Sunday, 23 October 2016

Monster: Allip

Monster: Allip

The art looks kind of cool
Now this is an infamous D&D monster - a slayer of many 3rd-level adventurer parties.

 

Allip [Monster Manual, page 10]
 
124 points
Attribute Modifiers: ST-2 [-20]; DX+1 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Unaging [15].
    Babble: Terror 1 (Confusion; Hearing; Always On, -20%; Magical, -10%) [21].
    Madness: Terror 1 (Always On, -10%; Magical, -10%; Trigger, Mental contact, -30%) [15].
    Touch of Insanity: Affliction 1 (Will; Accessibility, Only on living beings, -10%; Affects Substantial, +40%; Always On, -10%; Aura, +80%; Based on Will, +20%; Hallucinating, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Mental Defense Only, +250%) [48].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Cannot Learn [-30]; Cannot Speak [-15]; Disturbing Voice [-10]; Dread (Religious Symbols; 5 yards) [-14]; Intolerance (Living) [-10]; No Sense of Smell/Taste [-5]; Noisy 2 [-4]; Social Stigma (Dead) [-20]; Uncontrollable Appetite (Touch of Insanity) (9) [-22]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: No Legs (Aerial); Not Subject to Fatigue; Sterile.
Creature Type: Undead.
 
Typical Stats

ST:

8

HP:

8

Speed:

5.25

DX:

11

Will:

11

Move:

5 air

IQ:

10

Per:

10

 

 

HT:

10

FP:

N/A

SM:

+0

Dodge:

8

Parry:

8 (unarmed)

DR:

-

    Punch (11): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C. Only against insubstantial targets.
    Touch of Insanity: Despite being insubstantial, allips can cause temporary insanity with their touch. Any living creature that touches an allip must make a Will roll (Mind Shield provides a bonus to resist, but DR does not) or begin to hallucinate for margin of failure minutes.
    Babble: When a creature hears the allip’s constant babble, it must roll a Fright Check using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Madness: When a creature reads the mind of an allip or senses its emotions – by any method, including powers, spells, and unmodified advantages, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
 
    Traits: Appearance (Monstrous; Universal); Cannot Learn; Cannot Speak; Dark Vision; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); Insubstantiality (Affect Substantial; Always On); Intolerance (Living); No Legs (Aerial); No Sense of Smell/Taste; Noisy 2; Social Stigma (Dead); Sterile; Unaging; Uncontrollable Appetite (Touch of Insanity); Unhealing (Total); Unnatural; Wealth (Dead Broke).
    Skills: Stealth-11.
    Creature Type: Undead.
 

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