Saturday 7 December 2019

Lens/Monster: Paragon Creature/Paragon Mind Flayer

Lens/Monster: Paragon Creature/Paragon Mind Flayer

Let's get back to some monster conversions. I've been asked to do some mind flayer-related monster, so let's start with the simple one. "Paragon creature" is a simple number bloat template from Epic Level Handbook. In the book, they list the paragon mind flayer as an example, said to either lead mind flayer cities or be hunted by the others for its valuable, but dangerous brain. This creates an interesting dynamic with the elder brains.

Paragon Creature [Epic Level Handbook, page 209]

755 points
Applicable to: Any creature.
Attribute Modifiers: ST+10 [100]; DX+6 [120]; IQ+6 [120]; HT+6 [60].
Advantages: Injury Tolerance (Damage Reduction, 1/3) [75]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Very Fast) [100]; Ridiculous Luck (Active, -40%) [36]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Temperature Tolerance 6 [6].
Spell-Like Abilities (Alternative Abilities) [97]:
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
    Personal Great Haste [85].
  
Knowing Your Own Strength [715]
Replace ST+10 [100] with ST+6 [60]

 

Paragon Mind Flayer [Epic Level Handbook, page 208]

928 points
Attribute Modifiers: ST+11 [110]; DX+6 [120]; IQ+9 [180]; HT+6 [60].
Secondary Characteristic Modifiers: Per-2 [-10]; Will+1 [5].
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Injury Tolerance (Damage Reduction, 1/3) [75]; Magic Resistance 4 (Improved, +150%) [20]; Reduced Consumption 1 [2]; Regeneration (Very Fast) [100]; Resistant to Psionics (+3) [10]; Ridiculous Luck (Active, -40%) [36]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Slippery 3 [6]; Temperature Tolerance 6 [6].
    Dissolving Enzyme: Corrosion Attack 2d (Accessibility, Can only be delivered with mouth tentacles, -10%; Costs Fatigue, 2 FP, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Effect decreases depending on the number of tentacles, -5%; Takes Extra Time 1, -10%) [6].
    Mouth Tentacles: Extra Arms 4 (Extra-Flexible, +50%; Short, -50%; Weak, 1/2 ST, -25%) [30].
    Spell-Like Abilities (Alternative Abilities) [97]:
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
Disadvantages: Callous [-5]; Dependency (Brain of a sapient creature; Occasional; Monthly) [-20]; Hard of Hearing [-10]; Intolerance (Non-illithids) [-10]; Megalomania [-10]; No Sense of Smell/Taste (No Smell only, -50%) [-2]; Odious Racial Habit (Eats sapient beings) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15].
Features: Night Vision 7.
Racial Psionic Abilities: Mental Blow 4 [28]; Mental Surgery 1 [10]; Suggestion 3 [30]; Telereceive 1 [21]; Telespeak 3 [39].
Racial Psionic Skills: Mental Blow (H) Will-2 [1]; Mental Surgery (H) IQ-2 [1]; Suggestion (H) IQ-2 [1]; Telereceive (H) IQ-2 [1]; Telesend (H) IQ-2 [1].
Creature Type: Aberration.

Knowing Your Own Strength [888]
Replace ST+11 [110] with ST+7 [70]

 

Sapient-Only Telepathy [-17]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Suggestion 3 [30] -> Suggestion 3 [25]
Telereceive 1 [21] -> Telereceive 1 [16]
Telespeak 3 [39] -> Telespeak 3 [33]

Typical Stats

ST:

21 (KYOS: 17)

HP:

21 (KYOS: 17)

Speed:

8.5

DX:

16

Will:

20

Move:

8

IQ:

19

Per:

17

 

 

HT:

18

FP:

18

SM:

+0

Dodge:

11

Parry:

11 (unarmed)

DR:

1* (tough skin)

    Punch (16): thrust 2d-1 crushing (KYOS: 2d crushing), Reach C.
    Tentacles (16): The mind flayer has four short tentacles that encircle its mouth. These are treated as four short arms with Reach C and effective ST of 10 (KYOS: 8). The mind flayer can use tentacles to attack for 1d-3 crushing damage (KYOS: 1d-5 crushing damage), but usually uses the tentacles for grappling and manipulating objects. The tentacles are considered to be “off-hands” for the purpose of penalties, but not for the purpose of determining the arc of attack.
    Dissolving Enzyme (16): The mouth tentacles have ducts that can transmit a powerful dissolving enzyme. This takes time – the mind flayer must first perform a Ready maneuver, and only then follow-up with a Reach C melee attack with one or more of its tentacles. If it succeeds, it deals 2d corrosion damage. If it only has three tentacles in contact with the victim, then decrease it by 25%; if it only has two tentacles in contact with the victim, then decrease it by 50%; if it only has one tentacle in contact with the victim, then decrease it by 75%. Usually, the mind flayer uses this attack when grappling the skull with all four tentacles to corrode its way through the skull and extract the brain. Each use costs 2 FP.
    Spell-Like Abilities (Alternative Abilities):
    Dispel Magic 1 (20)
- see GURPS Thaumatology: Sorcery, p. 21;
    Personal Great Haste.

    Traits: Callous; Dependency (Brain of a sapient creature; Occasional; Monthly); Hard of Hearing; Infravision; Injury Tolerance (Damage Reduction, 1/3); Intolerance (Non-illithids); Magic Resistance 4 (Improved); Megalomania; Night Vision 7 (-7 is the native illumination level); No Sense of Smell/Taste (No Smell only); Odious Racial Habit (Eats sapient beings); Reduced Consumption 1; Regeneration (Very Fast); Resistant to Psionics (+3); Ridiculous Luck (Active); See Invisible (Magical; Magical; True Sight); Selfish (12); Slippery 3; Social Stigma (Monster); Temperature Tolerance 6.
    Psionic Abilities: Mental Blow 5; Mental Surgery 3; Suggestion 5; Telereceive 5; Telespeak 5.
    Skills: Brainwashing/TL3-22; Expert Skill (Psionics)-22; Interrogation-22; Intimidation-22; Research/TL3-22; Thaumatology-22.
    Psionic Skills: Mental Blow-22; Mental Surgery-22; Suggestion-22; Telereceive-22; Telesend-22.
    Creature Type: Aberration.

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