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]

508 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]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 (Long 3, +60%) [96]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Long Neck 3 [9]; 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].
Notes: Size 16 hexes; Weight 4,000 lbs.
Creature Type: Magical Beast.

Knowing Your Own Strength [627]
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. 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]

631 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]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 (Long 3, +60%) [96]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Long Neck 3 [9]; 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 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].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30].
Notes: Size 16 hexes; Weight 4,000 lbs.
Creature Type: Magical Beast (Fire).

Knowing Your Own Strength [750]
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): The hydra breathes out a blast of fire, dealing thrust 4d-1 burning damage (KYOS: 5d) 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 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).
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. 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]

646 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]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 4 (Long 3, +60%) [96]; Extra Legs (Four Legs) [5]; Fangs [2]; Infravision [10]; Long Neck 3 [9]; 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 [75]: 5 x 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%; No Incendiary, -10%; Ranged, +100%; Reduced Damage, -1 per die, -30%; Reduced Range, 1/5, -20%; Side Effect, DX-2 and Numb, +90%; Single, -20%) [15].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30].
Notes: Size 16 hexes; Weight 4,000 lbs.
Creature Type: Magical Beast (Cold).

Knowing Your Own Strength [765]
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): The hydra breathes out a blast of extremely cold vapor, dealing thrust 3d-1 non-incendiary burning damage (KYOS: 4d-1) as large-area injury. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). 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). It will blow out any ordinary fire (candle, lantern, torch, etc.).
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. 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.

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