Thursday, 18 October 2018

Monster: Frost Worm

Monster: Frost Worm

I like worm monsters, and the frost worm is one of my favorites. Too bad I did not get a chance to actually use it.

Frost Worm [Monster Manual, page 111]

170 points
Attribute Modifiers: ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70]; DX-1 [-20]; IQ-8 [-160]; HT+5 [50].
Secondary Characteristic Modifiers: SM+5; FP+15 [45]; Will+8 [40]; Per+8 [40].
Advantages: Chameleon 3 (Dynamic, +40%; Environmental, Snow, -20%) [18]; DR 4 (Tough Skin, -40%) [12]; Fangs [2]; Injury Tolerance (No Eyes, No Head, No Neck) [17]; Internal DR 4 (Tough Skin, -40%) [4]; Pressure Support 1 [5]; Reduced Consumption 3 [6]; Sonar (Accessibility, In air, ‑10%; Biological (Passive), ‑5%; Restricted Arc, 60°, ‑75%; Targeting, +20%) [6]; Temperature Tolerance 5 (Cold) [5]; Tunneling (Move 3) [45].
    Breathe Frost: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; No Incendiary, -10%; Ranged, +100%; Reduced Damage, -1 per die, -30%; Reduced Range, 1/5, -20%; Side Effect, DX-2 and Numb, +90%; Single, -20%) [15].
    Cold: Burning Attack 1d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [11].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Death Throes: Burning Attack 6d (Backlash, Instant Death, -300%; Explosion 1, +50%; Fragmentation, Impaling, [1d], +20%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Single Use, x1/5) [2].
    Trill: Affliction 1 (Will; Area Effect, 32 yards, +250%; Based on Will, +20%; Costs 1 FP, -5%; Daze, +50%; Emanation, -20%; Hearing-Based, +150%; Magical, -10%; Reduced Duration, 1/20, -25%) [51].
Disadvantages: Blindness [-50]; No Manipulators [-50]; Phobia (Fire) (12) [-5]; Restricted Diet (Carnivore) [-10]; Vulnerability (Fire, x2) [-10]; Wild Animal [-30].
Perks: Immunity to Frost Worm Trill [1].
Features: Early Maturation 2; No Legs (Slithers).
Creature Type: Magical Beast (Cold).

Knowing Your Own Strength [338]
Replace ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70] with ST+21 [210]
Add HP+14 [28]

Typical Stats
ST:
45 (KYOS: 31)
HP:
45
Speed:
6
DX:
9
Will:
10
Move:
6 ground, 3 burrow
IQ:
2
Per:
10


HT:
15
FP:
30
SM:
+5
Dodge:
9
Parry:
N/A
DR:
4 (tough skin, internal); 20 vs cold
Fangs (11): 6d impaling (KYOS: 7d impaling), Reach C.
Cold: Anything that touches the frost worm takes 1d non-incendiary burning damage from extreme cold. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Death Throes: When killed, a frost worm turns to ice and shatters in an explosion that deals 6d non-incendiary burning explosive damage and releases [1d] impaling fragments that can damage anyone within 5 yards. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Breathe Frost (11): The worm breathes out a blast of extremely cold vapor, dealing thrust 4d-1 non-incendiary burning damage (KYOS: 4d) as large-area injury. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 9 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). It will blow out any ordinary fire (candle, lantern, torch, etc.).
Trill: A frost worm can emit a noise that forces its prey to stand motionless. This effect affects all creatures other than frost worms within a 32-yard radius. Creatures must succeed on a Will roll or be dazed (p. B428) for 3 seconds times margin of failure. After that each subject is stunned (p. B420) and may roll vs. Will once per second to recover. Victims must be able to hear the trill to be affected. Using the trill costs 1 FP.

                Traits: Blindness; Chameleon 3 (Dynamic; Environmental, Snow); Early Maturation 2; Immunity to Frost Worm Trill; Immunity to Noxious Cold Effects; Injury Tolerance (No Eyes, No Head, No Neck); No Legs (Slithers); No Manipulators; Phobia (Fire) (12); Pressure Support 1; Reduced Consumption 3; Restricted Diet (Carnivore); Sonar (Accessibility, In air; Biological (Passive); Restricted Arc, 60°; Targeting); Temperature Tolerance 5 (Cold); Vulnerability (Fire, x2); Wild Animal.
Skills: Brawling-11; Innate Attack (Breath)-11.
Creature Type: Magical Beast (Cold).

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