Saturday, 18 March 2017

Monster: Umber Hulk

Monster: Umber Hulk

Umber hulk is an iconic D&D monster, appearing in all its editions. It's a big ape-like beetle that lives underground and confuses enemies with its gaze when he cannor deal with them with his powerful mandibles or fists. Many umber hulks have been enslaved by the neogi - a race of eel-spiders - and now serve their master with complete obedience. Add Slave Mentality to such enslaved umber hulks.

  

Umber Hulk [Monster Manual, page 248]

 
225 points
Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+1 [5]; Basic Move +2 [10].
Advantages: Blunt Claws [3]; Breath-Holding 3 [6]; Combat Reflexes [15]; Discriminatory Smell [15]; DR 8 [40]; Infravision [10]; Peripheral Vision [15]; Sharp Teeth [1]; Subsonic Hearing (Biological (Passive), -5%; Melee Attack, Reach C, -30%) [4]; Tunneling (Move 1) [35]; Vibration Sense (Air; Biological (Passive), -5%) [10].
                Confusing Gaze: Terror (Confusion; Magical, -10%; Vision-Based, Reversed, -20%) [21].
Disadvantages: Appearance (Monstrous) [-20]; Bad Grip 2 [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Social Stigma (Monster) [-15].
Perks: Immunity to Umber Hulk Confusing Gaze [1].
Quirks: Dislikes bright lights [-1]; Uncongenial [-1].
Features: Born Biter 3; Early Maturation 2; Four Eyes.
 

Knowing Your Own Strength [254]
Replace ST+9 (Size Modifier, -10%) [81] with ST+11 [110]

Typical Stats – Umber Hulk

ST:

19 (KYOS: 21)

HP:

19 (KYOS: 21)

Speed:

5.75

DX:

10

Will:

12

Move:

7 ground, 1 tunnel

IQ:

10

Per:

11

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

8

Blunt Claws (12): thrust 2d+2 crushing (KYOS: 4d-1 crushing), Reach C-1.
Mandibles (12): thrust 2d cutting (KYOS: 3d cutting), Reach C.
Confusing Gaze: With a Ready maneuver, the umber hulk can activate or deactivate this magical ability. When it is active, anyone who meets the umber hulk’s gaze with their own must make a Fright Check using the confusion variant from page 85 of GURPS Powers. The victim gets +1 to resist per each exposure to Confusion Gaze after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by this umber hulk’s Confusing Gaze for one hour. Umber hulks are immune to this ability.
See Avoiding Gaze Attacks (Serpents of Legend, p. 8) for details on averting or hiding one’s eyes.
 
                Traits: Appearance (Monstrous); Bad Grip 2; Born Biter 3; Breath-Holding 3; Combat Reflexes; Disciminatory Smell; Dislikes bright lights; Early Maturation 2; Four Eyes; Infravision; Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Semi-Upright; Short Lifespan 1; Social Stigma (Monster); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Uncongenial; Vibration Sense (Air; Biological (Passive)).
Skills: Brawling-12; Engineer (Mining)-12; Prospecting-11; Stealth-11; Survival (Underdark)-13; Traps-12.
Creature Type: Aberration.
 

Typical Stats – Truly Horrid Umber Hulk

ST:

27 (KYOS: 34)

HP:

35 (KYOS: 50)

Speed:

6.25

DX:

10

Will:

12

Move:

9 ground, 2 tunnel

IQ:

10

Per:

11

 

 

HT:

15

FP:

15

SM:

+3

Dodge:

9

Parry:

10 (unarmed)

DR:

9

Blunt Claws (12): thrust 4d crushing (KYOS: 9d+1 crushing), Reach C-2.
Mandibles (12): thrust 3d+1 cutting (KYOS: 8d-1 cutting), Reach C.
Confusing Gaze: With a Ready maneuver, the truly horrid umber hulk can activate or deactivate this magical ability. When it is active, anyone who meets the truly horrid umber hulk’s gaze with their own must make a Fright Check at -3 using the confusion variant from page 85 of GURPS Powers. The victim gets +1 to resist per each exposure to Confusion Gaze after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by this truly horrid umber hulk’s Confusing Gaze for one hour. Umber hulks are immune to this ability.
See Avoiding Gaze Attacks (Serpents of Legend, p. 8) for details on averting or hiding one’s eyes.
 
                Traits: Appearance (Monstrous); Bad Grip 2; Born Biter 3; Breath-Holding 3; Combat Reflexes; Disciminatory Smell; Dislikes bright lights; Early Maturation 2; Four Eyes; Infravision; Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Semi-Upright; Short Lifespan 1; Social Stigma (Monster); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Uncongenial; Vibration Sense (Air; Biological (Passive)).
Skills: Brawling-12; Engineer (Mining)-12; Prospecting-11; Stealth-11; Survival (Underdark)-13; Traps-12.
Creature Type: Aberration.
 

No comments:

Post a Comment