Tuesday 18 January 2022

Monsters: Golems

Monsters: Golems

Monster Manual II has three new golems - dragonflesh golem (aka drolem), brass golem, and stained glass golem. Interestingly enough, I have encountered the latter in a GURPS game, but as a player, not as a GM. That was a great fight. The brass golem is supposed to have a 1/day ability to cast maze and follow the victim into it, but this ability would be incredibly difficult to stat up in a way that would make sense in GURPS, so I will not even bother.


Brass Golem [Monster Manual II, page 117]

241 points
Attribute Modifiers: ST+12 (Size Modifier, -10%) [108]; IQ-10 [-200]; HT+4 [40].
Secondary Characteristic Modifiers: SM+1; HP+18 (Size Modifier, -10%) [33]; Will+10 [50]; Per+10 [50].
Advantages: Absolute Direction [5]; Dark Vision [25]; DR 5 [25]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Hooves [3]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 (Improved, +150%) [25]; Striker (Impaling; Horns; Cannot Parry, -40%; Limited Arc, Front Only, -40%) [2]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Fire Absorption [150]: DR 20 (Absorption, Healing, +80%; Limited, Fire, -40%) [140] + Immunity to Noxious Fire Effects [10].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Partial, Absorption) [-20]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [256]
Replace ST+12 (Size Modifier, -10%) [108] with ST+12 [120]
Replace HP+18 (Size Modifier, -10%) [33] with HP+18 [36]

Typical Stats

ST:

22

HP:

40

Speed:

6

DX:

10

Will:

10

Move:

6

IQ:

0

Per:

10

 

 

HT:

14

FP:

N/A

SM:

+1

Dodge:

9

Parry:

9U

DR:

5, 20 (vs. fire; see text)

    SM+1 Great Axe (12): swing 6d-1 cutting, Reach 1-3*. Becomes unready after an attack.
    Punch (12): thrust 2d+1 crushing (KYOS: 4d crushing), Reach C-1.
    Horns (12): thrust 3d impaling (KYOS: 5d+1 impaling), Reach C-1. Cannot parry, can only target front hexes.
    Fire Absorption: The brass golem has DR 20 against fire, is immune to noxious fire effects. Each point of damage this DR stops turns into one character point that the brass golem can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of fire damage, but will not convert it into a character point. The brass golem does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the brass golem’s usual scores drains away. The brass golem cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with fire).
    
    Traits: Absolute Direction; Automaton; Cannot Learn; Dark Vision; Discriminatory Smell; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Electrical; High Pain Threshold; Hooves; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5 (Improved); Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial, Absorption); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-12; Tracking-16; Two-Handed Axe/Mace-12.
    Creature Type: Construct.


Dragonflesh Golem [Monster Manual II, page 117]

318 points
Attribute Modifiers: ST+15 (Size Modifier, -30%) [105]; IQ-10 [-200]; HT+3 [30].
Secondary Characteristic Modifiers: Will+10 [50]; Per+10 [50]; Basic Move +1 [5].
Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Enhanced Move 0.5 (Air) [10]; Enhanced Move 1 (Ground) [20]; Extra Attack 1 [25]; Extra Legs (Four Legs) [5]; Fangs [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Magic Resistance 5 (Improved, +150%) [25]; Nictitating Membrane 3 [3]; Peripheral Vision [15]; Talons [8]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Draconic Strikers [16]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Long 1, +100%; Weak, -50%) [4] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Limited Arc, Front and right, -20%; Long 1, +100%; Weak, -50%) [6] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Limited Arc, Front and left, -20%; Long 1, +100%; Weak, -50%) [6].
    Electricity Absorption [155]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, -40%) [140] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Disadvantages: Automaton [-85]; Bad Grip 2 [-10]; Cannot Learn [-30]; Horizontal [-10]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Partial; Absorption) [-20]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Perks: Scales [1].
Quirks: Dull Touch 6 [-6].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [307]
Replace ST+15 (Size Modifier, -30%) [105] with ST+8 [80]
Add HP+7 [14]

Typical Stats

ST:

25 (KYOS: 18)

HP:

25

Speed:

5.75

DX:

10

Will:

10

Move:

6 ground, 11 air (cannot hover)

IQ:

0

Per:

10

 

 

HT:

13

FP:

N/A

SM:

+3

Dodge:

8

Parry:

9 (unarmed)

DR:

4

    Bite (12): thrust 3d-1 impaling, Reach C-1.
    Front Claw (12): thrust 3d-1 cutting or impaling, Reach C-2.
    Hind Claw (10): thrust 3d cutting or impaling, Reach C-2.
    Wing (12): thrust 3d crushing, Reach C-3, can only attack front and side hexes.
    Tail (10): thrust 3d crushing, Reach C-3.
    Electricity Absorption: The dragonflesh golem has DR 20 against electricity, is immune to electrical conduction and noxious electrical effects. Each point of damage this DR stops turns into one character point that the dragonflesh golem can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity damage, but will not convert it into a character point. The dragonflesh golem does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the dragonflesh golem’s usual scores drains away. The dragonflesh golem cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with electricity).

    Traits: Automaton; Bad Grip 2; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dull Touch 6; Enhanced Move 0.5 (Air); Enhanced Move 1 (Ground); Extra Attack 1; Flight (Cannot Hover; Winged); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Injury Tolerance (Unliving, No Blood); Magic Resistance 5 (Improved); Nictitating Membrane 3; Peripheral Vision; Reprogrammable; Scales; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial; Absorption); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-12.
    Creature Type: Construct.


Stained Glass Golem [Monster Manual II, page 116]

-18 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%) [36]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: Will+10 [50]; Per+10 [50]; Basic Move +1 [5].
Advantages: Chameleon 5 (Accessibility, Only when standing still in a stained glass window, -80%) [5]; Dark Vision [25]; DR 2 [10]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 (Improved, +150%) [25]; Regeneration (Fast) [50]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Glass Rake: Natural Weapon (Cutting; Armor Divisor, (2), +50%) [11].
Disadvantages: Automaton [-85]; Brittle [-15]; Cannot Learn [-30]; Mute [-25]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unnatural [-50]; Vulnerability (Sound, x2) [-20]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [6]
Replace ST+6 (No Fine Manipulators, -40%) [36] with ST+6 [60]

Typical Stats

ST:

16

HP:

16

Speed:

5.5

DX:

10

Will:

10

Move:

6

IQ:

0

Per:

10

 

 

HT:

12

FP:

N/A

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

2

    Glass Rake (12): thrust 1d+2(2) cutting (KYOS: 2d+2(2) cutting), Reach C.

    Traits: Automaton; Brittle; Cannot Learn; Chameleon 5 (Accessibility, Only when standing still in a stained glass window); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5 (Improved); No Fine Manipulators; No Sense of Smell/Taste; Numb; Regeneration (Fast); Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unnatural; Vacuum Support; Vulnerability (Sound, x2); Wealth (Dead Broke).
    Skills: Brawling-12.
    Creature Type: Construct.

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