Monday, 22 March 2021

Monster: Pan Lung (Coiled Dragon)

Monster: Pan Lung (Coiled Dragon)

What I found interesting about this monster that it is very similar to the shen lung in terms of magical abilities, but has a different body morphology - it is serpentine and limbless, unlike most other dragons.

 

Pan Lung (Coiled Dragon) [Oriental Adventures, page 158]

762 points
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -40%) [50]; IQ+4 [80]; HT+5 [50].
Secondary Characteristic Modifiers: SM+4; Will+1 [5]; Per+2 [10]; FP+5 [15]; Basic Move +1 [5].
Advantages: Amphibious [10]; Constriction Attack [15]; Discriminatory Smell [15]; Discriminatory Taste [10]; Doesn’t Breathe (Gills, -50%) [10]; Double-Jointed [15]; DR 6 [30]; Enhanced Move 0.5 (Air) [10]; Enhanced Move 1 (Ground) [20]; Extended Lifespan 5 [10]; Extra Attack 1 [25]; Extra Legs (Four Legs) [5]; Fangs [2]; Flight (Magical, -10%) [36]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Nictitating Membrane 6 [6]; Night Vision 7 [7]; Parabolic Hearing 1 [4]; Peripheral Vision [15]; Pressure Support 1 [5]; Protected Vision [5]; Reduced Consumption 3 [6]; Speak Underwater [5]; Temperature Tolerance 6 [6]; Unfazeable [15]; Universal Digestion (Matter Eater, +300%) [20]; Vibration Sense (Air) [10].
    Alternate Form: Morph (Accessibility, Only humanoids and animals of SM+1 or smaller, -15%; Magical, -10%) [75].
    Draconic Strikers [4]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Long 1, +100%; Weak, -50%) [4].
    Spirit Jaunt: Jumper (Planar; Accessibility, Only on the Spirit Plane and planes that border it, -5%; Limited Access, Spirit, -20%; Gyroscopic, +10%; Magical, -10%) [75].
    Water Fire: Burning Attack 2d (Accessibility, Only creatures, -10%; Accessibility, Doesn’t affect other lung dragons, -5%; Aura, +80%; Environmental, Submerged in water or touching water, -20%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Terminal Condition, Fire, -10%) [9].
    Spell-Like Abilities (Alternative Abilities) [124]:
    Bless: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Bless, +80%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [36/5=8]. Note: “Bless” is Luck (Active, -40%; Magical, -10%) [8].
    Complex Illusion 1 [42/5=9] – see GURPS Thaumatology: Sorcery, page 18;
    Curse [55/5=11];
    Lesser Geas [54/5=11] – see GURPS Thaumatology: Sorcery, p. 21;
    Mind-Reading [26/5=6];
    Personal Invisibility [66];
    Scaly Command 1 [63/5=13].
Disadvantages: Greed (12) [-15]; Horizontal [-10]; Loner (12) [-5]; Miserliness (12) [-10]; No Manipulators [-50]; Selfish (12) [-5].
Perks: Eye for Distance [1]; Penetrating Voice [1]; Scales [1].
Quirks: Dull Touch 8 [-8]; Methodical [-1]; Staid [-1].
Features: No Legs (Slithers).
Creature Type: Dragon (Spirit, Water).

Knowing Your Own Strength [866]
Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -40%) [50] with ST+13 [130]
Add HP+12 [24]


Unofficial Sorcery Errata [+0]
Lesser Geas [54/5=11] -> Lesser Geas [53/5=11]

Typical Stats - Small

ST:

25 (KYOS: 18)

HP:

25

Speed:

6.25

DX:

10

Will:

13

Move:

7 ground, 7 water, 12 air

IQ:

12

Per:

14

 

 

HT:

15

FP:

20

SM:

+3

Dodge:

9

Parry:

N/A

DR:

3

    Bite (14): thrust 3d-1 impaling, Reach C-1.
    Tail (12): thrust 3d crushing, Reach C-3.
    Alternate Form: By taking 10 consecutive Ready maneuvers, the dragon may shapeshift into any humanoid or animal with SM+1 or smaller as per the Morph advantage (p. B84).
    Spirit Jaunt (12): The dragon can slip into the Spirit Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, the dragon does not have to make Body Sense rolls.
    Water Fire: Whenever it is touching or submerged in water, a shen lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause 1d non-incendiary burning damage per second to any creature touching it. Other lung dragons of any variety are immune to water fire. The shen lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 5 minutes.
    Spell-Like Abilities (Alternative Abilities):
    Bless (13):
The dragon can bless a willing subject by taking a Concentrate maneuver and making a Will roll with normal range penalties. Within the next 30 minutes, the subject may reroll one of their undesirable rolls two more times and take the best of the three rolls. They must declare that they are using their Bless immediately before rolling the dice. Once the subject or anyone else has made another die roll, it is too late to use Bless. If the subject already has used Bless in the last hour of play (or day of game time, if the GM prefers that option) or other forms of the Luck (p. B66) advantage, they cannot use it again until enough time passes, even if they are affected by this spell.
    Complex Illusion 1 (12) – see GURPS Thaumatology: Sorcery, page 18;
    Curse (13);
    Lesser Geas (13)
– see GURPS Thaumatology: Sorcery, p. 21;
    Mind-Reading (12);
    Personal Invisibility;
    Scaly Command 1 (12).


    Traits: Amphibious; Constriction Attack; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Double-Jointed; Dull Touch 6; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 1; Extra Legs (Four Legs); Eye for Distance; Flight (Magical); Greed (12); Ham-Fisted 1; High Pain Threshold; Horizontal; Immunity to Paralysis; Immunity to Sleep; Infravision; Loner (12); Magic Resistance 1 (Improved); Methodical; Miserliness (12); Nictitating Membrane 3; Night Vision 7; No Legs (Slithers); No Manipulators; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 1; Protected Vision; Reduced Consumption 3; Scales; Selfish (12); Speak Underwater; Staid; Temperature Tolerance 6; Unfazeable; Universal Digestion (Matter Eater); Vibration Sense (Air).
    Skills: Brawling-14; Diplomacy-12; Fast-Talk-12; Tactics-12.
    Creature Type: Dragon (Spirit, Water).

Typical Stats - Medium

ST:

35 (KYOS: 23)

HP:

35

Speed:

6.25

DX:

10

Will:

15

Move:

7 ground, 7 water, 12 air

IQ:

14

Per:

16

 

 

HT:

15

FP:

20

SM:

+4

Dodge:

9

Parry:

N/A

DR:

6

    Bite (16): thrust 4d+2 impaling, Reach C-1.
    Tail (14): thrust 5d-1 crushing, Reach C-5.
    Alternate Form: By taking 10 consecutive Ready maneuvers, the dragon may shapeshift into any humanoid or animal with SM+1 or smaller as per the Morph advantage (p. B84).
    Spirit Jaunt (14): The dragon can slip into the Spirit Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, the dragon does not have to make Body Sense rolls.
    Water Fire: Whenever it is touching or submerged in water, a shen lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause 2d non-incendiary burning damage per second to any creature touching it. Other lung dragons of any variety are immune to water fire. The shen lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 5 minutes.
    Spell-Like Abilities (Alternative Abilities):
    Bless (15):
The dragon can bless a willing subject by taking a Concentrate maneuver and making a Will roll with normal range penalties. Within the next 30 minutes, the subject may reroll one of their undesirable rolls two more times and take the best of the three rolls. They must declare that they are using their Bless immediately before rolling the dice. Once the subject or anyone else has made another die roll, it is too late to use Bless. If the subject already has used Bless in the last hour of play (or day of game time, if the GM prefers that option) or other forms of the Luck (p. B66) advantage, they cannot use it again until enough time passes, even if they are affected by this spell.
    Complex Illusion 1 (14) – see GURPS Thaumatology: Sorcery, page 18;
    Curse (15);
    Lesser Geas (15)
– see GURPS Thaumatology: Sorcery, p. 21;
    Mind-Reading (14);
    Personal Invisibility;
    Scaly Command 1 (14).


    Traits: Amphibious; Constriction Attack; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Double-Jointed; Dull Touch 8; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 1; Extra Legs (Four Legs); Eye for Distance; Flight (Magical); Greed (12); Ham-Fisted 1; High Pain Threshold; Horizontal; Immunity to Paralysis; Immunity to Sleep; Infravision; Loner (12); Magic Resistance 1 (Improved); Methodical; Miserliness (12); Nictitating Membrane 6; Night Vision 7; No Legs (Slithers); No Manipulators; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 1; Protected Vision; Reduced Consumption 3; Scales; Selfish (12); Speak Underwater; Staid; Temperature Tolerance 6; Unfazeable; Universal Digestion (Matter Eater); Vibration Sense (Air).
    Skills: Brawling-16; Diplomacy-14; Fast-Talk-14; Tactics-14.
    Creature Type: Dragon (Spirit, Water).

Typical Stats - Large

ST:

50 (KYOS: 30)

HP:

50

Speed:

6.25

DX:

10

Will:

16

Move:

7 ground, 7 water, 12 air

IQ:

15

Per:

18

 

 

HT:

15

FP:

20

SM:

+5

Dodge:

9

Parry:

N/A

DR:

9

    Bite (16): thrust 7d-1 impaling, Reach C-1.
    Tail (14): thrust 7d crushing, Reach C-7.
    Alternate Form: By taking 10 consecutive Ready maneuvers, the dragon may shapeshift into any humanoid or animal with SM+1 or smaller as per the Morph advantage (p. B84).
    Spirit Jaunt (15): The dragon can slip into the Spirit Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, the dragon does not have to make Body Sense rolls.
    Water Fire: Whenever it is touching or submerged in water, a shen lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause 2d+2 non-incendiary burning damage per second to any creature touching it. Other lung dragons of any variety are immune to water fire. The shen lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 5 minutes.
    Spell-Like Abilities (Alternative Abilities):
    Bless (16):
The dragon can bless a willing subject by taking a Concentrate maneuver and making a Will roll with normal range penalties. Within the next 30 minutes, the subject may reroll one of their undesirable rolls two more times and take the best of the three rolls. They must declare that they are using their Bless immediately before rolling the dice. Once the subject or anyone else has made another die roll, it is too late to use Bless. If the subject already has used Bless in the last hour of play (or day of game time, if the GM prefers that option) or other forms of the Luck (p. B66) advantage, they cannot use it again until enough time passes, even if they are affected by this spell.
    Complex Illusion 1 (15) – see GURPS Thaumatology: Sorcery, page 18;
    Curse (16);
    Lesser Geas (16)
– see GURPS Thaumatology: Sorcery, p. 21;
    Mind-Reading (15);
    Personal Invisibility;
    Scaly Command 1 (15).


    Traits: Amphibious; Constriction Attack; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Double-Jointed; Dull Touch 10; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 1; Extra Legs (Four Legs); Eye for Distance; Flight (Magical); Greed (12); Ham-Fisted 1; High Pain Threshold; Horizontal; Immunity to Paralysis; Immunity to Sleep; Infravision; Loner (12); Magic Resistance 2 (Improved); Methodical; Miserliness (12); Nictitating Membrane 9; Night Vision 7; No Legs (Slithers); No Manipulators; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 1; Protected Vision; Reduced Consumption 3; Scales; Selfish (12); Speak Underwater; Staid; Temperature Tolerance 6; Unfazeable; Universal Digestion (Matter Eater); Vibration Sense (Air).
    Skills: Brawling-16; Diplomacy-16; Fast-Talk-16; Tactics-16.
    Creature Type: Dragon (Spirit, Water).

Typical Stats - Gargantuan

ST:

75 (KYOS: 42)

HP:

75

Speed:

6.25

DX:

10

Will:

18

Move:

7 ground, 7 water, 12 air

IQ:

17

Per:

20

 

 

HT:

15

FP:

20

SM:

+6

Dodge:

9

Parry:

N/A

DR:

12

    Bite (16): thrust 10d+2 impaling, Reach C-1.
    Tail (14): thrust 11d-1 crushing, Reach C-10.
    Alternate Form: By taking 10 consecutive Ready maneuvers, the dragon may shapeshift into any humanoid or animal with SM+1 or smaller as per the Morph advantage (p. B84).
    Spirit Jaunt (17): The dragon can slip into the Spirit Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, the dragon does not have to make Body Sense rolls.
    Water Fire: Whenever it is touching or submerged in water, a shen lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause 3d non-incendiary burning damage per second to any creature touching it. Other lung dragons of any variety are immune to water fire. The shen lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 5 minutes.
    Spell-Like Abilities (Alternative Abilities):
    Bless (18):
The dragon can bless a willing subject by taking a Concentrate maneuver and making a Will roll with normal range penalties. Within the next 30 minutes, the subject may reroll one of their undesirable rolls two more times and take the best of the three rolls. They must declare that they are using their Bless immediately before rolling the dice. Once the subject or anyone else has made another die roll, it is too late to use Bless. If the subject already has used Bless in the last hour of play (or day of game time, if the GM prefers that option) or other forms of the Luck (p. B66) advantage, they cannot use it again until enough time passes, even if they are affected by this spell.
    Complex Illusion 1 (17) – see GURPS Thaumatology: Sorcery, page 18;
    Curse (18);
    Lesser Geas (18)
– see GURPS Thaumatology: Sorcery, p. 21;
    Mind-Reading (16);
    Personal Invisibility;
    Scaly Command 1 (16).


    Traits: Amphibious; Constriction Attack; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Double-Jointed; Dull Touch 12; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 1; Extra Legs (Four Legs); Eye for Distance; Flight (Magical); Greed (12); Ham-Fisted 1; High Pain Threshold; Horizontal; Immunity to Paralysis; Immunity to Sleep; Infravision; Loner (12); Magic Resistance 2 (Improved); Methodical; Miserliness (12); Nictitating Membrane 12; Night Vision 7; No Legs (Slithers); No Manipulators; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 1; Protected Vision; Reduced Consumption 3; Scales; Selfish (12); Speak Underwater; Staid; Temperature Tolerance 6; Unfazeable; Universal Digestion (Matter Eater); Vibration Sense (Air).
    Skills: Brawling-16; Diplomacy-18; Fast-Talk-18; Tactics-18.
    Creature Type: Dragon (Spirit, Water).

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