Sunday, 13 November 2016

Monster: Arrowhawk

Monster: Arrowhawk

Here's another entry in the D&D monsters series. Arrowhawks are very agile birds from the Plane of Air. They are intelligent and can project rays of electricity. Nothing too interesting, but not too mundane as well. Personally, I've never seen this monster in use.

 

Arrowhawk [Monster Manual, page 19]

 
256 points
Attribute Modifiers: ST+5 (No Fine Manipulators, -40%, Size Modifier, -10%) [25]; DX+5 (No Fine Manipulators, -40%) [60]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1.
Advantages: 3D Spatial Sense [10]; Doesn’t Eat or Drink (Water Only, -50%) [5]; DR 2 (Flexible, -20%) [8]; Enhanced Move 2 (Air) [40]; Flight (Soaring, +10%; Winged, -25%) [34]; Immunity to Poison [15]; Infravision [10]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%; Food Only, -50%) [1]; Sharp Beak [1].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Electricity Ray: Burning Attack 2d+2 (Costs Fatigue, 2 FP, -10%; Increased 1/2D, 2x, +5%; Nuisance Effect, Behaves erratically around conductors, -5%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [32].
Disadvantages: No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Skinny [-5]; Vulnerability (Earth/Stone, x2) [-30].
Perks: Feathers [1].
Quirks: Uncongenial [-1].
Features: No Legs (Aerial); Tail.
Notes: Size 3 hexes.
Creature Type: Outsider (Air).
 

Knowing Your Own Strength [257]
Replace ST+5 (No Fine Manipulators, -40%, Size Modifier, -10%) [25] with ST+3 [30]
Add HP-2 [-4]

 
Typical Stats - Juvenile

ST:

12 (KYOS: 9)

HP:

12 (KYOS: 9)

Speed:

6.5

DX:

15

Will:

10

Move:

13/52 air

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

N/A

DR:

2*, 20 (vs. electricity)

    Sharp Beak (15): thrust 1d-1 large piercing (KYOS: 1d-4 large piercing), Reach C.
    Electricity Ray (15): The arrowhawk fires forth a coruscating beam of electricity from its tail that does 2d burning surge damage. The attack has Acc 3 and Range 20/100. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. The charge of electricity can be dodged, but not blocked or parried. This attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
 
    Traits: 3D Spatial Sense; Doesn’t Eat or Drink (Water Only); Feathers; Enhanced Move 2 (Air); Flight (Soaring; Winged); Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach; Food Only); Restricted Diet (Carnivore); Skinny; Tail; Uncongenial; Vulnerability (Earth/Stone, x2).
    Skills: Innate Attack (Beam)-15.
    Creature Type: Outsider (Air).
 
Typical Stats - Adult

ST:

15 (KYOS: 13)

HP:

15 (KYOS: 11)

Speed:

6.5

DX:

15

Will:

10

Move:

13/52 air

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

9

Parry:

N/A

DR:

2*, 20 (vs. electricity)

    Sharp Beak (15): thrust 1d large piercing, Reach C.
    Electricity Ray (15): The arrowhawk fires forth a coruscating beam of electricity from its tail that does 2d+2 burning surge damage. The attack has Acc 3 and Range 20/100. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. The charge of electricity can be dodged, but not blocked or parried. This attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
 
    Traits: 3D Spatial Sense; Doesn’t Eat or Drink (Water Only); Feathers; Enhanced Move 2 (Air); Flight (Soaring; Winged); Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach; Food Only); Restricted Diet (Carnivore); Skinny; Tail; Uncongenial; Vulnerability (Earth/Stone, x2).
    Skills: Innate Attack (Beam)-15.
    Creature Type: Outsider (Air).
    Notes: Size 3 hexes.
 
Typical Stats - Elder

ST:

20 (KYOS: 15)

HP:

20 (KYOS: 14)

Speed:

6.5

DX:

15

Will:

10

Move:

13/52 air

IQ:

10

Per:

11

 

 

HT:

11

FP:

11

SM:

+2

Dodge:

9

Parry:

N/A

DR:

2*, 20 (vs. electricity)

    Sharp Beak (15): thrust 1d+2 large piercing, Reach C.
    Electricity Ray (15): The arrowhawk fires forth a coruscating beam of electricity from its tail that does 3d burning surge damage. The attack has Acc 3 and Range 20/100. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. The charge of electricity can be dodged, but not blocked or parried. This attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
 
    Traits: 3D Spatial Sense; Doesn’t Eat or Drink (Water Only); Feathers; Enhanced Move 2 (Air); Flight (Soaring; Winged); Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; No Fine Manipulators; No Legs (Aerial); Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach; Food Only); Restricted Diet (Carnivore); Skinny; Tail; Uncongenial; Vulnerability (Earth/Stone, x2).
    Skills: Innate Attack (Beam)-15.
    Creature Type: Outsider (Air).
    Notes: Size 6 hexes.
 

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