Dunewinder [Sandstorm, page 159]
178 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, Sand, -20%) [18]; DR 4 (Tough Skin, -40%) [12]; Doesn’t Eat or
Drink (Water Only, -50%) [5]; Fangs [2]; Infravision [10]; Injury Tolerance (No
Head, No Neck) [12]; Internal DR 4 (Tough Skin, -40%) [4]; Long Spines [3]; Nictitating
Membrane 4 [4]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1
[5]; Reduced Consumption 3 (Food Only, -50%) [3]; Subsonic Hearing (Biological
(Passive), -5%; Melee Attack, Reach C, -30%) [4]; Temperature Tolerance 5 (Hot)
[5]; Tunneling (Move 3) [45].
Breathe Fire:
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%;
Ranged, +100%; Reduced Range, 1/5, -20%; Single, -20%) [12].
Death Throes:
Burning Attack 6d (Backlash, Instant Death, -300%; Explosion 1, +50%; Fragmentation,
Impaling, [1d], +20%; Magical, -10%; Single Use, x1/5) [2].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire,
-40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Poison: Toxic
Attack 1d-2 (Cyclic, 1 second, 6 cycles, Resistible, +300%; Follow-Up, Spines,
-50%; Resistible, HT-3, -30%; Symptoms, 1/2 HP, -3 HT, +30%) [7].
Disadvantages: No Manipulators [-50]; Restricted
Diet (Carnivore) [-10]; Vulnerability (Cold, x2) [-30]; Wild Animal [-30].
Features: Born Biter 2; Early Maturation 2; No
Legs (Slithers).
Creature Type: Magical Beast.
Knowing Your Own Strength [346] Replace ST+35 (No Manipulators, -40%; Size Modifier, -50%) [70] with ST+21 [210] Add HP+14 [28]
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Typical Stats
ST:
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45 (KYOS: 31)
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HP:
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45
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Speed:
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6
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DX:
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9
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Will:
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10
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Move:
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6 ground, 3 burrow
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IQ:
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2
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Per:
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10
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|
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HT:
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15
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FP:
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30
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SM:
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+5
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Dodge:
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9
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Parry:
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N/A
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DR:
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4* (tough skin, internal); 20 vs. fire
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Fangs (11): thrust
6d impaling (KYOS: 7d impaling), Reach C.
Death Throes:
When killed, a dunewinder explodes in a blast of spiky flesh that releases [2d]
piercing fragments that can damage anyone within 8 yards.
Breathe Fire (11): The worm breathes out a blast of fire, dealing thrust 5d burning damage
(KYOS: 6d-1) as large-area injury. 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).
Death Throes:
When killed, a dunewinder’s body shatters in an explosion that deals 6d burning
explosive damage and releases [1d] impaling fragments that can damage anyone
within 5 yards.
Long Spines (5): 1d impaling plus follow-up 1d-2 toxic (6 1-second cycles, resisted by
HT-3, -1 HT after loss of 1/2 HP), Reach C. This is defensive weaponry,
intended to discourage attackers; a dunewinder cannot use his Spines actively.
However, it gets a DX-4 roll to hit each foe in close combat with it once per
turn, as a free action. Roll at +2 against foes who attacked it from behind.
Those who grapple or slam a dunewinder are hit immediately and automatically –
and those who slam it take maximum damage!
Traits:
Born Biter 2; Chameleon 3 (Dynamic; Environmental, Sand); Doesn’t Eat or Drink
(Water Only); Early Maturation 2; Immunity to Noxious Fire Effects;
Infravision; Injury Tolerance (No Head, No Neck); Nictitating Membrane 4; Night
Vision 5; No Legs (Slithers); No Manipulators; Peripheral Vision; Pressure
Support 1; Reduced Consumption 3 (Food Only); Restricted Diet (Carnivore); Subsonic
Hearing (Biological (Passive); Melee Attack, Reach C); Temperature Tolerance 5
(Hot); Vulnerability (Cold, x2); Wild Animal.
Skills:
Brawling-11; Innate Attack (Breath)-11.
Creature Type: Magical
Beast.
Dunewinder Venom
This poison is extracted from a dunewinder. A
living victim must make an immediate
HT-3 roll or suffer 1d-2 toxic damage. Every second for 6 more cycles he must
make another HT-3 roll to resist or take the same amount of damage. After
losing 1/2 HP to this poison, the victim gets a -3 penalty to HT until he heals
above this threshold.
Form: Follow-Up Poison.
Cost: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-2 (Cyclic, 1
second, 6 cycles, Resistible, +300%; Follow-Up Poison, -20%; Resistible, HT-3,
-30%; Symptoms, 1/2 HP, -3 HT, +30%) [8].
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