Monsters: Demons III
Alkilith [Fiend Folio, page 46]
Attribute Modifiers: ST+3 (No Fine Manipulators, -40%; Size Modifier, -20%) [15]; DX+3 (No Fine Manipulators, -40%) [36]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Per+1 [5]; Basic Move +1 [5].
Advantages: 360° Vision [25]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 2 (Extra-Flexible, +50%) [30]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; Magic Resistance 1 (Improved, +150%) [5]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Elemental Resistance (A,E,F) [98]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Electricity, Fire, -30%; Tough Skin, -40%) [60] + Immunity to Electrical Conduction [5] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Acid: Corrosion Attack 1d (Aura, +80%; Melee Attack, Reach C, -30%) [15].
Control Ooze: Mind Control (Accessibility, Only ooze, -30%; Cosmic, Can affects ooze, +50%; Magical, -10%; Puppet, -40%) [35].
Cloudkill Form: Alternate Form (Cloudkill Form (see below); Magical, -10%) [14].
Spell-Like Abilities (Alternative Abilities) [78]:
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
Dispel Magic 1 [60] – see GURPS Thaumatology: Sorcery, page 21;
Enervation [40/5=8];
Stinking Cloud 1 [39/5=8].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bad Smell [-10]; Bully (12) [-10]; Callous [-5]; Impulsiveness (12) [-10]; Invertebrate [-20]; Lifebane [-10]; No Fine Manipulators [-30]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Uncontrollable Appetite (12) (Bodies of fresh water) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Features: No Legs (Slithers).
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Notes: Cloudkill Form template is ST-10 [-100]; HP+10 [20]; SM+3; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Taboo Trait (Fixed ST) [0]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Cloudkill: Affliction 1 (HT; Always On, -20%; Area Effect, 2 yards, +50%; Aura, +80%; Heart Attack, +300%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Respiratory Agent, +50%) [53] + Obscure Vision 3 (Always On, -50%; Link, +10%; Magical, -10%) [3].
102 points.
Knowing Your Own Strength [731] |
Typical Stats
ST: |
13 |
HP: |
28 |
Speed: |
6.25 |
DX: |
13 |
Will: |
11 |
Move: |
7 |
IQ: |
11 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+2 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
1* (tough skin), 20 (vs. acid, electricity,
fire) |
Acid: The creature may secrete an acid coating. Anything touching the alkilith takes 1d corrosion damage.
Control Ooze (11): The alkilith can mentally dominate ooze as per Mind Control (p. B68). Dominated ooze has no initiative while the alkilith’s control, and temporarily acquires Slave Mentality (p. B154).
Cloudkill Form: The alkilith can transform itself into a toxic gas cloud with a 2-yard radius (effective SM+3). The transformation takes 10 seconds. While in cloudkill form, the alkilith has no manipulators, cannot attack, has ST 0, Injury Tolerance (Diffuse), and Vulnerability (Vacuum and wind-based attacks, x2). It gains Flight with Lighter Than Air. While in cloudkill form, the alkilith can engulf other creatures by moving onto them. Any creature that inhales the gas finds must roll against HT or suffer a heart attack. In addition, Vision rolls made through the alkilith in the cloudkill form are at -3.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (12) – see GURPS Thaumatology: Sorcery, page 19;
Dispel Magic 1 (11) – see GURPS Thaumatology: Sorcery, page 21;
Enervation (11);
Stinking Cloud 1 (12).
Traits: 360° Vision; Anarchic Touch; Appearance (Monstrous; Universal); Bad Smell; Bully (12); Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 2 (Extra-Flexible); Extra Attack 1; Extra-Flexible Arms; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Electrical Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Impulsiveness (12); Injury Tolerance (Diffuse; Infiltration); IInternal Sealed (Acid-Resistant Only); Invertebrate; Lifebane; Magic Resistance 1 (Improved); No Legs (Slithers); No Fine Manipulators; Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Uncontrollable Appetite (12) (Bodies of fresh water); Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
Skills: Brawling-15; Innate Attack (Gaze)-12.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Blood Fiend [Fiend Folio, page 47]
Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; DX+2 [40]; IQ+2 [40]; HT+2 [20].Secondary Characteristics Modifiers: SM+1; Per+3 [15]; Basic Move +1 [5].
Advantages: Alternate Forms (Fiendish Dire Bat, Dire Wolf, Howler, Nightmare; Magical, -10%) [54]; Combat Reflexes [15]; DR 3 (Flexible, -20%) [12]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Dominance [20]; Flight (Magical, -10%) [36]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP, -10%; Magical, -10%; Misty, Can use magic or psi in mist form, -20%) [60]; Injury Tolerance (Unliving) [20]; Magic Resistance 2 (Improved, +150%) [10]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Regeneration (Fast) [50]; Resistant to Turning (+3) [1]; Sharp Claws [5]; Sharp Teeth [1]; 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) [62]:
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
Dispel Magic 1 [60] – see GURPS Thaumatology: Sorcery, page 21.
Disadvantages: Appearance (Monstrous) [-20]; Bad Temper (12) [-10]; Bloodlust (12) [-10]; Callous [-5]; Draining (Demon Blood; Illegal) [-10]; Social Stigma (Monster) [-15]; Uncontrollable Appetite (12) (Demon Blood) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Scales [1]; Unholy Touch [1].
Features: Born Biter 1; Sterile.
Creature Type: Undead.
Knowing Your Own Strength [607] |
Typical Stats
ST: |
19 (KYOS: 18) |
HP: |
19 (KYOS: 18) |
Speed: |
6 |
DX: |
12 |
Will: |
12 |
Move: |
7 ground, 12 air |
IQ: |
12 |
Per: |
15 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
11 (unarmed) |
DR: |
3*; 5 (vs. acid, cold,
and electricity) |
Vampiric Bite (15): thrust 2d cutting (KYOS: 3d-1 cutting), Reach C. The vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire’s biting damage must penetrate its DR. Once the vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the vampire heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (15) – see GURPS Thaumatology: Sorcery, page 19;
Dispel Magic 1 (12) – see GURPS Thaumatology: Sorcery, page 21.
Traits: Alternate Forms (Fiendish Dire Bat, Dire Wolf, Howler, Nightmare; Magical); Anarchic Touch; Appearance (Monstrous); Bad Temper (12); Bloodlust (12); Born Biter 1; Callous; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Dominance; Draining (Demon Blood; Illegal); Flight (Magical); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP; Magical; Misty, Can use magic or psi in mist form); Injury Tolerance (Unliving); Magic Resistance 2 (Improved); Mind Control (Magical; Vision-Based); Regeneration (Fast); Resistant to Turning (+3); Scales; Social Stigma (Monster); Sterile; Unaging; Uncontrollable Appetite (12) (Demon Blood); Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
Skills: Brawling-15; Observation-15; Stealth-15; Wrestling-15.
Creature Type: Undead.
Fiendish Dire Bat
Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size Modifier, -10%) [20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: DR 2 (Tough Skin, -40%) [6]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 9 [9]; Sharp Teeth [1]; Sonar (Accessibility, In air, -10%; Biological (Passive), -5%; Restricted Arc, 60°, -75%; Targeting, +20%) [6].
Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30].
Perks: Fur [1].
Creature Type: Magical Beast (Evil).
Notes: Size 3 hexes; Weight 200 lbs.
Knowing Your Own Strength [29] |
Typical Stats
ST: |
14 |
HP: |
14 |
Speed: |
6 |
DX: |
12 |
Will: |
10 |
Move: |
2 ground, 12 air (cannot hover) |
IQ: |
4 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+1 |
Dodge: |
9 |
Parry: |
9 (unarmed) |
DR: |
2* (tough skin), 5 (vs. cold and fire) |
Sharp Teeth (12): thrust 1d-1 cutting (KYOS: 1d+1 cutting), Reach C.
Traits: Enhanced Move 1 (Air); Foot Manipulators; Fur; Magic Resistance 2 (Improved); Night Vision 9; No Fine Manipulators; Short Lifespan 1; Sonar (Accessibility, In air; Biological (Passive); Restricted Arc, 60°; Targeting); Wild Animal.
Skills: Aerobatics-13; Flight-13; Survival (Plains)-13; Stealth-13.
Creature Type: Magical Beast (Evil).
Notes: Size 3 hexes; Weight 200 lbs.
Klurichir [Fiend Folio, page 48]
Attribute Modifiers: ST+55 (Size Modifier, -40%) [330]; DX+1 [20]; IQ+3 [60]; HT+4 [40].Secondary Characteristic Modifiers: SM+4; Will+2 [10]; Basic Move +2 [10].
Advantages: Combat Reflexes [15]; DR 7 (Tough Skin, -40%) [21]; Doesn’t Eat or Drink [10]; Extra Arms 2 [20]; Extra Attack 2 [50]; Extra Mouth 1 [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 4 (Improved, +150%) [20]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Launch Spines: Piercing Attack 1d+1 (Increased 1/2D, 5x, +10%; Limited Use, 24 per day, -0%; Rapid Fire, RoF 6, +70%; Reduced Range, 1/2, -10%) [12].
Poison: Affliction 1 (HT; Attribute Penalty, ST-6, +30%; Follow-Up, Spines, +0%) [13].
Vorpal Pincers [14]: Cutting Attack 3d (Accessibility, Only on neck hits, -40%; Follow-Up, Striker, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%) [5] + Higher Purpose (Cut necks with pincers; Magical, -10%) [5] + Striker (Cutting; Cannot Parry, -40%; Limited Arc, Front, -40%) [2] + Striker (Cutting; Cannot Parry, -40%; Limited Arc, Front, -40%) [2].
Fear Aura: Terror (-4) (Magical, -10%; Presence, +25%) [81].
Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14].
Elemental Resistance (E,F) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15].
Spell-Like Abilities (Alternative Abilities) [142]:
Apportation 19 [20/5=4];
Blackout 2 [46/5=10];
Borrow Language [13/5=3];
Mass Suggestion 1 [98];
Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
Seek Good [11/5=3];
Seek Law [11/5=3];
Wall of Fire 3 [40/5=8].
Disadvantages: Appearance (Monstrous) [-20]; Bad Temper (9) [-15]; Bully (9) [-15]; Callous [-5]; Selfish (9) [-7]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Knowing Your Own Strength [940] |
Typical Stats
ST: |
65 (KYOS: 37) |
HP: |
65 (KYOS: 37) |
Speed: |
7 |
DX: |
13 |
Will: |
16 |
Move: |
9 ground, 14 air (cannot hover) |
IQ: |
14 |
Per: |
14 |
|
|
HT: |
15 |
FP: |
15 |
SM: |
+4 |
Dodge: |
11 |
Parry: |
14U |
DR: |
7* (tough skin); 20 (vs. fire and
electricity); 5 (vs. acid and cold) |
Sharp Claws (20): thrust 9d cutting, Reach C-3.
Sharp Teeth (20): thrust 9d cutting, Reach C.
Vorpal Pincers (20): thrust 11d+1 cutting, Reach C-3. Cannot parry. Can only target front hexes. The pincers deal an additional 3d of follow-up (p. B105) cutting damage on neck attacks. This additional damage causes no blunt trauma and no knockback. Additionally, the klurichir gets a +1 bonus to skill when making targeting necks with his pincers.
Launch Spines (20): 1d+1 piercing plus follow-up poison (resisted with HT; ST-6 for margin of failure minutes), RoF 6, Range 25/50. Can launch no more than 24 spines per day.
Fear Aura: The klurichir can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the klurichir must roll an immediate Fright Check (p. B360) at -4. If a victim succeeds at his Fright Check, he will be unaffected by this klurichir’s Fear Aura for one hour.
Spell-Like Abilities (Alternative Abilities):
Apportation 19;
Blackout 2 (20);
Borrow Language;
Mass Suggestion 1 (14);
Remove Curse (16) - see GURPS Thaumatology: Sorcery, p. 21;
Seek Good (14);
Seek Law (14);
Wall of Fire 3 (20).
Traits: Anarchic Touch; Appearance (Monstrous); Bad Temper (9); Bully (9); Born Biter 1; Callous; Combat Reflexes; Doesn’t Eat or Drink; Extra Arms 2; Extra Attack 2; Extra Mouth 1; Immunity to Electrical Conduction; Immunity to Noxious High-Temperature (Electricity and Fire) Effects; Immunity to Poison; Infravision; Magic Resistance 4 (Improved); See Invisible (Magical; Magical; True Sight); Selfish (9); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
Skills: Brawling-20; Innate Attack (Gaze)-20; Innate Attack (Projectile)-20; Occultism-16; Strategy (Land)-16; Tactics-18; Thaumatology-16; Two-Handed Axe/Mace-20; Wrestling-20.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Klurichir Venom
This poison is extracted from a klurichir’s spine. The victim must resist with HT or get -6 to ST for margin of failure minutes.
Form: Follow-Up Poison.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Poisons-2.
Statistics: Affliction 1 (HT; Attribute Penalty, ST-6, +30%; Follow-Up Poison, -20%) [11].
Maurezhi [Fiend Folio, page 50]
Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ-1 [-20]; HT+1 [10].Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5]; Basic Move +2 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Doesn’t Eat or Drink [10]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Racial Memory (Active; Consumed humanoids) [40]; Sharp Claws [5]; Sharp Teeth [1]; Super Jump 1 [10]; 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].
Paralysis: Affliction 1 (HT; Follow-Up, Sharp Teeth, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22].
Assume Shape: Morph (Magical, -10%; Needs Sample, Must eat whole, -50%; Retains Shape, -20%) [20].
Spell-Like Abilities (Alternative Abilities) [91]:
Chill Touch [61/5=13];
Terror 1 [45/5=9] – see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bad Temper (12) [-10]; Callous [-5]; Gluttony (12) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15]. Uncontrollable Appetite (Humanoid Corpses) (12) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Unofficial Sorcery Errata [+0] |
Typical Stats
ST: |
12 |
HP: |
12 |
Speed: |
5.5 |
DX: |
11 |
Will: |
10 |
Move: |
7 |
IQ: |
9 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
1* (tough skin); 5 (vs.
acid, cold, fire) |
Sharp Teeth (13): thrust 1d-1 cutting (KYOS: 1d cutting) plus follow-up paralysis (resisted by HT; margin of failure seconds, then physical stun), Reach C.
Assume Shape: If the maurezhi consumes the corpse of a humanoid creature, he becomes able to assume its shape as per the Morph advantage (p. B84).
Spell-Like Abilities (Alternative Abilities):
Chill Touch (13);
Personal Invisibility;
Terror 1 (13) – see GURPS Thaumatology: Sorcery, p. 22.
Traits: Anarchic Touch; Appearance (Monstrous; Universal); Bad Temper (12); Callous; Combat Reflexes; Doesn’t Eat or Drink; Gluttony (12); Immunity to Poison; Infravision; Magic Resistance 1 (Improved); Odious Racial Habit (Eats sapient beings); Racial Memory (Active; Consumed humanoids); Social Stigma (Monster); Super Jump 1; Telesend (Magical; Universal); Unaging; Uncontrollable Appetite (Humanoid Corpses) (12); Unholy Touch; Vulnerability (Holy Weapons, x2).
Skills: Brawling-13; Jumping-13; Wrestling-13.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
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