Monday 3 May 2021

Monster: Obyriths

Monster: Obyriths

Obyriths are demons that were ruling the Abyss before the tanar'ri have appeared. Nowadays, they are quite rare, and they all look unsettlingly terrifying. And with this post, I'm done with non-aspect monsters from the Fiendish Condex I: Hordes of the Abyss!


Ekolid [Fiendish Codex I: Hordes of the Abyss, page 38]

522 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Speed +2.00 [40]; Basic Move +2 [10].
Advantages: Clinging [20]; Combat Reflexes [15]; Doesn't Eat or Drink [10]; Extra Attack 2 [50]; Extra Legs (Six Legs) [10]; Flight (Small Wings, -10%) [36]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Elemental Resistance (A,C,E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [17].
    Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
    Stingers [18]: 6 x Striker (Stinger; Piercing; Cannot Parry, -40%) [3].
    Implant: Toxic Attack 1d (Delay, 5 seconds, +0%; Follow-Up, Stinger, +0%; Resistible, HT-3, -15%; Symptoms, 1/2 HP, Terrible Pain, +120%; Symptoms, 2/3 HP, Agony, +300%) [21].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bloodlust (12) [-10]; Callous [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Obyrith).

Typical Stats

ST:

10

HP:

10

Speed:

8

DX:

12

Will:

10

Move:

10 ground, 5 climbing, 16 air

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

12

Parry:

N/A

DR:

5 (vs. acid, cold, electricity, fire)

    Sharp Teeth (15): thrust 1d-2 cutting, Reach C.
    Stinger (15): thrust 1d piercing, Reach C. Cannot parry.
    Implant: An ekolid that deals injury with a stinger attack can inject an egg into the opponent’s body. The affected creature must make a successful HT-3 roll to avoid implantation. The egg gestates for five seconds, then the host takes 1d toxic damage, as the egg hatches, and a grub erupts. Once the host loses 1/2 of their HP to this damage, they begin experiencing terrible pain (p. B428) until they heal above that threshold. Once the host loses 2/3 of their HP to this effect, they begin experiencing agony (p. B428) until they heal above that threshold. The egg can be removed with a successful Surgery roll (failure deals 1d-2 injury), or a Cure Disease spell cast at a -3 penalty.
    Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.

    Traits: Anarchic Touch; Appearance (Horrific; Universal); Bloodlust (12); Callous; Combat Reflexes; Clinging; Doesn’t Eat or Drink; Extra Attack 2; Extra Legs (Six Legs); Flight (Small Wings); Horizontal; Immunity to Mind Control; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Peripheral Vision; Regeneration (Fast); Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
    Skills: Aerobatics-15; Brawling-15.
    Creature Type: Outsider (Chaotic, Evil, Obyrith).


Sibriex [Fiendish Codex I: Hordes of the Abyss, page 52]

510 points
Attribute Modifiers: ST+8 (No Fine Manipulators, -40%; Size Modifier, -20%) [32]; DX-4 [-80]; IQ+4 [80]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+10 (Size Modifier, -20%) [16]; Per-2 [-10].
Advantages: DR 4 (Tough Skin, -40%) [12]; Doesn’t Eat or Drink [10]; Flight (Lighter Than Air, -10%) [36]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Magic Resistance 2 (Improved, +150%) [10]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Elemental Resistance (A,C,E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [17].
    Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
    Squirt Bile: Corrosion Attack 2d (Cone 1, +60%; Costs Fatigue, 1 FP, -5%; Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Side Effect, Nauseated, +80%; Takes Recharge, 5 seconds, -10%) [41].
    Animate Chains: Telekinesis 10 (Accessibility, Only chains, -40%; Animation, -30%; Magical, -10%) [10].
    Instant Graft: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Character Point-Powered, x1/5; Extended Duration, Truly Permanent, +300%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Variable Enhancement, +1,000%) [31]. Note: Variable Enhancement provides +200% of enhancements (+2,000%) but is limited by “Accessibility, Only for fiendish grafts” (-50%) for a net of +1,000%.
    Spell-Like Abilities (Alternative Abilities) [107]:
    Create Object 5 [72/5=15] - see GURPS Thaumatology: Sorcery, p. 18;
    Mind-Sending [26/5=6];
    Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
    Suggestion [73].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bully (12) [-10]; Callous [-5]; No Manipulators [-50]; Reduced Air Move 5 [-10]; Sadism (12) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic, Evil, Obyrith).

Knowing Your Own Strength [562]
Replace ST+8 (No Fine Manipulators, -40%; Size Modifier, -20%) [32] with ST+8 [80]
Replace HP+10 (Size Modifier, -20%) [16] with HP+10 [20]

Typical Stats

ST:

18

HP:

28

Speed:

4.5

DX:

6

Will:

14

Move:

4 air

IQ:

14

Per:

12

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

7

Parry:

N/A

DR:

4* (tough skin), 5 (vs. acid, cold, electricity, fire)

    Sharp Teeth (6): thrust 1d+1 cutting (KYOS: 2d+1 cutting), Reach C.
    Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
    Squirt Bile (12): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of injury, or become nauseated for (20-HT) minutes (minimum 1 minute).
    Animate Chains (12): The sibriex can animate any chain within 10 yards of it. It can animate up to 8 yards of chain, assuming the chain weighs 2 lbs. per yard. 8 yards of chain have 20 HP. An animated chain can grab, lift, strike, and throw with ST equal to its HP/2. It has the sibriex’s DX. It can walk and jump if it isn’t fixed in place; Move equals 10–HP/2. The sibriex can use skills through animated chains (including Kusari to make swinging attacks) – but note that chains have No Fine Manipulators. Chains return to their rest state once the sibriex gives up control.
    Instant Graft (14): A sibriex can form a fiendish graft out of abyssal chaos and instantly attach it to a living creature. This requires the sibriex to win in a Quick Contest of Will against the subject’s HT and spend 1 character point. The subject typically does not resist. The graft in question must be worth 20 points or less, and it is advisable that the recipient purchases it with his own unspent character points, possibly going into a point debt and/or adding additional limitations.
    Spell-Like Abilities (Alternative Abilities):
    Create Object 5 (14)
- see GURPS Thaumatology: Sorcery, p. 18;
    Mind-Sending (14);
    Remove Curse (14)
- see GURPS Thaumatology: Sorcery, p. 21;
    Suggestion (14).

    Traits: Anarchic Touch; Appearance (Horrific; Universal); Bully (12); Callous; Doesn’t Eat or Drink; Flight (Lighter Than Air); Immunity to Mind Control; Immunity to Poison; Infravision; Injury Tolerance (No Head, No Neck); Magic Resistance 2 (Improved); No Manipulators; No Legs (Aerial); Regeneration (Fast); Sadism (12); Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
    Skills: Innate Attack (Beam)-12; Kusari-12; Surgery-14; Thaumatology-14.
    Creature Type: Outsider (Chaotic, Evil, Obyrith).


Laghathti [Fiendish Codex I: The Lost Annals, Part 2]

657 points
Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+1 [20]; IQ-3 [-60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+3 [15]; Per+3 [15]; Basic Move -2 [-10].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Amphibious [10]; Constriction Attack [15]; DR 2 (Tough Skin, -40%) [6]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink [10]; Double-Jointed [15]; Extra Arms 10 (Extra-Flexible, +50%; Foot Manipulators, -30%) [120]; Extra Attack 1 [25]; Extra-Flexible Foot Manipulators 2 [4]; Extra Legs (Twelve Legs; Cannot Kick, ‑50%) [8]; Good Grip 2 [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals) [22]; Magic Resistance 2 (Improved, +150%) [10]; Pressure Support 3 [15]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Speak Underwater [5]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Maws [13]: Extra Mouth 2 (Accessibility, Only to opt for a free grapple on a maw hit, -60%; Link, +10%) [5] + Natural Weapon (Maw; Cutting; Link, Extra Mouth, +10%) [8].
    Elemental Resistance (A,C,E,F): DR 5 (Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [14].
    Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
    Spell-Like Abilities (Alternative Abilities) [47]:
    False Memory (Based on Will, Own Roll, +20%) [10/5=2];
    Permanent Forgetfulness [45].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Callous [-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Obyrith).

Knowing Your Own Strength [659]
Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]

Typical Stats

ST:

12

HP:

12

Speed:

6

DX:

11

Will:

10

Move:

4 ground, 6 water

IQ:

7

Per:

10

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

N/A

DR:

2* (tough skin), 5 (vs. acid, cold, electricity, fire)

    Tentacle Grapple (31): The tentacles are not very strong, but the laghathti has many of them. Wrestling at DX+2 gives the laghathti a ST score of 14 for the purpose of grappling. The laghathti has Constriction Attack. Effective skill 31 includes a +18 bonus for using 12 tentacles at once (it needs at least two tentacles to prop itself up), Reach C-1. The tentacles give +4 with tasks that require a firm grip (including climbing).
    Maws (13): Two of the tentacles end with maws. They deal 1d cutting (KYOS: 1d+1 cutting) damage, Reach C-1. The laghathti can either nip and let go or hold on and grapple the victim in addition to injuring him. Either is an attack that takes full hit location penalties – not halved for grappling. Treat this attack as a bite for these purposes (see Teeth on page 115 of GURPS Martial Arts for details).
    Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
    Spell-Like Abilities (Alternative Abilities):
    False Memory (Based on Will) (10);
    Permanent Forgetfulness (10).


    Traits: 360° Vision (Panoptic I); Amphibious; Anarchic Touch; Appearance (Horrific; Universal); Callous; Constriction Attack; Doesn’t Breathe (Gills); Doesn’t Eat or Drink; Double-Jointed; Extra Arms 10 (Extra-Flexible; Foot Manipulators); Extra Attack 1; Extra-Flexible Foot Manipulators 2; Extra Legs (Twelve Legs; Cannot Kick); Good Grip 2; Immunity to Mind Control; Immunity to Poison; Infravision; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals); Magic Resistance 2 (Improved); Pressure Support 3; Regeneration (Fast); Sadism (12); Social Stigma (Monster); Speak Underwater; Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
    Skills: Brawling-13; Wrestling-13.
    Creature Type: Outsider (Chaotic, Evil, Obyrith).

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