Monster: Thoon Infiltrator
The Thoon infiltrator is a human enhanced by a set of metallic, parasitic tentacles on the back of his neck. They keep him alive, let him fire poisonous darts, infect others, and cast spells.
Thoon Infiltrator [Monster Manual V, page 109]
403 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ+3 [60];
HT+2 [20].
Advantages: Elastic Skin (Magical, -10%) [18]; Infravision
[10]; Telesend (Magical, -10%; Racial, -20%) [21]; Unkillable 1 (Terminal
Condition, Removal of parasitic tentacles, -5%) [48].
Parasitic Tentacles [96]: Affliction 1
(HT; Accessibility, Only on humanoids, -25%; Accessibility, Only when the
tentacles are not submerged, -5%; Advantage, Spawn Thrall, +700%; Blood Agent,
-40%; Extended Duration, Truly Permanent, +300%; Immediate Preparation
Required, 1 minute, -30%; Limited Use, 1/week, -80%; Magical, -10%; Melee
Attack, Reach C, -30%) [88] + Affliction 1 (HT; Accessibility, Only when the
tentacles are not submerged, -5%; Magical, -10%; Reduced Range, 1/10, -30%; Unconsciousness,
+200%) [26/5=6] + Controllable Disadvantage (Unnatural Features 2; Once On,
Stays On, +50%) [2]. Note: “Spawn
Thrall” is Alternate Form (Thoon Thrall) [70].
Spell-Like Abilities (Alternative
Abilities) [90]:
Detect Magic (Accessibility, Only
when the tentacles are not submerged, -5%) [7/5=2] - see GURPS Thaumatology: Sorcery, page 19;
Dimension Door (Accessibility, Only when the tentacles
are not submerged, -5%) [55/5=11];
Sense Quintessence (Improved) (Accessibility,
Only when the tentacles are not submerged, -5%) [9/5=2];
Suggestion (Accessibility, Only when the tentacles
are not submerged, -5%) [75].
Creature Type: Monstrous Humanoid.
Typical Stats
ST:
|
12
|
HP:
|
12
|
Speed:
|
6
|
DX:
|
11
|
Will:
|
13
|
Move:
|
6
|
IQ:
|
13
|
Per:
|
13
|
||
HT:
|
12
|
FP:
|
12
|
SM:
|
+0
|
Dodge:
|
9
|
Parry:
|
8
|
DR:
|
-
|
Punch (11):
1d-2 crushing (KYOS: 1d-1 crushing), Reach C.
Dagger (12):
1d-2 impaling (KYOS: 1d-1 impaling), Reach C.
Parasitic Tentacles: A Thoon inflitrator has a set of metallic tentacles on the back of his
neck. The tenatcles give him Unnatural Features 2 (p. B22). At any time, the
Thoon infiltrator can make a Will roll to submerge the tentacles into his
flesh, but he cannot use his spell-like abilities and other abilities granted
by the parasitic tentacles while they are submerged. Submersion takes 5
seconds.
The Thoon infiltrator can have his
parasitic tentacles extend themselves up his throat and out his mouth, from
where they can shoot tiny poisoned darts. This is a ranged attack with Acc 3,
Range 1/10. It uses Innate Attack (Breath) to hit. Any creature struck by this
dart must make an HT roll or fall unconscious for margin of failure minutes.
Apply the DR of the hit location as a bonus, but ignore DR with Tough Skin. Upon regaining consciousness, the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
If a Thoon infiltrator can spend an
uninterrupted minute with a helpless humanoid, the infiltrator can turn it into
a Thoon thrall by snaking its thin neck-tentacles into the victim’s mouth. Sleeping
creatures automatically awaken when a Thoon infiltrator attempts this, so it
works only on creatures that are bound or truly unconscious. The victim can
resist with HT. A Thoon infiltratos can only make one attempt per week.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (13) - see GURPS Thaumatology: Sorcery,
page 19;
Dimension Door (13);
Sense Quintessence (Improved) (13);
Suggestion (13).
Traits:
Elastic Skin (Magical); Infravision; Telesend (Magical; Racial); Unkillable 1
(Terminal Condition, Removal of parasitic tentacles).
Skills: Acting-14;
Disguise (Human)-14; Fast-Talk-14; Knife-12; Innate Attack (Breath)-14; Shadowing-14;
Stealth-14.
Creature Type: Monstrous
Humanoid.
NEW SORCERY SPELL
Sense Quintessence
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-point) version of
this spell, you can immediately sense all nearby sources of quintessence,
sorted by the direction to each one. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest appropriate source of quintessence, and
inform you if you succeed.
The improved (9-point) version of
this spell works as above, except that you know the precise location of each
subject. This allows you to cast spells on any of them for as long as each
remains in that location – or for the next second, if one is already on the
move.
Statistics:
Detect (Quintessence; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version
adds Precise (+100%) [+5].
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