Monster: The Thing from the Lake
This is an octopoid creature with six tentacles and two insectile arms from an adventure from Dungeon Magazine. I have no idea why it was in my old conversion notes, but here's an update.
The Thing from the
Lake [Dungeon Magazine #134, page 52]
Attribute Modifiers: ST+15 (Size Modifier, -30%) [105]; DX-1 [-20]; IQ-8 [-160]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; Will+8 [40]; Per+8 [40].
Advantages: Amphibious (Accessibility, Only skill penalties, -50%) [5]; Constriction Attack [15]; DR 4 (Tough Skin, -40%) [12]; Doesn’t Breathe (Gills, -50%) [10]; Extra Arms 4 (Extra-Flexible, +50%; Foot Manipulators, -30%) [48]; Extra-Flexible Foot Manipulators 2 [4]; Extra Legs (Six Legs; Cannot Kick, ‑50%) [5]; Good Grip 2 [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Magic Resistance 2 (Improved, +150%) [10]; Peripheral Vision [15]; Pressure Support 2 [10]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 3 (Cold) [3].
Aura of Madness: Terror (Confusion; Magical, -10%; Presence, +25%) [35].
Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Disadvantages: Invertebrate [-20]; Wild Animal [-30].
Features: No Legs (Semi-Aquatic).
Creature Type: Aberration.
Knowing Your Own Strength [253] |
Typical Stats
ST: |
25 (KYOS: 19) |
HP: |
25 (KYOS: 19) |
Speed: |
5.5 |
DX: |
9 |
Will: |
10 |
Move: |
1 land, 5 water |
IQ: |
2 |
Per: |
10 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+1 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
4* (tough skin), 5 (vs. cold and electricity) |
Sharp Teeth (9): thrust 2d+1 cutting (KYOS: 2d+2 cutting), Reach C.
Sharp Claws (9): thrust 2d+1 cutting (KYOS: 2d+2 cutting), Reach C-2.
Aura of Madness: As a Ready maneuver, the thing from the lake can activate or deactivate an aura of madness. Any creature within 10 yards must roll a Fright Check using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. The victims get +1 per Fright Check after the first within 24 hours.
Traits: Amphibious (Accessibility, Only skill penalties); Constriction Attack; Doesn’t Breathe (Gills); Extra Arms 4 (Extra-Flexible; Foot Manipulators); Extra-Flexible Foot Manipulators 2; Extra Legs (Six Legs; Cannot Kick); Good Grip 2; Immunity to Mind Control; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Invertebrate; Magic Resistance 2 (Improved); No Legs (Semi-Aquatic); Peripheral Vision; Pressure Support 2; See Invisible (Magical; Magical; True Sight); Temperature Tolerance 3 (Cold); Wild Animal.
Skills: Wrestling-10.
Creature Type: Aberration.
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