Saturday 26 September 2020

Monsters: Elemental Weirds

Monsters: Elemental Weirds (Air and Earth)

Elemental weirds are... weird, but I like them a lot. While they are not very powerful by themselves,
they can summon allies and are potent spellcasters. It seems that they work better not as enemies, but as quest givers. This post contains two out of six elemental weirds from D&D 3.5.

 

Air Weird [Monster Manual II, page 92]

862 points
Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [15]; IQ+5 [100]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: Appearance (Beautiful; Universal, +25%) [15]; Dark Vision [25]; Detect (Breathing Creatures; Magical, -10%; Precise, +100%; Reflexive, +40%) [69]; 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]; Magic Resistance 3 (Improved, +150%) [15]; Unaging [15].
    Air Pool [392]: 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%; Heart Attack, +300%; Magical, -10%; Malediction 1, +100%; Selective Effect, +20%) [90] + Ally (Air Elemental; 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] + 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, Air and Knowledge, -30%) [63].
    Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
Disadvantages: No Fine Manipulators [-30]; No Legs (Sessile; Accessibility, Only outside of the elemental pool and not on the native plane, -10%) [-45]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Features: No Legs (Aerial).
Notes: Height 10 ft., Weight 5 lb.
Creature Type: Elemental (Air).

Knowing Your Own Strength [887]
Replace ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats

ST:

15

HP:

15

Speed:

5.5

DX:

10

Will:

15

Move:

11 air

IQ:

15

Per:

15

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

8

Parry:

8 (unarmed)

DR:

-

    Punch (10): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C-1.
    Innate Spellcasting: Only air 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.
    Air Pool: An air weird dwells within a large pool filled with billowing, gusting vapors of breathable air and mist. The pool must be at least 16 yards across and 6 yards deep. The pool is always secured to a flat surface (floor, wall, or ceiling) such that its depth forms a hollow within that surface. 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 Air Elemental, 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. Creatures granted access to the pool by the weird are not subject to transformation. 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; Detect (Breathing Creatures; Magical; Precise; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Magic Resistance 3 (Improved); No Fine Manipulators; No Legs (Aerial); Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Skills: Area Knowledge (Any)-20; Diplomacy-20; Geography (Any)-20; Navigation (Land)-20; Survival (Any)-20; Weather Sense-20.
    Notes: Height 10 ft., Weight 5 lb.
    Creature Type: Elemental (Air).

Earth Weird [Monster Manual II, page 92]

841 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 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]; Magic Resistance 3 (Improved, +150%) [15]; Pressure Support 3 [15]; Subsonic Hearing (Melee Attack, Reach C, -30%) [4]; Unaging [15]; Vacuum Support [5].
    Earth 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 (Earth Elemental; 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] + Crushing 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%; 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, Earth and Knowledge, -30%) [63].
    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].
Features: No Legs (Slithers).
Notes: Height 10 ft., Weight 450 lb.
Creature Type: Elemental (Earth).

Knowing Your Own Strength [847]
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:

2

    Punch (10): thrust 1d crushing (KYOS: 2d-1 crushing), Reach C-1.
    Innate Spellcasting: Only earth 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.
    Earth Pool: An earth weird dwells within a large pool filled with churning mud, rocks, and earth. The pool must be at least 16 yards across and 6 yards deep. An earth 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 Earth Elemental, 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 crushing damage every second. 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; Injury Tolerance (Homogenous, No Blood); Magic Resistance 3 (Improved); No Legs (Slithers); Pressure Support 3; Subsonic Hearing (Melee Attack, Reach C); Unaging; Vacuum Support.
    Skills: Diplomacy-20; Economics-20; Geography (Any)-20; Hidden Lore (Apocalypse)-20; Merchant-20.
    Notes: Height 10 ft., Weight 450 lb.
    Creature Type: Elemental (Earth).

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