Wednesday, 2 February 2022

Monsters: T-Monsters

Monsters: T-Monsters

And here we have monsters from the Monster Manual II that start with the letter T.


Tauric Hobgoblin-Griffon [Monster Manual II, page 217]

166 points
Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+2 [40]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; HP+4 (Size Modifier, -10%) [8]; Basic Speed +0.25 [5]; Basic Move +3 [15].
Advantages: DR 2 (Flexible, -20%; Partial, Griffon Parts, -10%) [7]; Enhanced Move 1 (Air) [20]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Lifting ST 4 (Size Modifier, -10%) [11]; Sharp Claws [5]; Striking ST 4 (Lower Body, -60%; Size Modifier, -10%) [6].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Callous [-5].
Perks: Feathers [1].
Features: Uses gear for SM+0.
Notes: Size 3 hexes; Weight 500 lbs.
Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [181]
Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]
Replace HP+4 (Size Modifier, -10%) [8] with HP+4 [8]
Replace Lifting ST 4 (Size Modifier, -10%) [11] with Lifting ST 4 [28]
Replace Striking ST 4 (Lower Body, -60%; Size Modifier, -10%) [6] with Striking ST 4 (Lower Body, -60%) [2]

Typical Stats

ST:

12

HP:

16

Speed:

6

DX:

12

Will:

10

Move:

9 ground, 12 air (cannot hover)

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

10

Parry:

10

DR:

2* (only griffon parts)

    Long Spear (two-handed) (13): thrust 1d+2 impaling (KYOS: 2d-1 impaling), Reach 2, 3*.
    Sharp Claws (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting), Reach C-1.

    Traits: Appearance (Unattractive); Bad Temper (12); Callous; Combat Reflexes; Enhanced Move 1 (Air); Extra Legs (Four Legs); Feathers; Infravision; Lifting ST 4; Striking ST 4 (Lower Body); Uses gear for SM+0.
    Skills: Aerobatics-13; Brawling-14; Flight-13; Spear-13.
    Creature Type: Monstrous Humanoid.
    Notes: Size 3 hexes; Weight 500 lbs.


Tempest [Monster Manual II, page 193]

396 points
Attribute Modifiers: ST+32 (No Fine Manipulators, -40%; Size Modifier, -60%) [64]; DX-2 [-40]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+6; Will+2 [10]; Per+2 [10].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Unaging [15].
    Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].
    Whirlwind: Crushing Attack 7d (Aura, +80%; Double Knockback, +20%; Melee Attack, Reach C, -30%; No Wounding, -50%) [42].
    Burn: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6].
    Spell-Like Abilities (Alternative Abilities) [88]:
    Air Jet 3 [18/5=4] – GURPS Thaumatology: Sorcery, page 12;
    Stroke of Lightning 2 [20/5=4];
    Wall of Wind 1 [80].
Disadvantages: No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-30]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Features: No Legs (Aerial).
Notes: Height 60 ft., Weight 40 lb.
Creature Type: Elemental (Air, Earth, Fire, Water).

Knowing Your Own Strength [532]
Replace ST+32 (No Fine Manipulators, -40%; Size Modifier, -60%) [64] with ST+17 [170]
Add HP+15 [30]

Typical Stats

ST:

42 (KYOS: 27)

HP:

42

Speed:

5.25

DX:

8

Will:

11

Move:

10 air

IQ:

9

Per:

11

 

 

HT:

13

FP:

13

SM:

+6

Dodge:

8

Parry:

7 (unarmed)

DR:

20 (vs. fire)

    Punch (8): thrust 4d crushing (KYOS: 5d-2 crushing), Reach C-7.
    Whirlwind: Whenever the tempest touches anyone or is touched, roll 7d as crushing damage and determine knockback, doubling the distance; however, the victim suffers no actual damage from the effect – just the consequences of being thrown around. The tempest can switch this effect off.
    Burn: Intense flames permanently surround the tempest. These flames do 1d burning damage to anyone who touches it or who it touches.
    Spell-Like Abilities (Alternative Abilities):
    Air Jet 3 (14)
GURPS Thaumatology: Sorcery, page 12;
    Stroke of Lightning 2 (14);
    Wall of Wind 1 (14).


    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Unaging; Vulnerability (Cold, x2); Vulnerability (Vacuum and wind-based attacks, x2).
    Skills: Innate Attack (Beam)-14; Innate Attack (Gaze)-14.
    Notes: Height 60 ft., Weight 40 lb.
    Creature Type: Elemental (Air, Earth, Fire, Water).


Teratomorph [Monster Manual II, page 194]

609 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [42]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50].
Advantages: Amphibious [10]; Clinging [20]; Detect (Law; Magical, -10%; Reflexive, +40%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Magical, -10%; Slow, -25%) [26]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Magic Resistance 3 (Improved, +150%) [15]; Slippery 5 [10].
    Mutagenic Aura: Toxic Attack 5d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Radiation, Variant, +25%) [31].
    Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Portalwake: Affliction 1 (DX; Advantage, Portalwake, +3,100%; Affects Insubstantial, +20%; Always On, -10%; Area Effect, 16 yards, +200%; Aura, +80%; Based on DX, +20%; Bombardment, Skill 8, -20%; Cosmic, Irresistible Attack, +300%; Magical, -10%) [378]. Note: “Portalwake” is Jumper (Interplanar; Cosmic, No die roll required, +100%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Reliable +10, +50%) [310].
Disadvantages: Bestial [-10]; Blindness [-50]; Dependency (Applying at least 15 rads; Very Common; Weekly) [-10]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Perks: Illumination [1].  
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [877]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [42] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats

ST:

34

HP:

104

Speed:

5

DX:

8

Will:

0

Move:

5 ground, 5 water, 5 air, 2 climbing

IQ:

0

Per:

10

 

 

HT:

12

FP:

12

SM:

+5

Dodge:

8

Parry:

N/A

DR:

-

    Engulf: If the teratomorph starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the teratomorph, or partly stuck in the teratomorph and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the teratomorph has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical teratomorph can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The teratomorph can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
    Mutagenic Aura: The entropic energy that surges through a teratomorph’s shapeless body causes horrible transformations in living creatures that come into contact with it. Any creature that touches the teratomorph or that is touched by one takes 5d rads, ignoring DR. For these mutation, use the faerzress variant of radiation.
    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 15). 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 (10). 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 and attempt to engulf it.
    Portalwake: The presence of a teratomorph places tremendous strain on the borders between the planes, causing tears and rips to appear nearby. Each second, every creature within 16 yards of the teratomorph is “attacked” by the an appearing tear with an effective skill of 8 modified only for size. This attack can be dodged. If the creature is hit by the tear, it must roll against DX or be plane shifter to a random plane.

    Traits: Amphibious; Bestial; Blindness; Clinging; Dependency (Applying at least 15 rads; Very Common; Weekly); Detect (Law; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Magical; Slow); Hidebound; High Pain Threshold; Illumination; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Magic Resistance 3 (Improved); Mute; No Legs (Slithers); No Manipulators; Slippery 5.
    Notes: Size 13 hexes; Weight 18,000 lbs.
    Creature Type: Ooze.


Titanic Toad [Monster Manual II, page 218]

248 points
Attribute Modifiers: ST+90 (No Fine Manipulators, -40%; Size Modifier, -60%) [180]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-8 [-160]; HT+2 [20].
Secondary Characteristic Modifiers: SM+6; Will+8 [40]; Per+10 [50]; Basic Move-1 [-5].
Advantages: Amphibious [10]; DR 7 (Tough Skin, -40%) [21]; Doesn’t Breathe (Oxygen Storage, 200x, -20%) [16]; Extra Legs (Four Legs) [5]; Night Vision 5 [5]; Peripheral Vision [15].
    Extensible Tongue: Binding 40 (Jet, +0%; One-Shot, -10%; Retractable, Can release, +100%) [152].
Disadvantages: Cold-Blooded (50°) [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 3 [-30]; Wild Animal [-30].
Perks: Limited Camouflage (Swamp) [1]; Penetrating Voice [1].
Features: Born Biter 2.
Creature Type: Animal.

Knowing Your Own Strength [488]
Replace ST+90 (No Fine Manipulators, -40%; Size Modifier, -60%) [180] with ST+30 [300]
Add HP+60 [120]

Typical Stats

ST:

100 (KYOS: 40)

HP:

100

Speed:

5.75

DX:

11

Will:

10

Move:

4 ground, 4 water

IQ:

2

Per:

12

 

 

HT:

12

FP:

12

SM:

+6

Dodge:

8

Parry:

N/A

DR:

7* (tough skin)

    Bite (11): thrust 11d-1 crushing (KYOS: 8d-1 crushing), Reach C.
    Extensible Tongue (13): The titanic toad’s tongue functions as an ST 40 melee Binding (p. B40) that can grapple foes at Reach C-10 and pull them into the mouth.

    Traits: Amphibious; Born Biter 2; Cold-Blooded (50°); Doesn’t Breathe (Oxygen Storage, 200x); Extra Legs (Four Legs); Horizontal; Limited Camouflage (Swamp); Night Vision 5; No Fine Manipulators; Penetrating Voice; Peripheral Vision; Restricted Diet (Carnivore); Short Lifespan 3; Wild Animal.
    Skills: Innate Attack (Breath)-13; Survival (Swamp)-11.
    Creature Type: Animal.


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