Lens/Monster: Shade
Technically, shade should be a lens, but the sample statblock is a human, so the lens becomes the actual racial template. And interesting monster, I must say.
Shade [Forgotten Realms Campaign Setting, page
314]
Secondary Characteristics Modifiers: Per+5 (Accessibility, Darkness-dependent, -15%; Magical, -10%) [19]; Basic Move +5 (Accessibility, Darkness-dependent, -15%; Magical, -10%) [19].
Advantages: Dark Vision [25]; Enhanced Dodge 2 (Accessibility, Darkness-dependent, -15%; Magical, -10%) [23]; Magic Resistance 2 (Accessibility, Darkness-dependent, -15%; Improved, +150%) [10]; Regeneration (Regular; Accessibility, Only in total darkness, -30%; Magical, -10%) [15].
Spell-Like Abilities (Alternative Abilities) [87]:
Blackout 1 [36/5=8];
Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
Mirror Image 2 [28/5=6];
Personal Invisibility [66];
Shadow Jump [20/5=4].
Creature Type: Outsider.
Thrusting Greatsword (16): swing 3d-1 cutting, Reach 1, 2 or thrust 2d-1 impaling (KYOS: 2d+1 impaling), Reach 2.
Shade Qualities: The shade gains several bonuses that depend on the local illumination level. When in an area of complete darkness (illumination penalty -10), the shade gets +5 to Per and Basic Move, Enhanced Dodge 2, Magic Resistance 2 (Improved), and Regeneration (Regular). Bonuses to Per and Basic Move decrease by 1 per 2 illumination levels above total darkness and disappear in well-lit surroundings. Enhanced Dodge and Magic Resistance levels are halved at illumination -5 to -10, and disappear completely in well-lit surroundings. Regeneration only works in total darkness.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (14);
Light 1 (12) – see GURPS Thaumatology: Sorcery, page 19;
Mirror Image 2;
Personal Invisibility;
Shadow Jump (12).
Traits: Combat Reflexes; Dark Vision.
Skills: Brawling-16; Climbing-12; Innate Attack (Gaze)-14; Intimidation-14; Leadership-14; Stealth-16; Thaumatology-14; Two-Handed Sword-16.
Creature Type: Outsider.
Shadow Jump [20/5=4].
Creature Type: Outsider.
Typical Stats
ST: |
14 |
HP: |
14 |
Speed: |
6.25 |
DX: |
13 |
Will: |
13 |
Move: |
6 |
IQ: |
12 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
12 |
DR: |
3 (light plate; torso and limbs) |
Shade Qualities: The shade gains several bonuses that depend on the local illumination level. When in an area of complete darkness (illumination penalty -10), the shade gets +5 to Per and Basic Move, Enhanced Dodge 2, Magic Resistance 2 (Improved), and Regeneration (Regular). Bonuses to Per and Basic Move decrease by 1 per 2 illumination levels above total darkness and disappear in well-lit surroundings. Enhanced Dodge and Magic Resistance levels are halved at illumination -5 to -10, and disappear completely in well-lit surroundings. Regeneration only works in total darkness.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (14);
Light 1 (12) – see GURPS Thaumatology: Sorcery, page 19;
Mirror Image 2;
Personal Invisibility;
Shadow Jump (12).
Traits: Combat Reflexes; Dark Vision.
Skills: Brawling-16; Climbing-12; Innate Attack (Gaze)-14; Intimidation-14; Leadership-14; Stealth-16; Thaumatology-14; Two-Handed Sword-16.
Creature Type: Outsider.
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