Friday, 4 February 2022

Monsters: Monster Manual II Leftovers II

Monsters: Monster Manual II Leftovers II

At last, I'm done with Monster Manual II.


Vaporighu [Monster Manual II, page 197]

185 points
Attribute Modifiers: ST+3 [30]; DX-1 [-20]; IQ+1 [20]; HT+2 [20].
Advantages: Danger Sense [15]; DR 2 (Flexible, -20%) [8]; Doesn’t Eat or Drink [10]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Fear Aura: Terror (Sight; Magical, -10%) [27].
    Corrosive Slime: Corrosion Attack 1d-3 (Always On, -20%; Aura, +80%; Melee Attack, -30%; Magical, -10%) [2].
    Poison Breath [30]: Corrosion Attack 1d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Takes Recharge, 5 seconds, -10%) [20] + Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Resistible, HT-4, -10%; Respiratory Agent, +50%; Takes Recharge, 5 seconds, -10%) [10].
    Spell-Like Abilities (Alternative Abilities) [58]:
    Dancing Object 1 [21/5=5];
    Fire Cloud 1 [4/5=1];
    Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
    Personal Flight [34/5=7];
    Sleep [42].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Callous [-5]; Sadism (12) [-15]; Social Stigma (Mosnter) [-15]; Uncontrollable Appetite (Flesh) (12) [-15]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
Perks: Fur [1]; Immunity to Vaporighu Poison Breath [1]; Unholy Touch [1].
Creature Type: Outsider (Evil).

Typical Stats

ST:

13

HP:

13

Speed:

5.25

DX:

9

Will:

11

Move:

5

IQ:

11

Per:

11

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

2*

    Punch (12): thrust 1d crushing (KYOS: 1d+1 crushing), Reach C.
    Sharp Teeth (12): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C.
    Fear Aura: When a creature sees the vaporighu, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Poison Breath (12): With a powerful breath, a vaporighu can spew a 2-yard-radius cloud of corrosive, toxic gas within 100 yards. To place the effect at a distance, use Innate Attack (Breath), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect, it then drifts with the wind. The cloud persists for 10 seconds. Each creature in the area that breathes is the gas must make an HT-4 roll every second or take 1d toxic damage. In addition, every creature takes 1d corrosion damage per second regardless of breathing and HT rolls. Vaporighus are immune to the toxic effect of this ability. Each use costs 1 FP and has a 5-second recharge period.
    Corrosive Slime: Anything that touches the vaporighu takes 1d-3 points of corrosion damage.
    Spell-Like Abilities (Alternative Abilities):
    Dancing Object 1;
    Fire Cloud 1 (12);
    Light 1 (11)
– see GURPS Thaumatology: Sorcery, page 19;
    Personal Flight;
    Sleep (11).


    Traits: Appearance (Hideous); Bad Temper (12); Callous; Danger Sense; Doesn’t Eat or Drink; Fur; Immunity to Vaporighu Poison Breath; Infravision; Magic Resistance 2 (Improved); Sadism (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Uncontrollable Appetite (Flesh) (12); Unholy Touch; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2).
    Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-12.
    Creature Type: Outsider (Evil).

Warbeast Rhinoceros [Monster Manual II, page 219]

58 points
Attribute Modifiers: ST+31 (No Fine Manipulators, -40%; Size Modifier, -30%) [93]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; FP+5 [15]; Basic Move +1 [5].
Advantages: DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Peripheral Vision [15].
    Horn: Natural Weapon (Impaling) [8].
Disadvantages: Domestic Animal [-30]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Short Lifespan 1 [-10]; Weak Bite [-2].
Creature Type: Animal.
Notes: Size 10 hexes; Weight 6,000 lbs.

Knowing Your Own Strength [193]
Replace ST+31 (No Fine Manipulators, -40%; Size Modifier, -30%) [87] with ST+21 [210]
Add HP+6 [12]

Typical Stats

ST:

41 (KYOS: 31)

HP:

41 (KYOS: 37)

Speed:

5.25

DX:

10

Will:

10

Move:

6 ground (12 max speed)

IQ:

4

Per:

12

 

 

HT:

11

FP:

16

SM:

+3

Dodge:

8

Parry:

N/A

DR:

3* (tough skin)

    Horn (12): thrust 6d+1 impaling (KYOS: 8d+2 impaling), Reach C-2.
    Weak Bite (12): thrust 2d+1 crushing (KYOS: 2d+2 crushing), Reach C.

    Traits: Discriminatory Smell; Domestic Animal; Enhanced Move 1 (Ground); Extra Legs (Four Legs); Horizontal; Night Vision 5; No Fine Manipulators; Peripheral Vision; Restricted Diet (Herbivore); Short Lifespan 1.
    Skills: Brawling-12; Intimidation-10; Mount-14; Survival (Plains)-12.
    Creature Type: Animal.
    Notes: Size 10 hexes; Weight 6,000 lbs.

Windghost [Monster Manual II, page 198]

642 points
Attribute Modifiers: ST+45 (Size Modifier, -40%) [270]; DX+2 (No Manipulators, -40%) [24]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+4.
Advantages: 360° Vision [25]; DR 2 (Tough Skin, -40%) [6]; Extra-Flexible Long (+2 SM) Arms [50]; Flight (Lighter Than Air, -10%) [36]; Immunity to Mind Control [30]; Injury Tolerance (No Head, No Neck) [12]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Pressure Support 2 [10]; Regeneration (Regular) [25]; Sharp Teeth [1]; Temperature Tolerance 5 (Cold) [5].
    Spell-Like Abilities (Alternative Abilities) [113]:
    Antimagic Field 1 [70/5=14];
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
    Noise 1 [87] - see GURPS Sorcery: Sound Spells, p. 9.
Disadvantages: Appearance (Hideous) [-16]; Bad Grip 1 [-5]; Ham-Fisted 2 [-10]; Restricted Diet (Carnivore) [-10].
Perks: Illumination [1].
Features: Born Biter 3; No Legs (Aerial).
Notes: Size 22 hexes.
Creature Type: Aberration.

Knowing Your Own Strength [662]
Replace ST+45 (Size Modifier, -40%) [270] with ST+25 [250]
Add HP+20 [40]

Typical Stats

ST:

55 (KYOS: 35)

HP:

55

Speed:

6

DX:

12

Will:

12

Move:

12 air

IQ:

12

Per:

12

 

 

HT:

12

FP:

12

SM:

+4

Dodge:

9

Parry:

N/A

DR:

2* (tough skin)

    Sharp Teeth (14): thrust 7d+1 cutting (KYOS: 8d+1 cutting), Reach C.
    Tentacle Slam (14): thrust 7d+1 crushing (KYOS: 8d+1 crushing), Reach C-7.
    Spell-Like Abilities (Alternative Abilities):
    Antimagic Field 1 (14);
    Dispel Magic 1 (12)
- see GURPS Thaumatology: Sorcery, p. 21;
    Noise 1 (12) - see GURPS Sorcery: Sound Spells, p. 9.

    Traits: 360° Vision; Appearance (Hideous); Bad Grip 1; Born Biter 3; Extra-Flexible (+2 SM) Arms; Flight (Lighter Than Air); Ham-Fisted 2; Illumination; Immunity to Mind Control; Injury Tolerance (No Head, No Neck); Magic Resistance 2 (Improved); Night Vision 5; No Legs (Aerial); No Manipulators; Pressure Support 2; Regeneration (Regular); Restricted Diet (Carnivore); Temperature Tolerance 5 (Cold).
    Skills: Brawling-14; Innate Attack (Gaze)-14; Singing-14.
    Creature Type: Aberration.


Wyste [Monster Manual II, page 200]

14 points
Attribute Modifiers: ST+38 (No Fine Manipulators, -40%; Size Modifier, -40%) [76]; IQ-9 [-180]; HT+3 [30].
Secondary Characteristic Modifiers: SM+4; Will+7 [35]; Per+13 [65].
Advantages: Amphibious (Accessibility, Only skill penalties, -50%) [5]; Discriminatory Smell [15]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe (Gills, -50%) [10]; Injury Tolerance (No Eyes, No Head, No Neck) [17]; Pressure Support 1 [5]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Sharp Teeth [1]; Vibration Sense (Universal, +50%) [15].
    Acid Resistance [58]: DR 20 (Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [40] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Disadvantages: Blindness [-50]; Horizontal [-10]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Wild Animal [-30].
Features: Born Biter 2; No Legs (Semi-Aquatic).
Creature Type: Aberration.

Knowing Your Own Strength [198]
Replace ST+38 (No Fine Manipulators, -40%; Size Modifier, -40%) [76] with ST+26 [260]

Typical Stats

ST:

48 (KYOS: 36)

HP:

48 (KYOS: 36)

Speed:

5.75

DX:

10

Will:

8

Move:

1 ground, 5 water

IQ:

1

Per:

14

 

 

HT:

13

FP:

13

SM:

+4

Dodge:

8

Parry:

N/A

DR:

3* (tough skin), 20 (vs. acid)

    Sharp Teeth (12): thrust 6d cutting (KYOS: 8d+2 cutting), Reach C.

    Traits: Blindness; Born Biter 2; Discriminatory Smell; Doesn’t Breathe (Gills); Horizontal; Immunity to Noxious Acidic Effects; Injury Tolerance (No Eyes, No Head, No Neck); Internal Sealed (Acid-Resistant Only); No Legs (Semi-Aquatic); No Manipulators; Pressure Support 1; Reduced Consumption 3 (Cast Iron Stomach); Restricted Diet (Carnivore); Sealed (Acid-Resistant Only); Vibration Sense (Universal); Wild Animal.
    Skills: Brawling-12.
    Creature Type: Aberration.


Yak Folk [Monster Manual II, page 200]

140 points
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Per -1 [-5].
Advantages: DR 2 (Flexible, -20%) [8]; DR 2 (Partial, Skull, -70%) [3]; Hooves [3]; Infravision [10]; Temperature Tolerance 3 (Cold) [3].
    Body Meld [33]: Permeation (Flesh; Cosmic, Can permeate SM+0 and SM-1 creatures, +50%; Immediate Preparation Required, 20 minutes, -50%; Link, +10%; Magical, -10%; Meld 1, +150%) [13] + Possession (Accessibility, Only vs. humans, elves, dwarves, half-orcs and giants, -35%; Full Memory Access, +10%; Immediate Preparation Required, 20 minutes, -50%; Link, +10%; Magical, -10%; Parasitic, -60%) [20].
    Horns [8]: 2 x Natural Weapon (Impaling; Cannot Parry, -40%; Link, +10%; Single, -20%) [4].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Savage) [-10].
Perks: Fur [1].
Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [146]
Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60]

Typical Stats

ST:

17

HP:

17

Speed:

5.5

DX:

10

Will:

11

Move:

5

IQ:

11

Per:

10

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

9

Parry:

10U

DR:

2*, 4 (skull)

    SM+1 Large Falchion (16): swing 3d cutting, Reach 1 or thrust 1d+2 impaling (KYOS: 2d+1 impaling), Reach 1.
    Horns (12): thrust 2d-1 impaling (KYOS: 3d-1 impaling), Reach C-1. The yak folk 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 yak folk loses one horn, it may still attack with the other.
    Body Thief (11): A yak folk can merge its body with that of a human, elf, dwarf, half-orc, or a giant. To use this ability, the yak folk must touch the intended target for 20 minutes without interruption (yak folk usually restrain their victims while using this ability). At the end of this period, roll a Quick Contest of the yak folk’s IQ versus the higher of the victim’s HT and Will. If the yak folk loses, he cannot even attempt to merge with this victim again.
    If the yak folk wins, he physically merges with the body, causing the host’s mind to go unconscious. Treat this as the Possession advantage with full memory access. If the host takes damage, it affects the yak folk proportionally. Separating the two bodies takes half as long as melding (10 minutes).

    Traits: Appearance (Ugly); Fur; Hooves; Infravision; Social Stigma (Savage); Temperature Tolerance 3 (Cold).
    Skills: Brawling-12; Broadsword-12; Intimidation-14; Meditation-12; Occultism-12; Survival (Mountains)-12.
    Creature Type: Monstrous Humanoid.
    Notes: Weight 700 lbs.

1 comment:

  1. Well, that was weirdly nostalgic. Thanks for putting up those half-remembered monsters: I had to wrack my brain about the details of a lot of them.

    ReplyDelete