Thursday 27 January 2022

Monsters: M-Monsters

Monsters: M-Monsters

There's a lot of monsters in the Monster Manual II that start with the letter M. The first one is marrash, which is a gnoll-like outsider that spreads deadly diseases. Fiendish Codex II classifies them as devils. Meenlocks are very similar to those ghoul monsters from GURPS Creatures of the Night Volume 1. Megalodon is a big shark. Megapede is a big centipede. Minotaur of legend is something of a paragon minotaur with increased stats and additional abilities. Moonbeast is a lovecraftian tentacle beast. Mooncalf is a winged octopus from space. Morkoths are strange octopus-fish-crab hybrids with hypnotic powers and magic immunity. Mudmaws are crocodiles with two green tentacles (again, it seems that the writers and artists at WotC sometimes could not communicate well).


Marrash [Monster Manual II, page 145]

168 points
Attribute Modifiers: ST+2 [20]; DX+2 [40]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Per+1 [5].
Advantages: Discriminatory Smell [15]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Eat or Drink [10]; Flight (Winged, -25%) [30]; Immunity to Disease [10]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Hot) [1]; Unaging [15].
    Outer-Planar Filth Fever: Toxic Attack 1d (Follow-Up, Sharp Teeth and Sharp Claws, +20%; Resistible, HT-2, -20%; Onset, 2 days, -30%; Cyclic, 12-hour cycle with 12 cycles, +120%; Symptoms, 1/3 HP, DX-2, HT-2, +90%) [12].
    Taklif Arrow: Affliction 1 (HT; Cosmic, Cannot be raised or resurrected, +50%; Cosmic, Does not become inert, +100%; Follow-Up, Arrow, +0%; Heart Attack, +300%; Magical, -10%; Onset, 2 days, -30%; Preparation Required, Per Use, 8 hours, -30%) [38].
Disadvantages: Bully (12) [-10]; Callous [-5]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Fur [1]; Unholy Touch [1].
Features: Carrier (Taklif Arrow).
Creature Type: Outsider (Evil, Lawful).

Typical Stats

ST:

12

HP:

12

Speed:

5.75

DX:

12

Will:

9

Move:

5 ground, 11 air

IQ:

9

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

1* (tough skin)

    Sharp Claws (12): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C.
    Sharp Teeth (12): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C.
    Longbow (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).
    Outer-Planar Filth Fever: Any creature that takes damage from the marrash’s teeth or claws contracts outer-planar filth fever or a failed HT-2 roll. Each further instance of 1d toxic damage can be resisted with HT-2; onset 2 days, 12-hour cycle with 12 cycles; symptoms, 1/3 HP, DX-2, HT-2).
    Taklif Arrow: A marrash can prepare a special taklif arrow in a process that takes eight hours. Any creature damaged by a taklif arrow must succeed at a HT roll or contract a magical disease. The incubation period is 2 days, after which the victim suffers a heart attack. The dead victim cannot be resurrected or raised, and the corpse rises as a new marrash 1d days later. A taklif arrow cannot be reused.

    Traits: Axiomatic Touch; Bully (12); Callous; Discriminatory Smell; Doesn’t Eat or Drink; Flight (Winged); Fur; Immunity to Disease; Infravision; Social Stigma (Monster); Temperature Tolerance 1 (Hot); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Aerobatics-12; Bow-14;
    Creature Type: Outsider (Evil, Lawful).


Meenlock [Monster Manual II, page 146]

30 points
Attribute Modifiers: ST-6 [-60]; DX+1 (No Fine Manipulators, -40%) [12].
Secondary Characteristic Modifiers: SM-3; Basic Move -1 [-5].
Advantages: Infravision [10]; Sharp Claws [5]; Short Spines [1]; Telesend (Magical, -10%; Universal, +50%) [42].
    Meenlock Transformation: Affliction 1 (HT; Accessibility, Only humanoids and monstrous humanoids, -10%; Accessibility, Only with 2 assistants, -10%; Alternate Form, Meenlock, +150%; Extended Duration, Truly Pernament, +300%; Immediate Preparation Required, 8 hours, -90%; Magical, -10%; Melee Attack, Reach C, -30%) [40].
    Pincers [18]: Extra Mouth 2 (Accessibility, Only to opt for a free grapple on a pincer hit, -60%; Link, +10%) [5] + Natural Weapon (Pincer; Cutting; Link, Extra Mouth, +10%) [8] + Good Grip 1 [5].
    Paralysis: Affliction 1 (HT; Follow-Up, Pincers, +0%;Paralysis, +150%; Reduced Duration, 1/60, -35%) [22].
    Spell-Like Abilities (Alternative Abilities) [75]:
    Dimension Door [60];
    Panic 1 [35/5=7];
    Paranoia [40/5=8].
Disadvantages: Appearance (Hideous) [-16]; Callous [-5]; Cannot Speak [-15]; Dread (Sunlight) [-30]; No Fine Manipulators [-30]; Sadism (12) [-15]; Skinny [-5]; Social Stigma (Monster) [-15].
Perks: Burrower [1].
Creature Type: Aberration.

Typical Stats

ST:

4

HP:

4

Speed:

5.25

DX:

11

Will:

10

Move:

4

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

-3

Dodge:

8

Parry:

10

DR:

-

    Pincers (11): thrust 1d-6 cutting (KYOS: 1d-9 cutting) + follow-up paralysis (resisted by HT; margin of failure seconds, then physical stun), Reach C. The meenlock can either nip and let go or hold on and grapple the victim in addition to injuring him. Either is an attack that takes full hit location penalties – not halved for grappling. Treat this attack as a bite for these purposes (see Teeth on page 115 of GURPS Martial Arts for details). The pincers give +2 with tasks that require a firm grip (including climbing).
    Short Spines (7): 1d-2 impaling plus, Reach C. This is defensive weaponry, intended to discourage attackers; a meenlock cannot use his Spines actively. However, it gets a DX-4 roll to hit each foe in close combat with it once per turn, as a free action. Roll at +2 against foes who attacked it from behind. Those who grapple or slam a meenlock are hit immediately and automatically – and those who slam it take maximum damage!
    Meenlock Transformation: Meenlocks drag their victims to their lairs and bind them to prevent their escape before starting the transformation. Then three or more of them gather around to touch each helpless humanoid or monstrous humanoid. After 1d hours of such physical contact with the meenlocks, all of the subject’s attributes fall to 1, reducing him or her to a drooling, helpless state (can be negated with an HT roll). In another 1d hours, if the HT roll was failed, the transformation is complete; the subject becomes forever a meenlock.
    Spell-Like Abilities (Alternative Abilities):
    Dimension Door (10);
    Panic 1 (10);
    Paranoia (10).


    Traits: Appearance (Hideous); Burrower; Callous; Cannot Speak; Dread (Sunlight); Good Grip 1; Infravision; No Fine Manipulators; Sadism (12); Skinny; Social Stigma (Monster); Telesend (Magical; Universal).
    Skills: Camouflage-12; Stealth-16; Tracking-12.
    Creature Type: Aberration.


Megalodon [Monster Manual II, page 147]

88 points
Attribute Modifiers: ST+54 (No Fine Manipulators, -40%; Size Modifier, -50%) [108]; IQ-8 [-160]; HT+3 [30].
Secondary Characteristic Modifiers: SM+5; Will+9 [45]; Per+11 [55]; Basic Move +4 [20].
Advantages: Combat Reflexes [15]; DR 4 (Tough Skin, -40%) [12]; Discriminatory Taste [10]; Enhanced Move 1 (Water) [20]; Injury Tolerance (No Neck) [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Subsonic Hearing [5]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2]; Vibration Sense (Water) [10].
Disadvantages: Bad Temper (9) [-15]; Cold-Blooded (50°) [-5]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Wild Animal (with Mute) [-40].
Features: Doesn’t Breathe (Gills); No Legs (Aquatic).
Creature Type: Animal.

Knowing Your Own Strength [312]
Replace ST+54 (No Fine Manipulators, -40%; Size Modifier, -50%) [108] with ST+28 [280]
Add HP+26 [52]

Typical Stats

ST:

64 (KYOS: 38)

HP:

64

Speed:

5.75

DX:

10

Will:

11

Move:

9 water

IQ:

2

Per:

13

 

 

HT:

13

FP:

13

SM:

+5

Dodge:

9

Parry:

N/A

DR:

4* (tough skin)

    Sharp Teeth (14): thrust 8d+1 cutting (KYOS: 9d+1 cutting), Reach C.

    Traits: Bad Temper (9); Cold-Blooded (50°); Combat Reflexes; Discriminatory Taste; Doesn’t Breathe (Gills); Enhanced Move 1 (Water); Injury Tolerance (No Neck); Night Vision 5; No Legs (Aquatic); No Manipulators; Peripheral Vision; Pressure Support 2; Restricted Diet (Carnivore); Subsonic Hearing; Temperature Tolerance 2 (Cold); Vibration Sense (Water); Wild Animal (with Mute).
    Skills: Brawling-14; Survival (Salt-Water Sea)-13.
    Creature Type: Animal.


Megapede [Monster Manual II, page 148]

171 points
Attribute Modifiers: ST+120 (No Fine Manipulators, -40%; Size Modifier, -80%) [240]; IQ-9 [-180]; HT+3 [30].
Secondary Characteristic Modifiers: SM+8; Will+7 [35]; Per+7 [35].
Advantages: Clinging [20]; DR 11 [55]; Infravision [10]; Injury Tolerance (No Neck) [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]; Subsonic Hearing (Biological (Passive), -5%; Melee Attack, Reach C, -30%) [4].
    Poison: Toxic Attack 1d (Cyclic, 1 hour, 6 cycles, Resistible, +60%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -5 DX, +50%) [8].
Disadvantages: Cold-Blooded (50°) [-5]; Horizontal [-10]; No Manipulators [-50]; Wild Animal [-30].
Features: No Legs (Slithers).
Creature Type: Vermin.

Knowing Your Own Strength [639]
Replace ST+120 (No Fine Manipulators, -40%; Size Modifier, -80%) [240] with ST+36 [360]
Add HP+174 [348]

Typical Stats

ST:

220 (KYOS: 46)

HP:

220

Speed:

5.25

DX:

10

Will:

8

Move:

5

IQ:

1

Per:

8

 

 

HT:

13

FP:

13

SM:

+8

Dodge:

8

Parry:

N/A

DR:

11

    Mandibles (14): thrust 29d cutting (KYOS: 12d-1 cutting) plus follow-up 1d toxic (6 1-hour cycles, resisted by HT-3, -5 DX after loss of 2/3 HP), Reach C.

    Traits: Clinging; Cold-Blooded (50°); Infravision; Horizontal; Injury Tolerance (No Neck); No Legs (Slithers); No Manipulators; Reduced Consumption 3 (Cast Iron Stomach); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Wild Animal.
    Skills: Brawling-14; Stealth-12; Tracking-12.
    Creature Type: Vermin.


Minotaur of Legend [Monster Manual II, page 214]

433 points
Attribute Modifiers: ST+14 (Size Modifier, -10%) [126]; DX+3 [60]; IQ+2 [40]; HT+4 [40].
Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Per+1 [5].
Advantages: Absolute Direction [5]; DR 4 (Tough Skin, -40%) [12]; DR 2 (Partial, Skull, -70%) [3]; Discriminatory Smell [15]; Extended Lifespan 1 [2]; Hooves [3]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (Damage Reduction, ½) [50]; Peripheral Vision [15]; Sharp Teeth [1].
    Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
    Breathe Fire: Burning Attack 3d (Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Takes Recharge, 5 seconds, -10%) [25].
    Horns [8]: 2 x Natural Weapon (Impaling; Cannot Parry, -40%; Link, +10%; Single, -20%) [4].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Fur [1].
Features: Early Maturation 1.
Creature Type: Outsider.

Knowing Your Own Strength [429]
Replace ST+14 (Size Modifier, -10%) [126] with ST+12 [120]
Add HP+1 [2]

Typical Stats

ST:

24 (KYOS: 22)

HP:

24 (KYOS: 23)

Speed:

6.75

DX:

13

Will:

13

Move:

7

IQ:

12

Per:

13

 

 

HT:

14

FP:

14

SM:

+1

Dodge:

10

Parry:

10U

DR:

4* (tough skin), 4 (skull), 20 (vs. acid)

    SM+1 Great Axe (18): swing 6d+1 cutting (KYOS: 6d-1 cutting), Reach 1-3*.
    Sharp Teeth (16): thrust 2d+2 cutting (KYOS: 4d cutting), Reach C.
    Horns (16): thrust 3d-1 impaling (KYOS: 4d+1 impaling), Reach C-1. The minotaur may gore with both horns as a single attack; if it hits, figure damage for each horn separately. They have the same DR as the skull (DR 4). If the minotaur loses one horn, it may still attack with the other.
    Breathe Fire (14): 3d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.

    Traits: Absolute Direction; Appearance (Hideous); Bad Temper (12); Combat Reflexes; Discriminatory Smell; Early Maturation 1; Extended Lifespan 1; Fur; Immunity to Mind Control; Immunity to Noxious Acidic Effects; Infravision; Injury Tolerance (Damage Reduction, ½); Internal Sealed (Acid-Resistant Only); Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Sealed (Acid-Resistant Only); Social Stigma (Savage).
    Skills: Brawling-16; Innate Attack (Breath)-14; Intimidation-18; Tracking-16; Two-Handed Axe/Mace-18.
    Creature Type: Outsider.
    Notes: Weight 700 lbs.


Moonbeast [Monster Manual II, page 149]

513 points
Attribute Modifiers: ST+30 (Size Modifier, -40%) [180]; DX+1 [20]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+4; Will+1 [5]; Per+3 [15].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Ambidexterity [5]; Clinging [20]; Constriction Attack [15]; Detect (Attuned Moonstone; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [9]; DR 2 (Tough Skin, -40%) [6]; Extra Arms 8 (Extra-Flexible, +50%; Foot Manipulators, -30%) [96]; Extra Attack 2 [50]; Extra-Flexible Foot Manipulators 2 [4]; Extra Legs (Twenty Legs; Cannot Kick, ‑50%) [8]; Extra Mouth 1 [5]; Good Grip 2 [10]; Infravision [10]; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals) [22]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1].
    Spell-Like Abilities (Alternative Abilities) [92]:
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
    Fog Cloud 1 [13/5=3];
    Personal Invisibility [66];
    Terror 1 [45/5=9] – see GURPS Thaumatology: Sorcery, p. 22;
    Stroke of Lightning 1 [10/5=2].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bad Smell [-10]; Bad Temper (12) [-10]; Invertebrate [-20]; Low Empathy [-20]; No Sense of Humor [-10]; Social Stigma (Monster) [-15].
Creature Type: Aberration.

Knowing Your Own Strength [537]
Replace ST+30 (Size Modifier, -40%) [180] with ST+18 [180]
Add HP+12 [24]


Unofficial Sorcery Errata [+0]
Terror 1 [45/5=9] -> Terror 1 [42/5=9]

Typical Stats

ST:

40 (KYOS: 28)

HP:

40

Speed:

6

DX:

11

Will:

10

Move:

6

IQ:

9

Per:

12

 

 

HT:

13

FP:

13

SM:

+4

Dodge:

9

Parry:

N/A

DR:

2* (tough skin)

    Tentacle Grapple (25): The tentacles are not very strong, but the moonbeast has many of them. Wrestling at DX+2 gives the moonbeast a ST score of 42 for the purpose of grappling. The moonbeast has Constriction Attack. Effective skill 25 includes a +12 bonus for using 8 tentacles at once (it needs at least two tentacles to prop itself up). Reach C-3. The tentacles give +4 with tasks that require a firm grip (including climbing).
    Tentacle Rake (13): thrust 5d cutting (KYOS: 6d cutting), Reach C-3.
    Sharp Teeth (13): thrust 5d cutting (KYOS: 6d cutting), Reach C.
    Spell-Like Abilities (Alternative Abilities):
    Dispel Magic 1 (10)
- see GURPS Thaumatology: Sorcery, p. 21;
    Fog Cloud 1 (11);
    Personal Invisibility;
    Terror 1 (11)
– see GURPS Thaumatology: Sorcery, p. 22;
    Stroke of Lightning 1 (11).

    Traits: 360° Vision (Panoptic I); Ambidexterity; Bad Smell; Bad Temper (12); Clinging; Constriction Attack; Detect (Attuned Moonstone; Long-Range 1; Magical; Reflexive); Extra Arms 8 (Extra-Flexible; Foot Manipulators); Extra Attack 2; Extra-Flexible Foot Manipulators 2; Extra Legs (Twenty Legs; Cannot Kick); Extra Mouth 1; Good Grip 2; Infravision; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals); Invertebrate; Low Empathy; Magic Resistance 2 (Improved); No Sense of Humor; Social Stigma (Monster).
    Skills: Brawling-13; Innate Attack (Beam)-11; Innate Attack (Gaze)-11; Wrestling-13.
    Creature Type: Aberration.


Mooncalf [Monster Manual II, page 150]

337 points
Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+3 [60]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5]; Per+2 [10].
Advantages: Constriction Attack [15]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe [20]; Extra Arms 6 (Extra-Flexible, +50%; Foot Manipulators, -30%) [72]; Extra-Flexible Long (+2 SM) Foot Manipulators 2 [34]; Extra Legs (Eight Legs; Cannot Kick, ‑50%) [8]; Flight (Winged, -25%) [30]; Good Grip 2 [10]; Infravision [10]; Injury Tolerance (No Neck) [5]; Pressure Support 3 [15]; Sharp Beak [1]; Universal Digestion (Matter Eater, +300%) [20]; Vacuum Support [5]; Vibration Sense (Air) [10].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Low Empathy [-20]; Mute [-25]; No Sense of Humor [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15].
Creature Type: Magical Beast.

Knowing Your Own Strength [339]
Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]

Typical Stats

ST:

12

HP:

12

Speed:

6.5

DX:

13

Will:

13

Move:

7 ground, 13 air

IQ:

13

Per:

15

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

3* (tough skin)

    Sharp Beak (15): thrust 1d-1 large piercing (KYOS: 1d large piercing), Reach C.
    Tentacle (15): thrust 1d-1 crushing (KYOS: 1d crushing). Six tentacles have Reach C-1, two tentacles have Reach C-2.

    Traits: Appearance (Monstrous; Universal); Constriction Attack; Doesn’t Breathe; Extra Arms 6 (Extra-Flexible; Foot Manipulators); Extra-Flexible Long (+2 SM) Foot Manipulators 2; Extra Legs (Eight Legs; Cannot Kick); Flight (Winged); Good Grip 2; Infravision; Injury Tolerance (No Neck); Low Empathy; Mute; No Sense of Humor; Odious Racial Habit (Eats sapient beings); Pressure Support 3; Social Stigma (Monster); Universal Digestion (Matter Eater); Vacuum Support; Vibration Sense (Air).
    Skills: Brawling-15; Stealth-14; Wrestling-15.
    Creature Type: Magical Beast.


Morkoth [Monster Manual II, page 152]

117 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: Basic Move +3 [15].
Advantages: DR 1 (Tough Skin, -40%) [3]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extra Legs (Twelve Legs; Cannot Kick, -50%) [8]; Infravision [10]; Injury Tolerance (No Neck) [5]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Sharp Teeth (or Sharp Beak) [1].
    Spell Reflection [58]: Rules Exemption (Magical abilities can coexist with an anti-magic Static) [1] + Static (Magic; Magical, -10%; Reflection, +100%) [57].
Disadvantages: Appearance (Ugly) [-8]; Callous [-5]; Cold-Blooded (50°) [-5]; Mute [-25]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Features: Born Biter 3; Doesn’t Breathe (Gills); No Legs (Aquatic).
Creature Type: Aberration.

Typical Stats

ST:

10

HP:

6

Speed:

5.75

DX:

12

Will:

10

Move:

8 water

IQ:

11

Per:

8

 

 

HT:

11

FP:

12

SM:

+0

Dodge:

9

Parry:

10 (unarmed)

DR:

1* (tough skin)

    Sharp Teeth (14): thrust 1d-2 cutting, Reach C.
    Sharp Beak (variant) (14): thrust 1d-2 large piercing, Reach C.
    Spell Reflection: The morkoth is immune to magical abilities used directly on it. Instead, such abilities and spells flip about to target the attacker, who may resist normally.

    Traits: Appearance (Ugly); Born Biter 3; Callous; Cold-Blooded (50°); Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extra Legs (Twelve Legs; Cannot Kick); Infravision; Injury Tolerance (No Neck); Mind Control (Magical; Vision-Based); Mute; Nictitating Membrane 2; No Fine Manipulators; No Legs (Aquatic); Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Social Stigma (Savage).
    Skills: Brawling-14; Camouflage-14; Stealth-14.
    Creature Type: Aberration.


Mudmaw [Monster Manual II, page 153]

118 points
Attribute Modifiers: ST+9 (No Fine Manipulators, -50%; Size Modifier, -10%) [45]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-5 [-100]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+5 [25]; Per+7 [35]; FP-2 [-6]; Basic Move -2 [-10].
Advantages: Acute Taste and Smell 3 [6]; Amphibious [10]; Breath-Holding 3 [6]; Combat Reflexes [15]; DR 3 [15]; DR 3 (Directional, Top, -40%) [9]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Extra-Flexible Arms [10]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Magic Resistance 1 (Improved, +150%) [5]; Night Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Limited Arc, Straight Behind, -40%; Weak, -50%) [1]; Terrain Adaptation (Uneven) [5].
    Spell-Like AbilitySlow [36].
Disadvantages: Cold-Blooded (65°) [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30].
Perks: Scales [1].
Features: Born Biter 2.
Creature Type: Magical Beast.

Knowing Your Own Strength [163]
Replace ST+9 (No Fine Manipulators, -50%; Size Modifier, -10%) [45] with ST+9 [90]

Typical Stats

ST:

19

HP:

19

Speed:

6

DX:

12

Will:

10

Move:

4 ground, 4 water

IQ:

5

Per:

12

 

 

HT:

12

FP:

10

SM:

+1

Dodge:

10

Parry:

11 (unarmed)

DR:

3, 6 (top)

    Sharp Teeth (14): thrust 2d cutting (KYOS: 3d+1 cutting), Reach C.
    Tentacle (14): thrust 2d crushing (KYOS: 3d+1 crushing), Reach C-1.
    Tail (14): thrust 2d+1 crushing (KYOS: 3d+2 crushing), Reach C-1, straight behind, cannot parry.
    Spell-Like Ability: Slow (10).

    Traits: Acute Taste and Smell 3; Amphibious; Born Biter 2; Breath-Holding 3; Cold-Blooded (65°); Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Extra-Flexible Arms; Hard to Kill 2; Hard to Subdue 2; Magic Resistance 1 (Improved); Night Vision 5; No Fine Manipulators; Perfect Balance; Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Scales; Short Lifespan 2; Terrain Adaptation (Uneven); Wild Animal.
    Skills: Brawling-14; Survival (Swamp)-12; Wrestling-14.
    Creature Type: Magical Beast.


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