Monster: Shocker Lizard
The shocker lizard is an interesting beast that has an exotic sense and two electrical abilities. Much more dangerous in groups than alone.
Shocker Lizard [Monster Manual, page 224]
12 points
Attribute Modifiers: ST-6 [-60]; DX+2 (No Fine
Manipulators, -40%) [24]; IQ-7 [-140]; HT+1 [10].
Secondary
Characteristic Modifiers: SM-3; Will+7 [35]; Per+9 [45]; FP-2 [-6]; Basic Move +1 [5].
Advantages: Acute Taste and Smell 3 [6];
Amphibious [10]; Breath-Holding 2 [4]; Clinging [20]; Infravision [10]; Night
Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Reduced Consumption
2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited,
Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction
[5] + Immunity to Noxious Electrical Effects [10].
Passive Electroreception: Detect Low-Frequency Electric Fields (Accessibility, Only in water, ‑30%; Biological (Passive), ‑5%; Precise, +100%;
Reflexive, +40%) [11].
Stunning Shock:
Affliction 1 (HT; Armor Divisor (2), +50%; Magical, -10%; Reduced Range, 1/10,
-30%; Underwater, +20%) [12].
Lethal Shock:
Burning Attack 2d (Accessibility, Only with 2 other shocking lizards within 4
yards, -15%; Area Effect, 4 yards, +100%; Emanation, -20%; Magical, -10%; Side
Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%) [22].
Disadvantages: Cold-Blooded (65°) [-10]; No Fine
Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20];
Wild Animal [-30].
Perks: Scales [1].
Creature Type: Magical Beast.
Typical Stats
ST:
|
4
|
HP:
|
4
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
10
|
Move:
|
7 ground, 7 water
|
IQ:
|
3
|
Per:
|
12
|
||
HT:
|
11
|
FP:
|
9
|
SM:
|
-3
|
Dodge:
|
9
|
Parry: | 10 (unarmed) |
DR:
|
20 (vs. electricity)
|
Sharp Teeth (14): thrust 1d-5 cutting (KYOS: 1d-8 cutting), Reach C.
Passive Electroreception (12): See GURPS
Powers: Enhanced Senses, p. 17.
Stunning Shock (14): Once per 5 seconds, the shocker lizard can create an electrical discharge
that has a chance to stun an enemy. This is a ranged attack with 1/2D 10, Max
100, Acc 3, RoF 1, Shots N/A, and Recoil 1. It works at 1/10 of its range
underwater. A struck victim must make an immediate HT roll with a bonus equal
to half of his DR. The victim gets a further +3 if he is beyond 1/2D range. If
the victim makes his HT roll, he is unaffected. If he fails, he is stunned (see
p. B420). He may roll vs. HT once per second to recover (DR has no effect on
this roll).
Lethal Shock:
Once per 5 seconds, whenever a shocker lizard has two other shocker lizards within
4 yards, it can create a lethal shock in a 4-yard-radius area around itself.
This shock deals 2d burning surge damage and can work underwater. Targets stuck
by this attack must make an HT roll, at -1 per 2 points of penetrating damage,
or be physically stunned. On subsequent turns, they can roll HT to recover.
Traits:
Acute Taste and Smell 3; Amphibious; Breath-Holding 2; Clinging; Cold-Blooded
(65°); Immunity to Electrical Conduction; Immunity to Noxious Electrical
Effects; Night Vision 5; No Fine Manipulators; Perfect Balance; Peripheral
Vision; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore);
Scales; Short Lifespan 2; Wild Animal.
Skills:
Brawling-14; Climbing-14; Innate Attack (Beam)-14; Survival (Swampland)-11;
Swimming-14.
Creature Type: Magical
Beast.
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