Monday, 12 April 2021

Monster: Chiang Lung (River Dragon)

Monster: Chiang Lung (River Dragon)

And another lung dragon.

 

Chiang Lung (River Dragon) [Oriental Adventures, page 155]

1,100 points
Attribute Modifiers: ST+25 (Size Modifier, -40%) [150]; 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]; Discriminatory Smell [15]; Discriminatory Taste [10]; Doesn’t Breathe (Gills, -50%) [10]; 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]; Flexibility [5]; 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 2 [10]; Protected Vision [5]; Reduced Consumption 3 [6]; Speak Underwater [5]; Talons [8]; 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].
    Spell-Like Abilities (Alternative Abilities) [348]:
    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].
    Current 4 [252];
    Curse [55/5=11];
    Divination [48/5=10] - see GURPS Thaumatology: Sorcery, p. 19;
    Mind-Reading [26/5=6];
    Personal Invisibility [66/5=14];
    Rain 4 [169/5=34];
    Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21.
Disadvantages: Bad Grip 2 [-10]; Greed (12) [-15]; Ham-Fisted 1 [-5]; Horizontal [-10]; Loner (12) [-5]; Miserliness (12) [-10]; Selfish (12) [-5].
Perks: Eye for Distance [1]; Penetrating Voice [1]; Scales [1].
Quirks: Dull Touch 8 [-8]; Methodical [-1]; Staid [-1].
Creature Type: Dragon (Spirit, Water).

Knowing Your Own Strength [1,104]
Replace ST+25 (Size Modifier, -40%) [150] with ST+13 [130]
Add HP+12 [24]

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:

10 (unarmed)

DR:

3

    Bite (14): thrust 3d-1 impaling, Reach C-1.
    Front Claw (14): thrust 3d-1 cutting or impaling, Reach C-2.
    Hind Claw (12): thrust 3d cutting or impaling, Reach C-2.
    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.
    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.
    Current 3 (12);
    Curse (13);
    Divination (12)
- see GURPS Thaumatology: Sorcery, p. 19;
    Mind-Reading (12);
    Personal Invisibility;
    Rain 3 (12);
    Remove Curse (13)
- see GURPS Thaumatology: Sorcery, p. 21.

    Traits: Amphibious; Bad Grip 2; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); 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; Flexibility; 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; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 2; 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:

11 (unarmed)

DR:

6

    Bite (16): thrust 4d+2 impaling, Reach C-1.
    Front Claw (16): thrust 4d+2 cutting or impaling, Reach C-3.
    Hind Claw (14): thrust 5d-1 cutting or impaling, Reach C-3.
    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.
    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.
    Current 3 (14);
    Curse (15);
    Divination (14)
- see GURPS Thaumatology: Sorcery, p. 19;
    Mind-Reading (14);
    Personal Invisibility;
    Rain 4 (14);
    Remove Curse (15)
- see GURPS Thaumatology: Sorcery, p. 21.

    Traits: Amphibious; Bad Grip 2; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); 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; Flexibility; 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; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 2; 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:

11 (unarmed)

DR:

9

    Bite (16): thrust 7d-1 impaling, Reach C-1.
    Front Claw (16): thrust 7d-1 cutting or impaling, Reach C-5.
    Hind Claw (14): thrust 7d cutting or impaling, Reach C-5.
    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.
    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.
    Current 3 (15);
    Curse (16);
    Divination (15)
- see GURPS Thaumatology: Sorcery, p. 19;
    Mind-Reading (15);
    Personal Invisibility;
    Rain 4 (15);
    Remove Curse (16)
- see GURPS Thaumatology: Sorcery, p. 21.

    Traits: Amphibious; Bad Grip 2; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Dull Touch 10; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 2; Extra Legs (Four Legs); Eye for Distance; Flexibility; 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; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 2; 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:

11 (unarmed)

DR:

12

    Bite (16): thrust 10d+2 impaling, Reach C-1.
    Front Claw (16): thrust 10d+2 cutting or impaling, Reach C-7.
    Hind Claw (14): thrust 11d-1 cutting or impaling, Reach C-7.
    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.
    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.
    Current 3 (17);
    Curse (18);
    Divination (17)
- see GURPS Thaumatology: Sorcery, p. 19;
    Mind-Reading (17);
    Personal Invisibility;
    Rain 4 (17);
    Remove Curse (18)
- see GURPS Thaumatology: Sorcery, p. 21.

    Traits: Amphibious; Bad Grip 2; Discriminatory Smell; Discriminatory Taste; Doesn’t Breathe (Gills); Dull Touch 12; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extended Lifespan 5; Extra Attack 3; Extra Legs (Four Legs); Eye for Distance; Flexibility; 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; Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Pressure Support 2; 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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