Monster: Air Mephit
I've always liked the mephits. I've already converted the water mephit a long time ago, so let's tackle the rest.
Air Mephit [Monster Manual, page 181]
122 points
Attribute Modifiers: ST-3 [-30]; DX+3 [60]; IQ-1 [-20].
Secondary
Characteristic Modifiers: SM-1; Per+1 [5]; Basic Speed +0.25 [5].
Advantages: Doesn’t Eat or Drink [10]; Flight (Winged, -25%) [30]; Regeneration (Fast; Accessibility, Only in moving air, -10%) [45]; Sharp Claws [5]; Temperature Tolerance 5 (Cold) [5]; Unaging [15].
Breath Weapon [13]: Corrosion Attack 1 point (Cone 1, +60%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [5] + Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; No Blunt Trauma, ‑20%; No Wounding, Except against diffuse targets, ‑25%; Reduced Range, 1/10, -30%) [8].
Blurred Breeze [28]: Enhanced Dodge 1 (Accessibility, Only when moving at half Move or faster, -20%; Link, +10%; Magical, -10%) [12] + Obscure 4 (Vision; Accessibility, Only when moving at half Move or faster, -20%; Defensive, +50%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; No Area Effect, -50%; Stealthy, +100%) [16].
Disadvantages: Cowardice (12) [-10]; Curious (12) [-5]; Odious Racial Habit (Vulgar and annoying behavior) [-10]; Skinny [-5]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Perks: Pressure-Tolerant Lungs (Thin) [1].
Features: No Legs (Aerial).
Creature Type: Outsider (Air).
Typical Stats
ST:
|
7
|
HP:
|
7
|
Speed:
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6
|
DX:
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13
|
Will:
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9
|
Move:
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12 air
|
IQ:
|
9
|
Per:
|
10
|
||
HT:
|
10
|
FP:
|
10
|
SM:
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-1
|
Dodge:
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9
|
Parry:
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9 (unarmed)
|
DR:
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0
|
Sharp Claws (13): thrust 1d-4 cutting (KYOS: 1d-6 cutting), Reach C.
Breath Weapon (13): An air mephit may spend 1 FP to spew forth a blast of air and abrasive grit. This blast does 1d crushing damage, doubled, for the purposes of knockback only, plus 1 point of linked corrosion damage, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full crushing damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The mephit targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
Blurred Breeze: When the air mephit flies at Move 6 or faster, its form becomes blurred. Attempts to spot the mephit with normal vision and Infravision are at -4, as are attacks that rely on these senses. In addition, the mephit gains a +1 bonus to Dodge. This is a magical ability.
Traits:
Cowardice (12); Curious (12); Doesn’t Eat or Drink; Flight (Winged); No Legs (Aerial); Odious Racial Habit (Vulgar and annoying behavior); Pressure-Tolerant Lungs (Thin); Regeneration (Fast; Accessibility, Only in moving air); Skinny; Temperature Tolerance 5 (Cold); Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
Skills: Aerobatics-15;
Brawling-13; Innate Attack (Breath)-13.
Creature Type: Outsider (Air).
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