Tuesday 6 November 2018

Monster: Dunewinder

Monster: Dunewinder

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

 

Dunewinder [Sandstorm, page 159]


178 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 Head, No Neck) [12]; Internal DR 4 (Tough Skin, -40%) [4]; Long Spines [3]; Nictitating Membrane 4 [4]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Reduced Consumption 3 (Food Only, -50%) [3]; Subsonic Hearing (Biological (Passive), -5%; Melee Attack, Reach C, -30%) [4]; Temperature Tolerance 5 (Hot) [5]; Tunneling (Move 3) [45].
    Breathe Fire: 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 Range, 1/5, -20%; Single, -20%) [12].
    Death Throes: Burning Attack 6d (Backlash, Instant Death, -300%; Explosion 1, +50%; Fragmentation, Impaling, [1d], +20%; Magical, -10%; Single Use, x1/5) [2].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    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%) [7].
Disadvantages: No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Vulnerability (Cold, x2) [-30]; Wild Animal [-30].
Features: Born Biter 2; Early Maturation 2; No Legs (Slithers).
Creature Type: Magical Beast.
 

Knowing Your Own Strength [346]
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): thrust 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): The worm breathes out a blast of fire, dealing thrust 5d burning damage (KYOS: 6d-1) as large-area injury. 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 9 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).
    Death Throes: When killed, a dunewinder’s body shatters in an explosion that deals 6d burning explosive damage and releases [1d] impaling fragments that can damage anyone within 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); Early Maturation 2; Immunity to Noxious Fire Effects; Infravision; Injury Tolerance (No Head, No Neck); Nictitating Membrane 4; Night Vision 5; No Legs (Slithers); No Manipulators; Peripheral Vision; Pressure Support 1; Reduced Consumption 3 (Food Only); Restricted Diet (Carnivore); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Temperature Tolerance 5 (Hot); 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: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-2 (Cyclic, 1 second, 6 cycles, Resistible, +300%; Follow-Up Poison, -20%; Resistible, HT-3, -30%; Symptoms, 1/2 HP, -3 HT, +30%) [8].




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