Monsters: M-Monsters
Marrash [Monster Manual II, page 145]
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].
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 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]
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].
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: |
- |
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]
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] |
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) |
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]
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] |
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 |
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]
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].
Knowing Your Own Strength [429] |
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) |
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]
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] |
Unofficial Sorcery Errata [+0] |
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 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]
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] |
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) |
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]
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 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]
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 Ability: Slow [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] |
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) |
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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