Monday, 5 April 2021

Monsters: Demons IV

Monsters: Demons IV

Another batch of demons. There's still a lot left!


Broodswarm [Fiendish Codex I: Hordes of the Abyss, page 31]

251 points
Attribute Modifiers: ST-5 [-50]; DX+2 (No Fine Manipulators, -40%) [24]; HT+1 [10].
Secondary Characteristic Modifiers: HP+4 [8]; Per+1 [5]; Basic Speed +0.25 [5]; Basic Move+1 [5].
Advantages: Ally (Night Hag that created the swarm; Built on 150% points; Appears on a roll of 12 or less; Magical, -10%; Special Abilities, +50%; Summonable, +100%) [48]; Detect (Holy Creatures; Cannot Analyze, -10%; Magical, -10%; Reflexive, +40%; Smell-Based, -20%) [10]; Doesn't Eat or Drink [10]; Infravision [10]; Super Jump 1 [10]; Unaging [15].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Rat-Sized, +0%) [100].
    Swarm Bite: Cutting Attack 1d (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [35].
    Stunning Aura: Affliction 1 (Will; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -40%; Area Effect, 1 yard, +25%; Aura, +80%; Based on Will, +20%; Melee Attack, Reach C, -30%) [15].
    Stitching [52]: Binding 3 (Area Effect, 1 yard, +25%; Aura, +80%; Link, +10%; Melee Attack, Reach C, -30%; Only Damaged By Cutting, Corrosion, Burning, +10%; Selective Effect, +20%) [13] + Cutting Attack 1d (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%; Link, +10%; Melee Attack, C, No Parry, -35%; Triggered Delay, Trying to break free, +50%) [39].
Disadvantages: Appearance (Ugly) [-8]; Callous [-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil).

Typical Stats

ST:

5

HP:

9

Speed:

6

DX:

12

Will:

10

Move:

7

IQ:

10

Per:

11

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

N/A

DR:

-

    Swarm Bite: 1d cutting. The swarm must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least one yard away; if not, it automatically takes 1d large area cutting damage that is reduced by DR normally.
    Swarm: A broodswarm consists of about a dozen of sparrow-sized demons. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm.
    Stunning Aura: Any creature that shares a hex with the broodswarm, except for chaotic evil outsiders, must roll against Will every turn or be mentally stunned. They may roll to recover normally on subsequent turns.
    Stitching: Broodswarms can manifest lengths of coarse black thread from their silvery hook hands. Instead of attacking with swarm bite, the broodswarm may use these threads to stitch victims up to prevent their escape. Initially, this effect has effective ST 3, but each additional use of this ability adds +1 to it. When effective ST reaches half of the victim’s ST, the victim is considered grappled and is rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX.
    To break free, the victim must win a Quick Contest of ST against the ST of the stitches. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Regardless of the result, the victim also takes 1d cutting damage due to the stitches damaging his skin and flesh. This damage applies even if the stitches’ ST if lower that what’s required to “grapple” the victim. Alternatively, he may try to destroy the stitches with a cutting, corrosion, or burning attack. Innate Attacks hit automatically; other attacks are at -4. External attacks on the stitches take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
    The stitches have DR 1. Each point of damage reduces ST by one. At ST 0, the stitches are destroyed and the victim is freed.

    Traits: Ally (Night Hag that created the swarm; Built on 150% points; Appears on a roll of 12 or less; Magical; Special Abilities; Summonable); Anarchic Touch; Appearance (Ugly); Detect (Holy Creatures; Cannot Analyze; Magical; Reflexive; Smell-Based); Callous; Doesn’t Eat or Drink; Infravision; Sadism (12); Social Stigma (Monster); Super Jump 1; Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Sewing-14.
    Creature Type: Outsider (Chaotic, Evil).


Armanite [Fiendish Codex I: Hordes of the Abyss, page 31]

148 points
Attribute Modifiers: ST+1 (Size Modifier, -10%) [9]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; HP+4 (Size Modifier, -10%) [8]; Per+1 [5]; Basic Move +4 [20].
Advantages: Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; DR 2 (Partial, Skull, -70%) [3]; Doesn’t Eat or Drink [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Immunity to Poison [15]; Infravision [10]; Lifting ST 4 (Size Modifier, -10%) [11]; Magic Resistance 1 (Improved, +150%) [5]; Striking ST 4 (Lower Body, -60%; Size Modifier, -10%) [6]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Horns: Natural Weapon (Crushing; Cannot Parry, -40%) [3].
    Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
    Air Walk: Walk on Air (Costs Fatigue, 1 FP, -5%; Magical, -10%) [17].
    Sparkbolt: Burning Attack 1d (Link, Bow, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Visible, -10%) [12].
Disadvantage: Appearance (Hideous) [-16]; Bully (12) [-10]; Callous [-5]; Overconfidence (12) [-5]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: Uses SM+0 weapons.
Notes: Size 3 hexes.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Knowing Your Own Strength [162]
Replace ST+1 (Size Modifier, -10%) [9] with ST+1 [10]
Replace HP+4 (Size Modifier, -10%) [8] with HP+4 [8]
Replace Lifting ST 4 (Size Modifier, -10%) [11] with Lifting ST 4 [28]
Replace Striking ST 4 (Lower Body, -60%; Size Modifier, -10%) [6] with Striking ST 4 (Lower Body, -60%) [2]

Typical Stats

ST:

15

HP:

15

Speed:

5.25

DX:

10

Will:

9

Move:

9

IQ:

9

Per:

10

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

9

Parry:

10

DR:

1* (tough skin), +2 (skull), 5 (vs. acid, cold, fire)

    Punch (12): thrust 1d-1 crushing, Reach C-1.
    Gore (12): thrust 1d crushing, Reach C. Cannot parry.
    Long Spear (two-handed) (12): thrust 1d+2 impaling. Reach 2-3*.
    Longbow (ST 11) (12): thrust 1d+1 impaling + sparkbolt (see below), Acc 3, Range 165/300, RoF 1, Shots 1(2).
    Air Walk: Air, smoke, and other gases are like solid ground beneath armanite’s hooves, allowing it to walk up and down “invisible stairs” at its ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the armanite gets knocked down or slips, it falls! The armanite may attempt one DX roll per second of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits the ground for normal falling damage (see Falling, p. B431). Using this magical ability costs 1 FP per minute.
    Sparkbolt: Any bow wielded by the armanite is constantly sparkling. Arrows fired by the armanite deal an additional 1d of linked (p. B105) burning surge damage. Metallic armor counts as DR 1 against this damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating burning damage, or be physically stunned. On subsequent turns, they can roll HT to recover.

    Traits: Anarchic Touch; Appearance (Hideous); Bully (12); Callous; Combat Reflexes; Doesn’t Eat or Drink; Extra Legs (Four Legs); Hooves; Immunity to Poison; Infravision; Lifting ST 4; Magic Resistance 1 (Improved); Overconfidence (12); Selfish (12); Social Stigma (Monster); Striking ST 4 (Lower Body); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Bow-12; Brawling-12; Spear-12.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
    Notes: Size 3 hexes.

 

Bulezau [Fiendish Codex I: Hordes of the Abyss, page 33]

219 points
Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; DX+1 [20]; IQ-2 [-40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Per+2 [10].
Advantages: Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; DR 2 (Partial, Skull, -70%) [3]; Doesn’t Eat or Drink [10]; Hooves [3]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; See Invisible (Magic; Magical, -10%) [14]; Sharp Claws [5]; Sharp Teeth [1]; 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].
    Spell-Like Abilities (Alternative Abilities) [46]:
    Command [43];
    Fog Cloud 1 [13/5=3].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Berserk (9) [-15]; Bully (12) [-10]; Callous [-5]; Stubbornness [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Knowing Your Own Strength [227]
Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80]

Typical Stats

ST:

18

HP:

18

Speed:

6

DX:

11

Will:

9

Move:

6

IQ:

8

Per:

10

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

10

Parry:

11U

DR:

3* (tough skin); +2 (skull), 5 (vs. acid, cold, and fire)

    SM+1 Glaive swing (14): swing 4d+1 cutting, Reach 3-4*.
    SM+1 Glaive thrust (14): thrust 3d impaling (KYOS: 4d impaling), Reach 1-4*.
    Sharp Claws (14): thrust 1d+2 cutting (KYOS: 3d-1 cutting), Reach C-1.
    Sharp Teeth (14): thrust 1d+2 cutting (KYOS: 3d-1 cutting), Reach C.
    Gore (14): thrust 2d-1 crushing (KYOS: 3d+1 crushing), Reach C-1. Cannot parry.
    Spell-Like Abilities (Alternative Abilities):
    Command (8);
    Fog Cloud 1 (14).


    Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (12); Berserk (9); Bully (12); Callous; Combat Reflexes; Doesn’t Eat or Drink; Hooves; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); See Invisible (Magic; Magical); Stubbornness; Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Innate Attack (Gaze)-14; Polearm-14.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

 

Goristro [Fiendish Codex I: Hordes of the Abyss, page 40]

325 points
Attribute Modifiers: ST+40 (Size Modifier, -40%) [240]; DX-1 [-20]; IQ-4 [-80]; HT+3 [30].
Secondary Characteristic Modifiers: SM+4; Will+3 [15]; Per+4 [20]; Basic Move +2 [10].
Advantages: DR 6 (Tough Skin, -40%) [18]; DR 2 (Partial, Skull, -70%) [3]; Doesn’t Eat or Drink [10]; Hooves [3]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [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].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Stamp: Affliction 1 (DX; Accessibility, Legs and similar supportive body parts only, -20%; All-Out, -25%; Area Effect, 16 yards, +200%; Based on DX, +20%; Environmental, Ground, -20%; Fixed Duration, +0%; Magical, -10%; No fatigue loss from Seizure, -20%; Seizure, +100%; Reduced Duration, 1/180, -40%) [29].
    Spell-Like Ability:
    Terror 1 [45] – see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (9) [-15]; Bully (9) [-15]; Callous [-5]; Gluttony (12) [-5]; Ham-Fisted 2 [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Fur [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Knowing Your Own Strength [349]
Replace ST+40 (Size Modifier, -40%) [240] with ST+23 [230]
Add HP+17 [34]


Unofficial Sorcery Errata [-3]
Terror 1 [45] -> Terror 1 [42]

Typical Stats

ST:

50 (KYOS: 33)

HP:

50

Speed:

5.5

DX:

9

Will:

9

Move:

7

IQ:

6

Per:

10

 

 

HT:

13

FP:

13

SM:

+4

Dodge:

8

Parry:

8 (unarmed)

DR:

6* (tough skin); +2 (skull), 5 (vs. acid, cold, and fire)

    Punch (11): thrust 7d-1 crushing (KYOS: 8d-1 crushing), Reach C-3.
    Boulder (80 lbs.) (11): Range 75 yards, 4d crushing (KYOS: range 115 yards, 3d-1 crushing).
    Stamp: As an All-Out Attack maneuver, the goristro may infuse its hooves with magical energies and stamp the ground. Everyone within 16 yards must roll against DX to remain standing.
    Spell-Like Ability:
    Terror 1 (11)
see GURPS Thaumatology: Sorcery, p. 22.

    Traits: Anarchic Touch; Appearance (Ugly); Bad Temper (9); Bully (9); Callous; Doesn’t Eat or Drink; Fur; Gluttony (12); Ham-Fisted 2; Hooves; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-11; Innate Attack (Gaze)-11; Throwing-11.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

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