Monday 22 November 2021

Monsters: Peltasts

Monsters: Peltasts

Peltasts are tiny symbionts that pretend to be leather items (normal peltasts) or gemstones (greater peltasts). While draining blood to feed themselves, they provide the host with poison immunity and magic resistance. Cool.


Peltast [Dragon Magazine #89]

99 points
Attribute Modifiers: ST-8 [-80]; DX+3 (No Fine Manipulators, -40%) [36]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-5 [-25].
Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Elastic Skin [20]; High Pain Threshold [10]; Immunity to Poison (Affects Others 1, +50%) [23]; Infravision [10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Magic Resistance 1 (Affects Others 1, +50%; Improved, +150%) [6]; Sharp Teeth [1]; Silence 4 [20].
    Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Blood Drain: Leech 1 (Blood Agent, -40%; Heals FP, +60%; Magical, -10%; No Signature, +20%) [33].
    Foul Water: Toxic Attack 1d (Accessibility, Underwater only, -30%; Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Emanation, -20%; Limited Use, 1/day, -40%; Persistent, +40%; Resistible, HT, -30%; Unconscious Only, -20%; Uncontrollable Trigger, Water, -15%) [9].
Disadvantages: Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Restricted Diet (Fresh Blood) [-10].
Perks: Sanitized Metabolism [1].
Quirks: Likes goblinoids [-1]; Likes humans [-1].
Features: No Legs (Slithers).
Notes: Weight 1 lb.
Creature Type: Aberration.

Typical Stats

ST:

2

HP:

4

Speed:

6

DX:

13

Will:

10

Move:

1

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

-3

Dodge:

9

Parry:

N/A

DR:

-

    Anaesthetic Bite (13): thrust 1d-7 cutting (KYOS: 1d-11 cutting), Reach C. If a peltast hits with a bite attack, it latches onto the opponent’s body. An attached peltast is effectively grappling its prey. A creature bitten by a peltast must succeed on Per-5 roll to notice the attack. Once the peltast has bitten through the victim’s DR, it can drain 1 HP per second from him. For every 3 HP stolen, the peltast heals 1 HP or 1 FP (his choice). It cannot raise his HP or FP above normal this way. The peltast very rarely uses this ability offensively, typically only draining 1 HP per day to satisfy its hunger for blood.
    Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
    Foul Water: A peltast placed in water uncontrollably exudes waste materials, fouling water in a 2-yard-radius area for 10 seconds. This foul water can drift with the current. A creature that contacts the water with its bare skin must make an HT roll or take 1d toxic damage every second. This ability can be triggered only once per day.

    Traits: Clinging; Doesn’t Breathe; Doesn’t Sleep; Elastic Skin; High Pain Threshold; Horizontal; Immunity to Poison (Affects Others 1); Infravision; Injury Tolerance (Homogenous, No Blood, No Head, No Neck); Invertebrate; Likes goblinoids; Likes humans; Magic Resistance 1 (Affects Others 1; Improved); Mute; No Legs (Slithers); No Manipulators; Restricted Diet (Fresh Blood); Sanitized Metabolism; Silence 4.
    Notes: Weight 1 lb.
    Creature Type: Aberration.

Greater Peltast [Halls of the High King]

153 points
Attribute Modifiers: ST-8 [-80]; DX+3 (No Fine Manipulators, -40%) [36]; IQ+2 [40]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-5 [-25].
Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Elastic Skin [20]; High Pain Threshold [10]; Immunity to Poison (Affects Others 1, +50%) [23]; Infravision [10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Magic Resistance 1 (Affects Others 1, +50%; Improved, +150%) [6]; Sharp Teeth [1]; Silence 4 [20].
    Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Blood Drain: Leech 1 (Blood Agent, -40%; Heals FP, +60%; Magical, -10%; No Signature, +20%) [33].
    Foul Water: Toxic Attack 1d (Accessibility, Underwater only, -30%; Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Emanation, -20%; Limited Use, 1/day, -40%; Persistent, +40%; Resistible, HT, -30%; Unconscious Only, -20%; Uncontrollable Trigger, Water, -15%) [9].
    Elemental Resistance (E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [14].
Disadvantages: Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Restricted Diet (Fresh Blood) [-10].
Perks: Sanitized Metabolism [1].
Quirks: Likes goblinoids [-1]; Likes humans [-1].
Features: No Legs (Slithers).
Notes: Weight 1 lb.
Creature Type: Aberration.

Typical Stats

ST:

2

HP:

4

Speed:

6

DX:

13

Will:

12

Move:

1

IQ:

12

Per:

12

 

 

HT:

11

FP:

11

SM:

-3

Dodge:

9

Parry:

N/A

DR:

5 (vs. electricity and fire)

    Anaesthetic Bite (13): thrust 1d-7 cutting (KYOS: 1d-11 cutting), Reach C. If a peltast hits with a bite attack, it latches onto the opponent’s body. An attached peltast is effectively grappling its prey. A creature bitten by a peltast must succeed on Per-5 roll to notice the attack. Once the peltast has bitten through the victim’s DR, it can drain 1 HP per second from him. For every 3 HP stolen, the peltast heals 1 HP or 1 FP (his choice). It cannot raise his HP or FP above normal this way. The peltast very rarely uses this ability offensively, typically only draining 1 HP per day to satisfy its hunger for blood.
    Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
    Foul Water: A peltast placed in water uncontrollably exudes waste materials, fouling water in a 2-yard-radius area for 10 seconds. This foul water can drift with the current. A creature that contacts the water with its bare skin must make an HT roll or take 1d toxic damage every second. This ability can be triggered only once per day.

    Traits: Clinging; Doesn’t Breathe; Doesn’t Sleep; Elastic Skin; High Pain Threshold; Horizontal; Immunity to Poison (Affects Others 1); Infravision; Injury Tolerance (Homogenous, No Blood, No Head, No Neck); Invertebrate; Likes goblinoids; Likes humans; Magic Resistance 1 (Affects Others 1; Improved); Mute; No Legs (Slithers); No Manipulators; Restricted Diet (Fresh Blood); Sanitized Metabolism; Silence 4.
    Notes: Weight 1 lb.
    Creature Type: Aberration.

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