Monday, 31 December 2018

Monster: Avoral

Monster: Avoral

Guardinals are animalistic champions of pure good. Monster Manual describes only two types of guardinals - avorals and leonals. Here is my attempt at converting the avian avoral. Includes two new Sorcery spells.
  
Avoral [Monster Manual, page 141]

477 points
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; DX+2 [40]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5].
Advantages: Acute Vision 3 [6]; DR 3 (Tough Skin, -40%) [9]; Flight (Cannot Hover, -15%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%) [12]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Sharp Claws (Feet) [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,S): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Sound, -35%; Tough Skin, -40%) [14].
                Fear Aura: Terror (Limited Use, 1/day, -40%; Magical, -10%; Presence, +25%; Selective Area, +20%) [29].
Spell-Like Abilities (Alternative Abilities) [142]:
Aid [20/5=4];
Air Jet 3 [18/5=4] – see GURPS Thaumatology – Sorcery, page 12;
Beast Speech [22/5=5];
Blur [24/5=5];
Command [48/5=10];
Detect Magic [7/5=2] – see GURPS Thaumatology – Sorcery, page 19;
Dimension Door [60];
Dispel Magic 1 [60/5=12] – see GURPS Thaumatology – Sorcery, page 21;
Gift of Tongues [28/5=6] - see GURPS Thaumatology – Sorcery, page 14;
Holy Weapon [36/5=7];
Light 1 [11/5=3] – see GURPS Thaumatology – Sorcery, page 19;
Magic Missile [5/5=1];
Minor Healing [32/5=7] - see GURPS Thaumatology – Sorcery, page 17;
See Invisible [30/5=6];
Total Paralysis [29/5=6];
True Seeing [30/5=6].
Disadvantages: Vulnerability (Silver, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Feathers [1].
Creature Type: Outsider (Good, Guardinal).

Knowing Your Own Strength [463]
Replace ST+6 (Size Modifier, -10%) [54] with ST+4 [40]

Typical Stats
ST:
16 (KYOS: 14)
HP:
16 (KYOS: 14)
Speed:
6
DX:
12
Will:
12
Move:
7 ground, 12 air (cannot hover)
IQ:
12
Per:
12


HT:
12
FP:
12
SM:
+1
Dodge:
10
Parry:
11
DR:
3 (tough skin), 20 (vs. electricity), 5 (vs. sound and cold)
Wing (15): 1d+1 crushing (KYOS: 1d+2 crushing), Reach C-1. Can only use when standing on the ground.
Sharp Claws (15): 1d+2 cutting (KYOS: 2d-1 cutting), Reach C-1. If used on the ground, requires a DX roll to remain standing on a failed attack roll, as a normal kick.
Fear Aura: One per day, an avoral can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The avoral can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the avoral’s Fear Aura for one hour.
Spell-Like Abilities (Alternative Abilities):
Aid (15);
Air Jet 3 (15) – see GURPS Thaumatology – Sorcery, page 12;
Blur (15);
Command (12);
Detect Magic (12) – see GURPS Thaumatology – Sorcery, page 19;
Dimension Door (12);
Dispel Magic 1 (12) – see GURPS Thaumatology – Sorcery, page 21;
Gift of Tongues (15) - see GURPS Thaumatology – Sorcery, page 14;
Light 1 (12) – see GURPS Thaumatology – Sorcery, page 19;
Minor Healing (12) - see GURPS Thaumatology – Sorcery, page 17;
True Seeing (15).

                Traits: Acute Vision 3; Combat Reflexes; Feathers; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Magic Resistance 3 (Improved); Night Vision 5; Resistant to Poison (+3); Unaging; Vulnerability (Silver, x2); Vulnerability (Unholy Weapons, x2).
Skills: Aerobatics-15; Brawling-15; Flight-15; Innate Attack (Beam)-15; Innate Attack (Gaze)-15.
Creature Type: Outsider (Good, Guardinal).

NEW SORCERY SPELLS

Dimension Door
Keywords: None.
Full Cost: 60 points.
Casting Roll: IQ; Special casting time and FP cost.
Range: Self.
Duration: Instantaneous.

You teleport to another place within 10 yards that you able to see with your own eyes. You can carry up to Medium Encumbrance when you travel.
Modify the casting roll as follows:
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you.
You can cast this spell to evade attacks in combat. Once per turn, you may teleport to any space you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
Statistics: Warp (Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards, -50%; Sorcery, -15%; Vision-Based, Reversed, -20%) [60].

True Seeing
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see through illusions of any kind.
Statistics: Affliction 1 (HT; Advantage, True Seeing, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [30]. Notes: “True Seeing” is See Invisible (Illusion; Magical, -10%) [14].

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