Friday 6 September 2019

Monster: Winter Wolf

Monster: Winter Wolf

Winter wolves are slightly more interesting, powerful, and intelligent than the worgs.

 

Winter Wolf [Monster Manual, page 256]

 
82 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+5 [25]; Basic Move+3 [15].
Advantages: DR 2 (Tough Skin, -40%) [6]; Discriminating Smell [15]; Extra Legs (Four Legs) [5]; Infravision [10]; Night Vision 5 [5]; Sharp Teeth [1]; Temperature Tolerance 5 (Cold) [5].
    Cold Resistance [30]: DR 20 (Limited, Cold, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Cold Effects [10].
    Freezing Bite: Burning Attack 1d (Follow-Up, Sharp Teeth, +0%; Magical, -10%; No Incendiary Effect, -10%) [4].
    Breathe Frost: 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: Bestial [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Fire, x2) [-30].
Perks: Fur [1]; Limited Camouflage (Snow) [1].
Creature Type: Magical Beast (Cold).
 

Knowing Your Own Strength [112]
Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

 
Typical Stats

ST:

16

HP:

16

Speed:

6

DX:

12

Will:

11

Move:

9

IQ:

9

Per:

14

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

10

Parry:

N/A

DR:

2* (tough skin), 20 (vs. cold)

    Freezing Bite (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting) + 1d follow-up non-incendiary burning, Reach C.
    Breathe Frost (14): The wolf breathes out a blast of extremely cold vapor, dealing thrust 1d non-incendiary burning damage (KYOS: 1d+2) 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 3 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.).
 
    Traits: Bestial; Combat Reflexes; Discriminating Smell; Extra Legs (Four Legs); Fur; Horizontal; Immunity to Noxious Cold Effects; Infravision; Limited Camouflage (Snow); Night Vision 5; No Fine Manipulators; Odious Racial Habit (Eats sapient beings); Restricted Diet (Carnivore); Social Stigma (Monster); Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2).
    Skills: Brawling-14; Innate Attack (Breath)-14; Stealth-14; Tracking-14.
    Creature Type: Magical Beast (Cold).
    Notes: Size 2 hexes; Weight 450 lbs.

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