Tuesday, 1 February 2022

Monsters: R-Monsters

Monsters: R-Monsters

I'm just trying to finish converting the Monster Manual II monsters. This post has all the monsters that start with the letter R.


Rampager [Monster Manual II, page 177]

98 points
Attribute Modifiers: ST+10 (Size Modifier, -10%) [90]; DX+2 [40]; IQ-7 [-140]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+8 [40]; Per+7 [35]; Basic Move +2 [10].
Advantages: Discriminatory Smell [15]; DR 5 (Flexible, -20%) [20]; Extra Legs (Four Legs) [5]; Injury Tolerance (No Head, No Neck) [12]; Night Vision 5 [5]; Sharp Teeth [1].
    Acidic Talons: Corrosion Attack 1d (Follow-Up, Talons, +0%) [10].
    Acidic Bite: Corrosion Attack 1d-2 (Follow-Up, Sharp Teeth, +0%) [4].
Disadvantages: Bad Grip 2 [-10]; Ham-Fisted 2 [-10]; Hard of Hearing [-10]; Restricted Diet (Carnivore) [-10]; Wild Animal [-30].
Perks: Scales [1].
Creature Type: Magical Beast.

Knowing Your Own Strength [108]
ST+10 (Size Modifier, -10%) [90] with ST+10 [100]

Typical Stats

ST:

20

HP:

20

Speed:

6

DX:

12

Will:

11

Move:

8

IQ:

3

Per:

10

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

9

Parry:

11 (unarmed)

DR:

5*

    Acidic Talons (16): thrust 2d cutting or impaling (KYOS: 3d+2 cutting or impaling) plus follow-up 1d corrosion, Reach C-1.
    Acidic Bite (16): thrust 2d cutting (KYOS: 3d+2 cutting) plus follow-up 1d-2 corrosion, Reach C-1.

    Traits: Bad Grip 2; Discriminatory Smell; Extra Legs (Four Legs); Ham-Fisted 2; Hard of Hearing; Injury Tolerance (No Head, No Neck); Night Vision 5; Restricted Diet (Carnivore); Scales; Wild Animal.
    Skills: Brawling-16.
    Creature Type: Magical Beast.


Reason Stealer [Monster Manual II, page 178]

173 points
Attribute Modifiers: DX-5 [-100]; HT+1 [10].
Secondary Characteristic Modifiers: HP+8 [16]; Basic Move-2 [-10].
Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra-Flexible Arm [5]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Slippery 5 [10].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Devour Mind: Leech 1 (Magical, -10%; Steal IQ, +300%) [98].
    Grotesque Form: Morph (Flawed, -10%; Magical, -10%; No Memorization Required, +50%; Requires Sample, Drained IQ, -15%) [115].
Disadvantages: Blindness [-50]; Dependency (Stolen Intelligence; Occasional; Monthly) [-20]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Fine Manipulators [-30]; One Arm [-10].
Features: No Legs (Slithers).
Creature Type: Ooze.

Typical Stats

ST:

10

HP:

18

Speed:

4

DX:

5

Will:

10

Move:

2

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

7

Parry:

7 (unarmed)

DR:

-

    Pseudopod (8): thrust 1d-2 crushing, Reach C-1.
    Devour Mind: The reason stealer can drain IQ from victims grappled by the pseudopod. The victim loses 1 IQ per second (this does lower Will and Per), and the reason stealer heals 1 HP per every 3 points of IQ stolen. The victims regain lost IQ at the rate they recover FP.
    Grotesque Form: A reason stealer that has stolen IQ from a sapient creature can shape its body into a bizarre reflection of that creature. It is obviously flawed, making impersonation impossible. This ability works as Morph with the No Memorization Required enhancement, and can imitate racial templates that cost up to 57 points.
    Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 16). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (11). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it.

    Traits: Blindness; Clinging; Dependency (Stolen Intelligence; Occasional; Monthly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra-Flexible Arm; High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Fine Manipulators; Slippery 5.
    Skills: Brawling-8; Stealth-12.
    Creature Type: Ooze.

Red Sundew [Monster Manual II, page 179]

68 points
Attribute Modifiers: ST+20 (No Fine Manipulators, -40%; Size Modifier, -30%) [60]; DX-2 [-40]; IQ-9 [-180]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; HP+10 (Size Modifier, -30%) [14]; Will+9 [45]; Per+9 [45]; Basic Move -4 [-20].
Advantages: Doesn’t Breathe [20]; Doesn’t Sleep [20]; Extra-Flexible Arms [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, No Head, No Neck, Homogenous) [57]; Night Vision 5 [5]; Reduced Consumption 1 [2]; Vibration Sense (Environmental, Vegetation, -40%; Magical, -10%) [5].
    Sticky Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials or metal, -10%; Always On, -20%; Aura, +80%; Cyclic, three 10-second cycles, +150%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [21].
    Elemental Resistance (A,F) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Fire Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Disadvantages: Blindness [-50]; Dependency (Sunlight; Weekly) [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Wild Animal with Mute [-40].
Perks: Limited Camouflage (Plant) [1].
Creature Type: Plant.

Knowing Your Own Strength [150]
Replace ST+20 (No Fine Manipulators, -40%; Size Modifier, -30%) [60] with ST+12 [120]
Replace HP+10 (Size Modifier, -30%) [14] with HP+18 [36]

Typical Stats

ST:

30 (KYOS: 22)

HP:

40

Speed:

5.75

DX:

10

Will:

10

Move:

1

IQ:

6

Per:

10

 

 

HT:

13

FP:

13

SM:

+3

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. acid and fire)

    Vine Slam (12): thrust 3d+2 crushing (KYOS: 4d crushing), Reach C-2.
    Sticky Acid: The creature secretes a digestive acid that dissolves organic material and metal, but does not affect stone. Any organic or metal creature or object touching the red sundew takes 1d-1 corrosion damage. This damage then is repeated for three cycles with a 10-second interval between them. It can be washed off with five Ready maneuvers and at least 1 gallon of water.

    Traits: Blindness; Dependency (Sunlight; Weekly); Doesn’t Breathe; Doesn’t Sleep; Extra-Flexible Arms; Immunity to Metabolic Hazards; Immunity to Noxious Acidic Effects; Immunity to Noxious Fire Effects; Injury Tolerance (No Blood, No Head, No Neck, Homogenous); Limited Camouflage (Plant); Mute; Night Vision 5; No Fine Manipulators; Reduced Consumption 1; Restricted Diet (Carnivore); Sealed (Acid-Resistant Only); Vibration Sense (Environmental, Vegetation; Magical); Wild Animal with Mute.
    Skills: Brawling-12; Camouflage-14; Survival (Woodlands)-12.
    Creature Type: Plant.

Rogue Eidolon [Monster Manual II, page 180]

339 points
Attribute Modifiers: ST+18 (Size Modifier, -20%) [144]; IQ-7 [-140]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+32 (Size Modifier, -20%) [52]; Will+7 [35]; Per+7 [35].
Advantages: Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 4 (Improved, +150%) [20]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Aura of Madness: Terror (-3) (Confusion; Always On, -10%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [93].
    Blood Spray: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Berserk (Battle Rage), No self-control roll, +38%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [15].
Disadvantages: Bloodlust (9) [-15]; No Sense of Smell/Taste [-5]; Numb [-20]; Mute [-25]; Social Stigma (Monster) [-15]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [387]
Replace ST+18 (Size Modifier, -20%) [144] with ST+18 [180]
Replace HP+32 (Size Modifier, -20%) [52] with HP+32 [64]

Typical Stats

ST:

28

HP:

60

Speed:

5.5

DX:

10

Will:

10

Move:

5

IQ:

3

Per:

10

 

 

HT:

12

FP:

N/A

SM:

+2

Dodge:

8

Parry:

10 (unarmed)

DR:

4

    Punch (14): thrust 3d+1 crushing (KYOS: 6d crushing), Reach C-1.
    Aura of Madness: The rogue eidolon is constantly surrounded by an aura of madness. Any creature within 20 yards must roll a Fright Check using the Confusion table (GURPS Powers, p. 85) at a -3 penalty. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. The victims get +1 per Fright Check after the first within 24 hours.
    Blood Spray (14): A 10-yard jet of blood erupts from the rogue eidolon’s face. It uses Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. If the spray strikes a creature, the creature must roll against (Will+DR). If it fails, it flies into a murderous rage for margin of failure minutes as per the Berserk disadvantage with the Battle Rage enhancement and no self-control roll. The rogue eidolon must wait at least 5 seconds between two consecutive uses of this ability.

    Traits: Bloodlust (9); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 4 (Improved); No Sense of Smell/Taste; Numb; Social Stigma (Monster); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-14; Innate Attack (Beam)-14.
    Creature Type: Construct.


Rukarazyll [Monster Manual II, page 181]

566 points
Attribute Modifiers: DX+6 [120]; IQ+3 [60]; HT+2 [10].
Secondary Characteristic Modifiers: SM+1; HP+10 (Size Modifier, -10%) [18]; Basic Speed +1.00 [20]; Basic Move +2 [10].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Clinging [20]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arm 1 (Extra-Flexible, +50%) [15]; Extra Attack 2 [50]; Extra Legs (Three Legs) [5]; Extra-Flexible Arms [10]; Fangs [2]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Unaging [15].
    Fungus: Toxic Attack 1d (Cyclic, Resistible, eighteen 10-second cycles, +500%; Magical, -10%; Follow-Up, Sharp Claws and Fangs, +20%; Mildly Contagious, Only after death, +10%; Resistible, HT-3, -15%; Symptoms, ½ HP, -5 to DX, +100%) [29].
    Spit Ooze: Binding 12 (Costs Fatigue, 1 FP, -5%; Magical, -10%) [21].
    Spell-Like Abilities (Alternative Abilities) [50]:
    Blackout 1 [36];
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Seek Good [11/5=3];
    Mirror Image 1 [20/5=4];
    Transform Body (Any humanoid form) [25/5=5].
Disadvantages: Bad Smell [-10]; Ham-Fisted 2 [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Unholy Touch [1].
Creature Type: Outsider (Earth, Evil).

Knowing Your Own Strength [568]
Replace HP+10 (Size Modifier, -10%) [18] with HP+10 [20]

Typical Stats

ST:

10

HP:

20

Speed:

8

DX:

16

Will:

13

Move:

10

IQ:

13

Per:

13

 

 

HT:

12

FP:

N/A

SM:

+1

Dodge:

11

Parry:

12 (unarmed)

DR:

-

    Fangs (18): thrust 1d-2 impaling, Reach C.
    Sharp Claws (18): thrust 1d-2 cutting, Reach C-1.
    Spit Ooze (18): Binding 12, costs 1 FP to use.
    Fungus: Any living creature struck by a rukarazyll’s fangs or claws must make a HT-3 roll or become infested with the fecund fungus that grows on the monster’s body. This deals 1d toxic damage that repeats for eighteen more cycles with a 10-second interval. Each instance of damage can be negated by a HT-3 roll. Once the victim loses 1/2 of its HP to this attack, the fibrous white filaments begin to seethe and twist in the host’s body, actively trying to resist any actions the host attempts, imposing a -5 penalty to DX until the host heals above this threshold. A host who dies due to this attack has their body transform into an immobile heap of fungus that lives for 3d weeks before perishing. Any creature that comes into contact with one of these transformed bodies must make a successful HT-3 or become infested with the same effect.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (18);
    Detect Magic (13)
– see GURPS Thaumatology: Sorcery, page 19;
    Seek Good (13);
    Mirror Image 1;
    Transform Body
(Any humanoid form).

    Traits: 360° Vision (Panoptic I); Appearance (Monstrous; Universal); Bad Smell; Callous; Clinging; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arm 1 (Extra-Flexible); Extra Attack 2; Extra Legs (Three Legs); Extra-Flexible Arms; Ham-Fisted 2; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 2 (Improved); Sadism (12); Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Acting-16; Brawling-18; Innate Attack (Breath)-18; Innate Attack (Gaze)-18; Propaganda-16; Religious Ritual-16; Theology-16.
    Creature Type: Outsider (Earth, Evil).


Runic Guardian [Monster Manual II, page 182]

473 points
Attribute Modifiers: ST+13 (Size Modifier, -10%) [117]; IQ-10 [-200]; HT+4 [40].
Secondary Characteristic Modifiers: SM+1; HP+20 (Size Modifier, -10%) [36]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5].
Advantages: Combat Reflexes [15]; Dark Vision [25]; DR 7 [35]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Enhanced Block 2 [10]; Enhanced Parry 2 (All parries) [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving) [35]; Regeneration (Regular) [25]; Special Rapport (Amulet Wearer; Magical, -10%) [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Runic Spells: Wild Talent 6 (with 30 extra points each) (Accessibility, Must be imparted by another creature, -20%; Based on the caster’s attribute, +20%; Focused, Arcane Spells, -20%; Magical, -10%; Wild Ability, +50%) [360].
    Spell-Like Ability:
    Teleport (Based on Will, +20%) [110].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Dependency (Attuned Amulet; Constantly) [-150]; No Sense of Smell/Taste [-5]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Perks: Sacrificial Parry (Brawling) [1]; Shield-Wall Training [1].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Notes: Weight 1,200 lbs.

Knowing Your Own Strength [490]
Replace ST+13 (Size Modifier, -10%) [117] with ST+13 [130]
Replace HP+20 (Size Modifier, -10%) [36] with HP+20 [40]

Typical Stats

ST:

23

HP:

43

Speed:

6

DX:

10

Will:

10

Move:

5

IQ:

0

Per:

10

 

 

HT:

14

FP:

N/A

SM:

+1

Dodge:

10

Parry:

13 (brawling)

DR:

7

    Punch (14): thrust 2d+2 crushing (KYOS: 4d+2 crushing). Reach C-1.
    Runic Spells: A runic guardian can store up to six arcane spells (up to 50 character points each) that are cast into it by another creature. It "casts" these spells when commanded to do so or when a predefined situation arises. Once a spell is used, the runic guardian can store another spell (or the same spell again) after a day passes. The runic guardian uses the creature’s attributes and skills for the purpose of these spells.
    Spell-Like Ability:
    Teleport (Based on Will) (10).


    Traits: Affected by Magnetism; Affected by Rust; Automaton; Cannot Learn; Combat Reflexes; Dark Vision; Dependency (Attuned Amulet; Constantly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Block 2; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Numb; Regeneration (Refular); Reprogrammable; Sacrificial Parry (Brawling); Shield-Wall Training; Social Stigma (Valuable Proeprty); Special Rapport (Amulet Wearer; Magical); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-14.
    Creature Type: Construct.
    Notes: Weight 1,200 lbs.

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