Thursday 18 March 2021

Monsters: Bladeling and Spiker

Monsters: Bladeling and Spiker

Bladelings are outsiders with a metallic hide covered with spikes that they can launch at people. Spikers are something similar, but less spiky. Could work as PC racial templates.


Bladeling [Monster Manual II, page 31]

38 points
Attribute Modifiers: DX+1 [20].
Advantages: DR 1 (Tough Skin, -40%) [3]; Immunity to Rust [5]; Infravision [10]; Sharp Claws [5]; Short Spines [1].
    Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
    Razor Storm: Piercing Attack 2d (HT; Cone 5, +100%; Increased 1/2D Range, x5, +10%; Limited Use, 1/day, -40%; Magical, -10%; Nuisance Effect, Loses Short Spines, -10%; Reduced Range, 1/10, -30%) [12].
Disadvantages: Appearange (Ugly) [-8]; Callous [-5]; Intolerance (Non-bladelings) [-10]; Social Stigma (Savage) [-10].
Perks: Axiomatic Touch [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Outsider (Lawful).

Typical Stats

ST:

10

HP:

10

Speed:

5.25

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

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

    Longsword swing (12): swing 1d+1 cutting, Reach 1.
    Longsword thrust (12): thrust 1d impaling, Reach 1-2.
    Short Spines (7): 1d-2 impaling, Reach C. This is defensive weaponry, intended to discourage attackers; a bladeling cannot use his Spines actively. However, it gets a DX-4 roll to hit each foe in close combat with it once per turn, as a free action. Roll at +2 against foes who attacked it from behind. Those who grapple or slam the bladeling are hit immediately and automatically – and those who slam him take maximum damage!
    Razor Storm (12): One per day, a bladeling can expel his spines in a cone, dealing 2d piercing damage to everything in the area. Range 5/10, maximum width 5 yards. After that the bladeling loses his Short Spines for a day.

    Traits: Affected by Magnetism; Appearance (Ugly); Axiomatic Touch; Callous; Intolerance (Non-bladelings); Infravision.
    Skills: Armoury/TL3 (Melee Weapons)-12; Broadsword-12; Innate Attack (Beam)-12; Jumping-12.
    Creature Type: Outsider (Lawful).

Spiker [Planar Handbook, page 14]

22 points
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Short Spines [1].
    Acid Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [8].
Creature Type: Humanoid.

Typical Stats

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

1* (tough skin); 3 (vs. acid)

    Longsword swing (12): swing 1d+1 cutting, Reach 1.
    Longsword thrust (12): thrust 1d impaling, Reach 1-2.
    Short Spines (7): 1d-2 impaling, Reach C. This is defensive weaponry, intended to discourage attackers; a spiker cannot use his Spines actively. However, it gets a DX-4 roll to hit each foe in close combat with it once per turn, as a free action. Roll at +2 against foes who attacked it from behind. Those who grapple or slam the spiker are hit immediately and automatically – and those who slam him take maximum damage!

    Traits: Infravision.
    Skills: Broadsword-12.
    Creature Type: Humanoid.

No comments:

Post a Comment