Monster: Desmodu
Desmodus are giant batfolk from the Monster Manual II. Unlike many races, they get a detailed writeup of their society and culture, plus some unique domesticated bats (already converted) and pieces of gear (I'll leave it for another post).
Desmodu [Monster Manual II, page 62]
Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; DX+2 [40]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Per+1 [5]; Basic Move -2 [-10].
Advantages: Catfall [10]; Clinging [20]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Enhanced Move 1 (Ground; Temporary Disadvange, Horizontal and No Fine Manipulators, -40%) [12]; Infravision [10]; Protected Hearing [5]; Speak with Animals (Magical, -10%; Specialized, Bats, -80%) [5]; Sharp Claws [5]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14]; Subsonic Speech [10]; Ultrasonic Speech [10].
Wounding: Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Follow-Up, Sharp Teeth, +0%) [13].
Sonic Abilities (Alternative Abilities) [55]:
Ray: Burning Attack 2d (Costs Fatigue, 2 FP, -10%; Environmental, Sound-transmitting mediums, -10%; Magical, -10%; No Incendiary Effect, -10%) [6/5=2].
Spead: Affliction 1 (HT; Area Effect, 8 yards, +150%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Hearing-Based, +150%; Magical, -10%) [36/5=8].
Despair: Terror 1 (Despair; Hearing; Costs Fatigue, 2 FP, -10%; Magical, -10%) [24/5=5].
Hope: Affliction 1 (HT; Advantage, Hope, +40%; Area Effect, 8 yards, +150%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Fixed Duration, +0%; Hearing-Based, +150%; Magical, -10%) [40]. Note: “Hope” is Fearlessness 2 (Magical, -10%) [4].
Perks: Fur [1].
Creature Type: Monstrous Humanoid.
Knowing Your Own Strength [329] |
Typical Stats
ST: |
18 (KYOS: 16) |
HP: |
18 (KYOS: 17) |
Speed: |
6 |
DX: |
12 |
Will: |
11 |
Move: |
4 ground, 2 climbing |
IQ: |
11 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+1 |
Dodge: |
9 |
Parry: |
12 |
DR: |
2* (tough skin) |
SM+1 Quarterstaff thrust (14): thrust 2d+1 crushing (KYOS: 3d-1 crushing), Reach 1-3.
Sharp Claws (14): thrust 1d+2 cutting (KYOS: 2d+1 cutting), Reach C.
Sharp Teeth (14): thrust 1d+2 cutting (KYOS: 2d+1 cutting) plus follow-up affliction (resisted by HT; Hemophilia (p. B138) for margin of failure minutes). Reach C.
Sonic Abilities (Alternative Abilities):
Ray: 2d non-incendiary burning. Ranged attack (Acc 3, Range 10/100). Each use costs 2 FP. Requires a sound-transmitting medium to work; is blocked by Silence or similar effects.
Spread: The desmodu can emit a loud screech that has a chance of stunning every creature within 8 yards. Each creature must make an HT roll to avoid getting stunned. Those who fail can roll again every second after that to recover. This is a hearing-based attack, targets with Protected Hearing resist at +5. Each use costs 2 FP.
Despair: The desmodu may pay 2 FP and take a Ready maneuver to emit a screech. Any creature that hears it must roll a Fright Check using the Despair table (Pyramid #3-92, p. 29). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
Hope: The desmodu can emit a loud screech that improves morale of every creature within 8 yards. Each creature may make an HT roll to resist. Those who do not resist or fail to resist gain Fearlessness 2 (p. B55) for three minutes. This is a hearing-based attack, targets with Protected Hearing resist at +5. Each use costs 2 FP.
Traits: Catfall; Clinging; Discriminatory Smell; Enhanced Move 1 (Ground; Temporary Disadvange, Horizontal and No Fine Manipulators); Fur; Infravision; Protected Hearing; Sonar (Accessibility, Not in water); Speak with Animals (Magical; Specialized, Bats); Subsonic Speech; Ultrasonic Speech.
Skills: Bow-14; Brawling-14; Climbing-14; Staff-14.
Creature Type: Monstrous Humanoid.
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