Monday, 12 August 2019

Monster: Blue Slaad

Monster: Blue Slaad

The blue slaad is bigger than the red one, has very long talons, and can spead slaad fever to produce more red or green slaadi.

Blue Slaad [Monster Manual, page 229]

439 points
Attribute Modifiers: ST+12 (Size Modifier, -20%) [96]; DX+2 [40]; IQ-2 [-40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+2; Will+2 [10]; Per+3 [15].
Advantages: Combat Reflexes [15]; DR 4 (Tough Skin, -40%) [12]; Extra Attack 1 [25]; Infravision [10]; Injury Tolerance (No Neck) [5]; Long Talons [11]; Regeneration (Fast) [50]; Sharp Teeth [1]; Super Jump 1 [10]; Unaging [15].
Elemental Resistance (A,C,E,F): DR 3 (Includes Eyes, +10%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [7].
Sonic Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Sonic Effects [10].
Slaad Fever: Toxic Attack 1d (Cyclic, 12 one-hour cycles, Resistible, +110%; Follow-Up, Sharp Teeth, +0%; Magical, -10%; Onset, 1 day, -30%; Resistible, HT-3, -15%; Symptoms, 1/2 HP, -2 to DX, +40%; Symptoms, 2/3 HP, -4 to DX, +40%) [10].
Spell-Like Abilities (Alternative Abilities) [67]:
Apportation 14 [15/5=3];
Chaos Hammer 1 [8/5=2];
Total Paralysis [29/5=6];
            Walk Through Earth [56] – see GURPS Thaumatology: Sorcery, p. 15.
Disadvantages: Vulnerability (Axiomatic Weapons, x2) [-10].
Notes: Weight 1,000 lbs.
Creature Type: Outsider (Chaotic).

Knowing Your Own Strength [463]
Replace ST+12 (Size Modifier, -20%) [96] with ST+12 [120]

Typical Stats
ST:
22
HP:
22
Speed:
6.25
DX:
12
Will:
10
Move:
6 ground
IQ:
8
Per:
11


HT:
13
FP:
13
SM:
+2
Dodge:
10
Parry:
11 (unarmed)
DR:
4 (tough skin); 20 (vs. sonic); 3 (vs. acid, cold, electricity, and fire)
Long Talons (15): 2d+3 cutting or impaling (KYOS: 5d-1 cutting or impaling). Reach C-1.
Sharp Teeth (15): 2d+1 cutting (KYOS: 4d cutting) + slaad fever. Reach C.
Slaad Fever: A blue slaad that deals injury with a bite attack has a chance of infecting the victim with magical slaad fever. The affected creature must make a successful HT-3 roll to avoid infection. The disease incubates for one day, then the victim takes 1d toxic damage each hour for 13 cycles. Each cycle allows an additional HT-3 roll that prevents any further damage and heals the disease. Once the victim loses 1/2 of their HP to this effect, they begin experiencing a -2 penalty to DX until they heal above that threshold. Once the host loses 2/3 of their HP to this effect, they begin experiencing a -4 penalty to DX until they heal above that threshold. The disease can be cured with a Cure Disease spell cast at a -3 penalty. If the victim dies to this effect, they are immediately transformed into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects. If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
Spell-Like Abilities (Alternative Abilities):
                Walk Through Earth (14) – see GURPS Thaumatology: Sorcery, p. 15.

                Traits: Combat Reflexes; Extra Attack 1; Immunity to Noxious Sonic Effects; Infravision; Injury Tolerance (No Neck); Regeneration (Fast); Super Jump 1; Unaging; Vulnerability (Axiomatic Weapons, x2).
Skills: Brawling-15; Climbing-14; Innate Attack (Gaze)-14; Innate Attack (Projectile)-14; Jumping-14; Wrestling-15.
Creature Type: Outsider (Chaotic).
Notes: Weight 1,000 lbs.


Slaad Fever
The disease can be cured with a Cure Disease spell cast at a -3 penalty. If the victim dies to this effect, they are immediately transformed into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects. If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
Statistics: Blood; HT-3 to resist; 1 day delay; 1d toxic damage (with -2 DX after loss of 1/2 HP, -4 DX after loss of 2/3 HP); 24-hour cycle with thirteen cycles. Not contagious.

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