Monday 4 March 2019

Monster: Zelekhut

Monster: Zelekhut

Zelekhuts are charged with hunting down those who would deny justice - especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.

 

Zelekhut [Monster Manual, page 160]

596 points
Attribute Modifiers: ST+4 (Size Modifier, -10%) [36]; HT+4 [40].
Secondary Characteristic Modifiers: SM+1; HP+13 (Size Modifier, -10%) [24]; Will+4 [20]; Per+4 [20]; Basic Move +3 [15];
Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 5 [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Switchable, +10%; Winged, -25%) [28]; High Pain Threshold [10]; Hooves [3]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Lifting ST 8 (Size Modifier, -10%) [22]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; See Invisible (Magic; Magical, -10%; True Sight, +50%) [21]; Striking ST 8 (Lower Body, -60%; Size Modifier, -10%) [12]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spiked Chains: Natural Weapon (Crushing; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, Imposes flail penalties, +60%; Light 4, -20%; Poor Defense, -20%; Swing-Capable, +20%; Switchable, +10%; Unbalanced, -30%) [12].
    Spell-Like Abilities (Alternative Abilities) [129]:
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
    Invisible Wizard Eye [80];
    Lesser Geas [54/5=11] – see GURPS Thaumatology: Sorcery, p. 21;
    Seeker [13/5=3];
    Teleport Shield 1 (-5) [30/5=6] – see GURPS Sorcery: Protection and Warning Spells, page 13;
    Terror 1 [45/5=9] – see GURPS Thaumatology: Sorcery, p. 22;
    Total Paralysis [29/5=6];
    Truthsayer [8/5=2].
Disadvantages: Callous [-5]; Honesty (6) [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Numb [-20]; Obsession (6) (Punishing the transgressor) [-10]; Truthfulness (6) [-10]; Unnatural [-50]; Vulnerability (Anarchic Weapons, x2) [-10].
Perks: Axiomatic Touch [1].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile.
Creature Type: Construct (Lawful).

Knowing Your Own Strength [628]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]
Replace HP+13 (Size Modifier, -10%) [24] with ST+13 [26]
Replace Lifting ST 8 (Size Modifier, -10%) [22] with Lifting ST 8 [56]
Replace Striking ST 8 (Lower Body, -60%; Size Modifier, -10%) [12] with Striking ST 8 (Lower Body, -60%) [4]

 

Unofficial Sorcery Errata [+0]
Lesser Geas [54/5=11] -> Lesser Geas [53/5=11]
Terror 1 [45/5=9] -> Terror 1 [42/5=9]

Typical Stats

ST:

22

HP:

27

Speed:

6.5

DX:

12

Will:

14

Move:

9 ground, 13 air

IQ:

10

Per:

14

 

 

HT:

14

FP:

N/A

SM:

+1

Dodge:

10

Parry:

10

DR:

5, 5 (heavy segmented plate; torso, groin, limbs)

    Punch (14): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C-1.
    Hooves (14): thrust 3d crushing (KYOS: 5d crushing), Reach C-1.
    Spiked Chains (16): The zelekhut can take a Ready maneuver to unfurl spiked chains from his forearms or to retract them back. These chains deal swing 2d crushing, Reach 1-4*. The chains are awkward enough that they require a Ready maneuver to change reach (e.g., between 1 and 3). Otherwise, the zelekhut can strike at foes that are at any distance within the chains’ reach. Attempts to parry the chains are at -4, and fencing weapons cannot parry at all! Attempts to block chains are at -2. This swinging attack is unbalanced – the zelekhut cannot use it to parry if he have already used it to attack this turn (or vice versa), and parries with the chains are at -2. The zelekhut has two chain attacks, which permits him Dual-Weapon Attacks (p. B417). Spikes favor disarming, giving the zelekhut a +2 on disarming attempts. The chains have DR 4 and effective weight 0.84 lbs. This attack uses the Kusari skill.
    Spell-Like Abilities (Alternative Abilities):
    Dispel Magic 1 (14)
- see GURPS Thaumatology: Sorcery, p. 21;
    Invisible Wizard Eye (10);
    Lesser Geas (10)
– see GURPS Thaumatology: Sorcery, p. 21;
    Seeker (14);
    Teleport Shield 1 (-5) (10)
– see GURPS Sorcery: Protection and Warning Spells, page 13;
    Terror 1 (14) – see GURPS Thaumatology: Sorcery, p. 22;
    Total Paralysis (14);
    Truthsayer (14).


    Traits: Affected by Magnetism; Affected by Rust; Axiomatic Touch; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); Enhanced Move 1 (Ground); Extra Legs (Four Legs); Flight (Cannot Hover; Switchable; Winged); High Pain Threshold; Honesty (6); Hooves; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Unliving, No Blood); Magic Resistance 3 (Improved); No Sense of Humor; No Sense of Smell/Taste; Numb; Obsession (6) (Punish the transgressor); Regeneration (Regular); See Invisible (Magic; Magical; True Sight); Sterile; Truthfulness (6); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
    Skills: Brawling-14; Detect Lies-16; Kusari-16; Law (Criminal)-16; Law (Esoteric)-16; Observation-16; Shadowing-16.
    Creature Type: Construct (Lawful).

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