Behir [Monster Manual, page 25]
369 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];
DR 4 (Partial, Skull, -70%; Tough Skin, -40%) [4]; Discriminatory Smell [15]; Double-Jointed
[15]; Extended Lifespan 4 [8]; Extra Legs (Twelve Legs) [15]; High Pain
Threshold [10]; Infravision [10]; Nictitating Membrane 3 [3]; Night Vision 5
[5]; Peripheral Vision [15]; Reduced Consumption 3 [6]; Sharp Claws [5]; Sharp
Teeth [1]; Super Climbing 2 [6].
Breathe Electricity: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Damage, -2 per die, -60%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Single, -20%; Surge, Arcing, +100%) [17].
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].
Disadvantages: Bad Grip 2 [-10]; Ham-Fisted 1
[-5]; Horizontal [-10]; Intolerance (Dragons) [-5]; Loner (12) [-5]; Restricted
Diet (Carnivore) [-10]; Short Arms [-10].
Perks: Scales [1].
Features: Early Maturation 7.
Notes: Size 12 hexes.
Creature Type: Magical Beast.
Knowing Your Own Strength [432] Replace ST+25 (Size Modifier, -50%) [125] with ST+18 [180] and HP+4 [8]
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Typical Stats
ST:
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35 (KYOS: 28)
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HP:
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35 (KYOS: 32)
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Speed:
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6
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DX:
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10
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Will:
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11
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Move:
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8
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IQ:
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9
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Per:
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11
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HT:
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13
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FP:
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17
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SM:
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+5
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Dodge:
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9
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Parry:
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9 (unarmed)
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DR:
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6 (+6 skull), 20 (vs. electricity)
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Sharp Claws (12): thrust 5d-1 cutting (KYOS: 6d+1 cutting), Reach C.
Sharp Teeth (12): thrust 5d-1 cutting (KYOS: 6d+1 cutting), Reach C.
Breathe Electricity (14): The behir breathes out a bolt of lightning, dealing thrust 1d+2 burning
surge damage (KYOS: 2d+1) as large-area injury. Wearing any metal armor anywhere
means having DR 1 against it, if that would be worse for the victim. Anyone wounded must make a HT roll at ‑1 per 2 HP of injury or be stunned, rolling against HT each turn
thereafter to recover. This is a cone attack that uses rules from Area and Spreading Attacks (pp.
B413-414). The cone is 1-yard wide and has a length of 7 yards (ST/5). Each use
costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Traits:
Bad Grip 2; Constriction Attack; Discriminatory Smell; Double-Jointed; Early
Maturation 7; Extended Lifespan 4; Extra Legs (Twelve Legs); Ham-Fisted 1; High
Pain Threshold; Horizontal; Immunity to Electric Conduction; Immunity to
Noxious Electric Effects; Infravision; Intolerance (Dragons); Loner (12) [-5]; Nictitating
Membrane 3; Night Vision 5; Peripheral Vision; Reduced Consumption 3; Restricted
Diet (Carnivore); Scales; Super Climbing 2.
Skills: Brawling-12;
Innate Attack (Breath)-14; Tracking-12; Wrestling-12.
Notes: Size 12 hexes.
Creature Type: Magical
Beast.
Shouldn't the electricity breath should also get Side Effect (Stunning, +50%) to be consistent with regular lightning attacks?
ReplyDeleteI hope my suggestions aren't bothering you, but I think you're doing lots of good conversions. I am not looking at the spells as closely as the creatures though.
Good catch! I added the side effect.
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