Monday, 28 September 2020

Monsters: Elemental Weirds III (Ice and Snow)

Monsters: Elemental Weirds III (Ice and Snow)

And now the last two weirds from Frostburn.

 

Ice Weird [Frostburn, page 126]

810 points
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; IQ+5 [100]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: Appearance (Beautiful; Universal, +25%) [15]; DR 3 [15]; 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]; Magic Resistance 3 (Improved, +150%) [15]; Pressure Support 3 [15]; Slippery 3 [6]; Temperature Tolerance 10 (Cold) [10]; Terrain Adaptation (Ice) [5]; Unaging [15]; Vacuum Support [5].
    Ice Pool [408]: Affliction 1 (Will; Accessibility, Not on the weird’s native plane, -5%; Accessibililty, Only on non-elemental beings, -5%; Area Effect, 6 yards of height, +50%; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Environmental, Ground, -20%; Heart Attack, +300%; Magical, -10%; Malediction 1, +100%; Selective Effect, +20%) [88] + Ally (Ice Paraelemental; Built on 25%; Constantly; Ally Group of 10; Adjustable, a relatively narrow group with similar capabilities, provides information, +100%; Conjured, +100%; Requires Quick Contest of Will vs. Will, -15%; Limited Use, 3/day, -20%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [72] + Burning Attack 1d (Accessibility, Not on the weird’s native plane, -5%; Accessibililty, Only on non-elemental beings, -5%; Area Effect, 6 yards of height, +50%; Area Effect, 8 yards, +150%; Aura, +80%; Environmental, Ground, -20%; Magical, -10%; No Incendiary Effect, -10%; Selective Effect, +20%) [18] + Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Tunnel, Before, +100%) [230].
    Innate Spellcasting: Sorcerous Empowerment 8 (Limited Colleges, Ice and Knowledge, -30%) [63].
    Chill Aura [12]: Fatigue Attack 1d-2 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%) [7] + Temperature Control 2 (Always On, -20%; Area Effect, 2 yards, +50%; Cold, -50%; Emanation, -20%; Magical, -10%) [5].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
Disadvantages: Brittle [-15]; Ham-Fisted 1 [-5]; No Legs (Sessile; Accessibility, Only outside of the elemental pool and not on the native plane, -10%) [-45]; Vulnerability (Fire, x2) [-30]; Weakness (Intense Normal Heat; 1d/minute; Variable, -40%) [-12].
Features: No Legs (Slithers).
Notes: Height 10 ft., Weight 450 lb.
Creature Type: Elemental (Cold, Water).

Knowing Your Own Strength [816]
Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60]

Typical Stats

ST:

16

HP:

16

Speed:

5.5

DX:

10

Will:

15

Move:

5

IQ:

15

Per:

15

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

8

Parry:

8 (unarmed)

DR:

3, 20 (vs. cold)

    Punch (10): thrust 1d crushing (KYOS: 2d-1 crushing) + 1d-2 follow-up fatigue damage from cold (treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430)), Reach C-1.
    Chill Aura: The ice weird always emits cold. The temperature changes at a rate of 4° per second up to a minimum of 40° below the ambient temperature in a two-yard radius around the ice weird. This ability never does damage directly.
    Innate Spellcasting: Only ice and knowledge spells. Improvisation up to 8 points, hardcore improvisation up to 63 points. Typically, a weird knows the Divination spell (GURPS Thaumatology: Sorcery, page 19) and the Control Elemental spell for its native element.
    Ice Pool: An ice weird dwells within a large pool filled with churning ice. The pool must be at least 16 yards across and 6 yards deep. An ice weird’s pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as in the floor of a cavern). The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element.
    The base of the pool contains a portal to the weird’s native plane. Three times per day, the weird can summon elemental allies through this portal, as if casting Summon Ice Paraelemental, but summoning a group of up to ten elementals each worth up to 25% of the weird’s point value and with no preparation.
    Any nonelemental creature entering a pool without the weird’s permission must win in a Quick Contest of Will with the weird each second or be irrevocably transformed into the elemental material of the pool. In addition, each such creature in the pool is dealt 1d non-incendiary burning damage every second from extreme cold. Creatures granted access to the pool by the weird are not subject to transformation or damage. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that enviroment.
    A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to its height above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. Opening the portal works identically to the Create Planar Gate spell.
    Tongues: Aside from the languages the weird knows, it has one slot that it can fill with any spoken language that is not “secret” or “lost” at the Native comprehension level by taking a Ready maneuver.

    Traits: Appearance (Beautiful; Universal); Brittle; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Ham-Fisted 1; Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Injury Tolerance (Homogenous, No Blood); Magic Resistance 3 (Improved); No Legs (Slithers); Pressure Support 3; Slippery 3; Temperature Tolerance 10 (Cold); Terrain Adaptation (Ice); Unaging; Vacuum Support; Vulnerability (Fire, x2); Weakness (Intense Normal Heat; 1d/minute; Variable).
    Skills: Diplomacy-20; Law (Any)-20; Philosophy (Any)-20; Politics-20; Sociology-20.
    Notes: Height 10 ft., Weight 450 lb.
    Creature Type: Elemental (Cold, Water).

Snow Weird [Frostburn, page 127]

862 points
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; IQ+5 [100]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: Appearance (Beautiful; Universal, +25%) [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Blood) [45]; Magic Resistance 3 (Improved, +150%) [15]; Temperature Tolerance 10 (Cold) [10]; Terrain Adaptation (Snow) [5]; Unaging [15].
    Snow Pool [408]: Affliction 1 (Will; Accessibility, Not on the weird’s native plane, -5%; Accessibililty, Only on non-elemental beings, -5%; Area Effect, 6 yards of height, +50%; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Environmental, Ground, -20%; Heart Attack, +300%; Magical, -10%; Malediction 1, +100%; Selective Effect, +20%) [88] + Ally (Ice Paraelemental; Built on 25%; Constantly; Ally Group of 10; Adjustable, a relatively narrow group with similar capabilities, provides information, +100%; Conjured, +100%; Requires Quick Contest of Will vs. Will, -15%; Limited Use, 3/day, -20%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [72] + Burning Attack 1d (Accessibility, Not on the weird’s native plane, -5%; Accessibililty, Only on non-elemental beings, -5%; Area Effect, 6 yards of height, +50%; Area Effect, 8 yards, +150%; Aura, +80%; Environmental, Ground, -20%; Magical, -10%; No Incendiary Effect, -10%; Selective Effect, +20%) [18] + Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Tunnel, Before, +100%) [230].
    Innate Spellcasting: Sorcerous Empowerment 8 (Limited Colleges, Cold and Knowledge, -30%) [63].
    Chill Aura [12]: Fatigue Attack 1d-2 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%) [7] + Temperature Control 2 (Always On, -20%; Area Effect, 2 yards, +50%; Cold, -50%; Emanation, -20%; Magical, -10%) [5].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
Disadvantages: No Legs (Sessile; Accessibility, Only outside of the elemental pool and not on the native plane, -10%) [-45]; Vulnerability (Fire, x2) [-30]; Weakness (Intense Normal Heat; 1d/minute; Variable, -40%) [-12].
Features: No Legs (Slithers).
Notes: Height 10 ft., Weight 450 lb.
Creature Type: Elemental (Air, Cold).

Knowing Your Own Strength [868]
Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60]

Typical Stats

ST:

16

HP:

16

Speed:

5.5

DX:

10

Will:

15

Move:

5

IQ:

15

Per:

15

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. cold)

    Punch (10): thrust 1d crushing (KYOS: 2d-1 crushing) + 1d-2 follow-up fatigue damage from cold (treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430)), Reach C-1.
    Chill Aura: The snow weird always emits cold. The temperature changes at a rate of 4° per second up to a minimum of 40° below the ambient temperature in a two-yard radius around the snow weird. This ability never does damage directly.
    Innate Spellcasting: Only cold and knowledge spells. Improvisation up to 8 points, hardcore improvisation up to 63 points. Typically, a weird knows the Divination spell (GURPS Thaumatology: Sorcery, page 19) and the Control Elemental spell for its native element.
    Snow Pool: A snow weird dwells within a large pool filled with churning snow. The pool must be at least 16 yards across and 6 yards deep. A snow weird’s pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as in the floor of a cavern). The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element.
    The base of the pool contains a portal to the weird’s native plane. Three times per day, the weird can summon elemental allies through this portal, as if casting Summon Ice Paraelemental, but summoning a group of up to ten elementals each worth up to 25% of the weird’s point value and with no preparation.
    Any nonelemental creature entering a pool without the weird’s permission must win in a Quick Contest of Will with the weird each second or be irrevocably transformed into the elemental material of the pool. In addition, each such creature in the pool is dealt 1d non-incendiary burning damage every second from extreme cold. Creatures granted access to the pool by the weird are not subject to transformation or damage. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that enviroment.
    A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to its height above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. Opening the portal works identically to the Create Planar Gate spell.
    Tongues: Aside from the languages the weird knows, it has one slot that it can fill with any spoken language that is not “secret” or “lost” at the Native comprehension level by taking a Ready maneuver.

    Traits: Appearance (Beautiful; Universal); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Infravision; Injury Tolerance (Homogenous, No Blood); Magic Resistance 3 (Improved); No Legs (Slithers); Temperature Tolerance 10 (Cold); Terrain Adaptation (Snow); Unaging; Vulnerability (Fire, x2); Weakness (Intense Normal Heat; 1d/minute; Variable).
    Skills: Diplomacy-20; History (Any)-20; Politics-20; Sociology-20.
    Notes: Height 10 ft., Weight 450 lb.
    Creature Type: Elemental (Air, Cold).

No comments:

Post a Comment