Thursday, 23 May 2019

Monster: Night Hag

Monster: Night Hag

Night hags are evil outsiders with some peculiar abilities that let them spread disease, cause nightmares, and become ethereal. Never seen these monsters being used though.

 

Night Hag [Monster Manual, page 193]

306 points
Attribute Modifiers: ST+2 [20]; HT+2 [20].
Advantages: DR 3 (Tough Skin, -40%) [9]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Eidetic Memory [5]; Fangs [2]; Immunity to Mind Control [30]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Unaging [15].
    Dream Haunting: Leech 1 (Accessibility, Only on sleepers, -20%; Magical, -10%; Malediction 1, +100%; Missed Sleep, +50%; Ranged, +40%; Steal FP, -25%) [59].
    Heartstone [39]: Immunity to Disease (Breakable, DR 3, Cannot Be Repaired, SM-5, -40%; Can Be Stolen, Quick Contest of DX, -30%; Magical, -10%; Only works 10 times for the thief, +10%) [3] + Insubstantiality (Breakable, DR 3, Cannot Be Repaired, SM-5, -40%; Can Be Stolen, Quick Contest of DX, Does not work for the thief, -15%; Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Magical, -10%) [36].
    Elemental Resistance (C,F) [70]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
    Demon Fever: Toxic Attack 1d-2 (Follow-Up, Bite, +0%; Resistible, HT-4, -10%; Onset, 1d days, -30%; Cyclic, 24-hour cycle with 4 cycles, Resistible, Mildly contagious, +40%; Symptoms, 1/3 HP, HT-2, +30%; Symptoms, 1/2 HP, Coughing, +40%) [4].
    Spell-Like Abilities (Alternative Abilities) [73]:
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Magic Missile [6/5=2];
    Seek Chaos [21/5=5];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Lesser Polymorph [20/5=4];
    Ray of Enfeeblement [12/5=3];
    Sleep [42].
Disadvantages: Appearance (Hideous) [-16]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Unholy Touch [1].
Creature Type: Outsider (Evil).

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

3* (tough skin), 20 (vs. cold and fire)

    Fangs (13): thrust 1d-1 impaling (KYOS: 1d impaling), Reach C. Any victim that takes damage from this attack risks contacting demon fever. After an incubation period of 1d days, he must make a HT-4 roll or take 1d-2 toxic damage. Every day for 4 more cycles he must make another HT-4 roll to resist or take the same amount of damage. After losing 1/3 HP to this poison, the victim gains a -2 penalty to HT until he heals above this threshold. After losing 1/2 HP to this poison, the victim begins to cough (p. B428) until he heals above this threshold. This disease is mildly contagious, as per Illness (p. B442).
    Dream Haunting (14): Night hags can visit the dreams of sleeping individuals, turning them into nightmares. This ability works at a distance. Each second, roll a Quick Contest of Will (or Dreaming, if better, for both sides). The night hag is at -1 per yard of distance. Each victory lets her drain 1 FP. The night hag heals 1 HP per full 3 FP she steals. Treat FP lost to this ability as FP lost to missed sleep for all purposes.
    Heartstone: All night hags carry a periapt known as a heartstone, which makes the holder immune to disease. In addition, the night hag can become ethereal by taking a Concentrate maneuver. The hag slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the night hag makes no noise when she moves. The night hag can perceive the tangible world, and speak normally to those within it, but she cannot pick up normal objects or affect them in any way.
    Physical and energy attacks cannot harm the night hag, but she is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, her physical and energy attacks cannot affect physical opponents. Her psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.
    Although the night hag can pass through solids, she must still breathe. When moving through a solid object, treat this as if she was swimming underwater for purposes of suffocation. She cannot materialize inside a solid object.
    The night hag can carry objects up to her light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. She cannot materialize these objects inside other objects or characters.
    The night hag can’t disregard gravity. She must move across a horizontal surface, or along a slope that wouldn’t require Climbing rolls. She still weighs nothing, so she doesn’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water.
    A night hag that loses this charm can no longer use these abilities until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease blocked counts as a use) and it does not bestow etherealness to a bearer that is not a night hag.
    Spell-Like Abilities (Alternative Abilities):
    Detect Magic (10)
– see GURPS Thaumatology: Sorcery, page 19;
    Magic Missile (13);
    Seek Chaos (10);
    Seek Evil (10);
    Seek Good (10);
    Seek Law (10);
    Lesser Polymorph;
    Ray of Enfeeblement (13);
    Sleep (10).


    Traits: Appearance (Hideous); Callous; Doesn’t Eat or Drink; Doesn’t Sleep; Eidetic Memory; Immunity to Mind Control; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Sadism (12); Selfish (12); Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Acting-14; Brawling-13; Dreaming-14; Innate Attack (Beam)-12; Innate Attack (Projectile)-12; Occultism-13; Riding (Horse)-13; Stealth-13; Thaumatology-10; Wrestling-13.
    Creature Type: Outsider (Evil).

  
Heartstone

Heartstone – as an enchanted item (using Sorcery)
This periapt is usually worn by a night hag. When worn by anybody else, it makes them immune to disease. It can block ten diseases, then it shatters.
            Statistics: Immunity to Disease (Limited Use, 10 uses total, -20%; Magical, -10%) [7]. Usually On; Amulet, x0.5; 5 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
            TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Heartstone – as a metatronic generator (using Pyramid 3-46)
This periapt is usually worn by a night hag. When worn by anybody else, it makes them immune to disease. It can block ten diseases, then it shatters. Costs 1 FP/hour.
            Statistics: Immunity to Disease (Apparatus, +0%; Limited Use, 10 uses total, -20%; Magical, -10%) [7].
            TL3 Cost: 7 x $175 x 2 = $2,450.
TL8 Cost: 7 x $3,500 x 2 = $49,000.

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