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]

 
436 points
Attribute Modifiers: ST+5 [50]; DX+2 [40]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+1 [5]; Basic Move +1 [5].
Advantages: Combat Reflexes [15]; Doesn’t Eat or Drink [10]; Extended Lifespan 3 [6]; Immunity to Petrification [5]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; See Invisible (Magical; Magical, -10%) [14]; Temperature Tolerance 6 [6].
    Alternate Form: Alternate Form (Globe Form, see notes; Can Carry Objects, No Encumbrance, +10%; Magical, -10%; Reduced Time 1, +20%; Once On, Stays On, +50%) [26 + 92].
    Light Resistance [30]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Light, -40%; Tough Skin, -40%) [25] + Protected Vision [5].
    Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
    Veiling: Morph (Cosmetic, -50%; Magical, -10%; Retains Shape, -20%) [20].
    Spell-Like Abilities (Alternative Abilities) [97]:
    Color Spray (No Gestures, Incantation, and IQ Roll, +30%) [31/5=7];
    Detect Thoughts (No Gestures and Incantation, +20%) [18/5=4];
    Dispel Magic (No Gestures and Incantation, +20%) [60];
    Ghaele’s Gaze 3 [45/5=9];
    Major Image 1 (No Gestures, Incantation, and IQ Roll, +30%) [47/5=10];
    Minor Healing [32/5=7] – GURPS Thaumatology: Sorcery, page 19.
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Holy Touch [1]; Illumination [1].
Features: Early Maturation 1.
Creature Type: Outsider (Chaotic, Eladrin, Good).
Notes:
Globe shape [420]
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Combat Reflexes [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extended Lifespan 3 [6]; Flight [40]; Immunity to Metabolic Hazards [30]; Immunity to Petrification [5]; Injury Tolerance (Diffuse) [100]; Injury Tolerance (No Eyes) [5]; Magic Resistance 3 (Improved, +150%) [15]; See Invisible (Magical; Magical, -10%) [14]; Temperature Tolerance 6 [6].
    Light Ray: Burning Attack 2d (Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Reflective, -5%) [8].
    Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
    Spell-Like Abilities (Alternative Abilities) [97]:
    Color Spray (No Gestures, Incantation, and IQ Roll, +30%) [31/5=7];
    Detect Thoughts (No Gestures and Incantation, +20%) [18/5=4];
    Dispel Magic (No Gestures and Incantation, +20%) [60];
    Ghaele’s Gaze 3 [45/5=9];
    Major Image 1 (No Gestures, Incantation, and IQ Roll, +30%) [47/5=10];
    Minor Healing [32/5=7] – GURPS Thaumatology: Sorcery, page 19.
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Manipulators [-50]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Holy Touch [1]; Illumination [1].
Features: Early Maturation 1; No Legs (Aerial).
 

Typical Stats – Humanoid Form

ST:

15

HP:

15

Speed:

6

DX:

12

Will:

13

Move:

7

IQ:

13

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

10

Parry:

12

DR:

3 (light segmented plate; torso and limbs); 10 (vs. light)

    Thrusting Greatsword swing (16): swing 3d cutting, Reach 1, 2.
    Thrusting Greatsword thrust (16): thrust 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 globe forms by taking 5 consecutive Ready maneuvers. Clothing and gear weighing no more than his BL change with it. If the eladrin dies or gets knocked unconscious, it does not revert to its natural form.
    Tongues: Aside from the languages the eladrin knows, it has one slot that it can fill with any spoken language that is not “secret” or “lost” at the Native comprehension level by taking a Ready maneuver.
    Veiling: The eladrin may assume a different form as if using the Morph advantage (p. B84). The transformation takes 10 seconds. If he is knocked out or killed, he immediately reverts to his native form (which will also be unconscious or dead). The eladrin can only change his outward appearance. His abilities and racial template are unaffected. He can only choose a humanoid form with the same body layout.
    The eladrin can always take on the form of a being he can see or touch, provided its racial template cost does not exceed his. Once he has assumed a form, he can opt to memorize it by concentrating for one minute. This allows him to shapeshift into that form at any time. The eladrin can memorize a number of forms equal to his IQ. If all his “slots” are full, his must overwrite a previously memorized form (his choice) to add the new form. Memorizing cosmetic changes also requires a “slot”.
    Spell-Like Abilities (Alternative Abilities):
    Color Spray (No Gestures, Incantation, and IQ Roll) (14);
    Detect Thoughts (No Gestures and Incantation) (13);
    Dispel Magic (No Gestures and Incantation) (13);
    Ghaele’s Gaze 3 (13);
    Major Image 1 (No Gestures, Incantation, and IQ Roll);
    Minor Healing (13) GURPS Thaumatology: Sorcery, page 19.
 
    Traits: Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Doesn’t Eat or Drink; Early Maturation 1; Extended Lifespan 3; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Intolerance (Fiends); Magic Resistance 3 (Improved); Night Vision 5; No Sense of Humor; Pacifism (Cannot Harm Innocents); Protected Vision; See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
    Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
    Creature Type: Outsider (Chaotic, Eladrin, Good).
 

Typical Stats – Globe Form

ST:

10

HP:

10

Speed:

6

DX:

12

Will:

13

Move:

12 air

IQ:

13

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

10

Parry:

N/A

DR:

-

    Light Ray (14): 2d tight-beam burning. Acc 3, Range 10/100, costs 1 FP. The beam is easily reflected. Normally it cannot be blocked, but someone may use a mirror or a highly polished shield to do so; this causes the attack to bounce off in a random direction, possibly striking the wrong target (p. B389). The mirror-wielder may even attempt to reflect it back at the archon, but this gives -2 to Block; the archon defends normally. On the upside, the archon may make use of mirrored surfaces to “ricochet” the beam. This inflicts -2 per bounce to the attack roll, but may allow the attacker to bypass cover; in addition, the target is at -1 per bounce to defend.
    Alternate Form: A ghaele can shift between its humanoid and globe forms by taking 5 consecutive Ready maneuvers. Clothing and gear weighing no more than his BL change with it. If the eladrin dies or gets knocked unconscious, it does not revert to its natural form.
    Tongues: Aside from the languages the eladrin knows, it has one slot that it can fill with any spoken language that is not “secret” or “lost” at the Native comprehension level by taking a Ready maneuver.
    Spell-Like Abilities (Alternative Abilities):
    Color Spray (No Gestures, Incantation, and IQ Roll) (14);
    Detect Thoughts (No Gestures and Incantation) (13);
    Dispel Magic (No Gestures and Incantation) (13);
    Ghaele’s Gaze 3 (13);
    Major Image 1 (No Gestures, Incantation, and IQ Roll);
    Minor Healing (13) GURPS Thaumatology: Sorcery, page 19.
 
    Traits: 360° Vision (Panoptic I); Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Early Maturation 1; Extended Lifespan 3; Flight; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Injury Tolerance (Diffuse); Injury Tolerance (No Eyes); Intolerance (Fiends); Magic Resistance 3 (Improved); No Manipulators; No Sense of Humor; Pacifism (Cannot Harm Innocents); See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
    Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
    Creature Type: Outsider (Chaotic, Eladrin, Good).
 


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, Reversed, -20%) [27]. Additional levels add 1 to the Fright Check [+9].

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