Thursday, 24 March 2022

Monsters: Assorted Demons

Monsters: Assorted Demons

I'm not done with the demons yet. Aside from the ones in Monster Manual V and all the various Dragon/Dungeon Magazines, there's three that I've missed - the uridezu, the ghour, and the artaaglith.


Artaaglith [Ghostwalk, page 157]

223 points
Attribute Modifiers: ST+2 [20]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: Per-1 [-5].
Advantages: Doesn’t Eat or Drink [10]; Hooves [3]; DR 1 (Tough Skin, -40%) [3]; DR 4 (Inner Layer; Partial, Skull, -70%) [6]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Peripheral Vision [15]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Horns: Natural Weapon (Crushing; Cannot Parry, -40%) [3].
    Spell-Like Abilities (Alternative Abilities) [49]:
    Lesser Zombie [9/5=2];
    Turn Zombie 1 [47] – see GURPS Thaumatology: Sorcery, page 22.
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Bloodlust (12) [-10]; Callous [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Fur [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

10

Will:

11

Move:

5

IQ:

11

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

9U

DR:

1* (tough skin); 6 (skull); 20 (vs. electricity)

    Morningstar (12): swing 2d+1 crushing, Reach 1. Attempts to parry flails are at -4; fencing weapons (“F” parry) can’t parry at all! Attempts to block such weapons are at -2.
    Punch (12): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
    Gore (12): thrust 1d crushing (KYOS: 1d+1 crushing), Reach C. Cannot parry.
    Spell-Like Abilities (Alternative Abilities):
    Lesser Zombie;
    Turn Zombie 1 (12)
– see GURPS Thaumatology: Sorcery, page 22.

    Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (12); Bloodlust (12); Callous; Doesn’t Eat or Drink; Fur; Hooves; Immunity to Electrical Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 1 (Improved); Peripheral Vision; Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-12; Expert Skill (Thanatology)-12; Flail-12; Innate Attack (Gaze)-12.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).


Ghour [Monsters of Faerun, page 33]

509 points
Attribute Modifiers: ST+33 (Size Modifier, -30%) [231]; DX-1 [-20]; IQ+1 [20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; Basic Move +2 [10].
Advantages: Discriminatory Smell [15]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Eat or Drink [10]; Fangs [2]; Hooves [3]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Roar: Terror (-2) (Hearing; Magical, -10%) [45].
    Horns [8]: 2 x Natural Weapon (Impaling; Cannot Parry, -40%; Link, +10%; Single, -20%) [4].
    Poison Breath: Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Magical, -10%; Persistent, +40%; Resistible, HT-4, -10%; Respiratory Agent, +50%; Takes Recharge, 5 seconds, -10%) [10].
    Spell-Like Abilities (Alternative Abilities) [47]:
    Blackout 1 [36];
    Chaos Hammer 2 [16/5=4];
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, p. 19;
    Seek Good [21/5=5].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Bloodlust (12) [-10]; Callous [-5]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Fur [1]; Unholy Touch [1].
Notes: Size 7 hexes; Weight 10,000 lbs.
Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [521]
Replace ST+33 (Size Modifier, -30%) [231] with ST+22 [220]
Add HP+11 [22]

Typical Stats

ST:

43 (KYOS: 32)

HP:

43

Speed:

5.5

DX:

9

Will:

11

Move:

7

IQ:

11

Per:

11

 

 

HT:

13

FP:

13

SM:

+3

Dodge:

8

Parry:

9 (unarmed)

DR:

3* (tough skin); 20 (vs. electricity)

    Gore (12): thrust 5d+1 impaling (KYOS: 7d+2 impaling), Reach C-2. The ghour 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 ghour loses one horn, it may still attack with the other.
    Punch (12): thrust 5d crushing (KYOS: 7d+1 crushing), Reach C-2.
    Fangs (12): thrust 5d impaling (KYOS: 7d+1 impaling), Reach C.
    Roar: When a creature hears the roar of a ghour, it must roll a Fright Check at a -2 penalty. 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 ghour can spew a 2-yard-radius cloud of 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. This ability has a 5-second recharge period.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (12);
    Chaos Hammer 2 (12);
    Detect Magic (11)
– see GURPS Thaumatology: Sorcery, p. 19;
    Seek Good (11).

    Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (12); Bloodlust (12); Callous; Discriminatory Smell; Doesn’t Eat or Drink; Fur; Hooves; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Brawling-12; Innate Attack (Breath)-12; Innate Attack (Gaze)-10; Innate Attack (Projectile)-12.
    Creature Type: Outsider (Chaotic, Evil).
    Notes: Size 7 hexes; Weight 10,000 lbs.


Uridezu [Manual of the Planes, page 165]

237 points
Attribute Modifiers: DX+2 [40]; IQ-1 [-20].
Secondary Characteristic Modifiers: Per+1 [5]; Basic Move +1 [5].
Advantages: Animal Empathy (Specialized, Rats, -60%) [2]; Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Paralysis Bite: Affliction 1 (HT; Follow-Up, Claws, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22].
    Whip Tail: Natural Weapon (Crushing; Armor Divisor, (0.5), -30%; Disarming, +20%; Extra Reach, C-2, +100%; Flexible, +30%; Light 4, -20%; Poor Defense, -20%; Reduced Damage, -2 per die, -60%; Single, -10%; Swing-Capable, +20%; Unbalanced, -30%) [5].
    Spell-Like Abilities (Alternative Abilities) [41]:
    Blackout 1 [36];
    Seek Good [21/5=5].
Disadvantages: Appearance (Ugly) [-8]; Callous [-5]; Cowardice (12) [-10]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Typical Stats

ST:

10

HP:

10

Speed:

5.5

DX:

12

Will:

9

Move:

6

IQ:

9

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10 (unarmed)

DR:

20 (vs. electricity); 5 (vs. acid, cold, fire)

    Paralysis Bite (14): thrust 1d-2 cutting + follow-up paralysis (resisted by HT; margin of failure seconds, then physical stun), Reach C.
    Sharp Claws (14): thrust 1d-2 cutting, Reach C.
    Whip Tail (14): The urizedu has a whip-like tail that it can use to attack enemies. This tail deals swing crushing damage at -2 per die with an armor divisor of (0.5) (swing 1d-1(0.5) crushing for this statblock), Reach C-2. This swinging attack is unbalanced – the uridezu cannot use it to parry if it has already used it to attack this turn (or vice versa), and parries with the tail are at -2. The tail favors disarming, giving the uridezu a +2 on disarming attempts. The tail has DR 0 and effective weight 0.6 lbs. This attack uses the Whip skill.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (12);
    Seek Good (10).

    Traits: Anarchic Touch; Animal Empathy (Specialized, Rats); Appearanec (Ugly); Callous; Cowardice (12); Discriminatory Smell; Doesn’t Eat or Drink; Immunity to Electrical Conduction; Immunity to Noxious Electric Effects; Immunity to Poison; Infravision; Magic Resistance 1 (Improved); Peripheral Vision; Selfish (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Innate Attack (Gaze)-12; Stealth-15; Urban Survival-13; Whip-14.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

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