Tuesday, 7 May 2019

Monster: Fire Mephit

Monster: Fire Mephit

Fire mephits aren't anything special, but they can ruin an armored warrior's day with their Heat Metal ability.

 

Fire Mephit [Monster Manual, page 182]

 
42 points
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-1; Per+1 [5]; Basic Move -1 [-5].
Advantages: Doesn’t Eat or Drink [10]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Regeneration (Fast; Accessibility, Only if it is touching a flame at least as large as a torch, -40%) [30]; Sharp Claws [5]; Temperature Tolerance 5 (Hot) [5]; Unaging [15].
    Breath Weapon: Burning Attack 1d (Cone 1, +60%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [7].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Fire Aura [4]: Burning Attack 1d-2 (Always On, -20%; Aura, +80%; Environmental, Air, -5%; Magical, -10%; Melee Attack, Reach C, -30%) [4] + Illumination (Magical, -10%; Only when fire aura is active, -10%) [1].
    Spell-Like Ability: Warm 1 (40°F) [17].
Disadvantages: Curious (12) [-5]; Intolerance (Non-fire creatures) [-10]; Odious Racial Habit (Vulgar and annoying behavior) [-10]; Selfish (12) [-5]; Skinny [-5]; Vulnerability (Cold, x2) [-30]; Weakness (Water; 1d per minute) [-40].
Creature Type: Outsider (Fire, Mephit).
 

Typical Stats

ST:

7

HP:

7

Speed:

5.25

DX:

11

Will:

9

Move:

4 ground, 10 air (cannot hover)

IQ:

9

Per:

9

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. fire)

Sharp Claws (13): thrust 1d-3 cutting (KYOS: 1d-5 cutting), Reach C.
    Breath Weapon (12): A fire mephit may spend 1 FP to spew forth a blast of fire. This blast does 1d burning damage and has a 1/2D range of 5 yards.
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.
    Fire Aura: The fire mephit is constantly surrounded by an aura of magical fire, unless it is underwater or in a vacuum. The aura sheds light like a torch and deals 1d-2 burning damage each second to everything that the fire mephit touches.
    Spell-Like Ability: The fire mephit possesses an innate ability that mimics a wizardly spell – Warm 1 (40°F). Unlike the actual spell, this ability does not have verbal and somatic components, and the casting roll is not required.
 
                Traits: Curious (12); Doesn’t Eat or Drink; Flight (Cannot Hover; Winged); Immunity to Noxious Fire Effects; Intolerance (Non-fire creatures); Regeneration (Fast; Accessibility, Only if it is touching a flame at least as large as a torch); Selfish (12); Skinny; Temperature Tolerance 5 (Hot); Unaging; Vulnerability (Cold, x2); Weakness (Water; 1d/min).
    Skills: Aerobatics-13; Brawling-13; Innate Attack (Breath)-12; Innate Attack (Gaze)-11.
    Creature Type: Outsider (Fire, Mephit).
 


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