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]

622 points
Attribute Modifiers: ST+12 (Size Modifier, -10%) [108]; HT+4 [40].
Secondary Characteristic Modifiers: SM +1 (2 hexes); HP+5 [10]; Will+4 [20]; Per+4 [20]; Basic Move+3 [15];
Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Empathy [15]; ER 10 (Magic) [30]; Enhanced Move 1 (Running) [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]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; 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) [143]:
Axiomatic Weapon [32/5=7];
Dispel Magic 1 [60/5=12] - see GURPS Thaumatology – Sorcery, p. 21;
Lesser Geas [54/5=11] – see GURPS Thaumatology – Sorcery, p. 21;
Seeker [18/5=4];
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];
True Seeing [30/5=6];
Truthsayer [8/5=2];
Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]; 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 [630]
Replace ST+12 (Size Modifier, -10%) [108] with ST+12 [120]
Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40]

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:
12
DR:
4, 5 (heavy segmented plate; torso, groin, limbs)
Punch (14): 1d crushing (KYOS: 1d+2 crushing). Reach C-1.
Hooves (14): 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 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;
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;
Truthsayer (14);

                Traits: Affected by Magnetism; Arm ST-8; Callous; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Empathy; ER 10 (Magic); Enhanced Move 1 (Running); Extra Legs (Four Legs); Flight (Cannot Hover; Switchable; Winged); High Pain Threshold; 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; Obsession (6) (Punish the transgressor); Regeneration (Regular); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Anarchic Weapons, x2).
Skills: Brawling-14; Detect Lies-16; Innate Attack (Gaze)-14; Kusari-16; Law (Criminal)-16; Law (Esoteric)-16; Observation-16; Shadowing-16.
Creature Type: Construct (Lawful).

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