Thursday 28 October 2021

Monster: Effigy

Monster: Effigy

The effigy is a powerful ghost that burns possessed victims from within.


Effigy [Monster Manual II, page 89]

632 points
Attribute Modifiers: DX+2 [40]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: Dark Vision [25]; 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]; Magic Resistance 3 (Improved, +150%) [15]; Temperature Tolerance 5 (Hot) [5]; Unaging [15].
    Energy Drain [65]: Affliction 1 (HT; Affects Substantial, +40%; Attribute Penalty, ST-1, DX-1, IQ-1, HT-1, +30%; Cumulative, +400%; Follow-Up, Natural Weapon, +0%; Magical, -10%) [56] + Natural Weapon (Burning; Affects Substantial, +40%; Cannot Parry, -40%; Hidden, +20%; Intangible, +50%; Magical, -10%; No Signature, +20%) [9].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Infusion [94]: Burning Attack 1d-1 (Accessibility, Only in the possessed form, -10%; Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [4] + Burning Attack 1d-2 (Accessibility, Only the possessed creature, -10%; Affects Substantial, +40%; Always On, -10%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%) [10] + Possession (Link, +10%; Magical, -10%; Spiritual, -20%) [80].
Perks: Illumination [1].
Disadvantages: Dread (Religious Symbols; 5 yards) [-14]; Intolerance (Living) [-10]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20]; Unnatural [-50]; Vulnerability (Cold, x2) [-30].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead (Fire).

Typical Stats

ST:

10

HP:

10

Speed:

5.75

DX:

12

Will:

12

Move:

5 air

IQ:

11

Per:

11

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

-

    Punch (12): thrust 1d-3 crushing, Reach C. Only usable against insubstantial beings.
    Energy Drain (12): thrust 1d-2 burning + follow-up affliction (resisted by HT, cumulative -1 penalty to ST, DX, IQ, and HT for margin of failure minutes). Can be used both against substantial and insubstantial beings, Reach C.
    Infusion (11): The effigy can possess material creatures. The incorporeal body merges with and occupies the body of the effigy’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to him and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the effigy out by winning a Quick Contest of his exorcism ability vs. the effigy’s Will.
    The effigy cannot return to a body it has been cast out of for at least 24 hours. It may choose to release its host at any time. If it is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
    To possess a new host, the effigy must concentrate for one second and physically touch him. Roll a Quick Contest: the effigy’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the effigy or otherwise wary of it. If the effigy loses or ties, it is mentally stunned for 1d seconds. In addition, it may never attempt to possess that subject again – he is “immune” to the effigy. If the effigy wins, it takes over the victim’s body, completely suppressing his personality. The previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
    The effigy gains the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. The effigy keeps his own IQ, Perception, and Will, and all of his mental traits. His social traits may apply, depending on the laws and values of his society. Skills are a special case. The effigy’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
    If the effigy occupies a sentient host, it has sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host’s memories, the effigy must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory!
    The effigy’s hatred makes the host literally burn from within – he takes 1d-2 burning damage per second, ignoring DR, and everyone who touches the host takes 1d-1 burning damage.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); High Pain Threshold; Illumination; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); Insubstantiality (Affect Substantial; Always On); Intolerance (Living); No Legs (Aerial); No Sense of Smell/Taste; Social Stigma (Dead); Temperature Tolerance 5 (Hot); Unaging; Unnatural; Vulnerability (Cold, x2).
    Skills: Brawling-12.
    Creature Type: Undead (Fire).


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