Saturday, 21 October 2017

Monster: Gauth

Monster: Gauth

The beholder is an iconic D&D monster with powerful magical abilities. Gauth, also known as the lesser beholder, is much weaker, but still formiddable. In GURPS, it seems, he's fall quickly to ranged combatants.


Gauth [Monster Manual, page 26]

160 points
Attribute Modifiers: ST-1 [-10]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; DR 3 (Tough Skin, -40%) [9]; Enhanced Tracking 1 [5]; Extended Lifespan 4 [8]; Flight (Lighter than Air, -10%) [36]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Sharp Teeth [1].
                Eye Rays [119]:
Disadvantages: Appearance (Monstrous) [-20]; Bully (12) [-10]; Loner (12) [-5]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15].
Features: No Legs (Aerial).
Creature Type: Aberration.

Typical Stats
ST:
9
HP:
9
Speed:
5.5
DX:
10
Will:
13
Move:
10 air
IQ:
11
Per:
13


HT:
12
FP:
12
SM:
+0
Dodge:
8
Parry:
N/A
DR:
3* (tough skin)
Sharp Teeth (10): 1d-3 cutting (KYOS: 1d-4 cutting), Reach C.
Eye Rays:

                Traits: 360° Vision (Easy to Hit); Appearance (Monstrous); Bully (12); Enhanced Tracking 1; Extended Lifespan 4; Flight (Lighter than Air); Infravision; Injury Tolerance (No Head, No Neck); Loner (12); No Legs (Aerial); No Manipulators; Restricted Diet (Carnivore); Social Stigma (Monster).
Skills: Innate Attack (Gaze)-15.

Creature Type: Aberration.

EYE RAY SPELLS
   
Eye Ray: Dispel
Keywords: Missile, Obvious, Resisted (Will or spell).
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster fires a light blue eye ray that attempts to dispel a single instance of magic. The ray must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The caster must state which spell he is attempting to counter.
Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21), but instead of a Quick Contest resolve it as an unopposed roll. This spell cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, One spell at a time, -5%; Increased 1/2D, 10x, +15%; Interruption, -50%; Precise, +20%; Ranged, +40%; Sorcery, -15%; Weaponized, -50%) [23].

Eye Ray: Exhaustion
Keywords: Missile, Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster fires a gray eye ray that inflicts 1d fatigue damage per level of the spell.
Statistics: Fatigue Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [10/level].

Eye Ray: Inflict Wounds
Keywords: Missile, Obvious.
Full Cost: 4 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster fires a black eye ray that inflicts 1d toxic damage per level of the spell.
Statistics: Toxic Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [4/level].

Eye Ray: Paralysis
Keywords: Missile, Obvious.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 3 minutes.

The caster fires a white eye ray that paralyses the subject for 3 minutes, if he fails to resist with a (HT+DR) roll. After that, the subject is stunned (p. B420) and may roll vs. HT once per second to recover. 
Statistics: Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Paralysis, +150%; Sorcery, 15%) [25].

Eye Ray: Scorch
Keywords: Missile, Obvious.
Full Cost: 5 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster fires a red eye ray that inflicts 1d tight-beam burning damage per level of the spell.
Statistics: Burning Attack 1d (Increased 1/2D, 10x, +15%; Sorcery, -15%) [5/level].

Eye Ray: Sleep
Keywords: Missile, Obvious.
Full Cost: 36 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 3 minutes.

The caster fires a green eye ray that makes the subject fall asleep for 3 minutes, if he fails to resist with a Will roll. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. This spell can only affect sapient (IQ 6+) beings. Upon waking up, the subject is stunned (p. B420) and may roll vs. Will once per second to recover. 

StatisticsAffliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; Sleep, +150%; Sorcery,  15%; Weaponized, -50%) [36].

Eye Ray: Stun
Keywords: Missile, Obvious.
Full Cost: 11 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster fires a dark blue eye ray that mentally stuns the subject, if he fails to resist with a (Will+DR) roll. On subsequent turns, he can recover normally by making an unpenalized IQ roll. This spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Increased 1/2D, 10x, +15%; Sorcery, 15%) [11].


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