Thursday, 3 March 2022

Lens/Monster: Sepulchral Thief

Lens/Monster: Sepulchral Thief

The sepulchral thief is the roguish counterpart of the lich. Should be used as a lens. And this is it - Cityscape monsters are done.


Sepulchral Thief [Cityscape, page 133]

458 points
Attribute Modifiers: DX+1 [20].
Secondary Characteristics Modifiers: HP+3 [6].
Advantages: Dark Vision (Color Vision, +20%) [30]; 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 (No Blood, No Vitals, Unliving) [30]; Resistant to Turning (+3) [1]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Elemental Resistance (C,E) [45]: DR 20 (Limited, Cold, Electricity, -35%; Tough Skin, -40%) [25] + Immunity to Electrical Conduction [5] + Immunity to Noxious Cold and Electrical Effects [15].
    Energy Drain: Leech 3 (Accelerated Healing, +25%; Magical, -10%) [38].
    Obscuring Aura [29]: Obscure 2 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Extended, Infravision, +20%; Magical, -10%; Stealthy, +100%) [15] + Obscure 2 (Hearing; Area Effect, 8 yards, +100%; Defensive, +50%; Magical, -10%; Stealthy, +100%) [14].
    Reanimation: Unkillable 3 (Requires an item, -10%) [135].
    Shadow Jump: Warp (Accessibility, Only to other shadows, -20%; Extra Carrying Capacity, Medium, +20%; Magical, -10%; No Strain, +25%; Range Limit, 10 yards, -50%; Requires Concentrate, -15%; Special Portal, Shadow, -20%; Vision-Based, Reversed, -20%) [20].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Magic Touch [1].
Quirks: Cannot Float [-1]; Sexless [-1].
Features: Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats

ST:

12

HP:

15

Speed:

6.5

DX:

14

Will:

12

Move:

6

IQ:

12

Per:

12

 

 

HT:

12

FP:

-

SM:

+0

Dodge:

9

Parry:

12

DR:

20 (vs. cold and electricity)

    Fine Shortsword (16): swing 2d-1 cutting, Reach 1 or thrust 1d impaling (KYOS: 1d+1 impaling), Reach 1.
    Energy Drain: While maintaining ongoing contact (grappling, for example), the sepulchral thief can drain 3 HP per second from the victim, while healing 1 HP per each stolen HP.
    Obscuring Aura: Everyone within 2 yards of the sepulchral thief takes a -2 to Hearing and Vision rolls, including Infravision.
    Reanimation: The greed and malevolence that animate the sepulchral thief cannot be dispersed through mere physical destruction. When the sepulchral thief reaches -10xHP, its life force immediately inhabits the single most valuable item it has on its possession (often but not always a weapon). After this apparent death, the sepulchral thief falls unconscious and heals normally. Once it is at full HP, its fully intact body coalesces at its item’s location. If the item is destroyed or cleansed before the reanimation, the sepulchral thief is destroyed forever. Note that this is not a magical ability – a sepulchral thief will still return to unlife even in a no-mana zone.
    Shadow Jump: The sepulchral thief can jump between the shadows as per the Shadow Jump spell, but without paying its casting cost.

    Traits: Appearance (Monstrous; Universal); Cannot Float; Dark Vision (Color Vision); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold and Electrical Effects; Injury Tolerance (No Blood, No Vitals, Unliving); Magic Touch; No Sense of Smell/Taste; Resistant to Turning (+3); Sexless; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Vacuum Support; Vulnerability (Holy Weapons, x2).
    Skills: Climbing-16; Observation-16; Shadowing-16; Shortsword-16; Stealth-18.
    Creature Type: Undead.

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