Monster: Nightcrawler
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Nightcrawler [Monster Manual, page 195]
Attribute Modifiers: ST+80 (No Fine Manipulators, -40%; Size Modifier, -70%) [160]; IQ+3 [60]; HT+7 [70].
Secondary Characteristic Modifiers: SM+7; Will+2 [10]; Per+2 [10].
Advantages: DR 9 [45]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Fangs [2]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood; No Neck; Unliving) [30]; Internal DR 4 (Tough Skin, -40%) [4]; Magic Resistance 3 (Improved, +150%) [15]; Pressure Support 1 [5]; Subsonic Hearing (Melee Attack, Reach C, -30%) [4]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 5 (Cold) [5]; Tunneling (Move 3) [45]; Unaging [15]; Vacuum Support [5].
Stinger: Striker (Impaling; Cannot Parry, -40%) [5].
Poison: Toxic Attack 1d (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up, Stinger, +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -6 ST, +90%) [11].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Energy Drain: Leech 3 (Accelerated Healing, +25%; Heals FP, +60%; Magical, -10%) [58].
Spell-Like Abilities (Alternative Abilities) [89]:
Blackout 4 [66];
Cone of Cold 3 [38/5=8];
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, p. 19;
Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21.
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Lifebane [-10]; No Manipulators [-50]; Social Stigma (Monster) [-15]; Vulnerability (Silver, x2) [-10]; Weakness (Sunlight; 1d per minute) [-60].
Features: No Legs (Slithers); Not Subject to Fatigue.
Creature Type: Undead.
Knowing Your Own Strength [905] |
Typical Stats
ST: |
90 (KYOS: 38) |
HP: |
90 (KYOS: 98) |
Speed: |
6.5 |
DX: |
10 |
Will: |
15 |
Move: |
6 ground, 3 burrow |
IQ: |
13 |
Per: |
15 |
|
|
HT: |
17 |
FP: |
N/A |
SM: |
+7 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
9, 4* (tough skin; internal), 20 (vs. cold) |
Fangs (15): thrust 12d+2 impaling (KYOS: 9d+1 impaling), Reach C.
Energy Drain: While maintaining ongoing contact (grappling or having an opponent swallowed whole, for example), the nightcrawler can drain 3 HP per second from the victim, while healing 1 HP or 1 ER per each stolen HP.
Spell-Like Abilities (Alternative Abilities):
Blackout 4 (15);
Cone of Cold 3 (15);
Detect Magic (15) – see GURPS Thaumatology: Sorcery, p. 19;
Remove Curse (15) - see GURPS Thaumatology: Sorcery, p. 21.
Traits: Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold Effects; Injury Tolerance (No Blood; No Neck; Unliving); Lifebane; Magic Resistance 3 (Improved); No Legs (Slithers); No Manipulators; Pressure Support 1; Social Stigma (Monster); Subsonic Hearing (Melee Attack, Reach C); Telesend (Magical; Universal); Temperature Tolerance 5 (Cold); Unaging; Vacuum Support.
Skills: Brawling-15; Engineer (Mining)-15; Expert Skill (Thanatology)-15; Innate Attack (Beam)-15; Innate Attack (Gaze)-15; Occultism-15; Thaumatology-12.
Creature Type: Undead.
Nightcrawler Venom
This poison is extracted from a nightcrawler. A
living victim must make an immediate
HT-5 roll or suffer 1d toxic damage. Every minute for 4 more cycles he must
make another HT-5 roll to resist or take the same amount of damage. After
losing 1/3 HP to this poison, the victim gains a -6 penalty to ST until he
heals above this threshold.
Form: Follow-Up Poison.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d (Cyclic, 1 minute,
4 cycles, Resistible, +80%; Follow-Up Poison, -20%; Resistible, HT-5, -5%;
Symptoms, 1/3 HP, -6 ST, +90%) [10].
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