Tuesday, 5 March 2019

Monster: Kraken

Monster: Kraken

Krakens in D&D are monstrous masterminds that live in oceanic depths. Quite different from the monster provided in GURPS Banestorm.

Kraken [Monster Manual, page 162]

697 points
Attribute Modifiers: ST+70 (Size Modifier, -90%) [140]; IQ+3 [60]; HT+4 [40].
Secondary Characteristic Modifiers: SM+9; HP+80 (Size Modifier, -90%) [32]; Will+2 [10].
Advantages: Ambidexterity [5]; Constriction Attack [15]; DR 3 (Tough Skin, -40%) [9]; DR 3 (Partial, Torso, -10%) [14]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extended Lifespan 3 [6]; Extra Arms 6 (Extra-Flexible, +50%; Weak, 1/4 ST, -50%) [60]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; Infravision [10]; Injury Tolerance (No Neck; No Vitals) [10]; Long Arms 1 [20]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Sharp Beak [1]; Subsonic Hearing [5].
                Ink [90]: Obscure 4 (Smell; Area Effect, 32 yards, +200%; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [26] + Obscure 10 (Vision; Area Effect, 32 yards, +200%; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [64].
Spell-Like Abilities (Alternative Abilities) [126]:
Animal Control [10/5=2] - see GURPS Thaumatology – Sorcery, p. 13;
Control Weather 3 [111];
Resist Energy 1 [61/5=13].
Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Invertebrate [-20]; Weak Arms, 1/4 ST [-10].
Features: Doesn’t Breathe (Gills) [0]; No Legs (Aquatic) [0].
Notes: Size 70 hexes; Weight 500,000 lbs.
Creature Type: Magical Beast.

Knowing Your Own Strength [1,209]
Replace ST+70 (Size Modifier, -90%) [140] with ST+48 [480]
Replace HP+80 (Size Modifier, -90%) [32] with HP+102 [204]

Typical Stats
ST:
80 (KYOS: 48)
HP:
160
Speed:
6
DX:
10
Will:
15
Move:
6 water
IQ:
13
Per:
13


HT:
14
FP:
14
SM:
+9
Dodge:
9
Parry:
N/A
DR:
3 (tough skin), 3 (torso)
Tentacle Grapple (28): The tentacles are not very strong relative to the entire body, but the kraken has many of them. Wrestling at DX+2 gives the kraken a ST score of 82 (KYOS: 50) for the purpose of grappling. The kraken has Constriction Attack. Effective skill 28 includes a +14 bonus for using 8 tentacles at once. Reach C-20 (two long tentacles have Reach C-30).
Sharp Beak (10): 9d-1 large piercing (KYOS: 10d-1 large piercing). Reach C.
Ink: A kraken may fill a 32-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A kraken can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.
Spell-Like Abilities (Alternative Abilities):
Animal Control (13) - see GURPS Thaumatology – Sorcery, p. 13;
Control Weather 3 (13);

                Traits: Ambidexterity; Bad Grip 1; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extended Lifespan 3; Extra Arms 6 (Extra-Flexible; Weak, 1/4 ST); Extra-Flexible Arms; Infravision; Injury Tolerance (No Neck; No Vitals); Invertebrate; Night Vision 5; No Legs (Aquatic); Peripheral Vision; Pressure Support 2; Subsonic Hearing.
Skills: Innate Attack (Gaze)-13; Survival (Open Ocean)-14; Thaumatology-14; Wrestling-14.
Notes: Size 70 hexes; Weight 500,000 lbs.
Creature Type: Magical Beast.

NEW SORCERY SPELL

Control Weather
Keywords: Area (Special).
Full Cost: 37 points/level.
Casting Roll: IQ.
Range: Special.
Duration: Indefinite.

You can change the weather within the spell’s range – change the direction and strength of wind, cause clouds to gather, make precipitation fall, calm or cause storms. Every three full levels of this spell give -1 or +1 to rolls that could be hindered or helped by weather, relative to the prevailing conditions. This can help with rolls for Boating, Farming, Seamanship, Survival and anything the GM allows. Area of effect is 0.1 × level miles in radius.
Statistics: Control Weather (Natural Phenomenon, +100%; Sorcery, -15%) [37/level].

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