Sunday, 3 March 2019

Monster: Marut

Monster: Marut

Maruts are the stongest of the inevitables. Any who use unnatural means to extend their life span (such as a lich) could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way (such as sacrificing hundreds of others to keep oneself safe from a plague) might be labeled transgressors as well. Those who use magic to reverse death (resurrection spells, for example) aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale.



Marut [Monster Manual, page 159]

702 points
Attribute Modifiers: ST+20 (Size Modifier, -20%) [160]; HT+4 [40].
Secondary Characteristic Modifiers: SM+2; HP+22 (Size Modifier, -20%) [36]; Will+5 [25]; Per+2 [10]; Basic Move +1 [5].
Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 6 [30]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Regular) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Spell-Like Abilities (Alternative Abilities) [177]:
Axiomatic Weapon [32/5=7];
Dimension Door [60/5=12];
Fist of Lightning 1 [61/5=13];
Fist of Thunder 1 [49/5=10];
Force Wall 1 (DR 12) [47/5=10] - see GURPS Sorcery – Protection and Warning Spells, page 7;
Lesser Geas [54/5=11] – see GURPS Thaumatology – Sorcery, p. 21;
Remove Curse [65/5=13] - see GURPS Thaumatology – Sorcery, p. 21;
Seeker [18/5=4];
Suggestion [78];
Terror 1 [45/5=9] – see GURPS Thaumatology – Sorcery, p. 22;
True Seeing [30/5=6];
Truthsayer [8/5=2];
Walk on Air [30/5=6].
Disadvantages: Callous [-5]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Obsession (6) (Punishing the transgressor) [-10]; Unnatural [-50]; Vulnerability (Anarchic Weapons, x2) [-10].
Quirks: Affected by Magnetism [-1].
Features: Has no FP [0].
Creature Type: Construct (Lawful).

Knowing Your Own Strength [750]
Replace ST+20 (Size Modifier, -20%) [160] with ST+20 [200]
Replace HP+22 (Size Modifier, -20%) [36] with HP+22 [44]

Typical Stats
ST:
30
HP:
52
Speed:
6
DX:
10
Will:
15
Move:
7
IQ:
10
Per:
12


HT:
14
FP:
N/A
SM:
+2
Dodge:
10
Parry:
N/A
DR:
6, 6 (torso, limbs, head; medium plate)
Punch (16): 3d+2 crushing (KYOS: 7d-1 crushing). Reach C-1.
Spell-Like Abilities (Alternative Abilities):
Axiomatic Weapon (16);
Fist of Lightning 1;
Fist of Thunder 1;
Force Wall 1 (DR 12) (16) - see GURPS Sorcery – Protection and Warning Spells, page 7;
Lesser Geas (10) – see GURPS Thaumatology – Sorcery, p. 21;
Remove Curse (15) - see GURPS Thaumatology – Sorcery, p. 21;
Seeker (12);
Suggestion (10);
Terror 1 (16) – see GURPS Thaumatology – Sorcery, p. 22;
Truthsayer (15);

                Traits: Affected by Magnetism; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 4 (Improved); No Sense of Humor; No Sense of Smell/Taste; Obsession (6) (Punish the transgressor); Regeneration (Regular); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
Skills: Brawling-16; Detect Lies-18; Innate Attack (Beam)-16; Innate Attack (Gaze)-16; Law (Criminal)-16; Law (Esoteric)-16.
Creature Type: Construct (Lawful).

NEW SORCERY SPELLS

Fist of Lightning
Keywords: Area (Leveled).
Full Cost: 61 points for level 1 + 5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Instantaneous (but see below).

Your punch is enchanted with lightning energies. On a hit, you deal an additional 3d follow-up burning surge damage and produce a bright flash that fills the area. Everyone within must resist with HT; Protected Vision gives +5, and those with Blindness are immune. The caster must roll as well, but at +5. Everyone who fails to resist is blinded for margin of failure seconds. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating follow-up burning surge damage, or be physically stunned. On subsequent turns, they can roll HT to recover.
Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Link, +10%; No Signature, +20%; Reduced Duration, 1/60, -35%; Sight-Based, +150%; Sorcery, -15%; Variable, Area, +5%) [34] + Burning Attack 3d (Follow-Up, Punch, +0%; Link, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, +20%) [26] + Protected Vision (Accessibility, Only versus own Fist of Lightning, -80%) [1]. Additional levels add Area Effect (+50%) to Affliction [+5].

Fist of Thunder
Keywords: Area (Leveled).
Full Cost: 49 points for level 1 + 5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Instantaneous (but see below).

Your punch is enchanted with thunderous energies. On a hit, you deal an additional 3d follow-up non-incendiary burning damage and produce a loud sound that fills the area. Everyone within must resist with HT; Protected Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune. The caster must roll as well, but at +5. Everyone who fails to resist is deafened for margin of failure minutes.
Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Deafness, +20%; Link, +10%; Hearing-Based, +150%; No Signature, +20%; Nuisance Effect, Loud, -5%; Sorcery, -15%; Variable, Area, +5%) [34] + Burning Attack 3d (Follow-Up, Punch, +0%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%) [14] + Protected Hearing (Accessibility, Only versus own Fist of Thunder, -80%) [1]. Additional levels add Area Effect (+50%) to Affliction [+5].

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