Lens/Monster: Dracolich
Dracolich [Draconomicon, page 146]
Ancient Blue
Dracolich [Draconomicon, page 147]
Typical Stats – 1,152
points (KYOS: 1,192 points)
ST: |
50 (KYOS: 30) |
HP: |
50 |
Speed: |
6.25 |
DX: |
10 |
Will: |
16 |
Move: |
7 ground, 12 air, 3 burrow |
IQ: |
15 |
Per: |
18 |
|
|
HT: |
15 |
FP: |
N/A |
SM: |
+5 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
2, 20 (vs. cold and electricity) |
Front Claw (16): thrust 7d-1 cutting or impaling, Reach C-5.
Hind Claw (14): thrust 7d cutting or impaling, Reach C-5.
Wing (16): thrust 7d crushing, Reach C-7, can only attack front and side hexes.
Tail (14): thrust 7d crushing, Reach C-7.
Horn (16): thrust 7d impaling, Reach C-1.
Paralyzing Touch: Any creature hit by the dracolich’s claws or teeth takes 1d follow-up fatigue damage and must roll against (HT+DR). The DR bonus does not apply if any damage has penetrated the DR. Failure causes permanent paralysis. This condition cannot be dispelled by Dispel Magic, but is susceptible to Relieve Paralysis, Stop Paralysis, Remove Curse, or a similar effect. Treat FP lost to this ability as FP lost to extreme cold.
Breathe Electricity (16): The dragon breathes out a bolt of lightning, dealing thrust 3d-1 burning surge damage as large-area injury. Wearing any metal armor anywhere means having DR 1 against it, if that would be worse for the victim. Anyone wounded must make a HT roll at ‑1 per 2 HP of injury or be stunned, rolling against HT each turn thereafter to recover. 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 10 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).
Control Undead (15): A dracolich can command undead as if by casting the Control Zombie spell with no FP cost.
Paralyzing Gaze (17): A dracolich can cast its dire gaze upon any single creature. If the dracolich wins in a Quick Contest of Will against the victim’s HT using the normal range penalties, the victim becomes paralyzed for margin of victory minutes. After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
Phylactery: An integral part of becoming a dracolich is creating a magic phylactery in which the dracolich stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. When the dracolich reaches -10xHP, he does not die, unless its phylactery is located and destroyed. After this apparent death, the dracolich falls unconscious and heals normally. Once it is at full HP, its fully intact body coalesces at its phylactery’s location.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box has SM-6, DR 3, HP 10. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Regardless of its form, the point value of the ability does not change – the phylactery can be hidden in a remote place, and it will still work, so its vulnerability in combat is not an appropriate limitation. Note that this is not a magical ability – a dracolich will still return to unlife even in a no-mana zone.
Spell-Like Abilities (Alternative Abilities):
Create Water 1 (15);
Destroy Water 1 (15);
Perfect Illusion 1;
Voices 1 - see GURPS Sorcery: Sound Spells, page 11.
Traits: Appearance (Monstrous; Universal); Bad Grip 2; Brittle; Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); ER 20 (Magic); Extra Attack 2; Extra Legs (Four Legs); Eye for Distance; Flexibility; Flight (Magical); Greed (12); Ham-Fisted 1; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold and Electrical Effects; Immunity to Pain; Immunity to Transformations; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Loner (12); Magic Resistance 2 (Improved); Methodical; Mimicry; Miserliness (12); No Sense of Smell/Taste; Penetrating Voice; Peripheral Vision; Protected Vision; Selfish (12); Sexless; Skinny; Skull does not have extra DR; Social Stigma (Dead); Staid; Temperature Tolerance 10; Unaging; Unfazeable; Vacuum Support; Vulnerability (Crushing Attacks, x2).
Skills: Brawling-16; Innate Attack (Breath)-16.
Creature Type: Undead (Earth).
Ancient Blue
Proto-Dracolich [Draconomicon, page
149]
Typical Stats – 1,056 points (KYOS: 1,096 points)
ST: |
50 (KYOS: 30) |
HP: |
50 |
Speed: |
6.25 |
DX: |
10 |
Will: |
16 |
Move: |
7 ground, 12 air, 3 burrow |
IQ: |
15 |
Per: |
18 |
|
|
HT: |
15 |
FP: |
N/A |
SM: |
+5 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
2, 20 (vs. cold and electricity) |
Front Claw (16): thrust 7d-1 cutting or impaling, Reach C-5.
Hind Claw (14): thrust 7d cutting or impaling, Reach C-5.
Wing (16): thrust 7d crushing, Reach C-7, can only attack front and side hexes.
Tail (14): thrust 7d crushing, Reach C-7.
Horn (16): thrust 7d impaling, Reach C-1.
Paralyzing Touch: Any creature hit by the dracolich’s claws or teeth takes 1d follow-up fatigue damage and must roll against (HT+DR). The DR bonus does not apply if any damage has penetrated the DR. Failure causes permanent paralysis. This condition cannot be dispelled by Dispel Magic, but is susceptible to Relieve Paralysis, Stop Paralysis, Remove Curse, or a similar effect. Treat FP lost to this ability as FP lost to extreme cold.
Control Undead (15): A dracolich can command undead as if by casting the Control Zombie spell with no FP cost.
Paralyzing Gaze (17): A dracolich can cast its dire gaze upon any single creature. If the dracolich wins in a Quick Contest of Will against the victim’s HT using the normal range penalties, the victim becomes paralyzed for margin of victory minutes. After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
Phylactery: An integral part of becoming a dracolich is creating a magic phylactery in which the dracolich stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. When the dracolich reaches -10xHP, he does not die, unless its phylactery is located and destroyed. After this apparent death, the dracolich falls unconscious and heals normally. Once it is at full HP, its fully intact body coalesces at its phylactery’s location.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box has SM-6, DR 3, HP 10. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Regardless of its form, the point value of the ability does not change – the phylactery can be hidden in a remote place, and it will still work, so its vulnerability in combat is not an appropriate limitation. Note that this is not a magical ability – a dracolich will still return to unlife even in a no-mana zone.
Traits: Appearance (Monstrous; Universal); Bad Grip 2; Brittle; Cannot Float; Cannot Speak; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); ER 20 (Magic); Extra Attack 2; Extra Legs (Four Legs); Eye for Distance; Flexibility; Flight (Magical); Greed (12); Ham-Fisted 1; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold and Electrical Effects; Immunity to Pain; Immunity to Transformations; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Loner (12); Magic Resistance 2 (Improved); Methodical; Mimicry; Miserliness (12); No Sense of Smell/Taste; Penetrating Voice; Peripheral Vision; Potential Form (Dracolich); Protected Vision; Selfish (12); Sexless; Skinny; Skull does not have extra DR; Social Stigma (Dead); Staid; Temperature Tolerance 10; Unaging; Unfazeable; Vacuum Support; Vulnerability (Crushing Attacks, x2).
Skills: Brawling-16; Innate Attack (Breath)-16.
Creature Type: Undead (Earth).
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