Tuesday 16 November 2021

Monster: Infernal

Monster: Infernal

Infernals are monsters born from the unions of gods and fiends. Thus, they come in two slightly different variations - chaotic and lawful with demonic and diabolic ancestry, respectively.


Infernal (Chaotic) [Epic Level Handbook, page 164]

1,402 points
Attribute Modifiers: ST+40 (Size Modifier, -20%) [320]; DX+5 [100]; IQ+6 [120]; HT+6 [60].
Secondary Characteristic Modifiers: SM+2; FP+20 [60]; Will+3 [15]; Basic Speed +1.25 [25]; Basic Move +2 [10].
Advantages: Combat Reflexes [15]; DR 10 (Flexible, -20%) [40]; Dark Vision [25]; Doesn’t Eat or Drink [10]; Fangs [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Death Curses [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Immunity to Transformations [10]; Magic Resistance 7 (Improved, +150%) [35]; Regeneration (Fast; Bane, Axiomatic Weapons, -15%; Bane, Holy Weapons, -15%) [35]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Talons [8]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 10 [10]; Unaging [15].
    Learned Spell Immunity [22]: Static (Magic; Accessibility, Requires exposure, -30%) [21] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1].
    Nondetection: Obscure 10 (Divination; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
    Spell Suck: Neutralize (Magic; Follow-Up, Fangs, +0%; Magical, -10%) [45].
    Elemental Resistance (C,F) [70]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
    Spell-Like Abilities (Alternative Abilities) [258]:
    Analyze Magic [12/5=3];
    Apportation 19 [20/5=4];
    Blackout 3 [56/5=12];
    Complex Illusion 1 [42/5=9] – see GURPS Thaumatology: Sorcery, page 18;
    Daze [32/5=7];
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Explosive Fireball 5 [45/5=9] – Pyramid #3-63, page 7;
    Panic 5 [55/5=11];
    Personal Invisibility (Improved) [74/5=15];
    Phantom Flame [22/5=5] – see Pyramid #3-63, page 9;
    Polymorph [65/5=13];
    Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
    Scrying 3 [80/5=16];
    Seek Chaos [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Suggestion [73/5=15];
    Teleport [90];
    Wall of Fire 3 [40/5=8];
    Zombie [15/5=3].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Callous [-5]; Divine Curse (Cannot leave Abyss) [-5]; Selfish (6) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Scales [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [1,322]
Replace ST+40 (Size Modifier, -20%) [320] with ST+20 [200]
Add HP+20 [40]

Typical Stats

ST:

50 (KYOS: 30)

HP:

50

Speed:

9

DX:

15

Will:

19

Move:

11 ground, 18 air (cannot hover)

IQ:

16

Per:

16

 

 

HT:

16

FP:

36

SM:

+2

Dodge:

13

Parry:

15 (unarmed)

DR:

10*; 20 (vs. cold and fire)

    Talons (22): thrust 7d-1 cutting or impaling, Reach C-1.
    Fangs (22): thrust 7d-1 impaling, Reach C.
    Learned Spell Immunity: If an infernal is affected directly by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster. For instance, if the infernal is hit by Mialee’s Retch and is affected, it then becomes immune to Retch if cast by Mialee ever again, though if Hennet casts Retch on the infernal, it is subject to the spell’s effects (the first time).
    Nondetection: The infernal is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Reduce the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the infernal, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
    Spell Suck (19): Whenever the infernal hits a victim with its fangs, roll a Quick Contest of Will. If the infernal wins, the victim loses all its magical abilities for margin of victory minutes.
    Spell-Like Abilities (Alternative Abilities):
    Analyze Magic (16);
    Apportation 19;
    Blackout 3 (22);
    Complex Illusion 1 (16)
– see GURPS Thaumatology: Sorcery, page 18;
    Daze (19);
    Detect Magic (16)
– see GURPS Thaumatology: Sorcery, page 19;
    Explosive Fireball 5 (22)Pyramid #3-63, page 7;
    Panic 5 (19);
    Personal Invisibility (Improved);
    Phantom Flame (16)
– see Pyramid #3-63, page 9;
    Polymorph;
    Remove Curse (19)
- see GURPS Thaumatology: Sorcery, p. 21;
    Scrying 3 (16);
    Seek Chaos (16);
    Seek Good (16);
    Seek Law (16);
    Suggestion (16);
    Teleport (16);
    Wall of Fire 3 (22);
    Zombie.

    Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (12); Callous; Combat Reflexes; Dark Vision; Divine Curse (Cannot leave Abyss); Doesn’t Eat or Drink; Extra Attack 2; Flight (Cannot Hover; Winged); Immunity to Death Curses; Immunity to Mind Control; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Immunity to Poison; Immunity to Transformations; Magic Resistance 7 (Improved); Regeneration (Fast; Bane, Axiomatic Weapons; Bane, Holy Weapons); Scales; See Invisible (Magical; Magical; True Sight); Selfish (6); Social Stigma (Monster); Telesend (Magical; Universal); Temperature Tolerance 10; Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-22; Innate Attack (Gaze)-22; Innate Attack (Projectile)-22; Thaumatology-22; Wrestling-22.
    Creature Type: Outsider (Chaotic, Evil).

Infernal (Lawful) [Epic Level Handbook, page 164]

1,402 points
Attribute Modifiers: ST+40 (Size Modifier, -20%) [320]; DX+5 [100]; IQ+6 [120]; HT+6 [60].
Secondary Characteristic Modifiers: SM+2; FP+20 [60]; Will+3 [15]; Basic Speed +1.25 [25]; Basic Move +2 [10].
Advantages: Combat Reflexes [15]; DR 10 (Flexible, -20%) [40]; Dark Vision [25]; Doesn’t Eat or Drink [10]; Fangs [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Death Curses [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Immunity to Transformations [10]; Magic Resistance 7 (Improved, +150%) [35]; Regeneration (Fast; Bane, Anarchic Weapons, -15%; Bane, Holy Weapons, -15%) [35]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Talons [8]; Telesend (Magical, -10%; Universal, +50%) [42]; Temperature Tolerance 10 [10]; Unaging [15].
    Learned Spell Immunity [22]: Static (Magic; Accessibility, Requires exposure, -30%) [21] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1].
    Nondetection: Obscure 10 (Divination; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
    Spell Suck: Neutralize (Magic; Follow-Up, Fangs, +0%; Magical, -10%) [45].
    Elemental Resistance (C,F) [70]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
    Spell-Like Abilities (Alternative Abilities) [258]:
    Analyze Magic [12/5=3];
    Apportation 19 [20/5=4];
    Blackout 3 [56/5=12];
    Complex Illusion 1 [42/5=9] – see GURPS Thaumatology: Sorcery, page 18;
    Daze [32/5=7];
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Explosive Fireball 5 [45/5=9] – Pyramid #3-63, page 7;
    Panic 5 [55/5=11];
    Personal Invisibility (Improved) [74/5=15];
    Phantom Flame [22/5=5] – see Pyramid #3-63, page 9;
    Polymorph [65/5=13];
    Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
    Scrying 3 [80/5=16];
    Seek Chaos [21/5=5];
    Seek Good [21/5=5];
    Seek Law [21/5=5];
    Suggestion [73/5=15];
    Teleport [90];
    Wall of Fire 3 [40/5=8];
    Zombie [15/5=3].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Callous [-5]; Divine Curse (Cannot leave Baator) [-5]; Selfish (6) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Anarchic Weapons, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Scales [1]; Unholy Touch [1].
Creature Type: Outsider (Evil, Lawful).

Knowing Your Own Strength [1,322]
Replace ST+40 (Size Modifier, -20%) [320] with ST+20 [200]
Add HP+20 [40]

Typical Stats

ST:

50 (KYOS: 30)

HP:

50

Speed:

9

DX:

15

Will:

19

Move:

11 ground, 18 air (cannot hover)

IQ:

16

Per:

16

 

 

HT:

16

FP:

36

SM:

+2

Dodge:

13

Parry:

15 (unarmed)

DR:

10*; 20 (vs. cold and fire)

    Talons (22): thrust 7d-1 cutting or impaling, Reach C-1.
    Fangs (22): thrust 7d-1 impaling, Reach C.
    Learned Spell Immunity: If an infernal is affected directly by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster. For instance, if the infernal is hit by Mialee’s Retch and is affected, it then becomes immune to Retch if cast by Mialee ever again, though if Hennet casts Retch on the infernal, it is subject to the spell’s effects (the first time).
    Nondetection: The infernal is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Reduce the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the infernal, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
    Spell Suck (19): Whenever the infernal hits a victim with its fangs, roll a Quick Contest of Will. If the infernal wins, the victim loses all its magical abilities for margin of victory minutes.
    Spell-Like Abilities (Alternative Abilities):
    Analyze Magic (16);
    Apportation 19;
    Blackout 3 (22);
    Complex Illusion 1 (16)
– see GURPS Thaumatology: Sorcery, page 18;
    Daze (19);
    Detect Magic (16)
– see GURPS Thaumatology: Sorcery, page 19;
    Explosive Fireball 5 (22) Pyramid #3-63, page 7;
    Panic 5 (19);
    Personal Invisibility (Improved);
    Phantom Flame (16)
– see Pyramid #3-63, page 9;
    Polymorph;
    Remove Curse (19)
- see GURPS Thaumatology: Sorcery, p. 21;
    Scrying 3 (16);
    Seek Chaos (16);
    Seek Good (16);
    Seek Law (16);
    Suggestion (16);
    Teleport (16);
    Wall of Fire 3 (22);
    Zombie.


    Traits: Appearance (Hideous); Axiomatic Touch; Bad Temper (12); Callous; Combat Reflexes; Dark Vision; Divine Curse (Cannot leave Abyss); Doesn’t Eat or Drink; Extra Attack 2; Flight (Cannot Hover; Winged); Immunity to Death Curses; Immunity to Mind Control; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Immunity to Poison; Immunity to Transformations; Magic Resistance 7 (Improved); Regeneration (Fast; Bane, Anarchic Weapons; Bane, Holy Weapons); Scales; See Invisible (Magical; Magical; True Sight); Selfish (6); Social Stigma (Monster); Telesend (Magical; Universal); Temperature Tolerance 10; Unaging; Unholy Touch; Vulnerability (Anarchic Weapons, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-22; Innate Attack (Gaze)-22; Innate Attack (Projectile)-22; Thaumatology-22; Wrestling-22.
    Creature Type: Outsider (Evil, Lawful).

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