Monster: Radiance Quasi-Elemental
Radiance
Quasi-Elemental [Monster Manual II (1983)]
Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
Secondary Characteristic Modifiers: SM-1; HP+2 [4].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse, No Eyes) [105]; Unaging [15].
Burn: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6].
Energy Resistance (C,E,F) [65]: DR 20 (Limited, Cold, Electricity, Fire, -30%; Tough Skin, -40%) [30] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical, Cold, and Fire Effects [30].
Blinding Flash: Affliction 1 (HT; Area Effect, 8 yards, +150%; Costs Fatigue, 2 FP, -10%; Disadvantage, Blindness, +50%; Emanation, -20%; Magical, -10%; Secondary Extended Duration, Permanent, +30%; Vision-Based, +150%) [44].
Beams (Alternative Abilities) [18]:
Red: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; No Incendiary Effect, -10%) [4/5=1].
Orange: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [5/5=1].
Yellow: Corrosion Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [7/5=2].
Green: Toxic Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [4/5=1].
Blue: Burning Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [10].
Indigo: Burning Attack 1d+1 (Accessibility, Only against unholy beings and undead, -40%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; No Incendiary Effect, -10%) [3/5=1].
Violet: Crushing Attack 1d (Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [7/5=2].
Disadvantages: No Manipulators [-50]; Weakness (Darkness; 1d/min) [-40].
Perks: Illumination [1].
Features: No Legs (Aerial).
Racial Skill: Innate Attack (Beam) (E) DX [1].
Notes: Height 4 ft., Weight 1 lb.
Creature Type: Elemental (Fire).
Typical Stats –
Miniature (174 points)
ST: |
3 |
HP: |
5 |
Speed: |
4 |
DX: |
9 |
Will: |
8 |
Move: |
8 air |
IQ: |
8 |
Per: |
8 |
|
|
HT: |
7 |
FP: |
7 |
SM: |
-3 |
Dodge: |
7 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (9): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 1d-2 non-incendiary burning damage from extreme cold.
Orange: 1d-2 burning damage from fire.
Yellow: 1d-3 corrosion damage from acid.
Green: 1d-2 toxic damage from poison.
Blue: 1d-3 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 1d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 1d-2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-9.
Notes: Height 2 ft., Weight 0.4 lb.
Creature Type: Elemental (Fire).
Typical Stats – Small
(214 points)
ST: |
6 |
HP: |
8 |
Speed: |
4 |
DX: |
9 |
Will: |
8 |
Move: |
8 air |
IQ: |
8 |
Per: |
8 |
|
|
HT: |
7 |
FP: |
7 |
SM: |
-1 |
Dodge: |
7 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (9): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 1d non-incendiary burning damage from extreme cold.
Orange: 1d burning damage from fire.
Yellow: 1d-1 corrosion damage from acid.
Green: 1d toxic damage from poison.
Blue: 1d-1 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 1d+1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 1d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-9.
Notes: Height 4 ft., Weight 1 lb.
Creature Type: Elemental (Fire).
Typical Stats – Medium
(296 points)
ST: |
10 |
HP: |
12 |
Speed: |
4.5 |
DX: |
10 |
Will: |
8 |
Move: |
9 air |
IQ: |
8 |
Per: |
8 |
|
|
HT: |
8 |
FP: |
8 |
SM: |
+1 |
Dodge: |
7 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 1d+1 non-incendiary burning damage from extreme cold.
Orange: 1d+1 burning damage from fire.
Yellow: 1d corrosion damage from acid.
Green: 1d+1 toxic damage from poison.
Blue: 1d burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 1d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 1d+1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-10.
Notes: Height 8 ft., Weight 2 lb.
Creature Type: Elemental (Fire).
Typical Stats – Large
(363 points (KYOS: 399 points))
ST: |
15 |
HP: |
17 |
Speed: |
4.75 |
DX: |
10 |
Will: |
9 |
Move: |
9 air |
IQ: |
9 |
Per: |
9 |
|
|
HT: |
9 |
FP: |
9 |
SM: |
+3 |
Dodge: |
7 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 1d+2 non-incendiary burning damage from extreme cold.
Orange: 1d+2 burning damage from fire.
Yellow: 1d+1 corrosion damage from acid.
Green: 1d+2 toxic damage from poison.
Blue: 1d+1 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 2d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 1d+2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-10.
Notes: Height 16 ft., Weight 4 lb.
Creature Type: Elemental (Fire).
Typical Stats – Huge (387 points (KYOS: 469 points))
ST: |
20 |
HP: |
22 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
10 air |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+5 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 2d-1 non-incendiary burning damage from extreme cold.
Orange: 2d-1 burning damage from fire.
Yellow: 1d+2 corrosion damage from acid.
Green: 2d-1 toxic damage from poison.
Blue: 1d+2 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 2d non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 2d-1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-10.
Notes: Height 32 ft., Weight 8 lb.
Creature Type: Elemental (Fire).
Typical Stats –
Greater (419 points (KYOS: 517 points))
ST: |
22 |
HP: |
24 |
Speed: |
5.75 |
DX: |
12 |
Will: |
10 |
Move: |
11 air |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+5 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (12): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 2d non-incendiary burning damage from extreme cold.
Orange: 2d burning damage from fire.
Yellow: 2d-1 corrosion damage from acid.
Green: 2d toxic damage from poison.
Blue: 2d-1 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 2d+1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 2d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-12.
Notes: Height 36 ft., Weight 10 lb.
Creature Type: Elemental (Fire).
Typical Stats – Elder
(462 points (KYOS: 576 points))
ST: |
24 |
HP: |
26 |
Speed: |
6 |
DX: |
13 |
Will: |
11 |
Move: |
12 air |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+5 |
Dodge: |
9 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 2d+1 non-incendiary burning damage from extreme cold.
Orange: 2d+1 burning damage from fire.
Yellow: 2d corrosion damage from acid.
Green: 2d+1 toxic damage from poison.
Blue: 2d burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 2d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 2d+1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-13.
Notes: Height 40 ft., Weight 12 lb.
Creature Type: Elemental (Fire).
Typical Stats –
Monolith (526 points (KYOS: 664 points))
ST: |
42 (KYOS: 27) |
HP: |
44 |
Speed: |
6.5 |
DX: |
13 |
Will: |
11 |
Move: |
13 air |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+6 |
Dodge: |
9 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 2d+2 non-incendiary burning damage from extreme cold.
Orange: 2d+2 burning damage from fire.
Yellow: 2d+1 corrosion damage from acid.
Green: 2d+2 toxic damage from poison.
Blue: 2d+1 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 3d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 2d+2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-13.
Notes: Height 60 ft., Weight 19 lb.
Creature Type: Elemental (Fire).
Typical Stats – Primal
(568 points (KYOS: 730 points))
ST: |
55 (KYOS: 30) |
HP: |
57 |
Speed: |
6.75 |
DX: |
13 |
Will: |
11 |
Move: |
13 air |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
14 |
FP: |
14 |
SM: |
+7 |
Dodge: |
9 |
Parry: |
N/A |
DR: |
20 (vs. cold, electricity, fire) |
Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
Red: 3d non-incendiary burning damage from extreme cold.
Orange: 3d burning damage from fire.
Yellow: 2d+2 corrosion damage from acid.
Green: 3d toxic damage from poison.
Blue: 2d+2 burning surge damage from electricity. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Indigo: 3d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
Violet: 3d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
Skills: Innate Attack (Beam)-13.
Notes: Height 80 ft., Weight 24 lb.
Creature Type: Elemental (Fire).
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