Monsters: Loumara
Fiendish Codex I for D&D 3.5 introduced two subtypes of demons - the loumara and the obyriths. Unfortunately, the book provides only two examples for each categories. In this post I will convert both the loumara from that book.
Dybbuk [Fiendish Codex I: Hordes of the Abyss,
page 36]
Attribute Modifiers: ST-2 [-20]; DX+2 [40]; IQ+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Move+2 [10].
Advantages: Chameleon 2 [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra-Flexible Arms [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Blood, No Neck) [50]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Magic Resistance 1 (Improved, +150%) [5]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Corpse Possession [103]: Possession (Accessibility, Corpses only, -20%; Link, +10%; Magical, -10%; Spiritual, -20%) [60] + Telekinesis 18 (Accessibility, Corpses only, -20%; Animation, -20%; Link, +10%) [63].
Incorporeal Touch: Natural Weapon (Toxic; Affects Substantial, +40%; Cannot Parry, -40%; Hidden, +20%; Intangible, +50%; Magical, -10%; No Signature, +20%) [8].
Dybbuk’s Gift: Affliction 1 (Will; Affects Substantial, +40%; Based on Will, +20%; Disadvantage, Berserk, No self-control roll, +25%; Disadvantage, Unusual Features 1, +1%; Extended Duration, 100x, +80%; Magical, -10%; Melee Attack, Reach C, Cannot parry, -35%) [23].
Spell-Like Abilities (Alternative Abilities) [72]:
Dimension Door [60];
Fog Cloud 1 [13/5=3];
Terror 1 [45/5=9] – see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Callous [-5]; Compulsve Carousing (12) [-5]; Dread (Religious Symbols; 5 yards) [-14]; Gluttony (12) [-5]; Invertebrate [-20]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic, Evil, Loumara).
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic, Evil, Loumara).
Unofficial Sorcery Errata [+0] |
Typical Stats
ST: |
8 |
HP: |
8 |
Speed: |
6 |
DX: |
12 |
Will: |
13 |
Move: |
8 air |
IQ: |
13 |
Per: |
13 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
9 (unarmed) |
DR: |
- |
Dybbuk’s Gift (12): The dybbuk in its natural form can touch a substantial or an insubstantial creature with one of its tendrils. The victim must resist with a (Will+DR) roll. A failure means that the victim becomes frenzied, gaining the Berserk disadvantage (p. B124) with no self-control roll. As long as the gift persists, the gifted character’s eyes glow white. This effect lasts for 100 minutes per point of margin of failure.
Corpse Possession (10): The dybbuk can possess non-beaheaded corpses of humanoids, animals, monstrous humanoids, magical beasts, or vermin. The demon spirit merges with and occupies the corpse host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to it and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the dybbuk out by winning a Quick Contest of his exorcism ability vs. the dybbuk’s Will.
The dybbuk cannot return to a corpse it has been cast out of for at least 24 hours. It may choose to release its host at any time.
To possess a new corpse, the dybbuk must concentrate for one second and physically touch it. Roll a Quick Contest: the dybbuk’s IQ vs. the corpse’s HT. If the dybbuk loses or ties, it is mentally stunned for 1d seconds. In addition, t may never attempt to possess that corpse again – it is “immune” to the dybbuk. If the dybbuk wins, it takes over the corpse.
The corpse should have no more than 18 HP (corpses are Unliving objects). A possessed corpse can grab, lift, strike, and throw with ST equal to its HP. It has the the dybbuk’s DX. Move equals to 18 – the corpse’s HP. The dybbuk’s IQ-, Perception-, and Will-based skills are unchanged.
Spell-Like Abilities (Alternative Abilities):
Dimension Door (13);
Fog Cloud 1 (13);
Terror 1 (13) – see GURPS Thaumatology: Sorcery, p. 22.
Traits: Anarchic Touch; Callous; Chameleon 2; Compulsive Carousing (12); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); Extra-Flexible Arms; Gluttony (12); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Blood, No Neck); Insubstantiality (Affect Substantial; Always On); Invertebrate; Magic Resistance 1 (Improved); No Legs (Aerial); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
Skills: Acting-15; Diplomacy-14; Innate Attack (Gaze)-13; Stealth-14.
Creature Type: Outsider (Chaotic, Evil, Loumara).
Guecubu [Fiendish Codex I: Hordes of the Abyss,
page 41]
Secondary Characteristic Modifiers: Basic Move+1 [5].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse) [100]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Invisibility (Affects Machines, +50%; Magical, -10%) [56]; Telekinesis 10 (Cannot Punch, -10%; Magical, -10%) [40]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Sleep Touch: Affliction 1 (Will; Affects Substantial, +40%; Based on Will, +20%; Extended Duration, 30x, +40%; Magical, -10%; Melee Attack, Reach C, Cannot parry, -35%; Sleep, +150%) [31].
Possession: Possession (Accessibility, Only sleeping animals and humanoids, -30%; Magical, -10%; No Memory Access, -10%; Spiritual, -20%) [30].
Haunting Aura: Affliction 1 (HT; Affects Substantial, +40%; Always On, -20%; Area Effect, 2 yards, +50%; Aura, +80%; Disadvantage, Nightmares (6), +10%; Extended Duration, x1,000, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [46].
Disadvantages: Callous [-5]; Dread (Religious Symbols; 5 yards) [-14]; No Manipulators [-50]; Sadism (9) [-22]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic, Evil, Loumara).
Sleep Touch (12): The guecubu in its natural form can touch a substantial or an insubstantial creature with its body. The victim must resist with a (Will+DR) roll. A failure means that the victim falls asleep for 30 minutes per point of margin of failure.
Haunting Aura: Any creature within 2 yards of a guecubu must resist the guecubu’s haunting aura in a Quick Contest of Will each second. Failure means that the creature gains the Nightmares (6) disadvantage (p. B144) for one day.
Possession (10): The guecubu can possess sleeping animals or humanoids. The demonic spirit merges with and occupies the body of the guecubu’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to it and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the guecubu out by winning a Quick Contest of his exorcism ability vs. the guecubu’s Will.
The guecubu cannot return to a body it has been cast out of for at least 24 hours. It may choose to release its host at any time. If it is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
To possess a new host, the guecubu must concentrate for one second and physically touch it. Attempts to possess its own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the guecubu’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the guecubu or otherwise wary of it. If the guecubu loses or ties, it is mentally stunned for 1d seconds. In addition, it may never attempt to possess that subject again – they are “immune” to the ghost. If the guecubu wins, it takes over the victim’s body, completely suppressing their personality. The previous host regains control of their body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The guecubu gains the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as their physical advantages and disadvantages. The guecubu keeps its own IQ, Perception, and Will, and all of its mental traits. Its social traits may apply, depending on the laws and values of its society. Skills are a special case. The guecubu’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the guecubu has Acrobatics at DX+3, then it would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.
Traits: Anarchic Touch; Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse); Insubstantiality (Affect Substantial; Always On); Invisibility (Affects Machines; Magical); No Manipulators; No Legs (Aerial); Sadism (9); Social Stigma (Monster); Telekinesis 10 (Cannot Punch; Magical); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
Skills: Acting-15; Diplomacy-14; Stealth-14.
Creature Type: Outsider (Chaotic, Evil, Loumara).
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic, Evil, Loumara).
Typical Stats
ST: |
2 |
HP: |
2 |
Speed: |
5.75 |
DX: |
12 |
Will: |
10 |
Move: |
6 air |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
- |
Haunting Aura: Any creature within 2 yards of a guecubu must resist the guecubu’s haunting aura in a Quick Contest of Will each second. Failure means that the creature gains the Nightmares (6) disadvantage (p. B144) for one day.
Possession (10): The guecubu can possess sleeping animals or humanoids. The demonic spirit merges with and occupies the body of the guecubu’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to it and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the guecubu out by winning a Quick Contest of his exorcism ability vs. the guecubu’s Will.
The guecubu cannot return to a body it has been cast out of for at least 24 hours. It may choose to release its host at any time. If it is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
To possess a new host, the guecubu must concentrate for one second and physically touch it. Attempts to possess its own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the guecubu’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the guecubu or otherwise wary of it. If the guecubu loses or ties, it is mentally stunned for 1d seconds. In addition, it may never attempt to possess that subject again – they are “immune” to the ghost. If the guecubu wins, it takes over the victim’s body, completely suppressing their personality. The previous host regains control of their body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The guecubu gains the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as their physical advantages and disadvantages. The guecubu keeps its own IQ, Perception, and Will, and all of its mental traits. Its social traits may apply, depending on the laws and values of its society. Skills are a special case. The guecubu’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the guecubu has Acrobatics at DX+3, then it would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.
Traits: Anarchic Touch; Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse); Insubstantiality (Affect Substantial; Always On); Invisibility (Affects Machines; Magical); No Manipulators; No Legs (Aerial); Sadism (9); Social Stigma (Monster); Telekinesis 10 (Cannot Punch; Magical); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
Skills: Acting-15; Diplomacy-14; Stealth-14.
Creature Type: Outsider (Chaotic, Evil, Loumara).
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