Sunday 22 October 2017

Monster: Beholder

Monster: Beholder

And now the proper beholder, with much more powerful eye rays.
Beholder [Monster Manual, page 26]

483 points
Attribute Modifiers: ST+15 (No Fine Manipulators, -40%; Size Modifier, -30%) [45]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; HP+6 (Size Modifier, -30%) [9]; Will+2 [10]; Per-3 [-15]; Basic Speed +0.25 [5]; Basic Move -4 [-20].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; Acute Vision 5 [10]; DR 5 [25]; Compartmentalized Mind 1 (Mental Separation Only, -80%) [10]; Enhanced Tracking 2 [10]; ER 10 (Magic) [30]; Extended Lifespan 0.5 [1]; Flight (Slow, -25%) [30]; Infravision [10]; Injury Tolerance (No Head (still has a brain), No Neck) [7]; Nictitating Membrane 3 [3]; Nictitating Membrane 3 (No bonus to HT against eye damage or vision underwater, -50%) [2]; Reduced Consumption 2 [4]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2]; Universal Digestion [5].
                Antimagic Cone [136]: Static (Magic; Area of Effect, 16 yards, +250%; Directional, Front, -20%; Temporary Disadvantage, No Limited Nictitating Membrane 3, -2%; Reduced Time 1, +20%; Switchable, +100%) [135] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1].
            Tongue: Not Numb (Biological (Passive), -5%; Tongue Only, -60%) [7].
            Eye Rays [271]:
Eye Ray: Charm (Nuisance Effect, Eyestalk-based, -5%) [53];
Eye Ray: Death (Nuisance Effect, Eyestalk-based, -5%) [40];
Eye Ray: Disintegrate (Nuisance Effect, Eyestalk-based, -5%) [30];
Eye Ray: Fear (Nuisance Effect, Eyestalk-based, -5%) [27];
Eye Ray: Flesh to Stone (Nuisance Effect, Eyestalk-based, -5%) [45];
Eye Ray: Inflict Wounds 4 (Nuisance Effect, Eyestalk-based, -5%) [16];
Eye Ray: Sleep (Nuisance Effect, Eyestalk-based, -5%) [26];
Eye Ray: Slow (Nuisance Effect, Eyestalk-based, -5%) [17];
Eye Ray: Telekinesis 15 (Nuisance Effect, Eyestalk-based, -5%) [17].
Disadvantages: Appearance (Monstrous) [-20]; Bad Temper (12) [-10]; Bully (9) [-15]; Callous [-5]; Gluttony (12) [-5]; Greed (12) [-15]; Intolerance (Total) [-10]; Loner (6) [-10]; No Manipulators [-50]; No Sense of Smell/Taste (Taste Only, -50%) [-2]; Numb [-20]; Odious Racial Habit (Eats sapient beings) [-15]; Paranoia [-10]; Sadism (9) [-22]; Social Stigma (Monster) [-15].
Perks: Alcohol Tolerance [1].
Quirks: Likes alcohol [-1]; Likes colorful food [-1].
Features: Early Maturation 3.5; No Legs (Aerial).
Creature Type: Aberration.

Knowing Your Own Strength [591]
Replace ST+15 (No Fine Manipulators, -40%; Size Modifier, -30%) [45] with ST+15 [150]
Replace HP+6 (Size Modifier, -30%) [9] with HP+6 [12]

Typical Stats
ST:
25
HP:
31
Speed:
6
DX:
10
Will:
15
Move:
2 air
IQ:
13
Per:
10


HT:
13
FP:
13
SM:
+3
Dodge:
9
Parry:
N/A
DR:
5
Sharp Teeth (12): thrust 3d-1 cutting (KYOS: 5d cutting), Reach C.
Tongue: Beholders are Numb (p. B146), unless they are using their tongues to feel objects, since this fleshy muscle is quite sensitive. Tongue is not armored and is not a manipulatory organ. When using the tongue to feel an object outside of its mouth, the beholder cannot speak or bite.
Antimagic ConeThe central eye emanates a cone of antimagic that suppresses all magical effects and abilities, including the beholder’s own eye rays in all its front hexes within 16 yards. Temporary magical effects (like buffs) are automatically dispelled, while truly permanent magical effects and abilities are suspended.
As a free action once during its turn, the beholder may close its central eye. This disables this ability until the beholder opens the eye again, allowing it to use its own eye rays against targets within its frontal arc. In addition, when the central eye is closed, it is protected by the rigid eyelid – its DR becomes 6.
Eye Rays:

                Traits: 360° Vision (Easy to Hit); Acute Vision 5; Alcohol Tolerance; Appearance (Monstrous); Bad Temper (12); Bully (9); Callous; Compartmentalized Mind 1 (Mental Separation Only); Early Maturation 3.5; Enhanced Tracking 2; ER 10 (Magic); Extended Lifespan 0.5; Flight (Slow); Gluttony (12); Greed (12); Infravision; Injury Tolerance (No Head (still has a brain), No Neck); Intolerance (Total); Likes alcohol; Likes colorful food; Loner (6); No Legs (Aerial); No Manipulators; No Sense of Smell/Taste (Taste Only); Odious Racial Habit (Eats sapient beings); Reduced Consumption 2; Sadism (9); Social Stigma (Monster); Temperature Tolerance 2 (Cold); Universal Digestion.
Skills: Brawling-12; Innate Attack (Gaze)-17; Interrogation-15; Intimidation-15; Thaumatology-15.
Creature Type: Aberration.


EYE RAY SPELLS

Eye Ray: Charm
Keywords: Missile, Obvious.
Full Cost: 55 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 3 minutes.

You fire a purple eye ray that charms the subject it hits. On hit, the subject resists with an unopposed Will roll. This spell can only affect sapient creatures.
If he fails, he will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. You do not have to maintain concentration to control the subject.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If he resists, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.

Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Independent, +70%; Sorcery, -15%; Weaponized, -50%) [55].

Eye Ray: Death
Keywords: Missile, Obvious.
Full Cost: 40 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

You fire a dark purple eye ray that causes the subject to suffer a heart attack (B429), if he fails to resist with an unopposed HT roll.
Statistics: Affliction 1 (HT; Heart Attack, +300%; Increased 1/2D, 10x, +15%; Sorcery, 15%) [40].

Eye Ray: Disintegrate
Keywords: Missile, Obvious.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Three minutes or instantaneous.

The sorcerer fires an orange eye ray that has the potential to turn any inanimate object to dust! On hit, the target resists with an unopposed (HT+SM) roll. If the target’s HT is unknown, assume that machines have HT 10 and simple objects have HT 12, modified for quality: -2 for cheap, +1 for fine, +2 for very fine.
If the target fails by 5 or more, the target immediately disintegrates. It cannot be repaired or recovered by any mundane means. If it fails by less, the object survives, but for the next three minutes, its HT is at -5 and its DR is reduced by 10; if it’s a weapon, treat it as cheap for breakage purposes, or an extra +2 to break if already cheap. (Most casters will follow up with a second Disintegrate casting, as the target is nearly guaranteed to lose by a large margin.) If he loses or ties, there is no effect.
Disintegrate must affect objects as a whole; it cannot target part of an object. The GM has the final say over what constitutes a “whole” object.
Statistics: Affliction 1 (HT; Accessibility, Inanimate objects only, -10%; Attribute Penalty, HT-5, +50%; Cosmic, Object disintegrates if destroyed, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Advantage, Reduced DR 10, +50%; Secondary Destruction, +60%; Sorcery, -15%) [30]. Note: “Destruction” is a variant of Heart Attack appropriate for inanimate objects, which simply break rather than suffering mortal conditions.

Eye Ray: Fear
Keywords: Missile, Obvious.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

You fire a black eye ray that terrifies your subject. On hit, the subject resists with an unopposed Will roll. If he fails, roll 3d for the result, as usual, and add his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Eye Ray: Fear for one hour.
Statistics: Terror (Accessibility, Only on sapient beings, -10%; Active, +0%; Increased 1/2D, 10x, +15%; Increased Range, x10, +30%; Presence, +25%; Sorcery, -15%; Weaponized, -50%) [29].

Eye Ray: Flesh to Stone
Keywords: Missile, Obvious.
Full Cost: 45 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Permanent.

You fire a brown eye ray that can turn a living subject into stone! If he fails to resist with an unopposed HT roll, his body and anything he is carrying become stone. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology - Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53).
Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Paralysis, Variant, +150%; Sorcery, -15%) [45].
  
Eye Ray: Slow
Keywords: Missile, Obvious.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 9 seconds.

You fire a white eye ray that slows the subject down, if he fails to resist with an unopposed Will roll. Decrease Move in all mediums by 40%, rounding down, to a minimum of 1, apply a -4 penalty to DX and a -1 penalty to Dodge. The penalty to DX affects all DX-based skills, but does not decrease Basic Speed or Basic Move.
StatisticsAffliction 1 (Will; Attribute Penalty, DX-4, +40%; Based on Will, +20%; Disadvantage, Reduced Dodge 1, +15%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Slower Move, 0.6x, +20%; Sorcery, -15%) [17].
  
Eye Ray: Telekinesis
Keywords: Obvious.
Full Cost: 3 points for level 1 + 1 point/additional level.
Casting Roll: None.
Range: 100 yards.
Duration: Indefinite.

You can move objects without touching them, using a yellow eye ray. You lift and move distant objects just as if you were grasping them in a pair of hands with ST equal to your Eye Ray: Telekinesis level. You can move any object you have strength enough to lift at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). Regardless of level, maximum range is 10 yards.
Eye Ray: Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Eye Ray: Telekinesis may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object or a Move maneuver to lift and carry it.
No rolls are necessary for ordinary lifting and movement. In situations where you would roll against ST, roll against your Eye Ray: Telekinesis level instead.
Statistics: Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Increased Range, 10x, +30%; No Fine Manipulations, -20%; Sorcery, -15%; Visible, -10%) [3]. Each additional level adds Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Increased Range, 10x, +30%; Move Only, -40%; No Fine Manipulations, -20%; Sorcery, -15%; Visible, -10%) [1].

4 comments:

  1. In the previous post about the gauth.

    ReplyDelete
  2. I know this is really old, but I don't really understand how the main attributes work since there's only +'s in the score. I'm a total noob to GURPS, but would love to start playing with this.

    Thank you

    ReplyDelete
    Replies
    1. I run a GURPS game online and I have several players who are new to GURPS and some who are new even to D&D.

      So you're absolutely welcome to play in my campaign.

      Delete