6 DX: 11 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 11 FP: 11 SM +0 Dodge: 9 Parry: 8 DR: 0 Broadsword (11): swing 1d+1 cutting, Reach 1; or thrust 1d-1 crushing, Reach 1. Bow (11): thrust 1d-2 impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(2).

Traits: Infravision; Silence 1. Skills: Bow-11; Broadsword-11; Leadership-10; Stealth-11; Throwing Weapon (Spear)-11. Creature Type: Humanoid (Goblinoid). Bugbear Warrior

Typical Stats ST: 12 (KYOS: 11) HP: 12 (KYOS: 11) Speed: 5.25 DX: 10 Will: 9 Move: 5 IQ: 9 Per: 9 HT: 11 FP: 11 SM +0 Dodge: 8 Parry: 8U DR: 1 (tough skin) Mace (10): swing 2d+1 cutting (KYOS: 2d crushing), Reach 1; Parry 0U. Javelin throw (10): thrust 1d impaling, Acc 3, x1.5/x2.5 (18/30). Javelin thrust (5): thrust 1d imp, Reach 1.

Traits: Infravision; Silence 1. Skills: Axe/Mace-10; Stealth-10; Throwing Weapon (Spear)-10. Creature Type: Humanoid (Goblinoid).

Bugbear Hunter

Typical Stats ST: 12 (KYOS: 11) HP: 12 (KYOS: 11) Speed: 5.5 DX: 11 Will: 9 Move: 5 IQ: 9 Per: 10 HT: 11 FP: 11 SM +0 Dodge: 8 Parry: 8U DR: 3 (1 tough skin + layered light leather) Mace (11): swing 2d+1 cutting (KYOS: 2d crushing), Reach 1; Parry 0U. Javelin throw (11): thrust 1d impaling, Acc 3, x1.5/x2.5 (18/30). Javelin thrust (6): thrust 1d imp, Reach 1.

Traits: Infravision; Silence 1. Skills: Axe/Mace-11; Naturalist-9; Stealth-11; Survival (Woodlands)-10; Throwing Weapon (Spear)-11; Tracking-10. Creature Type: Humanoid (Goblinoid).

Kobold Warrior

Typical Stats ST: 5 HP: 5 Speed: 5 DX: 11 Will: 9 Move: 4 IQ: 9 Per: 9 HT: 9 FP: 9 SM: -2 Dodge: 8 Parry: N/A DR: 1 (tough skin) Dagger (11): thrust 1d-5 impaling (KYOS: 1d-8 impaling), Reach C; Parry -1. Javelin throw (11): thrust 1d-2 impaling (KYOS: 1d-2 impaling), Acc 3, x1.5/x2.5 (10/17). Javelin thrust (6): thrust 1d-2 imp (KYOS: 1d-2 impaling), Reach 1.

Traits: Cold-Blooded; Infravision; Night Vision 5 (5 is native); Scales. Skills: Knife-11; Stealth-11; Throwing Weapon (Spear)-11. Creature Type: Humanoid (Reptilian).

Kobold Sorcerer

Typical Stats ST: 5 HP: 5 Speed: 5 DX: 11 Will: 10 Move: 4 IQ: 10 Per: 10 HT: 9 FP: 9 SM: -2 Dodge: 8 Parry: N/A DR: 1 (tough skin) Dagger (11): thrust 1d-5 impaling (KYOS: 1d-8 impaling), Reach C; Parry -1. Spells: - Detect Magic (GURPS Thaumatology – Sorcery, pg. 19); - Ray of Frost 1.

Traits: Cold-Blooded; Infravision; Night Vision 5 (5 is native); Scales; Sorcerous Empowerment 1 (White Dragon Bloodline; Meta, flight, and cold spells only). Skills: Innate Attack (Beam)-11; Knife-11; Occultism-11; Stealth-11. Creature Type: Humanoid (Reptilian).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Friday, 9 December 2016 Some goblins are born with blue skin and latent psionic abilities. They are Racial Templates: Goblinoids usually bullied in goblin societies, and because of that many blues are wanderers.

Racial Templates: Goblinoids SNOW GOBLIN [-23] (Frostburn, page 136) Attributes: ST-4 [-40]; DX+1 [20]; IQ-1 [-20]. Goblins are a common "bad guy" race for low-level adventures to deal with. But Secondary Characteristics: SM -2; Basic Move -1 [-5]. there is much more to goblinoids than just the small weak goblins, and some of Advantages: Silence 1 [5]; Infravision [10]. the goblinoids actually are formiddable opponents. Here I present you all Perks: Penetrating Voice [1]. goblinoid racial templates from D&D that I've converted. As a side note - after Racial Skill Modifiers: +2 to Climbing [4]; +1 to Intimidation [2]. looking some things up, I found out that I missed some obscure subraces of , dwarves, and gnomes, so I updated those posts too.

Snow goblins possess big throat sacks that allow them to project their voice over GOBLIN [-20] (Monster Manual, page 133) long distances. Attributes: ST-5 [-50]; DX+1 [20].

Secondary Characteristics: SM -2; Basic Move -1 [-5]. AQUATIC GOBLIN [10] (Unearthed Arcana, page 7) Advantages: Infravision [10]; Silence 1 [5]. Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: Amphibious [10]; Infravision [10]; Pressure Support 1 [5]; Silence Goblins are small primitive creatures who usually are bullied by larger and 1 [5]; Speak Underwater [5]. stronger humanoids, such as hobgoblins, bugbears, orcs, or ogres. Features: Doesn’t Breathe (Gills) [0].

HOBGOBLIN [25] (Monster Manual, page 153)

Attributes: HT+1 [10]. Unearthed Arcana did not leave the goblins untouched, so we have a bunch of Advantages: Infravision [10]; Silence 1 [5]. environmental varieties. At least now we can have goblins underwater!

Hobgoblins probably are the most civilized goblinoids, even though their ideal ARCTIC GOBLIN [-18] (Unearthed Arcana, page 9) society is a militaristic and a tyrannical one. Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. BUGBEAR [48] (Monster Manual, page 29) Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to cold) [2]. Attributes: ST+2 [20]; HT+1 [10].

Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Silence 1 [5].

Knowing Your Own Strength [38] Arctic goblins share habitat with snow goblins, but they differ quite a lot. The Replace ST+2 [20] with ST+1 [10] lack of a throat sack makes them much more quiet than their snow brethren.

Bugbears are even stronger than hobgoblins, but are not predisposed towards DESERT GOBLIN [-23] (Unearthed Arcana, page 12) civilization and cooperations. They usually form small raiding bands. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. SUNSCORCH HOBGOBLIN [31] (Dragon Magic, page 9) Advantages: Night Vision 5 [5]; Silence 1 [5]; Temperature Tolerance 2 (2xHT Attributes: HT+1 [10]. to hot) [2]. Secondary Characteristics: Will +1 [5]. Advantages: Infravision [10]; Silence 1 [5]; Temperature Tolerance 1 (1xHT to hot) [1]. Desert goblins have resistance to heat, and that's pretty much the only difference.

Sunscorch hobgoblins have blood of blue dragons flowing in their veins. This JUNGLE GOBLIN [-24] (Unearthed Arcana, page 14) blood improves their willpower and resistance to heat. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. VRIL [-32] (Drow of the Underdark, page 123) Advantages: Night Vision 5 [5]. Attributes: ST-5 [-50]; HT+1 [10]; IQ-1 [-20]. Racial Skill Modifiers: +2 to Climbing [4]; +1 to Jumping [2]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: Infravision [10]; Protected Hearing [5]. Sound Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Jungle goblins are adept climbers and jumpers. Limited, Sound, -40%; Tough Skin, -40%) [13]. Scream: Burning Attack 1d (Environmental, Air/Water, -5%; No AIR GOBLIN [7] (Unearthed Arcana, page 16) Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%; Attributes: ST-5 [-50]; DX+2 [40]; HT-1 [-10]. Limited Use, 1/day, -40%) [7]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Skinshift: DR 4 (Switchable, switches off when knocked out, +10%; Advantages: Doesn’t Breathe [20]; Infravision [10]; Silence 1 [5]. Limited Use, 1/day, -40%; Maximum Duration, 10 seconds, -75%; Tough Skin, Disadvantages: Susceptible to Earth Spells (-3) [-3]. -40%; Vs. Cutting/Impaling/Crushing (chosen during activation), -30%) [4]. Disadvantages: Susceptible 3 (Poison) [-12]. Racial Skill Modifiers: +2 to Climbing [4]; +1 to Jumping [2]. Air goblins are very agile and their elemental nature allows them to live without Features: Night Vision 5 [0]. any need in oxygen. This way, an air goblin could even live underwater, if he wanted, but it would be uncomfortable withouth Amphibious.

Vrils are results of drow magical experimentation to create a new kind of shock FIRE HOBGOBLIN [25] (Unearthed Arcana, page 17) troops. They can project sonic attacks and alter the consistency of their flesh. Attributes: HT+1 [10]. Advantages: Night Vision 5 [5]. BLUE [-18] (Expanded Psionics Handbook, page 190) Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Attributes: ST-5 [-50]; IQ+1 [20]. Limited, Fire, -40%; Tough Skin, -40%) [13]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Disadvantages: Susceptible to Water Spells (-3) [-3]. Advantages: Infravision [10]; Silence 1 [5]. Perks: Weak Latency (Psi) [1].

BHUKA [38] (Sandstorm, page 39) Attributes: ST-1 [-10]; DX+1 [20]. Features: Night Vision 5 [0]. Advantages: Detect (Water) [20]; Protected Sense (Vision) [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Knowing Your Own Strength [197] Perks: Sure-Footed (Sand) [1]. Replace ST+15 (Size Modifier, -20%) [120] with ST+10 [100]

Bhuka are desert goblins. They are as big as humans, are much more civilized, This subrace is unique to the Dragonlance setting. The cave lords, also known as can detect water. Their eyes are protected against the sun and sand, and their goblin giants, are obese, strong, but also smart goblins. They can influence minds bodies are resistant to heat. Not to mention their stability on sand. I'm quite of other goblinoids and regenerate their wounds by eating bodies. surprised, because I'm fond of this subrace. BAKEMONO [-54] (Oriental Adventures, page 146) Attributes: IQ-4 [-80]; HT+2 [20]. DECANTER GOBLIN [132] (Races of Faerun, page 134) Secondary Characteristics: SM -1. Attributes: ST+1 [10]; DX+1 [20]; HT+2 [20]; IQ+1 [20]. Advantages: Sharp Claws [5]; Sharp Teeth [1]. Secondary Characteristics: SM -1; Per +1 [5]; Will +1 [5]; Basic Move -1 [-5]. Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Regeneration The bakemono are barely sentient, feral goblins. (Regular) [25]; Sharp Claws [1]; Silence 1 [5]; Striker (Horn; Impaling; Cannot Parry, -40%; Limited Arc, straight ahead, -40%) [2]. GOBLYN [40] (Dragon Magazine 339, page 55) Cold Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Attributes: DX+2 [40]; IQ-3 [-60]; HT+1 [10]. Limited, Cold, -40%; Tough Skin, -40%) [8]. Advantages: Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Broadcast, +50%; Racial, -20%; Magical, -10%) [39]. Decanter goblins were made by a reclusive lich. They are bigger, much Disadvantages: Restricted Diet (Carnivore) [-10]. stronger, smarter, and tougher than goblins. They can regenerate wounds and cause wounds with their horn. Goblyns are goblins tainted by evil magic. They are devoted to their masters, feral, brutal, but they also can communicate telepathically with others of their FORESTKITH GOBLIN [-38] (Monster Manual III, page 64) kind. Attributes: ST-5 [-50]; DX+1 [20]; IQ-1 [-20]. Secondary Characteristics: SM -2. NORKER [-15] (Dragon Magazine 343, page 53) Advantages: Alternate Form (Tree; Cannot dismiss, but reverts to normal form at Attributes: ST-5 [-50]; DX+1 [20]; IQ-1 [-20]; HT+1 [10]. sunset or upon taking damage, -40%; Magical, -10%) [8]; Infravision [10]; Terror Secondary Characteristics: SM -2. (Trigger: Berserk, -20%; Only when there are 2 other attacking forestkith goblin Advantages: DR 3 (Tough Skin, -40%) [9]; Infravision [10]; Sharp Teeth [1]; within 5 yards, -30%) [15]. Silence 1 [5]. Disadvantages: Berserk (12) (Battle Rage, +50%) [-15]. Features: Night Vision 4 [0]. Racial Skill Modifiers: +1 to Climbing [2]; +1 to Jumping [2]. Relatives of goblins and hobgoblins, norkers are goblinoids that forsake armor in favor of their incredibly tough hides.

The forestkith goblins can assume a shape of a tree and induce terror when going AMITOK [54] (Dragon Magazine 89) berserk with their comrades at their side. Attributes: ST+6 (Size Modifier, -10%) [54]; IQ-2 [-40]; HT+3 [30]. Secondary Characteristics: SM+1. THOUL [91] (Dungeons & Dragons Rules Cyclopedia) Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Resistant to Poison Attributes: ST+2 [20]; IQ-1 [-20]; HT+2 [20]. (+3) [5]; Temperature Tolerance 1 (Cold) [1]. Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Disadvantages: Restricted Diet (Carnivore) [-10]. Infravision [10]; Regeneration (Slow) [10]; Sharp Claws [5]; Silence 1 [5]. Perks: Limited Camouflage (Snow) [1]. Paralysis: Affliction 1 (Follow-Up, Claws, +0%; Paralysis, +150%; Knowing Your Own Strength [50] Reduced Duration, 1/60; -35%) [23]. Replace ST+6 (Size Modifier, -10%) [54] with ST+5 [50]

Interestingly enough, this monster is an ascended typo that appeared in one of the The amitoka are a strain of hobgoblin, also known as snow goblins, that have early D&D books. Afterwards thouls became separate monsters, not just acclimated themselves to arctic climates. A thick layer of fat keeps them warm mistyped ghouls. Thouls are products of hobgoblin arcane experimentations. and helps them resist poisons. These beasts are carnivorous and are always on the They possess traits of hobgoblins, trolls, and ghouls. They are not very bright as a hunt, using their environment as camouflage. They will eat anything, including result, but are strong, tough, have keen scent, regenerate wounds, and their claws their own that die in combat. Amitok culture revolves completely around bear paralysing poison. One of my GURPS camaigns was centered at a acquiring food. They collect no treasure, but sometimes pile up the items of their human/hobgoblin city where the thouls originate from. In that city they were victims to attract more victims. playing a role of elite guards, bouncers, and monster hunters. NILBOG [-15] (Fiend Folio) VARAG [57] (Monster Manual IV, page 168) Attributes: ST-5 [-50]; DX+1 [20]. Attributes: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; IQ-2 [-40]; HT+1 Secondary Characteristics: SM -2; Basic Move -1 [-5]. [10]. Advantages: Infravision [10]; Regeneration (Fast) [50]; Silence 1 [5]. Secondary Characteristics: SM+1. Advantages: Acute Taste and Smell 1 [2]; Infravision [10]; Silence 2 [10]. Disadvantages: Vulnerability (Healing Magic, x3; Takes 3x damage instead of being healed) [-45]. Varags are stronger, fiercer, but much more feral than the other goblinoids. Nilbogs suffer from a specific spacetime continuum reversal syndrom known as CAVE LORD [217] (Bestiary of Krynn Revised, page 60) Nilbogism. In the original source they heal when they are dealt damage, and get Attributes: ST+15 (Size Modifier, -20%) [120]; DX+1 [20]; IQ+1 [20]; HT+2 damaged when they are healed. Of course, this is very hard to transfer directly to [20]. GURPS, so I decided to make something different, but similar in concept. Secondary Characteristics: SM +2 (4 hexes); Basic Move +1 [5]. Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Regeneration (Fast; Trigger: Eating creatures of SM-2 or larger, -60%; Magical, -10%) [15]; Sharp Teeth [1]; Silence 1 [5]. Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, racial template, template Goblin Charm: Mind Control (Only on goblinoids, -20%; Suggestion, -40%; Limited Use, 3/day, -20%; Magical, -10%) [10]. Disadvantages: Gluttony (12) [-5]; Increased Consumption 1 [-10]. Friday, 18 November 2016 Secondary Characteristics: Per +1 [5]. Racial Templates: Half-Elves Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Racial Templates: Half-Elves Treewalk: Warp (Special Portal, Tree, -20%; Range Limit, 20 yards, -20%; Limited Use, 1/day, -40%; Magical, -10%) [20]. Another batch of D&D racial templates. For some reason humans seem to be able Quirks: Trivial Vow (Never harm green dragons) [-1]. to interbreed with many other races in fantasy, and half-elves probably are the Perks: Trance instead of sleep [1]. most well known half-breeds. There isn't a lot to say here, they are just "Elf Lite".

ARCTIC HALF-ELF [28] (Unearthed Arcana, page 10) HALF-ELF [26] (Player’s Handbook, page 18) Secondary Characteristics: Per +1 [5]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]; Temperature Tolerance (2xHT to cold) [2]. 4 [8]; Night Vision 5 [5]. Perks: Trance instead of sleep [1]. Perks: Trance instead of sleep [1].

DESERT HALF-ELF [23] (Unearthed Arcana, page 12) AQUATIC HALF-ELF [30] (Races of Faerun, page 60) Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep Secondary Characteristics: Per +1 [5]. 4 [8]; Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep Perks: Trance instead of sleep [1]. 4 [8]; Night Vision 5 [5].

Perks: Trance instead of sleep [1]. JUNGLE HALF-ELF [21] (Unearthed Arcana, page 14) Racial Skill Modifiers: +2 to Swimming [4]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. HALF-DROW [31] (Races of Faerun, page 62) Perks: Trance instead of sleep [1]. Secondary Characteristics: Per +1 [5].

Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Infravision FIRE HALF-ELF [23] (Unearthed Arcana, page 18) [10]; Less Sleep 4 [8]. Secondary Characteristics: Per +1 [5]. Perks: Trance instead of sleep [1]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. DEEPWYRM HALF-DROW [80] (Dragon Magic, page 6) Disadvantages: Susceptible to Water Spells (-3) [-3]. Secondary Characteristics: Per +1 [5]. Perks: Trance instead of sleep [1]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Infravision

[10]; Less Sleep 4 [8]. Detect Magic: Detect (Magic) (Magical, -10%) [9]. Disguise Self: Morph (Illusory; Cosmetic, -50%; Costs 1 FP, -5%; Posted by Enraged Eggplant at 01:00:00 Magical, -10%) [40]. Labels: D&D, GURPS, racial template, template Perks: Trance instead of sleep [1].

FORESTLORD HALF-ELF [45] (Dragon Magic, page 8) Monday, 7 January 2019 Monsters/NPCs:

Monsters/NPCs: Halflings Halflings are weak physically, but are quick and stealthy. Still, not much of a challenge.

Lightfoot Halfling Warrior [Monster Manual, page 149]

Typical Stats

ST: 6 HP: 6 Speed: 5.5 DX: 12 Will: 10 Move: 4 IQ: 10 Per: 11 HT: 10 FP: 10 SM: -2 Dodge: 8 Parry: 8 DR: 2* (light layered leather; torso and limbs) SM-2 Longsword (11): swing 1d-2 cutting (KYOS: 1d-3 cutting), Reach 1; or thrust 1d-3 impaling (KYOS: 1d-5 impaling), Reach 1. SM-2 Crossbow (ST 6; Normal Bolt) (11): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). SM-2 Crossbow (ST 6; Bodkin Bolt) (11): thrust 1d-2(2) piercing (KYOS: 1d-4(2) piercing), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4).

Traits: Extended Lifespan 1; Fearlessness 2; Silence 2. Skills: Broadsword-11; Crossbow-11; Stealth-16. Creature Type: Humanoid (Halfling).

Deep Halfling Warrior [Monster Manual, page 149]

Typical Stats ST: 6 HP: 6 Speed: 5.5 DX: 12 Will: 10 Move: 4 IQ: 10 Per: 11 HT: 10 FP: 10 SM: -2 Dodge: 8 Parry: 8 DR: 2* (light layered leather; torso and limbs) SM-2 Pick (11): swing 1d-2 cutting (KYOS: 1d-3 cutting), Reach 1. SM-2 Crossbow (ST 6; Normal Bolt) (11): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4). SM-2 Crossbow (ST 6; Bodkin Bolt) (11): thrust 1d-2(2) piercing (KYOS: 1d-4(2) piercing), Acc 4, x25/x30 (150/180), RoF 1, Shots 1(4).

Traits: Extended Lifespan 1; Fearlessness 2; Infravision; Silence 2. Skills: Axe/Mace-11; Crossbow-11; Stealth-16. Creature Type: Humanoid (Halfling).

Tallfellow Sneak

Typical Stats ST: 8 HP: 8 Speed: 6 DX: 12 Will: 10 Move: 5 IQ: 10 Per: 11 HT: 10 FP: 10 SM -1 Dodge: 10 Parry: 10 DR: - SM-1 Dagger throw (14): thrust 1d-4 impaling (KYOS: 1d-5 impaling), Acc 0, x0.5/x1 (4/8). SM-1 Dagger thrust (14): thrust 1d-4 impaling (KYOS: 1d-5 impaling), Reach C.

Traits: Combat Reflexes; Detect (Secret Doors; Vague); Extended Lifespan 1; Fearlessness 2; Silence 2. Skills: Filch-12; Knife-14; Lockpicking-12; Pickpocket-12; Running-12; Shadowing-12; Sleight of Hand-12; Stealth-16; Thrown Weapon (Knife)-14. Creature Type: Humanoid (Halfling).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, template Sunday, 20 November 2016 Racial Templates: Halflings TUNDRA HALFLING [-13] (Frostburn, page 36) Attributes: ST-5 [-50]; DX+1 [20]. Racial Templates: Halflings Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]; Halflings in D&D traditionally were used more often for sneaky rogue-ish Temperature Tolerance 1 (1xHT to cold) [1]. characters, but if you read their lore (for example, in ) you'll see that they can fit almost any archetype. The most significant difference between

D&D halflings and GURPS halflings is their strength. While in D&D they are Here comes the first of the environmental subraces. Nothing interesting. twice shorter than a human, but had only a -2 penalty to Strength, in GURPS a person with SM-2 usually has ST 5-6 and the same amount of HP, which is a AQUATIC HALFLING [14] (Unearthed Arcana, page 8) serious problem to martial halfling characters. Keeping that in mind, in GURPS Attributes: ST-5 [-50]; DX+1 [20]. halflings would make much better wizards than warriors, and even though they Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. will be adept at stealth, they won't be able to deal a lot of damage with their low Advantages: Amphibious [10]; Extended Lifespan 1 [2]; Fearlessness 2 [4]; ST. Perhaps using Knowing Your Own Strength will help with that a bit. To be Night Vision 8 [8]; Pressure Support 1 [5]; Silence 2 [10]; Speak Underwater [5]. honest, most, if not all halfling subraces are very bland. Features: Doesn’t Breathe (Gills) [0].

LIGHTFOOT HALFLING [-14] (Player’s Handbook, page 19)

Attributes: ST-5 [-50]; DX+1 [20]. Another one. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5].

ARCTIC HALFLING [-12] (Unearthed Arcana, page 10) Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. The most common halflings. Weak, agile, fearless. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]; Temperature Tolerance 2 (2xHT to cold) [2]. TALLFELLOW [19] (Monster Manual, page 150)

Attributes: ST-2 [-20]; DX+1 [20].

Secondary Characteristics: SM -1; Basic Move -1 [-5], Per +1 [5]. Another one. Advantages: Detect (Secret Doors) (Vague, -50%) [3]; Extended Lifespan 1 [2];

Fearlessness 2 [4]; Silence 2 [10]. DESERT HALFLING [-12] (Unearthed Arcana, page 12) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Looks like there is a trend for every major race to have subraces in Monster Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]; Manual that never get expanded upon. The tallfellows are bigger and stronger Temperature Tolerance 2 (2xHT to hot) [2]. than lightfoot halflings, and can detect secret doors.

DEEP HALFLING [-4] (Monster Manual, page 150) And another one. Attributes: ST-5 [-50]; DX+1 [20].

Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. JUNGLE HALFLING [-13] (Unearthed Arcana, page 15) Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Infravision [10]; Attributes: ST-5 [-50]; DX+1 [20]. Silence 2 [10]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Resistant to Poison (+3) [5]; Silence 2 [10]. Continuation of the trend described above! Halflings with infravision.

SHOAL HALFLING [9] (Stormwrack, page 45) And yet another one. Attributes: ST-5 [-50]; DX+1 [20].

Secondary Characteristics: SM -2; Basic Move -1 [-5]. WATER HALFLING [-7] (Unearthed Arcana, page 18) Advantages: Amphibious [10]; Doesn’t Breathe (Gills) [10]; Extended Lifespan Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10]. 1 [2]; Fearlessness 1 [2]; Pressure Support 1 [5]; Silence 2 [10]; Speak Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Underwater [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]. Disadvantages: Susceptible to Fire Spells (-3) [-3].

For some reason this subrace have seen quite a lot of play in my D&D and

GURPS games. They were pearl thieves operating a mechanical apparatus once And the elemental subrace. and diabolical cultists another time.

GHOSTWISE HALFLING [-5] (Races of Faerun, page 74) JERREN [-19] (, page 13) Attributes: ST-5 [-50]; DX+1 [20]. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]; Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10]. Subsonic Speech (Magical, -10%) [9]. Disadvantages: Callous [-5].

This is a setting-specific subrace with... magical subsonic speech. Weird, but at Edgy and dark halflings that do not like being called halflings. least interesting.

GLIMMERSKIN HALFLING [11] (Dragon Magic, page 9) STRONGHEART HALFLING [-16] (Races of Faerun, page 78) Attributes: ST-5 [-50]; DX+1 [20]. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Healer 1 [10]; Luck Advantages: Extended Lifespan 1 [2]; Fearlessness 1 [2]; Silence 2 [10]. (Active, -40%; Game Time, +0%) [15]; Silence 2 [10].

Gold dragon blood grants them supernatural luck! And an additional talent. Minmaxers liked this setting-specific subrace quite a lot, but they are not much different from the lightfoot halflings in GURPS. And here's something a little bit more interesting. Wild isolationist halflings with acute senses of taste and smell. WILD HALFLING [-4] (Dragon Magazine #119)

Attributes: ST-5 [-50]; DX+1 [20]. Posted by Enraged Eggplant at 01:00:00 Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Labels: D&D, GURPS, racial template, template Advantages: Acute Taste and Smell 2 [4]; Extended Lifespan 1 [2]; Silence 2 [10]; Outdoorsman 1 [10]. Wednesday, 23 November 2016 Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to cold) [2]. Racial Templates: Half-Orcs Knowing Your Own Strength [-13] Remove ST+1 [10] Racial Templates: Half-Orcs I think I will have to take a break from racial templates after this one. Half-orcs DESERT HALF- [17] (Unearthed Arcana, page 12) never striked be as anything particularly interesting. Here are the templates for Attributes: ST+1 [10]; IQ-1 [-20]; HT+2 [20]. the normal half-orcs and their environmental subraces. Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2].

HALF-ORC [0] (Player’s Handbook, page 18) Knowing Your Own Strength [7] Attributes: ST+1 [10]; IQ-1 [-20]. Remove ST+1 [10] Advantages: Infravision [10]. JUNGLE HALF-ORC [15] (Unearthed Arcana, page 14) Knowing Your Own Strength [-10] Attributes: ST+1 [10]; IQ-1 [-20]; HT+2 [20]. Remove ST+1 [10] Advantages: Night Vision 5 [5].

FROSTBLOOD HALF-ORC [11] (Dragon Magic, page 10) Knowing Your Own Strength [5] Attributes: ST+1 [10]; IQ-1 [-20]. Remove ST+1 [10] Secondary Characteristics: FP +2 [6]. Advantages: Infravision [10]. WATER HALF-ORC [-3] (Unearthed Arcana, page 18) Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, Attributes: ST+1 [10]; IQ-1 [-20]. +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Advantages: Infravision [10]. Cold Effects [10]. Disadvantages: Susceptible to Fire Spells (-3) [-3]. Disadvantages: Vulnerability (Fire, x2) [-30]. Knowing Your Own Strength [-13] Knowing Your Own Strength [1] Remove ST+1 [10] Remove ST+1 [10] SCABLANDS HALF-ORC [-1] (Sandstorm, page 43) Attributes: ST+1 [10]; IQ-1 [-20]. AQUATIC HALF-ORC [25] (Unearthed Arcana, page 8) Advantages: Night Vision 5 [5]; Reduced Consumption 2 (Water Only, -50%) Attributes: ST+1 [10]; IQ-1 [-20]. [2]; Temperature Tolerance 2 (2xHT to hot) [2]. Advantages: Amphibious [10]; Infravision [10]; Pressure Support 2 [10]; Speak Underwater [5]. Knowing Your Own Strength [-11] Features: Doesn’t Breathe (Gills) [0]. Remove ST+1 [10]

Knowing Your Own Strength [15] Remove ST+1 [10] Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, racial template, template ARCTIC HALF-ORC [-3] (Unearthed Arcana, page 10) Attributes: ST+1 [10]; IQ-1 [-20]. Wednesday, 16 November 2016 AVENTI [30] (Stormwrack, page 34) Racial Templates: Humans Advantages: Amphibious [10]; Doesn’t Breathe (Gills) [10]; Pressure Support 1 [5]; Speak Underwater [5]. Racial Templates: Humans Take the human and make it amphibious - done. The possibility of playing a character of a non-human race always appealed to me in roleplaying games. It's fun to try to view the world through the eyes of a long- SEA KIN [16] (, page 100) lived elf, a dwarf from a clan-based society, a homeless halfling that is always on Advantages: Amphibious [10]; Breath-Holding 2 [4]; Night Vision 5 [5]; the road, a tribal lizardfolk, etc. Nowadays I see people claim that playing a non- Pressure Support 1 [5]; Slippery 1 [2]. human is uncreative, restrictive, cliche, and is a "roleplaying crutch". I disagree Disadvantages: Dependency (Being fully immersed in water, Weekly) [-10]. with this point of view. Some people like playing non-humans because of mechanical benefits, some do it for flavor, or because some racial or cultural trait These humans cannot breathe water, but can hold their breath for a long time. fascinates them. Personally, I belong to the second group. Even though many This and their water dependency makes them shore dwellers. Nothing too D&D races have very minor differences and may feel redundant, I think that the interesting. GM should put an accent on cultural differences.

Anyway, here's every single D&D 3.5 human subrace converted to GURPS. SHARAKIM [28] (Races of Destiny, page 102) Attributes: ST+1 [10]; DX-1 [-20]; IQ+1 [20]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Silence 1 [5]. HUMAN [0] (Player’s Handbook, page 12) Features: Night Vision 4 [0].

There's nothing to say here, it's a plain human. The default GURPS "template". The sharakim are descendants of humans cursed for killing a particular primordial sacred creature. They look more like half-orcs, and are sensitive to VASHARAN [-3] (Book of Vile Darkness, page 12) light. Advantages: Fearlessness 1 [2].

Disadvantages: Callous [-5]. SKULK [99] (Races of Destiny, page 105) Attributes: DX+2 [40]. To quote Book of Vile Darkness "the vasharans are to other humans as drow are to Secondary Characteristics: Per -1 [-5]. elves". These are the first humans who turned upon their creators. Nothing too Advantages: Chameleon 4 (Always On, -10%; Dynamic, +40%) [26]; Silence 2 interesting, but rarely do the humans have a "dark" variant. [10]. Nondetection: Obscure 10 (Divination; Defensive, +50%; Stealthy, +100%; SILVERBROW HUMAN [13] (Dragon Magic, page 6) Always On, -50%; No Area of Effect, -50%; Magical, -10%) [28]. Advantages: Catfall (Feather Fall, +20%; Magical, -10%) [11].

Racial Skill Modifiers: +1 to Disguise/TL3 (Human) [2]. The skulks have descended from a caste of "untouchables" from some strict society. Their magical camouflage, ability to walk silently, and practical Silverbrow humans are humans with a drop of silver dragon blood. They can immunity to divination makes them very hard to detect by mundane or magical easily pass for normal humans. The feather fall ability seems very random to me. means. A perfect fit for rogue-ish characters, but the template is very expensive. Why feather fall? What I find funny that I have actually played a silverbrow human before and this ability saved my character's life once. UNDERFOLK [24] (Races of Destiny, page 108) Advantages: Chameleon 2 (Dynamic, +40%) [14]; Infravision [10]. CYINIDICEAN [0] (Elder Evils, page 146) Features: Night Vision 5 [0]. Features: Night Vision 5 [0].

Just feral underground humans with limited camouflage. Nothing interesting. Humans sealed in an ancient underground city for millenia. They have gained night vision and light sensitivity. Nothing very interesting. ILLUMIAN [15-50] (Races of Destiny, page 53) Advantages: Language Talent [10]; Resistant to Light & Darkness Spells (+3) NEANDERTHAL [11] (Frostburn, page 37) [3]. Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10]. Pick a rune word or a single rune: Secondary Characteristics: Per +1 [5]. Aesh [9]: ST+1 (Magical, -10%; Only when illumination is active, -5%) Advantages: Temperature Tolerance 4 (2xHT to hot, 2xHT to cold) [4]. [9]. Racial Skill Modifiers: +1 to Survival (Arctic) [2]. Hoon [9]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]. Neanderthals aren't that bad. They are adept at surviving in extreme temperatures, Krau [19]: Sorcerous Empowerment 1 (Only when illumination is and have good physical attributes. In one of my games the PCs were interacting active, -5%) [19]. with a neanderthal tribe of a lower TL. The tribe's hunters were using some Naen [17]: IQ+1 (Magical, -10%; Only when illumination is active, totemic soulmelds to aid their skills, and the players have found this interesting. -5%) [17]. Uur [17]: DX+1 (Magical, -10%; Only when illumination is active, AZURIN [-10] (Magic of Incarnum, page 7) -5%) [17]. Disadvantages: Short Lifespan 1 [-10]. Vaul [5]: Charisma 1 (Magical, -10%; Only when illumination is active, -5%) [5]. Azurins are incarnum-touched humans. They can be born to normal human Aeshkrau [23]: ST+1 (Magical, -10%; Only when illumination is parents, and not every azurin-born child is an azurin. In D&D they had a pool of active, -5%) [9]; Occultist 1 (Only when illumination is active, -5%) [10]; Mind essentia, but if I gave them ER 1 (Incarnum) [3] in their GURPS racial template, Shield 1 (Magical, -10%; Only when illumination is active, -5%) [4]. that would probably force them to spend points to buy soulmelds, otherwise it Aeshhoon [27]: ST+1 (Magical, -10%; Only when illumination is would feel like 3 wasted points. So, I decided to put an accent on their "fast- active, -5%) [9]; HT+1 (Magical, -10%; Only when illumination is active, -5%) burning" souls and give them a short lifespan. In GURPS terms it ended up being [9]; High Pain Threshold (Magical, -10%; Only when illumination is active, -5%) a bit shorter than it was in D&D. [9]. Aeshuur [39]: ST+1 (Magical, -10%; Only when illumination is active, AQUATIC HUMAN [28] (Unearthed Arcana, page 8) -5%) [9]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Advantages: Amphibious [10]; Night Vision 8 [8]; Pressure Support 1 [5]; Speak Combat Reflexes (Magical, -10%; Only when illumination is active, -5%) [13]. Underwater [5]. Hoonkrau [32]: HT+1 (Magical, -10%; Only when illumination is Features: Doesn’t Breathe (Gills) [0]. active, -5%) [9]; Occultist 1 (Only when illumination is active, -5%) [10]; Empathy (Magical, -10%; Only when illumination is active, -5%) [13]. The race's name says it all - aquatic humans. Hoonvaul [22]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; Charisma 1 (Magical, -10%; Only when illumination is active, Now this is a versatile and very flavorful race. I suggest reading their chapter in -10%) [4]; Resistant to Mind Control (+3) (Magical, -10%; Only when Races of Destiny to learn more about them, it's worth it. illumination is active, -5%) [9]. Naenaesh [31]: ST+1 (Magical, -10%; Only when illumination is EMPTY VESSEL [13] ( Campaign Setting, page 291) active, -5%) [9]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) Advantages: Voice [10]. [17]; Will +1 (Magical, -10%; Only when illumination is active, -5%) [5]. Perks: Weak Latency (Psi) [1]. Naenhoon [31]: HT+1 (Magical, -10%; Only when illumination is Racial Skill Modifiers: +1 to Disguise/TL3 (Human) [2]. active, -5%) [9]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Per +1 (Magical, -10%; Only when illumination is active, -5%) [5]. A setting-specific race of humans bred specifically to be mind vessels for Naenkrau [40]: Occultist 1 (Only when illumination is active, -5%) extraplanar psionic creatures called the quori. The Weak Latency (Psi) perk [10]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; See comes from GURPS Psionic Powers. Invisible (Magic) (Magical, -10%; Only when illumination is active, -5%) [13]. Uurhoon [31]: HT+1 (Magical, -10%; Only when illumination is DEEP IMASKARI [26] (Underdark, page 9) active, -5%) [9]; DX+1 (Magical, -10%; Only when illumination is active, -5%) Attributes: DX-1 [-20]; IQ+1 [20]. [17]; Flexibility (Magical, -10%; Only when illumination is active, -5%) [5]. Advantages: Night Vision 5 [5]; Sorcerous Empowerment 1 [20]. Uurkrau [36]: Occultist 1 (Only when illumination is active, -5%) [10]; Perks: Limited Camouflage (Stone) [1]. DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Sensitive Touch (Magical, -10%; Only when illumination is active, -5%) [9]. Another setting-specific race of human survivors of an ancient empire. They have Uurnaen [47]: IQ+1 (Magical, -10%; Only when illumination is active, very limited camouflage abilities and some innate magical powers. -5%) [17]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Perfect Balance (Magical, -10%; Only when illumination is active, -5%) [13]. KARSITE [65] (Tome of Magic, page 84) Vaulaesh [22]: ST+1 (Magical, -10%; Only when illumination is active, Attributes: HT+1 [10]. -5%) [9]; Charisma 1 (Magical, -10%; Only when illumination is active, -10%) Advantages: DR 3 (Tough Skin, -40%; Not vs. Magic, -15%) [7]; Imbue 3 [4]; Hard to Subdue 5 (Magical, -10%; Only when illumination is active, -5%) (Strike of Negation only, -80%; Magical, -10%) [8]; Magic Resistance 1 [2]; [9]. Regeneration (Fast; Trigger, You resist a spell, -40%) [30]. Vaulkrau [23]: Occultist 1 (Only when illumination is active, -5%) Features: Can’t cast spells, can’t take Sorcerous Empowerment or other magical [10]; Charisma 1 (Magical, -10%; Only when illumination is active, -10%) [4]; traits, except Imbue 3 (Strike of Negation only, -80%; Magical, -10%). Detect (Magic) (Magical, -10%; Only when illumination is active, -5%) [9]. Racial Skills: Strike of Negation DX+0 [8]. Vaulnaen [30]: IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Charisma 1 (Magical, -10%; Only when illumination is active, -10%) Karsites are born to normal humans on occasion. They are hardened against [4]; Fearlessness 5 (Magical, -10%; Only when illumination is active, -5%) [9]. magic, regenerate after resisting spells, and cannot take any magical traits. Quite Vauluur [34]: DX+1 (Magical, -10%; Only when illumination is active, an odd race. -5%) [17]; Charisma 1 (Magical, -10%; Only when illumination is active, -10%)

[4]; Danger Sense (Magical, -10%; Only when illumination is active, -5%) [13]. Posted by Enraged Eggplant at 01:00:00 Disadvantages: Magic Susceptibility 2 (Rune Magic only, -40%) [-4]. Labels: D&D, GURPS, racial template, template Perks: Illumination (sigils around the head) [1].

Features: When an illumian dies, anyone within earshot hears ululating Illumian syllables—usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian’s enemies [0]. Saturday, 10 December 2016 EARTH KOBOLD [-13] (Unearthed Arcana, page 17) Racial Templates: Kobolds Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Racial Templates: Kobolds Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision [15]. Kobolds, just like goblins, are commonly used low-level emenies. These small Disadvantages: Cold-Blooded [-5]; Susceptible to Air Spells (-3) [-3]. scaly humanoids are draconic descendants, masters of trapmaking and mining. Perks: Scales [1]; Sure-Footed (Uneven) [1]. Unlike the goblins, the kobolds are much more social and open to negotiations Features: Night Vision 5 [0]. and trade. I like kobolds, but who doesn't?

CRYPT KOBOLD [18] (Crypt of Lyzandred the Mad) KOBOLD [-11] (Monster Manual, page 161) Attributes: ST-5 [-50]; DX+1 [20]. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Fearlessness 2 (Only when other Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision kobolds are near, -20%) [4]; Infravision [10]; Peripheral Vision [15]. [15]; Regeneration (Regular) [25]. Disadvantages: Cold-Blooded [-5]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Perks: Scales [1]. Features: Night Vision 5 [0]. Features: Night Vision 5 [0].

Crypt kobolds were magically bred from ordinary kobolds by an unknown and Kobolds are weak, frail, but agile. They have some neat skill bonuses, but are perhaps unbalanced wizard, who experimented on the hapless humanoids. While nothing exceptional. some have escaped his service, they are most comfortable frequenting underground crypts and tombs, such as the one they were created to guard. Those AQUATIC KOBOLD [14] (Unearthed Arcana, page 8) still loyal to their creator may receive aid against invaders in the form of Attributes: ST-5 [-50]; DX+1 [20]. summoned fiends. Secondary Characteristics: SM -2; Basic Move -1 [-5].

Advantages: Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Infravision [10]; KOBALT [29] (Polyhedron 18) Peripheral Vision [15]; Pressure Support 2 [10]; Speak Underwater [5]. Attributes: ST-4 [-40]; DX+1 [20]; IQ+1 [20]. Disadvantages: Cold-Blooded [-5]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Perks: Scales [1]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision Features: Doesn’t Breathe (Gills) [0]; Night Vision 5 [0]. [15]; Resistant to Mutations (+8) [5]; Resistant to Poison (+3) [5]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. And of course, Unearthed Arcana touched the kobolds too. But at least these are Features: Night Vision 5 [0]. the last Unearthed Arcana subraces, so there won't be any anymore.

ARCTIC KOBOLD [-9] (Unearthed Arcana, page 10) Kobalts are mutant kobolds that survived a cataclysmic battle on another world. Attributes: ST-5 [-50]; DX+1 [20]. Tougher and smarter than their more common brethren, these creatures have Secondary Characteristics: SM -2; Basic Move -1 [-5]. managed to not only survive, but prosper, in a barren wasteland. Kobalts often Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision possess technologically superior items brought from this other world. About 20% [15]; Temperature Tolerance 2 (2xHT to cold) [2]. of kobalts have an additional mutation, ranging from superior senses to Disadvantages: Cold-Blooded [-5]. supernatural powers. Perks: Scales [1].

Features: Night Vision 5 [0]. URD [13] (Monstrous Compendium MC2) Attributes: ST-5 [-50]; DX+1 [20].

Secondary Characteristics: SM -2; Basic Move -1 [-5]. DESERT KOBOLD [9] (Unearthed Arcana, page 13) Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Cannot Hover, -15%; Attributes: ST-5 [-50]; DX+2 [40]. Winged, -25%) [24]; Infravision [10]; Peripheral Vision [15]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Disadvantages: Cold-Blooded [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision Perks: Scales [1]. [15]; Temperature Tolerance 2 (2xHT to hot) [2]. Features: Night Vision 5 [0]. Disadvantages: Cold-Blooded [-5].

Perks: Scales [1].

Urds are warlike flying humanoids that some other humanoids consider "flying JUNGLE KOBOLD [32] (Unearthed Arcana, page 15) kobolds." They are also known as the "dragonwrought kobolds" and are respected Attributes: ST-3 [-50]; DX+2 [40]. by the normal kobolds. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision [15]; Resistant to Altitude Sickness (+8) [3]. Posted by Enraged Eggplant at 01:00:00 Disadvantages: Cold-Blooded [-5]. Labels: D&D, GURPS, racial template, template Perks: Scales [1]. Features: Night Vision 5 [0]. Monday, 18 March 2019 Perks: Scales [1]. Racial Templates: Lizardfolks Features: Doesn’t Breathe (Gills) [0]. Racial Skills: Combat Sense IQ-2 [1]; PK Shield IQ-2 [1]. Racial Templates: Lizardfolk Psionic lizardfolks from a Mind's Eye article. D&D 3.5 has only several lizardfolk subraces, but previous editions had AGRUTHA [56] (Dragon Magazine #268) much more. Let's convert them all. Some Attributes: ST+5 (Size Modifier, -10%) [45]; IQ-2 [-40]; HT+2 [20]. of them should be within the PC point Secondary Characteristics: SM +1; Basic Move -1 [-5]. budget. Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; LIZARDFOLK [30] (Monster Manual, Striker (Crushing; Tail; Cannot Parry, -40%; Limited Arc, straight behind, -40%) page 169) [1]. Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 Perks: Scales [1]. [10].

Advantages: Breath-Holding 2 [4]; DR 2 Knowing Your Own Strength [51] (Flexible, -20%) [8]; Nictitating ST+5 (Size Modifier, -10%) [45] with ST+4 [40] Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Agrutha are bigger and more brutish than typical lizardfolk. They wear no Disadvantages: Cold-Blooded [-5]. clothing or armor, and only carry what they need. They lair in the deepest Perks: Scales [1]. marshes and swamps, hunting any creatures in the area.

VILETOOTH LIZARDFOLK [66] (Dragon Magic, page 9) ALCOR [50] (Dragon Magazine #101) Attributes: HT+1 [10]. Attributes: ST+2 [20]; DX+2 [40]; IQ-3 [-60]; HT+1 [10]. Advantages: Amphibious [10]; DR 2 (Flexible, -20%) [8]; Doesn’t Breathe Advantages: DR 1 (Flexible, -20%) [4]; Nictitating Membrane 1 [1]; Peripheral (Gills) [10]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Crushing; Tail; Cannot Sharp Teeth [1]. Parry, -40%; Limited Arc, straight behind, -40%) [1]; Temperature Tolerance 2 Acidic Bite: Corrosion Attack 1d (Follow-Up, Teeth, +0%) [10]. (Cold) [2]; Terrain Adaptation (Ice) [5]; Terrain Adaptation (Snow) [5]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Perks: Scales [1]. Features: Can glide on snow and ice on his tail.

These ones, if I remember things correctly, belong to an alchemically mutated The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid tribe that lives with black dragons. climate. The alcor is sometimes known as “the skier” due to its ability to balance on its tail and glide down snow-covered hills. BLACKSCALE LIZARDFOLK [117] (Monster Manual III, page 95) Attributes: ST+5 (Size Modifier, -10%) [45]; IQ-1 [-20]; HT+2 [20]. CHAMELEON MAN (WALLARA) [149] (B8 - Journey to the Rock) Secondary Characteristics: SM +1; Basic Move +1 [5]. Attributes: ST+5 (Size Modifier, -10%) [45]. Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; DR 3 (Acid, Secondary Characteristics: SM+1. -40%; Force Field, +20%) [12]; Infravision [10]; Nictitating Membrane 1 [1]; Advantages: Chameleon 4 (Active, +40%) [28]; Enhanced Tracking 1 [5]; Night Perfect Balance [15]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Vision 5 [5]; Peripheral Vision [15]; Warp (Extra Carrying Capacity, Light Disadvantages: Cold-Blooded [-5]. Encumbrance, +10%; Range Limit, 10 yards, -50%; Magical, -10%) [50]. Perks: Scales [1]. Perks: Scales [1].

Knowing Your Own Strength [112] Knowing Your Own Strength [144] ST+5 (Size Modifier, -10%) [45] with ST+4 [40] ST+5 (Size Modifier, -10%) [45] with ST+4 [40]

These ones are big brutes. Chameleon men, or wallara, are an offshoot of the lizardfolk race. They are mostly peaceful, spending their time maintaining the harmony of nature, POISON DUSK LIZARDFOLK [30] (Monster Manual III, page 96) particularly watching over old woods and caverns. And they can teleport for Attributes: ST-4 [-40]; DX+1 [20]; HT+1 [10]. some reason. Secondary Characteristics: SM -2. Advantages: Breath-Holding 2 [4]; Chameleon 2 [10]; DR 1 (Tough Skin, -40%) BRUTE CROCODILIAN [112] (Dragon Magazine #268) [3]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Attributes: ST+8 (Size Modifier, -10%) [72]; IQ-1 [-20]; HT+2 [20]. Sharp Claws [5]; Sharp Teeth [1]. Secondary Characteristics: SM+1. Disadvantages: Cold-Blooded [-5]. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Perks: Scales [1]. Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. These ones are small and nimble. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. JARAK-SINN [79] (Bestiary of Krynn Revised, page 73) Attributes: ST+6 (Size Modifier, -10%) [54]; IQ-2 [-40]; HT+1 [10]. Knowing Your Own Strength [100] Secondary Characteristics: SM+1; Basic Move +1 [5]. ST+8 (Size Modifier, -10%) [72] with ST+6 [60] Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Teeth [1]. MASTER CROCODILIAN [56] (Dragon Magazine #268) Acidic Bite: Corrosion Attack 1d (Follow-Up, Teeth, +0%) [10]. Attributes: IQ+1 [20]. Perks: Scales [1]. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 1 (Flexible, -20%) [4]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth Krynn-exclusive lizardfolks with an acidic bite. [1]. Disadvantages: Cold-Blooded [-5]. QUANAK [97] (Web Article) Perks: Scales [1]. Attributes: ST+1 [10]; HT+1 [10]. Advantages: Amphibious [10]; Combat Sense 1 [24]; DR 1 (Flexible, -20%) [4]; Crocodilians are an offshoot of the lizardfolk race, more closely resembling Nictitating Membrane 1 [1]; Peripheral Vision [15]; PK Shield 1 [4]; Pressure crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]. crocodilians are big and ferocious, while master crocodilians are smaller and Island iguanids make their homes on rocky shores. Their heavy, lumpy bodies craftier. and heads are covered in hard, brownish-green scales.

CAYMAN [-13] (Savage Coast Monstrous Compendium Appendix) MALPHEGGI [69] (Hollow World Boxed Set) Attributes: ST-7 [-70]; DX+1 [20]; HT+1 [10]. Attributes: ST+1 [10]. Secondary Characteristics: SM-3; Basic Move-2 [-10]. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Advantages: Breath-Holding 2 [4]; Infravision [10]; Nictitating Membrane 1 [1]; Doesn’t Breathe (Gills) [10]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Peripheral Vision [15]; Sharp Claws [5]; Speak Underwater [5]. Disadvantages: Cold-Blooded [-5]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Perks: Scales [1].

Caymen are smaller offshoots of the lizardfolk race. They dwell in underground Malpheggi lizardfolk are survivors and mercenaries, selling their skills as scouts villages of tunnels and chambers 1 to 2 feet high. and aquatic commandos to the highest bidder. They are fiercely territorial, and know their swamps extremely well, able to take advantage of every natural GECKONID [51] (Dragon Magazine #268) obstacle. Cunning and suspicious, Malpheggi lizardfolk generally trust only their Attributes: ST-1 [-10]; DX+1 [20]. own kind, requiring years for members of other races to earn their trust. Advantages: Breath-Holding 2 [4]; Clinging [20]; Enhanced Tracking 1 [5]; Nictitating Membrane 1 [1]; Peripheral Vision [15]. SHAZAK [55] (Savage Coast Monstrous Compendium Appendix) Disadvantages: Cold-Blooded [-5]. Attributes: ST+2 [20]. Perks: Scales [1]. Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Geckonids are among the friendliest of the lizardfolk. Driven by insatiable Sharp Teeth [1]. curiosity, they often wander into urban areas. Most are thieves, stealing not out of Disadvantages: Cold-Blooded [-5]. greed but out of curiosity and for their own amusement. Perks: Scales [1].

TOKAY [53] (Dragon Magazine #268) Shazaks are a primitive breed of lizardfolk noted for their survival skills. Shazak Attributes: ST-1 [-10]; DX+1 [20]. have their own written language and art. Their culture emphasizes adapting to Advantages: Breath-Holding 2 [4]; Clinging [20]; Enhanced Tracking 1 [5]; live in harmony with nature. Shazaks have domesticated dire bats and mobats, Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Teeth [1]. which are ridden by tribal leaders and beast-riders. Disadvantages: Cold-Blooded [-5]. Perks: Penetrating Voice [1]; Scales [1]. SIS’THIK [90] (AC9 - ) Attributes: ST+2 [20]; HT+2 [20]. Tokays are ruder, crueler, taller cousins of geckonids. The loud croak of a tokay Advantages: DR 2 (Flexible, -20%) [8]; DR 3 (Fire, -40%) [9]; Nictitating sounds like a dog's bark. A tokay stands almost 6 feet tall, with gray-dotted pink Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Reduced scales. Consumption 2 (Water Only, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 3 (Hot) [3]; Terrain Adaptation (Sand) [5]. GURRASH [108] (Savage Coast Monstrous Compendium Appendix) Disadvantages: Cold-Blooded [-5]. Attributes: ST+7 (Size Modifier, -10%) [63]; IQ-1 [-20]; HT+2 [20]. Perks: Scales [1]. Secondary Characteristics: SM+1. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in Claws [5]; Sharp Teeth [1]. tribes ruled by a queen. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. VARANID [42] (Dragon Magazine #268) Attributes: ST+1 [10]. Knowing Your Own Strength [95] Secondary Characteristics: Basic Move+1 [5]. ST+7 (Size Modifier, -10%) [63] with ST+5 [50] Advantages: Ambidexterity [5]; DR 1 (Flexible, -20%) [4]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. The gurrash are a violent, warlike offshoot of the lizardfolk race. Gurrash spend Disadvantages: Cold-Blooded [-5]. their time hunting and making war within the unforgiving bayous they call Perks: Scales [1]. home. Varanids are warlike, harsh, and emotionless lizardfolk. They make their homes IGUANID [56] (Dragon Magazine #268) on tropical islands, deep jungles, or wide savannas. Tribes construct villages of Secondary Characteristics: Will+1 [5]. huts around easy-to-defend natural locations. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Resistant VARKHA [49] (Savage Coast Monstrous Compendium Appendix) to Poison (+3) [5]; Sharp Claws [5]; Sharp Teeth [1]. Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Disadvantages: Cold-Blooded [-5]. Infravision [10]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Perks: Can detach its tail [1]; Scales [1]. Claws [5]. Disadvantages: Cold-Blooded [-5]. Iguanids are a prolific, adaptable breed of lizardfolk. Generally peaceful, iguanids Perks: Scales [1]. prefer to spend their time sunning themselves or sitting with others of their kind Features: Night Vision 5 [0]. in quiet contemplation. Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters ISLAND IGUANID [67] (Dragon Magazine #268) prowl underground lakes and rivers for prey. Secondary Characteristics: Will+1 [5]. Advantages: Amphibious [10]; DR 2 (Flexible, -20%) [8]; Doesn’t Breathe VENUSIAN LIZARDFOLK [69] (Polyhedron Magazine #74) (Gills) [10]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision Attributes: ST+1 [10]; HT+1 [10]. [15]; Resistant to Poison (+3) [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 1 (Flexible, -20%) [4]; Underwater [5]. Enhanced Move 1 (Ground; Only when running on all 4 limbs, -10%) [18]; Disadvantages: Cold-Blooded [-5]. Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Teeth [1]. Perks: Can detach its tail [1]; Scales [1]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1].

Venusian lizardfolk inhabitat vast swamps upon the planet Venus. Most are Knobbed Club (12): swing 2d-1 crushing, Reach 1. hunter-gatherers who wander the swamps in small family units or larger clans, Javelin throw (12): thrust 1d impaling (KYOS: 1d+1 impaling), Acc 3, but some have begun to adopt primitive agriculture and build villages. The latter x1.5/x2.5 (18/30). are far more rare. Javelin thrust (5): thrust 1d impaling (KYOS: 1d+1 impaling), Reach 1.

Now let's make a simple lizardfolk warrior that can be used as a generic enemy. Traits: Breath-Holding 2; Cold-Blooded; Combat Reflexes; Nictitating Membrane 1; Peripheral Vision; Scales. Lizardfolk Warrior [Monster Manual, page 169] Skills: Axe/Mace-12; Shield-12; Stealth-12; Survival (Swamp)-12; Throwing Weapon (Spear)-12. Typical Stats Creature Type: Humanoid (Reptilian). ST: 12 HP: 12 Speed: 5.25 DX: 10 Will: 9 Move: 5 IQ: 9 Per: 10 Posted by Enraged Eggplant at 12:00:00 HT: 11 FP: 11 SM +0 Dodge: 11 Parry: 12 DR: 2* Labels: D&D, GURPS, monster, npc, racial template, template Block: 12 (DB 2, medium heavy shield) Tuesday, 22 November 2016 Features: Night Vision 4 [0]. Racial Templates: Orcs Knowing Your Own Strength [11] Replace ST+3 [30] with ST+1 [10] Racial Templates: Orcs Orcs are commonly used barbaric bad guys. Big, strong, brutal, numerous, The water orcs were one of the most favorite subraces for minmaxers in D&D. fecund, they plague the lands, and sometimes even gather armies big enough to They were strong, tough, and powerful in general. conquer kingdoms. In some worlds they are more or less civilized honourable warriors. GRAY ORC [25] (Races of Faerun, page 65) Attributes: ST+2 [20]; IQ-1 [-20]. ORC [10] (Monster Manual, page 203) Secondary Characteristics: Will +1 [5]; Basic Move +1 [5]. Attributes: ST+2 [20]; IQ-1 [-20]. Advantages: Discriminatory Smell [15]. Advantages: Infravision [10]. Features: Night Vision 4 [0]. Features: Night Vision 4 [0]. Knowing Your Own Strength [5] Knowing Your Own Strength [-10] Remove ST+2 [20] Remove ST+2 [20] The gray orcs of Faerun are more civilized than the rest, but still quite savage. The common orc is strong, not very bright, and is sensitive to light. MOUNTAIN ORC [5] (Races of Faerun, page 68) FROSTBLOOD ORC [21] (Dragon Magic, page 10) Attributes: ST+2 [20]; IQ-1 [-20]. Attributes: ST+2 [20]; IQ-1 [-20]. Secondary Characteristics: Will -1 [-5]. Secondary Characteristics: FP +2 [6]. Advantages: Infravision [10]. Advantages: Infravision [10]. Features: Night Vision 4 [0]. Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Knowing Your Own Strength [-5] Cold Effects [10]. Replace ST+2 [20] with ST+1 [10] Disadvantages: Vulnerability (Fire, x2) [-30]. Features: Night Vision 4 [0]. The mountain orcs, on the other hand, are even more brutal and savage than the common orcs. Knowing Your Own Strength [1] Remove ST+2 [20] OROG (DEEP ORC) [21] (Races of Faerun, page 71) Attributes: ST+3 [30]; DX-1 [-20]. Secondary Characteristics: Will -1 [-5]. The frostblood orcs possess some white dragon blood in their bodies. They are Advantages: DR 1 (Tough Skin, -40%) [3]; DR 3 (Fire, -40%; Tough Skin, resistant to cold, but vulnerable to fire. -40%) [3]; DR 3 (Cold, -40%; Tough Skin, -40%) [3]; Infravision [10]. Features: Night Vision 5 [0]. AQUATIC ORC [35] (Unearthed Arcana, page 8) Attributes: ST+2 [20]; IQ-1 [-20]. Advantages: Amphibious [10]; Infravision [10]; Pressure Support 2 [10]; Speak Knowing Your Own Strength [11] Underwater [5]. Replace ST+3 [30] with ST+2 [20] Features: Doesn’t Breathe (Gills) [0]; Night Vision 4 [0]. The orogs that live underground are resistant to cold and fire, and are even Knowing Your Own Strength [15] stronger than the mountain orcs. Remove ST+2 [20] SCRO [70] (Dragon Magazine 339, page 30) Orcs, just like the other common races, got their share of environmental subraces Attributes: ST+3 [30]; DX+1 [20]; HT+1 [10]. in Unearthed Arcana, and again, they are not very interesting. Advantages: Infravision [10].

ARCTIC ORC [7] (Unearthed Arcana, page 10) Knowing Your Own Strength [50] Attributes: ST+2 [20]; IQ-1 [-20]. Replace ST+3 [30] with ST+1 [10] Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to cold) [2]. The scro (read it backwards) are an advanced race from a distant world. Knowing Your Own Strength [-13] Originally, they have appeared in . Remove ST+2 [20] JOR [40] (Dragon Magazine 141) DESERT ORC [13] (Unearthed Arcana, page 13) Attributes: ST+3 [30]; IQ-1 [-20]; HT+2 [20]. Attributes: ST+2 [20]; IQ-1 [-20]. Advantages: Infravision [10]. Secondary Characteristics: FP +2 [6]. Features: Night Vision 4 [0]. Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Knowing Your Own Strength [20] Knowing Your Own Strength [-7] Replace ST+3 [30] with ST+1 [10] Remove ST+2 [20]

JUNGLE ORC [5] (Unearthed Arcana, page 15) The jor are sneaky orcs that live in swamplands. They are fond of assassinations Attributes: ST+2 [20]; IQ-1 [-20]. and poisons. Advantages: Night Vision 5 [5]. ONDONTI [49] (Monstrous Compendium Annual Three) Knowing Your Own Strength [-15] Attributes: ST+2 [20]. Remove ST+2 [20] Secondary Characteristics: Will+2 [10]. Advantages: Infravision [10]; Night Vision 4 [4]; Resistant to Poison (+3) [5]. WATER ORC [31] (Unearthed Arcana, page 18)

Attributes: ST+3 [30]; IQ-1 [-20]; HT+1 [10]. Knowing Your Own Strength [29] Advantages: Infravision [10]. Remove ST+2 [20] Disadvantages: Susceptible to Fire Spells (-3) [-3]. Racial Skill Modifiers: +2 to Swimming [4]; Posted by Enraged Eggplant at 01:00:00 The ondonti are the opposites of the common orcs. They are peaceful farmers Labels: D&D, GURPS, racial template, template who contemplate religion, family life, and other virtues. Thursday, 12 April 2018 Disguise Self: Morph (Illusory; Cosmetic, -50%; Costs 1 FP, -5%; Racial Templates: Planetouched Magical, -10%) [40]. Demonic abilities: Choose four abilities from the following list: Racial Templates: Planetouched - Mind Control (Suggestion, -40%; Limited Use, 1/day, -40%; Magical, -10%) [10]. D&D has a whole bunch of planetouched races - races with extraplanar ancestry - Clairsentience (Magical, -10%) [45]. or influence. D&D 3.5 assumes that all planetouched independent of their - DR 2 (Tough Skin, -40%; Not vs. Magic, -15%) [5]. "normal" race have the same stats, but Pathfinder elaborates more on this issue - Darkness: Obscure Vision 3 (Limited Use, 1/day, -40%; Costs 1 FP, and presents some more variants. In GURPS, however, we can treat some of the -5%; Magical, -10%) [3]. planetouched templates as a lenses that are applied to the character's racial - Mind Reading (Limited Use, 1/day, -40%; Magical, -10%) [15]. template. - Leech 1 (Magical, -10%) [23]. - Resistant to Poison (+3) [5]. AASIMAR [28] (Monster Manual, page 209)

Secondary Characteristics: Per +1 [5]; Will +1 [5].

Advantages: Infravision [10]. Fey'ri are the result of four noble houses of sun elves breeding with demons in an Elemental Resistance (A,C,E,F): DR 3 (Includes Eyes, +10%; Limited, attempt to strengthen their bloodline. They are exclusive to and Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [7]. are probably way too powerful to be PCs. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%;

Magical, -10%) [1]. TANARUKK [28] (Races of Faerun, page 123) Attributes: DX+1 [20]. Secondary Characteristics: SM-1; Per -1 [-5]; Will -1 [-5]; Basic Move -1 [-5]. Aasimars are people with celestial heritage (angels were called "aasimon" in Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Magic Resistance 2 older editions). They can vary in appearance, but share some common (Improved, +150%) [10]; Sharp Teeth [1]. characteristics. Create Fire: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Magical, -10%; Limited Use, 1/day, -40%; Persistent, [18] (Monster Manual, page 209) +40%; Variable, Area, +5%) [8]. Advantages: Infravision [10]. Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Elemental Resistance (C,E,F): DR 3 (Includes Eyes, +10%; Limited, Limited, Fire, -40%; Tough Skin, -40%) [8]. Cold, Electricity, Fire, -30%; Tough Skin, -40%) [6]. Disadvantages: Bad Temper (12) [-10]; Short Attention Span (12) [-10]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP,

-5%; Magical, -10%) [3].

Disadvantages: Unnatural Features 1 [-1]. Another Forgotten Realms-specific race bred from orc slaves and demons. Small, but strong.

Tieflings are people with fiendish ancestry. Again, they always exhibit some GLOAMING [49] (Underdark, page 12) unnatural characteristics that depend on the fiend whose blood flows in their Attributes: ST-2 [-20]; DX+1 [20]. veins. Elemental resistances are neat, and so it the darkness ability. Secondary Characteristics: SM-1; Basic Move -1 [-5]. Advantages: Detect (Portals; Magical, -10%) [5]; Flight (Winged, -25%) [30]; AIR GENASI [36] (Races of Faerun, page 114) Resistant to Light and Darkness Spells (+3) [3]; Resistant to Psionics (+3) [10]; Secondary Characteristics: Per -1 [-5]; Will -1 [-5]. Silence 1 [5]. Advantages: Doesn’t Breathe [20]; Infravision [10]; Resistant to Air Spells (+3) Light [1]: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, [3]. -40%; Magical, -10%) [1]. Levitation: Walk on Air (Vertical Only, -25%; Magical, -10%) [13]. Features: Night Vision 5 [0].

EARTH GENASI [33] (Races of Faerun, page 116) Gloamings are planetouched beings descended from natives of Toril and the Attributes: ST+1 [10]; HT+1 [10]. Plane of Shadow. It's nice to see another SM-1 race, as they are underrepresented. Secondary Characteristics: Per -1 [-5]; Will -1 [-5].

Advantages: Infravision [10]; Resistant to Earth Spells (+3) [3]. AXANI [56] (Dragon Magazine 297, page 63) Rock Clinging: Clinging (Rock Only, -40%; Magical, -10%) [10]. Attributes: IQ+1 [20]. Secondary Characteristics: Per +1 [5]. FIRE GENASI [38] (Races of Faerun, page 121) Advantages: Empathy [15]; Infravision [10]. Secondary Characteristics: Basic Move +1 [5]. Elemental Resistance (C,S): DR 3 (Includes Eyes, +10%; Limited, Cold, Advantages: Infravision [10]; Resistant to Fire Spells (+3) [3]. Sound, -35%; Tough Skin, -40%) [6]. Shape Fire: Control Fire 1 (Only to shape and move, -30%; Ranged,

+40%; Magical, -10%) [20].

Axani have the blood of lawful outsiders coursing through their veins, most often WATER GENASI [56] (Races of Faerun, page 127) a lawful neutral outsider like a mercane or an axiomatic humanoid. Attributes: HT+1 [10].

Advantages: Amphibious [10]; Doesn’t Breathe (Gills) [10]; Infravision [10]; CANSIN [41] (Dragon Magazine 297, page 63) Pressure Support 1 [5]; Resistant to Water Spells (+3) [3]; Speak Underwater [5]. Attributes: IQ+1 [20]. Create Water: Create 1 (Water; Limited Use, 1/day, -40%; Magical, Secondary Characteristics: Per +1 [5]. -10%) [3]. Advantages: Infravision [10]. Elemental Resistance (A,F): DR 3 (Includes Eyes, +10%; Limited, Acid, Genasis are people with elemental heritage. In Pathfinder the equivalent races are Fire, -35%; Tough Skin, -40%) [6]. called sylphs, oreads, ifrits, and undines.

FEY’RI [149-219] (Races of Faerun, page 118) Cansin are descended from chaotic outsiders, like slaadi or chaos beasts. How Attributes: IQ+1 [20]; HT-1 [-10]. can chaos beasts have descendants with humanoids? Don't ask me. Secondary Characteristics: Per +1 [5].

Advantages: Flight (Winged, -25%) [30]; Immunity to Sleep Effects [5]; DUST QUASIGENASI [87] (Dragon Magazine 297, page 64) Infravision [10]; Night Vision 5 [5]; Resistant to Mind Control (+3) [10]; Silence Attributes: DX+1 [20]; IQ+1 [20]; HT-1 [-10]. 1 [5]. Advantages: Doesn’t Breathe [20]; Infravision [10]. Elemental Resistance (C,F): DR 3 (Includes Eyes, +10%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [6]. Dust Cloud [27]: Obscure 4 (Link, +10%; Limited Use, 1/day, -40%; Magical, -10%) [14] + Affliction 1 (Area Effect, 2 yards, +50%; Coughing, MINERAL QUASIGENASI [28] (Web) +20%; Link, +10%; Limited Use, 1/day, -40%; Magical, -10%) [13]. Attributes: ST+1 [10]; DX-1 [-20]. Advantages: DR 1 (Tough Skin, -40%) [3]; Immunity to Petrification [5]; ICE PARAGENASI [29] (Dragon Magazine 297, page 64) Infravision [10]; Resistant to Earth Effects (+3) [3]. Attributes: DX-1 [-20]; HT+2 [20]. Shape Earth [17]: Control 1 (Earth; Costs 1 FP, -5%; Magical, -10%) Advantages: Infravision [10]; Resistant to Cold Effects (+3) [3]. [17]. Cold: Temperature Control 1 (Area Effect, 64 yards, +250%; Costs Fatigue, 1 FP, -5%; Cold, -50%; Increased Range, 10x, +30%; Magical, -10%; ASH QUASIGENASI [66] (Web) Variable, Area, +5%) [16]. Advantages: Infravision [10]; Resistant to Fire Effects (+3) [3]; Resistant to Cold Effects (+3) [3]; Temperature Tolerance 5 (Cold) [5]. MAGMA PARAGENASI [29] (Dragon Magazine 297, page 65) Extinguish Fire: Create Fire 1 (Destruction Only, +0%; Magical, -10%; Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10]. Ranged, +40%; Reduced Fatigue Cost 1, +20%) [15]. Advantages: Infravision [10]; Resistant to Fire Effects (+3) [3]. Heat: Temperature Control 1 (Area Effect, 64 yards, +250%; Costs SALT QUASIGENASI [14] (Web) Fatigue, 1 FP, -5%; Heat, -50%; Increased Range, 10x, +30%; Magical, -10%; Attributes: DX-1 [-20]. Variable, Area, +5%) [16]. Advantages: Immunity to Dehydration [5]; Infravision [10]; Resistant to Water Effects (+3) [3]. OOZE PARAGENASI [52] (Dragon Magazine 297, page 65) Perks: Sea Legs [1]. Attributes: HT+2 [20]. Destroy Water: Create Water 1 (Destruction Only, +0%; Magical, -10%; Advantages: Infravision [10]; Resistant to Acid Effects (+3) [3]. Ranged, +40%; Reduced Fatigue Cost 1, +20%) [15]. Grease [19]: Affliction 1 (Bad Footing, +60%; Area Effect, 2 yards, +50%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) [16] + VACUUM QUASIGENASI [43] (Web) Affliction 1 (Based on Will, +20%; Costs 1 FP, -5%; Advantage, Slippery 2, Attributes: ST-1 [-10]; HT+1 [10]. +40%; Disadvantage, Bad Grip 1, +5%; Limited Use, 1/day, -40%; Magical, Advantages: Doesn’t Breathe [20]; Infravision [10]; Resistant to Air Effects (+3) -10%) [11/5=3]. Notes: This spell causes the terrain to become slick, as per Bad [3]. Footing and No Room For Error, under Tricky Environments in DF 16, Page 38 - Silence: Obscure 10 (Hearing; Limited Use, 1/day, -40%; Magical, -10%) 39. It costs +1 movement point per yard (hex) to cross; gives -2 to attack rolls, [10]. DX rolls to remain standing, and Acrobatics and Jumping rolls; and inflicts -1 on active defense rolls. Additionally, Make a DX roll after each attack or defense. NEGATAI [28] (Web) You get the -2 to this roll for bad footing, and may also claim +4 for perfect Attributes: ST+1 [10]; HT-1 [-10]. balance, if applicable. Failure causes the victim to fall. Clambering back up calls Advantages: Infravision [10]; Resistant to Necromancy (+3) [3]. for two successful rolls in a row, each counting as a Change Posture maneuver. Disadvantages: Easy to Kill 2 [-4]; Slow Healing 1 [-5]. This spell may also be cast on an item or person, it gives them Slippery 2 and Features: Non-sentient undead thinks that negatai are undead. Bad Grip 1. Turn Undead: Affliction 1 (HT; Undead only, -50%; Area Effect, 2 yards, +50%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed SMOKE PARAGENASI [52] (Dragon Magazine 297, page 65) Duration, +0%; No Signature, +20%; Variable, Area, +5%; Costs 1 FP, -5%; Attributes: DX+1 [20]. Magical, -10%) [24]. Advantages: Infravision [10]; Resistant to Smoke Effects (+3) [3]. Smoke: Obscure Vision 5 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 Quasigenasi and paragenasi are less common than air/earth/fire/water genasi. FP, -5%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [19]. Dust quasigenasi were called dust paragenasi in the source material, but it seemed wrong, so I changed the name. Not all quasi- and paragenasi were represented in STEAM QUASIGENASI [47] (Dragon Magazine 297, page 66) D&D, but I've found some unofficial fanmade material on the Internet with the Attributes: DX+1 [20]. "missing" races, including the positai and negatai - genasi descended from the Advantages: Infravision [10]; Temperature Tolerance 3 (Hot) [3]. Positive Energy Plane and Negative Energy Plane. Fog : Obscure 5 (Vision; Extended Duration, 30x, +60%; Ranged, +50%; Takes Extra Time 2, -20%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, AZERBLOOD [72] (Dragon Magazine 350, page 51) -10%) [14]. Attributes: ST+1 [10]; HT+1 [10]. Secondary Characteristics: SM -1; Will +1 [5]. POSITAI [37] (Web) Advantages: Extended Lifespan 2 [4]; Infravision [10]; Resistant to Fire Effects Attributes: HT+1 [10]. (+3) [3]; Resistant to Poison (+3) [5]. Advantages: Infravision [10]; Regeneration (Slow) [10]; Resistant to Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Necromancy (+3) [3]. Limited, Fire, -40%; Tough Skin, -40%) [8]. Disadvantages: Vulnerability (Undead, x2) [-20]. Heat [16]: Temperature Control 1 (Area Effect, 64 yards, +250%; Costs Turn Undead: Affliction 1 (HT; Undead only, -50%; Area Effect, 2 yards, Fatigue, 1 FP, -5%; Heat, -50%; Increased Range, 10x, +30%; Magical, -10%; +50%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed Variable, Area, +5%) [16]. Duration, +0%; No Signature, +20%; Variable, Area, +5%; Costs 1 FP, -5%; Perks: Sure-Footed (Uneven) [1]. Magical, -10%) [24].

RADIANCE QUASIGENASI [11] (Web) Azerbloods are descendants of shield dwarves and azers, specific to the Forgotten Attributes: ST-1 [-10]; HT-1 [-10]. Realms setting. Advantages: DR 10 (Limited, Non-magical Fire, -60%; Tough Skin, -40%) [10]; Infravision [10]; Protected Vision [5]; Resistant to Light and Colors Effects (+3) CELADRIN [59] (Dragon Magazine 350, page 52) [3]; Temperature Tolerance 2 (Hot) [2]. Attributes: DX+1 [20]; HT-1 [-10]. Perks: Illumination (Can’t be switched off) [1]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Magic Sleep Effects [5]; LIGHTNING QUASIGENASI [44] (Web) Infravision [10]; Voice [10]. Attributes: ST-1 [-10]; DX+1 [20]. Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Advantages: DR 10 (Limited, Non-magical Electricity, -60%; Tough Skin, Limited, Fire, -40%; Tough Skin, -40%) [8]. -40%) [10]; Infravision [10]; Protected Hearing [5]; Resistant to Air Effects (+3) Flame Jet [5]: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Destructive [3]; Resistant to Electricity Effects (+3) [3]. Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [5]. Shocking Touch: Burning Attack 1d (Surge, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3]. Celadrins are a race of planetouched descended from the unions of elven Acid Breath: Corrosion Attack 1d (Cone, 5 yards, +100%; Reduced worshippers of Hanali Celanil and eladrins (usually firre) consummated during Range, x1/5, -20%; Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) summer solstice events. [13].

D’HIN’NI [5] (Dragon Magazine 350, page 54) Mephlings are a planetouched race descended from mephits. Attributes: ST-4 [-40]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. CHAOND [37] (Monster Manual II, page 170) Advantages: DR 1 (Airborne Creatures, -60%; Magical, -10%; Tough Skin, Attributes: HT+1 [10]. -40%) [1]; Extended Lifespan 1 [2]; Infravision [10]. Advantages: Flexibility [5]; Infravision [10]. Gust Breath: Crushing Attack 2d (Cone, 5 yards, +100%; Double Elemental Resistance (A,C,S): DR 3 (Includes Eyes, +10%; Limited, Knockback, +20%; No Wounding, -50%; Reduced Range, x1/5, -20%; Takes Acid, Cold, Sound, -30%; Tough Skin, -40%) [6]. Recharge, 15 seconds, -20%; Costs 1 FP, -5%; Magical, -10%) [12]. Shatter: Crushing Attack 2d (Only against crystalline creatures and objects, -30%; Costs 1 FP, -5%; Magical, -10%) [6]. D'hin (singular d'hin'ni) are a race of planetouched descended from lightfoot halflings and djinn. Chaonds are humans with slaadi blood. WORGHEST [87] (Dragon Magazine 350, page 56) Attributes: ST+1 [10]; DX+1 [20]. ZENYTHRI [31] (Monster Manual II, page 171) Advantages: Acute Taste and Smell 1 [2]; Alternate Form (Wolf; Magical, -10%) Attributes: ST+1 [10]. [46]; Infravision [10]. Advantages: Absolute Direction [5]; Infravision [10]. Perks: Eaten creatures cannot be resurrected [1]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Wolf shape [78] Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; HT+1 [10]. Secondary Characteristic Modifiers: FP+3 [9]; Basic Move +4 [20]. Zenythris are descended from mysterious beings of law whose identity is only Advantages: Acute Taste and Smell 3 [6]; DR 1 (Tough Skin, -40%) [3]; guessed at (aphanacts?). Discriminatory Smell [15]; Enhanced Move 1/2 (Land) [10]; Jaw ST+3 [6]; Night Vision 4 [4]; Parabolic Hearing 2 [8]; Reduced Consumption 2 (Cast Iron GLIMMERFOLK [38] (Dragon Magazine 321, page 71) Stomach, -50%) [2]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Attributes: ST-1 [-10]; DX+1 [20]. Ultrahearing [5]; Vibration Sense (Air; Based on Hearing (from Animalia)) [10]. Advantages: Infravision [10]; Resistant to Illusions Effects (+3) [3]. Disadvantages: Bad Sight 2 (Motion Sensitive (from Animalia)) [-2]; Colors: Control Light 1 (Cosmetic, only to change colors, -80%; Costs Quadruped [-35]. 1 FP, -5%; Magical, -10%) [4]. Perks: Fast Eater [1]; Fur [1]; Penetrating Voice [1]. Perks: Illumination (Can’t be switched off) [1]. Quirks: Incompetence (Climbing) [-1]; Red-Green Colorblindness [-1]. Features: Born Biter 2 [0]. The glimmerfolk are a planetouched race native to the Material Plane where they live in eerie forests infused with radiant energies. Worghests are a race of planetouched descended from barghests and goblins. MAELUTH [15] (Fiend Folio, page 136) SHADOWSWYFT [30] (Planar Handbook, page 13) Attributes: ST-1 [-10]; DX-1 [-20]; HT+2 [20]. Attributes: DX+1 [20]; HT-1 [-10]. Secondary Characteristics: SM -1; Will +1 [5]. Secondary Characteristics: Basic Move +1 [5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Resistant to Poison (+3) Advantages: Infravision [10]; Silence 1 [5]. [5]. Features: Night Vision 5 [0]. Perks: Sure-Footed (Uneven) [1].

Shadowswyfts are planetouched beings with ancestry from the Plane of Shadow. Maeluths are planetouched descended from dwarves and devils.

AIR MEPHLING [-11] (Planar Handbook, page 10) MECHANATRIX [125] (Fiend Folio, page 137) Attributes: ST-4 [-40]; DX+1 [20]; IQ-1 [-20]. Attributes: DX-1 [-20]; IQ+1 [20]; HT+1 [10]. Secondary Characteristics: SM-2; Basic Move -1 [-5]. Advantages: Acute Vision 1 [2]; DR 20 (Absorption, Only to heal, +80%; Advantages: Doesn’t Breathe [20]; Extended Lifespan 1 [2]. Limited, Electricity, -40%; Tough Skin, -40%) [100]; Infravision [10]. Gust Breath : Crushing Attack 2d (Cone, 5 yards, +100%; Double Shocking Touch: Burning Attack 1d (Surge, +20%; Melee Attack, Reach Knockback, +20%; No Wounding, -50%; Reduced Range, x1/5, -20%; Takes C, Cannot Parry, -35%; Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, Recharge, 15 seconds, -20%; Costs 1 FP, -5%; Magical, -10%) [12]. -10%) [3].

EARTH MEPHLING [-27] (Planar Handbook, page 10) Mechanatrixes are planetouched who can trace their ancestry to one of the bizarre Attributes: ST-4 [-40]; DX-1 [-20]; HT+2 [20]. clockwork beings that reside on the plane of Mechanus. Secondary Characteristics: SM-2; Basic Move -1 [-5]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extended Lifespan 1 [2]. SHYFT [97] (Fiend Folio, page 138) Stone Breath: Crushing Attack 1d+2 (Cone, 5 yards, +100%; Attributes: ST-1 [-10]; DX+1 [20]. Blockable, -5%; Reduced Range, x1/5, -20%; Limited Use, 1/day, -40%; Costs 1 Advantages: Infravision [10]; Night Vision 5 [5]; Silence 2 [10]. FP, -5%; Magical, -10%) [10]. Elemental Resistance (C,F,S): DR 3 (Includes Eyes, +10%; Limited, Cold, Fire, Sound, -30%; Tough Skin, -40%) [6]. FIRE MEPHLING [-23] (Planar Handbook, page 10) Ethereal Body: Insubstantiality (Can Carry Objects, Light, +20%; Attributes: ST-5 [-50]; DX+1 [20]. Limited Use, 1/day, -40%; Magical, -10%) [56]. Secondary Characteristics: SM-2; Basic Move -1 [-5]. Advantages: Extended Lifespan 1 [2]. Fire Breath: Burning Attack 1d+2 (Cone, 5 yards, +100%; Reduced Shyfts are planetouched beings descended from one of the native races of the Range, x1/5, -20%; Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) Ethereal Plane. Belonging fully to neither the Ethereal Plane nor the Material [10]. Plane, they have the ability to move back and forth between both planes.

WATER MEPHLING [-20] (Planar Handbook, page 10) WISPLING [26] (Fiend Folio, page 139) Attributes: ST-5 [-50]; HT+1 [10]. Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM-2; Basic Move -1 [-5]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Amphibious [10]; Extended Lifespan 1 [2]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Infravision [10]. Disguise Self: Morph (Illusory; Cosmetic, -50%; Costs 1 FP, -5%; Posted by Enraged Eggplant at 01:00:00 Magical, -10%) [40]. Labels: D&D, GURPS, racial template, template

Wisplings are planetouched descended from halflings and demons. Wednesday, 7 December 2016 Monster: Athach

Monster: Athach The athach is a hulking, misshapen giant with a poisonous bite and three arms. Despite their humanoid appearance, they are not giants, but abberrations. This monster deals huge damage, especially when wielding three clubs and taking advantage of Ambidexterity and Extra Attack 1. Also, I'm done with letter A of Monster Manual!

Athach [Monster Manual, page 21]

296 points Attribute Modifiers: ST+25 (Size Modifier, -30%) [175]; DX+1 [20]; IQ-2 [-20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+3 (7 hexes); Will+3 [15]; Per+2 [10]; Basic Move +2 [10]. Advantages: Ambidexterity [5]; DR 2 (Tough Skin, -40%) [6]; Extra Arms (3 arms) [10]; Extra Attack 1 [25]; Infravision [10]; Sharp Teeth [1]. Poison: Toxic Attack 2d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [9].

Knowing Your Own Strength [319] Replace ST+25 (Size Modifier, -30%) [175] with ST+19 [190] Add HP+4 [8]

Typical Stats ST: 35 (KYOS: 29) HP: 35 (KYOS: 33) Speed: 5.75 DX: 11 Will: 11 Move: 7 IQ: 8 Per: 10 HT: 12 FP: 12 SM: +3 Dodge: 8 Parry: 8 DR: 2 Knobbed Club (SM+3) (11): 7d+1 crushing (KYOS: 6d+3 crushing), Reach 2-4. Poisonous Bite (11): 4d-2 cutting (KYOS: 5d cutting), Reach C; follow-up 2d-1 toxic (3 1-hour cycles, resisted with HT-3, symptoms: 2/3 HP - -3 ST).

Traits: Extra Arms (3 arms); Extra Attack 1; Infravision. Skills: Axe/Mace-11; Brawling-11. Creature Type: Aberration.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 21 November 2018 Monster: Cloud Giant

Monster: Cloud Giant Cloud giants are the second tallest giants from D&D 3.5 Monster Manual. They have some spell-like abilities, can throw boulders, and are quite nice people in general.

Cloud Giant [Monster Manual, page 120]

277 points Attribute Modifiers: ST+25 (Size Modifier, -30%) [175]; IQ+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; Basic Move +3 [15]. Advantages: Acute Taste and Smell 2 [4]; DR 3 (Tough Skin, -40%) [9]; Extended Lifespan 2 [4]; Night Vision 5 [5]. Spell-Like Abilities (Alternative Abilities) [15]: Fog Cloud 1 [13]; Levitation 2 [10/5=2]. Notes: Size 7 hexes; Height 18 feet; Weight 5,000 lbs. Creature Type: Giant.

Knowing Your Own Strength [304] Replace ST+25 (Size Modifier, -20%) [175] with ST+19 [190] Add HP+6 [12]

Typical Stats ST: 35 (KYOS: 29) HP: 35 Speed: 5.75 DX: 10 Will: 11 Move: 8 IQ: 11 Per: 11 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: 9U DR: 3 (tough skin) Punch (10): 3d+2 crushing (KYOS: 5d crushing). Reach C-2. SM+3 Round Mace (13): 9d+1 crushing (KYOS: 10d-1 crushing). Reach 2-4. Boulder (40 lbs.) (13): Range 52 yards, 3d+1 crushing (KYOS: range 101 yards, 2d+2 crushing). Spell-Like Abilities (Alternative Abilities): Fog Cloud 1 (12); Levitation 2 (10).

Traits: Acute Taste and Smell 2; Extended Lifespan 2; Night Vision 5. Skills: Axe/Mace-13; Innate Attack (Gaze)-12; Throwing-13. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 28 September 2018 Monster: Ettin

Monster: Ettin Ettins are two-headed giants. I kind of like them, they aren't "humans, but bigger".

Ettin [Monster Manual, page 106]

189 points Attribute Modifiers: ST+16 (Size Modifier, -20%) [128]; DX-1 [-20]; IQ-2 [-40]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+1 [5]; Per+2 [10]; Basic Move +1 [5]. Advantages: Ambidexterity [5]; Compartmentalized Mind 1 [50]; DR 2 (Tough Skin, -40%) [6]; Extra Head 1 [15]; Night Vision 5 [5]. Notes: Size 4 hexes. Creature Type: Giant.

Knowing Your Own Strength [181] ST+16 (Size Modifier, -20%) [128] with ST+12 [120]

Typical Stats ST: 26 (KYOS: 22) HP: 26 (KYOS: 22) Speed: 5.25 DX: 9 Will: 9 Move: 7 IQ: 8 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 2 (tough skin) Punch (12): 2d+3 crushing (KYOS: 4d crushing). Reach C-1. SM+2 Round Mace (12): 6d+1 crushing (KYOS: 5d+1 crushing). Reach 2-3. Usually wields two clubs and uses the Dual-Weapon Attack technique.

Traits: Ambidexterity; Bully (9); Compartmentalized Mind 1; Extra Head 1; Night Vision 5. Skills: Axe/Mace-12; Brawling-12; Intimidation-12. Techniques: Dual-Weapon Attack (Axe/Mace)-12. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 23 November 2018 Monster: Fire Giant

Monster: Fire Giant Fire giants are giants that dwell near volcanoes, wear armor, and are quite militaristic. Very heavy for their size.

Fire Giant [Monster Manual, page 121]

238 points Attribute Modifiers: ST+20 (Size Modifier, -20%) [160]; DX-1 [-20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Basic Move +2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Temperature Tolerance 3 (Hot) [3]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Disadvantages: Vulnerability (Cold, x2) [-10]. Notes: Size 4 hexes; Weight 7,000 lbs. Creature Type: Giant.

Knowing Your Own Strength [278] ST+20 (Size Modifier, -20%) [160] with ST+20 [200]

Typical Stats ST: 30 HP: 30 Speed: 5.25 DX: 9 Will: 10 Move: 7 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: 9 DR: 2 (tough skin), 5 (heavy segmented plate; torso, limbs), 20 (vs. fire) Punch (9): 3d-1 crushing (KYOS: 5d-1 crushing). Reach C-1. SM+2 Greatsword (13): 8d-1 cutting (KYOS: 8d+1 crushing), Reach 2-5 or 4d+1 crushing (KYOS: 7d crushing), Reach 4-5. Boulder (40 lbs.) (11): Range 36 yards, 2d+1 crushing (KYOS: range 105 yards, 3d+1 crushing).

Traits: Bully (9); Extended Lifespan 2; Immunity to Noxious Fire Effects; Night Vision 5; Temperature Tolerance 3 (Hot); Vulnerability (Cold, x2). Skills: Intimidation-10; Throwing-11; Two-Handed Sword-13. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 25 November 2018 Monster: Frost Giant

Monster: Frost Giant Frost giants are taller than fire giants, but weigh much less. Here we have a statblock for a common frost giant warrior and for a frost giant jarl - a cleric of Thrym.

Frost Giant [Monster Manual, page 122]

204 points Attribute Modifiers: ST+16 (Size Modifier, -20%) [128]; DX-1 [-20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Basic Move +2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extended Lifespan 1 [2]; Night Vision 5 [5]; Temperature Tolerance 3 (Cold) [3]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Disadvantages: Vulnerability (Fire, x2) [-10]. Notes: Size 4 hexes; Weight 2,800 lbs. Creature Type: Giant.

Knowing Your Own Strength [236] ST+16 (Size Modifier, -20%) [128] with ST+16 [160]

Typical Stats – Frost Giant ST: 26 HP: 26 Speed: 5.25 DX: 9 Will: 10 Move: 7 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: 9U DR: 2 (tough skin), 4 (medium segmented plate; torso, limbs), 20 (vs. cold) Punch (9): 2d+1 crushing (KYOS: 4d+1 crushing). Reach C-1. SM+2 Great Axe (13): 8d cutting, Reach 2-5*. Boulder (40 lbs.) (11): Range 28 yards, 2d+2 crushing (KYOS: range 91 yards, 2d+2 crushing).

Traits: Bully (9); Extended Lifespan 1; Immunity to Noxious Cold Effects; Night Vision 5; Temperature Tolerance 3 (Cold); Vulnerability (Fire, x2). Skills: Intimidation-10; Throwing-11; Two-Handed Axe/Mace-13. Creature Type: Giant.

Typical Stats – Frost Giant Jarl ST: 30 HP: 30 Speed: 6 DX: 10 Will: 12 Move: 8 IQ: 11 Per: 11 HT: 13 FP: 13 SM: +2 Dodge: 10 Parry: 11U DR: 2 (tough skin), 4 (medium segmented plate; torso, limbs), 3 (light plate full helm; skull, face), 20 (vs. cold) Punch (10): 3d-1 crushing (KYOS: 5d+1 crushing). Reach C-1. SM+2 Great Axe of Frost (15): 7d+1 cutting (KYOS: 8d cutting) plus 1d follow-up non-incendiary burning, Reach 2-5*. Boulder (40 lbs.) (14): Range 36 yards, 2d+1 crushing (KYOS: range 105 yards, 3d+1 crushing). Typical Spells Known: Icy Breath 3 (14); Freezing Fog 1 (14); Seek Good (12).

Traits: Bully (9); Combat Reflexes; Extended Lifespan 1; Immunity to Noxious Cold Effects; Night Vision 5; Sorcerous Empowerment 3 (Thrym); Sorcerous Talent 1 (Thrym); Temperature Tolerance 3 (Cold); Vulnerability (Fire, x2). Skills: Innate Attack (Breath)-14; Interrogation-12; Intimidation-12; Leadership-12; Poisons/TL3-14; Theology (Giant Pantheon)-14; Throwing-14; Two-Handed Axe/Mace-15. Spells: Icy Breath-14; Freezing Fog-14; Seek Good-12. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 8 June 2017 Monster: Hill Giant

Monster: Hill Giant Giants have a long history in fiction and gaming. Hill giants in D&D are the most weak and stupid giants, but they still can be formiddable opponents because of their brute strength. They do not possess any supernatural abilities, but can swing clubs and throw rocks.

Hill Giant [Monster Manual, page 123]

118 points Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; DX-1 [-20]; IQ-2 [-40]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Will+1 [5]; Per+2 [10]; Basic Move +2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extended Lifespan 1 [2]; Night Vision 5 [5]. Notes: Size 4 hexes; Weight 1,100 lbs. Creature Type: Giant.

Knowing Your Own Strength [118] ST+15 (Size Modifier, -20%) [120] with ST+12 [120]

Typical Stats ST: 25 (KYOS: 22) HP: 25 (KYOS: 22) Speed: 5.25 DX: 9 Will: 9 Move: 7 IQ: 8 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 2 (tough skin) Punch (11): 2d+3 crushing (KYOS: 4d crushing). Reach C-1. SM+2 Round Mace (11): 6d crushing (KYOS: 5d+1 crushing). Reach 2-3. Boulder (40 lbs.) (11): Range 25 yards, 2d+2 crushing (KYOS: range 44 yards, 2d crushing).

Traits: Bully (9); Extended Lifespan 1; Night Vision 5. Skills: Axe/Mace-11; Brawling-11; Intimidation-10; Throwing-11. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, racial template, template Tuesday, 25 April 2017 Monsters/NPCs: Ogres

Monsters/NPCs: Ogres Two sample monsters using the ogre racial template posted previously. It looks like they deal huge amounts of damage in melee, and when using KYOS their javelins can be very deadly too.

Ogre Tribesman

Typical Stats ST: 16 (KYOS: 18) HP: 16 (KYOS: 18) Speed: 5 DX: 9 Will: 9 Move: 5 IQ: 9 Per: 9 HT: 11 FP: 11 SM +1 Dodge: 8 Parry: 8 DR: 2 (tough skin) Round Mace (SM+1) (10): swing 3d+3 crushing (KYOS: 4d+1 crushing), Reach 1; OU Parry. Javelin throw (SM+1) (10): thrust 1d+2 impaling (KYOS: 2d+3 impaling), Acc 3, x1.5/x2.5 (24/40 (KYOS: 27/45)). Javelin thrust (SM+1) (5): thrust 1d+2 impaling (KYOS: 2d+3 impaling), Reach 1.

Traits: Infravision. Skills: Throwing Weapon (Spear)-10; Two-Handed Axe/Mace-10. Creature Type: Giant.

Ogre Barbarian

Typical Stats ST: 18 (KYOS: 20) HP: 18 (KYOS: 20) Speed: 5.5 DX: 10 Will: 9 Move: 6 IQ: 9 Per: 9 HT: 12 FP: 12 SM +1 Dodge: 9 Parry: 10 DR: 2 (tough skin) Round Mace (SM+1) (12): swing 4d+1 crushing (KYOS: 4d+3 crushing), Reach 1; OU Parry. Javelin throw (SM+1) (12): thrust 1d+3 impaling (KYOS: 3d+3 impaling), Acc 3, x1.5/x2.5 (27/45 (KYOS: 30/50)). Javelin thrust (SM+1) (6): thrust 1d+3 impaling (KYOS: 3d+3 impaling), Reach 1.

Traits: Berserk (12); Combat Reflexes; Infravision. Skills: Stealth-10; Survival (Plains)-12; Throwing Weapon (Spear)-12; Two-Handed Axe/Mace-12. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc Monday, 24 April 2017 Apportation [4]: Telekinesis 1 (Magical, -10%) [4]. Racial Templates: Ogres Sound [5]: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Magical, -10%) [5]. Racial Templates: Ogres Light [1]: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. It's been a while since I did a racial template post. Ogres traditionally serve as the Detect Magic [9]: Detect (Magic) (Magical, -10%) [9]. brute monsters with barely no tactics other than smashing puny humans with huge clubs. I think the average of IQ 9 can justify a wider range of tactics and That's the second identical template. cunning, and that ogres should be more dangerous because of that. Most of the following templates are too expensive for traditional PCs to use, that is why I MISCHTA [69] (Races of Ansalon, page 194) probably will make sample monsters using those templates later. Attributes: HT-1 [-10]. Secondary Characteristics: Will +1 [5]; Per +1 [5]. OGRE [40] (Monster Manual, page 198) Advantages: Extended Lifespan 2 [4]; Night Vision 5 [5]; Alternate Form Attributes: ST+6 (Size Modifier, -10%) [54]; DX-1 [-20]; IQ-1 [-20]; HT+1 (Specific SM-2 to SM+1 humanoid, monstrous humanoid or giant with template [10]. cost up to 49; Reduced Time 2, +40%; Magical, -10%) [20]. Secondary Characteristics: SM +1.

Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]. If I remember correctly, mischta are the precursor race to the ogres of

Knowing Your Own Strength [66] Dragonlance. Replace ST+6 (Size Modifier, -10%) [54] with ST+8 [80] SKULLCRUSHER OGRE [127] (Monster Manual III, page 116) Common ogres are strong, but not very bright. Lazy and bad-temprerd, ogres Attributes: ST+9 (Size Modifier, -10%) [81]; HT+2 [20]. solve problems by smashing them. Dwelling in tribal groups, ogres often Secondary Characteristics: SM +1; Basic Move +1 [5]. associate with other giants. Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Night Vision 5 [5].

MERROW [65] (Monster Manual, page 199) Knowing Your Own Strength [126] Replace ST+9 (Size Modifier, -10%) [81] with ST+8 [80] Attributes: ST+6 (Size Modifier, -10%) [54]; DX-1 [-20]; IQ-1 [-20]; HT+1

[10]. Skullcrusher ogres are an offshoot of the ogre stock bred for war. Shorter and less Secondary Characteristics: SM +1. brutish than typical ogres, skullcrusher ogres are nevertheless stronger and more Advantages: Amphibious [10]; DR 2 (Tough Skin, -40%) [6]; Infravision [10]; dangerous. Pressure Support 2 [10]; Speak Underwater [5].

Features: Doesn’t Breathe (Gills) [0]. KEN-KUNI [190] (Monster Manual V, page 48)

Knowing Your Own Strength [91] Attributes: ST+12 (Size Modifier, -10%) [108]; HT+2 [20]. Replace ST+6 (Size Modifier, -10%) [54] with ST+8 [80] Secondary Characteristics: SM +1. Advantages: DR 4 (Tough Skin, -40%; Not vs. Magic, -15%) [9]; Night Vision 5 Merrows are aquatic ogres. [5]; Regeneration (Regular) [25]; Striker (Horns; Crushing; Cannot Parry, -40%; Limited Arc, straight ahead, -40%) [1]. OGRE MAGE [246] (Monster Manual, page 200) Tremor: Crushing Attack 4d (Cone, 5 yards, +100%; Reduced Range, Attributes: ST+6 (Size Modifier, -10%) [54]; DX-1 [-20]; IQ+1 [20]; HT+2 x1/5, -20%; Environmental, Ground, -20%; Double Knockback, +20%; Low [20]. Signature, +10%; No Wounding, -50%; Takes Recharge, 15 seconds, -20%; Secondary Characteristics: SM +1; Will +2 [10]. Magical, -10%) [22]. Advantages: DR 2 (Tough Skin, -40%) [6]; Flight (Magical, -10%) [36]; Infravision [10]; Magic Resistance 4 (Improved, +150%) [20]; Morph (Up to Knowing Your Own Strength [182] Replace ST+12 (Size Modifier, -10%) [108] with ST+10 [100] 212; Cosmetic, -50%; Retains Shape -20%; Reduced Time 2, +40%, Magical,

-10%) [60]; Regeneration (Regular; Not vs. Acid or Fire, -20%) [20]; Sorcerous Ken-kunis are one of the elemental mage subrace. Ken-kunis are three-horned, Empowerment 2 [30]. ogrelike giants of great strength and martial prowess. Not as clever or as

Knowing Your Own Strength [272] ambitious as the other elemental magi, they prefer to stake a claim and defend it. Replace ST+6 (Size Modifier, -10%) [54] with ST+8 [80] KEN-LI [252] (Monster Manual V, page 48) Ogre magi are very different from the normal ogres. They can fly, they are Attributes: ST+7 (Size Modifier, -10%) [63]; DX+2 [40]; HT+2 [20]. resistant to magic, they can change their appearance, regenerate, and cast spells. Secondary Characteristics: SM +1. What an array of abilities! Advantages: DR 2 (Tough Skin, -40%) [6]; Night Vision 5 [5]; Regeneration (Regular) [25]; Striker (Horns; Crushing; Cannot Parry, -40%; Limited Arc, IRDA [98] (Dragonlance Campaign Setting, page 38) straight ahead, -40%) [1]. Attributes: IQ+1 [20]; HT-1 [-10]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, Advantages: Extended Lifespan 2 [4]; Night Vision 5 [5]; Morph (Up to 38; +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Cosmetic, -50%; Retains Shape -20%; Reduced Time 2, +40%, Magical, -10%) Effects [10]. [60]. Flame Breath: Burning Attack 2d (Cone, 5 yards, +100%; Reduced Apportation [4]: Telekinesis 1 (Magical, -10%) [4]. Range, x1/5, -20%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [5]. Sound [5]: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Flaming Aura: Burning Attack 1d-2 (Aura, +80%; Melee Attack, Reach Magical, -10%) [5]. C, -30%; Magical, -10%) [3]. Light [1]: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, Disadvantages: Vulnerability (Cold, x3) [-30]. -40%; Magical, -10%) [1]. Detect Magic [9]: Detect (Magic) (Magical, -10%) [9]. Knowing Your Own Strength [249] Replace ST+7 (Size Modifier, -10%) [63] with ST+6 [60]

Ogres of the Dragonlance setting are highly sophisticated. They have three subraces, two of which are absolutely identical mechanically. Ken-lis are two-horned, ogrelike giants of keen insight and malicious temperament. NZUNTA [98] (Races of Ansalon, page 194)

Attributes: IQ+1 [20]; HT-1 [-10]. KEN-SUN [307] (Monster Manual V, page 49) Advantages: Extended Lifespan 2 [4]; Night Vision 5 [5]; Morph (Up to 38; Attributes: ST+12 (Size Modifier, -10%) [108]; DX+2 [40]; IQ+2 [40]; HT+2 Cosmetic, -50%; Retains Shape -20%; Reduced Time 2, +40%, Magical, -10%) [20]. [60]. Secondary Characteristics: SM +1; Basic Move +2 [10]. Secondary Characteristics: SM +1; Will +2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Flight (Magical, -10%) [27]; Night Advantages: DR 2 (Tough Skin, -40%) [6]; Flight (Magical, -10%) [36]; Vision 5 [5]; Regeneration (Regular) [25]; Striker (Horns; Impaling; Cannot Infravision [10]; Sorcerous Empowerment 2 (Shadow) [9]; Magic Resistance 4 Parry, -40%; Limited Arc, straight ahead, -40%) [2]. (Improved, +150%) [20]; Regeneration (Regular; Not vs. Acid or Fire, -20%) Wind Breath: Crushing Attack 4d (Cone, 5 yards, +100%; Double [20]. Knockback, +20%; No Wounding, -50%; Reduced Range, x1/5, -20%; Takes Recharge, 15 seconds, -20%; Magical, -10%) [24]. Knowing Your Own Strength [211] Replace ST+6 (Size Modifier, -10%) [54] with ST+8 [80]

Knowing Your Own Strength [299] Replace ST+12 (Size Modifier, -10%) [108] with ST+10 [100] Ogre umbramages excel in the ways of deception, assassination, and shadow Ken-suns are one-horned, ogrelike giants possessed of wicked intelligence and magic. magical prowess. CEREBORG [237] (Dragon Magazine 349, page 71) SAQUALAMINOI [149] (Bestiary of Krynn Revised, page 88) Attributes: ST+6 (Size Modifier, -10%) [54]; DX-1 [-20]; IQ+1 [20]; HT+2 Attributes: ST+15 (Size Modifier, -20%) [120]; IQ-2 [-40]; HT+2 [20]. [20]. Secondary Characteristics: SM +2 (4 hexes). Secondary Characteristics: SM +1; Will +2 [10]. Advantages: DR 2 [10]; Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to Advantages: DR 2 (Tough Skin, -40%) [6]; Flight (Magical, -10%) [36]; cold) [2]. Infravision [10]; Magic Resistance 4 (Improved, +150%) [20]; Morph (Up to Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, 177; Cosmetic, -50%; Retains Shape -20%; Reduced Time 2, +40%, Magical, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious -10%) [60]; Regeneration (Regular; Not vs. Acid or Fire, -20%) [20]. Cold Effects [10]. Perks: Weak Latency (Psi) [1]. Disadvantages: Vulnerability (Fire, x2) [-30]. Perks: Fur [1]; Sure-Footed (Ice) [1]. Knowing Your Own Strength [263] Replace ST+6 (Size Modifier, -10%) [54] with ST+8 [80]

Knowing Your Own Strength [129] Replace ST+15 (Size Modifier, -20%) [120] with ST+10 [100] The cereborgs are a psionic offshoot of the ogre mage race.

Saqualaminoi are a mountain-dwelling race related to ogres. The ogres call them Posted by Enraged Eggplant at 01:00:00 snow demons, but they are a peaceful, if primitive, people who make every Labels: D&D, GURPS, racial template attempt to keep to themselves.

OGRE UMBRAMAGE [185] (Dragon Magazine 349, page 71) Attributes: ST+6 (Size Modifier, -10%) [54]; DX-1 [-20]; IQ+1 [20]; HT+2 [20]. Wednesday, 14 March 2018 Monster: Sand Giant

Monster: Sand Giant Sand giants in my fantasy setting rule over their kingdom and own throngs of human and gnoll slaves. Sand giants have a magical ability that allows them to create a heat shimmer around themselves. Also, they use sand blasters - exotic weapons that blast forward a cone of irritating sand.

Sand Giant [Monster Manual III, page 58]

198 points Attribute Modifiers: ST+16 (Size Modifier, -20%) [128]; HT+2 [20]. Secondary Characteristic Modifiers: SM+2; Per+1 [5]; Basic Move +2 [10]. Advantages: DR 3 (Tough Skin, -40%) [9]; Extended Lifespan 1 [2]; Night Vision 5 [5]; Protected Vision [5]; Temperature Tolerance 2 (Hot) [2]. Fire Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Fire Effects [10]. Heat Shimmer: Obscure 2 (Vision; Defensive, +50%; Costs 1 FP, -5%; Extended, Infravision, +20%, Limited Use, 1/day, -40%; Magical, -10%) [5]. Disadvantages: Vulnerability (Cold, x2) [-30]. Perks: Burrower [1]; Limited Camouflage (Sand) [1]. Notes: Size 4 hexes; Weight 3,000 lbs. Creature Type: Giant.

Knowing Your Own Strength [230] Replace ST+16 (Size Modifier, -20%) [128] with ST+16 [160]

Typical Stats ST: 26 HP: 26 Speed: 5.5 DX: 10 Will: 10 Move: 7 IQ: 10 Per: 11 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: 9 DR: 3 (tough skin), 20 (vs fire) Punch (11): 2d+1 crushing (KYOS: 4d-1 crushing). Reach C-1. SM+2 Broadsword (13): 6d-1 cut or 3d+1 cr (KYOS: 5d+1 cr). Reach 2-3. Sand Blaster (12): 1d crushing (KYOS: 1d+2 crushing), 5-yard-wide cone, 6/12, 1 shot. The sand is irritating. This effect is a sight-based affliction attack that ignores DR, but has no effect on someone who cannot see. A victim gets a HT roll to resist (at the -2 penalty, if the wielder made a successful Breath Control roll before firing); add +5 for Protected Vision and +3 beyond 1/2D range. Failure means suffering the disadvantage Blindness for seconds equal to the margin of failure on the target’s HT roll. In addition, the victim must make an HT-4 roll (-6, if the wielder made a successful Breath Control roll before firing); add +3 beyond 1/2D range. Sealed victims are immune to this effect. Failure means suffering the Moderate Pain (p. B428) irritating condition for minutes equal to the margin of failure on the target’s resistance roll. Heat Shimmer: A sand giant can warp light in his immediate vicinity, causing it to wrap around his body. This reaches to a two-yard radius around the giant. With care, it can include a few friends as well. Subtract 2 from any attempts to see the sand giant using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the giant, subtract 2 from any attack roll against him that relies on vision to hit. The sand giant himself can see perfectly while using this ability. He activates this ability by taking a Concentrate maneuver and spending 1 FP. This ability lasts for 1 minute and can be used only once per day.

Traits: Burrower; Extended Lifespan 1; Immunity to Noxious Fire Effects; Limited Camouflage (Sand); Night Vision 5; Protected Vision; Temperature Tolerance 2 (Hot); Vulnerability (Cold, x2). Skills: Brawling-11; Broadsword-13; Camouflage-10; Intimidation-13; Liquid Projector (Water Cannon)-12. Creature Type: Giant.

Typical Stats – Sand Giant Champion ST: 32 HP: 32 Speed: 6.5 DX: 12 Will: 11 Move: 8 IQ: 10 Per: 12 HT: 14 FP: 14 SM: +2 Dodge: 10 Parry: 12 DR: 3 (heavy hardened leather), 3 (tough skin), 20 (vs fire) Punch (14): 4d-1 crushing (KYOS: 7d+1 crushing). Reach C-1. SM+2 Broadsword (16): 6d+2 cut or 4d cr (KYOS: 7d+1 cr). Reach 2-3. Sand Blaster (14): 1d+1 crushing (2d+1 on a successful Breath Control roll) (KYOS: 2d crushing; 3d+1 on a successful Breath Control roll), 5-yard-wide cone, 7/14 (10/21 on a successful Breath Control roll), 1 shot. The sand is irritating. This effect is a sight-based affliction attack that ignores DR, but has no effect on someone who cannot see. A victim gets a HT roll to resist (at the -2 penalty, if the wielder made a successful Breath Control roll before firing); add +5 for Protected Vision and +3 beyond 1/2D range. Failure means suffering the disadvantage Blindness for seconds equal to the margin of failure on the target’s HT roll. In addition, the victim must make an HT-4 roll (-6, if the wielder made a successful Breath Control roll before firing); add +3 beyond 1/2D range. Sealed victims are immune to this effect. Failure means suffering the Moderate Pain (p. B428) irritating condition for minutes equal to the margin of failure on the target’s resistance roll. Heat Shimmer: A sand giant can warp light in his immediate vicinity, causing it to wrap around his body. This reaches to a two-yard radius around the giant. With care, it can include a few friends as well. Subtract 2 from any attempts to see the sand giant using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the giant, subtract 2 from any attack roll against him that relies on vision to hit. The sand giant himself can see perfectly while using this ability. He activates this ability by taking a Concentrate maneuver and spending 1 FP. This ability lasts for 1 minute and can be used only once per day.

Traits: Burrower; Combat Reflexes; Extended Lifespan 1; Immunity to Noxious Fire Effects; Limited Camouflage (Sand); Night Vision 5; Protected Vision; Temperature Tolerance 2 (Hot); Vulnerability (Cold, x2). Skills: Brawling-14; Breath Control-12; Broadsword-16; Camouflage-12; Intimidation-14; Liquid Projector (Water Cannon)-14. Creature Type: Giant.

Sand Blaster Liquid Projector (Water Cannon) (DX-4, or other Liquid Projector-4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC 3^ Sand Blaster Special (5 yd) 1 HTx0.5/HTx1 35/5 1 1(30) 18† -6 2 $600 3

A sand blaster is a large exotic weapon made from long tubes. The wielder blows out the sand in a cone that is 5 yards wide on the end - see Area and Spreading Attacks (p. B413). Range is based on HT instead of ST. The damage dealt by the sand depends on the strength of the wielder’s breath – look up wielder’s (HT+SM) on the Damage Table (p. B16) and use the thrust crushing damage for this value. A successful Breath Control roll multiplies HT by 1.5 for the shot for the purpose of damage and range calculation. The sand is irritating. This effect is a sight-based affliction attack that ignores DR, but has no effect on someone who cannot see. A victim gets a HT roll to resist (at the -2 penalty, if the wielder made a successful Breath Control roll before firing); add +5 for Protected Vision and +3 beyond 1/2D range. Failure means suffering the disadvantage Blindness for seconds equal to the margin of failure on the target’s HT roll. In addition, the victim must make an HT-4 roll (-6, if the wielder made a successful Breath Control roll before firing); add +3 beyond 1/2D range. Sealed victims are immune to this effect. Failure means suffering the Moderate Pain (p. B428) irritating condition for minutes equal to the margin of failure on the target’s resistance roll. A sand blaster uses 5 pounds of sand as ammunition. Its size and weight makes it better suited to SM+2 individuals.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 26 November 2018 Monster: Stone Giant

Monster: Stone Giant Stone giants are more or less peaceful, if you do not bother them. They specialize in throwing rocks and blending in with the stony background. Stone giant elders possess inborn magical abilities.

Stone Giant [Monster Manual, page 124]

196 points Attribute Modifiers: ST+14 (Size Modifier, -20%) [112]; DX+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+2; Basic Move +2 [10]. Advantages: DR 4 (Tough Skin, -40%) [12]; Extended Lifespan 3 [6]; Night Vision 5 [5]. Disadvantages: Perks: Limited Camouflage (Stone) [1]. Notes: Size 4 hexes; Weight 1,500 lbs. Creature Type: Giant.

Knowing Your Own Strength [234] ST+14 (Size Modifier, -20%) [112] with ST+14 [140]

Typical Stats – Stone Giant ST: 24 HP: 24 Speed: 6 DX: 11 Will: 10 Move: 8 IQ: 10 Per: 10 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: N/A DR: 4 (tough skin) Punch (13): 2d+2 crushing (KYOS: 5d-1 crushing). Reach C-1. SM+2 Round Mace (13): 6d crushing. Reach 2-3. Boulder (40 lbs.) (14): Range 24 yards, 2d+1 crushing (KYOS: range 60 yards, 2d+1 crushing).

Traits: Extended Lifespan 3; Limited Camouflage (Stone); Night Vision 5; Shyness (Mild). Skills: Artist (Painting)-10; Brawling-13; Intimidation-10; Stealth-13; Survival (Mountains)-13; Throwing-14; Two-Handed Axe/Mace-12. Creature Type: Giant.

Typical Stats – Stone Giant Elder ST: 24 HP: 24 Speed: 6 DX: 11 Will: 12 Move: 8 IQ: 12 Per: 12 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: N/A DR: 4 (tough skin) Punch (13): 2d+2 crushing (KYOS: 5d-1 crushing). Reach C-1. SM+2 Round Mace (13): 6d crushing. Reach 2-3. Boulder (40 lbs.) (14): Range 24 yards, 2d+1 crushing (KYOS: range 60 yards, 2d+1 crushing). Spell-Like Abilities (Alternative Abilities): Earth to Water 2 (12); Shape Earth (12); Stone Tell (12).

Traits: Extended Lifespan 3; Limited Camouflage (Stone); Night Vision 5; Shyness (Mild). Skills: Artist (Painting)-10; Brawling-13; Intimidation-10; Stealth-13; Survival (Mountains)-13; Throwing-14; Two-Handed Axe/Mace-12. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 27 November 2018 Monster: Storm Giant

Monster: Storm Giant Here we have the last giant from Monster Manual.

Storm Giant [Monster Manual, page 125]

400 points Attribute Modifiers: ST+25 (Size Modifier, -30%) [175]; IQ+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+3; HP+10 (Size Modifier, -30%) [14]; Basic Move +3 [15]. Advantages: Amphibious [10]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Pressure Support 1 [5]; Speak Underwater [5]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Spell-Like Abilities (Alternative Abilities) [31]: Call Lightning 2 [22]; Chain Lightning 1 [15/5=3]; Freedom 1 [19/5=4] – see GURPS Sorcery – Protection & Warning Spells, page 7; Levitation 2 [10/5=2]. Notes: Size 7 hexes; Height 21 feet; Weight 12,000 lbs. Creature Type: Giant.

Knowing Your Own Strength [465] Replace ST+25 (Size Modifier, -20%) [175] with ST+23 [230] Replace HP+10 (Size Modifier, -30%) [14] with HP+12 [24]

Typical Stats ST: 35 (KYOS: 33) HP: 45 Speed: 5.75 DX: 10 Will: 11 Move: 8 ground, 8 water IQ: 11 Per: 11 HT: 13 FP: 13 SM: +3 Dodge: 8 Parry: 10U DR: 3 (tough skin), 20 (vs. electricity) Punch (10): 3d+2 crushing (KYOS: 6d crushing). Reach C-2. SM+3 Greatsword (14): 9d+1 cutting (KYOS: 10d-1 crushing), Reach 2-7 or 6d-1 crushing (KYOS: 8d+1 crushing), Reach 5-7. Spell-Like Abilities (Alternative Abilities): Call Lightning 2 (14); Chain Lightning 1 (14); Freedom 1 (14) – see GURPS Sorcery – Protection & Warning Spells, page 7; Levitation 2 (10).

Traits: Doesn’t Breathe (Gills); Extended Lifespan 3; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Night Vision 5; Pressure Support 1; Speak Underwater. Skills: Innate Attack (Beam)-14; Innate Attack (Gaze)-14; Two-Handed Sword-14. Creature Type: Giant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 20 January 2018 Advantages: DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1/2 (Running) [10]; Racial Templates: Centaurs Extended Lifespan 1 [2]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Reduced Consumption 1 (Cast-Iron Stomach, -50%) [1]; Resistant to Racial Templates: Centaurs Poison (+3) [5]; Temperature Tolerance 1 (Cold) [1]. Disadvantages: Arm ST-4 (Size Modifier, -10%) [-18]. I've reached the centaur in my Monster Manual conversions, but the centaurs do Perks: Alcohol Tolerance [1]. not feel very monstrous. I decided to convert various centaur-like templates found in D&D splatbooks. Knowing Your Own Strength [80] Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40] CENTAUR [73] (Monster Manual, page 32) Replace Arm ST-4 (Size Modifier, -10%) [-18] with Arm ST-4 [-20] Attributes: ST+8 (Size Modifier, -10%) [72]; IQ-1 [-20]; HT+2 [20]. Secondary Characteristics: SM +1 (2 hexes); Per +1 [5]. Dorvesh are to dwarves as centaurs are to humans. The animal part belongs to a Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 1 [2]; Extra donkey, not a horse. Legs (Four Legs) [5]; Fearlessness 1 [2]; Hooves [3]. Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]. GNOAT [117] (Monstrous Compendium Annual Volume Two) Attributes: ST+1 [10]; DX+1 [20]; HT+2 [20]. Knowing Your Own Strength [85] Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; DR 1 (Tough Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] Skin, -40%) [3]; Clinging (Requires hoof-holds, -30%) [14]; Enhanced Move 1/2 Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40] Add HP+4 [8] (Running) [10]; Extended Lifespan 2 [4]; Extra Legs (Four Legs) [5]; Hooves [3]; Night Vision 5 [5]; Perfect Balance [15]; Reduced Consumption 2 (Cast-Iron This is the common centaur. The template is expensive, but if a player really Stomach, -50%) [2]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation wants to play a centaur, I think he should be able to do so. (Uneven) [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; HUELENEAER (DESERT CENTAUR) [115] (Dungeon Magazine 103, page 77) Magical, -10%) [1]. Attributes: ST+8 (Size Modifier, -10%) [72]; DX+1 [20]; IQ-1 [-20]; HT+3 Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; [30]. Magical, -10%) [5]. Secondary Characteristics: SM +1 (2 hexes). Burrowing Animal Speech: Speak with Animals (Burrowing animals Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 1 [2]; Extra only, -60%; Magical, -10%) [8]. Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Temperature Tolerance 2 Disadvantages: Arm ST-4 [-20]. (Hot) [2]. Perks: Intuitive Illusionist [1]. Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36].

Knowing Your Own Strength [127] Gnoats are to gnomes as centaurs are to humans. The animal part belongs to a Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] goat, not a horse. Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40] Add HP+4 [8] HA’PONY [55] (Monstrous Compendium Annual Volume Two) Attributes: ST+1 [10]; DX+1 [20]; HT+1 [10]. This is a -exclusive subrace from an obscure source. More agile than Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 1 [2]; Extra the common centaur, resistant to heat, and able to see in the dark for some reason. Legs (Four Legs) [5]; Fearlessness 2 [4]; Hooves [3]; Temperature Tolerance 1 (Cold) [1]. NOMADIC CENTAUR [96] (The Horde Campaign Setting)

Attributes: ST+8 (Size Modifier, -10%) [72]; DX+1 [20]; IQ-1 [-20]; HT+2 Disadvantages: Arm ST-4 [-20]. [20].

Secondary Characteristics: SM +1 (2 hexes); Per +1 [5]. Ha'ponies are to halflings as centaurs are to humans. The animal part belongs to a Advantages: DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Running) [20]; small pony, not a horse. Extended Lifespan 1 [2]; Extra Legs (Four Legs) [5]; Fearlessness 1 [2]; Hooves

[3]. ZEBRANAUR [74] (Monstrous Compendium Annual Volume Two) Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]. Attributes: ST+8 (Size Modifier, -10%) [72]; IQ-1 [-20]; HT+2 [20]. Secondary Characteristics: SM +1 (2 hexes); Per +1 [5]. Knowing Your Own Strength [108] Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 1 [2]; Extra Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40] Legs (Four Legs) [5]; Fearlessness 1 [2]; Hooves [3]; Temperature Tolerance 1 Add HP+4 [8] (Hot) [1]. Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]. A slight variation of the normal centaur. Knowing Your Own Strength [86] SEA CENTAUR [79] (Dragon Magazine #116) Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] Attributes: ST+6 (Size Modifier, -10%) [54]; IQ-1 [-20]; HT+2 [20]. Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40] Add HP+4 [8] Secondary Characteristics: SM +1 (2 hexes); Per +1 [5].

Advantages: Enhanced Move 1 (Swimming) [20]; Extended Lifespan 1 [2];

Fearlessness 1 [2]; Hooves [3]; Infravision [10]; Pressure Support 1 [5]; Speak This is a zebra-bodied centaur. The template is almost identical to the normal Underwater [5]. centaur. Disadvantages: Arm ST-6 (Size Modifier, -10%) [-27].

Features: Doesn’t Breathe (Gills) [0]; No Legs (Semi-Aquatic) [0]. WENDLE [78] (Races of Ansalon, page 206) Attributes: ST+4 [40]; DX+1 [20]. Knowing Your Own Strength [86] Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60] Secondary Characteristics: Per +1 [5]. Replace Arm ST-6 (Size Modifier, -10%) [-27] with Arm ST-6 [-30] Advantages: DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Running) [20]; Add HP+2 [4] Extended Lifespan 1 [2]; Extra Legs (Four Legs) [5]; Hooves [3]. Disadvantages: Arm ST-4 [-20]. In many fantasy settings life under the sea mirrors the land life. For such occasions we have sea centaurs. Wendles are small centaurs unique to the Dragonlance setting. DORVESH [78] (Monstrous Compendium Annual Volume Two) Attributes: ST+4 (Size Modifier, -10%) [36]; IQ-1 [-20]; HT+2 [20]. PEGATAUR [159] (Monstrous Compendium Annual Three) Secondary Characteristics: SM +1 (2 hexes); FP+3 [9]; Will+1 [5]; Per +1 [5]. Attributes: ST+8 (Size Modifier, -10%) [72]; DX+1 [20]; HT+2 [20]. Secondary Characteristics: SM +1 (2 hexes); Per +1 [5]. And the pegataurs are winged centaurs with elven torsos. Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 3 [6]; Extra Legs (Four Legs) [5]; Flight (Winged, -25%) [30]; Hooves [3]; Immunity to

Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Posted by Enraged Eggplant at 01:00:00 Disadvantages: Arm ST-9 (Size Modifier, -10%) [-41]. Labels: D&D, GURPS, racial template, template Perks: Trance instead of sleep [1].

Knowing Your Own Strength [85] Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] Replace Arm ST-9 (Size Modifier, -10%) [-41] with Arm ST-9 [-45] Add HP+4 [8] Saturday, 23 June 2018 Monster: Derro

Monster: Derro Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind. Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.

The template is cheap enough for a player character to take.

Derro [Monster Manual, page 49]

27 points Attribute Modifiers: ST-5 [-50]; DX+1 [20]; HT+1 [10]. Secondary Characteristic Modifiers: SM-2; Basic Move -1 [-5]. Advantages: Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Silence 1 [5]. Daze: Affliction 1 (Will; Based on Will, +20%; Costs 1 FP, -5%; Daze, +50%; Fixed Duration, +0%; Limited Use, 1/day, -40%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [29]. Sound: Illusion (Accessibility, Only meaningless sounds, -15%; Auditory Only, -70%; Costs 1 FP, -5%; Independence, +40%; Limited Use, 1/day, -40%; Magical, -10%; Ranged, +40%) [10]. Darkness: Obscure Vision 10 (Costs 1 FP, -5%; Extended, Infravision and Ultravision, +40%; Limited Use, 1/day, -40%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [28]. Disadvantages: Callous [-5]; Sadism (12) [-15]; Weakness (1d per 30 minutes; Sunlight, x3) [-15]. Creature Type: Monstrous Humanoid.

Typical Stats ST: 5 HP: 5 Speed: 5.5 DX: 11 Will: 10 Move: 4 ground IQ: 10 Per: 10 HT: 11 FP: 11 SM: -2 Dodge: 9 Parry: 10 DR: 2* (light layered leather) Smallsword (12): 1d-3 impaling (KYOS: 1d-6 impaling). Reach 1. SM-2 Crossbow (ST 5) (13): 1d-2 impaling (KYOS: 1d-5 impaling), Acc 4, Range 100/125, RoF 1, Shots 1(4). A derro usually carries 1d doses of Medium-size Spider Venom.

Traits: Callous; Combat Reflexes; Infravision; Magic Resistance 1 (Improved); Sadism (12); Silence 1; Weakness (1d per 30 minutes; Sunlight, x3). Skills: Crossbow-13; Innate Attack (Gaze)-12; Interrogation-12; Intimidation-12; Poisons/TL3-12; Smallsword-12; Stealth-14. Creature Type: Monstrous Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, racial template, template Tuesday, 16 October 2018 Monster: Formian Myrmarch

Monster: Formian Myrmarch Here's formian myrmarch - a formian with no slave mentality and lack of creativity.

Formian Myrmarch [Monster Manual, page 110]

421 points Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; FP+2 [6]. Advantages: DR 3 [15]; Extra Legs (Four Legs) [5]; Immunity to Petrification [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+2 (Size Modifier, -10%) [6]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; Sharp Teeth [1]; Striker (Sting; Piercing; Cannot Parry, -40%) [3]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [2]. Hivemind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Spell-Like Abilities (Alternative Abilities) [100]: Loyalty [10/5=2]; Mind-Reading [26/5=6]; Sense Chaos [8/5=2]; Teleport [90]. Disadvantages: Gregarious [-10]. Notes: Weight 1,500 lbs. Creature Type: Outsider (Lawful).

Knowing Your Own Strength [433] Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60] Replace Lifting ST+2 (Size Modifier, -10%) [6] with Lifting ST+2 [14]

Typical Stats ST: 16 HP: 16 Speed: 5.25 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 13 SM: +1 Dodge: 8 Parry: N/A DR: 3; 3 (bronze light plate full helm; skull, face); 20 (vs cold); 5 (vs electricity, fire, and sound) Sharp Teeth (12): 1d+2 cutting (KYOS: 2d+1 cutting). Reach C. Sting (12): 2d-1 piercing (KYOS: 3d piercing) + follow-up 1d-2 toxic (3 1-hour cycles, HT-3 to resist, Symptoms -3 ST (2/3 HP). Reach C-1. Javelin (14): 1d+2 impaling (KYOS: 2d+1 impaling), Acc 3, 24/40, T(1). Hive Mind: Formians possess a permanent telepathic rapport with the rest of the hive (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, formians can transmit broadcast thoughts and images to the rest of the hive with no roll required. Spell-Like Abilities (Alternative Abilities): Loyalty (10); Mind-Reading (10); Sense Chaos (10); Teleport (10).

Traits: Extra Legs (Four Legs); Gregarious; Immunity to Noxious Cold Effects; Immunity to Petrification; Immunity to Poison; Infravision; Lifting ST+2; Magic Resistance 3 (Improved); Regeneration (Regular). Skills: Brawling-12; Intelligence Analysis-14; Leadership-14; Observation-14; Strategy-14; Tactics-14; Thrown Weapon (Spear)-14. Creature Type: Outsider (Lawful). Notes: Weight 1,500 lbs.

Formian Myrmarch Venom This poison is extracted from a formian myrmarch. A living victim must make an immediate HT-3 roll or suffer 1d-2 toxic damage. Every hour for 3 more cycles he must make another HT-3 roll to resist or take the same amount of damage. After losing 2/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $60 (singular); $25 (5-batched). Recipe: $6; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -20%; Symptoms, 2/3 HP, -3 ST, +15%) [2].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Wednesday, 17 October 2018 Monster: Formian Queen

Monster: Formian Queen The last formian from Monster Manual for D&D 3.5. The queen is immobile, big, but has some spell-like abilities.

Formian Queen [Monster Manual, page 111]

191 points Attribute Modifiers: ST+17 (No Fine Manipulators, -40%; Size Modifier, -20%) [54]; DX-8 [-160]; IQ+3 [60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; FP+2 [6]. Advantages: DR 3 [15]; Immunity to Petrification [5]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Regular) [25]. Hivemind [99]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Video, +40%) [54]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Spell-Like Abilities (Alternative Abilities) [76]: Calm Emotions [33/5=7]; Divination [48] - see GURPS Thaumatology – Sorcery, page 19; Loyalty [10/5=2]; Mind-Reading [26/5=6]; Protection from Chaos 1 [23/5=5]; See Invisible [30/5=6]; Sense Chaos [8/5=2]. Disadvantages: Gregarious [-10]; No Legs (Sessile) [-50]; No Manipulators [-50]. Notes: Weight 3,500 lbs. Creature Type: Outsider (Lawful).

Knowing Your Own Strength [307] Replace ST+17 (No Fine Manipulators, -40%; Size Modifier, -20%) [54] with ST+17 [170]

Typical Stats ST: 27 HP: 27 Speed: 3.25 DX: 2 Will: 13 Move: 0 IQ: 13 Per: 13 HT: 11 FP: 13 SM: +2 Dodge: N/A Parry: N/A DR: 3; 20 (vs cold); 5 (vs electricity, fire, and sound) Hive Mind: Formians possess a permanent telepathic rapport with the rest of the hive (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, formians can transmit broadcast thoughts and images to the rest of the hive with no roll required. Unlike other formians, formian queens can communicate telepathically with non-formians, but this calls for a normal IQ roll. Spell-Like Abilities (Alternative Abilities): Calm Emotions (13); Divination (13) - see GURPS Thaumatology – Sorcery, page 19; Loyalty (13); Mind-Reading (13); Protection from Chaos 1 (13); See Invisible (13); Sense Chaos (13).

Traits: Gregarious; Immunity to Noxious Cold Effects; Immunity to Petrification; Immunity to Poison; Infravision; Magic Resistance 4 (Improved); No Legs (Sessile); No Manipulators; Regeneration (Regular). Skills: Administration-15; Innate Attack (Gaze)-13; Leadership-15; Strategy-15; Thaumatology-15. Creature Type: Outsider (Lawful). Notes: Weight 3,500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 15 October 2018 Monster: Formian Taskmaster

Monster: Formian Taskmaster Here's the formian taskmaster - a mute antman with a mental domination power.

In other news, I'm now accepting donations via PayPal.me. The link should be to the right. I appreciate any support.

Formian Taskmaster [Monster Manual, page 109]

186 points Attribute Modifiers: ST+1 [10]; HT+1 [10]. Secondary Characteristic Modifiers: FP+2 [6]. Advantages: DR 2 [10]; Doesn’t Eat or Drink [10]; Extra Legs (Four Legs) [5]; Immunity to Petrification [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+2 [6]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Striker (Sting; Piercing; Cannot Parry, -40%) [3]. Dominate Monster: Mind Control (Magical, -10%; Puppet, -40%) [25]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -3 ST, +15%) [2]. Hivemind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Disadvantages: Dependency (Mentally dominated sapient creature; Weekly; Very Common, Illegal) [-20]; Gregarious [-10]; Hidebound [-5]; Incurious (12) [-5]; Mute [-25]; Slave Mentality [-40]. Notes: Weight 180 lbs. Creature Type: Outsider (Lawful).

Knowing Your Own Strength [194] Replace Lifting ST+2 [6] with Lifting ST+2 [14]

Typical Stats ST: 11 HP: 11 Speed: 5.25 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 13 SM: +0 Dodge: 8 Parry: N/A DR: 2; 20 (vs cold); 5 (vs electricity, fire, and sound) Sharp Claws (12): 1d-1 cutting. Reach C. Sting (12): 1d piercing + follow-up 1d-2 toxic (3 1-hour cycles, HT-2 to resist, Symptoms -3 ST (2/3 HP). Reach C. Hive Mind: Formians possess a permanent telepathic rapport with the rest of the hive (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, formians can transmit broadcast thoughts and images to the rest of the hive with no roll required. Dominate Monster (10): The formian taskmaster can mentally dominate creatures as per Mind Control (p. B68). Dominated creatures have no initiative while the taskmaster’s control, and temporarily acquire Slave Mentality (p. B154).

Traits: Dependency (Mentally dominated sapient creature; Weekly; Very Common, Illegal); Doesn’t Eat or Drink; Extra Legs (Four Legs); Gregarious; Hidebound; Immunity to Noxious Cold Effects; Immunity to Petrification; Immunity to Poison; Incurious (12); Infravision; Lifting ST+2; Magic Resistance 2 (Improved); Mute; Slave Mentality. Skills: Brawling-12; Leadership-11; Observation-14. Creature Type: Outsider (Lawful). Notes: Weight 180 lbs.

Formian Taskmaster Venom This poison is extracted from a formian taskmaster. A living victim must make an immediate HT-2 roll or suffer 1d-2 toxic damage. Every hour for 3 more cycles he must make another HT-2 roll to resist or take the same amount of damage. After losing 2/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $60 (singular); $25 (5-batched). Recipe: $6; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -3 ST, +15%) [2].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Sunday, 14 October 2018 Monster: Formian Warrior

Monster: Formian Warrior Formian warriors are one step above formian workers in terms of rank. They are much more dangerous in combat than the workers, but should pose no real danger for adventurer, unless they are facing a whole formian swarm.

Formian Warrior [Monster Manual, page 109]

157 points Attribute Modifiers: ST+1 [10]; IQ-2 [-40]; HT+1 [10]. Secondary Characteristic Modifiers: FP+2 [6]; Per+2 [10]. Advantages: Combat Reflexes [15]; DR 2 [10]; Extra Legs (Four Legs) [5]; Immunity to Petrification [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+2 [6]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Sting; Piercing; Cannot Parry, -40%) [3]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [2]. Hivemind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Disadvantages: Gregarious [-10]; Hidebound [-5]; Incurious (12) [-5]; Mute [-25]; Slave Mentality [-40]. Notes: Weight 180 lbs. Creature Type: Outsider (Lawful).

Knowing Your Own Strength [165] Replace Lifting ST+2 [6] with Lifting ST+2 [14]

Typical Stats ST: 11 HP: 11 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 8 Per: 10 HT: 11 FP: 13 SM: +0 Dodge: 9 Parry: N/A DR: 2; 20 (vs cold); 5 (vs electricity, fire, and sound) Sharp Claws (12): 1d-1 cutting. Reach C. Sharp Teeth (12): 1d-1 cutting. Reach C. Sting (12): 1d piercing + follow-up 1d-2 toxic (3 1-hour cycles, HT-1 to resist, Symptoms -3 ST (2/3 HP). Reach C. Hive Mind: Formians possess a permanent telepathic rapport with the rest of the hive (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, formians can transmit broadcast thoughts and images to the rest of the hive with no roll required.

Traits: Combat Reflexes; Extra Legs (Four Legs); Gregarious; Hidebound; Immunity to Noxious Cold Effects; Immunity to Petrification; Immunity to Poison; Incurious (12); Infravision; Lifting ST+2; Magic Resistance 2 (Improved); Mute; Slave Mentality. Skills: Brawling-12; Soldier/TL3-12; Tactics-14. Creature Type: Outsider (Lawful). Notes: Weight 180 lbs.

Formian Warrior Venom This poison is extracted from a formian warrior. A living victim must make an immediate HT-1 roll or suffer 1d-2 toxic damage. Every hour for 3 more cycles he must make another HT-1 roll to resist or take the same amount of damage. After losing 2/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $60 (singular); $25 (5-batched). Recipe: $6; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-1, -25%; Symptoms, 2/3 HP, -3 ST, +15%) [2].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Saturday, 13 October 2018 Monster: Formian Worker

Monster: Formian Worker Formians are ant-like expansionist outsiders. Workers are barely sapient, but can cure other formians and mend objects.

Formian Worker [Monster Manual, page 108]

32 points Attribute Modifiers: ST-6 [-60]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: SM-2; FP+3 [9]; Per+4 [20]. Advantages: Blunt Claws [3]; DR 1 [5]; Extra Legs (Four Legs) [5]; Immunity to Petrification [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+3 [9]; Sharp Teeth [1]. Hivemind [93]: Mindlink (10,000-99,999; Magical, -10%) [45] + Telesend (Broadcast, +50%; Magical, -10%; Racial, -20%; Video, +40%) [48]. Cure/Make Whole: Healing (Either/Or (Own Race Only, -20% or Accessibility, Objects Only, -20%), -4%; Immediate Preparation Required, 1 minute, -30%; Injuries Only, -20%; Magical, -10%; Only with seven assistants, -20%; Requires Will Roll from Assistants, -10%) [6]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, -40%) [6]. Disadvantages: Gregarious [-10]; Hidebound [-5]; Incurious (12) [-5]; Mute [-25]; Slave Mentality [-40]. Notes: Weight 60 lbs. Creature Type: Outsider (Lawful).

Knowing Your Own Strength [44] Replace Lifting ST+3 [9] with Lifting ST+3 [21]

Typical Stats ST: 4 HP: 4 Speed: 5.25 DX: 10 Will: 6 Move: 5 IQ: 6 Per: 10 HT: 11 FP: 14 SM: -2 Dodge: 8 Parry: N/A DR: 1; 20 (vs cold); 5 (vs electricity, fire, and sound) Blunt Claws (10): 1d-5 crushing (KYOS: 1d-8 crushing). Reach C. Sharp Teeth (10): 1d-6 cutting (KYOS: 1d-9 cutting). Reach C. Hive Mind: Formians possess a permanent telepathic rapport with the rest of the hive (up to 99,999 individuals). As long as they are on the same plane of existence and less than 0.1 light-year away, formians can transmit broadcast thoughts and images to the rest of the hive with no roll required. Cure/Make Whole (6): Eight formian workers together can heal a creature’s wounds or mend an object as if using the Healing (p. B59) advantage. This task takes one minute of uninterrupted work, and all eight participants must make a successful IQ roll. Formian workers usually spend extra time to get a bonus to the roll.

Traits: Extra Legs (Four Legs); Gregarious; Hidebound; Immunity to Noxious Cold Effects; Immunity to Petrification; Immunity to Poison; Incurious (12); Infravision; Lifting ST+3; Mute; Slave Mentality. Skills: Artist (Pottery)-8; Artist (Sculpting)-8; Artist (Woodworking)-8; Carpentry-10; Lifting-12; Masonry-10. Creature Type: Outsider (Lawful). Notes: Weight 60 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 13 November 2018 Monsters: Gargoyles

Monsters: Gargoyles Gargoyles are common monsters that can camouflage as statues. Kapoacinths - their aquatic cousins - always seemed weird to me.

Gargoyle [Monster Manual, page 113]

143 points Attribute Modifiers: ST+3 [30]; DX+2 [40]; IQ-2 [-40]; HT+1 [10]. Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10]. Advantages: Blunt Claws [3]; DR 4 (Not vs. Magic, -10%) [18]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Sharp Teeth [1]; Striker (Gore; Crushing; Cannot Parry, -40%; Limited Arc, Front, -40%) [1]. Perks: Limited Camouflage (Stone) [1]. Creature Type: Monstrous Humanoid (Earth).

Typical Stats ST: 13 HP: 13 Speed: 5.75 DX: 12 Will: 9 Move: 5 ground, 10 air (cannot hover) IQ: 8 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 4 (not vs. magic) Sharp Teeth (13): 1d-1 cutting, Reach C. Blunt Claws (13): 1d+1 crushing, Reach C. Gore (13): 1d+1 crushing, Reach C.

Traits: Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Infravision; Limited Camouflage; Sadism (9). Skills: Brawling-13; Camouflage-13; Stealth-13. Creature Type: Monstrous Humanoid (Earth).

Kapoacinth [Monster Manual, page 113]

119 points Attribute Modifiers: ST+3 [30]; DX+2 [40]; IQ-2 [-40]; HT+1 [10]. Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10]. Advantages: Amphibious [10]; Blunt Claws [3]; DR 4 (Not vs. Magic, -10%) [18]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Infravision [10]; Sharp Teeth [1]; Striker (Gore; Crushing; Cannot Parry, -40%; Limited Arc, Front, -40%) [1]. Perks: Limited Camouflage (Stone) [1]. Creature Type: Monstrous Humanoid (Earth).

Typical Stats ST: 13 HP: 13 Speed: 5.75 DX: 12 Will: 9 Move: 5 ground, 5 water IQ: 8 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 4 (not vs. magic) Sharp Teeth (13): 1d-1 cutting, Reach C. Blunt Claws (13): 1d+1 crushing, Reach C. Gore (13): 1d+1 crushing, Reach C.

Traits: Amphibious; Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Infravision; Limited Camouflage; Sadism (9). Skills: Brawling-13; Camouflage-13; Stealth-13. Creature Type: Monstrous Humanoid (Aquatic, Earth).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 18 December 2018 Monsters/NPCs: Gnolls

Monsters/NPCs: Gnolls Here we have gnolls from Monster Manual and Monster Manual IV for D&D 3.5. Their racial template is very cheap - fits for a player character.

GNOLL [9] (Monster Manual, page 130) Attributes: ST+1 [10]; HT+1 [10]; IQ-1 [-20]. Advantages: Acute Taste and Smell 2 [4]; DR 1 (Tough Skin, -40%) [3]; Sharp Teeth [1]. Perks: Fur [1].

Gnoll Warrior [Monster Manual, page 130]

Typical Stats ST: 11 HP: 11 Speed: 5.25 DX: 10 Will: 9 Move: 5 IQ: 9 Per: 10 HT: 11 FP: 11 SM +0 Dodge: 10 Parry: 10U DR: 1 (tough skin), 2 (hardened leather; torso and limbs) Block: 10 (medium heavy shield, DB2) Axe (11): swing 2d-1 cutting, Reach 1. Sharp Teeth (11): thrust 1d-2 cutting, Reach C.

Traits: Acute Taste and Smell 2; Fur. Skills: Axe/Mace-11; Shield-11; Stealth-11; Tracking-11. Creature Type: Humanoid (Gnoll).

Gnoll Slave-Taker [Monster Manual IV, page 67]

Typical Stats ST: 11 HP: 11 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 12 HT: 12 FP: 12 SM +0 Dodge: 10 Parry: 10 DR: 1 (tough skin), 3* (light mail; torso and limbs) Shortsword (13): swing 1d+1 cutting, Reach 1 or thrust 1d impaling, Reach 1. Large Net (13): May entangle or ensnare the target; see Special Ranged Weapons (pp. B410-411). A net has no 1/2D range. Max range is 7 yards. Sharp Teeth (12): thrust 1d-2 cutting, Reach C.

Traits: Acute Taste and Smell 2; Callous; Combat Reflexes; Fur. Skills: Brawling-12; Net-13; Shortsword-13; Stealth-14; Tracking-14; Wrestling-13. Creature Type: Humanoid (Gnoll).

Fiendish Cleric of Yeenoghu [Monster Manual IV, page 67]

Typical Stats ST: 12 HP: 12 Speed: 5.25 DX: 10 Will: 12 Move: 5 IQ: 11 Per: 11 HT: 11 FP: 11 SM +0 Dodge: 10 Parry: 11U DR: 1 (tough skin), 3 (light segmented plate; torso and limbs), 5 (not vs. magic), 5 (vs. cold and fire) Block: 11 (medium heavy shield, DB2) Morningstar (12): swing 2d+1 crushing, Reach 1. Attempts to parry the morningstar are at -4; fencing weapons (“F” parry) can’t parry at all! Attempts to block the morningstar are at -2. Sharp Teeth (10): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C. Smite Good: Once per day the fiendish cleric can declare a smiting attack that adds 2d follow-up crushing damage against holy beings. Spells (Alternative Abilities): Berserker (11); Frailty (11); Seek Good (11).

Traits: Acute Taste and Smell 2; Fur; Infravision; Magic Resistance 2 (Improved); Sorcerous Empowerment 5 (Yeenoghu); Vow (Monthly human sacrifice). Skills: Flail-12; Religious Ritual (Yeenoghu)-12; Shield-12; Theology (Yeenoghu)-12. Spells: Berserker-11; Frailty-11; Seek Good-11. Creature Type: Outsider.

Half-Fiend Gnoll Warlock [Monster Manual IV, page 68]

Typical Stats ST: 12 HP: 12 Speed: 5.5 DX: 11 Will: 13 Move: 5 ground, 10 air (cannot hover) IQ: 12 Per: 12 HT: 11 FP: 11 SM +0 Dodge: 10 Parry: 11U DR: 1 (tough skin), 3* (light mail; torso), 5 (not vs. magic), 5 (vs. acid, cold, electricity, and fire) Sharp Claws (14): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C. Sharp Teeth (14): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C. Darkness: Three times per day the half-fiend can project a 2-yard-radius area of darkness to any point within 100 yards. Roll at +4 to hit the area. This ability costs 1 FP. This effect imposes a -3 penalty on Vision-based tasks, but does not impede Infravision. Smite Good: Once per day the half-fiend can declare a smiting attack that adds 2d follow-up crushing damage against holy beings. Spells (Alternative Abilities): Berserker (12); Might 2 (12); Planar Summons (Abyss) (13).

Traits: Acute Taste and Smell 2; Combat Reflexes; Fur; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Sorcerous Empowerment 4 (Spells that strengthen body, cause rage or fear, teleportation, abyssal summoning); Vow (Monthly human sacrifice). Skills: Brawling-14; Expert Skill (Planology)-12; Innate Attack (Gaze)-12; Symbol Drawing (Summoning Circles)-13; Thaumatology-12.

Creature Type: Outsider.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, racial template, template Sunday, 30 December 2018 Monster: Grimlock

Monster: Grimlock Grimlocks are blind underground-dwelling humanoids. Despite their lack of eyes, they can form a picture of their surroundings by combining aural and olfactory sensory input.

Grimlock [Monster Manual, page 140]

96 points Attributes: ST+2 [20]; HT+1 [10]. Secondary Characteristics: Per+2 [10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Dark Vision (Hypersensory, Smell and Hearing, +25%) [32]; Discriminatory Smell [15]; Injury Tolerance (No Eyes) [5]. Perks: Limited Camouflage (Rock) [1]. Creature Type: Monstrous Humanoid.

Typical Stats ST: 12 HP: 12 Speed: 6 DX: 12 Will: 11 Move: 6 IQ: 10 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 10U DR: 1 (tough skin) Punch (12): 1d-2 crushing (KYOS: 1d-1 crushing). Reach C. Axe (12): 2d cutting. Reach C.

Traits: Combat Reflexes; Dark Vision (Hypersensory, Smell and Hearing); Discriminatory Smell; Injury Tolerance (No Eyes); Intolerance (Total); Limited Camouflage (Rock). Skills: Axe/Mace-12; Stealth-14. Creature Type: Monstrous Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, racial template, template Wednesday, 2 January 2019 Monster: Annis

Monster: Annis Hags are monsters that I almost never seen used. My only experience with a hag was my character killing one with a single critical hit in Pathfinder.

Annis [Monster Manual, page 143]

143 points Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]. Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Basic Move+2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Extra Attack 1 [25]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]. Spell-Like Abilities (Alternative Abilities) [24]: Fog Cloud 2 [17/5=4]; Lesser Polymorph [20]. Disadvantages: Appearance (Hideous) [-16]. Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [150] ST+7 (Size Modifier, -10%) [63] with ST+7 [70]

Typical Stats ST: 17 HP: 17 Speed: 5 DX: 10 Will: 11 Move: 7 IQ: 10 Per: 10 HT: 10 FP: 10 SM: +1 Dodge: 9 Parry: 11 DR: 2 (tough skin) Sharp Claws (14): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1. Sharp Teeth (14): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C. Spell-Like Abilities (Alternative Abilities): Fog Cloud 2 (12); Lesser Polymorph.

Traits: Appearance (Hideous); Combat Reflexes; Extra Attack 1; Infravision; Magic Resistance 2 (Improved). Skills: Climbing-14; Brawling-14; Innate Attack (Gaze)-12; Stealth-13; Tracking-13; Wrestling-15. Creature Type: Monstrous Humanoid.

HAG COVEY

From time to time, a trio of hags gathers as a covey. Hags in a covey rely on deception and their boosted magical abilities in combat. A covey of hags is likely to be guarded by ogres and evil giants who do their bidding. Hags in a covey can take additional spell-like abilities that are related to necromancy, weather control, and curses. All three hags must be within 3 yards of one another, and all must participate to cast such spells, requiring them to apply the Accessibility, Only with 2 assistants, -10% limitation to the spells. Once per month, a covey that does not have a hag eye can create one from a gem worth at least $100 (see below).

Hag Eye A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has DR 4 and HP 2. Destroying a hag eye deals 1d injury to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 3 January 2019 Monster: Green Hag

Monster: Green Hag The green hag is a weaker than the annis physically, but has a broader range of magical abilities.

Green Hag [Monster Manual, page 143]

128 points Attribute Modifiers: HT+1 [10]. Advantages: Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Mimicry [10]; Sharp Claws [5]. Spell-Like Abilities (Alternative Abilities) [91]: Breathe Water [18/5=4]; Gift of Tongues [28/5=6] - see GURPS Thaumatology – Sorcery, page 14; Light 1 [11/5=3] – see GURPS Thaumatology – Sorcery, page 19; Lesser Polymorph [20/5=4]; Personal Invisibility [66]; Sound 1 [20/5=4]; Touch of Weakness [17/5=4]. Disadvantages: Appearance (Hideous) [-16]. Creature Type: Monstrous Humanoid.

Typical Stats ST: 10 HP: 10 Speed: 5 DX: 10 Will: 10 Move: 5 ground, 5 water IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: 11 DR: 1 (tough skin) Sharp Claws (14): 1d-2 cutting, Reach C. Spell-Like Abilities (Alternative Abilities): Breathe Water (12); Gift of Tongues (12) - see GURPS Thaumatology – Sorcery, page 14; Light 1 (10) – see GURPS Thaumatology – Sorcery, page 19; Lesser Polymorph; Personal Invisibility; Sound 1 (10); Touch of Weakness (10).

Traits: Amphibious; Appearance (Hideous); Combat Reflexes; Infravision; Magic Resistance 1 (Improved); Mimicry. Skills: Acting-14; Brawling-14; Innate Attack (Gaze)-12; Stealth-13; Wrestling-14. Creature Type: Monstrous Humanoid.

NEW SORCERY SPELL

Touch of Weakness Keywords: Resisted (HT). Full Cost: 17 points. Casting Roll: Will. Use DX or unarmed combat skills to hit. Range: Touch. Duration: 3 minutes.

Your touch physically weakens the victim, if he fails to resist with HT. The victim suffers temporary ST loss equal to your margin of victory (maximum -10). Lower all skills based on ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. This spell can only affect living beings. Statistics: Affliction 1 (HT; Accessibility, Only on living beings, -10%; Attribute Penalty, ST-10, +50%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Sorcery, -15%) [17].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Friday, 4 January 2019 Monster: Sea Hag

Monster: Sea Hag The last of three hags from Monster Manual. There are many more in other books.

Sea Hag [Monster Manual, page 144]

153 points Attribute Modifiers: HT+1 [10]. Advantages: Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe (Gills) [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Pressure Support 1 [5]; Sharp Claws [5]; Speak Underwater [5]. Weakening Presence: Affliction 1 (HT; Accessibility, Only on living beings, -10%; Always On, -10%; Area Effect, 8 yards, +150%; Attribute Penalty, ST-1, +5%; Cumulative, +400%; Emanation, -20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Selective Effect, -20%; Vision-Based, -20%) [64]. Evil Eye: Affliction 1 (Will; Based on Will, +20%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Limited Use, 3/day, -20%; Magical, -10%; Malediction 1, +100%; Paralysis, +150%; Vision-Based, Reversed, -20%) [42]. Disadvantages: Appearance (Hideous) [-16]. Creature Type: Monstrous Humanoid.

Typical Stats ST: 10 HP: 10 Speed: 5 DX: 10 Will: 12 Move: 5 ground, 5 water IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: 11 DR: 1 (tough skin) Sharp Claws (14): 1d-2 cutting, Reach C. Weakening Presence: The sight of a sea hag is so revolting that anyone (other than creatures exluded by the hag) who sets eyes upon one must roll against HT every second or lose 1 ST. Lower all skills based on ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. This ability can only affect living beings, and its effects are cumulative. Evil Eye (12): Three times per day, a sea hag can cast its dire gaze upon any single creature. If the hag wins in a Quick Contest of Will, the victim becomes paralyzed for three days. The hag’s roll takes a -1 penalty per yard of distance.

Traits: Amphibious; Appearance (Hideous); Combat Reflexes; Doesn’t Breathe (Gills); Infravision; Magic Resistance 1 (Improved); Pressure Support 1; Speak Underwater. Skills: Acting-14; Brawling-14; Intimidation-14; Stealth-14; Wrestling-14. Creature Type: Monstrous Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 8 January 2019 Monsters: Harpies

Monsters: Harpies Harpies are flying menaces that can lure you somewhere dangerous with their songs and/or pester you with arrows from afar.

Harpy [Monster Manual, page 150]

166 points Attribute Modifiers: DX+1 [20]; IQ-1 [-20]. Advantages: Acute Hearing 1 [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Sharp Claws [5]; Voice [10]. Captivating Song: Mind Control (Accessibility, Only to make the victims approach the harpy, -30%; Area Effect, 16 yards, +200%; Emanation, -20%; Hearing-Based, -20%; Magical, -10%; Requires Words, -10%; Selective Area, +20%) [115]. Creature Type: Monstrous Humanoid.

Typical Stats - Harpy ST: 10 HP: 10 Speed: 5.25 DX: 11 Will: 10 Move: 5 ground, 10 air (cannot hover) IQ: 9 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: 9 DR: - Knobbed Club (12): 1d+1 crushing, Reach 1. Sharp Claws (12): 1d-3 cutting, Reach C. Captivating Song (9): A harpy can sing a captivating song that affects creatures within 16 yards of her that can hear the song. She can exclude any creatures from this effect. To affect each victim, the harpy must win a Quick Contest of IQ with the victim’s Will, using normal range penalties (p. B550). Apply a -1 penalty per creature already under harpy’s control. If the harpy loses, she cannot attempt to control that victim again for 24 hours, and he feels a sense of mental coercion emanating from the harpy. On a critical failure, the harpy also loses control of anyone else under the influence of this ability! Captivated victims do everything they can to come as close as possible to the harpy while she keeps taking Concentrate maneuvers and for margin of failure minutes after she stops. If the harpy is incapacitated, or if the victim is forced to move through something that can cause his death, roll another Quick Contest.

Traits: Acute Hearing 1; Infravision; Voice. Skills: Acting-12; Aerobatics-12; Axe/Mace-12; Brawling-12; Singing-14. Creature Type: Monstrous Humanoid.

Typical Stats – Harpy Archer ST: 12 HP: 12 Speed: 6 DX: 13 Will: 10 Move: 6 ground, 12 air (cannot hover) IQ: 10 Per: 11 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: 9 DR: 3 (layered medium leather; torso) Longbow of Ice (14): 1d+1 impaling (KYOS: 1d+2 impaling) plus follow-up 1d non-incendiary burning, Acc 3, Range 180/240, RoF 1, Shots 1(2). Sharp Claws (14): 1d-2 cutting (KYOS: 1d-1 cutting), Reach C. Captivating Song (10): A harpy can sing a captivating song that affects creatures within 16 yards of her that can hear the song. She can exclude any creatures from this effect. To affect each victim, the harpy must win a Quick Contest of IQ with the victim’s Will, using normal range penalties (p. B550). Apply a -1 penalty per creature already under harpy’s control. If the harpy loses, she cannot attempt to control that victim again for 24 hours, and he feels a sense of mental coercion emanating from the harpy. On a critical failure, the harpy also loses control of anyone else under the influence of this ability! Captivated victims do everything they can to come as close as possible to the harpy while she keeps taking Concentrate maneuvers and for margin of failure minutes after she stops. If the harpy is incapacitated, or if the victim is forced to move through something that can cause his death, roll another Quick Contest.

Traits: Acute Hearing 1; Infravision; Voice. Skills: Acting-12; Aerobatics-14; Bow-14; Brawling-14; Singing-14. Creature Type: Monstrous Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 7 March 2019 Monster: Kuo-toa

Monster: Kuo-toa I've always overlooked the kuo-toas, believing them to be just another aquatic race. Now I see that they are actually very interesting. They use exotic weapons that I've decided to represent as sasumata in GURPS terms, they can make objects very sticky (useful for creating traps and binding shields), launch lightning bolts when with a friend, and their vision is so acute that they can even quite reliably notice invisible beings.

Kuo-toa [Monster Manual, page 163]

207 points Attributes: ST+1 [10]; HT+1 [10]. Secondary Characteristics: Basic Move -1 [-5]. Advantages: Acute Vision 15 [30]; Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe (Gills) [10]; Enhanced Move 1 (Water) [20]; Immunity to Poison [15]; Infravision [10]; Pressure Support 2 [10]; Sharp Teeth [1]; Slippery 5 [10]; Speak Underwater [5]. Adhesive: Binding 12 (Extended Duration, 30,000x, +180%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, Cannot Parry, -35%; Sticky, +20%; Only Damaged by Burning and Cutting, +20%; Trigger, Ingredients, -10%) [48]. Electricity Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [13]. Lightning Bolt: Burning Attack 2d (Accessibility, Only with a kuo-toa assistant, -10%; Cone, 1 yard, +60%; Costs 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [17]. Disadvantage: Bad Smell [-10]. Features: Night Vision 5 [0]. Creature Type: Monstrous Humanoid.

Typical Stats ST: 11 HP: 11 Speed: 5.25 DX: 10 Will: 10 Move: 4 ground, 4 water IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: 10 DR: 1 (tough skin), 5 (vs. electricity) Pincer Staff Swing (13): 2d-1 crushing, Reach 1-2. Stats are as for sasumata, p. LT62. Pincer Staff Thrust (13): 1d-2 cutting, Reach 1-2. Unbalanced. This attack enables the rules under Hook (p. LT54), and may also damage the victim. The pincer staff ends in a wide, blunt fork intended to enclose the opponent’s torso. A pincer staff wielder can shove (p. B372) a standing foe using the Staff skill, or pin (p. B370) him if he’s prone or against a wall – both at Reach 1, 2. Stats are as for sasumata, p. LT62. Sharp Teeth (12): 1d-1 cutting. Reach C. Adhesive (12): Kuo-toas use their own body oil in combination with other materials (these cost $48 per use and can be found with a Naturalist roll) to create an adhesive film that holds fast any creatures or items touching it. Typically, this is applied to their shields to trap weapons and body parts that strike or are blocked by it. A kuo- toa requires 1 hour to coat an item or one hex with this adhesive. The adhesive remains good for up to three days or until it actually catches someone or something. Adhesive has ST 12 and can only be damaged by cutting or burning attacks. See Binding, p. B40 for more details. Lightning Bolt (12): Two or more kuo-toas operating together can generate a stroke of lightning. The kuo-toas must join hands to launch the bolt. It deals 2d burning surge damage, costs 1 FP, and takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.

Traits: Acute Vision 15; Amphibious; Bad Smell; Combat Reflexes; Doesn’t Breathe (Gills); Enhanced Move 1 (Water) [20]; Immunity to Poison; Infravision; Night Vision 5 (native illumination level 5); Pressure Support 2; Slippery 5; Speak Underwater. Skills: Aquabatics-12; Brawling-12; Innate Attack (Beam)-12; Staff-13; Stealth-13. Creature Type: Monstrous Humanoid.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 19 March 2019 Monster: Locathah

Monster: Locathah Locathahs are simple aquatic fishmen who generally are peaceful.

Locathah [Monster Manual, page 169]

33 points Secondary Characteristics: Will+1 [5]. Advantages: Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Pressure Support 2 [10]; Speak Underwater [5]. Features: Doesn’t Breathe (Gills) [0]; No Legs (Semi-Aquatic) [0]. Creature Type: Humanoid.

Typical Stats

ST: 12 HP: 12 Speed: 5.75 DX: 12 Will: 11 Move: 1 ground, 5 water IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: 9 DR: 1 (tough skin) Long Spear (two-handed) (12): 1d+2 impaling (KYOS: 2d-1 impaling). Reach 2, 3*.

Traits: Amphibious; Doesn’t Breathe (Gills); No Legs (Semi-Aquatic); Pressure Support 2; Speak Underwater. Skills: Aquabatics-12; Spear-12. Creature Type: Humanoid.

Posted by Enraged Eggplant at 12:00:00 Labels: D&D, GURPS, monster, racial template, template Thursday, 26 July 2018 Monster: Doppelganger

Monster: Doppelganger The doppelganger is a shapeshifting humanoid that isn't that difficult to beat in actual combat. Unless he is well trained and has good gear.

Doppelganger [Monster Manual, page 67]

175 points Attribute Modifiers: ST+1 [10]; DX+1 [20]; HT+1 [10]; IQ+1 [20]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Mind Reading (Magical, -10%) [27]; Resistant to Mind Control (+8) [15]. Change Shape: Morph (Up to 115; Cosmetic, -50%; Retains Shape -20%; Reduced Time 1, +20%, Magical, -10%) [60]. Creature Type: Monstrous Humanoid (Shapechanger).

Typical Stats

ST: 11 HP: 11 Speed: 5.5 DX: 11 Will: 11 Move: 5 IQ: 11 Per: 11 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: DR: 1 (tough skin) Punch (13): 1d-1 crushing, Reach C. Change Shape: A doppelganger can assume a form of any humanoid with a racial template cost no more than 115 points. He only changes shape cosmetically, not gaining any new abilities. Each transformation takes 5 seconds.

Traits: Infravision; Mind Reading (Magical); Resistant to Mind Control (+8); Infravision; Smooth Operator 3. Skills: Acting-18; Brawling-13; Diplomacy-15; Fast-Talk-15; Sex Appeal-15. Creature Type: Monstrous Humanoid (Shapechanger).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 19 January 2018 Lens/Monster: Celestial Creature/Celestial Lion

Lens/Monster: Celestial Creature/Celestial Lion D&D 3.5 has templates that can be applied to creatures to create variations. Lenses in GURPS serve the same purpose, and here we have the first template/lens from Monster Manual - celestial creature. It can be used to create celestial creatures based on existing creatures. The base creature for the lens (lion) was taken from Animalia in GURPS - a great resource that is unfortunately not updated anymore - and tweaked a bit, so you won't have to look up some new advantages from that website.

Celestial Creature [Monster Manual, page 107]

64 points Applicable to: Corporeal aberration, animal, dragon, fey, fungus, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, vermin of nonevil alignment. Advantages: DR 5 (Not vs. Magic, -15%) [22]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Smite Evil: Crushing Attack 2d (Accessibility, Only against unholy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Creature Type: Original (Extraplanar), animals or vermin become magical beasts.

Celestial Lion [Monster Manual, page 31]

138 points Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10]. Secondary Characteristic Modifiers: FP-2 [-6]; Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+6 [30]; Per+8 [40]. Advantages: Acute Hearing 2 [4]; Catfall [10]; Clinging (Requires claw-holds, -30%; Does not aid climbing, -50%) [4]; Combat Reflexes [15]; DR 5 (Not vs. Magic, -15%) [22]; DR 1 (Tough Skin, -40%) [3]; DR 2 (Outer Layer; Flexible, -20%; Partial, Skull Only, -70%) [2]; DR 2 (Outer Layer; Flexible, -20%; Partial, Neck Only, -50%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Smite Evil: Crushing Attack 2d (Accessibility, Only against unholy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 2 [0]; Tail [0]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Magical Beast.

Knowing Your Own Strength [177] Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45] with ST+9 [90] Add HP-3 [-6].

Typical Stats ST: 19 HP: 19 (KYOS: 16) Speed: 6.25 DX: 13 Will: 10 Move: 10 IQ: 4 Per: 12 HT: 11 FP: 9 SM: +1 Dodge: 10 Parry: N/A DR: 1 (tough skin), 2* (skull and neck), 5 (not vs. magic) 5 (vs acid/cold/electricity) Sharp Teeth (15): 2d cutting (KYOS: 3d+1 cutting), Reach C. Sharp Claws (15): 2d cutting (KYOS: 3d+1 cutting), Reach C-1. Smite Evil (15): Once per day a celestial lion can declare a smiting attack against an unholy being. If the attack hits, it deals additional 2d follow-up crushing damage.

Traits: Acute Hearing 2; Born Biter 2; Callous; Catfall; Clinging (Requires claw-holds; Does not aid climbing); Combat Reflexes; Congenial; Discriminatory Smell; Flexibility; Horizontal; Infravision; Internal Sealed (Acid-Resistant Only); Intolerance (Other males of same species); Laziness (12); Magic Resistance 2 (Improved); Night Vision 6; No Fine Manipulators; Nosy; Overconfidence (12); Parabolic Hearing 2; Perfect Balance; Restricted Diet (Carnivore); Sealed (Acid-Resistant Only); Short Lifespan 2; Tail; Temperature Tolerance 1 (Cold); Terrain Adaptation (Uneven); Ultrahearing; Wild Animal. Skills: Brawling-15; Intimidation-11; Jumping-13; Stealth-15; Wrestling-15. Creature Type: Magical Beast. Notes: Size 3 hexes; Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 12 October 2018 Lens/Monster: Fiendish Creature/Fiendish Dire Rat

Lens/Monster: Fiendish Creature/Fiendish Dire Rat Fiendish creatures are Lower Planes counterparts of normal creatures. Here's the lens and a sample creature.

Fiendish Creature [Monster Manual, page 107]

63 points Applicable to: Corporeal aberration, animal, dragon, fey, fungus, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, vermin of nongood alignment. Advantages: DR 5 (Not vs. Magic, -15%) [22]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Creature Type: Original (Extraplanar), animals or vermin become magical beasts.

Fiendish Dire Rat [Monster Manual, page 107]

41 points Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-7 [-140]; HT+4 [40]. Secondary Characteristic Modifiers: SM-1; FP-2 [-4]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10]. Advantages: Blunt Claws [3]; Combat Reflexes [15]; DR 5 (Not vs. Magic, -15%) [22]; Flexibility [5]; Extra Legs (Four Legs) [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30]. Perk: Fur [1]. Creature Type: Animal. Notes: Weight 50 lbs.

Knowing Your Own Strength [37] Add HP-2 [-4]

Typical Stats ST: 9 HP: 9 (KYOS: 7) Speed: 6 DX: 12 Will: 9 Move: 6 IQ: 3 Per: 12 HT: 14 FP: 12 SM: -1 Dodge: 10 Parry: N/A DR: 5 (not vs magic), 5 (vs cold and fire) Bite (14): 1d-3 cutting (KYOS: 1d-4 cutting). Reach C. Blunt Claws (14): 1d-2 crushing (KYOS: 1d-3 crushing). Reach C. Smite Good (15): Once per day a fiendish dire rat can declare a smiting attack against a holy being. If the attack hits, it deals additional 2d follow-up crushing damage.

Traits: Combat Reflexes; Flexibility; Extra Legs (Four Legs); Fur; Infravision; Magic Resistance 2 (Improved); Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal. Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14. Creature Type: Animal. Notes: Weight 50 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 5 January 2019 Lens/Monster: Half-Celestial/Half-Celestial Human Paladin

Lens/Monster: Half-Celestial/Half-Celestial Human Paladin Half-celestials are direct descendants of mundane creatures and celestials.

Half-Celestial [Monster Manual, page 144]

134 points Applicable to: Corporeal living creature of nonevil alignment. Attribute Modifiers: ST+1 [10]; IQ+1 [20]. Advantages: DR 5 (Not vs. Magic, -15%) [22]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Disease [10]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Resistant to Poison (+3) [5]. Light: Illumination (Magical, -10%) [1]. Elemental Resistance (A,C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, -30%; Tough Skin, -40%) [15]. Smite Evil: Crushing Attack 2d (Accessibility, Only against unholy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Creature Type: Outsider.

Half-Celestial Human Paladin [Monster Manual, page 144]

Typical Stats ST: 14 HP: 14 Speed: 6 DX: 12 Will: 11 Move: 6 ground, 12 air (cannot hover) IQ: 11 Per: 11 HT: 12 FP: 12 SM +0 Dodge: 10 Parry: 11U DR: 5 (not vs. magic); 4 (torso); 5 (vs. acid, cold, electricity) Thrusting Bastard Sword (two-handed) (14): swing 2d+2 cutting, Reach 1-2 or 2d-1 impaling (KYOS: 2d+1 impaling), Reach 2. Light: A half-celestial can emanate light equivalent to a torch. Smite Evil: Once per day the half-celestial can declare a smiting attack that adds 2d follow-up crushing damage against unholy beings. Spells (Alternative Abilities): Might 2 (12); Seek Evil (11); Shining One’s Protection (12); Vigor 2 (12).

Traits: Combat Reflexes; Immunity to Disease; Honesty (12); Infravision; Magic Resistance 2 (Improved); Resistant to Poison (+3); Sorcerous Empowerment 7 (The Shining One). Skills: Brawling-12; Broadsword-14; Innate Attack (Gaze)-12; Interrogation-12; Intimidation-12; Religious Ritual (Core Pantheon)-12; Theology (Core Pantheon)-12; Two-Handed Sword-14. Gear: Medium Segmented Plate Armor (torso). Creature Type: Outsider.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, template Monday, 17 December 2018 Lens/NPC: Half-Fiend/Half-Fiend Human Cleric

Lens/NPC: Half-Fiend/Half-Fiend Human Cleric While fiendish creatures are distant relatives of the fiends, half-fiends are direct progenies of a fiend and another creature. In this example, we apply the half-fiend lens to a human cleric of Erythnul.

Half-Fiend [Monster Manual, page 147]

144 points Applicable to: Corporeal living creature of nongood alignment. Attribute Modifiers: ST+1 [10]; IQ+1 [20]. Advantages: DR 5 (Not vs. Magic, -15%) [22]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]. Darkness: Obscure 3 (Vision) (Costs 1 FP, -5%; Limited Use, 3/day, -20%; Magical, -10%) [3]. Elemental Resistance (A,C,E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [17]. Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7]. Creature Type: Outsider.

Half-Fiend Human Cleric [Monster Manual, page 147]

Typical Stats ST: 14 HP: 14 Speed: 5.5 DX: 11 Will: 11 Move: 5 ground, 10 air (cannot hover) IQ: 11 Per: 11 HT: 11 FP: 11 SM +0 Dodge: 10 Parry: 11U DR: 5 (not vs. magic); 4 (torso); 5 (vs. acid, cold, electricity, fire) Morningstar (14): 3d-1 crushing, Reach 1. Attempts to parry the morningstar are at -4; fencing weapons (“F” parry) can’t parry at all! Attempts to block the morningstar are at -2. Sharp Claws (12): 1d-1 cutting (KYOS: 1d+1 cutting), Reach C. Sharp Teeth (12): 1d-1 cutting (KYOS: 1d+1 cutting), Reach C. Darkness: Three times per day the half-fiend can project a 2-yard-radius area of darkness to any point within 100 yards. Roll at +4 to hit the area. This ability costs 1 FP. This effect imposes a -3 penalty on Vision-based tasks, but does not impede Infravision. Smite Good: Once per day the half-fiend can declare a smiting attack that adds 2d follow-up crushing damage against holy beings. Spells (Alternative Abilities): Berserker (11); Bloodlust (12); Might 3 (12); Reflexes (12); Seek Good (11); Vigor 3 (12).

Traits: Bloodlust (12); Callous; Combat Reflexes; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Sorcerous Empowerment 7 (Erythnul); Vow (Monthly human sacrifice). Skills: Brawling-12; Flail-14; Innate Attack (Gaze)-12; Intimidation-12; Religious Ritual (Core Pantheon)-12; Theology (Core Pantheon)-12. Gear: Medium Segmented Plate Armor (torso). Creature Type: Outsider.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, npc, template Monday, 31 December 2018 Monster: Avoral

Monster: Avoral Guardinals are animalistic champions of pure good. Monster Manual describes only two types of guardinals - avorals and leonals. Here is my attempt at converting the avian avoral. Includes two new Sorcery spells.

Avoral [Monster Manual, page 141]

477 points Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; DX+2 [40]; IQ+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5]. Advantages: Acute Vision 3 [6]; DR 3 (Tough Skin, -40%) [9]; Flight (Cannot Hover, -15%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%) [12]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Sharp Claws (Feet) [5]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Elemental Resistance (C,S): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Sound, -35%; Tough Skin, -40%) [14]. Fear Aura: Terror (Limited Use, 1/day, -40%; Magical, -10%; Presence, +25%; Selective Area, +20%) [29]. Spell-Like Abilities (Alternative Abilities) [142]: Aid [20/5=4]; Air Jet 3 [18/5=4] – see GURPS Thaumatology – Sorcery, page 12; Beast Speech [22/5=5]; Blur [24/5=5]; Command [48/5=10]; Detect Magic [7/5=2] – see GURPS Thaumatology – Sorcery, page 19; Dimension Door [60]; Dispel Magic 1 [60/5=12] – see GURPS Thaumatology – Sorcery, page 21; Gift of Tongues [28/5=6] - see GURPS Thaumatology – Sorcery, page 14; Holy Weapon [36/5=7]; Light 1 [11/5=3] – see GURPS Thaumatology – Sorcery, page 19; Magic Missile [5/5=1]; Minor Healing [32/5=7] - see GURPS Thaumatology – Sorcery, page 17; See Invisible [30/5=6]; Total Paralysis [29/5=6]; True Seeing [30/5=6]. Disadvantages: Vulnerability (Silver, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10]. Perks: Feathers [1]. Creature Type: Outsider (Good, Guardinal).

Knowing Your Own Strength [463] Replace ST+6 (Size Modifier, -10%) [54] with ST+4 [40]

Typical Stats ST: 16 (KYOS: 14) HP: 16 (KYOS: 14) Speed: 6 DX: 12 Will: 12 Move: 7 ground, 12 air (cannot hover) IQ: 12 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: 11 DR: 3 (tough skin), 20 (vs. electricity), 5 (vs. sound and cold) Wing (15): 1d+1 crushing (KYOS: 1d+2 crushing), Reach C-1. Can only use when standing on the ground. Sharp Claws (15): 1d+2 cutting (KYOS: 2d-1 cutting), Reach C-1. If used on the ground, requires a DX roll to remain standing on a failed attack roll, as a normal kick. Fear Aura: One per day, an avoral can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The avoral can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the avoral’s Fear Aura for one hour. Spell-Like Abilities (Alternative Abilities): Aid (15); Air Jet 3 (15) – see GURPS Thaumatology – Sorcery, page 12; Beast Speech; Blur (15); Command (12); Detect Magic (12) – see GURPS Thaumatology – Sorcery, page 19; Dimension Door (12); Dispel Magic 1 (12) – see GURPS Thaumatology – Sorcery, page 21; Gift of Tongues (15) - see GURPS Thaumatology – Sorcery, page 14; Holy Weapon (15); Light 1 (12) – see GURPS Thaumatology – Sorcery, page 19; Magic Missile (15); Minor Healing (12) - see GURPS Thaumatology – Sorcery, page 17; See Invisible (15); Total Paralysis (12); True Seeing (15).

Traits: Acute Vision 3; Combat Reflexes; Feathers; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Resistant to Poison (+3); Unaging; Vulnerability (Silver, x2); Vulnerability (Unholy Weapons, x2). Skills: Aerobatics-15; Brawling-15; Flight-15; Innate Attack (Beam)-15; Innate Attack (Gaze)-15. Creature Type: Outsider (Good, Guardinal).

NEW SORCERY SPELLS

Dimension Door Keywords: None. Full Cost: 60 points. Casting Roll: IQ; Special casting time and FP cost. Range: Self. Duration: Instantaneous.

You teleport to another place within 10 yards that you able to see with your own eyes. You can carry up to Medium Encumbrance when you travel. Modify the casting roll as follows: Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows: Preparation Time IQ Modifier None -10 1 second -5 2 seconds -4 4 seconds -3 8 seconds -2 15 seconds -1 30 seconds 0 1 minute +1 2 minutes +2 4 minutes +3 8 minutes +4 15 minutes +5 30 minutes +6 1 hour +7 2 hours +8 4 hours +9 8 hours +10 This table is not open-ended; +10 is the maximum possible bonus. Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation. On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. You can cast this spell to evade attacks in combat. Once per turn, you may teleport to any space you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds! Statistics: Warp (Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards, -50%; Sorcery, -15%; Vision-Based, Reversed, -20%) [60].

True Seeing Keywords: Buff. Full Cost: 30 points. Casting Roll: None. Use Innate Attack (Gaze) to aim. Range: 100 yards. Duration: 30 minutes.

This spell allows the subject to see through illusions of any kind. Statistics: Affliction 1 (HT; Advantage, True Seeing, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Notes: “True Seeing” is See Invisible (Illusion; Magical, -10%) [14].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Sunday, 17 March 2019 Monster: Lillend

Monster: Lillend Lillends are artistic serpentine outsiders from the plane of Ysgard. Good ones.

Lillend [Monster Manual, page 168]

265 points Attribute Modifiers: ST+14 (Size Modifier, -20%) [112]; DX+2 (No Manipulators, -40%) [24]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+1 [5]; Per+1 [5]; Basic Move -2 [-10]. Advantages: Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Gifted Artist 3 [15]; Immunity to Poison [15]; Infravision [10]; Musical Ability 3 [15]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Spell-Like Abilities (Alternative Abilities) [50]: Blackout 1 [36/5=8]; Complex Illusion 1 [42] - see GURPS Thaumatology – Sorcery, p. 18; Disadvantages: Arm ST-10 (Size Modifier, -20%) [-40]; Weak Bite [-2]. Perks: Scales [1]. Features: No Legs (Slithers) [0]. Creature Type: Outsider (Chaotic, Good).

Knowing Your Own Strength [273] Replace ST+14 (Size Modifier, -20%) [112] with ST+14 [140] Replace Arm ST-10 (Size Modifier, -20%) [-40] with Arm ST-12 [-60]

Typical Stats ST: 24 HP: 24 Speed: 5.75 DX: 12 Will: 13 Move: 3 ground, 11 air (cannot hover) IQ: 12 Per: 13 HT: 11 FP: 11 SM: +2 Dodge: 8 Parry: N/A DR: 1 (tough skin), 5 (vs. fire) Punch (14): 1d crushing. Reach C-1. Coil (14): Wrestling at DX+2 gives the lillend effective ST 26 for the purpose of grappling. Usually it grabs the torso, then employs Constriction Attack. Spell-Like Abilities (Alternative Abilities): Blackout 1 (14); Complex Illusion 1 - see GURPS Thaumatology – Sorcery, p. 18;

Traits: Arm ST-10 (KYOS: Arm ST-12); Gifted Artist 3; Immunity to Poison; Infravision; Musical Ability 3; No Legs (Slithers); Scales; Weak Bite. Skills: Brawling-14; Innate Attack (Gaze)-14; Musical Composition-17*; Musical Influence-15*; Musical Instrument (Lyre)-17*; Wrestling-14. Creature Type: Outsider (Chaotic, Good). * Bonuses for Talents are included.

Posted by Enraged Eggplant at 17:50:00 Labels: D&D, GURPS, monster, template Tuesday, 1 January 2019 Monster: Leonal

Monster: Leonal Leonals are powerful good outsiders that look like anthropomorphic lions. And they can throw fire and place walls of force innately for some reason.

Leonal [Monster Manual, page 142]

514 points Attribute Modifiers: ST+7 [70]; DX+2 [40]; IQ+2 [40]; HT+3 [30]. Secondary Characteristic Modifiers: Basic Move +3 [15]. Advantages: DR 5 (Tough Skin, -40%) [15]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Perfect Balance [15]; Resistant to Poison (+3) [5]; Sharp Claws [5]; Super Jump 1 [10]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Elemental Resistance (C,S): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Sound, -35%; Tough Skin, -40%) [14]. Roar [58]: Burning Attack 2d (Area Effect, 8 yards, +150%; Costs 1 FP, -5%; Emanation, -20%; Environmental, Air/Water, -5%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%) [30] + Burning Attack 2d (Accessibility, Only on unholy beings, -30%; Area Effect, 8 yards, +150%; Emanation, -20%; Environmental, Air/Water, -5%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%) [28]. Spell-Like Abilities (Alternative Abilities) [101]: Fireball 2 [8/5=2] - see Pyramid #3-63, page 8; Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery – Protection and Warning Spells, page 7; Holy Weapon [36/5=7]; Mind-Reading [26/5=6]; Polymorph [65]; Protection from Evil 1 [23/5=5]; Total Paralysis [29/5=6]. Disadvantages: Vulnerability (Silver, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10]. Perks: Fur [1]. Creature Type: Outsider (Good, Guardinal).

Typical Stats ST: 17 HP: 17 Speed: 6.25 DX: 12 Will: 12 Move: 9 IQ: 12 Per: 12 HT: 13 FP: 13 SM: +0 Dodge: 10 Parry: 11 DR: 5 (tough skin), 20 (vs. electricity), 5 (vs. sound and cold) Sharp Claws (15): 1d+2 cutting (KYOS: 2d+2 cutting), Reach C. Roar: A leonal can release a holy roar that deals 2d non-incendiary burning damage to all creatures within 8 yards of him. Unholy beings take 4d damage instead. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of penetrating damage, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute). This ability works equally well in air and underwater. Each use costs 1 FP. Spell-Like Abilities (Alternative Abilities): Fireball 2 (15) - see Pyramid #3-63, page 8; Force Wall 1 (DR 12) (15) - see GURPS Sorcery – Protection and Warning Spells, page 7. Holy Weapon (15); Mind-Reading (12); Polymorph; Protection from Evil 1 (15); Total Paralysis (12).

Traits: Combat Reflexes; Fur; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Perfect Balance; Resistant to Poison (+3); Super Jump 1; Unaging; Vulnerability (Silver, x2); Vulnerability (Unholy Weapons, x2). Skills: Brawling-15; Innate Attack (Gaze)-15; Innate Attack (Projectile)-15; Wrestling-15. Creature Type: Outsider (Good, Guardinal).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 26 October 2016 Monsters: Angels

Monsters: Angels

From front to back - astral deva, planetar, solar

Angels are powerful good outsiders. Biblical angels have a 9-rank hierarchy, and some of the angels have weird non-humanoid forms. For example, the ophanim are wheels with multiple eyes. But D&D prefers generic-looking humanoid angels.

I do not know if many people have encountered angels in their games, especially as enemies, because the angels are supposed to be the "good guys". Probably, they play the role of mentor/quest-giver/ally NPCs more often than the role of an enemy. I think that a conflict between an angel and a paladin on the basis of different interpretations of a deity's dogma could be interesting.

The astral deva presented here is the least of all angels, but nevertheless quite powerful. Astral devas possess high elemental resistances, flight, and a plethora of magical abilities, including healing, invisibility, dispelling, and even plane shift. For some reason they do not wear any armor. Maybe it's uncomfortable to wear armor with wings? But anyway, their active defenses are quite good too. Their only non-elemental DR can be overcome with unholy weapons.

Astral Deva [Monster Manual, page 11]

747 points Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; DX+3 [60]; IQ+3 [60]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Basic Speed +1 [20]. Advantages: DR 3 (Tough Skin, -40%; Not vs. Evil Weapons, -5%) [9]; Danger Sense [15]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Petrification [5]; Infravision [10]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Unaging [15]. Elemental Resistance (A,C) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Cold Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15]. Spell-Like Abilities (Alternative Abilities) [316]: Aid [20/5=4]; Continual Flame [28/5=6]; Cure Disease [54/5=11]; Dispel Evil [194]; Dispel Magic 1 [60/5=12]; Holy Smite [44/5=9]; Holy Weapon [32/5=7]; Minor Healing [32/5=7]; Personal Invisibility [68/5=14]; Plane Shift (Improved) [130/5=26]; Protection from Evil 1 [23/5=5]; Remove Curse [65/5=13]; See Invisible [30/5=6]; Sense Evil [8/5=2]. Notes: Weight 250 lbs. Creature Type: Outsider (Angel, Good).

Knowing Your Own Strength [729] Replace ST+8 (Size Modifier, -10%) [72] with ST+6 [60] Add HP-3 [-6]

Typical Stats ST: 18 (KYOS: 16) HP: 18 (KYOS: 13) Speed: 7 DX: 13 Will: 13 Move: 7 ground, 14 air (cannot hover) IQ: 13 Per: 13 HT: 11 FP: 11 SM: +1 Dodge: 11 Parry: 11U DR: 3 (not vs. evil), 20 (vs acid and cold), 20 (vs electricity and fire) Mace (14): 3d+3 crushing (KYOS: 3d+1 crushing). Reach 1. Unbalanced. Holy Smite: Every evil being within four yards immediately takes 2d crushing damage, regardless of DR, insubstantiality, etc. They will see this attack clearly (as an explosion of holy energy coming from within you), but non-evil people will see nothing. This damage does not cause knockback.

Traits: Combat Reflexes; Danger Sense; Flight (Winged); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Immunity to Petrification; Infravision; Internal Sealed (Acid-Resistant Only); Night Vision 5; Resistant to Poison (+3); Sealed (Acid-Resistant Only); Unaging. Skills: Axe/Mace-14; Brawling-13; Innate Attack (Gaze)-14. Creature Type: Outsider (Angel, Good). Notes: Weight 250 lbs.

The planetar presented below was supposed to be significantly more powerful than the astral deva, but turned out being only slightly better. The planetar gains two new magical abilities - power word: stun and lesser restoration, but loses plane shift. On the other hand, the planetar gains regeneration that can be overcome with unholy weapons.

Planetar [Monster Manual, page 11]

793 points Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; DX+3 [60]; IQ+4 [80]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 3 (Tough Skin, -40%; Not vs. Evil Weapons, -5%) [9]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Petrification [5]; Infravision [10]; Night Vision 5 [5]; Regeneration (Fast; Not vs. Evil Weapons, -30%) [35]; Resistant to Poison (+3) [5]; Unaging [15]. Elemental Resistance (A,C) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Cold Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15]. Spell-Like Abilities (Alternative Abilities) [313]: Aid [20/5=4]; Continual Flame [28/5=6]; Cure Disease [54/5=11]; Dispel Evil [194]; Dispel Magic 1 [60/5=12]; Holy Smite [44/5=9]; Holy Weapon [32/5=7]; Lesser Restoration [58/5=12]; Minor Healing [32/5=7]; Personal Invisibility [68/5=14]; Power Word: Stun [27/5=6]; Protection from Evil 1 [23/5=5]; Remove Curse [65/5=13]; See Invisible [30/5=6]; Sense Evil [8/5=2]; Speak with Dead [23/5=5]. Notes: Weight 500 lbs. Creature Type: Outsider (Angel, Good).

Knowing Your Own Strength [790] Add HP-3 [-6]

Typical Stats ST: 19 HP: 19 (KYOS: 16) Speed: 6.25 DX: 13 Will: 14 Move: 6 ground, 12 air (cannot hover) IQ: 14 Per: 14 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: 11 DR: 3 (not vs. evil), 20 (vs acid and cold), 20 (vs electricity and fire) Thrusting Greatsword (14): 4d cutting, Reach 1, 2 or 2d+2 impaling (KYOS: 3d+2 impaling), Reach 2. Holy Smite: Every evil being within four yards immediately takes 2d crushing damage, regardless of DR, insubstantiality, etc. They will see this attack clearly (as an explosion of holy energy coming from within you), but non-evil people will see nothing. This damage does not cause knockback.

Traits: Combat Reflexes; Flight (Winged); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Immunity to Petrification; Infravision; Internal Sealed (Acid-Resistant Only); Night Vision 5; Regeneration (Fast; Not vs. Evil Weapons); Resistant to Poison (+3); Sealed (Acid-Resistant Only); Unaging. Skills: Brawling-13; Innate Attack (Gaze)-14; Two-Handed Sword-14. Creature Type: Outsider (Angel, Good). Notes: Weight 500 lbs.

Solars are the most powerful angels. They are bigger, stronger planetars with additional abilities - divination and teleport shield (from GURPS Sorcery - Protection and Warning Spells). In addition, they are skillful archers. Overall, I think they are quite formiddable.

Solar [Monster Manual, page 12] 877 points Attribute Modifiers: ST+10 (Size Modifier, -10%) [90]; DX+4 [80]; IQ+4 [80]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; Basic Speed +1 [20]. Advantages: DR 3 (Tough Skin, -40%; Not vs. Evil Magic Weapons, -1) [8]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Petrification [5]; Infravision [10]; Night Vision 5 [5]; Regeneration (Fast; Not vs. Evil Magic Weapons, -10%) [45]; Resistant to Poison (+3) [5]; Unaging [15]. Elemental Resistance (A,C) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Cold Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15]. Spell-Like Abilities (Alternative Abilities) [329]: Aid [20/5=4]; Continual Flame [28/5=6]; Cure Disease [54/5=11]; Dispel Evil [194]; Dispel Magic 1 [60/5=12]; Divination [48/5=10]; Holy Smite [44/5=9]; Holy Weapon [32/5=7]; Lesser Restoration [58/5=12]; Minor Healing [32/5=7]; Personal Invisibility [68/5=14]; Power Word: Stun [27/5=6]; Protection from Evil 1 [23/5=5]; Remove Curse [65/5=13]; See Invisible [30/5=6]; Sense Evil [8/2=2]; Speak with Dead [23/5=5]; Teleport Shield 1 (-5) [30/5=6]. Notes: Weight 500 lbs. Creature Type: Outsider (Angel, Good).

Knowing Your Own Strength [925] Replace ST+10 (Size Modifier, -10%) [90] with ST+9 [90] Add HP-3 [-6]

Typical Stats ST: 20 (KYOS: 19) HP: 20 (KYOS: 13) Speed: 7.75 DX: 14 Will: 14 Move: 7 ground, 14 air (cannot hover) IQ: 14 Per: 14 HT: 13 FP: 13 SM: +1 Dodge: 11 Parry: 13 DR: 3 (not vs. evil magic weapons), 20 (vs acid and cold), 20 (vs electricity and fire) Thrusting Greatsword (18): 4d+1 cutting (KYOS: 4d cutting), Reach 1, 2 or 2d+2 impaling (KYOS: 3d+2 impaling), Reach 2. Longbow (18): 2d+1 impaling (KYOS: 3d+1 impaling), Acc 3, Range 300/400, RoF 1, Shots 1(2). Holy Smite: Every evil being within four yards immediately takes 2d crushing damage, regardless of DR, insubstantiality, etc. They will see this attack clearly (as an explosion of holy energy coming from within you), but non-evil people will see nothing. This damage does not cause knockback.

Traits: Combat Reflexes; Flight (Winged); Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Immunity to Petrification; Infravision; Internal Sealed (Acid-Resistant Only); Night Vision 5; Regeneration (Fast; Not vs. Evil Weapons); Resistant to Poison (+3); Sealed (Acid-Resistant Only); Unaging. Skills: Bow-18; Brawling-16; Innate Attack (Gaze)-14; Two-Handed Sword-18. Creature Type: Outsider (Angel, Good). Notes: Weight 500 lbs.

Posted by Enraged Eggplant at 05:00:00 Labels: D&D, GURPS, monster, template Tuesday, 29 November 2016 Monsters: Archons

Monsters: Archons Archons are celestial paragons of good and order/law. All of them possess some useful innate magical abilities, such as protection from evil and teleport, but they are very different otherwise. This post will detail three common archon species - the lantern archon, the hound archon, and the trumpet archon.

Lantern archons are celestial balls of light that sometimes serve as familiars for some spellcasters. They aren't strong physically, aren't very smart, but still can defend themselves with light rays. As all other archons, this little guy projects an aura of awe, can create light, detect evil, protect from evil, and teleport. Even though lantern archons do not have mouths, they can speak, and the teleport spell-like ability allows them to be good messengers.

Lantern Archon [Monster Manual, page 16]

199 points Attribute Modifiers: ST-9 [-90]; IQ-2 [-40]. Secondary Characteristic Modifiers: SM-4. Advantages: 360° Vision [25]; DR 2 (Can’t Wear Armor, -40%; Force Field, +20%) [8]; Flight [40]; Immunity to Petrification [5]; Infravision [10]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Unaging [15]. Electricity Resistance [45]: DR 20 (Includes Eyes, +10%; Limited, Electricity, -40%; Tough Skin, -40%) [30] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Light Ray: Burning Attack 1d (No Incendiary Effect, -10%; Magical, -10%; Tight Beam) [4]. Aura of Menace: Terror 1 (Awe; Presence, +25%; Selective Area, +20%; Magical, -10%) [41]. Spell-Like Abilities (Alternative Abilities) [113]: Aid [20/5=4]; Continual Flame [28/5=6]; Gift of Tongues [28/5=6]; Protection from Evil 1 [23/5=5]; Sense Evil [8/5=2]; Teleport [90]. Disadvantages: No Manipulators [-50]. Perks: Illumination [1]. Features: No Legs (Aerial) [0]. Creature Type: Outsider (Archon, Good, Lawful).

Typical Stats ST: 1 HP: 1 Speed: 5 DX: 10 Will: 8 Move: 10 air IQ: 8 Per: 8 HT: 10 FP: 10 SM: -4 Dodge: 8 Parry: N/A DR: 2, 20 (vs electricity) Light Ray (10): 1d tight-beam burning. Ranged attack (Acc 3, Range 10/100). Aura of Menace: An archon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The archon can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the archon’s Aura of Menace for one hour. Use Awe check table from GURPS Powers, page 85, if possible. Spell-Like Abilities (Alternative Abilities): Aid (10): See this post. Continual Flame (10): See this post. Gift of Tongues (10): See GURPS Thaumatology – Sorcery, page 14. Protection from Evil 1 (10): See this post. Sense Evil (8): See this post. Teleport (8): See this post.

Traits: 360° Vision; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Night Vision 5; No Legs (Aerial); No Manipulators; Resistant to Poison (+3); Unaging. Skills: Innate Attack (Gaze)-10. Creature Type: Outsider (Archon, Good, Lawful).

Hound archons look like anthropomorphic hounds. They are much more focused on tracking and combating evil foes. Axiomatic Weapon and Holy Weapon allows them to negate some defenses of evil outsiders, and Teleport, Message, and Detect Evil allows them to find, track, and stalk their quarry, and coordinate their efforts with their comdares. Also, they can assume a shape of a canine animal.

Hound Archon [Monster Manual, page 16]

410 points Attribute Modifiers: ST+4 [40]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5]. Advantages: DR 2 (Tough Skin, -40%; Not vs. Evil Weapons, -5%) [6]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Aura of Menace: Terror (Awe; Presence, +25%; Selective Area, +20%; Magical, -10%) [41]. Change Shape: Morph (Only SM-2 to SM+1 canine animals with template cost up to 395, -40%; Magical, -10%) [50]. Spell-Like Abilities (Alternative Abilities) [133]: Aid [20/5=4]; Axiomatic Weapon [36/5=7]; Continual Flame [28/5=6]; Gift of Tongues [28/5=6]; Holy Weapon [36/5=7]; Message [30/5=6]; Protection from Evil 1 [23/5=5]; Sense Evil [8/5=2]; Teleport [90]. Creature Type: Outsider (Archon, Good, Lawful).

Typical Stats – Hound Archon ST: 14 HP: 14 Speed: 5.5 DX: 10 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: 10 DR: 2 (not vs. evil), 20 (vs electricity) Thrusting Greatsword (12): 2d+3 cutting, Reach 1, 2 or 1d+3 impaling (KYOS: 2d+1 impaling), Reach 2. Bite (12): 1d cutting, Reach C. Aura of Menace: An archon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The archon can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the archon’s Aura of Menace for one hour. Use Awe check table from GURPS Powers, page 85, if possible. Change Shape: A hound archon can assume a shape of any canine animal with template cost up to 395 points. This takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Aid (10): See this post. Axiomatic Weapon (10): See this post. Continual Flame (10): See this post. Gift of Tongues (10): See GURPS Thaumatology – Sorcery, page 14. Holy Weapon (10): See this post. Message (10): See this post. Protection from Evil 1 (10): See this post. Sense Evil (10): See this post. Teleport (10): See this post.

Traits: Combat Reflexes; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 2 (Improved); Night Vision 5; Resistant to Poison (+3); Unaging. Skills: Brawling-12; Innate Attack (Gaze)-10; Two-Handed Sword-12. Creature Type: Outsider (Archon, Good, Lawful). Notes: Weight 500 lbs.

Trumpet archons are the most powerful of the three. While wielding the swords, they are powerful fighters, and while using a trumpet they can paralyze their victims. They possess a huge list of magical abilities.

Trumpet Archon [Monster Manual, page 18]

760 points Attribute Modifiers: ST+6 [60]; DX+2 [40]; IQ+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5]. Advantages: DR 2 (Tough Skin, -40%; Not vs. Evil Weapons, -5%) [6]; Flight (Cannot Hover, -15%; Winged, -25%) [30]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Aura of Menace: Terror (Awe; Presence, +25%; Selective Area, +20%; Magical, -10%) [41]. Trumpet: Affliction 1 (Will; Area Effect, 2 yards, +50%; Based on Will, +20%; Emanation, -20%; Malediction 1, +100%; Paralysis, +150%; Hearing-Based, -20%; Reduced Duration, 1/60, -35%; Requires a trumpet, -10%; Only against non-archons, -5%; Magical, -10%) [32]. Spell-Like Abilities (Alternative Abilities) [372]: Aid [20/5=4]; Axiomatic Weapon [36/5=7]; Continual Flame [28/5=6]; Detect Magic [7/5=2]; Dispel Evil [194]; Gift of Tongues [28/5=6]; Holy Smite [44/5=9]; Holy Weapon [36/5=7]; Lesser Restoration [58/5=12]; Light 1 [11/5=3]; Message [30/5=6]; Might 2 [30/5=6]; Minor Healing [32/5=7]; Plane Shift (Improved) [130/5=26]; Protection from Chaos 1 [23/5=5]; Protection from Evil 1 [23/5=5]; Resist Cold [56/5=12]; Resist Fire [56/5=12]; Resist Lightning 1 [71/5=15]; Resist Poison [36/5=8]; Sense Evil [8/5=2]; Teleport [90/5=18]. Creature Type: Outsider (Archon, Good, Lawful).

Knowing Your Own Strength [754] Replace ST+6 [60] with ST+3 [30]

Typical Stats ST: 16 (KYOS: 13) HP: 16 (KYOS: 13) Speed: 6 DX: 12 Will: 12 Move: 6 ground, 12 air (cannot hover) IQ: 12 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: 9 DR: 2 (not vs. evil), 20 (vs electricity) Thrusting Greatsword (12): 2d+2 cutting, Reach 1, 2 or 1d+3 impaling (KYOS: 2d impaling), Reach 2. Aura of Menace: An archon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The archon can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the archon’s Aura of Menace for one hour. Use Awe check table from GURPS Powers, page 85, if possible. Trumpet (12): A trumpet archon can use its trumpet to paralyze all non-archons who can hear it within 2 yards of it for a number of minutes equal to the archon’s margin of victory. Every victim resists with a Quick Contest of Will. Spell-Like Abilities (Alternative Abilities): Aid (10): See this post. Axiomatic Weapon (10): See this post. Continual Flame (10): See this post. Detect Magic (12): See GURPS Thaumatology – Sorcery, page 19. Dispel Evil (10): See this post. Gift of Tongues (10): See GURPS Thaumatology – Sorcery, page 14. Holy Smite: See this post. Holy Weapon (10): See this post. Lesser Restoration (12): See this post. Light 1 (10): See GURPS Thaumatology – Sorcery, page 19. Message (12): See this post. Might 2 (10): See this post. Minor Healing (10): See GURPS Thaumatology – Sorcery, page 17. Plane Shift (Improved) (12): See this post. Protection from Chaos 1 (10): See this post. Protection from Evil 1 (10): See this post. Resist Cold (10): See Pyramid #3-63, page 9. Resist Fire (10): See Pyramid #3-63, page 9. Resist Lightning 1 (10): See GURPS Sorcery – Protection and Warning Spells, page 10. Resist Poison (10): See GURPS Sorcery – Protection and Warning Spells, page 10. Sense Evil (12): See this post. Teleport (12): See this post. Traits: Flight (Winged); Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Resistant to Poison (+3); Unaging. Skills: Brawling-12; Innate Attack (Gaze)-10; Musical Instrument (Trumpet)-13; Two-Handed Sword-12. Creature Type: Outsider (Archon, Good, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 7 July 2018 Monster: Hound Archon Hero

Monster: Hound Archon Hero I found that I missed one monster from Monster Manual - the hound archon hero. So, here he is, based on the racial template from another post.

Typical Stats – Hound Archon Hero ST: 15 HP: 15 Speed: 6.25 DX: 13 Will: 13 Move: 6 IQ: 11 Per: 11 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: 10 DR: 2 (not vs. evil), 5 (segmented heavy plate), 20 (vs electricity) Thrusting Greatsword of Puissance +1 (15): 4d-1 cutting, Reach 1, 2 or 2d+1 impaling (KYOS: 3d-1 impaling), Reach 2. Bite (15): 1d+1 cutting (KYOS: 2d cutting), Reach C. Smite Evil: Once per day a hound archon hero can declare a smiting attack against an unholy being. If the attack hits, it deals additional 2d follow-up crushing damage. Aura of Menace: An archon can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The archon can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the archon’s Aura of Menace for one hour. Use Awe check table from GURPS Powers, page 85, if possible. Change Shape: A hound archon can assume a shape of any canine animal with template cost up to 395 points. This takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Aid (15): See this post. Axiomatic Weapon (15): See this post. Continual Flame (15): See this post. Cure Disease (11): See this post. Gift of Tongues: See GURPS Thaumatology – Sorcery, page 14. Holy Weapon (15): See this post. Message (11): See this post. Protection from Evil 1 (15): See this post. Sense Evil (11): See this post. Teleport (11): See this post.

Traits: Combat Reflexes; Fearlessness 3; Immunity to Diseases; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Night Vision 5; Unaging. Skills: Brawling-15; Innate Attack (Gaze)-15; Religious Ritual (The Shining One)-15; Theology (The Shining One)-15; Two-Handed Sword-15. Creature Type: Outsider (Archon, Good, Lawful). Notes: Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster Monday, 5 December 2016 Monster: Azer

Monster: Azer Azers are dwarf-like outsiders from the Elemental Plane of Fire. They are skillful smiths, armourers, engineers, and they have a fiery aura. The template is cheap enough to be used for some player characters too.

Azer [Monster Manual, page 21]

53 points Attribute Modifiers: HT+1 [10]. Secondary Characteristic Modifiers: SM-1; Basic Move -1 [-5]. Advantages: Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3]. Disadvantages: Vulnerability (Cold, x2) [-30]. Creature Type: Outsider (Fire).

Typical Stats ST: 10 HP: 10 Speed: 5.25 DX: 10 Will: 10 Move: 4 IQ: 10 Per: 10 HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: DR: 4 (bronze medium segmented plate), 20 (vs fire) Warhammer (12): 2d impaling, Reach 1, 2*, unbalanced. Heat Aura: Anything that touches the azer takes 1 point of burning damage.

Traits: Immunity to Noxious Fire Effects; Infravision; Magic Resistance 1 (Improved); Vulnerability (Cold, x2). Skills: Armoury/TL3 (Melee Weapons)-12; Brawling-12; Two-Handed Axe/Mace-12. Creature Type: Outsider (Fire).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, racial template, template Saturday, 27 January 2018 Monster: Chaos Beast

Monster: Chaos Beast Chaos beast is an extraplanar monster that is constantly changing its shape. Despite having no stable form, it can only attack with its claws and can only manage two attacks per second, even though it can appear to have dozens of tentacles or other limbs. Its touch can curse the victim with a similar corporeal instability.

Chaos Beast [Monster Manual, page 33]

95 points Attribute Modifiers: ST+5 (No Fine Manipulators, -40%) [30]; HT+1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5]. Advantages: DR 2 (Can't Wear Armor, -40%; Tough Skin, -40%) [2]; Extra Attack 1 [25]; Immunity to Transformations [10]; Infravision [10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]. Corporeal Instability: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Corporeal Instability, +120%; Follow-Up, Claws, +0%; Magical, -10%; Terrible Pain, +60%) [26]. Notes: “Corporeal Instability” is Alternate Form (Amorphous Mass; Magical, -10%; Nuisance Effect, Can be negated for a second via a Will- 4 check, -10%) [12]. “Amorphous Mass” is a new meta-trait: Basic Move -2 [-10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Invertebrate [-20]; Mute [-25]; No Legs (Slithers) [0]; No Manipulators [-50]. Disadvantages: Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Fine Manipulators [-30]. Features: No Legs (Slithers) [0]. Creature Type: Outsider (Chaotic). Notes: Size 2 hexes; Weight 200 lbs.

Knowing Your Own Strength [115] Replace ST+5 (No Fine Manipulators, -40%) [30] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 10 Will: 10 Move: 4 ground IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 2 (tough skin) Sharp Claws (12): 1d+1 cutting (KYOS: 2d cutting), Reach C. If a living takes damage from the chaos beast’s claws, it must make a HT check to resist a transformative effect. Its body transforms into an amorphous mass for margin of failure minutes. Its Basic Move is reduced by 2, it gains Injury Tolerance (Homogenous, No Blood, No Head, No Neck), Invertebrate, Mute, No Legs (Slithers), and No Manipulators. It cannot wear any armor or use any items in this state - they all become useless and fall from the victim’s body. In addition, the victim constantly experiences terrible pain (p. B428). The victim can negate this effect and return to its natural form by taking a Concentrate maneuver a making a successful Will-4 roll. If successful, he retains his shape until the end of his next turn.

Traits: Extra Attack 1; Horizontal; Immunity to Transformations; Infravision; Injury Tolerance (Homogenous, No Blood, No Head, No Neck); Invertebrate; Magic Resistance 2 (Improved); No Fine Manipulators; No Legs (Slithers). Skills: Brawling-12. Creature Type: Aberration. Notes: Size 2 hexes; Weight 200 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 15 December 2016 Monster: Arch-Vile

Monster: Arch-Vile "One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare." ― Doom II Manual description

I couldn't have said it any better. I hate these guys, and always will. They are primary targets, but they are hard to hit if they are surrounded by other monsters. They do not have any problems hitting you back though. And if you clear out the monsters in the way, the arch-viles just resurrect them back. Here's my GURPS adaptation of this truly vile monster. His supernatural abilities are presented in a form of Sorcery spells, so they may be useful even for those who won't use the monster.

Arch-Vile

536 points Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: HP+6 [20]; Will+3 [15]; Basic Move +2 [10]; Basic Speed +0.25 [5]. Advantages: DR 6 (Tough Skin, -40%) [18]; High Pain Threshold [10]; Infravision [10]; Injury Tolerance (Damage Reduction, ½) [50]; Night Vision 5 [5]; Unaging [15]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [246]: Raise Demon [223]; Hellfire Pillar [111/5=23]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]. Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats ST: 14 HP: 20 Speed: 6 DX: 11 Will: 13 Move: 8 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: N/A DR: 10 (tough skin); 20 (vs fire) Punch (12): 1d-1 crushing (KYOS: 1d+1 crushing), Reach C. Spell-Like Abilities (Alternative Abilities): Raise Demon (12); Hellfire Pillar (13).

Traits: High Pain Threshold; Immunity to Noxious Fire Effects (Magical); Infravision; Injury Tolerance (Damage Reduction, ½); Night Vision 5; Unaging; Vulnerability (Holy Weapons, x2). Skills: Brawling-12; First Aid-12. Creature Type: Outsider (Chaotic, Demon, Evil).

Hellfire Pillar Keywords: Resisted (HT). Full Cost: 111 points. Casting Roll: Will. Range: Unlimited. Duration: Instantaneous.

You raise your arms as they begin to glow red, concentrate, then clap your hands, causing your subject to be engulfed by an explosion of hellfire that throws him upwards. You must Concentrate for two consecutive seconds, and then take the third Concentrate maneuver to finish casting the spell. This gives your subject time to notice that he is being engulfed by flames (they are harmless until you finish casting the spell) and break line of sight! If your subject fails to resist, he takes 4d burning damage ignoring his DR. Anything nearby takes “collateral” damage from the explosion equal to basic damage divided by (3 x the distance in yards from the blast). This is burning damage that treats any targets as if they were two steps more flammable (see Making Things Burn, p. B433). If a target catches fire (p. B434), this hellfire does an extra +1 damage; e.g., 1d-3 per second instead of 1d-4 if only partially on fire. It can only be extinguished with magic, or with Essential Water. Resist Fire does not protect against hellfire damage unless it has been cast at the second level of protection. Additionally, the subject takes 6d knockback damage. It does not deal any damage, but sends the subject upwards, which can deal additional fall damage or make the subject fall prone on a failed landing. If the subject was moving, the momentum is saved, and this spell lets the subject “jump” higher, although at a serious price. Statistics: Burning Attack 4d (Based on HT, +20%; Cosmic, Lingering Side Effect, +100%; Explosion 1, +50%; Incendiary 2, +20%; Malediction 2, +150%; Requires Gestures, -10%; Sorcery, -15%; Takes Extra Time 1, -10%) [81] + Crushing Attack 3d (Double Knockback, +20%; Follow-Up, +140%; Magical, -10%; No Wounding, -50%; Upwards, +0%) [30].

Raise Demon Keywords: Buff. Full Cost: 223 points. Casting Roll: None. Use DX or unarmed combat skill to hit. Range: Touch. Duration: 1 minute.

You can bring a demon back from the dead, if his body is not completely destroyed (-10xHP or worse). You must touch the corpse to affect it. You glow red when casting this spell. If the subject does not want to come back (GM’s opinion, for NPCs), the spell fails automatically. This subject recovers 60 HP in 1 minute – if this brings him back above -HP before the duration ends, he returns to life! But if it’s not enough, or if the initial HT roll fails, he cannot be resurrected. Statistics: Affliction 1 (HT; Accessibility, Only on demons, -60%; Advantage, Raise Demon, +2,250%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [223]. Notes: “Raise Demon” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75]. This version of Cosmic means it only works on the dead – not injured living demons – and gives one try, ever.

Posted by Enraged Eggplant at 01:00:00 Labels: doom, GURPS, monster, sorcery, spell, template Tuesday, 7 February 2017 Monster: Babau

Monster: Babau Babaus are weak demons coated in corrosive slime. Their innate magical abilities can disable many unprepared adventurers and allow the demon to escape despite its physical weakness.

Babau [Monster Manual, page 40]

356 points Attribute Modifiers: ST+1 [10]; HT+2 [20]. Advantages: DR 3 (Tough Skin, -40%; Not vs. Holy Weapons or Cold Iron, -15%) [7]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Silence 2 [10]; Slippery 2 [4]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Protective Slime: Corrosion Attack 1d-3 (Always On, -20%; Aura, +80%; Melee Attack, -30%; Magical, -10%) [2]. Spell-Like Abilities (Alternative Abilities) [130]: Anarchic Weapon [32/5=7]; Blackout 1 [36/5=8]; Dispel Magic 1 [60/5=12]; See Invisible [30/5=6]; Teleport [90]; Unholy Weapon [32/5=7]. Notes: Weight 140 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Typical Stats ST: 11 HP: 11 Speed: 5.5 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: 10 DR: 3 (tough skin, not vs holy or cold iron); 20 (vs electricity); 5 (vs acid, cold, fire) Claw (13): 1d-1 cutting. Reach C. Protective Slime: Anything that touches the babau takes 1d-3 points of corrosion damage. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (12): See this post. Blackout (12): See this post. Dispel Magic 1 (10): See GURPS Thaumatology – Sorcery, p. 21. See Invisible (12): See this post. Teleport (10): See this post. Unholy Weapon (12): See this post.

Traits: Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Magic Resistance 1 (Improved); Silence 2; Slippery 2; Telesend (Universal; Magical); Unaging. Skills: Brawling-13; Innate Attack (Gaze)-12. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Weight 140 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 6 June 2018 Monster: Balor

Monster: Balor This is the strongest of demons. Tough, strong, skilled both in martial and magical arts, this monster should pose great danger to the adventurers. Should probably wear some armor for extra toughness.

Balor [Monster Manual, page 40]

725 points Attribute Modifiers: ST+25 (Size Modifier, -20%) [200]; DX+1 [20]; IQ+3 [60]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2. Advantages: DR 6 (Tough Skin, -40%) [18]; Flight (Cannpt Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Elemental Resistance (E,F) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15].

Acid Resistance [29]: DR 5 (Limited, Acid, -40%; Tough Skin, -40%) [5] + Immunity to Noxious Acidic Effects [10] + Internal DR 5 (Limited, Acid, -40%) [3] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Nictitating Membrane 5 (Limited, Acid, -40%) [3] + Sealed (Acid-Resistant Only, -60%) [6]. Cold Resistance [21]: DR 5 (Limited, Cold, -40%; Tough Skin, -40%) [5] + Immunity to Noxious Cold Effects [10] + Internal DR 5 (Limited, Cold, -40%) [3] + Nictitating Membrane 5 (Limited, Cold, -40%) [3]. Electricity Resistance [59]: DR 20 (Limited, Electricity, -40%; Tough Skin, -40%) [20] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10] + Internal DR 20 (Limited, Electricity, -40%) [12] + Nictitating Membrane 20 (Limited, Electricity, -40%) [12]. Fire Resistance [54]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10] + Internal DR 20 (Limited, Fire, -40%) [12] + Nictitating Membrane 20 (Limited, Fire, -40%) [12]. Flaming Body: Burning Attack 2d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Magical, -10%) [12]. Spell-Like Abilities (Alternative Abilities) [158]: Anarchic Weapon [32/5=7]; Apportation 19 [20/5=4]; Charm [78/5=16]; Dispel Magic 1 [60/5=12]; Fire Cloud 2 [5/5=1]; Madness [10/5=2]; Power Word: Stun [27/5=6]; Remove Curse [65/5=13]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Features: Death Throes (When a balor dies, he explodes, causing 4d burn ex damage). Notes: Size 4 hexes; Weight 4,500 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [723] Replace ST+25 (Size Modifier, -20%) [200] with ST+19 [190] Add HP+4 [8]

Typical Stats ST: 35 (KYOS: 29) HP: 35 (KYOS: 33) Speed: 7 DX: 13 Will: 15 Move: 7 ground, 14 air (cannot hover) IQ: 14 Per: 14 HT: 15 FP: 15 SM: +2 Dodge: 11 Parry: 13 DR: 6 (tough skin); 20 (vs fire and electricity); 5 (vs acid and cold) Vorpal Sword (SM+2) (18): 7d cutting (KYOS: 6d+2 cutting), Reach 2-3 or 5d impaling (KYOS: 6d+2 impaling), Reach 2-3. This thrusting greatsword (LT70, B274) can be vorpalized by the wielder for 1 hour by taking a Concentrate maneuver and spending 1 FP. Once vorpalized, the sword will deal an additional 3d of follow-up (p. B105) cutting damage on neck swings. This additional damage causes no blunt trauma and no knockback. Additionally, the wielder of the weapon gets a +1 bonus to his weapon skill when making cutting swings that target necks. Flaming Whip (SM+2; 7 yards) (18): 6d(0.5) crushing (KYOS: 5d+2(0.5) crushing) + 3d follow-up burning, Reach 3-14*, -2U Parry. Additional rules for disarming, cracking, and entangling with the whip are detailed on B405. Sharp Claws (18): 4d+2 cutting (KYOS: 6d+1 cutting). Reach C-1. Sharp Teeth (18): 4d+2 cutting (KYOS: 6d+1 cutting). Reach C. Flaming Body: Anything that touches the balor takes 2d burning damage. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (18): See this post. Apportation 19 (14): See this post. Charm (14): See this post. Dispel Magic 1 (15): See GURPS Thaumatology – Sorcery, p. 21. Fire Cloud 2 (18): See this post. Madness (14): See this post. Power Word: Stun (15): See this post. Remove Curse (15): See GURPS Thaumatology – Sorcery, p. 21. Teleport (14): See this post. Unholy Weapon (18): See this post. Traits: Combat Reflexes; Death Throes (When a balor dies, he explodes, causing 4d burn ex damage); Extra Attack 1; Immunity to Electric Conduction; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Immunity to Poison; Infravision; Magic Resistance 3 (Improved); See Invisible (Magical; Magical; True Sight); Telesend (Universal; Magical); Unaging; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2). Skills: Brawling-18; Broadsword-18; Innate Attack (Gaze)-18; Occultism-16; Thaumatology-16; Whip-18; Wrestling-18. Techniques: Crack-18; Disarming (Whip)-23; Dual-Weapon Attack (Broadsword)-18; Dual-Weapon Attack (Whip)-18; Entangle-18; Off-Hand Weapon Training (Whip)-18. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Size 4 hexes; Weight 4,500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 22 April 2018 Monster: Bebilith

Monster: Bebilith Bebilith is one of my favorite demons. This arachnid that preys on other demons falls outside of the D&D demon classification. Fast, strong, venomous, it should pose danger to experienced adventures.

Bebilith [Monster Manual, page 42]

338 points Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+3 (No Fine Manipulators, -40%) [36]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Per+2 [10]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 3 [15]; Discriminatory Smell [15]; Extra Attack 1 [25]; Extra Legs (Six Legs; Cannot Kick, -50%; Long 1, +100%) [15]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 2 [20]; Talons [8]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Web: Binding 16 (Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [20]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 5 cycles, Resistible, +50%; Follow-Up, Bite, +0%; Resistible, HT-2, -20%; Symptoms, 1/3 HP, -2 HT, +30%; Symptoms, 1/2 HP, Severe Pain, +80%) [7]. Disadvantages: No Fine Manipulators [-30]; Vulnerability (Holy Weapons, x2) [-10]. Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [398] Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats ST: 22 HP: 22 Speed: 6.25 DX: 13 Will: 10 Move: 8 IQ: 10 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 3 Mandibles (16): 2d+1 cutting (KYOS: 4d cutting) plus follow-up 1d-1 toxic (5 1-hour cycles, resisted by HT-2, -2 HT after loss of 1/3 HP, severe pain after loss of ½ HP). Reach C. Talons (16): 2d+1 cutting or impaling (KYOS: 4d cutting or impaling). Reach C-1. Web (16): Binding 16, range 10, 5 seconds recharge.

Traits: Clinging; Combat Reflexes; Discriminatory Smell; Extra Attack 1; Extra Legs (Six Legs; Cannot Kick; Long 1); Immunity to Poison; Infravision; Injury Tolerance (No Neck); Night Vision 9; No Fine Manipulators; Super Jump 2; Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2). Skills: Brawling-16; Innate Attack (Projectile)-16; Stealth-16; Tracking-16. Creature Type: Outsider (Chaotic, Evil).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 3 April 2018 Monster: Cerebrilith

Monster: Cerebrilith I have always liked the design of cerebriliths from Expanded Psionics Handbook, but I never had a chance to use them in D&D. But I probably will use them in GURPS before this post even goes up. I wonder how the fight against this monstrosity with lots of psionic and magical abilities and elemental resistances will go. Note that it has no eyes and its brain, while visible, is not a vital part.

Cerebrilith [Expanded Psionics Handbook, page 192]

669 points Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; DX+1 [20]; IQ+1 [20]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+2 [10]. Advantages: DR 3 (Tough Skin, -40%) [9]; DR 3 (Tough Skin, -40%; Not vs. Holy Weapons, -15%) [7]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Brain, No Eyes) [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Slippery 2 [4]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Psionic Abilities: Mental Blow 4 [28]; Mental Stab 4 [69]; Mind Shield 3 [12]; Psi Sense 2 [13]; Suggestion 4 [35]; Telereceive 1 [21]. Spell-Like Abilities (Alternative Abilities) [117]: Anarchic Weapon [32/5=7]; Blackout 1 [36/5=8]; Seek Good [21/5=5]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Semi-Upright [-5]. Quirks: No additional skull DR [-1]. Racial Skills: Mental Blow Will+0 [4]; Mental Stab Will+0 [4]; Mind Shield Will+0 [4]; Psi Sense Per+0 [4]; Suggestion IQ+0 [4]; Telereceive IQ+0 [4]. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [676] Replace ST+7 (Size Modifier, -10%) [63] with ST+7 [70]

Typical Stats ST: 17 HP: 17 Speed: 6 DX: 11 Will: 15 Move: 6 (on all fours), 3 (upright) IQ: 11 Per: 13 HT: 13 FP: 13 SM: +1 Dodge: 10 Parry: N/A DR: 3 (tough skin); 3 (tough skin, not vs holy); 20 (vs electricity); 5 (vs acid, cold, fire) Sharp Claws (13): 1d+2 cutting (KYOS: 2d+2 cutting). Reach C-1. Sharp Teeth (13): 1d+2 cutting (KYOS: 2d+2 cutting). Reach C. Psionic Abilities (see GURPS Psionic Powers): Mental Blow 4; Mental Stab 5; Mind Shield 3; Psi Sense 2; Suggestion 4; Telereceive 1. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (13); Blackout 1 (13); Seek Good (13); Teleport (11); Unholy Weapon (13).

Traits: Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious Electric Effects; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Injury Tolerance (No Brain, No Eyes) [10]; Internal Sealed (Acid-Resistant Only); Magic Resistance 1 (Improved); No additional skull DR; Sealed (Acid-Resistant Only); Semi-Upright; Slippery 2; Telesend (Universal; Magical); Unaging. Skills: Brawling-14; Innate Attack (Gaze)-13. Psionic Skills: Mental Blow-15; Mental Stab-15; Mind Shield-15; Psi Sense-13; Suggestion-11; Telereceive-11. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, psionics, template Thursday, 7 June 2018 Monster: Dretch

Monster: Dretch Last time we had balor - the strongest demon, now we have dretch - the weakest demons. Should be slain in droves by the adventurers, but can still be annoying with their Stinking Cloud spell-like ability.

Dretch [Monster Manual, page 42]

145 points Attribute Modifiers: ST-2 [-20]; IQ-3 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: SM-1; Will+3 [15]; Per+3 [15]; Basic Move-1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Immunity to Poison [15]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Spell-Like Abilities (Alternative Abilities) [54]: Anarchic Weapon [32/5=7]; Fear [3/5=1]; Stinking Cloud 1 [39]; Unholy Weapon [32/5=7]. Disadvantages: Mute [-25]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Notes: Weight 60 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 10 Will: 10 Move: 4 IQ: 7 Per: 10 HT: 12 FP: 12 SM: -1 Dodge: 8 Parry: N/A DR: 1 (tough skin); 20 (vs electricity); 5 (vs acid, cold, fire) Sharp Claws (10): 1d-4 cutting. Reach C. Sharp Teeth (10): 1d-4 cutting. Reach C. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (10): See this post. Fear (10): See this post. Stinking Cloud 1 (10): See this post. Unholy Weapon (10): See this post.

Traits: Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Mute; Telesend (Universal; Magical); Unaging; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Skills: Innate Attack (Gaze)-10. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Weight 60 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 8 June 2018 Monster: Glabrezu

Monster: Glabrezu Glaberzu is one of the high-tier demons based more around deception and persuasion than combat. Nonetheless, should be very threatening in close combat.

Glabrezu [Monster Manual, page 43]

678 points Attribute Modifiers: ST+25 (Size Modifier, -20%) [200]; IQ+3 [60]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2. Advantages: DR 5 (Tough Skin, -40%) [15]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%) [3]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]; Voice [10]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Pincers [14]: Striker (Cutting) [7] + Striker (Cutting) [7]. Spell-Like Abilities (Alternative Abilities) [142]: Anarchic Weapon [32/5=7]; Chaos Hammer 2 [16/5=4]; Confusion 1 [45/5=9]; Dispel Magic 1 [60/5=12]; Mirror Image 2 [33/5=7]; Power Word: Stun [27/5=6]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]. Notes: Size 4 hexes; Weight 5,500 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [680] Replace ST+25 (Size Modifier, -20%) [200] with ST+19 [190] Add HP+6 [12]

Typical Stats ST: 35 (KYOS: 29) HP: 35 Speed: 6 DX: 10 Will: 14 Move: 6 ground IQ: 13 Per: 13 HT: 14 FP: 14 SM: +2 Dodge: 10 Parry: N/A DR: 5 (tough skin); 20 (vs electricity); 5 (vs acid, cold, and fire) Pincer (16): 6d cutting (KYOS: 8d cutting). Reach C-1. Horns (16): 6d impaling (KYOS: 8d impaling). Reach C-1. Sharp Claws (16): 4d+2 cutting (KYOS: 6d+1 cutting). Reach C-1. Sharp Teeth (16): 4d+2 cutting (KYOS: 6d+1 cutting). Reach C. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (16): See this post. Chaos Hammer 2 (16): See this post. Confusion 1 (16): See this post. Dispel Magic 1 (14): See GURPS Thaumatology – Sorcery, p. 21. Mirror Image 2 (13): See this post. Power Word: Stun (14): See this post. Teleport (13): See this post. Unholy Weapon (16): See this post.

Traits: Combat Reflexes; Extra Attack 1; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 3 (Improved); See Invisible (Magical; Magical; True Sight); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Voice. Skills: Brawling-16; Diplomacy-16; Fast-Talk-18; Innate Attack (Gaze)-16; Innate Attack (Projectile)-16; Occultism-15; Thaumatology-15; Wrestling-16. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Size 4 hexes; Weight 5,500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 9 June 2018 Monster: Hezrou

Monster: Hezrou Hezrou is a quite basic demon that is strong in melee combat, but cannot really do much else. His spell-like abilities are quite useful though.

Hezrou [Monster Manual, page 44]

430 points Attribute Modifiers: ST+11 (Size Modifier, -10%) [99]; HT+3 [30]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 4 (Tough Skin, -40%) [12]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Spell-Like Abilities (Alternative Abilities) [121]: Anarchic Weapon [32/5=7]; Body of Air [65/5=13]; Chaos Hammer 2 [16/5=4]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]. Notes: Weight 750 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [441] Replace ST+11 (Size Modifier, -10%) [99] with ST+11 [110]

Typical Stats ST: 21 HP: 21 Speed: 6 DX: 10 Will: 10 Move: 6 ground IQ: 10 Per: 10 HT: 13 FP: 13 SM: +1 Dodge: 10 Parry: N/A DR: 4 (tough skin); 20 (vs electricity); 5 (vs acid, cold, and fire) Sharp Claws (14): 2d+1 cutting (KYOS: 4d-1 cutting). Reach C-1. Sharp Teeth (14): 2d+1 cutting (KYOS: 4d-1 cutting). Reach C. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (14): See this post. Body of Air (14: See this post. Chaos Hammer 2 (14): See this post. Teleport (10): See this post. Unholy Weapon (14): See this post.

Traits: Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2). Skills: Brawling-14; Innate Attack (Gaze)-14; Innate Attack (Projectile)-14; Wrestling-14. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Weight 750 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 10 June 2018 Monster: Marilith

Monster: Marilith Mariliths are high-tier demons, second only to the balors. They are brilliant tacticians and melee combatants.

Marilith [Monster Manual, page 44]

645 points Attribute Modifiers: ST+10 (Size Modifier, -20%) [80]; DX+2 [40]; IQ+3 [60]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; HP+12 (Size Modifier, -20%) [20]; Basic Move+1 [5]. Advantages: Ambidexterity [5]; Constriction Attack [15]; DR 5 (Tough Skin, -40%) [15]; Double-Jointed [15]; Extra Arms 5 [50]; Extra Attack 2 [50]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Spell-Like Abilities (Alternative Abilities) [121]: Anarchic Weapon [32/5=7]; Apportation 19 [20/5=4]; Blade Barrier [28/5=6]; Simple Illusion 1 [34/5=7]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Perks: Scales [1]. Features: No Legs (Slithers) [0]. Notes: Size 4 hexes; Weight 4,000 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [653] Replace ST+10 (Size Modifier, -20%) [80] with ST+8 [80] Replace HP+12 (Size Modifier, -20%) [20] with HP+14 [28]

Typical Stats ST: 20 (KYOS: 18) HP: 32 Speed: 7 DX: 14 Will: 15 Move: 8 ground IQ: 14 Per: 15 HT: 14 FP: 14 SM: +2 Dodge: 11 Parry: 12 DR: 5 (tough skin); 20 (vs electricity); 5 (vs acid, cold, and fire) Longsword (17): 4d-1 cutting (KYOS: 3d+1 cutting), Reach 1-2 or 2d+1 impaling (KYOS: 3d impaling), Reach 1-3. Note that the marilith usually employs Dual- Weapon Attack and two Extra Attacks to attack with six longswords in a single turn. Wrestling (17): Wrestling at 17 gives the marilith effective ST 22 (KYOS: 20) for the purpose of grappling. Constriction Attack. Reach C-1. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (17): See this post. Apportation 19 (14): See this post. Blade Barrier (17): See this post. Simple Illusion 1 (14): See this post. Teleport (14): See this post. Unholy Weapon (17): See this post.

Traits: Ambidexterity; Combat Reflexes; Constriction Attack; Double-Jointed; Extra Arms 5; Extra Attack 2; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 3 (Improved); No Legs (Slithers); Scales; See Invisible (Magical; Magical; True Sight); Telesend (Universal; Magical); Unaging; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2). Skills: Brawling-17; Broadsword-17; Innate Attack (Gaze)-17; Occultism-15; Strategy (Land)-17; Tactics-17; Thaumatology-15; Wrestling-17. Techniques: Dual-Weapon Attack (Broadsword)-17. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Size 4 hexes; Weight 4,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 11 June 2018 Monster: Nalfeshnee

Monster: Nalfeshnee The nalfeshnee is an ugly ape-like demon that judges the cursed souls. He generally avoids combat, but can be physically overwhelming when threatened.

Nalfeshnee [Monster Manual, page 45]

693 points Attribute Modifiers: ST+30 (Size Modifier, -30%) [210]; IQ+1 [20]; HT+4 [40]. Secondary Characteristic Modifiers: SM+3; Basic Move +1 [5]. Advantages: DR 4 (Tough Skin, -40%) [12]; Flight (Cannpt Hover, -15%; Small Wings, -10%) [30]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Smite: Affliction 1 (Will; Area Effect, 4 yards, +100%; Based on Will, +20%; Costs 1 FP, -5%; Daze, +50%; Delay, 4 seconds, +0%; Emanation, -20%; Magical, -10%; Malediction 2, +150%; Selective Area, +20%; Takes Recharge, 5 seconds, -10%) [40]. Spell-Like Abilities (Alternative Abilities) [147]: Anarchic Weapon [32/5=7]; Call Lightning 1 [11/5=3]; Dispel Magic 1 [60/5=12]; Foolishness [33/5=7]; Remove Curse [65/5=13]; Slow [36/5=8]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]. Notes: Size 7 hexes; Weight 8,000 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [711] Replace ST+30 (Size Modifier, -30%) [210] with ST+21 [210] Add HP+9 [18]

Typical Stats ST: 40 (KYOS: 31) HP: 40 Speed: 6 DX: 10 Will: 12 Move: 7 ground, 12 air (cannot hover) IQ: 11 Per: 12 HT: 14 FP: 14 SM: +3 Dodge: 10 Parry: N/A DR: 4 (tough skin); 20 (vs electricity); 5 (vs acid, cold, and fire) Sharp Claws (14): 5d+1 cutting (KYOS: 7d+1 cutting). Reach C-2. Sharp Teeth (14): 5d+1 cutting (KYOS: 7d+1 cutting). Reach C. Smite (12): With a Concentrate maneuver the nalfeshnee can surround himself with a halo of shimmering flames that explode 4 seconds later. Every creature within 4 yards of the nalfeshee rolls a Quick Contest of Will with the nalfeshee. If the victim fails, he becomes dazed (p. B428) for nalfeshnee’s margin of victory minutes. The nalfeshnee can exclude any creatures from this effect, and he must wait 5 seconds before using this ability again. Using this ability costs 1 FP. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (14): See this post. Call Lightning 1 (14): See this post. Dispel Magic 1 (12): See GURPS Thaumatology – Sorcery, p. 21. Foolishness (12): See this post. Remove Curse (12): See GURPS Thaumatology – Sorcery, p. 21. Slow (12): See this post. Teleport (11): See this post. Unholy Weapon (14): See this post.

Traits: Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); See Invisible (Magical; Magical; True Sight); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2). Skills: Brawling-14; Innate Attack (Gaze)-14. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Size 7 hexes; Weight 8,000 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 6 July 2018 Monster: Pit Fiend

Monster: Pit Fiend And here we have the pit fiend, the most powerful devil from Monster Manual. Give him a weapon and some weapon skills, and he'll be even more frightening.

Pit Fiend [Monster Manual, page 57]

839 points Attribute Modifiers: ST+22 (Size Modifier, -20%) [176]; DX+2 [40]; IQ+3 [60]; HT+5 [50]. Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Basic Move +1 [5]. Advantages: DR 7 (Flexible, -20%) [28]; Dark Vision [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Fast; Bane, Not vs. holy weapons, -15%) [43]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fear Aura: Terror (Magical, -10%; Presence, +25%) [35]. Devil Chills: Toxic Attack 1d-1 (Cyclic, 1 day, 6 cycles, Resistible, +25%; Follow-Up, Bite, +0%; Onset, 4 days, -30%; Resistible, HT- 3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [3]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -3 HT, +45%; Symptoms, 2/3 HP, -4 HT, +20%) [6]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [181]: Axiomatic Weapon [32/5=7]; Burning Hands 6 [48/5=10]; Complex Illusion 1 [42/5=9] – see GURPS Thaumatology – Sorcery, page 18; Dispel Magic 1 [60/5=12] - see GURPS Thaumatology – Sorcery, p. 21; Fireball 2 [8/5=2] – see Pyramid #3-63, page 8; Mass Daze 1 [40/5=8]; Personal Invisibility [66/5=14]; Power Word: Stun [27/5=6]; Remove Curse [65/5=13] - see GURPS Thaumatology – Sorcery, p. 21; Teleport [90]; Unholy Weapon [32/5=7]; Zombie [15/5=3]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Perks: Scales [1]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [793] Replace ST+22 (Size Modifier, -20%) [176] with ST+13 [130]

Typical Stats ST: 32 (KYOS: 23) HP: 32 (KYOS: 23) Speed: 7 DX: 13 Will: 15 Move: 8 ground, 14 air (cannot hover) IQ: 13 Per: 13 HT: 15 FP: 15 SM: +2 Dodge: 11 Parry: N/A DR: 7*; 20 (vs fire); 5 (vs acid and cold) Sharp Claws (16): 4d-1 cutting (KYOS: 4d+2 cutting). Reach C-1. Sharp Teeth (16): 4d-1 cutting (KYOS: 4d+2 cutting) + follow-up 1d-1 toxic (onset 4 days, 6 1-day cycles; Resisted with HT-3; Symptoms – -3 to ST at 2/3 HP) + follow-up 1d-1 toxic (resisted by HT-5, 3 1-hour cycles, -3 HT after losing 1/3 HP, -4 HT after losing 2/3 HP). Reach C. Fear Aura: The pit fiend can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the pit fiend must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this pit fiend’s Fear Aura for one hour. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (18): See this post. Burning Hands 6 (18): See this post. Complex Illusion 1 (13): See GURPS Thaumatology – Sorcery, page 18. Dispel Magic 1 (15): See GURPS Thaumatology – Sorcery, page 21. Fireball 2 (18): See Pyramid #3-63, page 8; Mass Daze 1 (15): See this post. Personal Invisibility: See this post. Power Word: Stun (15): See this post. Remove Curse (15): See GURPS Thaumatology – Sorcery, page 21. Teleport (13): See this post. Unholy Weapon (18): See this post. Zombie: See this post.

Traits: Combat Reflexes; Dark Vision; Extra Attack 2; Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 4 (Improved); Regeneration (Fast; Bane, Not vs. holy weapons); Scales; Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Brawling-18; Innate Attack (Beam)-18; Innate Attack (Gaze)-18; Innate Attack (Projectile)-18; Thaumatology-16; Wrestling-18. Creature Type: Outsider (Baatezu, Evil, Lawful).

Pit Fiend Poison This poison is extracted from a pit fiend. A living victim must make an immediate HT-5 roll or suffer 1d-1 toxic damage. Every hour for 3 more cycles he must make another HT-5 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -3 penalty to HT until he heals above this threshold. After losing 2/3 HP to this poison, the victim gains a -4 penalty to HT until he heals above this threshold. Form: Follow-Up Poison. Cost: $150 (singular); $55 (5-batched). Recipe: $15; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -3 HT, +45%; Symptoms, 2/3 HP, -4 HT, +20%) [5].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, poison, template Sunday, 25 December 2016 Monster: Quasit

Monster: Quasit

The weakest of demons, quasits are tiny flying beings that can turn invisible and deliver poison. They are weak in combat, but mobile and hard to hit. More useful as spies or familiars for evil wizards.

Quasit [Monster Manual, page 46]

69 points Attribute Modifiers: ST-8 [-80]; DX+1 [20]. Secondary Characteristic Modifiers: SM-3; Basic Move -2 [-10]. Advantages: Flight (Cannot Hover, -15%; Winged, -25%) [30]; Immunity to Poison [15]; Infravision [10]; Rapid Healing [5]; Sharp Claws [5]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Poison: Toxic Attack 1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Claws, +0%; Resistible, HT, -35%; Symptoms, 2/3 HP, -2 DX, +20%) [2]. Change Shape: Alternate Form (A bat, a toad, or a SM-3 centipede; Magical, -10%) [14]. Spell-Like Abilities (Alternative Abilities) [71]: Seek Good [11/5=3]; Detect Magic [7/5=2]; Personal Invisibility [66]. Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats ST: 2 HP: 2 Speed: 5.25 DX: 11 Will: 10 Move: 3 land, 6 air (cannot hover) IQ: 10 Per: 10 HT: 10 FP: 10 SM: -3 Dodge: 8 Parry: N/A DR: 5 (vs fire) Sharp Claws (11): 1d-7 cutting (KYOS: 1d-11 cutting) + follow-up 1 toxic (3 1-hour cycles; Resisted with HT; Symptoms – -2 to DX at 2/3 HP), Reach C. Spell-Like Abilities (Alternative Abilities): Seek Good; Detect Magic; Personal Invisibility.

Traits: Alternate Form (A bat, a toad, or a SM-3 centipede; Magical); Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Rapid Healing; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2). Skills: Brawling-11; Innate Attack (Gaze)-10. Creature Type: Outsider (Chaotic, Demon, Evil).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 16 June 2018 Monster: Succubus

Monster: Succubus And now we have the last demon from Monster Manual - the succubus. It differs a lot from the more mythological succubus from GURPS Horror.

Succubus [Monster Manual, page 47]

405 points Attribute Modifiers: IQ+1 [20]. Secondary Characteristic Modifiers: Will+2 [10]. Advantages: Appearance (Very Beautiful) [16]; DR 1 (Tough Skin, -40%) [3]; Flexibility [5]; Flight (Cannpt Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]; Voice [10]. Energy Drain: Leech 2 (Accelerated Healing, +25%; Accessibility, Requires sexual intimacy, -25%; Contact Agent, -30%; Immediate Preparation Required, 10 minutes, -45%; Steal FP, +50%) [22]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Spell-Like Abilities (Alternative Abilities) [147]: Anarchic Weapon [32/5=7]; Borrow Language [13/5=3]; Mind-Reading [26/5=6]; Polymorph [65/5=13]; Seek Good [21/5=5]; Suggestion [78/5=16]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Lecherousness (12) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Racial Skill Modifiers: +3 to Erotic Art [6]. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Typical Stats ST: 10 HP: 10 Speed: 5 DX: 10 Will: 13 Move: 5 ground, 10 air (cannot hover) IQ: 11 Per: 11 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 1 (tough skin); 20 (vs electricity); 5 (vs acid, cold, fire) Sharp Claws (10): 1d-2 cutting. Reach C. Energy Drain: The succubus can drain partner’s powers during an ongoing sexual intimacy. Once the contact has lasted for 10 minutes, the succubus begins to drain 2 FP per second from the victim, regaining 1 HP per 1 FP drained. Once the victim’s FP reaches 0, the succubus begins to drain HP. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (12): See this post. Borrow Language: See this post. Mind-Reading (11): See this post. Polymorph: See this post. Seek Good (11): See this post. Suggestion (11): See this post. Teleport (11): See this post. Unholy Weapon (12): See this post.

Traits: Appearance (Very Beautiful); Flexibility; Immunity to Electric Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Lecherousness (12); Magic Resistance 2 (Improved); Telesend (Universal; Magical); Unaging; Voice; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Skills: Acting-16; Diplomacy-15; Erotic Art-18; Fast-Talk-15; Innate Attack (Gaze)-12; Sex Appeal-18. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 15 June 2018 Monster: Vrock

Monster: Vrock Vrocks are mid-tier winged demons with an array of interesting special abilities.

Vrock [Monster Manual, page 48]

530 points Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; DX+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; HP-2 [-4]; Per+2 [10]. Advantages: DR 2 (Tough Skin, -40%) [6]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Beak [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Stunning Screech: Affliction 1 (HT; Accessibility, Not on demons, -5%; Cone 5, +100%; Hearing-Based, +150%; Increased 1/2D, x10, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Takes Recharge, 1 hour, -30%) [29]. Spores: Toxic Attack 1 (Area Effect, 2 yards, +50%; Contact Agent, +150%; Costs 1 FP, -5%; Cyclic, 5 10-second intervals, +500%; Emanation, -20%; Takes Recharge, 15 seconds, -20%) [8]. Dance of Ruin: Crushing Attack 6d (Accessibility, Only with 2 vrock assistants, -10%; Accessibility, Not on demons, -5%; Area Effect, 32 yards, +250%; Affects Insubstantial, +20%; Costs 2 FP, -10%; Emanation, -20%; Magical, -10%; Takes Extra Time 4, -40%) [83]. Spell-Like Abilities (Alternative Abilities) [111]: Anarchic Weapon [32/5=7]; Apportation 14 [15/5=3]; Mirror Image 1 [20/5=4]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]. Perks: Feathers [1]. Notes: Weight 500 lbs. Creature Type: Outsider (Tanar’ri, Evil, Chaotic).

Knowing Your Own Strength [539] Replace ST+9 (Size Modifier, -10%) [81] with ST+9 [90]

Typical Stats ST: 19 HP: 17 Speed: 6 DX: 12 Will: 10 Move: 6 ground, 12 air (cannot hover) IQ: 10 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 2 (tough skin); 20 (vs electricity); 5 (vs acid, cold, and fire) Sharp Claws (14): 2d cutting (KYOS: 3d+1 cutting). Reach C-1. Sharp Beak (14): 2d large piercing (KYOS: 3d+1 large piercing). Reach C. Stunning Screech (14): Once per hour the vrock can emit a screech that stuns every non-demon everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the maximum range of 10 yards. This ability has no 1/2D range. Everyone within must resist with HT; Protected Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune. Spores: Once every 15 seconds the vrock can emit a 2-yard radius cloud of spores around himself. This requires a Concentrate maneuver and costs 1 FP. The spores work as a contact agent, ignoring unsealed DR and dealing 1 point of toxic damage every 10 seconds for 6 cycles total. At the end of this time, the victim is covered with a tangle of viny growths. The vines are harmless and wither away in 1d4 days. The spores can be removed with a successful Physician roll (takes 10 seconds). Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Dance of Ruin: To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 16 seconds of dancing, a wave of crackling energy flashes outward in a 32-yard radius. All creatures except for demons within the radius take 6d crushing damage. This affects even insubstantial creatures. Stunning, paralyzing, or slaying one of the vrocks stops the dance. The dance costs each vrock 2 FP. Spell-Like Abilities (Alternative Abilities): Anarchic Weapon (14): See this post. Apportation 14: See this post. Mirror Image 1: See this post. Teleport (10): See this post. Unholy Weapon (14): See this post.

Traits: Combat Reflexes; Feathers; Immunity to Electric Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious Electric Effects; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Sealed (Acid- Resistant Only); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2). Skills: Aerobatics-14; Brawling-14; Innate Attack (Breath)-14; Innate Attack (Gaze)-14. Creature Type: Outsider (Tanar’ri, Evil, Chaotic). Notes: Weight 500 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 1 July 2018 Monster: Barbed Devil (Hamatula)

Monster: Barbed Devil (Hamatula) Hamatulas are middle-tier devils who are very scary in close combat.

Barbed Devil (Hamatula) [Monster Manual, page 51]

466 points Attribute Modifiers: ST+4 (Size Modifier, -10%) [36]; DX+3 [60]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 3 (Tough Skin, -40%) [9]; Dark Vision [25]; Immunity to Poison [15]; Long Spines [3]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fear: Terror (Follow-Up, Universal, +50%; Magical, -10%; Presence, +25%) [50]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [122]: Axiomatic Weapon [32/5=7]; Complex Illusion 1 [42/5=9] – see GURPS Thaumatology – Sorcery, page 18; Daze [33/5=7]; Flame Jet 2 [10/5=2] – see Pyramid #3-63, page 8; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [470] Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

Typical Stats ST: 14 HP: 14 Speed: 6.25 DX: 13 Will: 10 Move: 6 ground IQ: 10 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 3 (tough skin); 20 (vs fire); 5 (vs acid and cold) Sharp Claws (15): 1d cutting (KYOS: 1d+2 cutting). Reach C-1. Long Spines (9): The hamatula gets a DX-4 roll to hit each foe in close combat with him with his spines once per turn, as a free action. Roll at +2 against foes who attacked the hamatula from behind. Those who grapple or slam the hamatula are hit immediately and automatically – and those who slam the hamatula take maximum damage! 1d impaling, Reach C. Fear: Any creature damaged by the hamatula’s natural weapons must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this hamatula’s Fear for one hour. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (15): See this post. Complex Illusion 1 (10): See GURPS Thaumatology – Sorcery, page 18. Daze (10): See this post. Flame Jet 2 (15): See Pyramid #3-63, page 8. Teleport (10): See this post. Unholy Weapon (15): See this post.

Traits: Combat Reflexes; Dark Vision; Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 2 (Improved); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Brawling-15; Innate Attack (Beam)-15; Innate Attack (Gaze)-15; Wrestling-15. Creature Type: Outsider (Baatezu, Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 12 January 2018 Monster: Bearded Devil (Barbazu)

Monster: Bearded Devil (Barbazu) Barbazus are lesser D&D devils with a disease-carrying beard and a vicious glaive. Simple, but quite cool.

Bearded Devil (Barbazu) [Monster Manual, page 52]

95 points Attribute Modifiers: ST+3 [30]; IQ-1 [-20]; HT+1 [10]. Advantages: DR 3 (Tough Skin, -40%) [9]; Dark Vision [25]; Imbue 3 (Magical; Crippling Blow only, -80%) [8]; Immunity to Poison [15]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Striker (Beard; Reach C; Cutting; Cannot Parry, -40%; Limited Arc, Straight Ahead, -40%) [2]; Unaging [15]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Fire Effects [10]. Devil Chills: Toxic Attack 1d-1 (Cyclic, 1 day, 6 cycles, Resistible, +25%; Follow-Up, Beard, +0%; Onset, 4 days, -30%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [3]. Disadvantages: Berserk (15) (Battle Rage, +50%) [-7]; Vulnerability (Silver, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Racial Skills: Crippling Blow DX+0 [8]. Notes: Weight 225 lbs. Creature Type: Outsider (Baatezu, Evil, Lawful).

Typical Stats ST: 13 HP: 13 Speed: 5.25 DX: 10 Will: 9 Move: 5 IQ: 9 Per: 9 HT: 11 FP: 11 SM: +0 Dodge: 9 Parry: 11U DR: 3 (tough skin), 10 (vs fire), 5 (vs cold and acid) Sharp Claws (11): 1d-1 cutting (KYOS: 1d cutting), Reach C. Beard (11): 1d+1 cutting (KYOS: 1d+2 cutting) + follow-up 1d-1 toxic (onset 4 days, 6 1-day cycles; Resisted with HT-3; Symptoms – -3 to ST at 2/3 HP), Reach C, front hex only, cannot parry. Glaive (14): 2d+2 cutting, Reach 2, 3* or 1d+3 impaling (KYOS: 2d impaling), Reach 1-3*. Crippling Blow (10): As per the Crippling Blow imbuement skill (GURPS Power-Ups 1 – Imbuements, page 7).

Traits: Berserk (15) (Battle Rage); Combat Reflexes; Dark Vision; Imbue 3 (Magical; Crippling Blow only); Immunity to Poison; Immunity to Noxious Fire Effects; Magic Resistance 1 (Improved); Vulnerability (Silver, x2); Vulnerability (Holy Weapons, x2); Unaging. Skills: Brawling-11; Polearm-14. Creature Type: Outsider (Baatezu, Lawful, Evil).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 30 June 2018 Monster: Bone Devil (Osyluth)

Monster: Bone Devil (Osyluth) The bone devil is probably one of my favorite baatezu from D&D. It looks intimidating, has nice magical abilities, and a terrifying poisonous stinger.

Bone Devil (Osyluth) [Monster Manual, page 52]

546 points Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; DX+3 [60]; IQ+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5]. Advantages: DR 3 (Tough Skin, -40%) [9]; Dark Vision [25]; Immunity to Poison [15]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Stinger; Impaling; Long 1, +100%) [16]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fear Aura: Terror (Magical, -10%; Presence, +25%) [35]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Stinger, +0%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -3 ST, +45%; Symptoms, 2/3 HP, -4 ST, +20%) [5]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [149]: Axiomatic Weapon [32/5=7]; Complex Illusion 1 [42/5=9] – see GURPS Thaumatology – Sorcery, page 18; Flight [48/5=10]; Personal Invisibility [66/5=14]; Teleport [90]; Teleport Shield 1 (-5) [30/5=6] – see GURPS Sorcery – Protection and Warning Spells, page 13; Unholy Weapon [32/5=7]; Wall of Ice 1 [29/5=6]. Disadvantages: Skinny [-5]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [541] Replace ST+7 (Size Modifier, -10%) [63] with ST+6 [60]

Typical Stats ST: 17 (KYOS: 16) HP: 17 (KYOS: 16) Speed: 6.25 DX: 13 Will: 12 Move: 7 ground IQ: 11 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 3 (tough skin); 20 (vs fire); 5 (vs acid and cold) Sharp Claws (16): 1d+1 cutting (KYOS: 2d+1 cutting). Reach C-1. Sharp Teeth (16): 1d+1 cutting (KYOS: 2d+1 cutting). Reach C. Stinger (16): 2d-1 impaling (KYOS: 3d impaling) + follow-up 1d-1 toxic (3 1-hour cycles; Resisted with HT-3; Symptoms – -3 to ST after losing 1/3 HP. -4 to ST after losing 2/3 HP), Reach C. Fear Aura: The osyluth can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the osyluth must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this osyluth’s Fear Aura for one hour. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (16): See this post. Complex Illusion 1 (11): See GURPS Thaumatology – Sorcery, page 18. Flight (16): See this post. Personal Invisibility: See this post. Teleport (11): See this post. Teleport Shield 1 (-5) (11): See GURPS Sorcery – Protection and Warning Spells, page 13. Unholy Weapon (16): See this post. Wall of Ice 1 (16): See this post.

Traits: Combat Reflexes; Dark Vision; Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 2 (Improved); Skinny; Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Brawling-16; Innate Attack (Gaze)-16; Observation-14; Thaumatology-14. Creature Type: Outsider (Baatezu, Evil, Lawful).

Osyluth Poison This poison is extracted from an osyluth. A living victim must make an immediate HT-3 roll or suffer 1d-1 toxic damage. Every hour for 3 more cycles he must make another HT-3 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold. After losing 2/3 HP to this poison, the victim gains a -4 penalty to ST until he heals above this threshold. Form: Follow-Up Poison. Cost: $150 (singular); $55 (5-batched). Recipe: $15; 1 day; defaults to Poisons-1. Statistics: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, -3 ST, +45%; Symptoms, 2/3 HP, -4 ST, +20%) [5].

Posted by Enraged Eggplant at 01:00:00 Sunday, 3 September 2017 Monster: Chain Devil (Kyton)

Monster: Chain Devil (Kyton) The chain devil is one of the most interesting devil types in D&D, in my opinion. They fall out of the traditional tanar'ri hierarchy, and in Pathfinder they are a whole separate outsider type altogether. A kyton is physically strong, but not particulary bright. He's always covered in a layer of chains, which provide him unreliable DR in addition to his naturally resistant skin. Use of holy and/or silver weapons is advised. The chains effectively grant the chain devil a pair of kusaris - Reach 1-4 flail-like swinging attacks. They hit hard and are hard to parry. What makes things worse is the kyton's ability to animate other chains, allowing him to strike distant enemies. If the enemies wield chains, then it makes things even worse. In addition, making his face resemble the face of a loved one or the worst enemy can be very unsettling.

Chain Devil (Kyton) [Monster Manual, page 53]

234 points Attribute Modifiers: ST+4 [40]; DX+1 [20]; IQ-1 [-20]. Secondary Characteristic Modifiers: Basic Speed +0.75 [15]; Will+2 [10]; Per+2 [10]. Advantages: DR 4 (Flexible, -20%; Unreliable, 11, -20%) [12]; DR 3 (Tough Skin, -40%; Not vs. Holy Weapons or Silver, -15%) [7]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Regeneration (Regular) [25]; Unaging [15]. Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10]. Chains: Crushing Attack 2 (Dual, +10%; Hard to parry, hard to parry with, +0%; Melee Attack, Reach 1-4, -15%; ST-Based, +100%) [10]. Dancing Chains: Telekinesis 10 (Accessibility, Only chains, -40%; Animation, -30%; Magical, -10%) [10]. Unnerving Gaze: Terror 1 (Active, +25%; Magical, -10%; Presence, +25%; Sight-Based, -20%) [36]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Quirks: Affected by Magnetism [-1]. Notes: Weight 150 lbs. Creature Type: Outsider (Evil, Lawful).

Typical Stats ST: 14 HP: 14 Speed: 6 DX: 11 Will: 11 Move: 6 IQ: 9 Per: 11 HT: 10 FP: 12 SM: +0 Dodge: 10 Parry: 8U DR: 4* (protects only on a roll of 11 or less); 3 (tough skin, not vs holy or silver); 20 (vs cold) Punch (11): 1d crushing (KYOS: 1d+2 crushing), Reach C. The damage includes the +1 bonus for improvised brass knuckles. Chains (15): 2d+2 crushing, Reach 1-4*. The chains are awkward enough that they require a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, the kyton can strike at foes that are at any distance within the chains’ reach. Attempts to parry the chains are at -4, and fencing weapons cannot parry at all! Attempts to block chains are at -2. This swinging attack is unbalanced – the kyton cannot use it to parry if he have already used it to attack this turn (or vice versa), and parries with the chains are at -2. The kyton has two chain attacks, which permits him Dual-Weapon Attacks (p. B417). This attack uses the Kusari skill. Dancing Chains (15): The chain devil can animate any chain within 10 yards of him. He can animate up to 8 yards of chain, assuming the chain weighs 2 lbs. per yard. 8 yards of chain have 20 HP. An animated chain can grab, lift, strike, and throw with ST equal to its HP/2. It has the chain devil’s DX. It can walk and jump if it isn’t fixed in place; Move equals 10–HP/2. The chain devil can use skills through animated chains (including Kusari to make swinging attacks) – but note that chains have No Fine Manipulators. Chains return to their rest state once the chain devil gives up control. Unnerving Gaze (11): The chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies with a Concentrate maneuver. The victim must be within 10 yards. Roll a Quick Contest of Will with the victim. If the chain devil wins, roll 3d for the Fright Check result, as usual, but add his margin of victory instead of his margin of failure.

Traits: Affected by Magnetism; Appearance (Monstrous; Universal); Callous; Combat Reflexes; Immunity to Noxious Cold Effects; Immunity to Poison; Infravision; Magic Resistance 1 (Improved); Regeneration (Regular); Sadism (9); Unaging; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Skills: Escape-12; Intimidation-12; Knot-Tying-14; Kusari-15; Observation-12. Techniques: Entangle-13; Return Strike-13. Creature Type: Outsider (Evil, Lawful). Notes: Weight 150 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, pathfinder, template Monday, 2 July 2018 Monster: Erinyes

Monster: Erinyes Erinyes are beautiful female devils with an interesting binding ability. Add armor if you want them to be more survivable.

Erinyes [Monster Manual, page 54]

457 points Attribute Modifiers: ST+1 [10]; DX+2 [40]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: Appearance (Very Beautiful) [16]; DR 1 (Tough Skin, -40%) [3]; Dark Vision [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Magic Resistance 2 (Improved, +150%) [10]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Entangle: Binding 10 (Increased Range, x2, +10%; Jet, +0%; Magical, -10%; Nuisance Effect, Range is limited by the rope’s length, -5%; One-Shot, -10%; Requires rope, -10%; Retractable, Can release, +100%; Uses Whip instead of Innate Attack, +0%) [35]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [127]: Axiomatic Weapon [32/5=7]; Simple Illusion 1 [34/5=7]; Suggestion [78/5=16]; Teleport [90]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Typical Stats ST: 11 HP: 11 Speed: 6 DX: 12 Will: 10 Move: 6 ground, 12 air (cannot hover) IQ: 10 Per: 10 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 11 DR: 1 (tough skin); 20 (vs fire); 5 (vs acid and cold) Longsword (15): 1d+2 cutting, Reach 1 or 1d+1 impaling (KYOS: 3d impaling), Reach 1-2. Flaming Longbow (15): 1d+1 impaling + 1d follow-up burning, Acc 3, Range 165/220, RoF 1, Shots 1(2). Entangle (15): Each erinyes carries a stout rope some 50 feet long that entangles anyone it strikes. The erinyes uses Whip skill for this attack. It is treated as a melee attack with a range equal to the rope’s length, but not more than 20 yards. On a hit, the victim is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to 10. To break free, the victim must win a Quick Contest of ST or Escape skill against 10. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the rope. Innate Attacks hit automatically; other attacks are at -4. External attacks on the rope take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The rope has DR 3. Each point of damage reduces ST by one. At ST 0, the rope is destroyed and the victim is freed. When the erinyes successfully uses this ability to entangle someone, she retains a line to her target. On subsequent turns, she can take a Ready maneuver to pull the victim toward her (or drag herself toward them, if they’re heavy enough). Use erinyes’ ST for this. However, if the bound subject’s hands are free, or someone else grabs the line, they can try to pull the erinyes! Releasing the rope is a free action on the erinyes’ turn. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (15): See this post. Simple Illusion 1 (10): See this post. Suggestion (10): See this post. Teleport (10): See this post. Unholy Weapon (15): See this post.

Traits: Appearance (Very Beautiful); Combat Reflexes; Dark Vision; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious Fire Effects; Immunity to Poison; Internal Sealed (Acid-Resistant Only); Magic Resistance 2 (Improved); Sealed (Acid-Resistant Only); See Invisible (Magical; Magical; True Sight); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Bow-15; Broadsword-15; Innate Attack (Gaze)-15; Whip-15. Creature Type: Outsider (Baatezu, Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 9 January 2019 Monsters: Hell Hounds

Monsters: Hell Hounds Hell hounds are fire-breathing canines from the Nine Hells of Baator. Presented are the normal hell hound and it's stronger and bigger variation.

Hell Hound [Monster Manual, page 151]

76 points Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+3 [15]; Per+5 [25]. Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Infravision [10]; Sharp Teeth [1]; Temperature Tolerance 3 (Hot) [3]. Disadvantages: Cannot Speak [-15]; Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-10]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Fiery Bite: Burning Attack 1d (Follow-Up, Sharp Teeth, +0%; Magical, -10%) [5]. Breathe Fire: Burning Attack 2d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [16]. Perks: Fur [1]. Notes: Weight 120 lbs. Creature Type: Outsider (Evil, Fire, Lawful).

Typical Stats ST: 10 HP: 10 Speed: 6 DX: 11 Will: 10 Move: 10 IQ: 7 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 9 Parry: N/A DR: 1 (tough skin) Fiery Bite (13): 1d-2 cutting plus follow-up 1d burning. Reach C. Breathe Fire (13): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, cone with a maximum width of 5 yards.

Traits: Bestial; Cannot Speak; Chummy; Discriminatory Smell; Extra Legs (Four Legs); Fur; Hidebound; Horizontal; Immunity to Noxious Fire Effects; Infravision; Intolerance (Displacer Beasts); No Fine Manipulators; Temperature Tolerance 3 (Hot); Vulnerability (Cold, x2). Skills: Brawling-13; Innate Attack (Breath)-13; Stealth-12; Tracking-13. Creature Type: Outsider (Evil, Fire, Lawful). Notes: Weight 120 lbs.

Nessian Warhound [Monster Manual, page 151]

136 points Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: SM+1; Basic Speed +0.25 [5]; Basic Move +5 [25]; Will+3 [15]; Per+5 [25]. Advantages: DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Infravision [10]; Sharp Teeth [1]; Temperature Tolerance 3 (Hot) [3]. Disadvantages: Cannot Speak [-15]; Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-10]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Fiery Bite: Burning Attack 2d (Follow-Up, Sharp Teeth, +0%; Magical, -10%) [9]. Breathe Fire: Burning Attack 4d (Cone, 5 yards, +100%; Increased 1/2D Range, x5, +10%; Reduced Range, 1/10, -30%; Costs 1 FP, -5%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [31]. Perks: Fur [1]. Notes: Size 3 hexes; Weight 500 lbs. Creature Type: Outsider (Evil, Fire, Lawful).

Knowing Your Own Strength [166] Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats ST: 16 HP: 16 Speed: 6 DX: 11 Will: 10 Move: 11 IQ: 7 Per: 12 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: N/A DR: 3 (tough skin) Fiery Bite (15): 1d+1 cutting (KYOS: 2d+1 cutting) plus follow-up 2d burning. Reach C. Breathe Fire (15): 4d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, cone with a maximum width of 5 yards.

Traits: Bestial; Cannot Speak; Chummy; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Fur; Hidebound; Horizontal; Immunity to Noxious Fire Effects; Infravision; Intolerance (Displacer Beasts); No Fine Manipulators; Temperature Tolerance 3 (Hot); Vulnerability (Cold, x2). Skills: Brawling-15; Innate Attack (Breath)-15; Stealth-12; Tracking-15. Creature Type: Outsider (Evil, Fire, Lawful). Notes: Size 3 hexes; Weight 500 lbs. Tuesday, 3 July 2018 Monster: Hellcat (Bezekira)

Monster: Hellcat (Bezekira) The hellcat is not a "true" devil, but more of a fiendish bestial resident of Hell.

Hellcat (Bezekira) [Monster Manual, page 54]

240 points Attribute Modifiers: ST+9 (Size Modifier, -10%; No Fine Manipulators, -40%) [45]; DX+3 (No Fine Manipulators, -40%) [36]; HT+1 [10]. Secondary Characteristic Modifiers: SM+1; Basic Speed +0.25 [5]; Basic Move+4 [20]. Advantages: Catfall [10]; Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Invisibility in Light: Chameleon 5 (Always On, -10%; Dynamic, +40%; Magical, -10%; Nuisance Effect, Light-Dependent, -20%) [25]. Disadvantages: Bestial [-10]; Horizontal [-10]; No Fine Manipulators [-40]; Restricted Diet (Carnivore) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Perks: Fur [1]; Penetrating Voice [1]. Features: Born Biter 2 [0]. Creature Type: Outsider (Evil, Lawful).

Knowing Your Own Strength [285] Replace ST+9 (Size Modifier, -10%; No Fine Manipulators, -40%) [45] with ST+9 [90]

Typical Stats ST: 19 HP: 19 Speed: 6 DX: 13 Will: 10 Move: 10 ground IQ: 10 Per: 10 HT: 11 FP: 11 SM: +1 Dodge: 10 Parry: N/A DR: 2 (tough skin); 5 (vs fire) Sharp Teeth (15): 2d+1 cutting (KYOS: 3d+1 cutting), Reach C. Sharp Claws (15): 2d+1 cutting (KYOS: 3d+1 cutting), Reach C-1. Invisibility in Light: The hellcat is effectively invisible in any area lit well enough for a human to see clearly (illumination penalty 0). In any environments with worse illumination, the hellcat becomes visible, but gains a bonus to Stealth equal to (10 + current illumination penalty). Thus, in moonlight (illumination penalty -5), the hellcat has a +5 bonus to Stealth. It is completely visible in total darkness.

Traits: Bestial; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Fur; Horizontal; Immunity to Poison; Infravision; Magic Resistance 1 (Improved); No Fine Manipulators; Penetrating Voice; Perfect Balance; Restricted Diet (Carnivore); Telesend (Universal; Magical); Terrain Adaptation (Uneven); Unaging; Vulnerability (Holy Weapons, x2). Skills: Brawling-15; Stealth-15; Survival (Baator)-15; Tracking-15. Creature Type: Outsider (Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 4 July 2018 Monster: Horned Devil (Cornugon)

Monster: Horned Devil (Cornugon)

In the back

This is a high-tier devil, a fearsome combatant with some nasty magical abilities. Despite being named after his horns, he does not even have a horn attack - the horns are purely decorative.

Horned Devil (Cornugon) [Monster Manual, page 55]

788 points Attribute Modifiers: ST+12 (Size Modifier, -10%) [108]; DX+2 [40]; IQ+1 [20]; HT+4 [40]. Secondary Characteristic Modifiers: SM+1; Basic Move -1 [-5]. Advantages: DR 5 (Tough Skin, -40%) [15]; Dark Vision [25]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Imbue 3 (Magical; Crippling Blow only, -80%) [8]; Immunity to Poison [15]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Fast; Bane, Not vs. holy weapons, -15%) [43]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fear Aura: Terror (Magical, -10%; Presence, +25%) [35]. Tail Slap: Striker (Crushing; Cannot Parry, -40%; Long 1, +100%) [8]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [279]: Axiomatic Weapon [32/5=7]; Complex Illusion 1 [42/5=9] – see GURPS Thaumatology – Sorcery, page 18; Dispel Chaos [194]; Dispel Good [194/5=39]; Fireball 2 [8/5=2] – see Pyramid #3-63, page 8; Lightning 1 [12/5=3] – see Pyramid #3-82, page 13; Teleport [90/5=18]; Unholy Weapon [32/5=7]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Perks: Scales [1]. Racial Skills: Crippling Blow DX+0 [8]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [770] Replace ST+12 (Size Modifier, -10%) [108] with ST+9 [90]

Typical Stats ST: 22 (KYOS: 19) HP: 22 (KYOS: 19) Speed: 6.5 DX: 12 Will: 13 Move: 5 ground, 12 air (cannot hover) IQ: 11 Per: 11 HT: 14 FP: 14 SM: +1 Dodge: 10 Parry: N/A DR: 5 (tough skin); 20 (vs fire); 5 (vs acid and cold) Sharp Claws (16): 2d+1 cutting (KYOS: 3d+1 cutting). Reach C-1. Sharp Teeth (16): 2d+1 cutting (KYOS: 3d+1 cutting). Reach C. Tail Slap (16): 3d crushing (KYOS: 4d+1 crushing). Reach C-2. Cannot parry. Kusari (16): 4d+2 crushing (KYOS: 4d-1 crushing) swing, Reach 1-4 or 2d+2 crushing (KYOS: 3d+1 crushing) thrust, Reach 1-4. Unbalanced. -2 to Parry. Changing reach requires a Ready maneuver. Attempts to parry the kusari are at -4; fencing weapons can’t parry at all! Attempts to block the kusari are at -2. Crippling Blow (12): As per the Crippling Blow imbuement skill (GURPS Power-Ups 1 – Imbuements, page 7). Fear Aura: The cornugon can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the cornugon must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this cornugon’s Fear Aura for one hour. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (16): See this post. Complex Illusion 1 (11): See GURPS Thaumatology – Sorcery, page 18. Teleport (11): See this post. Unholy Weapon (16): See this post.

Traits: Combat Reflexes; Dark Vision; Imbue 3 (Magical; Crippling Blow only); Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 3 (Improved); Regeneration (Fast; Bane, Not vs. holy weapons); Scales; Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Brawling-16; Innate Attack (Gaze)-16; Innate Attack (Projectile)-16; Kusari-16; Thaumatology-14. Creature Type: Outsider (Baatezu, Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Thursday, 5 July 2018 Monster: Ice Devil (Gelugon)

Monster: Ice Devil (Gelugon) Diabolic strategist with various magical abilities. Is a formidable foe in melee. Strangely, doesn't have increased cold resistance.

Ice Devil (Gelugon) [Monster Manual, page 56]

693 points Attribute Modifiers: ST+17 (Size Modifier, -20%) [136]; DX+2 [40]; IQ+2 [40]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; Basic Move +1 [5]. Advantages: DR 5 [25]; Dark Vision [25]; Immunity to Poison [15]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Fast; Bane, Not vs. holy weapons, -15%) [43]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fear Aura: Terror (Magical, -10%; Presence, +25%) [35]. Tail Slap: Striker (Crushing; Cannot Parry, -40%; Long 1, +100%) [8]. Slow: Fatigue Attack 1d-1 (Follow-Up, Universal, +50%; Freezing, +20%; Magical, -10%) [12]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Spell-Like Abilities (Alternative Abilities) [137]: Axiomatic Weapon [32/5=7]; Complex Illusion 1 [42/5=9] – see GURPS Thaumatology – Sorcery, page 18; Cone of Cold 3 [24/5=5]; Flight [48/5=10]; Rain of Ice Daggers 1 [12/5=3]; Teleport [90]; Unholy Weapon [32/5=7]; Wall of Ice 1 [29/5=6]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [667] Replace ST+17 (Size Modifier, -20%) [136] with ST+11 [110]

Typical Stats ST: 27 (KYOS: 21) HP: 27 (KYOS: 21) Speed: 6.5 DX: 12 Will: 14 Move: 7 ground IQ: 12 Per: 12 HT: 14 FP: 14 SM: +2 Dodge: 10 Parry: 12 DR: 5; 20 (vs fire); 5 (vs acid and cold) Sharp Claws (16): 3d+1 cutting (KYOS: 4d-1 cutting) plus 1d-1 follow-up fatigue. Reach C-1. Treat FP lost to this attack as FP lost to extreme cold for all purposes. Sharp Teeth (16): 3d+1 cutting (KYOS: 4d-1 cutting) plus 1d-1 follow-up fatigue. Reach C. Treat FP lost to this attack as FP lost to extreme cold for all purposes. Tail Slap (16): 4d+1 crushing (KYOS: 5d crushing) plus 1d-1 follow-up fatigue. Reach C-2. Cannot parry. Treat FP lost to this attack as FP lost to extreme cold for all purposes. Spear (16): 3d+1 impaling (KYOS: 4d-1 impaling) thrust, Reach 1-2 or 3d+2 impaling (KYOS: 4d impaling) two-handed thrust, Reach 1-3. Deals 1d-1 follow-up fatigue damage. Changing reach requires a Ready maneuver. Treat FP lost to this attack as FP lost to extreme cold for all purposes. Fear Aura: The gelugon can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the gelugon must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this gelugon’s Fear Aura for one hour. Spell-Like Abilities (Alternative Abilities): Axiomatic Weapon (16): See this post. Complex Illusion 1 (12): See GURPS Thaumatology – Sorcery, page 18. Cone of Cold 3 (16): See this post. Flight (16): See this post. Rain of Ice Daggers 1 (16): See this post. Teleport (12): See this post. Unholy Weapon (16): See this post. Wall of Ice 1 (16): See this post.

Traits: Combat Reflexes; Dark Vision; Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 3 (Improved); Regeneration (Fast; Bane, Not vs. holy weapons); Telesend (Universal; Magical); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Skills: Brawling-16; Innate Attack (Beam)-16; Innate Attack (Gaze)-16; Spear-16; Strategy (Land)-16; Tactics-16; Thaumatology-14. Creature Type: Outsider (Baatezu, Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 29 October 2017 Monsters: Imps

Monsters: Imps Here we have several impish monsters. The D&D version of imp is a small shapeshifting devil with a poisonous sting. It's weak, but can be very annoying thanks to the invisibility. The imp from the classical installments of Doom is a weak monster that can scratch and throw fireballs. The nightmare imp from Doom 64 is the classical Doom imp on steroids and with chameleon skin. The imp from the modern installments of Doom can cling to walls and ceilings and jump very far.

Imp [Monster Manual, page 56]

74 points Attribute Modifiers: ST-8 [-80]; DX+1 [20]. Secondary Characteristic Modifiers: SM-3; Basic Move -2 [-10]. Advantages: Flight (Cannot Hover, -15% Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Rapid Healing [5]; Sharp Claws [5]; Striker (Piercing) [5]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Poison: Toxic Attack 1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Stinger, +0%; Resistible, HT, -35%; Symptoms, 2/3 HP, -2 DX, +20%) [2]. Change Shape: Alternate Form (A spider, a raven, a rat, or a boar; Magical, -10%) [14]. Spell-Like Abilities (Alternative Abilities) [71]: Detect Magic [7/5=2]; Personal Invisibility [66]; Sense Good [11/5=3]. Disadvantages: Vulnerability (Silver, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]. Creature Type: Outsider (Lawful, Evil).

Typical Stats ST: 2 HP: 2 Speed: 5.25 DX: 11 Will: 10 Move: 3 land, 6 air (cannot hover) IQ: 10 Per: 10 HT: 10 FP: 10 SM: -3 Dodge: 8 Parry: N/A DR: 5 (vs fire) Sharp Claws (11): 1d-7 cutting (KYOS: 1d-11 cutting), Reach C. Stinger (11): 1d-5 piercing (KYOS: 1d-9 piercing) + follow-up 1 toxic (3 1-hour cycles; Resisted with HT; Symptoms – -2 to DX at 2/3 HP), Reach C. Spell-Like Abilities (Alternative Abilities): Detect Magic; Personal Invisibility; Sense Good.

Traits: Alternate Form (A spider, a raven, a rat, or a boar; Magical); Immunity to Poison; Infravision; Rapid Healing; Vulnerability (Silver, x2); Vulnerability (Holy Weapons, x2). Skills: Brawling-11; Innate Attack (Gaze)-10. Creature Type: Outsider (Lawful, Evil).

Imp (Classic Doom)

68 points Attribute Modifiers: ST+1 [10]; HT+1 [10]. Advantages: DR 3 (Tough Skin, -40%) [9]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Fireball: Burning Attack 2d [10]. Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats

ST: 11 HP: 11 Speed: 5.5 DX: 10 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 3 (tough skin), 5 (vs fire) Sharp Claws (11): 1d-2 cutting, Reach C. Sharp Teeth (11): 1d-2 cutting, Reach C. Fireball (10): 2d burning. Ranged attack (Acc 3, Range 10/100).

Traits: Infravision. Skills: Brawling-11; Innate Attack (Projectile)-10. Creature Type: Outsider (Chaotic, Demon, Evil).

Nightmare Imp (Doom 64) 178 points Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+3 [30]. Advantages: Chameleon 6 (Always On, -10%) [27]; DR 4 (Tough Skin, -40%) [12]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Fireball: Burning Attack 4d [20]. Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats

ST: 14 HP: 14 Speed: 6 DX: 11 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 13 FP: 13 SM: +0 Dodge: 9 Parry: N/A DR: 4 (tough skin), 5 (vs fire) Sharp Claws (13): 1d cutting (KYOS: 1d+2 cutting), Reach C. Sharp Teeth (13): 1d cutting (KYOS: 1d+2 cutting), Reach C. Fireball (13): 4d burning. Ranged attack (Acc 3, Range 10/100).

Traits: Chameleon 6 (Always On); Combat Reflexes; Infravision. Skills: Brawling-13; Innate Attack (Projectile)-13; Stealth-13. Creature Type: Outsider (Chaotic, Demon, Evil).

Imp (Modern Doom)

107 points Attribute Modifiers: ST+1 [10]; HT+1 [10]. Advantages: Clinging [20]; DR 3 (Tough Skin, -40%) [9]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]; Super Climbing 3 [9]; Super Jump 1 [10]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Fireball: Burning Attack 2d [10]. Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats

ST: 11 HP: 11 Speed: 5.5 DX: 10 Will: 10 Move: 6 ground, 6 climbing IQ: 10 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 3 (tough skin), 5 (vs fire) Sharp Claws (11): 1d-2 cutting, Reach C. Sharp Teeth (11): 1d-2 cutting, Reach C. Fireball (10): 2d burning. Ranged attack (Acc 3, Range 10/100).

Traits: Clinging; Infravision; Super Jump 1. Skills: Brawling-11; Innate Attack (Projectile)-10. Creature Type: Outsider (Chaotic, Demon, Evil).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, doom, GURPS, monster, template, ultra-tech Friday, 29 June 2018 Monster: Lemure

Monster: Lemure Lemures are the weakest D&D devils, usually controlled telepathically by other devils.

Lemure [Monster Manual, page 57]

82 points Attribute Modifiers: IQ-5 [-100]. Secondary Characteristic Modifiers: SM-1; Will+5 [25]; Per+5 [25]; Basic Move-1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Dark Vision [25]; Double-Jointed [15]; Immunity to Poison [15]; Injury Tolerance (No Neck) [5]; Sharp Claws [5]; Unaging [15]. Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Disadvantages: Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10]. Features: No Legs (Slithers) [0]. Creature Type: Outsider (Baatezu, Evil, Lawful).

Typical Stats ST: 10 HP: 10 Speed: 5 DX: 10 Will: 10 Move: 4 ground IQ: 5 Per: 10 HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: N/A DR: 1 (tough skin); 20 (vs fire); 5 (vs acid and cold) Sharp Claws (10): 1d-3 cutting. Reach C.

Traits: Dark Vision; Double-Jointed; Immunity to Noxious Fire Effects; Immunity to Poison; Injury Tolerance (No Neck); No Legs (Slithers); Unaging; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2). Creature Type: Outsider (Baatezu, Evil, Lawful).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 25 September 2018 Monster: Bralani

Monster: Bralani A shapeshifting outsider, one of the eladrins. Never used those, I think.

Bralani [Monster Manual, page 93]

322 points Attribute Modifiers: ST+3 [30]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5]. Advantages: Immunity to Petrification [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Alternate Form: Alternate Form (Body of Air (p. B262); Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [48]. Spell-Like Abilities (Alternative Abilities) [115]: Air Jet 3 [18/5=4] – GURPS Thaumatology – Sorcery, page 12; Anarchic Weapon [36/5=7]; Blur [24/5=5]; Gift of Tongues [28/5=6] – GURPS Thaumatology – Sorcery, page 14; Holy Weapon [36/5=7]; Loyalty [10/5=2]; Mirror Image 1 [20/5=4]; Wall of Wind 1 [80]. Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10]. Creature Type: Outsider (Chaotic, Good, Eladrin).

Typical Stats ST: 13 (0 in alternate form) HP: 13 (10 in alternate form) Speed: 6.25 DX: 13 Will: 12 Move: 7 ground, 12 air (in alternate form) IQ: 12 Per: 12 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 11U DR: 5 (vs. cold and fire), 20 (vs. electricity) Large Falchion (15): 2d+2 cutting, Reach 1 or 1d-1 impaling (KYOS: 1d impaling), Reach 1. Straight Composite Bow (15): 1d+2 impaling (KYOS: 2d-1 impaling), Acc 2, Range 195/260, RoF 1, Shots 1(2). Alternate Form: A bralani can shift between its humanoid and whirlwind forms (Body of Air meta-trait, p. B262). Clothing and gear weighing no more than his BL change with him. In humanoid form, it cannot fly, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, use its spell-like abilities, but cannot use weapons. Transformation takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Air Jet 3 (15) – GURPS Thaumatology – Sorcery, page 12; Anarchic Weapon (15); Blur (15); Gift of Tongues [28/5=6] – GURPS Thaumatology – Sorcery, page 14; Holy Weapon (15); Loyalty (12); Mirror Image 1; Wall of Wind 1 (15).

Traits: Combat Reflexes; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 2 (Improved); Night Vision 5; Unaging; Vilnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2). Skills: Bow-15; Brawling-15; Broadsword-15; Innate Attack (Beam)-15; Innate Attack (Gaze)-15. Creature Type: Outsider (Chaotic, Good, Eladrin).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 26 September 2018 Monster: Ghaele

Monster: Ghaele

The one in the left

Here we have the second and last eladrin from D&D 3.5 Monster Manual - the ghaele. Has a plethora of spell-like abilities.

Ghaele [Monster Manual, page 94]

651 points Attribute Modifiers: ST+5 [50]; IQ+1 [20]; HT+2 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5]. Advantages: Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Unaging [15]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14]. Alternate Form: Alternate Form (Orb Form (see below); Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [245]. Orb Form meta-trait [218] ST-10 [-100]; HP+10 [20]; 360° Vision [25]; DR 2 (Can’t Wear Armor, -40%; Force Field, +20%) [8]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Illumination [1]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Insubstantiality (Affect Substantial, +100%; Always On, -50%; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [120]; No Legs (Aerial) [0]; No Manipulators [-50]. Light Ray: Burning Attack 2d (Affects Substantial, +40%; Costs 1 FP, -5%; No Incendiary Effect, -10%; Magical, -10%; Tight Beam) [12]. Spell-Like Abilities (Alternative Abilities) [202]: Aid [20/5=4]; Anarchic Weapon [36/5=7]; Color Spray [31/5=7]; Complex Illusion 1 [42/5=9] – GURPS Thaumatology – Sorcery, page 18; Continual Flame [28/5=6]; Dispel Magic 1 [60/5=12] – GURPS Thaumatology – Sorcery, page 21; Ghaele’s Gaze 1 [27/5=6]; Gift of Tongues [28/5=6] – GURPS Thaumatology – Sorcery, page 14; Holy Weapon [36/5=7]; Lesser Polymorph [20/5=4]; Light 1 [11/5=3] – GURPS Thaumatology – Sorcery, page 21; Loyalty [10/5=2]; Mind-Reading [26/5=6]; Minor Healing [32/5=7] – GURPS Thaumatology – Sorcery, page 19; Personal Invisibility (Improved) [74/5=15]; See Invisible [30/5=6]; Seek Evil [21/5=5]; Teleport [90]. Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10]. Creature Type: Outsider (Chaotic, Good, Eladrin).

Typical Stats ST: 15 (0 in alternate form) HP: 15 (10 in alternate form) Speed: 6.25 DX: 13 Will: 13 Move: 7 ground, 12 air (in alternate form) IQ: 13 Per: 13 HT: 12 FP: 12 SM: +0 Dodge: 10 Parry: 12 DR: 3 (light segmented plate; torso and limbs); 5 (vs. cold and fire), 20 (vs. electricity) Thrusting Greatsword (16): 3d cutting, Reach 1, 2 or 2d impaling (KYOS: 2d+2 impaling), Reach 2. Light Ray (in orb form) (16): 2d tight-beam burning. Acc 3, Range 10/100, costs 1 FP. Alternate Form: A ghaele can shift between its humanoid and light orb forms (see Orb Form meta-trait above). Clothing and gear weighing no more than his BL change with him. In humanoid form, it cannot fly, but it can use its spell-like abilities and its weapons. In the insubstantial light orb form, it can fly, use its spell-like abilities, but cannot use weapons. Transformation takes 10 seconds. Spell-Like Abilities (Alternative Abilities): Aid (16); Anarchic Weapon (16); Color Spray (16); Complex Illusion 1 – GURPS Thaumatology – Sorcery, page 18; Continual Flame (16); Dispel Magic 1 (13) – GURPS Thaumatology – Sorcery, page 21; Gift of Tongues (16) – GURPS Thaumatology – Sorcery, page 14; Holy Weapon (16); Lesser Polymorph; Light 1 (13) – GURPS Thaumatology – Sorcery, page 21; Loyalty (13); Mind-Reading (13); Minor Healing (13) – GURPS Thaumatology – Sorcery, page 19; Personal Invisibility (Improved); See Invisible (16); Seek Evil (13); Teleport (13).

Traits: Combat Reflexes; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Unaging; Vilnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2). Skills: Innate Attack (Beam)-16; Innate Attack (Gaze)-16; Two-Handed Sword-16.

Creature Type: Outsider (Chaotic, Good, Eladrin).

NEW SORCERY SPELL

Ghaele’s Gaze Keywords: Resisted (Will). Full Cost: 27 points for level 1 + 9 points/additional level. Casting Roll: Will. Range: 10 yards. Duration: Instantaneous.

Evil creatures are terrified by ghaeles, while non-evil creatures are awed. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Ghaele’s Gaze for one hour. Each additional level of this spell imposes -1 to the Fright Check. For example, with Ghaele’s Gaze 4, the subjects must make Fright Checks at -3. Use the standard Fright Check table for unholy creatures, but for all other subjects use the Awe variant table (GURPS Powers, page 85). Statistics: Terror (Active, +0%; Presence, +25%; Sorcery, -15%; Vision-Based, Reverse, -20%) [27]. Additional levels add -1 to the Fright Check [+9].

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, sorcery, spell, template Sunday, 30 September 2018 Monster: Air Elemental

Monster: Air Elemental GURPS already has statblocks for elementals in GURPS Magic and GURPS Dungeon Fantasy 9 - Summoners. But I got a request to make templates for D&D-style elementals, so here we are. Racial template is only given for the small variant, but all other sizes are given point values for summoners.

Air Elemental [Monster Manual, page 95]

71 points Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30]. Secondary Characteristic Modifiers: SM-1; HP+2 [4]. Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]. Whirlwind: Crushing Attack 1d (Aura, +80%; Double Knockback, +20%; Melee Attack, Reach C, -30%; No Wounding, -50%) [6]. Disadvantages: No Fine Manipulators [-30]; No Legs (Aerial) [0]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]. Notes: Height 4 ft., Weight 1 lb. Creature Type: Elemental.

Typical Stats - Small ST: 6 HP: 8 Speed: 4 DX: 9 Will: 8 Move: 8 air IQ: 8 Per: 8 HT: 7 FP: 7 SM: -1 Dodge: 7 Parry: 7 DR: - Punch (9): 1d-5 crushing (KYOS: 1d-7 crushing). Whirlwind: Whenever the elemental touches anyone or is touched, roll 1d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 4 ft., Weight 1 lb. Creature Type: Elemental.

Typical Stats – Medium (147 points) ST: 10 HP: 12 Speed: 4.5 DX: 10 Will: 8 Move: 9 air IQ: 8 Per: 8 HT: 8 FP: 8 SM: +1 Dodge: 7 Parry: 8 DR: - Punch (10): 1d-3 crushing. Whirlwind: Whenever the elemental touches anyone or is touched, roll 2d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 8 ft., Weight 2 lb. Creature Type: Elemental.

Typical Stats – Large (197 points (KYOS: 233 points)) ST: 15 HP: 17 Speed: 4.75 DX: 10 Will: 9 Move: 9 air IQ: 9 Per: 9 HT: 9 FP: 9 SM: +3 Dodge: 7 Parry: 8 DR: - Punch (10): 1d crushing (KYOS: 1d+2 crushing). Whirlwind: Whenever the elemental touches anyone or is touched, roll 3d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 16 ft., Weight 4 lb. Creature Type: Elemental.

Typical Stats – Huge (237 points (KYOS: 319 points)) ST: 20 HP: 22 Speed: 5 DX: 10 Will: 10 Move: 10 air IQ: 10 Per: 10 HT: 10 FP: 10 SM: +5 Dodge: 8 Parry: 8 DR: - Punch (10): 1d+2 crushing (KYOS: 3d-1 crushing). Whirlwind: Whenever the elemental touches anyone or is touched, roll 4d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 32 ft., Weight 8 lb. Creature Type: Elemental.

Typical Stats – Greater (281 points (KYOS: 379 points)) ST: 22 HP: 24 Speed: 5.75 DX: 12 Will: 10 Move: 11 air IQ: 10 Per: 10 HT: 11 FP: 11 SM: +5 Dodge: 8 Parry: 9 DR: - Punch (12): 2d-1 crushing (KYOS: 3d+1 crushing). Whirlwind: Whenever the elemental touches anyone or is touched, roll 5d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 36 ft., Weight 10 lb. Creature Type: Elemental.

Typical Stats – Elder (333 points (KYOS: 447 points)) ST: 24 HP: 26 Speed: 6 DX: 13 Will: 11 Move: 12 air IQ: 11 Per: 11 HT: 11 FP: 11 SM: +5 Dodge: 9 Parry: 9 DR: - Punch (13): 2d crushing (KYOS: 4d-1 crushing). Whirlwind: Whenever the elemental touches anyone or is touched, roll 6d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 40 ft., Weight 12 lb. Creature Type: Elemental.

Typical Stats – Primal (437 points (KYOS: 599 points)) ST: 55 (KYOS: 30) HP: 57 Speed: 6 DX: 13 Will: 11 Move: 12 air IQ: 11 Per: 11 HT: 14 FP: 14 SM: +7 Dodge: 9 Parry: 9 DR: - Punch (13): 5d+1 crushing. Whirlwind: Whenever the elemental touches anyone or is touched, roll 8d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The elemental can switch this effect off.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air, -10%); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Vulnerability (Vacuum and wind-based attacks, x2). Notes: Height 80 ft., Weight 24 lb.

Creature Type: Elemental.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 9 December 2017 Monster: Belker

Monster: Belker Belker is an elemental smoke monster from Monster Manual for D&D 3.5. I've never used this monster, and I think I'm not the only one to overlook this creature. Its signature ability is to transform into a smoke cloud and solidify the smoke inside creatures' lungs. While Respiratory Agents usually cannot be applied to cutting attacks, I thought that I can make an exception for this ability.

Belker [Monster Manual, page 27]

136 points Attribute Modifiers: DX+2 [40]; IQ-2 [-40]. Secondary Characteristic Modifiers: Will +2 [10]; Per +2 [10]. Advantages: Doesn’t Breathe [20]; Flight (Small Wings, -10%) [36]; Immunity to Metabolic Hazards [30]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]. Smoke Form: Alternate Form (Smoke Form (see below); Magical, -10%) [14]. Features: No Legs (Aerial) [0]. Creature Type: Elemental (Air). Notes: Smoke Form template is ST-10 [-100]; HP+10 [20]; SM+3; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Taboo Trait (Fixed ST) [0]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]. Smoke Claws: Cutting Attack 1d-1 (Always On, -40%; Area Effect, 2 yards, +50%; Aura, +80%; Emanation, -20%; Melee Attack, Reach C, -30%; Respiratory Agent, +50%) [10]. 56 points.

Typical Stats ST: 10 (0 in smoke form) HP: 10 Speed: 5.5 DX: 12 Will: 10 Move: 10 air IQ: 8 Per: 10 HT: 10 FP: 10 SM: +0 (+3 in smoke form) Dodge: 8 Parry: N/A DR: 0 Sharp Claws (14): 1d-2 cutting. Reach C. Sharp Teeth (14): 1d-2 cutting. Reach C. Smoke Form: The belker can transform itself into a smoke cloud with a 2-yard radius (effective SM+3). The transformation takes 10 seconds. While in smoke form, the belker has no manipulators, cannot attack, has ST 0, Injury Tolerance (Diffuse), and Vulnerability (Vacuum and wind-based attacks, x2). Its Flight becomes Lighter Than Air instead of Small Wings. While in smoke form, the belker can engulf other creatures by moving onto them. Any creature that inhales the smoke finds that the smoke solidifies into sharp claws inside its lungs, tearing the victim apart from inside. This respiratory-based attack hits automatically and deals 1d-1 cutting damage, ignoring DR. This can be prevented by holding your breath.

Traits: Doesn’t Breathe; Flight (Small Wings); Immunity to Metabolic Hazards; Infravision; No Legs (Aerial). Skills: Brawling-14; Stealth-14. Creature Type: Elemental (Air).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Monday, 1 October 2018 Monster: Earth Elemental

Monster: Earth Elemental Here we have earth elementals changed to match their D&D counterparts.

Earth Elemental [Monster Manual, page 98]

69 points Attribute Modifiers: DX-2 [-40]; IQ-4 [-80]. Secondary Characteristic Modifiers: SM-1. Advantages: DR 2 [10]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Permeation (Earth; Extended, Stone, +20%; Magical, -10%) [44]; Pressure Support 3 [15]; Vacuum Support [5]. Disadvantages: No Fine Manipulators [-30]. Notes: Height 4 ft., Weight 80 lb. Creature Type: Elemental.

Typical Stats - Small ST: 10 HP: 10 Speed: 4.5 DX: 8 Will: 6 Move: 4 ground IQ: 6 Per: 6 HT: 10 FP: 10 SM: -1 Dodge: 7 Parry: 7 DR: 2 Punch (8): 1d-3 crushing.

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 4 ft., Weight 80 lb. Creature Type: Elemental.

Typical Stats – Medium (138 points (KYOS: 179 points)) ST: 18 HP: 18 Speed: 4.75 DX: 8 Will: 7 Move: 4 ground IQ: 7 Per: 7 HT: 11 FP: 11 SM: +1 Dodge: 7 Parry: 7 DR: 2 Punch (8): 1d+1 crushing (KYOS: 2d+1 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 8 ft., Weight 750 lb. Creature Type: Elemental.

Typical Stats – Large (178 points (KYOS: 361 points)) ST: 30 HP: 36 Speed: 5 DX: 8 Will: 7 Move: 5 ground IQ: 7 Per: 7 HT: 12 FP: 12 SM: +3 Dodge: 7 Parry: 7 DR: 2 Punch (8): 3d-1 crushing (KYOS: 5d+1 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 16 ft., Weight 6,000 lb. Creature Type: Elemental.

Typical Stats – Huge (243 points (KYOS: 577 points)) ST: 50 (KYOS: 39) HP: 72 Speed: 5 DX: 8 Will: 8 Move: 5 ground IQ: 8 Per: 8 HT: 12 FP: 12 SM: +5 Dodge: 7 Parry: 7 DR: 2 Punch (8): 5d+1 crushing (KYOS: 7d+2 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 32 ft., Weight 48,000 lb. Creature Type: Elemental.

Typical Stats – Greater (286 points (KYOS: 621 points)) ST: 60 (KYOS: 40) HP: 75 Speed: 5.25 DX: 8 Will: 9 Move: 5 ground IQ: 9 Per: 9 HT: 13 FP: 13 SM: +5 Dodge: 7 Parry: 7 DR: 2 Punch (8): 6d+2 crushing (KYOS: 8d-1 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 36 ft., Weight 54,000 lb. Creature Type: Elemental.

Typical Stats – Elder (315 points (KYOS: 647 points)) ST: 66 (KYOS: 40) HP: 78 Speed: 5.25 DX: 8 Will: 10 Move: 5 ground IQ: 10 Per: 10 HT: 13 FP: 13 SM: +5 Dodge: 7 Parry: 7 DR: 2 Punch (8): 7d crushing (KYOS: 8d-1 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 40 ft., Weight 60,000 lb. Creature Type: Elemental.

Typical Stats – Primal (448 points (KYOS: 811 points)) ST: 120 (KYOS: 46) HP: 125 Speed: 5.25 DX: 8 Will: 10 Move: 5 ground IQ: 10 Per: 10 HT: 14 FP: 14 SM: +7 Dodge: 7 Parry: 7 DR: 2 Punch (8): 13d-1 crushing (KYOS: 9d+1 crushing).

Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Vacuum Support. Notes: Height 70 ft., Weight 250,000 lb. Creature Type: Elemental.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 2 October 2018 Monster: Fire Elemental

Monster: Fire Elemental Here's the fire elemental. A reader pointed out that I should also add the primal elementals from , so I did.

Fire Elemental [Monster Manual, page 98]

36 points Attribute Modifiers: ST-2 [-20]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30]. Secondary Characteristic Modifiers: SM-1; HP+2 [4]. Advantages: Dark Vision [25]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]. Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10]. Burn: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]. Disadvantages: No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-20]; Weakness (Water; 1d/min) [-40]. Perks: Illumination [1]. Features: “Barehanded” attacks do burning (rather than crushing) attacks. Notes: Height 4 ft., Weight 1 lb. Creature Type: Elemental.

Typical Stats - Small ST: 8 HP: 10 Speed: 4 DX: 9 Will: 8 Move: 4 IQ: 8 Per: 8 HT: 7 FP: 7 SM: -1 Dodge: 7 Parry: 7 DR: 20 vs fire Punch (9): 1d-4 burning (KYOS: 1d-5 burning). Burn: Intense flames permanently surround the elemental. These flames do 1d burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 4 ft., Weight 1 lb. Creature Type: Elemental.

Typical Stats – Medium (73 points (KYOS: 88 points)) ST: 13 HP: 15 Speed: 4 DX: 9 Will: 8 Move: 4 IQ: 8 Per: 8 HT: 7 FP: 7 SM: +1 Dodge: 7 Parry: 7 DR: 20 vs fire Punch (9): 1d-1 burning (KYOS: 1d burning). Burn: Intense flames permanently surround the elemental. These flames do 1d+1 burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 8 ft., Weight 2 lb. Creature Type: Elemental.

Typical Stats – Large (114 points (KYOS: 180 points)) ST: 18 HP: 20 Speed: 4.25 DX: 9 Will: 9 Move: 4 IQ: 9 Per: 9 HT: 8 FP: 8 SM: +3 Dodge: 7 Parry: 8 DR: - Punch (9): 1d+1 burning (KYOS: 2d+1 burning). Burn: Intense flames permanently surround the elemental. These flames do 2d burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 16 ft., Weight 4 lb. Creature Type: Elemental.

Typical Stats – Huge (131 points (KYOS: 222 points)) ST: 24 (KYOS: 20) HP: 26 Speed: 4.75 DX: 10 Will: 9 Move: 4 IQ: 9 Per: 9 HT: 9 FP: 9 SM: +5 Dodge: 7 Parry: 8 DR: - Punch (10): 2d burning (KYOS: 3d-1 burning). Burn: Intense flames permanently surround the elemental. These flames do 2d+1 burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 32 ft., Weight 8 lb. Creature Type: Elemental.

Typical Stats – Greater (169 points (KYOS: 268 points)) ST: 26 (KYOS: 21) HP: 28 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: +5 Dodge: 8 Parry: 8 DR: - Punch (10): 2d+1 burning (KYOS: 3d burning). Burn: Intense flames permanently surround the elemental. These flames do 3d burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 36 ft., Weight 10 lb. Creature Type: Elemental.

Typical Stats – Elder (349 points (KYOS: 471 points)) ST: 28 (KYOS: 22) HP: 30 Speed: 5.25 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +5 Dodge: 8 Parry: 8 DR: - Punch (10): 2d+2 burning (KYOS: 3d+1 burning). Burn: Intense flames permanently surround the elemental. These flames do 3d+1 burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 40 ft., Weight 12 lb. Creature Type: Elemental.

Typical Stats – Primal (484 points (KYOS: 926 points)) ST: 67 (KYOS: 34) HP: 69 Speed: 6.5 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 HT: 14 FP: 14 SM: +7 Dodge: 9 Parry: 9 DR: - Punch (12): 7d burning (KYOS: 6d+1 burning). Burn: Intense flames permanently surround the elemental. These flames do 4d burning damage to anyone who touches it or who it touches.

Traits: Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Vulnerability (Cold, x2); Weakness (Water; 1d/min). Notes: Height 65 ft., Weight 24 lb. Creature Type: Elemental.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 14 November 2018 Monsters: Djinn

Monsters: Djinn Genies are elemental humanoid outsiders. Djinn are air genies. Some of them possess noble blood that lets them grant wishes to non-genies who captured them.

Djinni [Monster Manual, page 114]

385 points Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Magical, -10%) [36]; Infravision [10]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Plane Shift: Jumper (Elemental, Material and Astral Planes only, -30%; Magical, -10%) [60]. Spell-Like Abilities (Alternative Abilities) [86]: Body of Air [65/5=13]; Personal Invisibility [66]; Simple Illusion 1 [34/5=7]. Creature Type: Outsider (Air).

Knowing Your Own Strength [390] Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 11 Will: 10 Move: 5 ground, 10 air IQ: 10 Per: 10 HT: 10 FP: 10 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin), 20 (vs. acid) Punch (11): 1d crushing (KYOS: 1d+2 crushing). Reach C-1. Plane Shift (10): The djinni can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64). Spell-Like Abilities (Alternative Abilities): Body of Air (14); Personal Invisibility; Simple Illusion (10).

Traits: Immunity to Noxious Acidic Effects; Infravision; Internal Sealed (Acid-Resistant Only); Sealed (Acid-Resistant Only); Telesend (Universal; Magical); Unaging. Skills: Diplomacy-14; Innate Attack (Gaze)-14; Thaumatology-12. Creature Type: Outsider (Air).

Noble Djinni [Monster Manual, page 115]

470 points Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Magical, -10%) [36]; Infravision [10]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6]. Plane Shift: Jumper (Elemental, Material and Astral Planes only, -30%; Magical, -10%) [60]. Wish: Super Luck (Accessibility, Only works on non-genies, who captured the djinn, -5%; Game Time, +0%; Magical, -10%; Wishing, +0%) [85]. Spell-Like Abilities (Alternative Abilities) [86]: Body of Air [65/5=13]; Personal Invisibility [66]; Simple Illusion 1 [34/5=7]. Creature Type: Outsider (Air).

Knowing Your Own Strength [475] Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

Typical Stats ST: 18 HP: 18 Speed: 6 DX: 12 Will: 14 Move: 6 ground, 12 air IQ: 14 Per: 14 HT: 12 FP: 12 SM: +1 Dodge: 10 Parry: 12U DR: 1 (tough skin), 4* (fine mail; torso and limbs), 20 (vs. acid) Large Falchion (16): 3d+2 cut or 1d+1 impaling (KYOS: 2d+1 impaling). Reach 1-2. Punch (12): 1d+1 crushing (KYOS: 2d+1 crushing). Reach C-1. Plane Shift (14): The djinni can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64). Wish: Once per day, a noble djinni can dictate the result of any die roll made in his presence by a non-genie that captured him. Wholly impossible attempts cannot succeed (the effective skill level must be at least 3), but the noble djinni can choose any result that would be possible – however improbable – on a single normal die roll. Spell-Like Abilities (Alternative Abilities): Body of Air (15); Personal Invisibility; Simple Illusion (14).

Traits: Combat Reflexes; Immunity to Noxious Acidic Effects; Infravision; Internal Sealed (Acid-Resistant Only); Sealed (Acid-Resistant Only); Telesend (Universal; Magical); Unaging. Skills: Broadsword-16; Diplomacy-16; Innate Attack (Gaze)-15; Thaumatology-15. Creature Type: Outsider (Air).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 15 November 2018 Monster: Efreeti

Monster: Efreeti Efreet are fire genies with a penchant for slavery.

Efreeti [Monster Manual, page 115]

314 points Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]. Secondary Characteristic Modifiers: SM+1. Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Magical, -10%) [36]; Infravision [10]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3]. Plane Shift: Jumper (Elemental, Material and Astral Planes only, -30%; Magical, -10%) [60]. Spell-Like Abilities (Alternative Abilities) [30]: Create Fire 1 [8/5=2] – see Pyramid #3-63, page 7; Detect Magic [7/5=2] – see GURPS Thaumatology – Sorcery, page 19; Enlarge Other 1 [20]; Flame Jet 2 [10/5=2] – see Pyramid #3-63, page 8; Shrink Other 1 [20/5=4]. Disadvantages: Vulnerability (Cold, x2) [-10]. Creature Type: Outsider (Fire).

Knowing Your Own Strength [319] Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

Typical Stats ST: 15 HP: 15 Speed: 5.25 DX: 11 Will: 10 Move: 5 ground, 10 air IQ: 10 Per: 10 HT: 10 FP: 10 SM: +1 Dodge: 8 Parry: N/A DR: 1 (tough skin), 20 (vs. fire) Punch (11): 1d crushing (KYOS: 1d+2 crushing). Reach C-1. Plane Shift (10): The efreeti can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64). Heat Aura: Anything that touches the efreeti takes 1 point of burning damage. Spell-Like Abilities (Alternative Abilities): Create Fire 1 (14) – see Pyramid #3-63, page 7; Detect Magic (10) – see GURPS Thaumatology – Sorcery, page 19; Enlarge Other 1 (14); Flame Jet 2 (14) – see Pyramid #3-63, page 8; Shrink Other 1 (14).

Traits: Immunity to Noxious Fire Effects; Infravision; Telesend (Universal; Magical); Unaging; Vulnerability (Cold, x2). Skills: Innate Attack (Beam)-14; Innate Attack (Gaze)-14; Interrogation-12; Intimidation-12; Merchant-13; Thaumatology-12. Creature Type: Outsider (Fire).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 16 November 2018 Monster: Janni

Monster: Janni Jann are genies that live on the Material Plane and are not aligned with any particular element.

Janni [Monster Manual, page 116]

300 points Attribute Modifiers: ST+2 [20]; DX+1 [20]. Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Magical, -10%; Slow, Move 1, -45%) [18]; Infravision [10]; Telesend (Universal, +50%; Magical, -10%) [42]; Unaging [15]. Elemental Endurance: Injury Tolerance (Environmental Adaptation; Elemental Planes Only, -80%; Magical, -10%) [20]. Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13]. Plane Shift: Jumper (Elemental, Material and Astral Planes only, -30%; Magical, -10%) [60]. Spell-Like Abilities (Alternative Abilities) [79]: Beast Speech [22/5=5]; Enlarge Other 1 [20/5=4]; Personal Invisibility [66]; Shrink Other 1 [20/5=4]. Creature Type: Outsider (Native).

Typical Stats ST: 12 HP: 12 Speed: 5.25 DX: 11 Will: 10 Move: 5 ground, 1 air IQ: 10 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 9 Parry: 10 DR: 1 (tough skin), 5 (vs. fire), 3* (light mail; torso and limbs only) Punch (11): 1d-2 crushing (KYOS: 1d-1 crushing). Reach C. Falchion (13): 2d-2 cut or 1d-3 impaling (KYOS: 1d impaling). Reach 1. Longbow (13): 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2). Elemental Endurance: The janni can adapt to any environment on any Elemental Plane. The transformation takes 10 seconds, during which time the janni is unable to take any external action and may suffer harm from hostile conditions. This activates automatically on exposure to a different environment, but the janni can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if he suffers injury, or -5 if the injury exceeds his HP). His body may undergo visible changes in the process – including acquiring new organs such as gills. The janni is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires. Plane Shift (10): The janni can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64). Spell-Like Abilities (Alternative Abilities): Beast Speech; Enlarge Other 1 (13); Shrink Other 1 (13); Personal Invisibility.

Traits: Combat Reflexes; Infravision; Telesend (Universal; Magical); Unaging. Skills: Bow-13; Innate Attack (Gaze)-13; Shortword-13. Creature Type: Outsider (Native).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 3 February 2017 Monster: Mudman

Monster: Mudman Mudmen are formed in pools of mud where enchanted waters collect and evaporate. Mudmen resemble short, stocky humanoids, formed of mud. They have a barrel shaped body, and long, thick arms that end in huge, roughly formed hands. Their heads are featureless, though on occasion eyes or a mouth will be formed in the mud. Once a creature enters the mudman's mud pool, the mudman senses it and assumes its humanoid form. If a creature leaves the pool, the mudmen will not follow, but will sink back down into the pool and assume their dormant state. A mudman attacks using its fists or hurling mud at its foes (its preferred form of attack).

Mudman [1e Monster Manual II]

138 points Attribute Modifiers: ST+2 (No Fine Manipulators, -40%) [12]; IQ-8 [-160]; HT+1 [10]. Secondary Characteristic Modifiers: Will+6 [30]; Per+9 [45]. Advantages: DR 3 (Not vs. Magic, -15%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; Vibration Sense (Water) [10]. Awakening: Alternate Form (same template, but with Injury Tolerance replaced with Homogenous; Only when there is somebody in the pool, reverts back, when “victim” leaves the pool, -20%) [12]. Mud Throw: Binding 8 [16]. Disadvantages: Dependency (Being in its mud pool; Constant) [-50]; No Fine Manipulators [-30]; Wild Animal [-30]. Creature Type: Elemental (Water).

Knowing Your Own Strength [146] Replace ST+2 (No Fine Manipulators, -40%) [12] with ST+2 [20]

Typical Stats ST: 12 HP: 12 Speed: 5.25 DX: 10 Will: 8 Move: 5 IQ: 2 Per: 11 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: DR: 3 (not vs magic) Punch (10): 1d-2 crushing (KYOS: 1d-1 crushing). Reach C. Mud Throw (12): Binding 8. Awakening: Injury Tolerance (Diffuse; Infiltration) switches to Injury Tolerance (Homogenous) 10 seconds after somebody enters the mudman’s mud pool.

Traits: Dependency (Being in its mud pool; Constant); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (Diffuse; Infiltration); No Fine Manipulators; Vibration Sense (Water); Wild Animal. Skills: Innate Attack (Projectile)-12. Creature Type: Elemental (Water).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 18 December 2016 Monster: Thoqqua

Monster: Thoqqua A thoqqua is a worm-like elemental creature of magma. It tunnels through rock by melting it, and senses its surroundings via vibration sense. The monster is quite neat, but not very interesting. Still, I like it, although I have never used it yet.

Thoqqua [Monster Manual, page 242]

83 points Attribute Modifiers: ST+4 (No Manipulators, -40%) [24]; IQ-4 [-80]; HT+1 [10]. Secondary Characteristic Modifiers: Will+4 [20]; Per+4 [20]. Advantages: DR 4 [20]; Infravision [10]; Injury Tolerance (No Neck, No Head) [12]; Striker (Crushing) [5]; Tunneling (Move 4) [50]; Vibration Sense (Ground Only, -10%) [9]. Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10]. Heat Aura: Burning Attack 2d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [13]. Disadvantages: Horizontal [-10]; No Manipulators [-50]; Vulnerability (Cold, x2) [-30]. Features: No Legs (Slithers) [0]. Creature Type: Elemental (Earth, Fire). Notes: Size 2 hexes; Weight 200 lbs.

Typical Stats ST: 14 HP: 14 Speed: 5.25 DX: 10 Will: 10 Move: 5 ground; 4 tunneling IQ: 6 Per: 10 HT: 11 FP: 11 SM: +0 Dodge: 8 Parry: N/A DR: 4; 20 (vs fire) Striker Slam (10): 1d+1 crushing (KYOS: 1d+3 crushing), Reach C. Heat Aura: Anything that touches the thoqqua takes 2d points of burning damage.

Traits: Horizontal; Immunity to Noxious Fire Effects; Infravision; Injury Tolerance (No Neck, No Head); No Legs (Slithers); No Manipulators; Vibration Sense (Ground Only); Vulnerability (Cold, x2). Skills: Engineer (Mining)-8; Tracking-10. Creature Type: Elemental (Earth, Fire). Notes: Size 2 hexes; Weight 200 lbs.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 3 October 2018 Monster: Water Elemental

Monster: Water Elemental Here we have the last classical D&D elemental GURPSified.

Water Elemental [Monster Manual, page 98]

42 points Attribute Modifiers: ST-3 [-30]; DX-2 [-40]; IQ-3 [-60]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-1. Advantages: Amphibious [10]; Chameleon 1 [5]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Supports 3 [15]; Slippery 5 [10]; Speak Underwater [5]. Whirlpool: Crushing Attack 1d (Accessibility, Only in or on the surface of water, -30%; Area Effect, 4 yards, +100%; Double Knockback, +20%; Emanation, -20%; No Wounding, -50%; Underwater, +20%) [7]. Disadvantages: Invertebrate [-20]; No Fine Manipulators [-30]; Vulnerability (Dehydration, x2) [-20]. Notes: Height 4 ft., Weight 1 lb. Creature Type: Elemental.

Typical Stats - Small ST: 7 HP: 7 Speed: 4.25 DX: 8 Will: 7 Move: 4 IQ: 7 Per: 7 HT: 9 FP: 9 SM: -1 Dodge: 7 Parry: 7 DR: - Punch (8): 1d-4 crushing (KYOS: 1d-6 crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 4 yards of its position. Roll 1d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 4 ft., Weight 34 lb. Creature Type: Elemental.

Typical Stats – Medium (96 points (KYOS: 109 points)) ST: 13 HP: 13 Speed: 4.25 DX: 8 Will: 7 Move: 4 IQ: 7 Per: 7 HT: 9 FP: 9 SM: +1 Dodge: 7 Parry: 7 DR: - Punch (8): 1d-1 crushing (KYOS: 1d crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 4 yards of its position. Roll 2d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 8 ft., Weight 280 lb. Creature Type: Elemental.

Typical Stats – Large (160 points (KYOS: 263 points)) ST: 25 HP: 25 Speed: 4.75 DX: 9 Will: 7 Move: 4 IQ: 7 Per: 7 HT: 10 FP: 10 SM: +3 Dodge: 7 Parry: 7 DR: - Punch (9): 2d+1 crushing (KYOS: 4d crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 8 yards of its position. Roll 3d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 16 ft., Weight 2,250 lb. Creature Type: Elemental.

Typical Stats – Huge (223 points (KYOS: 413 points)) ST: 50 (KYOS: 34) HP: 50 Speed: 4.75 DX: 9 Will: 8 Move: 4 IQ: 8 Per: 8 HT: 10 FP: 10 SM: +5 Dodge: 7 Parry: 7 DR: - Punch (9): 5d+1 crushing (KYOS: 6d+1 crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 8 yards of its position. Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 32 ft., Weight 18,000 lb. Creature Type: Elemental.

Typical Stats – Greater (284 points (KYOS: 482 points)) ST: 55 (KYOS: 35) HP: 55 Speed: 5 DX: 9 Will: 9 Move: 5 IQ: 9 Per: 9 HT: 11 FP: 11 SM: +5 Dodge: 8 Parry: 7 DR: - Punch (9): 6d-1 crushing (KYOS: 6d+2 crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 16 yards of its position. Roll 5d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 36 ft., Weight 21,000 lb. Creature Type: Elemental.

Typical Stats – Elder (319 points (KYOS: 527 points)) ST: 60 (KYOS: 36) HP: 57 Speed: 5 DX: 9 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 11 FP: 11 SM: +5 Dodge: 8 Parry: 7 DR: - Punch (9): 6d+2 crushing (KYOS: 7d-1 crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 16 yards of its position. Roll 6d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 40 ft., Weight 24,000 lb. Creature Type: Elemental.

Typical Stats – Primal (458 points (KYOS: 620 points)) ST: 100 (KYOS: 38) HP: 97 (KYOS: 67) Speed: 5.75 DX: 9 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 14 FP: 14 SM: +7 Dodge: 8 Parry: 7 DR: - Punch (9): 11d-1 crushing (KYOS: 7d+1 crushing). Whirlpool: When on or in a body of water, the elemental can create a whirlpool effect with itself at the center, affecting anything within 32 yards of its position. Roll 7d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the elemental.

Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Vulnerability (Dehydration, x2). Notes: Height 60 ft., Weight 38,000 lb. Creature Type: Elemental.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 22 December 2016 Monster: Water Mephit

Monster: Water Mephit

I think the one we're looking for is on the right

I always liked the mephits. They are small impish-looking humanoids from the elemental planes. Let's start with the water mephit. I have always wondered why they need wings, when they live on the Elemental Plane of Water, but whatever. The template is cheap enough to be used for characters.

Water Mephit [Monster Manual, page 185]

89 points Attribute Modifiers: ST-3 [-30]; IQ-1 [-20]. Secondary Characteristic Modifiers: SM-1. Advantages: Amphibious [10]; Blunt Claws [3]; Doesn’t Breathe (Gills, -50%) [10]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Pressure Support 1 [5]; Regeneration (Fast) [50]; Speak Underwater [5]. Spit Acid: Corrosion Attack 1d (Costs 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [9]. Stinking Cloud [32]: Obscure Vision 3 (Drifting, +20%; Limited Use, 1/day, -40%; Link, +10%; Magical, -10%; Ranged, +50%) [8] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Limited Use, 1/day, -40%; Link, +10%; Magical, -10%; Persistent, +40%; Respiratory Agent, +50%) [24]. Disadvantages: Unhealing (Partial; Only when submerged in water) [-20]. Creature Type: Outsider (Water).

Typical Stats ST: 7 HP: 7 Speed: 5 DX: 10 Will: 9 Move: 5 ground, 10 air (cannot hover), 5 water IQ: 9 Per: 9 HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: N/A DR: 0 Blunt Claws (10): 1d-2 crushing (KYOS: 1d-5 crushing), Reach C. Spit Acid (10): A 10-yard jet of acid erupts from the mephit’s mouth. He uses Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does 1d corrosion damage. This ability costs 1 FP to use. Stinking Cloud (10): Once per day a mephit may fill a two-yard-radius area with bad smelling smoke. This gives -3 to all vision rolls made through it. To place the cloud at a distance, he uses Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Additionally, every creature that inhales the cloud, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.

Traits: Amphibious; Doesn’t Breathe (Gills); Infravision; Pressure Support 1; Regeneration (Fast); Speak Underwater; Unhealing (Partial; Only when submerged in water). Skills: Brawling-10; Innate Attack (Breath)-10; Innate Attack (Gaze)-10. Creature Type: Outsider (Water).

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Thursday, 14 September 2017 Monster: Soulspark

Monster: Soulspark Soulspark is a mote of independent incarnum energy. A weak small monster that nonetheless may pose threat to some adventurers.

Soulspark [Magic of Incarnum, page 197]

77 points Attribute Modifiers: ST-9 (No Fine Manipulators, -40%) [-54]; IQ-2 [-40]. Secondary Characteristic Modifiers: SM-4; Basic Speed +0.5 [10]. Advantages: 360° Vision (Panoptic 2, +60%) [40]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Unaging [15]; Vacuum Support [5]. Soul Blast: Toxic Attack 1d-1 (Magical, -10%) [3]. Disadvantages: Mute [-25]; No Manipulators [-50]; Vulnerability (Opposing Moral Weapons*; x4) [-20]. Perks: Illumination [1]. Features: No Legs (Aerial) [0]. Creature Type: Outsider (Alignment*, Incarnum). *If the soulspark has the chaotic subtype, it is vulnerable to axiomatic weapons. If the soulspark has the evil subtype, it is vulnerable to holy weapons. If the soulspark has the good subtype, it is vulnerable to unholy weapons. If the soulspark has the lawful subtype, it is vulnerable to anarchic weapons.

Typical Stats – Least Soulspark ST: 1 HP: 1 Speed: 4.5 DX: 9 Will: 8 Move: 8 air IQ: 8 Per: 8 HT: 9 FP: 9 SM: -4 Dodge: 7 Parry: N/A DR: N/A Soul Blast (10): 1d-3 toxic. Ranged attack (Acc 3, Range 10/100).

Traits: 360° Vision (Panoptic 2); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Mute; No Legs (Aerial); No Manipulators; Unaging; Vacuum Support; Vulnerability (Opposing Moral Weapons*; x4). Skills: Innate Attack (Beam)-10. Creature Type: Outsider (Alignment*, Incarnum). *If the soulspark has the chaotic subtype, it is vulnerable to axiomatic weapons. If the soulspark has the evil subtype, it is vulnerable to holy weapons. If the soulspark has the good subtype, it is vulnerable to unholy weapons. If the soulspark has the lawful subtype, it is vulnerable to anarchic weapons.

Typical Stats – Lesser Soulspark ST: 1 HP: 1 Speed: 5 DX: 10 Will: 8 Move: 10 air IQ: 8 Per: 8 HT: 9 FP: 9 SM: -4 Dodge: 8 Parry: N/A DR: N/A Soul Blast (11): 1d-2 toxic. Ranged attack (Acc 3, Range 10/100).

Traits: 360° Vision (Panoptic 2); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Mute; No Legs (Aerial); No Manipulators; Unaging; Vacuum Support; Vulnerability (Opposing Moral Weapons*; x4). Skills: Innate Attack (Beam)-11. Creature Type: Outsider (Alignment*, Incarnum). *If the soulspark has the chaotic subtype, it is vulnerable to axiomatic weapons. If the soulspark has the evil subtype, it is vulnerable to holy weapons. If the soulspark has the good subtype, it is vulnerable to unholy weapons. If the soulspark has the lawful subtype, it is vulnerable to anarchic weapons.

Typical Stats – Soulspark ST: 1 HP: 1 Speed: 5.5 DX: 10 Will: 8 Move: 10 air IQ: 8 Per: 8 HT: 10 FP: 10 SM: -4 Dodge: 8 Parry: N/A DR: N/A Soul Blast (12): 1d-1 toxic. Ranged attack (Acc 3, Range 10/100).

Traits: 360° Vision (Panoptic 2); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Mute; No Legs (Aerial); No Manipulators; Unaging; Vacuum Support; Vulnerability (Opposing Moral Weapons*; x4). Skills: Innate Attack (Beam)-12. Creature Type: Outsider (Alignment*, Incarnum). *If the soulspark has the chaotic subtype, it is vulnerable to axiomatic weapons. If the soulspark has the evil subtype, it is vulnerable to holy weapons. If the soulspark has the good subtype, it is vulnerable to unholy weapons. If the soulspark has the lawful subtype, it is vulnerable to anarchic weapons.

Typical Stats – Greater Soulspark ST: 2 HP: 2 Speed: 6.5 DX: 12 Will: 10 Move: 12 air IQ: 8 Per: 10 HT: 10 FP: 10 SM: -4 Dodge: 9 Parry: N/A DR: N/A Soul Blast (12): 1d toxic. Ranged attack (Acc 3, Range 10/100).

Traits: 360° Vision (Panoptic 2); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Mute; No Legs (Aerial); No Manipulators; Unaging; Vacuum Support; Vulnerability (Opposing Moral Weapons*; x4). Skills: Innate Attack (Beam)-12. Creature Type: Outsider (Alignment*, Incarnum). *If the soulspark has the chaotic subtype, it is vulnerable to axiomatic weapons. If the soulspark has the evil subtype, it is vulnerable to holy weapons. If the soulspark has the good subtype, it is vulnerable to unholy weapons. If the soulspark has the lawful subtype, it is vulnerable to anarchic weapons.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Wednesday, 30 November 2016 Monster: Assassin Vine

Monster: Assassin Vine Now this is a monster I've used personally in my D&D and Pathfinder games. It's stealthy, strong, resilient, and very deadly. Its ability to animate vegetation coupled with its own strong grappling capabilities makes it terrifying.

Assassin Vine [Monster Manual, page 20]

65 points Attribute Modifiers: ST+10 (No Fine Manipulators, -40%, Size Modifier, -20%) [40]; IQ-9 [-180]; HT+4 [40]. Secondary Characteristic Modifiers: SM+2; Basic Speed -1 [-20]; Basic Move -4 [-20]; Will+6 [30]; Per+9 [45]. Advantages: Constriction Attack [15]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Sleep [20]; Immunity to Poison [15]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Unfazeable [15]; Vibration Sense (Air) [10]. Cold Resistance [30]: DR 20 (Limited, Cold, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Cold Effects [10]. Fire Resistance [16]: DR 6 (Limited, Fire, -40%; Tough Skin, -40%) [6] + Immunity to Noxious Fire Effects [10]. Entangle: Binding 10 (Area Effect, 2 yards, +50%; Persistent, +40%; Environmental, victim must be standing in dense vegetation, -40%; Extended Duration, 10x, +40%; Magical, -10%) [36]. Disadvantages: Blindness [-50]; Deafness [-20]; No Fine Manipulators [-30]; Wild Animal [-30]. Perks: Limited Camouflage (Grass) [1]. Notes: Size 6 hexes. Creature Type: Plant.

Knowing Your Own Strength [105] Replace ST+10 (No Fine Manipulators, -40%, Size Modifier, -20%) [40] with ST+8 [80]

Typical Stats ST: 20 (KYOS: 18) HP: 20 (KYOS: 18) Speed: 5 DX: 10 Will: 7 Move: 1 IQ: 1 Per: 10 HT: 14 FP: 14 SM: +2 Dodge: 8 Parry: N/A DR: 6 (vs fire), 20 (vs cold) Vine Slam (10): 2d-2 crushing (KYOS: 2d+1 crushing). Reach C, 1. Entangle (6): Binding 10, Area of effect – 2 yards, stays for 100 seconds, range 10/100, only if the area of effect has dense vegetation.

Traits: Blindness; Constriction Attack; Deafness; Doesn’t Breathe (Oxygen Combustion); Doesn’t Sleep; Immunity to Poison; Immunity to Mind Control; Immunity to Noxious Cold Effects; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Limited Camouflage (Grass); No Fine Manipulators; Unfazeable; Vibration Sense (Air); Wild Animal. Skills: Stealth-12. Creature Type: Plant. Notes: Size 6 hexes.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Friday, 19 October 2018 Monsters: Fungi

Monsters: Fungi Last monsters that start with the letter F in Monster Manual for D&D 3.5. Fungi are either immobile or barely mobile and are not very intelligent.

Shrieker [Monster Manual, page 113]

-422 points Attribute Modifiers: ST-10 [-100]; DX-9 [-180]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: HP+10 [20]; Will+4 [20]; Per+6 [30]. Advantages: DR 1 (Can’t Wear Armor, -40%) [3]; Doesn’t Breathe (Oxygen Absorption, -25%) [15]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck) [55]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Night Vision 9 [9]. Shriek: Obscure 8 (Hearing; Area Effect, 4 yards, +50%; Nuisance Effect, Loud, -5%; Uncontrollable Trigger, Movement or a light source within 4 yards, -15%) [21]. Disadvantages: Bestial [-10]; Cannot Learn [-30]; Cannot Speak [-15]; Deafness [-20]; No Legs (Sessile) [-50]; No Manipulators [-50]; Numb [-20]; Slow Eater [-10]. Creature Type: Fungus.

Typical Stats ST: 0 HP: 10 Speed: 3 DX: 1 Will: 5 Move: 0 IQ: 1 Per: 7 HT: 11 FP: 11 SM: +0 Dodge: N/A Parry: N/A DR: 1 Shriek: Movement or a light source within 4 yards of a shrieker causes the fungus to emit a piercing sound that lasts for 10 seconds, imposing a -8 penalty to Hearing to everyone within 4 yards. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.

Traits: Bestial; Cannot Learn; Cannot Speak; Deafness; Doesn’t Breathe (Oxygen Absorption); Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck); Immunity to Metabolic Hazards; Immunity to Mind Control; Night Vision 9; No Legs (Sessile); No Manipulators; Numb; Slow Eater. Creature Type: Fungus.

Violet Fungus [Monster Manual, page 113]

-134 points Attribute Modifiers: DX-3 [-60]; IQ-9 [-180]; HT+1 [10]. Secondary Characteristic Modifiers: Will+4 [20]; Per+6 [30]; Basic Move -3 [-15]. Advantages: DR 1 (Can’t Wear Armor, -40%) [3]; Doesn’t Breathe (Oxygen Absorption, -25%) [15]; Extra Arms 2 (Extra-Flexible, +50%) [30]; Flexible Arms [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck) [55]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Night Vision 9 [9]. Poison: Fatigue Attack 1d-1 (Contact Agent, -30%; Link, Tentacle, +10%; Resistible, HT, -30%) [4]. Disadvantages: Bestial [-10]; Cannot Learn [-30]; Deafness [-20]; No Fine Manipulators [-30]; Mute [-25]; Slow Eater [-10]. Creature Type: Fungus.

Typical Stats ST: 10 HP: 10 Speed: 4.5 DX: 7 Will: 5 Move: 1 IQ: 1 Per: 7 HT: 11 FP: 11 SM: +0 Dodge: 7 Parry: N/A DR: 1 Tentacle (7): 1d-3 crushing + 1d-1 fatigue (contact agent, resistible with HT).

Traits: Bestial; Cannot Learn; Deafness; Doesn’t Breathe (Oxygen Absorption); Extra Arms 2 (Extra-Flexible); Flexible Arms; Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck); Immunity to Metabolic Hazards; Immunity to Mind Control; Mute; Night Vision 9; No Fine Manipulators; Numb; Slow Eater.

Creature Type: Fungus.

Violet Fungus Poison A living victim must make an immediate HT roll or suffer 1d-1 fatigue damage. Form: Contact Poison. Cost: $150 (singular); $55 (5-batched). Recipe: $15; 1 day; defaults to Poisons-2. Statistics: Fatigue Attack 1d-1 (Contact Poison, -5%; Resistible, HT, -30%) [5].

Posted by Enraged Eggplant at 01:00:00 Labels: alchemy, D&D, GURPS, monster, poison, template Thursday, 29 December 2016 Monster: Twig Blight

Monster: Twig Blight These weak plant monsters appear in a low-level D&D module The Sunless Citadel, but they were Monster Manual II. Since I'm preparing to run this module in GURPS, I have to convert it. Looks like the racial template is cheap enough to use for PCs, but IQ-3 is not everyone's cup of tea.

Twig Blight [Monster Manual II, page 197]

38 points Attribute Modifiers: ST-4 [-40]; IQ-3 [-60]. Secondary Characteristic Modifiers: SM-2. Advantages: Blunt Claws [3]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; DR 1 [5]; Doesn’t Sleep [20]; Immunity to Poison [15]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood) [45]; Night Vision 5 [5]. Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Claws, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4]. Perks: Limited Camouflage (Shrub) [1]. Creature Type: Plant.

Typical Stats ST: 6 HP: 6 Speed: 5 DX: 10 Will: 7 Move: 5 IQ: 7 Per: 7 HT: 10 FP: 10 SM: -2 Dodge: 8 Parry: N/A DR: 1 Blunt Claws (10): 1d-4 crushing (KYOS: 1d-6 crushing), Reach C + follow-up 1d-1 toxic (3 1-hour cycles, HT-3 to resist, Symptoms -3 ST (2/3 HP).

Traits: Doesn’t Breathe (Oxygen Combustion); Doesn’t Sleep; Immunity to Poison; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood); Limited Camouflage (Shrub); Night Vision 5. Skills: Brawling-10; Camouflage-9; Survival (Woodlands)-9. Creature Type: Plant.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Sunday, 23 October 2016 Monster: Allip

Monster: Allip

The art looks kind of cool

Now this is an infamous D&D monster - a slayer of many 3rd-level adventurer parties. This spectral creature can drain IQ and induce madness. And it's hard to damage because of its incorporeality.

Allip [Monster Manual, page 10]

403 points Attribute Modifiers: ST-2 [-20]; DX+1 [20]. Secondary Characteristic Modifiers: Will +1 [5]. Advantages: DR 2 (Force Field, +20%) [12]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Unaging [15]. Wisdom Drain: Leech 1 (Steal IQ, +300%; No Signature, +20%; Magical, -10%) [103]. Babble: Terror 1 (Confusion; Hearing; Always On, -20%; Magical, -10%) [21]. Madness: Terror 1 (Always On, -20%; Only on those who try to use thoughts detection, mind reading or telepathy on you, -50%; Magical, -10%) [6]. Disadvantages: Cannot Speak [-15]; Unhealing (Partial; Leech) [-20]. Creature Type: Undead.

Typical Stats ST: 8 HP: 8 Speed: 5.25 DX: 11 Will: 11 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 2 Punch (11): 1d-4 crushing (KYOS: 1d-5 crushing). Reach C. Wisdom Drain (11): By grappling a foe, the allip is able to drain 1 point of IQ per second he’s in its grip. The allip heals 1 HP per 3 points of IQ drained. Babble (Will): When a creature hears the allip’s constant babble, it must roll a Fright Check using the Confusion table (Powers, pg. 85). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. Madness (Will): When a creature uses any telepathic or other mind-affecting powers on the allip, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.

Traits: Cannot Speak; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Insubstantiality (Affect Substantial; Always On); Unaging; Unhealing (Partial; Leech). Skills: Stealth-11. Creature Type: Undead.

Posted by Enraged Eggplant at 11:05:00 Labels: GURPS, monster, template Tuesday, 16 January 2018 Monster: Bodak

Monster: Bodak Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. I have never seen them as very appealing monsters, but I think a Dragon Magazine article makes them more interesting.

Bodak [Monster Manual, page 28]

238 points Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ-3 [-60]; HT+2 [20]. Secondary Characteristic Modifiers: Will+4 [20]; Per+3 [15]. Advantages: DR 2 (Tough Skin, -40%) [6]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (Unliving, No Blood) [25]; Unaging [15]; Vacuum Support [5]. Elemental Resistance (A,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [14]. Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10]. Death Gaze: Affliction 1 (HT; Heart Attack, +300%; Malediction 1, +100%; Vision-Based, -20%) [48]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]; Weakness (Sunlight; 1d per minute) [-60]. Features: No FP [0]. Creature Type: Undead.

Typical Stats ST: 12 HP: 12 Speed: 5.75 DX: 11 Will: 11 Move: 5 IQ: 7 Per: 10 dHT: 12 FP: N/A SM: +0 Dodge: 8 Parry: 9 DR: 2 (tough skin), 20 (vs electricity), 5 (vs acid and fire) Punch (13): 1d crushing (KYOS: 1d+1 crushing), Reach C. Death Gaze (11): A bodak can cause a victim who must be looking at him to have a heart attack. The bodak takes a Concentrate maneuver and rolls a Quick Contest of Will against the victim’s HT. The bodak’s roll takes -1 per yard of distance to the victim.

Traits: Appearance (Monstrous; Universal); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Infravision; Injury Tolerance (Unliving; No Blood); Unaging; Vacuum Support; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2); Weakness (Sunlight; 1d per minute). Skills: Brawling-13. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: GURPS, monster, template Monday, 19 November 2018 Lens/Monster: Ghost/Human Fighter Ghost

Lens/Monster: Ghost/Human Fighter Ghost I was dreading this entry, because insubstantiality is very complicated and confusing in GURPS. It's not a 100% accurate conversion, but I did my best. I'll have to standardize insubstantiality types and traits for my setting someday in the future to avoid confusion.

Ghost [Monster Manual, page 116]

523-691 points Applicable to: Any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Unaging [15]. Etherealness [177]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65]. Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135]. Ghost Abilities (Select one to three of the following abilities) [7-175]: Corrupting Gaze: Toxic Attack 1d (Magical, -10%; Malediction 1, +100%; Vision-Based, -20%) [7]. Frightful Moan: Terror (-2) (Hearing; Magical, -10%) [45]. Horrific Appearance [12]: Horrific (Universal, +25%) [-30] + Terror (-3) (Vision; Always On, -20%; Magical, -10%) [42]. Malevolence: Possession (Magical, -10%; Spiritual, -20%) [70]. Telekinesis: Telekinesis 15 (Magical, -10%; Takes Recharge, 5 seconds, -10%) [60]. Features: Has no FP [0]. Creature Type: Undead.

Human Fighter Ghost [Monster Manual, page 117]

661 points Attribute Modifiers: ST+3 [30]; DX+1 [20]; HT+1 [10]. Advantages: Combat Reflexes [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Unaging [15]. Etherealness [177]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65]. Malevolence: Possession (Magical, -10%; Spiritual, -20%) [70]. Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135]. Disadvantages: No Legs (Aerial) [0]. Features: Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 13 HP: 13 Speed: 5.5 DX: 11 Will: 10 Move: 5 air IQ: 10 Per: 10 HT: 11 FP: N/A SM: +0 Dodge: 11 Parry: 13 DR: 3 (light plate; torso, limbs and skull) Block: 13 (medium heavy shield, DB 2) Punch (11): 1d-1 crushing (KYOS: 1d crushing). Reach C. Thrusting Broadsword (14): 2d cut or 1d+2 impaling (KYOS: 2d-1 impaling). Reach 1. Longbow (14): 1d+2 impaling (KYOS: 2d-1 impaling), Acc 3, Range 195/260, RoF 1, Shots 1(2). Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way. The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls. While materialized, the ghost can carry gear up to his Heavy Encumbrance. Malevolence (10): The ghost can possess material creatures. The ethereal body merges with and occupies the body of the ghost’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to him and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the ghost out by winning a Quick Contest of his exorcism ability vs. the ghost’s Will. The ghost cannot return to a body he has been cast out of for at least 24 hours. He may choose to release his host at any time. If he is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun. To possess a new host, the ghost must concentrate for one second and physically touch him. Attempts to possess his own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the ghost’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the ghost or otherwise wary of him. If the ghost loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to the ghost. If the ghost wins, he takes over the victim’s body, completely suppressing his personality. The previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession. The ghost gain the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. The ghost keeps his own IQ, Perception, and Will, and all of his mental traits. His social traits may apply, depending on the laws and values of his society. Skills are a special case. The ghost’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the ghost have Acrobatics at DX+3, then he would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body. If the ghost occupies a sentient host, he has sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host’s memories, the ghost must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory! Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Traits: Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 4 (Magic); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); No Legs (Aerial); Resistant to Turning (+3); Unaging. Skills: Bow-14; Broadsword-14; Shield-14; Stealth-14. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Tuesday, 20 November 2018 Monsters: Ghouls

Monsters: Ghouls Ghouls are common undead monsters - sentient, but with an insatiable craving for living flesh. Lacedons are aquatic ghouls, and ghasts are stronger ghouls.

Ghoul [Monster Manual, page 118]

83 points Attribute Modifiers: ST+1 [10]. Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Unliving, No Blood) [25]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 10 [10]; Unaging [15]. Ghoul Fever: Toxic Attack 1d-2 (Cyclic, 6 1-day cycles, Resistible, +30%; Delay, 1 day, +0%; Follow-Up, Teeth, +0%; Resistible, HT, -30%; Symptoms, 1/3 HP, Moderate Pain, +60%; Symptoms, 1/2 HP, Severe Pain, +80%; Symptoms, 2/3 HP, Terrible Pain, +60%) [5]. Paralysis: Affliction 1 (HT; Follow-Up, Claws, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22]. Disadvantages: Bad Smell [-10]; Disturbing Voice [-10]; Frightens Animals [-10]; Infectious Attack (Must die of ghoul fever) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Uncontrollable Appetite (6) (Living Flesh) [-30]; Unhealing (Total) [-30]. Features: Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 11 HP: 11 Speed: 5 DX: 10 Will: 10 Move: 5 ground IQ: 10 Per: 10 HT: 10 FP: N/A SM: +0 Dodge: 11 Parry: N/A DR: - Sharp Teeth (10): 1d-2 cutting + follow-up disease (ghoul fever). Reach C. Sharp Claws (10): 1d-2 cutting + follow-up paralysis (resisted by HT; margin of failure seconds). Reach C.

Traits: Bad Smell; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Unliving, No Blood); Odious Racial Habit (Eats sapient beings); Temperature Tolerance 10; Unaging; Uncontrollable Appetite (6) (Living Flesh); Unhealing (Total). Skills: Stealth-12. Creature Type: Undead.

Lacedon [Monster Manual, page 119]

98 points Attribute Modifiers: ST+1 [10]. Advantages: Amphibious [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Unliving, No Blood) [25]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Temperature Tolerance 10 [10]; Unaging [15]. Ghoul Fever: Toxic Attack 1d-2 (Cyclic, 6 1-day cycles, Resistible, +30%; Delay, 1 day, +0%; Follow-Up, Teeth, +0%; Resistible, HT, -30%; Symptoms, 1/3 HP, Moderate Pain, +60%; Symptoms, 1/2 HP, Severe Pain, +80%; Symptoms, 2/3 HP, Terrible Pain, +60%) [5]. Paralysis: Affliction 1 (HT; Follow-Up, Claws, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22]. Disadvantages: Bad Smell [-10]; Disturbing Voice [-10]; Frightens Animals [-10]; Infectious Attack (Must die of ghoul fever) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Uncontrollable Appetite (6) (Living Flesh) [-30]; Unhealing (Total) [-30]. Features: Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 11 HP: 11 Speed: 5 DX: 10 Will: 10 Move: 5 ground, 5 water IQ: 10 Per: 10 HT: 10 FP: N/A SM: +0 Dodge: 11 Parry: N/A DR: - Sharp Teeth (10): 1d-2 cutting + follow-up disease (ghoul fever). Reach C. Sharp Claws (10): 1d-2 cutting + follow-up paralysis (resisted by HT; margin of failure seconds). Reach C.

Traits: Bad Smell; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Unliving, No Blood); Odious Racial Habit (Eats sapient beings); Pressure Support 1; Speak Underwater; Temperature Tolerance 10; Unaging; Uncontrollable Appetite (6) (Living Flesh); Unhealing (Total). Skills: Stealth-12. Creature Type: Undead.

Ghast [Monster Manual, page 119]

167 points Attribute Modifiers: ST+4 [40]; DX+1 [20]. Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Unliving, No Blood) [25]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 10 [10]; Unaging [15]. Ghoul Fever: Toxic Attack 1d-2 (Cyclic, 6 1-day cycles, Resistible, +30%; Delay, 1 day, +0%; Follow-Up, Teeth, +0%; Resistible, HT, -30%; Symptoms, 1/3 HP, Moderate Pain, +60%; Symptoms, 1/2 HP, Severe Pain, +80%; Symptoms, 2/3 HP, Terrible Pain, +60%) [5]. Paralysis: Affliction 1 (HT; Follow-Up, Claws, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22]. Stench: Affliction 1 (HT; Always On, -20%; Area Effect, 4 yards, +100%; Aura, +80%; Nauseated, +30%; Respiratory Agent, +50%) [34]. Disadvantages: Bad Smell [-10]; Disturbing Voice [-10]; Frightens Animals [-10]; Infectious Attack (Must die of ghoul fever) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Uncontrollable Appetite (6) (Living Flesh) [-30]; Unhealing (Total) [-30]. Features: Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 14 HP: 14 Speed: 5.25 DX: 11 Will: 10 Move: 5 ground IQ: 10 Per: 10 HT: 10 FP: N/A SM: +0 Dodge: 11 Parry: N/A DR: - Sharp Teeth (13): 1d cutting (KYOS: 1d+2 cutting) + follow-up disease (ghoul fever). Reach C. Sharp Claws (13): 1d cutting (KYOS: 1d+2 cutting) + follow-up paralysis (resisted by HT; margin of failure seconds). Reach C. Stench (HT): Any creature that inhales the stench exuded by the ghast in a 4-yard radius becomes nauseated for a number of minutes, equal to the margin of failure.

Traits: Bad Smell; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Unliving, No Blood); Odious Racial Habit (Eats sapient beings); Temperature Tolerance 10; Unaging; Uncontrollable Appetite (6) (Living Flesh); Unhealing (Total). Skills: Brawling-13; Stealth-13. Creature Type: Undead.

NEW DISEASE

Ghoul Fever An afflicted creature who dies of ghoul fever rises as a ghoul at the next midnight. A creature who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A creature has a 1-in-6 chance to rise as a ghast, not a ghoul. A creature that dies in water rises as a lacedon. Statistics: Blood; HT to resist; 1 day delay; 1d-2 toxic damage (with moderate pain after loss of 1/3 HP, severe pain after loss of 1/2 HP, terrible pain after loss of 2/3 HP); 24-hour cycle with seven cycles. Mildly contagious.

Posted by Enraged Eggplant at 13:38:00 Labels: D&D, disease, GURPS, monster, template Saturday, 16 March 2019 Lens/Monster: Lich

Lens/Monster: Lich Liches are powerful undead spellcasters with their souls hidden in special phylacteries. Unless the phylactery is found and destroyed, the lich is impossible to destroy permanently. Liches make for great villains, and their precious and heavily guarded phylacteries deserve whole adventures dedicated to finding them. Note that this is a D&D lich, its template differs quite significantly from the one in GURPS Magic.

Lich [Monster Manual, page 166]

502 points Applicable to: Any corporeal humanoid creature with a skeletal system. Attribute Modifiers: ST-1 [-10]; DX+2 [40]; HT+2 [20]. Secondary Characteristics Modifiers: Basic Speed+1 [20]; HP+3 [6]. Advantages: DR 3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 20 (Magic) [60]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Immunity to Transformations [10]; Infravision [10]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Resistant to Turning (+3) [1]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Elemental Resistance (C,E) [45]: DR 20 (Limited, Cold, Electricity, -35%; Tough Skin, -40%) [25] + Immunity to Electrical Conduction [5] + Immunity to Noxious Cold and Electrical Effects [15]. Fear Aura: Terror (-1) (Sight; Always On, -20%; Magical, -10%; Selective Effect, +20%) [36]. Lich’s Touch [48]: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Paralysis, +150%) [42] + Toxic Attack 2d (Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%) [6]. Phylactery: Unkillable 3 (Can be stolen by stealth or trickery, Will not work for the thief, -10%; Unique, -25%) [98]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Fragile (Brittle) [-15]; No Sense of Smell/Taste [-5]; Skinny [-5]; Social Stigma (Dead) [-20]; Vulnerability (Crushing Attacks, x2) [-30]. Quirks: Cannot Float [-1]; Sexless [-1]. Features: Has no FP; Skull has only 2 total DR. Creature Type: Undead.

Human Wizard Lich [Monster Manual, page 166]

Typical Stats ST: 9 HP: 12 Speed: 7 DX: 12 Will: 15 Move: 7 IQ: 15 Per: 15 HT: 12 FP: - SM: +0 Dodge: 9 Parry: 12 DR: 3, 2 (ring of protection +2), 20 (vs. cold and electricity) Quarterstaff (14): swing 1d+1 crushing, Reach 1-2; or thrust 1d crushing (KYOS: 1d-1 crushing), Reach 1-2. Lich’s Touch (12): The lich can touch another creature, infusing it with necromantic energies. This touch deals 2d toxic damage. In addition, the victim must make an HT roll. Should he fail, he becomes permanently paralyzed. This condition cannot be dispelled by Dispel Magic, but is susceptible to Relieve Paralysis, Stop Paralysis, Remove Curse, or a similar effect. Fear Aura: When a creature sees the lich’s horrifying visage, it must roll a Fright Check at -1. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. The lich can exclude any creatures from this effect. Phylactery: An integral part of becoming a lich is creating a magic phylactery in which the lich stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. When the lich reaches -10xHP, he does not die, unless its phylactery is located and destroyed. After this apparent death, the lich falls unconscious and heals normally. Once it is at full HP, its fully intact body coalesces at its phylactery’s location. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box has SM-6, DR 3, HP 10. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Regardless of its form, the point value of the ability does not change – the phylactery can be hidden in a remote place, and it will still work, so its vulnerability in combat is not an appropriate limitation. Note that this is not a magical ability – a lich will still return to unlife even in a no-mana zone.

Traits: Appearance (Monstrous; Universal); Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 20 (Magic); Fragile (Brittle); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold and Electrical Effects; Immunity to Transformations; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Resistant to Turning (+3); Sexless; Skinny; Skull has only 2 total DR; Social Stigma (Dead); Sorcerous Empowerment (Wizardry) 20; Sorcery Talent (Wizardry) 3; Temperature Tolerance 10; Unaging; Unfazeable; Vacuum Support; Vulnerability (Crushing Attacks, x2). Skills: Expert Skill (Thanatology)-17; Innate Attack (Beam)-17; Innate Attack (Gaze)-17; Innate Attack (Projectile)-17; Occultism-17; Research/TL3-17; Savoir-Faire (High Society)-15; Staff-14; Thaumatology-17. Spells: Acid Ball 3-17; Control Zombie-17; Detect Magic-17; Disintegrate-17; Dispel Magic 1-17; Enervation-17; Haste 2-17; Mass Zombie 1-17; Mirror Image 1- 17; Ray of Frost 2-17; Remove Curse-17; Teleport-17; True Seeing-17. Creature Type: Undead.

Posted by Enraged Eggplant at 21:54:00 Labels: D&D, GURPS, monster, template Monday, 12 December 2016 Monster: Shadow

Monster: Shadow Shadows are lesser incorporeal undead creatures that can create shadows from killed victims. Never been fond of these things in D&D. Also, I find it peculiar, that the shadows did not have anything like Shadow Form advantage/disadvantage in the original source, even though they look two- dimensional on their art.

Shadow [Monster Manual, page 221]

Racial Template 253 points Attribute Modifiers: ST-2 [-20]; IQ-3 [-60]. Secondary Characteristic Modifiers: Will +1 [5]. Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Dominance (Must be killed by the shadow) [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Unaging [15]. Strength Drain: Leech 1 (Steal ST, +100%; No Signature, +20%; Magical, -10%) [53]. Disadvantages: Cannot Speak [-15]; Unhealing (Partial; Leech) [-20]. Creature Type: Undead.

Typical Stats - Shadow ST: 8 HP: 8 Speed: 5 DX: 10 Will: 8 Move: 5 IQ: 7 Per: 7 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 0 Punch (10): 1d-4 crushing (KYOS: 1d-5 crushing). Reach C. Strength Drain (10): By grappling a foe, the shadow is able to drain 1 point of ST per second he’s in its grip. The shadow heals 1 HP per 3 points of ST drained.

Traits: Cannot Speak; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dominance (Must be killed by the shadow); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Insubstantiality (Affect Substantial; Always On); Unaging; Unhealing (Partial; Leech). Skills: Stealth-11. Creature Type: Undead.

Typical Stats – Greater Shadow ST: 12 HP: 12 Speed: 5 DX: 10 Will: 8 Move: 5 IQ: 7 Per: 7 HT: 10 FP: 10 SM: +0 Dodge: 8 Parry: N/A DR: 0 Punch (10): 1d-2 crushing (KYOS: 1d-1 crushing). Reach C. Strength Drain (10): By grappling a foe, the greater shadow is able to drain 2 point of ST per second he’s in its grip. The greater shadow heals 1 HP per 3 points of ST drained.

Traits: Cannot Speak; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dominance (Must be killed by the shadow); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Insubstantiality (Affect Substantial; Always On); Unaging; Unhealing (Partial; Leech). Skills: Stealth-11. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template Saturday, 14 April 2018 Monsters: Wraith Spiders

Monsters: Wraith Spiders Wraith spiders are undead creatures formed from the chitinous husks of monstrous spiders but animated by evil spirits. They are featured in a Forgotten Realms book City of the Spider Queen.

Wraith Spider (Tiny) [City of the Spider Queen, page 124]

-73 points Attribute Modifiers: ST-7 [-70]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-3; Will+6 [30]; Per+8 [40]; Basic Move -2 [-10]. Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Vermin.

Typical Stats ST: 3 HP: 3 Speed: 5.25 DX: 12 Will: 8 Move: 3 IQ: 2 Per: 10 HT: 9 FP: N/A SM: -3 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-6 cutting (KYOS: 1d-10 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Stealth-13. Creature Type: Undead.

Wraith Spider (Small) [City of the Spider Queen, page 124]

-48 points Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT-1 [-10]. Secondary Characteristic Modifiers: SM-2; Will+6 [30]; Per+8 [40]; Basic Move -1 [-5]. Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 5 HP: 5 Speed: 5.25 DX: 12 Will: 8 Move: 4 IQ: 2 Per: 10 HT: 9 FP: N/A SM: -2 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-5 cutting (KYOS: 1d-8 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Stealth-13. Creature Type: Undead.

Wraith Spider (Medium) [City of the Spider Queen, page 124]

-3 points Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 8 HP: 8 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: N/A SM: -1 Dodge: 8 Parry: N/A DR: N/A Mandibles (12): 1d-4 cutting (KYOS: 1d-5 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Stealth-14. Creature Type: Undead.

Wraith Spider (Large) [City of the Spider Queen, page 124]

22 points Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]. Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]. Advantages: Clinging [20]; DR 1 [5]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Typical Stats ST: 10 HP: 10 Speed: 5.5 DX: 12 Will: 8 Move: 5 IQ: 2 Per: 10 HT: 10 FP: N/A SM: +0 Dodge: 8 Parry: N/A DR: 1 Mandibles (13): 1d-3 cutting plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-13; Stealth-14. Creature Type: Undead.

Wraith Spider (Huge) [City of the Spider Queen, page 124]

92 points Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+1 [10]. Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Knowing Your Own Strength [152] Replace ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40] with ST+10 [100]

Typical Stats ST: 20 HP: 20 Speed: 5.75 DX: 12 Will: 8 Move: 7 IQ: 2 Per: 10 HT: 11 FP: N/A SM: +2 Dodge: 8 Parry: N/A DR: 3 Mandibles (14): 2d cutting (KYOS: 3d+2 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days. Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Stealth-14. Creature Type: Undead.

Wraith Spider (Gargantuan) [City of the Spider Queen, page 124]

139 points Attribute Modifiers: ST+24 (No Fine Manipulators, -40%; Size Modifier, -30%) [72]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+2 [20]. Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move+2 [10]. Advantages: Clinging [20]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Knowing Your Own Strength [225] Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [72] with ST+15 [150] Add HP+4 [8]

Typical Stats ST: 34 (KYOS: 25) HP: 34 (KYOS: 29) Speed: 6 DX: 12 Will: 8 Move: 8 IQ: 2 Per: 10 HT: 12 FP: N/A SM: +3 Dodge: 9 Parry: N/A DR: 4 Mandibles (14): 4d cutting (KYOS: 5d cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Stealth-14. Creature Type: Undead.

Wraith Spider (Colossal) [City of the Spider Queen, page 124]

172 points Attribute Modifiers: ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-8 [-160]; HT+3 [30]. Secondary Characteristic Modifiers: SM+4; Will+6 [30]; Per+8 [40]; Basic Move+3 [15]. Advantages: Clinging [20]; DR 6 [30]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Extra Legs (Eight Legs; Cannot Kick, -50%) [8]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving) [45]; Night Vision 9 [9]; Sharp Teeth [1]; Super Jump 1 [10]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Ground and Web, -10%) [9]. Strength Drain: Affliction 1 (HT; Attribute Penalty, -4 ST, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11]. Disadvantages: Brittle [-15]; Infectious Attack [-10]; No Fine Manipulators [-30]; No Physical Attack (Arms) [-10]; No Sense of Smell/Taste [-5]; Unhealing (Total) [-30]; Wild Animal [-30]. Features: Can be turned; Has no FP [0]. Creature Type: Undead.

Knowing Your Own Strength [346] Replace ST+40 (No Fine Manipulators, -40%; Size Modifier, -40%) [80] with ST+23 [230] Add HP+17 [34]

Typical Stats ST: 50 (KYOS: 33) HP: 50 Speed: 6.25 DX: 12 Will: 8 Move: 9 IQ: 2 Per: 10 HT: 13 FP: N/A SM: +4 Dodge: 9 Parry: N/A DR: 6 Mandibles (14): 6d+2 cutting (KYOS: 7d+2 cutting) plus follow-up ST drain (resisted by HT, -4 ST for margin of failure minutes). Reach C. This drain is considered to be a negative energy effect for the purpose of resistances and immunities. Spiders killed by a wraith spider rise as wraith spiders in 1d days.

Traits: Brittle; Can be turned; Clinging; Doesn’t Breathe; Doesn’t Eat or Drink; Extra Legs (Eight Legs; Cannot Kick); High Pain Threshold; Immunity to Metabolic Hazards; Infectious Attack; Injury Tolerance (No Blood; No Brain; No Eyes; No Neck; No Vitals; Unliving); Night Vision 9; No Fine Manipulators; No Physical Attack (Arms); No Sense of Smell/Taste; Super Jump 1; Temperature Tolerance 10; Unaging; Unhealing (Total); Vacuum Support; Vibration Sense (Ground and Web); Wild Animal. Skills: Brawling-14; Stealth-14. Creature Type: Undead.

Posted by Enraged Eggplant at 01:00:00 Labels: D&D, GURPS, monster, template