Saturday 3 July 2021

Monsters: Monster Manual II - B

Monsters: Monster Manual II - B

Let's work on Monster Manual II a bit. In this post, I will convert monsters that start with the letter B that haven't been converted yet.


Banshee [Monster Manual II, page 30]

469 points
Attribute Modifiers: DX+3 [60]; IQ+2 [40].
Secondary Characteristic Modifiers: Will+2 [10]; Basic Move+4 [20].
Advantages: Dark Vision [25]; Detect (Life; Magical, -10%; Precise, +100%; Reflexive, +40%) [69]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Unaging [15].
    Horrific Appearance: Terror (-5) (Sight; Magical, -10%) [72].
    Incorporeal Touch: Natural Weapon (Toxic; Affects Substantial, +40%; Cannot Parry, -40%; Hidden, +20%; Intangible, +50%; Magical, -10%; No Signature, +20%) [8].
    Wail: Affliction 1 (HT; Accessibility, Only at night, -20%; Accessibility, Only living creatures, -10%; Area Effect, 8 yards, +150%; Emanation, -20%; Environmental, Sound-transmitting mediums, ‑10%; Hearing-Based, +150%; Limited Use, 3/day, -20%; Magical, -10%; Nuisance Effect, Loud, ‑5%; Requires a scream, -10%; Takes Recharge, 5 seconds, -10%) [29].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Dread (Religious Symbols; 5 yards) [-14]; Intolerance (Living) [-10]; Lifebane [-10]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20]; Unnatural [-50].
Features: No Legs (Aerial); Not Subject to Fatigue; Sterile.
Creature Type: Undead.

Typical Stats

ST:

10

HP:

10

Speed:

5.75

DX:

13

Will:

14

Move:

9 air

IQ:

12

Per:

12

 

 

HT:

10

FP:

N/A

SM:

+0

Dodge:

8

Parry:

10 (unarmed)

DR:

0

    Punch (15): thrust 1d-2 crushing, Reach C. Only usable against insubstantial beings.
    Incorporeal Touch (15): thrust 1d-2 toxic. Can be used both against substantial and insubstantial beings, Reach C.
    Horrific Appearance: When a creature sees the banshee, it must roll a Fright Check at a -5 penalty. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Wail: During the night, the banshee can emit a loud magical wail. It can wail up to three times per night, with at least five seconds between the uses. Any living creature within 8 yards of the wailing banshee that hears the wail must roll against HT or suffer a heart attack. Protected Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune. There must be a sound-transmitting medium between the wailing banshee and the victim.

    Traits: Appearance (Monstrous; Universal); Dark Vision; Detect (Life; Magical; Precise; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); Insubstantiality (Affect Substantial; Always On); Intolerance (Living); Lifebane; No Legs (Aerial); No Sense of Smell/Taste; Social Stigma (Dead); Sterile; Unaging; Unnatural.
    Skills: Brawling-15; Stealth-13.
    Creature Type: Undead.


Boggle [Monster Manual II, page 33]

182 points
Attribute Modifiers: ST-3 [-30]; DX+4 [80]; IQ-3 [-60].
Secondary Characteristic Modifiers: SM-2; Will+3 [15]; Per+5 [25]; Basic Move +2 [10].
Advantages: Brachiator [5]; Discriminatory Smell [15]; Double-Jointed [15]; Infravision [10]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Slippery 4 [8]; Stretching 1 [6]; Super Climbing 2 [6]; Terrain Adaptation (Uneven) [5].
    Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [8].
    Spell-Like Abilities (Alternative Abilities) [73]:
    Dimension Door [60];
    Grease 1 (Cosmic, No die roll required, +100%; No Ranged, -40%) [63/5=13] - see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Appearance (Unattractive) [-4]; Cowardice (12) [-10]; Social Stigma (Savage) [-10]; Trickster (15) [-7].
Perks: Compact Frame [1].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

7

HP:

7

Speed:

6

DX:

14

Will:

10

Move:

8

IQ:

7

Per:

12

 

 

HT:

10

FP:

10

SM:

-2

Dodge:

9

Parry:

10 (unarmed)

DR:

3 (vs. fire)

    Sharp Teeth (14): thrust 1d-4 cutting (KYOS: 1d-6 cutting), Reach C.
    Sharp Claws (14): thrust 1d-4 cutting (KYOS: 1d-6 cutting), Reach C.
    Spell-Like Abilities (Alternative Abilities):
    Dimension Door;
    Grease 1 (No Ranged) (No roll)
- see GURPS Thaumatology: Sorcery, p. 22.

    Traits: Appearance (Unattractive); Brachiator; Compact Frame; Cowardice (12); Discriminatory Smell; Double-Jointed; Infravision; Perfect Balance; Reduced Consumption 3 (Cast-Iron Stomach); Slippery 4; Social Stigma (Savage); Stretching 1; Super Climbing 2; Terrain Adaptation (Uneven); Trickster (15).
    Skills: Brawling-14; Climbing-16; Escape-16; Stealth-16; Throwing-14.
    Creature Type: Monstrous Humanoid.

Bogun [Monster Manual II, page 34]

-36 points
Attribute Modifiers: ST-7 [-70]; DX+2 [40]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-4; Will+1 [5]; Per+1 [5]; Basic Move -2 [-10].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Small Wings, -10%) [36]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Brain, No Vitals, Unliving) [35]; Mindlink (Master) [5]; Special Rapport (Master) [5]; Telesend (Accessibility, Master Only, -80%; Can tell if sending is successful, +10%; Magical, -10%) [6]; Unaging [15].
    Poison: Affliction 1 (HT; Always On, -10%; Attribute Penalty, DX-1, +10%; Aura, +80%; Contact Agent, -30%; Melee Attack, Reach C, -30%) [12].
Disadvantages: Cannot Learn [-30]; Dependency (Master’s Life; Constantly) [-25]; Hidebound [-5]; Incurious (6) [-10]; Low Empathy [-20]; Mute [-25]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

3

HP:

3

Speed:

5.5

DX:

12

Will:

10

Move:

3 ground, 10 air

IQ:

9

Per:

10

 

 

HT:

10

FP:

N/A

SM:

-4

Dodge:

8

Parry:

9 (unarmed)

DR:

-

    Punch (12): thrust 1d-6 crushing (KYOS: 1d-10 crushing), Reach C.
    Poison: A bogun’s nettles are covered with an irritating poison. Anyone touching the bogun with bare skin must make an HT roll or take a -1 penalty to DX for margin on failure minutes.

    Traits: Cannot Learn; Dark Vision; Dependency (Master’s Life; Constantly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Incurious (6); Injury Tolerance (No Blood, No Brain, No Vitals, Unliving); Low Empathy; Mindlink (Master); Mute; No Sense of Humor; No Sense of Smell/Taste; Social Stigma (Valuable Property); Special Rapport (Master); Sterile; Telesend (Accessibility, Master Only; Can tell if sending is successful; Magical); Unaging; Unhealing (Total); Unnatural; Wealth (Dead Broke).
    Skills: Brawling-12.
    Creature Type: Construct.


Bone Naga [Monster Manual II, page 35]

239 points
Attribute Modifiers: ST+7 (No Manipulators, -40%; Size Modifier, -20%) [28]; DX+4 (No
Manipulators, -40%) [48]; IQ+2 [40]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; Basic Speed +1.00 [20]; Basic Move+1 [5].
Advantages: DR 2 [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Fangs [2]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Mind Reading (Magical, -10%) [27]; Striker (Sting; Impaling; Cannot Parry, -40%; Weak, -50%) [2]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum Support [5].
    Poison (Fangs): Toxic Attack 1d (Follow-Up, Fangs, +0%; Resistible, HT-2, -20%) [4].
    Poison (Sting): Fatigue Attack 1d (Follow-Up, Sting, +0%; Missed Sleep, +50%; Resistible, HT-2, -20%) [13].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Brittle [-15]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Unnatural [-50]; Vulnerability (Crushing Attacks, x2) [-30]; Weak Bite [-2].
Quirks: Cannot Float [-1]; Sexless [-1].
Features: No Legs (Slithers); Not Subject to Fatigue; Skull has only 2 total DR.
Creature Type: Undead.
Notes: Size 4 hexes.

Knowing Your Own Strength [279]
Replace ST+7 (No Manipulators, -40%; Size Modifier, -20%) [28] with ST+7 [70]

Typical Stats

ST:

17

HP:

17

Speed:

7.25

DX:

14

Will:

12

Move:

8

IQ:

12

Per:

12

 

 

HT:

11

FP:

N/A

SM:

+2

Dodge:

10

Parry:

N/A

DR:

2

    Fangs (14): thrust 1d-1 impaling (KYOS: 1d impaling) + 1d follow-up toxic damage (resisted by HT-2), Reach C.
    Sting (14): thrust 1d+2 impaling (KYOS: 2d+1 impaling) + 1d follow-up fatigue damage (resisted by HT-2; treat as FP lost to missed sleep), Reach C-1.

    Traits: Appearance (Monstrous; Universal); Brittle; Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Mind Reading (Magical); No Legs (Slithers); No Manipulators; No Sense of Smell/Taste; Reprogrammable; Sexless; Skinny; Skull has only 2 total DR; Social Stigma (Dead); Telesend (Magical; Universal); Temperature Tolerance 10; Unaging; Unhealing (Total); Unnatural; Vulnerability (Crushing Attacks, x2); Vacuum Support.
    Skills: Acting-14; Expert Skill (Thanatology)-12; Fast-Talk-14; Observation-14; Occultism-14; Tactics-14; Thaumatology-12.
    Creature Type: Undead.
    Notes: Size 4 hexes.


Bone Ooze [Monster Manual II, page 36]

357 points
Attribute Modifiers: ST+40 (Size Modifier, -40%; No Manipulators, -40%) [80]; DX-6 [-120]; IQ-10
[-200]; HT+4 [40].
Secondary Characteristic Modifiers: SM+4; HP+87 (Size Modifier, -40%) [105]; Per+10 [50]; Basic Move-1 [-5].
Advantages: Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Magic Resistance 3 (Improved, +150%) [15]; Short Spines [1]; Slippery 3 [6]; Unaging [15].
    Bone Meld [158]: Leech 2 (Accessibility, Only creatures with bones, -10%; Cosmic, Lingering Effect, +100%; Link, +10%; Magical, -10%; Steal ST, +100%) [85] + Leech 1 (Accessibility, Only creatures with bones, -10%; Cosmic, Lingering Effect, +100%; Link, +10%; Magical, -10%; Steal HT, +100%) [73].
    Engulf: Binding 30 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [198].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Rolls).
Notes: Size 25 hexes; Weight 40,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [650]
Replace ST+40 (Size Modifier, -40%; No Manipulators, -40%) [80] with ST+28 [280]
Replace HP+87 (Size Modifier, -40%) [105] with HP+99 [198]

Typical Stats

ST:

50 (KYOS: 38)

HP:

137

Speed:

4.5

DX:

4

Will:

0

Move:

3

IQ:

0

Per:

10

 

 

HT:

14

FP:

12

SM:

+4

Dodge:

7

Parry:

N/A

DR:

-

    Engulf: If the bone ooze starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+1 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the bone ooze, or partly stuck in the bone ooze and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the bone ooze has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical bone ooze can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The bone ooze can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 30.
    Short Spines: The bone ooze is full of bone shards, some of which protrude like spines. They deal 1d-2 impaling plus, Reach C. This is defensive weaponry, intended to discourage attackers; a wbone ooze cannot use its Spines actively. Those who grapple or slam a bone ooze are hit immediately and automatically – and those who slam it take maximum damage!
    Bone Meld: While maintaining ongoing contact (grappling or engulfing, for example) with a creature that has bones, the bone ooze can drain 2 ST and 1 HT per second from the victim, while healing 1 HP per 3 each stolen ST or HT. ST theft reduces BL and damage, but does not lower HP. HT theft oes not lower FP. The lost attributes return as per Lasting Crippling (p. B423).
    Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

    Traits: Blindness; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Magic Resistance 3 (Improved); Mute; No Legs (Rolls); No Manipulators; Slippery 3; Unaging.
    Notes: Size 25 hexes; Weight 40,000 lbs.
    Creature Type: Ooze.


Braxat [Monster Manual II, page 37]

272 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; Will+1 [5].
Advantages: DR 2 (Tough Skin, -40%) [6]; DR 2 (Directional, Back, -40%) [6]; Infravision [10]; Reduced Consumption 1 [2]; Short Spines (Directional, Back, -40%) [1]; Temperature Tolerance 1 (Hot) [1].
    Breathe Frost: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; No Incendiary, -10%; Ranged, +100%; Reduced Damage, -1 per die, -30%; Reduced Range, 1/5, -20%; Side Effect, DX-2 and Numb, +90%; Single, -20%) [15].
    Horn: Natural Weapon (Impaling; Cannot Parry, -40%) [5].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Bully (12) [-10]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Sadism (12) [-15]; Social Stigma (Savage) [-10].
Racial Psionic Abilities: Autoteleport 4 [50]; Mental Blow 4 [28]; Mind Shield 2 [8]; Telereceive 3 [42]; Telespeak 3 [39].
Racial Psionic Skills: Autoteleport (H) IQ-2 [1]; Mental Blow (H) Will-2 [1]; Mind Shield (H) Will-2 [1]; Telereceive (H) IQ-2 [1]; Telesend (H) IQ-2 [1].
Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [272]
Replace ST+15 (Size Modifier, -20%) [120] with ST+12 [120]

Sapient-Only Telepathy [-6]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Telereceive 3 [42] -> Telereceive 3 [37]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25 (KYOS: 22)

Speed:

5.5

DX:

10

Will:

11

Move:

5

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

8

Parry:

9U

DR:

2* (tough skin), 2 (back)

    Punch (12): thrust 3d-1 crushing (KYOS: 4d crushing), Reach C-1.
    SM+2 Round Mace (12): swing 6d crushing (KYOS: 5d+1 crushing), Reach 2-3.
    Horn (12): thrust 3d crushing (KYOS: 4d+1 crushing), Reach C-1. Cannot parry.
    Breathe Frost (12): The braxat breathes out a blast of extremely cold vapor, dealing thrust 2d non-incendiary burning damage as large-area injury. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). It will blow out any ordinary fire (candle, lantern, torch, etc.).

    Traits: Appearance (Hideous); Bad Temper (12); Bully (12); Callous; Infravision; Odious Racial Habit (Eats sapient beings); Reduced Consumption 1; Restricted Diet (Carnivore); Sadism (12); Short Spines (Directional, Back); Social Stigma (Savage); Temperature Tolerance 1 (Hot).
    Racial Psionic Abilities: Autoteleport 4; Mental Blow 4; Mind Shield 2; Telereceive 3; Telespeak 3.
    Skills: Brawling-12; Innate Attack (Breath)-12; Intimidation-12; Two-Handed Axe/Mace-12.
    Racial Psionic Skills: Autoteleport-10; Mental Blow-11; Mind Shield-11; Telereceive-10; Telesend-10.
    Creature Type: Monstrous Humanoid.


Breathdrinker [Monster Manual II, page 39]

368 points
Attribute Modifiers: DX+3 (No Fine Manupulators, -40%) [36]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Accessibility, Requires daily use of Steal Breath, -10%) [9]; Doesn’t Sleep [20]; Elastic Skin (Magical, -10%) [18]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Invisibility (Affects Machines, +50%; Dispels after an attack, -20%; Magical, -10%) [48]; Sharp Claws [5]; Unaging [15].
    Fear Gaze: Terror (Sight; Magical, -10%) [27].
    Steal Breath: Leech 3 (Accelerated Healing, +25%; Magical, -10%; Steal FP, -25%; Suffocation, +0%) [30].
Disadvantages: Callous [-5]; No Fine Manipulators [-30]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Features: No Legs (Aerial).
Creature Type: Elemental (Air, Evil).

Typical Stats

ST:

10

HP:

12

Speed:

6

DX:

13

Will:

11

Move:

12 air

IQ:

11

Per:

11

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

10 (unarmed)

DR:

-

    Sharp Claws (15): thrust 1d-2 cutting, Reach C.
    Fear Gaze: When a creature sees the breathdrinker, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Steal Breath: While maintaining ongoing contact (grappling, for example), the breathdrinker can drain 3 FP per second from the victim, while healing 1 HP per each stolen FP. Treat FP lost to this ability identically to FP lost to suffocation (see Suffocation, p. B436).

    Traits: Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Accessibility, Requires daily use of Steal Breath); Doesn’t Sleep; Elastic Skin (Magical); Flight (Lighter Than Air); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invisibility (Affects Machines; Dispels after an attack; Magical); No Fine Manipulators; No Legs (Aerial); Sadism (12); Social Stigma (Monster); Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Skills: Brawling-15; Stealth-15; Wrestling-15.
    Creature Type: Elemental (Air, Evil).


Bronze Serpent [Monster Manual II, page 40]

248 points
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+3; HP+5 (Size Modifier, -30%) [7]; Will+10 [50]; Per+10 [50]; Basic Move +2 [10].
Advantages: Constriction Attack [15]; Clinging [20]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Double-Jointed [15]; Fangs [2]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 2 (Improved, +150%) [10]; Tunneling 4 [50]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Absorption [155]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, -40%) [140] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Shocking Fangs: Burning Attack 1d (Link, Fangs, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [13].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Numb [-20]; Mute [-25]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Partial, Absorption) [-20]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers); Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [322]
Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+12 [120]
Replace HP+5 (Size Modifier, -30%) [7] with HP+18 [36]

Typical Stats

ST:

35 (KYOS: 22)

HP:

40

Speed:

6.25

DX:

13

Will:

10

Move:

8 ground, 4 climbing, 4 tunneling

IQ:

0

Per:

10

 

 

HT:

12

FP:

N/A

SM:

+3

Dodge:

9

Parry:

N/A

DR:

4, 20 (vs. electricity; see text)

    Shocking Fangs (15): thrust 4d+2 impaling (KYOS: 4d impaling) + 1d linked burning surge damage, Reach C. Metallic armor counts as DR 1 against this burning damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of burning injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Reach C.
    Electricity Absorption: The bronze serpent has DR 20 against electricity, is immune to electrical conduction and noxious electrical effects. Each point of damage this DR stops turns into one character point that the bronze serpent can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity damage, but will not convert it into a character point. The bronze serpent does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the bronze serpent’s usual scores drains away. The bronze serpent cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with electricity).

    Traits: Automaton; Cannot Learn; Constriction Attack; Clinging; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; High Pain Threshold; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 2 (Improved); No Legs (Slithers); No Manipulators; No Sense of Smell/Taste; Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial, Absorption); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-15; Wrestling-15.
    Creature Type: Construct.


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