Friday 28 January 2022

Monsters: S-Monsters

Monsters: S-Monsters

Another big batch of monsters from the Monster Manual II.


Shadow Spider [Monster Manual II, page 184]

355 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-3 [-60]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+3 [15]; Per+5 [25]; Basic Move +2 [10].
Advantages: Clinging [20]; DR 1 [5]; Extra Legs (Eight Legs) [15]; Fangs [2]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Magic Resistance 1 (Improved, +150%) [5]; Night Vision 9 [9]; Peripheral Vision [15].
    Paralysis: Affliction 1 (HT; Follow-Up, Sharp Teeth, +0%; Paralysis, +150%) [25].
    Shadow Walk: Jumper (Planar; Accessibility, Only on the Shadow Plane and planes that border it, -5%; Based on Will, +20%; Limited Access, Shadow, -20%; Magical, -10%; Reduced Time 4, +80%; Reliable 2, +10%; Takes Recharge, 5 seconds, -10%) [165].
    Spell-Like Ability:
    Grease 1 (Cosmic, No die roll required, +100%; No Ranged, -40%) [63] - see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Bestial [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Semi-Upright [-5].
Creature Type: Magical Beast.

Knowing Your Own Strength [385]
Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats

ST:

16

HP:

16

Speed:

6

DX:

12

Will:

10

Move:

8

IQ:

7

Per:

12

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

9

Parry:

N/A

DR:

1

    Mandibles (14): thrust 1d+1 impaling (KYOS: 2d+1 impaling) plus follow-up affliction (resisted by HT; paralysis for margin of failure minutes, then physical stun), Reach C.
    Shadow Walk (12): The shadow spider can slip into the Shadow Plane from the Material Plane and the other way around as per Jumper (p. B64). The jaunt requires a single Concentrate maneuver. After using this ability, it cannot reactivate it for 5 seconds.
    Spell-Like Ability:
    Grease 1 (No Ranged) (No roll required)
- see GURPS Thaumatology: Sorcery, p. 22.

    Traits: Bestial; Clinging; Extra Legs (Eight Legs); Infravision; Injury Tolerance (No Head, No Neck); Magic Resistance 1 (Improved); Night Vision 9; No Fine Manipulators; Peripheral Vision; Restricted Diet (Carnivore); Semi-Upright.
    Skills: Brawling-14; Stealth-14.
    Creature Type: Magical Beast.


Sirine [Monster Manual II, page 185]

165 points
Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ+1 [20].
Advantages: Amphibious [10]; Appearance (Attractive; Universal, +25%) [5]; Charisma 2 [10]; Doesn’t Breathe (Gills, -50%) [10]; Musical Ability 1 [5]; Night Vision 5 [5]; Pressure Support 1 [5]; Speak Underwater [5].
    Spell-Like Abilities (Alternative Abilities) [70]:
    Suggestion Song 1 [65];
    Touch of Idiocy [22/5=5].
Disadvantage: Vulnerability (Cold Iron, x2) [-10].
Creature Type: Fey.

Typical Stats

ST:

9

HP:

9

Speed:

5.5

DX:

12

Will:

11

Move:

5 land, 5 water

IQ:

11

Per:

11

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Punch (12): thrust 1d-4 crushing, Reach C.
    Shortsword (13): swing 1d-1 cutting, Reach 1 or thrust 1d-1 impaling (KYOS: 1d-2 impaling), Reach 1.
    Spell-Like Abilities (Alternative Abilities):
    Suggestion Song 1 (11);
    Touch of Idiocy (11).


    Traits: Amphibious; Appearance (Attractive; Universal); Charisma 2; Doesn’t Breathe (Gills); Night Vision 5; Pressure Support 1; Speak Underwater; Vulnerability (Cold Iron, x2).
    Skills: Acting-14; Shortsword-13; Singing-14; Stealth-13; Observation-12.
    Creature Type: Fey.


Spell Weaver [Monster Manual II, page 187]

286 points
Attribute Modifiers: ST-1 [-10]; DX+1 [20]; IQ+3 [60]; HT-1 [-10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Extended Lifespan 3 [6]; Extra Arms 4 [40]; Immunity to Mind Control [30]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Racial Memory (Passive) [15]; See Invisible (Magical; Magical, -10%) [14]; Telesend (Magical, -10%; Racial, -20%) [21].
    Chromatic Disk: ER 6 (Magic; Indestructible, SM-6; Can Be Stolen, Quick Contest of ST, Explodes when anybody else tries to use it (3d burn ex), -10%; Can be restored, +10%) [18].
    Innate Spellcasting: Sorcerous Empowerment 2 (Limited Colleges, Communication and Empathy, Knowledge, Meta, -20%) [24].
    Spell-Like Abilities (Alternative Abilities) [70]:
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Personal Invisibility [68].
Disadvantage: Mute [-25]; Restricted Diet (Herbivore) [-10].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

9

HP:

9

Speed:

5

DX:

11

Will:

13

Move:

5

IQ:

13

Per:

13

 

 

HT:

9

FP:

9

SM:

+0

Dodge:

8

Parry:

8 (unarmed)

DR:

1* (tough skin)

    Punch (11): thrust 1d-4 crushing, Reach C.
    Innate Spellcasting: Only communication and empathy, knowledge, and meta-spells. Improvisation up to 2 points, hardcore improvisation up to 24 points.
    Chromatic Disk: A spell weaver is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ER 6 that the creature can tap and use to cast spells or use magical abilities. To tap this spell energy, a spell weaver must hold the chromatic disk in at least one of its hands.
    Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy, it explodes, dealing 3d burn ex damage.
    Spell-Like Abilities (Alternative Abilities):
    Detect Magic (13)
– see GURPS Thaumatology: Sorcery, page 19;
    Personal Invisibility.

    Traits: Extended Lifespan 3; Extra Arms 4; Immunity to Mind Control; Infravision; Magic Resistance 2 (Improved); Mute; Racial Memory (Passove); Restricted Diet (Herbivore); See Invisible (Magical; Magical); Telesend (Magical; Racial).
    Skills: Expert Skill (Planology)-14; Innate Attack (Gaze)-12; Occultism-16; Thaumatology-16.
    Creature Type: Monstrous Humanoid.


Spellgaunt [Monster Manual II, page 188]

360 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30]; DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+3 [15]; Per+2 [15]; Basic Move +1 [5].
Advantages: Clinging [20]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 1 [5]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Extra Legs (Six Legs) [10]; Fangs [2]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Super Jump 1 [10].
    Disjunctive Bite: Neutralize Magic (Follow-Up, Fangs, +0%; Extended Duration, Truly Permanent limited by Accessibility, Only on magic items, +240%; Magical, -10%) [165].
    Force Web: Binding 12 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Persistent, +40%; Reduced Range, x1/10, -30%) [39].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Dependency (Draining a spellcaster or a magic item; Monthly) [-20]; No Fine Manipulators [-30]; Semi-Upright [-5].
Creature Type: Magical Beast.

Knowing Your Own Strength [390]
Replace ST+6 (No Fine Manipulators, -40%; Size Modifier, -10%) [30] with ST+6 [60]

Typical Stats

ST:

16

HP:

16

Speed:

6

DX:

12

Will:

12

Move:

7

IQ:

10

Per:

12

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

1

    Disjunctive Bite (14): thrust 1d+1 impaling (KYOS: 2d+1 impaling), Reach C. On a successful hit, roll a Quick Contest of Will with the victim. If the spellgaunt wins, the victim’s magical abilities are neutralized for margin of victory minutes. Should the spellgaunt win in such a Quick Contest against a magic item, the item permanently loses its enchantments.
    Sharp Claws (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting), Reach C-1.
    Force Web (12): Binding 12, Area of effect – 2 yards, stays for 10 seconds, range 1/10, costs 2 FP. Can affect insubstantial beings.

    Traits: Bestial; Cannot Speak; Clinging; Dependency (Draining a spellcaster or a magic item; Monthly); Detect (Magic; Magical; Reflexive); Doesn’t Eat or Drink (Food Only); Extra Legs (Six Legs); Infravision; Injury Tolerance (No Head, No Neck); Magic Resistance 3 (Improved); Night Vision 5; No Fine Manipulators; Peripheral Vision; Semi-Uprightl Super Jump 1.
    Skills: Brawling-14; Innate Attack (Projectile)-12; Jumping-14; Stealth-14.
    Creature Type: Magical Beast.


Spirit of the Land [Monster Manual II, page 189]

1,181 points
Attribute Modifiers: DX+2 (No Fine Manupulators, -40%) [24]; IQ+4 [80]; HT+4 [40].
Secondary Characteristic Modifiers: SM+3; HP+20 (Size Modifier, -30%) [28]; Will+4 [20]; Per+6 [30].
Advantages: 360° Vision (Panoptic 2, +60%) [40]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Invisibility (Affects Machines, +50%; Magical, -10%) [56]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Fast) [50]; Telesend (Magical, -10%; Universal, +50%) [42].
    Domain Perception: Clairsentience (Accessibility, Only the domain, -50%; Area Perception, +300%; Fixed Range, -5%; Increased Range 10, +100%; Magical, -10%) [218].
    Spell-Like Abilities (Alternative Abilities) [273]:
    Chain Lightning 2 [30/5=6];
    Cone of Cold 3 [38/5=8];
    Control Weather 2 [172];
    Earthquake 3 [64/5=13];
    Elemental Body [60/5=12];
    Fire Cloud 2 [5/5=1];
    Fog Cloud 4 [25/5=5];
    Shape Air 3 [75/5=15];
    Shape Earth 3 [75/5=15];
    Shape Water 3 [75/5=15];
    Stone Spikes 1 [9/5=2];
    Twister [44/5=9].
Disadvantages: No Manipulators [-50]; Sense of Duty (Guarded area) [-15].
Features: No Legs (Aerial).
Creature Type: Fey.

Knowing Your Own Strength [1,193]
Replace HP+20 (Size Modifier, -30%) [28] with HP+20 [40]

Typical Stats

ST:

10

HP:

30

Speed:

6.5

DX:

12

Will:

18

Move:

6 air

IQ:

14

Per:

20

 

 

HT:

14

FP:

14

SM:

+3

Dodge:

9

Parry:

N/A

DR:

-

    Domain Perception: The spirit of the land knows every tree, every deer, every blade of grass, and every scuttling beetle of her home. The spirit selects a specific area up to 40,000 yards in diameter. that is swears to protect, such as a prominent forest, mountain, or even a patch of sea and becomes attuned to it.
    The spirit of the land can displace their sight and hearing to any point within range - or encompass everything within the area - as a free action. To use this ability, the spirit of the land picks the desired viewpoint (which can be inside something) and its facing, and then makes an IQ roll.
    On a success, the spirit of the land can use their ranged senses as if they were physically present at the viewpoint. When watching everything, apply the area’s SM as a penalty to Per (in addition to normal range penalties, if any).
    The spirit’s vision ignores darkness penalties completely. They cannot see through solid objects, but if their viewpoint were inside (for example) a closed chest, they would see what was inside despite the lack of light. If they are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from the body, not the viewpoint.
    On failure by 1, the sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples this ability for 1d hours.
    Spell-Like Abilities (Alternative Abilities):
    Chain Lightning 2 (14);
    Cone of Cold 3 (14);
    Control Weather 2 (14);
    Earthquake 3 (14);
    Elemental Body;
    Fire Cloud 2 (14);
    Fog Cloud 4 (14);
    Shape Air 3 (14);
    Shape Earth 3 (14);
    Shape Water 3 (14);
    Stone Spikes 1 (14);
    Twister (14).


    Traits: 360° Vision (Panoptic 2); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Insubstantiality (Affect Substantial; Always On); Invisibility (Affects Machines; Magical); Magic Resistance 4 (Improved); No Manipulators; No Legs (Aerial); Regeneration (Fast); Sense of Duty (Guarded area); Telesend (Magical; Universal).
    Skills: Area Knowledge (Guarded area)-18; Innate Attack (Beam)-14; Innate Attack (Gaze)-14; Naturalist-18; Observation-18.
    Creature Type: Fey.

Stone Spike [Monster Manual II, page 191]

229 points
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%) [36]; DX-2 [-40]; IQ-4 [-80]; HT+4 [40].
Secondary Characteristic Modifiers: HP+6 [12]; Will+4 [20]; Per+4 [20]; Basic Move -1 [-5].
Advantages: DR 2 [10]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 2 [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Long Spines [3]; Pressure Support 3 [15]; Unaging [15]; Vacuum Support [5].
    Spikes [32]: 4 x Striker (Impaling) [8].
Disadvantages: No Fine Manipulators [-30].
Perks: Burrower [1].
Creature Type: Elemental (Earth).

Knowing Your Own Strength [253]
Replace ST+6 (No Fine Manipulators, -40%) [36] with ST+6 [60]

Typical Stats

ST:

16

HP:

22

Speed:

5.5

DX:

8

Will:

10

Move:

4

IQ:

6

Per:

10

 

 

HT:

14

FP:

10

SM:

+0

Dodge:

8

Parry:

7

DR:

2

    Spikes (8): thrust 1d+2 impaling (KYOS: 2d+2 impaling), Reach C.
    Long Spines (4): The stoke spike gets a DX-4 roll to hit each foe in close combat with it with his spines once per turn, as a free action. Roll at +2 against foes who attacked the stone spike from behind. Those who grapple or slam the stone spike are hit immediately and automatically – and those who slam the stone spike take maximum damage! 1d impaling, Reach C.

    Traits: Burrower; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 2; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes); No Fine Manipulators; Pressure Support 3; Unaging; Vacuum Support.
    Creature Type: Elemental (Earth).


Swamplight Lynx [Monster Manual II, page 191]

178 points
Attribute Modifiers: ST+8 (No Fine Manipulators, -40%; Size Modifier, -10%) [40]; DX+2 (No Fine Manipulators, -40%) [24]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; FP-2 [-6]; Basic Move +3 [15]; Per+2 [10].
Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Infravision [10]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation (Mud) [5]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5].
    Spell-Like Abilities (Alternative Abilities) [44]:
    Daze [32];
    Faerie Fire [30/5=6];
    Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
    Personal Blur [12/5=3].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30].
Perks: Fur [1].
Quirks: Likes elven flesh [-1].
Features: Born Biter 2.
Creature Type: Magical Beast.

Knowing Your Own Strength [218]
Replace ST+8 (No Fine Manipulators, -40%; Size Modifier, -10%) [40] with ST+8 [80]

Typical Stats

ST:

27 (KYOS: 25)

HP:

27 (KYOS: 25)

Speed:

6

DX:

12

Will:

10

Move:

9

IQ:

10

Per:

12

 

 

HT:

12

FP:

10

SM:

+2

Dodge:

10

Parry:

N/A

DR:

2* (tough skin)

    Sharp Teeth (14): thrust 1d+2 cutting (KYOS: 3d-1 cutting), Reach C.
    Sharp Claws (14): thrust 1d+2 cutting (KYOS: 3d-1 cutting), Reach C-1.
    Spell-Like Abilities (Alternative Abilities):
    Blur (14);
    Daze (10);
    Faerie Fire (10);
    Light 1 (10)
– see GURPS Thaumatology: Sorcery, page 19.
    Personal Blur;  

    Traits: Acute Hearing 2; Born Biter 2; Callous; Catfall; Combat Reflexes; Discriminatory Smell; Flexibility; Horizontal; Infravision; Likes elven flesh; Night Vision 6; No Fine Manipulators; Parabolic Hearing 2; Perfect Balance; Restricted Diet (Carnivore); Short Lifespan 2; Temperature Tolerance 1 (Cold); Terrain Adaptation (Mud); Terrain Adaptation (Uneven); Ultrahearing; Wild Animal.
    Skills: Brawling-14; Innate Attack (Gaze)-14; Intimidation-13; Jumping-13; Stealth-14; Wrestling-14.
    Creature Type: Magical Beast.


Sylph [Monster Manual II, page 192]

150 points
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ+1 [20]; HT-1 [-10].
Secondary Characteristic Modifiers: SM-1.
Advantages: Appearance (Attractive; Universal, +25%) [5]; Extended Lifespan 3 [6]; Flight (Small Wings, -10%) [36]; Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Magical, -10%; Switchable, +10%) [80]; Magic Resistance 1 (Improved, +150%) [5]; Night Vision 5 [5].
    Innate Spellcasting: Sorcerous Empowerment 2 (Limited Colleges, Air, -40%) [18].
Disadvantages: Curious (12) [-5].
Features: Early Maturation 3.
Creature Type: Outsider (Air).

Typical Stats

ST:

7

HP:

7

Speed:

5

DX:

11

Will:

11

Move:

5 ground, 10 air

IQ:

11

Per:

11

 

 

HT:

9

FP:

9

SM:

-1

Dodge:

8

Parry:

8 (unarmed)

DR:

-

    Punch (11): thrust 1d-4 crushing (KYOS: 1d-6 crushing), Reach C.
    Innate Spellcasting: Only air spells. Improvisation up to 2 points, hardcore improvisation up to 18 points.

    Traits: Appearance (Attractive; Universal); Curious (12); Early Maturation 3; Extended Lifespan 3; Flight (Small Wings); Invisibility (Affects Machines; Can Carry Objects, Medium; Magical; Switchable); Magic Resistance 1 (Improved); Night Vision 5.
    Skills: Acting-12; Detect Lies-14; Innate Attack (Gaze)-12; Stealth-15; Observation-12.
    Creature Type: Outsider (Air).

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