Monster: Derro
The template is cheap enough for a player character to take.
Derro [Monster Manual, page 49]
Attribute Modifiers: ST-5 [-50]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM-2; Basic Move -1 [-5].
Advantages: Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Silence 1 [5].
Spell-Like Abilities (Alternative Abilities) [46]:
Blackout 1 [36];
Daze [32/5=7];
Sound 1 [15/5=3] – see GURPS Sorcery: Sound Spells, page 10.
Disadvantages: Callous [-5]; Sadism (12) [-15]; Weakness (1d per 30 minutes; Sunlight) [-15].
Creature Type: Monstrous Humanoid.
Typical Stats
ST: |
5 |
HP: |
5 |
Speed: |
5.5 |
DX: |
11 |
Will: |
10 |
Move: |
4 ground |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
-2 |
Dodge: |
9 |
Parry: |
10 |
DR: |
2* (light layered leather) |
SM-2 Crossbow (ST 5) (13): thrust 1d-2 impaling (KYOS: 1d-5 impaling), Acc 4, Range 100/125, RoF 1, Shots 1(4). A derro usually carries 1d doses of Medium-size Spider Venom.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (12);
Daze (10);
Sound 1 – see GURPS Sorcery: Sound Spells, page 10.
Traits: Callous; Combat Reflexes; Infravision; Magic Resistance 1 (Improved); Sadism (12); Silence 1; Weakness (1d per 30 minutes; Sunlight).
Skills: Crossbow-13; Innate Attack (Gaze)-12; Interrogation-12; Intimidation-12; Poisons/TL3-12; Smallsword-12; Stealth-14.
Creature Type: Monstrous Humanoid.
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