Saturday, 25 May 2019

Monster: Nightcrawler

Monster: Nightcrawler

Nightshades are extraplanar undead creatures made of darkness and evil. They always stood out for me, because usually undead creatures rise from formerly living creatures, but these ones kind of form spontaneously. I'd make them outsiders, not undead. But that aside, nightcrawlers are the worm-like nightshades not unlike purple worms with tons of magical abilities.

Nightcrawler [Monster Manual, page 195]

820 points
Attribute Modifiers: ST+80 (No 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]; Telesend (Universal, +50%; Magical, -10%) [42]; Temperature Tolerance 5 (Cold) [5]; Tunneling (Move 10) [80]; Unaging [15]; Vacuum Support [5]; Vibration Sense (Environmental, Ground, -20%) [8].
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) [130]:
Blackout 4 [66/5=14];
Cone of Cold 3 [24/5=5];
Detect Magic [7/5=2] – see GURPS Thaumatology – Sorcery, page 19;
Dispel Magic 1 [60/5=12] - see GURPS Thaumatology – Sorcery, p. 21;
Haste 2 [48/5=10];
Remove Curse [65/5=13] - see GURPS Thaumatology – Sorcery, p. 21;
See Invisible [30/5=6].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Lifebane [-10]; No Manipulators [-50]; Vulnerability (Silver, x2) [-10]; Weakness (Sunlight; 1d per minute) [-60].
Features: Has no FP [0]; No Legs (Slithers) [0].
Creature Type: Undead.

Knowing Your Own Strength [1000]
Replace ST+80 (No Manipulators, -40%; Size Modifier, -70%) [160] with ST+28 [280]
Add HP+30 [60]

Typical Stats
ST:
90 (KYOS: 38)
HP:
90 (KYOS: 98)
Speed:
6.5
DX:
10
Will:
15
Move:
6 ground, 10 burrow
IQ:
13
Per:
15


HT:
17
FP:
N/A
SM:
+7
Dodge:
10
Parry:
N/A
DR:
9; 4 (tough skin, internal)
Stinger (15): 16d-1 impaling (KYOS: 11d+2 impaling) plus follow-up 1d toxic (4 1-minute cycles, resisted by HT-5, -6 ST after loss of 1/3 HP). Reach C-10 (from the tail).
Fangs (15): 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);
Detect Magic (15) – see GURPS Thaumatology – Sorcery, page 19;
Dispel Magic 1 (15) - see GURPS Thaumatology – Sorcery, p. 21;
Haste 2 (15);
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; Telesend (Universal; Magical); Temperature Tolerance 5 (Cold); Unaging; Vacuum Support; Vibration Sense (Environmental, Ground).
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: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Poisons-2.
Statistics: Toxic Attack 1d (Cyclic, 1 minute, 4 cycles, Resistible, +80%; Follow-Up Poison, -10%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -6 ST, +90%) [11].

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