Thursday, 14 January 2021

Monster: Vayuphak

Monster: Vayuphak

Pathfinder introduces a new type of fiends - asuras, who are all about desecrating holy places. I find
them to be an interesting addition to the bestiary and cosmology. Since in my games I prefer using the D&D cosmology, and it already has outsiders called asuras (who are celestials, not fiends), I'd rename Pathfinder asuras to something else. Ahuras or daevas, perhaps?


Vayuphak [Occult Bestiary, page 8]

464 points 
Attribute Modifiers: ST+3 [30]; DX+2 [40]; IQ+2 [40]; HT+1 [10]. 
Secondary Characteristic Modifiers: Per+2 [10]; Will+2 [10]. 
Advantages: DR 1 (Tough Skin, -40%) [3]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flexibility [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Curses [15]; Immunity to Disease [10]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Regeneration (Regular) [25]; Sharp Claws [5]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Elusive Aura: Obscure 10 (Divination; Always On, -50%; Defensive, +50%; Magical, -10%; Stealthy, +100%) [38]. 
    Elemental Resistance (A,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Electricity, -35%; Tough Skin, -40%) [14]. 
    Spell-Like Abilities (Alternative Abilities) [96]: 
    Enveloping Winds 2 [28/5=6]; 
    Teleport [90].
    Psychic Spell-Like Abilities (Alternative Abilities) [38]: 
    Confusion 1 [36]; 
    Object Reading [7/5=2]. 
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (12) [-10]; Intolerance (Religion) [-10]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Asura, Evil, Lawful). 

Typical Stats

ST:

13

HP:

13

Speed:

6

DX:

12

Will:

14

Move:

6 ground, 12 air (cannot hover)

IQ:

12

Per:

14

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

10

DR:

1* (tough skin); 5 (vs. acid, electricity)

    Sharp Claws (14): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C. 
    Spear (one-handed) (14): thrust 1d+2 impaling (KYOS: 2d-1 impaling), Reach 1. 
    Spear (two-handed) (14): thrust 2d-1 impaling (KYOS: 2d impaling), Reach 1-2*. 
    Elusive Aura: The vayuphak emits an aura that hinders divinations. Everything within 2 yards of the vayuphak is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Reduce the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted. 
    Spell-Like Abilities (Alternative Abilities): 
    Enveloping Winds 2 (12); 
    Teleport (12).
    Psychic Spell-Like Abilities (Alternative Abilities): 
    Confusion 1 (14); 
    Object Reading (12).

    Traits: Appearance (Ugly); Axiomatic Touch; Bad Temper (12); Callous; Doesn’t Eat or Drink; Doesn’t Sleep; Flexibility; Flight (Cannot Hover; Winged); Immunity to Curses; Immunity to Disease; Immunity to Poison; Infravision; Intolerance (Religion); Magic Resistance 1 (Improved); Regeneration (Regular); Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Acting-15; Aerobatics-12; Brawling-14; Dancing-14; Fast-Talk-15; Innate Attack (Gaze)-14; Religious Ritual (Any)-14; Spear-14; Theology (Any)-14. 
    Creature Type: Outsider (Asura, Evil, Lawful). 

NEW SORCERY SPELL
 
    Enveloping Winds
    Keywords: None.
    Full Cost: 14 points/level.
    Casting Roll: IQ
    Range: Self.
    Duration: Instantaneous.
 
    While this spell is active, the caster can momentarily envelop themselves in winds to turn aside incoming physical projectiles. When the caster is targeted by a physical projectile attack, they may roll to cast this spell. If the spell succeeds, and if the attack’s basic damage is less than (Enveloping Winds level) x 2 dice, the attack automatically misses. Convert all flat damage to dice (as per p. B269) for this determination.
    This spell also deflects non-damaging physical projectiles; each level of Enveloping Winds can negate two levels of Affliction or 10 levels of Binding. Against most area effects and explosions, it stops only the fragmentation damage (shrapnel), not the explosion itself.
    This spell only works in the presence of air – it will not work underwater or in vacuum.
    If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Enveloping Winds, they cannot cast this spell until all FP are replenished.
    Statistics: Damage Resistance 7 (All-or-Nothing, 10%; Environmental, Air, -5%; Force Field, +20%; Limited, Physical Projectiles, -40%; Requires IQ Roll, -10%; Sorcery, -15%) [14/level] with each DR 7 converted into 2d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers.
 

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