Thursday, 29 April 2021

Monster: Dreamthief Hag

Monster: Dreamthief Hag

Dreamthief hags are psychically empowered night hag variants.


Dreamthief Hag [Occult Bestiary, page 22]

422 points
Attribute Modifiers: ST+4 [40]; DX+2 [40]; IQ+2 [40]; HT+2 [20].
Advantages: DR 3 (Tough Skin, -40%) [9]; Doesn’t Eat or Drink [10]; Immunity to Mind Control [30]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]; Unaging [15].
    Mind Block: Affliction 1 (Will; Based on Will, +20%; Follow-Up, Sharp Teeth, +0%; Magical, -10%) [11].
    Dream Theft: Affliction 1 (Will; Accessibility, Only on sleepers, -20%; Based on Will, +20%; Breakable, DR 3, Cannot Be Repaired, SM-5, -40%; Can Be Stolen, Quick Contest of DX, Does not work for the thief, -15%; Coma, +250%; Disadvantage, 5-points of any mental disadvantages, +50%; Contact Agent, -30%; Extended Duration on Disadvantage, Truly Permanent, +300%; Magical, -10%; Melee Attack, Reach C, -30%; Terminal Condition, Mind drained from the dreamstone, -10%) [57].
    Dreamstone [48]: ER 20 (Psychic; Accessibility, Requires stolen minds, -25%; Breakable, DR 3, Cannot Be Repaired, SM-5, -40%; Can Be Stolen, Quick Contest of DX, Does not work for the thief, -15%) [12] + Insubstantiality (Breakable, DR 3, Cannot Be Repaired, SM-5, -40%; Can Be Stolen, Quick Contest of DX, Does not work for the thief, -15%; Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Magical, -10%) [36].
    Elemental Resistance (C,F) [70]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
    Spell-Like Abilities (Alternative Abilities) [66]:
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Magic Missile [6/5=2];
    Seek Chaos [21/5=5];
    Seek Evil [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Sleep [42].
    Psychic Spell-Like Abilities (Alternative Abilities) [40]:
    Detect Mindscape (Improved) [9/5=2];
    Dream Sending [6/5=2];
    Dream Viewing [6/5=2];
    Dream Visit [20/5=4];
    Mindscape Door [30].
Disadvantages: Appearance (Hideous) [-16]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Unholy Touch [1].
Creature Type: Outsider (Evil).

Typical Stats

ST:

14

HP:

14

Speed:

6

DX:

12

Will:

12

Move:

6

IQ:

12

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

9

Parry:

10 (unarmed)

DR:

3* (tough skin), 20 (vs. cold and fire)

    Sharp Teeth (14): thrust 1d cutting (KYOS: 1d+2 cutting) + mind block, Reach C.
    Sharp Claws (14): thrust 1d cutting (KYOS: 1d+2 cutting), Reach C.
    Mind Block: Any creature hit by the dreamthief hag’s bite must make a roll against Will or be mentally stunned. It can roll Will to recover in subsequent turns normally.
    Dream Theft (12): A dreamthief hag can touch a sleeping creature (being projected into its dreamscape is considered to be as good as a psychical contact) to drain its dreaming mind away. Roll a Quick Contest of Will. Victory puts the creature into a coma and grants the dreamthief hag ER 1 (see Dreamstone).
    Dreamstone: Every dreamthief hag carries a dreamstone - a gemstone crafted from the petrified tears of a dream dragon. The stone is psychically attuned by the hag’s spirit and proximity. If the hag dies or is no longer in possession of her stone, it remains attuned for only 24 hours. The dreamstone can hold up to 20 dreaming minds stolen by the hag, providing ER 1 (Psychic) for each mind. A dreamthief hag can release a stored mind, sifting out its essence, to use up 1 ER. The mind then returns to its body, but the hag’s tampering usually inflicts deep mental scars, resulting in new phobias, nervous ticks, or sleep disorders, resulting in a permanent -5 points in appropriate mental disadvantages. A dreamthief hag can use her dream theft ability and etherealness only if she has her dreamstone.
    A dreamthief hag that loses this charm can no longer use these abilities until it can manufacture another (which takes one month). Creatures other than the hag cannot benefit from the dreamstone’s powers.
    Etherealness: The dreamthief hag can become ethereal by taking a Concentrate maneuver. The hag slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the dreamthief hag makes no noise when she moves. The dreamthief hag can perceive the tangible world, and speak normally to those within it, but she cannot pick up normal objects or affect them in any way.
    Physical and energy attacks cannot harm the dreamthief hag, but she is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, her physical and energy attacks cannot affect physical opponents. Her psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.
    Although the dreamthief hag can pass through solids, she must still breathe. When moving through a solid object, treat this as if she was swimming underwater for purposes of suffocation. She cannot materialize inside a solid object.
    The dreamthief hag can carry objects up to her light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. She cannot materialize these objects inside other objects or characters.
    The dreamthief hag can’t disregard gravity. She must move across a horizontal surface, or along a slope that wouldn’t require Climbing rolls. She still weighs nothing, so she doesn’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water.
    Spell-Like Abilities (Alternative Abilities):
    Detect Magic (12)
– see GURPS Thaumatology: Sorcery, page 19;
    Magic Missile (14);
    Seek Chaos (12);
    Seek Evil (12);
    Seek Good (12);
    Seek Law (12);
    Sleep (12).
    Psychic Spell-Like Abilities (Alternative Abilities):
    Detect Mindscape (Improved) (12);
    Dream Sending (12);
    Dream Viewing (12);
    Dream Visit (12);
    Mindscape Door (12).

    Traits:
Appearance (Hideous); Callous; Doesn’t Eat or Drink; Immunity to Mind Control; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Sadism (12); Selfish (12); Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Acting-14; Brawling-14; Dreaming-14; Innate Attack (Beam)-12; Innate Attack (Projectile)-12; Occultism-14; Stealth-14; Thaumatology-12; Wrestling-14.
    Creature Type: Outsider (Evil).

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