Saturday 6 April 2019

Monsters: Medusas

Monsters: Medusas

Medusas are well-known mythological monsters. There is already a medusa template in GURPS Banestorm, but it must be somewhat modified to represent the D&D medusa. It is typically assumed that all medusas (medusae?) are female, but in D&D they have both sexes, but with a very significant sexual dimorphism. Thus, here I also present a template for the male medusa, also known as the maedar, and its second form.
  
Medusa [Monster Manual, page 180]

101 points
Attribute Modifiers: DX+1 [20]; HT+1 [10].
Advantages: Infravision [10]; Striker (Snake Hair; Piercing; Cannot Parry, -40%; Weak, -50%) [1].
    Petrifying Gaze: Affliction 1 (HT; Afflicts Insubstantial, +20%; Cone 15, +200%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 2, +150%; Paralysis, Variant, +150%; Vision-Based, -20%) [75].
Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Snake Bite, +0%; Resistible, HT-1, -25%; Symptoms, 1/3 HP, -3 ST, +45%) [3].
Disadvantages: Callous [-5]; Social Stigma (Monster) [-15].
Perks: Immunity to Petrifying Gaze of Other Medusae [1]; Scales [1].
Creature Type: Monstrous Humanoid.

Typical Stats
ST:
10
HP:
10
Speed:
5.75
DX:
12
Will:
11
Move:
5 ground
IQ:
11
Per:
11


HT:
11
FP:
11
SM:
+0
Dodge:
8
Parry:
9 (unarmed)
DR:
-
Punch (12): thrust 1d-3 crushing, Reach C.
Short Bow (13): thrust 1d-2 impaling, Acc 1, Range 150/200, RoF 1, Shots 1(2).
Snake Hair (12): thrust 1d-1 piercing plus follow-up poison 1d-2 toxic (3 1-hour cycles, resisted by HT-1, -3 ST after loss of 1/3 HP). Reach C.
Petrifying Gaze (14): A medusa’s petrifying gaze spreads out in a cone 15 yards long and 15 yards wide at the end. She cannot select who is affected; all potential victims must be looking at her, including insubstantial beings. Roll a Quick Contest of the medusa’s Will versus the target’s HT, using normal range penalties. If the medusa wins, the target is petrified. This effect cannot be dispelled by Dispel Magic – a more powerful effect, such as Stone to Flesh or Remove Curse, is required. Someone looking at a reflection of a medusa is not affected by her gaze, but the medusa itself can petrify itself by looking at its own reflection. Fighting while looking in a mirror is at a -5 penalty; attacks made with closed eyes are at -10.

                Traits: Callous; Immunity to Petrifying Gaze of Other Medusae; Infravision; Scales; Social Stigma (Monster).
Skills: Bow-13; Innate Attack (Gaze)-14.
Creature Type: Monstrous Humanoid.

Medusa Venom
This poison is extracted from a medusa’s snake hair. A living victim must make an immediate HT-1 roll or suffer 1d-2 toxic damage. Every hour for 2 more cycles he must make another HT-1 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -3 penalty to ST until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $90 (singular); $35 (5-batched).
Recipe: $9; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-2 (Cyclic, 1 minute, 3 cycles, Resistible, +20%; Follow-Up Poison, -20%; Resistible, HT-1, -25%; Symptoms, 1/3 HP, -3 to ST, +45%) [3].

Maedar [Dragon Magazine #355, page 44]

157 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+1 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Immunity to Paralysis [10]; Infravision [10]. 
                Earth Walk: Permeation (Earth; Can Carry Objects, Light Encumbrance, +20%; Extended, Stone, +20%; Magical, -10%) [52].
Stone to Flesh: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Interruption, -50%; Magical, -10%; One Ability, Flesh to Stone, -80%; Precise, +20%) [10].
Transfer Essence: Extra Life 1 (Environmental, Earth, -20%; Magical, -10%; Requires Body, Variant, -20%; Requires IQ Roll, -10%) [10].
Perks: Immunity to Medusa Petrifying Gaze [1]; Immunity to Medusa Poison [1]; Unusual Training (Breaking Blow) [1].
Racial Skills: Breaking Blow (H) IQ-2 [1].
Creature Type: Monstrous Humanoid.

Typical Stats
ST:
12
HP:
12
Speed:
6.5
DX:
13
Will:
11
Move:
6
IQ:
11
Per:
11


HT:
13
FP:
13
SM:
+0
Dodge:
10
Parry:
11 (unarmed)
DR:
1 (tough skin)
Punch (15): 1d crushing (KYOS: 1d+1 crushing), Reach C.
Earth Walk: The maedar can pass through dirt, clay, mud, sand, and stone as if they were not even there. He does not automatically sink into the ground; the earth beneath his feet is as solid as he wishes it to be. He will need to hold his breath on long trips (this spell does not provide air) and gains no special ability to see through earth. He may carry up to Light encumbrance while doing this.
Stone to Flesh (11): With a touch, a maedar can attempt to reverse the effects of Flesh to Stone (or any similar petrification spell or ability) and bring the victim back to life (stunned). Cannot be used to animate a statue that was never alive. Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21).
Transfer Essence: A maedar that senses his impending death can transfer his life force into the surrounding earth and rocks. The maedar must be in contact with stone, dirt, or almost any sort of earth except metal to use this ability. Activating this ability requires the maenad to be below 0 HP. He can activate it as a free action upon receiving a fatal blow. If he makes a successful IQ roll, he dies, but his spirit lives on. His consciousness drifts through the ground until it encounters crystals, such as feldspar or amethyst. The maedar’s spirit then permanently merges with the crystal, becoming a glyptar (see below). If the maedar is a player character, he should have enough unspent character points to replace his racial template, or to purchase enough appropriate disadvantages.

                Traits: Combat Reflexes; Hard to Kill 2; Hard to Subdue 2; Immunity to Medusa Petrifying Gaze; Immunity to Medusa Poison; Immunity to Paralysis; Infravision; Unusual Training (Breaking Blow).
Skills: Breaking Blow-13; Judo-15; Karate-15.
Creature Type: Monstrous Humanoid.

  
Glyptar [Dragon Magazine #355, page 47]

168 points
Attribute Modifiers: ST-8 [-80]; HT+2 [20].
Secondary Characteristic Modifiers: SM-6; HP+4 [8].
Advantages: Dark Vision [25]; DR 2 (Can’t Wear Armor, -40%) [6]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Affects Others 1, Only the animated weapon, +20%; Magical, -10%; Slow, Move 1, -45%) [26]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Unaging [15]; Vacuum Support [5].
                Animate Object [92]: Clinging (Link, +10%; Magical, -10%) [20] + Telekinesis 18 (Animation, -20%; Link, +10%; Magical, -10%) [72].
Earth Walk: Permeation (Earth; Affects Others 1, Only the animated object, +20%; Extended, Stone, +20%; Magical, -10%) [52].
Stone to Flesh: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Interruption, -50%; Magical, -10%; One Ability, Flesh to Stone, -80%; Precise, +20%) [10].
Disadvantages: Numb [-20]; Mute [-25]; No Manipulators [-50]; No Sense of Smell/Taste [-5];  Numb [-20]; Unhealing (Total) [-30]; Vulnerability (Sound, x2) [-20]; Wealth (Dead Broke) [-25].
Perks: Unusual Training (Breaking Blow) [1].
Features: No Legs (Aerial); Not Subject to Fatigue; Sterile.
Racial Skills: Breaking Blow (H) IQ-2 [1].
Creature Type: Construct.

Typical Stats
ST:
2
HP:
6
Speed:
5.5
DX:
10
Will:
11
Move:
1 air
IQ:
11
Per:
11


HT:
12
FP:
N/A
SM:
-6
Dodge:
8
Parry:
N/A
DR:
2
Animate Object: The glyptar can attach itself to an inanimate object to gain control of it. The minimum Telekinesis level (the typical glyptar has 18 levels) required to animate something equals its HP if Unliving (e.g., corpse or unpowered android), HP/2 if Homogenous (e.g., statue, mannequin, or one wall of a haunted room), or HP/4 if Diffuse (e.g., pile of leaves or pool of swamp scum); see Object Hit Points Table (p. B558). Thus, the typical glyptar can animate an unliving object with 18 or fewer HP, a homogenous object with 36 or fewer HP, or a diffuse object with 72 HP or fewer). An animated object can grab, lift, strike, and throw with ST equal to the Telekinesis level needed to animate it. It has the glyptar’s DX. It can walk and jump if it isn’t fixed in place; Move equals the glyptar’s Telekinesis level minus the level needed to animate it. The glyptar can use skills, including Breaking Blow, through animated items – but note that objects other than statues and corpses usually have No Fine Manipulators. Objects return to their rest state once the glyptar relinquishes control. When animating a weapon, the glyptar imbues it with the ability to fly at Move 1, allowing him to perform strikes.
Earth Walk: The glyptar and the object animated by it can pass through dirt, clay, mud, sand, and stone as if they were not even there. It does not automatically sink into the ground; the earth beneath it is as solid as it wishes it to be. It gains no special ability to see through earth.
Stone to Flesh (11): With a touch, a glyptar can attempt to reverse the effects of Flesh to Stone (or any similar petrification spell or ability) and bring the victim back to life (stunned). Cannot be used to animate a statue that was never alive. Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21).

                Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); No Legs (Aerial); Numb; Mute; No Manipulators; No Sense of Smell/Taste; Numb; Sterile; Unaging; Unhealing (Total); Unusual Training (Breaking Blow); Vacuum Support; Vulnerability (Sound, x2); Wealth (Dead Broke).
Skills: Breaking Blow-13.
Creature Type: Construct.

No comments:

Post a Comment