Thursday, 13 May 2021

Monster: Kalabon

Monster: Kalabon 

This little devil was very difficult to convert - I had no idea how to make the ability to combine powers into a single colony! But I think this should do the trick. Again, I think there was some miscommunication with the art department, because the picture you see here clearly is not a creature on three legs with a single tentacle.


Kalabon [Fiendish Codex II: Tyrants of the Nine Hells, page 120]

60 points
Attribute Modifiers: ST-2 [-20]; IQ-4 [-80]; HT+1 [10].
Secondary Characteristic Modifiers: SM-1; Will+3 [15]; Per+3 [15]; Basic Move-1 [-5].
Advantages: DR 1 (Tough Skin, -40%) [3]; Dark Vision [25]; Doesn't Eat or Drink [10]; Extra Legs (Three Legs) [5]; Extra-Flexible Arm [5]; Immunity to Poison [15]; Injury Tolerance (No Eyes) [5]; Slippery 2 [4]; Unaging [15].
    Acid Tentacle: Corrosion Attack 1d-2 (Follow-Up, Punch, +0%) [4].
    Elemental Resistance (A,C) [73]: DR 20 (Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [45] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Cold Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
    Colony Mass [105]: Affliction 1 (HT; Accessibility, Only one other kalabon, -60%; Advantage, Colony Mass, +410%; Aura, +80%; Cancellation, +10%; Contact Agent, -30%; Cumulative, +400%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Ready, -10%; Temporary Disadvantage, Quadriplegic, -80%) [79] + Growth 3 (Accessibility, Only with a number of kalabons attached, -20%; Magical, -10%; Maximum Size Only, -0%) [21] + Permeation (Flesh; Link, +10%; Magical, -10%) [5]. Note: “Colony Mass” is ST+2 (Magical, -10%) [18] + Energy Reserve 11 (Drains Attached Kalabon, -50%) [17] + Vitality Reserve 6 (Drains Attached Kalabon, -50%) [6].
Disadvantages: Appearance (Hideous) [-16]; Bad Smell [-10]; Bad Temper (9) [-15]; Bloodlust (9) [-15]; Callous [-5]; Dread (Sunlight) [-30]; One Arm [-20]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Evil, Lawful).

Typical Stats

ST:

8

HP:

8

Speed:

5.25

DX:

10

Will:

9

Move:

4

IQ:

6

Per:

9

 

 

HT:

11

FP:

11

SM:

-1

Dodge:

8

Parry:

8 (unarmed)

DR:

1* (tough skin); 20 (vs. acid and cold)

    Acid Tentacle (10): thrust 1d-4 crushing (KYOS: 1d-5 crushing) + follow-up 1d-2 corrosion, Reach C.
    Colony Mass: When encountered in large numbers, kalabons are a dangerous menace. Up to thirty-two kalabons can combine into one larger creature. As a Ready maneuver, a kalabon can combine with another kalabon if it has skin-to-skin contact with it to form a colony. A colony has HP and FP equal to the total current HP and FP of members of its mass. A colony uses the base statistics for the standard small kalabon, but with a +2 bonus to ST for each additional member. A colony of four or more kalabons grows in size, becoming SM+0. A colony of eight or more kalabons is SM+1. Thirty-two kalabons form a SM+2 colony.

    Traits: Appearance (Hideous); Axiomatic Touch; Bad Smell; Bad Temper (9); Bloodlust (9); Callous; Dark Vision; Doesn’t Eat or Drink; Dread (Sunlight); Extra Legs (Three Legs); Extra-Flexible Arm; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Poison; Injury Tolerance (No Eyes); Internal Sealed (Acid-Resistant Only); One Arm; Sealed (Acid-Resistant Only); Slippery 2; Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2).
    Creature Type: Outsider (Evil, Lawful).




1 comment:

  1. Hello. I am deeply impressed by your approximation and interpretation of Colony Mass trait. Maybe, you could suggest variants of GURPS realisation for couple of concepts?
    1. Gaseous entity that can animate objects. Like Johann Kraus from Hellboy. It seems like Spiritual Possession, but what about constructs and animation of guns, doors and dolls?
    2. You have racial template of entities each having one mind in two identical bodies (don't remember the name of race, sorry). But how the one mind in two bodies can be interpreted? Two different bodies (each of which can mutate according to the needs, having limits of points of advantages), but one mind. We can have three character lists (one for each body and one for mental characteristics), but it seems like a not-GURPS solution. Which advantage can approximate this, in your opinion?

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