Monsters: Demons II
Jarilith [Monster Manual II, page 61]
Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+4 [20]; Basic Move +3 [15].
Advantages: Catfall [10]; Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; DR 3 (Tough Skin, -40%) [9]; Extra Legs (Four Legs) [5]; Flexibility [5]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Terror (Presence, +25%) [38]; Unaging [15].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
Spell-Like Abilities (Alternative Abilities) [44]:
Blackout 1 [36];
Mind-Reading [26/5=6];
Sense Good [8/5=2].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Callous [-5]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Knowing Your Own Strength [306] |
Typical Stats
ST: |
22 (KYOS: 20) |
HP: |
22 (KYOS: 20) |
Speed: |
6.5 |
DX: |
13 |
Will: |
11 |
Move: |
9 |
IQ: |
9 |
Per: |
13 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+1 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
3*
(tough skin), 5 (vs. acid, cold, fire) |
Sharp Teeth (15): thrust 2d+1 cutting (KYOS: 3d+2 cutting), Reach C.
Terror: A jarilith can activate this ability to cause all creatures within 10 yards of it to make a Fright Check. If a victim succeeds at his Fright Check, they will be unaffected by the jarilith’s Terror for one hour.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (14);
Mind-Reading (9);
Sense Good (13).
Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (12); Callous; Cannot Speak; Catfall; Combat Reflexes; Discriminatory Smell; Doesn’t Eat or Drink; Flexibility; Horizontal; Infravision; Magic Resistance 3 (Improved); Odious Racial Habit (Eats sapient beings); Sadism (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
Skills: Brawling-15; Innate Attack (Gaze)-14; Jumping-15; Stealth-14; Tracking-14; Wrestling-15.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Kelvezu [Monster Manual II, page 61]
Attribute Modifiers: ST+7 [70]; DX+3 [60]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Combat Reflexes [15]; Danger Sense [15]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 4 (Tough Skin, -40%) [12]; Doesn’t Eat or Drink [10]; Enhanced Dodge 2 [30]; Flight (Magical, -10%) [36]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 4 (Improved, +150%) [20]; See Invisible (Magic; Magical, -10%) [14]; Silence 3 [15]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
Poison: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Kelvezu Poison, +10%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3, -10%; Takes Extra Time 2, -20%) [3]. Note: “Kelvezu Poison” is Toxic Attack 1d (Follow-Up, This weapon, +0%; Single Use, x1/2) [1].
Spell-Like Abilities (Alternative Abilities) [159]:
Blackout 1 [36/5=8];
Borrow Language [13/5=3];
Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
Personal Invisibility [66/5=14];
Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
Sense Good [8/5=2];
Sense Law [8/5=2];
Suggestion [73/5=15];
Teleport [90].
Disadvantages: Bully (12) [-10]; Callous [-5]; Selfish (9) [-7]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Typical Stats
ST: |
17 |
HP: |
17 |
Speed: |
6.5 |
DX: |
13 |
Will: |
15 |
Move: |
6 ground, 13 air |
IQ: |
13 |
Per: |
13 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+0 |
Dodge: |
12 |
Parry: |
11 |
DR: |
4* (tough skin); 5 (vs.
acid, cold, fire) |
Punch (18): thrust 1d+2 crushing (KYOS: 2d+1 crushing), Reach C.
Poison: The kelvezu constantly produces an injury poison from its nails. While it does not affect anyone the demon punches, the kelvezu may spend 4 seconds to coat a weapon with this poison. Each application of the poison works only once and deals 1d follow-up toxic damage. This poison is unstable, it degrades 1 minute after being applied, so it cannot be harvested.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (18);
Borrow Language (18);
Dispel Magic 1 (15) - see GURPS Thaumatology: Sorcery, p. 21;
Personal Invisibility;
Remove Curse (15) - see GURPS Thaumatology: Sorcery, p. 21;
Sense Good (13);
Sense Law (13);
Suggestion (13);
Teleport (13).
Traits: Anarchic Touch; Bully (12); Callous; Combat Reflexes; Danger Sense; Detect (Magic; Magical; Reflexive); Doesn’t Eat or Drink; Flight (Magical); Immunity to Poison; Infravision; Magic Resistance 4 (Improved); See Invisible (Magic; Magical); Selfish (9); Silence 3; Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
Skills: Brawling-18; Broadsword-18; Disguise (Human)-14; Innate Attack (Gaze)-18; Knife-18; Shadowing-18; Stealth-18; Thaumatology-14.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
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