Monster: Nightwalker
Here we have the second type of the nightshades - the nightwalker. This one is a huge humanoid with a terrifying gaze.
Nightwalker [Monster Manual, page 196]
Attribute Modifiers: ST+35 (Size Modifier, -30%) [245]; IQ+3 [60]; HT+5 [50].
Secondary Characteristic Modifiers: SM+3; Will+2 [10]; Per+2 [10]; Basic Move +2 [10].
Advantages: Blunt Claws [3]; DR 7 (Tough Skin, -40%) [21]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Magical, -10%; Slow, Move 1, -45%) [18]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood; Unliving) [25]; Magic Resistance 3 (Improved, +150%) [15]; Pressure Support 1 [5]; See Invisible (Magic; Magical, -10%; True Sight, +50%) [21]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 5 (Cold) [5]; Unaging [15]; Vacuum Support [5].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Evil Gaze: Terror (-3) (Sight; Magical, -10%) [54].
Spell-Like Abilities (Alternative Abilities) [81]:
Blackout 4 [66];
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, p. 19;
Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21.
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Lifebane [-10]; Social Stigma (Monster) [-15]; Vulnerability (Silver, x2) [-10]; Weakness (Sunlight; 1d per minute) [-60].
Features: Not Subject to Fatigue.
Creature Type: Undead.
Knowing Your Own Strength [781] |
Typical Stats
ST: |
45 (KYOS: 32) |
HP: |
45 |
Speed: |
6.25 |
DX: |
10 |
Will: |
15 |
Move: |
8 ground, 1 air |
IQ: |
13 |
Per: |
15 |
|
|
HT: |
15 |
FP: |
N/A |
SM: |
+3 |
Dodge: |
10 |
Parry: |
11 (unarmed) |
DR: |
7* (tough skin), 20 (vs. cold) |
Evil Gaze: When a creature locks eyes with the nightwalker, it must roll a Fright Check at a -3 penalty. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
Spell-Like Abilities (Alternative Abilities):
Blackout 4 (15);
Detect Magic (15) – see GURPS Thaumatology: Sorcery, p. 19;
Remove Curse (15) - see GURPS Thaumatology: Sorcery, p. 21.
Traits: Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Magical; Slow, Move 1); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold Effects; Injury Tolerance (No Blood; Unliving); Lifebane; Magic Resistance 3 (Improved); Pressure Support 1; See Invisible (Magic; Magical; True Sight); Social Stigma (Monster); Telesend (Magical; Universal); Temperature Tolerance 5 (Cold); Unaging; Vacuum Support.
Skills: Brawling-15; Expert Skill (Thanatology)-15; Innate Attack (Gaze)-15; Occultism-15; Thaumatology-12; Wrestling-13.
Creature Type: Undead.
I always liked these guys in D&D. Thanks for statting it up!
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