Friday 21 January 2022

Monster: Immoth

Monster: Immoth

Immoths are ice elemental creatures with a thirst for knowledge. They believe that words hold power over the universe. Their innate ability to trace magical ice runes is very cool too.


Immoth [Monster Manual II, page 127]

485 points
Attribute Modifiers: ST+7 (Size Modifier, -10%) [63]; DX+1 [20]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Basic Speed +0.25 [5].
Advantages: Amphibious [10]; Clinging (Specific, Ice, -60%) [6]; DR 3 [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Flight (Magical, -10%; Slow, -25%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sharp Claws [5]; Slippery 3 [6]; Speak Underwater [5]; Temperature Tolerance 10 (Cold) [10]; Terrain Adaptation (Ice) [5]; Universal Digestion [5]; Vacuum Support [5].
    Chill Aura [12]: Fatigue Attack 1d-2 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%) [7] + Temperature Control 2 (Always On, -20%; Area Effect, 4 yards, +50%; Cold, -50%; Emanation, -20%; Magical, -10%) [5].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Freezing Poison Sting [27]: Striker (Sting; Impaling; Clumsy 1, -20%; Weak, -50%) [3] + Affliction 1 (HT; Follow-Up, Sting, +0%; Magical, -10%; Parlysis, +150%) [24].
    Ice Runes: Sorcerous Empowerment 5 (Accessibility, Only spells with the ice rune meta-enhancement, -20%) [48].
Disadvantages: Brittle [-15]; Curious (12) [-5]; Vulnerability (Fire, x2) [-30]; Weakness (Intense Normal Heat; 1d/minute; Variable, -40%) [-12].
Creature Type: Elemental (Air, Cold, Water).

Knowing Your Own Strength [492]
Replace ST+7 (Size Modifier, -10%) [63] with ST+7 [70]

Typical Stats

ST:

17

HP:

17

Speed:

6

DX:

11

Will:

12

Move:

6 ground, 6 water, 6 air

IQ:

12

Per:

12

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

9

Parry:

9

DR:

3, 20 (vs. cold)

    Sharp Claws (14): thrust 1d+2 cutting (KYOS: 2d+2 cutting) + 1d-2 follow-up fatigue damage from cold (treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430)). Reach C-1.
    Freezing Poison Sting (13): thrust 2d-1 impaling (KYOS: 3d-1 impaling) + 1d-2 follow-up fatigue damage from cold (treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430)) + follow-up affliction (magical poison; resisted by HT; paralysis for margin of failure minutes), Reach C-1.
    Chill Aura: The immoth always emits cold. The temperature changes at a rate of 4° per second up to a minimum of 40° below the ambient temperature in a four-yard radius around the immoth. This ability never does damage directly.
    Ice Runes: Immoth may use its claws to inscribe ice runes on icy surfaces (its own body counts). Each rune is equivalent to a spell with the Ice Rune meta-enhancement (see below). Inscribing a rune takes 10 minutes, costs 2 FP, and requires a successful Symbol Drawing (Ice Runes) roll. The immoth sets the triggering conditions for each rune. An immoth can only have one ice rune active for use at any given time, plus one more per two skill levels by which its Symbol Drawing skill exceeds IQ: one at skill levels up to IQ+1, two at IQ+2 or IQ+3, three at IQ+4 or IQ+5, and so on. A new creation displaces the oldest. An immoth can create a permanent ice rune that reactivates itself in 1 hour after being triggered by spending 1 character point in addition to normal requirements. A rune must be at least 6 inches in diameter.
    Improvisation up to 5 points, hardcore improvisation up to 48 points. For hardcore improvisation, immoths use Symbol Drawing instead of Thaumatology.
    Ice Rune (+60%): Accessibility, Only on ice, -20%; Cosmic, Does not become inert, +100%; Costs Fatigue, 2 FP, -10%; Delay, Triggered, +50%; Melee Attack, Reach C, Cannot Parry, -35%; Preparation Required, Per Use, 10 minutes, -15%; Requires Symbol Drawing Roll, -10%.

    Traits: Amphibious; Brittle; Clinging (Specific, Ice); Curious (12); Dark Vision; Doesn’t Breathe; Doesn’t Sleep; Flight (Magical; Slow); Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Injury Tolerance (Homogenous, No Blood); Pressure Support 3; Slippery 3; Speak Underwater; Temperature Tolerance 10 (Cold); Terrain Adaptation (Ice); Universal Digestion; Vacuum Support; Vulnerability (Fire, x2); Weakness (Intense Normal Heat; 1d/minute; Variable).
    Skills: Brawling-14; Diplomacy-14; Expert Skill (any)-14; History (any)-14; Innate Attack (Gaze)-14; Innate Attack (Projectile)-14; Symbol Drawing (Ice Runes)-14; Thaumatology-14.
    Creature Type: Elemental (Air, Cold, Water).

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