Thursday, 3 February 2022

Monsters: Monster Manual II Leftovers I

Monsters: Monster Manual II Leftovers I

Here we have the leftovers from letters N and P. Only a single post left.


Nightmare Beast [Monster Manual II, page 161]

399 points
Attribute Modifiers: ST+27 (No Fine Manipulators, -40%; Size Modifier, -30%) [81]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-2 [-40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; Will+3 [15]; Per+5 [25]; Basic Move+2 [10].
Advantages: Combat Reflexes [15]; DR 5 [25]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Fangs [2]; High Pain Threshold [10]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Metabolism Control 6 (Hibernation, -60%) [12]; Nictitating Membrane 2 [2]; Night Vision 5 [5]; Talons [8].
    Tusks [48]: 2 x Natural Weapon (Cutting; Armor Divisor (5), +150%; Destructive Parry, +40%; Increased Damage, +1 per die, +60%; Link, +10%; Single, -20%) [24].
    Nightmares: Affliction 1 (Will; Accessibility, Only sapient creatures, -10%; Always On, -10%; Area Effect, 16,384 yards, +700%; Aura, +80%; Disadvantage, Nightmares (6), +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased Immunity 3, -30%; Magical, -10%; Malediction 1, +100%) [105].
    Spell-Like Abilities (Alternative Abilities) [64]:
    Chain Lightning 1 [15/5=3];
    Dimension Door [60];
    Fire Cloud 2 [5/5=1].
Disadvantages: Bad Temper (9) [-15]; Bestial [-10]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10].
Creature Type: Magical Beast.

Knowing Your Own Strength [532]
Replace ST+27 (No Fine Manipulators, -40%; Size Modifier, -30%) [81] with ST+20 [200]
Add HP+7 [14]

  

Typical Stats

ST:

37 (KYOS: 30)

HP:

37

Speed:

6

DX:

11

Will:

11

Move:

8

IQ:

8

Per:

13

 

 

HT:

13

FP:

13

SM:

+3

Dodge:

9

Parry:

12 (tusks)

DR:

5

    Tusks (16): thrust 6d+1(5) cutting (KYOS: 8d+1(5) cutting), Reach C-2. The nightmare beast may gore with both tusks as a single attack; if it hits, figure damage for each tusk separately. They have DR 6. If the nightmare beast loses one tusk, it may still attack with the other. The nightmare beast can parry with its tusks. The tusks always do damage to the opponent’s weapon on a successful parry, or when they are parried.
    Talons (16): thrust 5d-1 cutting or impaling (KYOS: 6d+2 cutting or impaling), Reach C-2.
    Fangs (16): thrust 5d-1 impaling (KYOS: 6d+2 impaling), Reach C.
    Nightmares (11): A nightmare beast constantly produces an aura of nightmares. Every sapient creature within 9 miles that falls asleep must roll a Quick Contest of Will against the nightmare beast. If the beast wins, the victim gains the Nightmares (6) disadvantage (p. B144) for that night. If the victim wins, he is immune for that night.
    Spell-Like Abilities (Alternative Abilities):
    Chain Lightning 1 (12);
    Dimension Door (8);
    Fire Cloud 2 (12).


    Traits: Bad Temper (9); Bestial; Combat Reflexes; Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Hidebound; High Pain Threshold; Horizontal; Infravision; Magic Resistance 2 (Improved); Metabolism Control 6 (Hibernation); Nictitating Membrane 2; Night Vision 5; No Fine Manipulators; Restricted Diet (Carnivore).
    Skills: Brawling-16; Innate Attack (Beam)-12; Innate Attack (Beam)-12; Intimidation-14.
    Creature Type: Magical Beast.


Nimblewright [Monster Manual II, page 162]

320 points
Attribute Modifiers: ST+3 [30]; DX+4 [80].
Secondary Characteristic Modifiers: HP+10 [20].
Advantages: Ambidexterity [5]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 2 (Improved, +150%) [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spell-Like Abilities (Alternative Abilities) [41]:
    Lesser Polymorph [20/5=4];
    Personal Feather Fall [14/5=3];
    Personal Haste 2 [34].
Disadvantages: No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Vulnerability (Cold, x2) [-30].
Quirks: Affected by Magnetism [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Typical Stats

ST:

13

HP:

23

Speed:

6

DX:

14

Will:

10

Move:

6

IQ:

10

Per:

10

 

 

HT:

10

FP:

N/A

SM:

+0

Dodge:

9

Parry:

11F

DR:

4

    Punch (16): thrust 1d crushing (KYOS: 1d+1 crushing), Reach C.
    Rapier (16): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1-2.
    Spell-Like Abilities (Alternative Abilities):
    Lesser Polymorph;


    Traits: Affected by Magnetism; Ambidexterity; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 2 (Improved); No Sense of Smell/Taste; Numb; Reprogrammable; Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Vulnerability (Cold, x2).
    Skills: Acting-14; Brawling-16; Rapier-16.
    Creature Type: Construct.


Phase Wasp [Monster Manual II, page 168]

-72 points
Attribute Modifiers: ST-8 [-80]; DX+4 (No Fine Manipulators, -40%) [48]; IQ-8 [-160].
Secondary Characteristic Modifiers: SM-4; Will+7 [35]; Per+10 [50]; Basic Move -3 [-15].
Advantages: Absolute Direction [5]; Discriminatory Smell [15]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Flight (Small Wings, -10%) [36]; Night Vision 9 [9]; Peripheral Vision [15]; See Invisible (Ethereal; Magical, -10%) [14]; See Invisible (Magic; Magical, -10%) [14]; Sharp Teeth [1].
    Sting: Striker (Large Piercing; Cannot Parry, -40%) [4].
    Spell-Like Ability:
    Magic Missile [6].
Disadvantages: Cold-Blooded (50°) [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Wild Animal [-30].
Perks: Polarization Detection [1].
Creature Type: Magical Beast.

Typical Stats

ST:

2

HP:

10

Speed:

6

DX:

14

Will:

9

Move:

3 ground, 12 air

IQ:

2

Per:

12

 

 

HT:

10

FP:

12

SM:

-4

Dodge:

8

Parry:

N/A

DR:

-

    Sting (16): thrust 1d-4 large piercing (KYOS: 1d-8 large piercing), Reach C.
    Mandibles (16): thrust 1d-6 cutting (KYOS: 1d-10 cutting), Reach C.
    Spell-Like Ability:
    Magic Missile (14).

    Traits:
Absolute Direction; Cold-Blooded (50°); Discriminatory Smell; Extra Legs (Six Legs; Cannot Kick); Horizontal; Night Vision 9; No Fine Manipulators; Peripheral Vision; Polarization Detection; See Invisible (Ethereal; Magical); See Invisible (Magic; Magical); Wild Animal.
    Skills: Brawling-16; Innate Attack (Projectile)-14; Survival (Plains)-10; Survival (Woodlands)-10; Tracking-10.
    Creature Type: Magical Beast.


Phoenix [Monster Manual II, page 168]

611 points
Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36]; DX+3 (No Fine Manipulators, -40%) [36]; IQ+4 [80]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP-2 [-4]; Will+2 [10]; Basic Move -4 [-20].
Advantages: Acute Vision 4 [8]; Detect (Evil; Magical, -10%; Reflexive, +40%) [13]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 4 (Flexible, -20%) [16]; Enhanced Move 2 (Air) [40]; Infravision [10]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Magic Resistance 4 (Improved, +150%) [20]; Night Vision 6 [6]; Sharp Claws [5]; Sharp Beak [1]; Speak with Animals (Magical, -10%; Specialized, Birds, -50%) [10]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Plane Shift: Jumper (Elemental, Ethereal and Astral Planes only, -10%; Magical, -10%) [80].
    Shriek: Terror (Hearing; Magical, -10%) [27].
    Immolation [31]: Burning Attack 8d (Area Effect, 8 yards, +150%; Armor Divisor, (2), +50%; Backlash, Instant Death, -400%; Emanation, -20%; Magical, -10%; Persistent, +40%) [8] + Extra Life 1 (Accessibility, Only after using immolation, -10%) [23].
    Spell-Like Abilities (Alternative Abilities) [127]:
    Color Spray [31/5=7];
    Dimension Door [60/5=12];
    Fire Cloud 2 [5/5=1].
    Lesser Polymorph [20/5=4];
    Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
    Minor Healing [32/5=7] - see GURPS Thaumatology: Sorcery, p. 17;
    Neutralize Poison [26/5=6];
    Personal Invisibility [68];
    Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
    Strike Blind [28/5=6].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30].
Perks: Feathers [1].
Notes: Size 4 hexes; Weight 500 lbs.
Creature Type: Magical Beast.

Knowing Your Own Strength [665]
Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -20%) [36] with ST+9 [90]

Typical Stats

ST:

19

HP:

17

Speed:

6.25

DX:

13

Will:

16

Move:

2 ground, 12 air (cannot hover)

IQ:

14

Per:

14

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

9

Parry:

10 (unarmed)

DR:

4*

    Sharp Claws (18): thrust 2d cutting (KYOS: 3d+1 cutting), Reach C.
    Sharp Beak (18): thrust 2d large piercing (KYOS: 3d+1 large piercing), Reach C.
    Plane Shift (14): The phoenix can transport itself to the Ethereal Plane, Material Plane, and the Astral Plane as if using the Jumper advantage (p. B64).
    Shriek: When a creature hears the shriek of a phoenix, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Immolation: When it knows that death is near, a phoenix immolates itself. This kills the phoenix and creates a 8-yard-radius area of fire around it that deals 8d(2) burning damage each second for 10 seconds. After these 10 seconds have passed, the phoenix rises from the dead, fully grown and unharmed. The phoenix typically has only one such “extra life”, but it usually spends the character points it gains after resurrection to buy the Extra Life part of the ability back.
    Spell-Like Abilities (Alternative Abilities):
    Color Spray (16);
    Dimension Door (14);
    Fire Cloud 2 (16).
    Lesser Polymorph;
    Light 1 (14)
– see GURPS Thaumatology: Sorcery, page 19;
    Minor Healing (14) - see GURPS Thaumatology: Sorcery, p. 17;
    Neutralize Poison (16);
    Personal Invisibility;
    Remove Curse (16)
- see GURPS Thaumatology: Sorcery, p. 21;
    Strike Blind (16).

    Traits: Acute Vision 4; Detect (Evil; Magical; Reflexive); Detect (Magic; Magical; Reflexive); Enhanced Move 2 (Air); Feathers; Foot Manipulators; Infravision; Magic Resistance 4 (Improved); Night Vision 6; No Fine Manipulators; Speak with Animals (Magical; Specialized, Birds); Telesend (Magical; Universal); Unaging.
    Skills: Aerobatics-16; Brawling-18; Expert Skill (Planology)-14; Flight-16; Innate Attack (Beam)-16; Innate Attack (Gaze)-16.
    Creature Type: Magical Beast.
    Notes: Size 4 hexes; Weight 500 lbs.


No comments:

Post a Comment