Thursday, 15 November 2018

Monster: Efreeti

Monster: Efreeti

Efreet are fire genies with a penchant for slavery.

 

Efreeti [Monster Manual, page 115]


328 points
Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; IQ+1 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: DR 1 (Tough Skin, -40%) [3]; Doesn’t Eat or Drink [10]; Filter Lungs [5]; Flight (Magical, -10%) [36]; Infravision [10]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 5 (Hot) [5]; Unaging [15].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3].
    Plane Shift: Jumper (Limited Access, Elemental, Material and Astral Planes only, -10%; Magical, -10%) [80].
    Spell-Like Abilities (Alternative Abilities) [14]:
    Create Fire 1 [8/5=2] – see Pyramid #3-63, page 7;
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Flame Jet 2 [10] – see Pyramid #3-63, page 8.
Disadvantages: Callous [-5]; Selfish (12) [-5]; Vulnerability (Cold, x2) [-30].
Creature Type: Outsider (Fire).
 

Knowing Your Own Strength [333]
Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

 

Unofficial Sorcery Errata [+5]
Create Fire 1 [8/5=2] -> Create Fire 1 [10/5=2]
Flame Jet 2 [10] -> Flame Jet 2 [15]

 
Typical Stats

ST:

15

HP:

15

Speed:

5.25

DX:

11

Will:

11

Move:

5 ground, 10 air

IQ:

11

Per:

11

 

 

HT:

10

FP:

10

SM:

+1

Dodge:

8

Parry:

8 (unarmed)

DR:

1* (tough skin), 20 (vs. fire)

    Punch (11): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C-1.
    Plane Shift (11): The efreeti can transport himself to the Elemental Planes, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64).
    Heat Aura: Anything that touches the efreeti takes 1 point of burning damage.
    Spell-Like Abilities (Alternative Abilities):
    Create Fire 1 (14) – see Pyramid #3-63, page 7;
    Detect Magic (11) – see GURPS Thaumatology: Sorcery, page 19;
    Flame Jet 2 (14) – see Pyramid #3-63, page 8.
 
    Traits: Callous; Doesn’t Eat or Drink; Filter Lungs; Immunity to Noxious Fire Effects; Infravision; Selfish (12); Telesend (Magical; Universal); Temperature Tolerance 5 (Hot); Unaging; Vulnerability (Cold, x2).
    Skills: Innate Attack (Beam)-14; Innate Attack (Gaze)-14; Interrogation-12; Intimidation-12; Merchant-13; Thaumatology-12.
    Creature Type: Outsider (Fire).
 

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