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]

693 points
Attribute Modifiers: ST+70 (Size Modifier, -90%) [140]; IQ+3 [60]; HT+4 [40].
Secondary Characteristic Modifiers: SM+9; HP+80 (Size Modifier, -80%) [32]; Will+2 [10].
Advantages: Ambidexterity [5]; Constriction Attack [15]; DR 5 (Tough Skin, -40%) [15]; DR 15 (Partial, Torso, -10%) [68]; 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]; Nictitating Membrane 5 [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Sharp Beak [1]; Speak Underwater [5]; 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) [93]:
    Animal Control [10/5=2] - see GURPS Thaumatology: Sorcery, p. 13;
    Control Weather 1 [91].
Disadvantages: Bad Grip 1 [-5]; Callous [-5]; Cold-Blooded (50°) [-5]; Invertebrate [-20]; Odious Racial Habit (Eats sapient beings) [-15]; Selfish (9) [-7]; Social Stigma (Monster) [-15]; Weak Arms, 1/4 ST [-10].
Perks: Polarization Detection [1].
Features: Doesn’t Breathe (Gills); No Legs (Aquatic).
Notes: Size 70 hexes; Weight 500,000 lbs.
Creature Type: Magical Beast.

Knowing Your Own Strength [1,205]
Replace ST+70 (Size Modifier, -80%) [140] with ST+48 [480]
Replace HP+80 (Size Modifier, -80%) [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:

10 (unarmed)

DR:

5* (tough skin), 15 (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): thrust 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 1 (13).

    Traits: Ambidexterity; Bad Grip 1; Callous; 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; Nictitating Membrane 5; Night Vision 5; No Legs (Aquatic); Odious Racial Habit (Eats sapient beings); Peripheral Vision; Polarization Detection; Pressure Support 2; Selfish (9); Social Stigma (Monster); Speak Underwater; 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: 91 points for level 1 + 81 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can change the weather within the 0.1-mile-radius area around you – change the direction and strength of wind, cause clouds to gather, make precipitation fall, calm or cause storms. Every level of this spell gives -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.
Statistics: Control Weather 1 (Natural Phenomenon, +100%; Sorcery, -15%) [37] + Control Weather +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [54]. Additional levels add Control Weather +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [81/level]. Note: As this is one advantage (Control Weather) with the Sorcery limitation, not two, it costs only 1 FP to use.


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