Monsters: Obyriths II
Draudnu [Monster Manual V, page 24]
Attribute Modifiers: ST+2 (No Fine Manipulators, -40%) [12]; DX+4 (No Fine Manipulators, -40%) [48]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Move+2 [10].
Advantages: Ambidextrous [5]; Doesn’t Eat or Drink [10]; Extra Arm 1 [10]; Extra Attack 1 [25]; Extra Legs (Three Legs) [5]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Magic Resistance 1 (Improved, +150%) [5]; Perfect Balance [15]; Regeneration (Fast) [50]; Sharp Claws [5]; Super Jump 1 [10]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Acid Blood: Corrosion Attack 1d-1 (Always On, -40%; Aura, +80%; Blood Agent, Reversed, -40%; Melee Attack, Reach C, -30%) [5].
Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
Flesh Hooks: Binding 12 (Accessibility, Only next to a wall or floor, -10%; Follow-Up, Sharp Claws, +0%) [22].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bloodlust (9) [-15]; Intolerance (Non-obyriths) [-10]; Low Empathy [-20]; No Fine Manipulators [-30]; No Sense of Humor [-10]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Knowing Your Own Strength [442] |
Typical Stats
ST: |
12 |
HP: |
12 |
Speed: |
6.5 |
DX: |
14 |
Will: |
10 |
Move: |
8 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
20 (vs. acid) |
Acid Blood: A draudu seeps acid if he suffers any cutting, impaling, or piercing injury. It bleeds on the weapon that wounded it – or its foe, if attacked with Claws, Teeth, etc. Until it stops bleeding (see Bleeding, p. B420), the acidic blood drips on everything nearby. This works like any other Aura, and the demon can deliberately attack others by flicking its blood around. Blood deals 1d-1 corrosion damage.
Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
Traits: Ambidextrous; Anarchic Touch; Appearance (Horrific; Universal); Bloodlust (9); Doesn’t Eat or Drink; Extra Arm 1; Extra Attack 1; Extra Legs (Three Legs); Immunity to Mind Control; Immunity to Noxious Acidic Effects; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Internal Sealed (Acid-Resistant Only); Intolerance (Non-obyriths); Low Empathy; Magic Resistance 1 (Improved); No Fine Manipulators; No Sense of Humor; Perfect Balance; Regeneration (Fast); Sealed (Acid-Resistant Only); Social Stigma (Mosnter); Super Jump 1; Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
Skills: Brawling-16; Jumping-15.
Creature Type: Outsider (Chaotic, Evil, Obyrith).
Golothoma [Elder Evils, page 118]
Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+6 [30].
Advantages: Ambidextrous [5]; Amphibious [10]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink [10]; Double-Jointed [15]; Extra Arms 3 (Extra-Flexible, +50%) [45]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Magic Resistance 2 (Improved, +150%) [10]; Nictitating Membrane 2 [2]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Talons [8]; Telesend (Magical, -10%; Universal, +50%) [42]; Tunneling (Move 4) [50]; Unaging [15].
Acidic Tail [13]: Corrosion Attack 1d (Follow-Up, Striker, +0%) [10] + Striker (Crushing; Cannot Parry, -40%) [3].
Dimensional Reach: Injury Tolerance (Independent Body Parts; Cosmic, Four-dimensional, +50%; Cosmic, Voluntary, +50%; Instant Reattachment, +50%; Magical, ‑10%) [84].
Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
Ravenous Shadow: Toxic Attack 1d-1 (Always On, -10%; Area Effect, 2 yards, +50%; Aura, +80%; Bombardment, Skill 12, -10%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [15].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bloodlust (12) [-10]; Callous [-5]; Gluttony (9) [-7]; No Fine Manipulators [-30]; No Mouth [-4]; Odious Racial Habit (Eats sapient beings) [-15]; One Eye [-15]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Creature Type: Outsider (Chaotic, Evil, Obyrith).
Knowing Your Own Strength [696] |
Typical Stats
ST: |
34 (KYOS: 24) |
HP: |
34 |
Speed: |
6.25 |
DX: |
13 |
Will: |
12 |
Move: |
6 ground, 6 water, 4 tunneling |
IQ: |
6 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+3 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
3* (tough skin) |
Acidic Tail: thrust 5d+1 crushing (KYOS: 6d+1 crushing) + follow-up 1d corrosion, Reach C-2. Cannot parry.
Dimensional Reach: A golothoma can project a talon to a distant location through an extra dimension. The talon can be used to grapple, strike, provided the weight of anything picked up doesn’t exceed 2xBL. The golothoma can even pull objects back through the extra dimension! In combat, this lets it attack a foe from behind. If working at a distance, apply the appropriate range modifier. The golothoma can place its talons in locations it can’t see, but at ‑5 to skill rolls for working by touch or ‑6 to attack rolls.
Ravenous Shadow: A golothoma has no mouth. It feeds by absorbing flesh through its writhing shadow. Any creature within 2 yards of it is attacked by its shadow every second with an effective skill 12 modified for target size only. It the attack hits, the target takes 1d-1 toxic damage, ignoring DR. A golothoma’s shadow exists despite the surrounding lighting.
Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
Traits: Ambidextrous; Amphibious; Anarchic Touch; Appearance (Horrific; Universal); Bloodlust (12); Callous; Doesn’t Breathe (Gills); Doesn’t Eat or Drink; Double-Jointed; Extra Arms 3 (Extra-Flexible); Extra Attack 1; Extra-Flexible Arms; Gluttony (9); Immunity to Mind Control; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Magic Resistance 2 (Improved); Nictitating Membrane 2; No Legs (Slithers); No Mouth; Odious Racial Habit (Eat sapient beings); One Eye; Regeneration (Fast); See Invisible (Magical; Magical; True Sight); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
Skills: Brawling-15; Jumping-15.
Creature Type: Outsider (Chaotic, Evil, Obyrith).
Uzollru [Dragon Magazine #349, page 41]
Secondary Characteristic Modifiers: SM+7; Will+5 [25]; Per+5 [25]; Basic Move +2 [10].
Advantages: Amphibious (Accessibility, Only skill penalties, -50%) [5]; DR 10 [50]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink [10]; Double-Jointed [15]; Extra-Flexible Arms [10]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Magic Resistance 3 (Improved, +150%) [15]; Nictitating Membrane 4 [4]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Energy Drain: Leech 3 (Accelerated Healing, +25%; Accessibility, Only with tentacles, -10%; Magical, -10%) [35].
Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
Pincers [38]: Extra Arms 2 [20] + Extra Mouth 2 (Accessibility, Only to opt for a free grapple on a pincer hit, -60%; Link, +10%) [5] + Natural Weapon (Pincer; Cutting; Link, Extra Mouth, +10%) [8] + Good Grip 1 [5].
Stunning Gaze: Affliction 1 (Will; Based on Will, +20%; Cone 15, +200%; Malediction 2, +150%; Magical, -10%; Selective Area, +20%; Vision-Based, -20%) [46].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bad Temper (12) [-10]; Bloodlust (12) [-10]; Callous [-5]; Gluttony (9) [-7]; Horizontal [-10]; No Fine Manipulators [-30]; No Mouth [-4]; Odious Racial Habit (Eats sapient beings) [-15]; Short Arms [-10]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10]; Weak Arms (1/4 ST) [-10].
Creature Type: Outsider (Chaotic, Evil, Obyrith).
Knowing Your Own Strength [874] |
Typical Stats
ST: |
90 (KYOS: 38) |
HP: |
90 |
Speed: |
5.55 |
DX: |
10 |
Will: |
12 |
Move: |
2 ground, 7 water |
IQ: |
7 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+7 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
10; 20 (vs. cold) |
Energy Drain: While grappling with the face tentacles, the uzollru can drain 3 HP per second from the victim, while healing 1 HP per each stolen HP.
Pincers (12): thrust 12d+2 cutting (KYOS: 9d+1 cutting), Reach C-10. The uzollru can either nip and let go or hold on and grapple the victim in addition to injuring him. Either is an attack that takes full hit location penalties – not halved for grappling. Treat this attack as a bite for these purposes (see Teeth on page 115 of GURPS Martial Arts for details). The pincers give +2 with tasks that require a firm grip (including climbing).
Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
Stunning Gaze (12): An uzollru’s stunning gaze spreads out in a cone 15 yards long and 15 yards wide at the end. It can select who is affected; potential victims must be looking at it. For every target, there is a Quick Contest between the uzollru’s Will (minus a range penalty taken from the Speed/Range Table) and each target’s Will. If the uzollru wins, the target is mentally stunned and can roll against Will to recover normally on the next turn. Someone looking at a reflection of an uzollru is not affected by its gaze. Fighting while looking in a mirror is at a -5 penalty; attacks made with closed eyes are at -10.
Traits: Amphibious (Accessibility, Only skill penalties); Anarchic Touch; Appearance (Horrific; Universal); Bad Temper (12); Bloodlust (12); Callous; Doesn’t Breathe (Gills); Doesn’t Eat or Drink; Double-Jointed; Extra-Flexible Arms; Gluttony (9); Horizontal; Immunity to Mind Control; Immunity to Noxious Cold Effects; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Magic Resistance 3 (Improved); Nictitating Membrane 4; No Legs (Semi-Aquatic); No Mouth; Odious Racial Habit (Eats sapient beings); Regeneration (Fast); See Invisible (Magical; Magical; True Sight); Short Arms; Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2); Weak Arms (1/4 ST).
Skills: Brawling-12; Innate Attack (Gaze)-12; Survival (Open Ocean)-14.
Creature Type: Outsider (Chaotic, Evil, Obyrith).
Verakia [Dragon Magazine #357, page 31]
Secondary Characteristic Modifiers: SM+4; Will+5 [25]; Per+5 [25]; Basic Move +2 [10].
Advantages: Amphibious [10]; DR 6 [30]; DR 5 (Outer Layer; Partial, Skull, -70%) [8]; Doesn’t Eat or Drink [10]; Enhanced Move 0.5 (Ground) [10]; Extra Attack 1 [25]; Extra Legs (Four Legs) [5]; Fangs [2]; Immunity to Mind Control [30]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Magic Resistance 2 (Improved, +150%) [10]; Nictitating Membrane 3 [3]; Regeneration (Fast) [50]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Telesend (Magical, -10%; Universal, +50%) [42]; Terrain Adaptation (Undergrowth) [5]; Unaging [15].
Breathe Unholy Fire: Burning Attack 5d (Cone, 5 yards, +100%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Symptoms, 1/3 HP, Low Empathy, +60%; Takes Recharge, 5 seconds, -10%) [54].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Form of Madness: Terror (-7) (Confusion; Accessibility, Not on chaotic evil outsiders, -5%; Always On, -20%; Area Effect, 20 yards, +50%; Magical, -10%; Presence, +25%) [140].
Horns [8]: 2 x Natural Weapon (Impaling; Cannot Parry, -40%; Link, +10%; Single, -20%) [4].
Tail Slap: Striker (Crushing; Cannot Parry, -40%) [3].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bad Temper (12) [-10]; Bloodlust (12) [-10]; Callous [-5]; Gluttony (9) [-7]; Horizontal [-10]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Knowing Your Own Strength [691] |
Typical Stats
ST: |
55 (KYOS: 33) |
HP: |
55 |
Speed: |
6 |
DX: |
10 |
Will: |
12 |
Move: |
8 ground, 8 water |
IQ: |
7 |
Per: |
12 |
|
|
HT: |
14 |
FP: |
14 |
SM: |
+4 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
6; 11 (skull); 20 (vs. fire); 5 (vs. acid, cold,
electricity) |
Sharp Claws (16): thrust 7d+1 cutting (KYOS: 8d-1 cutting), Reach C-3.
Horns (16): thrust 7d+1 impaling (KYOS: 8d impaling), Reach C-3. The verakia 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 verakia loses one horn, it may still attack with the other.
Tail Slap (16): thrust 9d+1 crushing (KYOS: 10d-1 crushing), Reach C-3. Cannot parry.
Breathe Unholy Fire (14): 5d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Those who lose at least 1/3 of their HP to this attack become emotionally scarred, gaining the Low Empathy disadvantage (p. B142) until they heal above this threshold.
Form of Madness: Obyriths appear in forms so noxious and horrific that those within 20 yards of an obyrith are subject to madness regardless of whether they can see or hear it. Each such creature must roll a Fright Check at a -7 penalty using the Confusion table (GURPS Powers, p. 85). If a victim succeeds at his Fright Check, he will be unaffected by the obyrith’s form of madness for one hour. This ability cannot affect chaotic evil outsiders, and cannot be turned off.
Traits: Amphibious; Anarchic Touch; Appearance (Horrific; Universal); Bad Temper (12); Bloodlust (12); Callous; Doesn’t Eat or Drink; Enhanced Move 0.5 (Ground); Extra Attack 1; Extra Legs (Four Legs); Gluttony (9); Immunity to Mind Control; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Injury Tolerance (No Neck); Magic Resistance 2 (Improved); Nictitating Membrane 3; Odious Racial Habit (Eats sapient beings); Regeneration (Fast); Sadism (12); Scales; See Invisible (Magical; Magical; True Sight); Social Stigma (Monster); Telesend (Magical; Universal); Terrain Adaptation (Undergrowth); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2).
Skills: Brawling-16; Innate Attack (Breath)-14; Survival (Jungle)-14.
Creature Type: Outsider (Chaotic, Evil, Obyrith).
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ReplyDeleteI am running a fantasy themed campaign and I have a lot of trouble designing monsters, you're helping me a lot.
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