Wednesday, 26 September 2018

Monster: Ghaele

Monster: Ghaele

The one in the left
Here we have the second and last eladrin from D&D 3.5 Monster Manual - the ghaele. Has a plethora of spell-like abilities.


Ghaele [Monster Manual, page 94]

643 points
Attribute Modifiers: ST+5 [50]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Unaging [15].
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].
Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14].
                Alternate Form: Alternate Form (Orb Form (see below); Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [245].
Orb Form meta-trait [218]
ST-10 [-100]; HP+10 [20]; 360° Vision [25]; DR 2 (Can’t Wear Armor, -40%; Force Field, +20%) [8]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Illumination [1]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Insubstantiality (Affect Substantial, +100%; Always On, -50%; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [120]; No Legs (Aerial) [0]; No Manipulators [-50].
                Light Ray: Burning Attack 2d (Affects Substantial, +40%; Costs 1 FP, -5%; No Incendiary Effect, -10%; Magical, -10%; Tight Beam) [12].
Spell-Like Abilities (Alternative Abilities) [194]:
Aid [20/5=4];
Anarchic Weapon [11/5=3];
Color Spray [31/5=7];
Complex Illusion 1 [42/5=9] – GURPS Thaumatology: Sorcery, page 18;
Continual Flame [28/5=6];
Dispel Magic 1 [60/5=12] – GURPS Thaumatology: Sorcery, page 21;
Ghaele’s Gaze 1 [27/5=6];
Gift of Tongues [28/5=6] – GURPS Thaumatology: Sorcery, page 14;
Holy Weapon [11/5=3];
Lesser Polymorph [20/5=4];
Light 1 [11/5=3] – GURPS Thaumatology: Sorcery, page 21;
Loyalty [10/5=2];
Mind-Reading [26/5=6];
Minor Healing [32/5=7] – GURPS Thaumatology: Sorcery, page 19;
See Invisible [30/5=6];
Seek Evil [21/5=5];
Teleport [90].
Disadvantages: Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Good, Eladrin).

Typical Stats
ST:
15 (0 in alternate form)
HP:
15 (10 in alternate form)
Speed:
6.25
DX:
13
Will:
13
Move:
7 ground, 12 air (in alternate form)
IQ:
13
Per:
13


HT:
12
FP:
12
SM:
+0
Dodge:
10
Parry:
12
DR:
3 (light segmented plate; torso and limbs); 5 (vs. cold and fire), 20 (vs. electricity)
Thrusting Greatsword (16): 3d cutting, Reach 1, 2 or 2d impaling (KYOS: 2d+2 impaling), Reach 2.
Light Ray (in orb form) (16): 2d tight-beam burning. Acc 3, Range 10/100, costs 1 FP.
Alternate Form: A ghaele can shift between its humanoid and light orb forms (see Orb Form meta-trait above). Clothing and gear weighing no more than his BL change with him. In humanoid form, it cannot fly, but it can use its spell-like abilities and its weapons. In the insubstantial light orb form, it can fly, use its spell-like abilities, but cannot use weapons. Transformation takes 10 seconds.
Spell-Like Abilities (Alternative Abilities):
Aid (16);
Complex Illusion 1GURPS Thaumatology: Sorcery, page 18;
Dispel Magic 1 (13) GURPS Thaumatology: Sorcery, page 21;
Gift of Tongues (16)GURPS Thaumatology: Sorcery, page 14;
Light 1 (13) GURPS Thaumatology: Sorcery, page 21;
Loyalty (13);
Minor Healing (13)GURPS Thaumatology: Sorcery, page 19;
Seek Evil (13);
Teleport (13).

                Traits: Combat Reflexes; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Unaging; Vilnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
Skills: Innate Attack (Beam)-16; Innate Attack (Gaze)-16; Two-Handed Sword-16.
Creature Type: Outsider (Chaotic, Good, Eladrin).

NEW SORCERY SPELL

Ghaele’s Gaze
Keywords: Resisted (Will).
Full Cost: 27 points for level 1 + 9 points/additional level.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.

Evil creatures are terrified by ghaeles, while non-evil creatures are awed. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of 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 Ghaele’s Gaze for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Ghaele’s Gaze 4, the subjects must make Fright Checks at 3. Use the standard Fright Check table for unholy creatures, but for all other subjects use the Awe variant table (GURPS Powers, page 85).
Statistics: Terror (Active, +0%; Presence, +25%; Sorcery, -15%; Vision-Based, Reverse, -20%) [27]. Additional levels add 1 to the Fright Check [+9].

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