Monsters: Elemental Grues
Elemental grues are tainted elemental creatures from Complete Arcane. Their mere presence disrupts elemental magic. These creatures are prized by many wizards, for at the heart of each grue lies a pearl-like magic object, each carefully etched with the arcane workings of an elemental spell suitable for copying into a spellbook. This spell is the only thing that remains of the creature if it is slain. And now we're done with the small bestiary from Complete Arcane.
Chaggrin (Earth
Grue) [Complete Arcane, page 153]
252 points
Attribute Modifiers: ST+3 (No Fine Manipulators, -40%) [18];
IQ-4 [-80]; HT+2 [20].
Secondary
Characteristic Modifiers: HP+8 [16]; Will+6 [30]; Per+6 [30].
Advantages: DR 2 [10]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sharp Claws [5]; Subsonic Hearing (Melee Attack, Reach C, -30%) [4]; Tunneling (Move 2) [40]; Vacuum Support [5].
Spell Disruption: Static (Magic; Accessibility, Only on earth spells, -40%; Area Effect,
8 yards, +200%; Resistible, -50%) [63].
Disadvantages: Bloodlust (9) [-15]; Callous [-5]; No
Fine Manipulators [-30]; Semi-Upright [-5].
Perks: Unholy Touch [1].
Notes: Height 5 ft., Weight 500 lb.
Creature Type: Elemental (Earth, Evil).
Knowing Your Own Strength [265]
Replace ST+3 (No Fine Manipulators, -40%) [18]
with ST+3 [30]
|
Typical Stats
ST:
|
10
|
HP:
|
18
|
Speed:
|
5.5
|
DX:
|
10
|
Will:
|
12
|
Move:
|
5 ground, 2 tunnel
|
IQ:
|
6
|
Per:
|
12
|
||
HT:
|
12
|
FP:
|
12
|
SM:
|
+0
|
Dodge:
|
8
|
Parry:
|
9 (unarmed)
|
DR:
|
2
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Sharp Claws (12): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C.
Spell Disruption: The very presence of an earth grue interferes with spells of the grue’s
element. Earth spells cast at anyone or by anyone within 8 yards of the earth
grue are hindered. The spellcaster must win a Quick Contest of Will against the
earth grue for the spell to work. If the spell already requires a Quick Contest
of any kind, then the caster rolls only once, but the target resists at +5.
Traits:
Bloodlust (9); Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Semi-Upright; Subsonic Hearing (Melee Attack, Reach C); Unholy Touch; Vacuum Support.
Skills: Brawling-12;
Stealth-12.
Notes: Height 5 ft., Weight 500 lb.
Creature Type: Elemental
(Earth, Evil).
Harginn (Fire Grue)
[Complete Arcane, page 154]
258 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24];
IQ-1 [-20].
Secondary
Characteristic Modifiers: HP+2 [4]; Will+3 [15]; Per+3 [15]; Basic Move +2 [10].
Advantages: Dark Vision [25]; Doesn’t Breathe
(Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20];
Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100].
Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious
Fire Effects [10].
Burn: Burning Attack 1d (Always On,
-40%; Aura, +80%; Melee Attack, Reach C, -30%) [6].
Spell Disruption [64]: Static (Magic; Accessibility, Only on fire spells, -40%; Area
Effect, 8 yards, +200%; Resistible, -50%) [63] + Rules Exemption (Anti-magic
Static can coexist with magical abilities) [1].
Blur: Obscure 2 (Vision; Always On, -50%; Defensive, +50%; Extended,
Infravision, +20%; Magical, -10%; No Area Effect, -50%; Stealthy, +100%) [7].
Fire Spray:
Burning Attack 2d (Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Increased
1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Takes Recharge,
5 seconds, -10%) [16].
Disadvantages: Callous [-5]; No Fine Manipulators
[-30]; Sadism (12) [-15]; Vulnerability (Cold, x2) [-20]; Weakness (Water;
1d/min) [-40].
Perks: Illumination [1]; Unholy Touch [1].
Features: “Barehanded” attacks do burning
(rather than crushing) attacks.
Notes: Height 6 ft., Weight 10 lb.
Creature Type: Elemental (Evil, Fire).
Typical Stats
ST:
|
10
|
HP:
|
12
|
Speed:
|
5.5
|
DX:
|
12
|
Will:
|
12
|
Move:
|
7
|
IQ:
|
9
|
Per:
|
12
|
||
HT:
|
10
|
FP:
|
10
|
SM:
|
+0
|
Dodge:
|
8
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Parry:
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9 (unarmed)
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DR:
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20 vs. fire
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Punch (12): thrust
1d-3 burning, Reach C.
Burn: Intense
flames permanently surround the fire grue. These flames do 1d burning damage to
anyone who touches it or who it touches.
Spell Disruption: The very presence of a fire grue interferes with spells of the grue’s
element. Fire spells cast at anyone or by anyone within 8 yards of the fire
grue are hindered. The spellcaster must win a Quick Contest of Will against the
fire grue for the spell to work. If the spell already requires a Quick Contest
of any kind, then the caster rolls only once, but the target resists at +5.
Blur: A fire grue is
constantly flickering, making it difficult to see its exact position. Subtract 2
from any attempts to see the fire grue using normal vision or Infravision;
there is no resistance roll. Even if someone does manage to see the grue,
subtract 2 from any attack roll against it that relies on vision to hit.
Fire Spray (12): 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum
width 5 yards.
Traits:
Callous; Dark Vision; Doesn’t Breathe (Oxygen Consumption); Doesn’t Eat or
Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to
Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; Sadism
(12); Unholy Touch; Vulnerability (Cold, x2); Weakness (Water; 1d/min).
Skills: Innate
Attack (Beam)-12.
Notes: Height 6 ft., Weight 10 lb.
Creature Type: Elemental
(Evil, Fire).
Ildriss (Air Grue)
[Complete Arcane, page 155]
379 points
Attribute Modifiers: ST-2 [-20]; DX+4 (No Fine
Manipulators, -40%) [48]; IQ-1 [-20].
Secondary
Characteristic Modifiers: HP+2 [4]; Will+3 [15]; Per+3 [15].
Advantages: Dark Vision [25]; Doesn’t Breathe
[20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air,
-10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse)
[100]; Invisibility (Affects Machines, +50%; Magical, -10%) [56].
Electricity Resistance [45]: DR 20 (Includes Eyes, +10%; Limited, Electricity, -40%; Tough
Skin, -40%) [30] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical
Effects [10].
Spell Disruption [64]: Static (Magic; Accessibility, Only on air spells, -40%; Area
Effect, 8 yards, +200%; Resistible, -50%) [63] + Rules Exemption (Anti-magic
Static can coexist with magical abilities) [1].
Disadvantages: Callous [-5]; No Fine Manipulators
[-30]; Sadism (12) [-15]; Vulnerability (Vacuum and wind-based attacks, x2)
[-20].
Perks: Unholy Touch [1].
Features: No Legs (Aerial).
Notes: Height 6 ft., Weight 10 lb.
Creature Type: Elemental (Air, Evil).
Typical Stats
ST:
|
8
|
HP:
|
10
|
Speed:
|
6
|
DX:
|
14
|
Will:
|
12
|
Move:
|
12 air
|
IQ:
|
9
|
Per:
|
12
|
||
HT:
|
10
|
FP:
|
10
|
SM:
|
+0
|
Dodge:
|
9
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Parry:
|
10 (unarmed)
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DR:
|
20 (vs. electricity)
|
Punch (14): thrust
1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
Spell Disruption: The very presence of an air grue interferes with spells of the grue’s
element. Air spells cast at anyone or by anyone within 8 yards of the air grue
are hindered. The spellcaster must win a Quick Contest of Will against the air
grue for the spell to work. If the spell already requires a Quick Contest of
any kind, then the caster rolls only once, but the target resists at +5.
Traits:
Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight
(Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic
Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); Invisibility
(Affects Machines; Magical); No Fine Manipulators; No Legs (Aerial); Sadism
(12); Unholy Touch; Vulnerability (Vacuum and wind-based attacks, x2).
Notes: Height 6 ft., Weight 10 lb.
Creature Type: Elemental
(Air, Evil).
Vardigg (Water
Grue) [Complete Arcane, page 155]
259 points
Attribute Modifiers: IQ-2 [-40].
Secondary
Characteristic Modifiers: Will+4 [20]; Per+4 [20].
Advantages: Amphibious [10]; Chameleon 1 [5];
Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Food Only, -50%)
[5]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance
(Diffuse) [100]; Pressure Supports 3 [15]; Slippery 5 [10]; Speak Underwater
[5].
Cold Resistance [30]: DR 20 (Limited, Cold, -40%; Tough Skin, -40%) [20] + Immunity to Noxious
Cold Effects [10].
Spell Disruption [64]: Static (Magic; Accessibility, Only on water spells, -40%; Area
Effect, 8 yards, +200%; Resistible, -50%) [63] + Rules Exemption (Anti-magic
Static can coexist with magical abilities) [1].
Water Jet: Crushing
Attack 3d (Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 2x,
+5%; Jet, +0%; Magical, -10%; No Wounding, -50%) [9].
Disadvantages: Bloodlust (9) [-15]; Callous [-5]; Invertebrate
[-20]; No Fine Manipulators [-30]; Vulnerability (Dehydration, x2) [-20].
Perks: Unholy Touch [1].
Notes: Height 6 ft., Weight 140 lb.
Creature Type: Elemental (Evil, Water).
Typical Stats
ST:
|
10
|
HP:
|
10
|
Speed:
|
5
|
DX:
|
10
|
Will:
|
12
|
Move:
|
5 ground, 5 water
|
IQ:
|
8
|
Per:
|
12
|
||
HT:
|
10
|
FP:
|
10
|
SM:
|
+0
|
Dodge:
|
8
|
Parry:
|
8 (unarmed)
|
DR:
|
20 (vs. cold)
|
Punch (10): thrust
1d-3 crushing, Reach C.
Spell Disruption: The very presence of a water grue interferes with spells of the grue’s
element. Water spells cast at anyone or by anyone within 8 yards of the water
grue are hindered. The spellcaster must win a Quick Contest of Will against the
water grue for the spell to work. If the spell already requires a Quick Contest
of any kind, then the caster rolls only once, but the target resists at +5.
Water Jet (12): A 10-yard jet of water. The grue uses Innate Attack (Breath) to hit.
Don’t apply range penalties; treat this as a long melee weapon rather than a
ranged attack. It does 3d crushing damage with the no wounding and double
knockback modifiers. This ability costs 1 FP to use.
Traits:
Amphibious; Bloodlust (9); Callous; Chameleon 1; Dark Vision; Doesn’t Breathe;
Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards;
Immunity to Noxious Cold Effects; Injury Tolerance (Diffuse); Invertebrate; No
Fine Manipulators; Pressure Support 3; Slippery 5; Speak Underwater; Unholy Touch; Vulnerability
(Dehydration, x2).
Skills: Innate
Attack (Beam)-12.
Notes: Height 6 ft., Weight 140 lb.
Creature Type: Elemental
(Evil, Water).
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