Friday, 24 May 2019

Monsters: Nightmares

Monsters: Nightmares

Nightmares are evil, intelligent horses with flaming hooves and the ability to breathe smoke, become ethereal, fly, and project themselves to the Astral Plane.

Nightmare [Monster Manual, page 194]

281 points
Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+1 (No Fine Manipulators, -40%) [12]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Basic Speed+0.25 [5]; Basic Move+3 [15].
Advantages: DR 3 (Tough Skin, -40%) [9]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Magical, -10%) [36]; Hooves [3]; Infravision [10].
                Flaming Hooves: Burning Attack 1d-1 (Follow-Up, Hooves, +0%; Magical, -10%) [4].
Astral Projection: Jumper (World; Improved, +10%; Limited Access, -20%; Magical, -10%; Projection, Cannot affect new world, -50%) [30].
                Etherealness: Insubstantiality (Magical, -10%) [72].
Smoke [37]: Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%) [25] + Obscure Vision 3 (Defensive, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/10, -30%) [12].
Fire Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Fire Effects [10].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Weak Bite [-2].
Notes: Size 3 hexes; Weight 1,500 lbs.
Creature Type: Outsider (Evil).

Knowing Your Own Strength [341]
Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+12 [120]

Typical Stats
ST:
22
HP:
22
Speed:
6
DX:
11
Will:
10
Move:
9 ground, 12 air
IQ:
10
Per:
10


HT:
12
FP:
12
SM:
+1
Dodge:
10
Parry:
N/A
DR:
3 (tough skin), 10 (vs. fire)
Hooves (12): 2d+1 crushing (KYOS: 3d crushing) + 1d-1 follow-up burning. Reach C-1.
Weak Bite (12): 1d-1 crushing (KYOS: 2d-1 crushing). Reach C.
Astral Projection (10): The nightmare can leave its body behind, unconscious, while projecting its spirit to the Astral Plane by making an IQ roll and spending 1 FP. While there, it cannot cast spells or otherwise affect the world in any meaningful way. The spirit form is visible, but insubstantial. This ability can be maintained indefinitely, provided the nightmare continues paying 1 FP per minute, but the body’s need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the body body is left with friends, or otherwise cared for.
On the Astral Plane, projectors (but not native astral denizens) are attached to their body by a slim silver cord, which fades to invisible after about 20 feet. The cord always “points” in the direction of the projector’s body.
Astral Projection takes 10 seconds to activate. The nightmare can speed this up by taking -1 to skill for each second omitted (maximum -10).
Etherealness: The nightmare can become ethereal by taking a Concentrate maneuver. The nightmare slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the nightmare makes no noise when she moves. The nightmare can perceive the tangible world, and speak normally to those within it, but it cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm the nightmare, but it is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, its physical and energy attacks cannot affect physical opponents. Its psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.
Although the nightmare can pass through solids, it must still breathe. When moving through a solid object, treat this as if it was swimming underwater for purposes of suffocation. It cannot materialize inside a solid object.
The nightmare can carry objects up to its light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. It cannot materialize these objects inside other objects or characters. The nightmare still weighs nothing, so it 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.
Stinking Cloud (13): The nightmare may fill a two-yard-radius area within 10 yards with bad smelling smoke. This gives -3 to all vision rolls made through it. To place the cloud at a distance, it uses Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Every creature that inhales the smoke, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.

                Traits: Bestial; Cannot Speak; Enhanced Move 1 (Air); Extra Legs (Four Legs); Flight (Magical); Hidebound; Horizontal; Immunity to Noxious Fire Effects; Infravision; No Fine Manipulators.
Skills: Aerobatics-13; Brawling-12; Flight-13; Innate Attack (Breath)-13; Mount-13.
Creature Type: Outsider (Evil).
Notes: Size 3 hexes; Weight 1,500 lbs.

Cauchemar [Monster Manual, page 195]

360 points
Attribute Modifiers: ST+22 (No Fine Manipulators, -40%; Size Modifier, -20%) [88]; DX+1 (No Fine Manipulators, -40%) [12]; HT+3 [30].
Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Basic Speed+0.25 [5]; Basic Move+3 [15].
Advantages: DR 5 (Tough Skin, -40%) [15]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Magical, -10%) [36]; Hooves [3]; Infravision [10].
                Flaming Hooves: Burning Attack 2d (Follow-Up, Hooves, +0%; Magical, -10%) [9].
Astral Projection: Jumper (World; Improved, +10%; Limited Access, -20%; Magical, -10%; Projection, Cannot affect new world, -50%) [30].
                Etherealness: Insubstantiality (Magical, -10%) [72].
Smoke [37]: Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%) [25] + Obscure Vision 3 (Defensive, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/10, -30%) [12].
Fire Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Fire Effects [10].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Weak Bite [-2].
Notes: Size 10 hexes; Weight 4,500 lbs.
Creature Type: Outsider (Evil).

Knowing Your Own Strength [460]
Replace ST+22 (No Fine Manipulators, -40%; Size Modifier, -20%) [88] with ST+18 [180]
Add HP+4 [8]

Typical Stats
ST:
32 (KYOS: 28)
HP:
32
Speed:
6.25
DX:
11
Will:
12
Move:
9 ground, 12 air
IQ:
10
Per:
10


HT:
13
FP:
13
SM:
+2
Dodge:
10
Parry:
N/A
DR:
5 (tough skin), 10 (vs. fire)
Hooves (15): 3d+2 crushing (KYOS: 6d+2 crushing) + 2d follow-up burning. Reach C-1.
Weak Bite (15): 1d+2 crushing (KYOS: 2d+2 crushing). Reach C.
Astral Projection (10): The cauchemar can leave its body behind, unconscious, while projecting its spirit to the Astral Plane by making an IQ roll and spending 1 FP. While there, it cannot cast spells or otherwise affect the world in any meaningful way. The spirit form is visible, but insubstantial. This ability can be maintained indefinitely, provided the cauchemar continues paying 1 FP per minute, but the body’s need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the body body is left with friends, or otherwise cared for.
On the Astral Plane, projectors (but not native astral denizens) are attached to their body by a slim silver cord, which fades to invisible after about 20 feet. The cord always “points” in the direction of the projector’s body.
Astral Projection takes 10 seconds to activate. The cauchemar can speed this up by taking -1 to skill for each second omitted (maximum -10).
Etherealness: The cauchemar can become ethereal by taking a Concentrate maneuver. The cauchemar slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the cauchemar makes no noise when she moves. The cauchemar can perceive the tangible world, and speak normally to those within it, but it cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm the cauchemar, but it is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, its physical and energy attacks cannot affect physical opponents. Its psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.
Although the cauchemar can pass through solids, it must still breathe. When moving through a solid object, treat this as if it was swimming underwater for purposes of suffocation. It cannot materialize inside a solid object.
The cauchemar can carry objects up to its light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. It cannot materialize these objects inside other objects or characters. The cauchemar still weighs nothing, so it 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.
Stinking Cloud (13): The cauchemar may fill a two-yard-radius area within 10 yards with bad smelling smoke. This gives -3 to all vision rolls made through it. To place the cloud at a distance, it uses Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Every creature that inhales the smoke, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.

                Traits: Bestial; Cannot Speak; Enhanced Move 1 (Air); Extra Legs (Four Legs); Flight (Magical); Hidebound; Horizontal; Immunity to Noxious Fire Effects; Infravision; No Fine Manipulators.
Skills: Aerobatics-13; Brawling-15; Flight-13; Innate Attack (Breath)-13; Mount-13.
Creature Type: Outsider (Evil).
Notes: Size 10 hexes; Weight 4,500 lbs.

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