Wednesday, 11 May 2022

Monsters: Miniatures Handbook Monsters

Monsters: Miniatures Handbook Monsters

Miniatures Handbook is an interesting splatbook for D&D 3.5. It introduces rules for mass combat and
skirmish warband combat with lots of interesting scenarios. It also has a chapter on random dungeon generator for playing without a DM. However, I have never heard anyone talk about these rules. People usually focus on the two new classes (that aren't very good), and the prestige classes (iirc, some of them enable incredibly cheesy builds). But I also like the monster chapter of that book. The introduction to the chapter describes the design principle - they wanted to design monsters that are easy to use, so most of them have only one special ability. And honestly, for D&D it's a good thing - you don't have to browse through the huge list of spell-like abilities and lots of special rules. And such monsters are also easy to convert - I already did convert some, so let's have another batch.
(P.S. I only now got that "ramadeen" is a ram paladin - it even has smite evil. I'm dense.)


Equiceph [Miniatures Handbook, page 61]

136 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; FP+3 [9]; Basic Move +2 [10].
Advantages: DR 2 (Tough Skin, -40%) [6]; Hooves [3]; Night Vision 5 [5].
Disadvantages: Bully (12) [-10]; Callous [-5]; Social Stigma (Savage) [-10]; Weak Bite [-2].
Notes: Size 4 hexes; Weight 1,100 lbs.
Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [136]
ST+15 (Size Modifier, -20%) [120] with ST+12 [120]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25 (KYOS: 22)

Speed:

5.25

DX:

10

Will:

10

Move:

7

IQ:

10

Per:

10

 

 

HT:

11

FP:

14

SM:

+2

Dodge:

8

Parry:

10

DR:

2* (tough skin)

    Punch (12): thrust 3d-1 crushing (KYOS: 4d crushing), Reach C-1.
    SM+2 Naginata swing (14): swing 6d cutting (KYOS: 5d+1 cutting), Reach 2-5*, Unbalanced.
    SM+2 Naginata thrust (14): thrust 5d-1 impaling (KYOS: 6d-1 impaling), Reach 2-5*.

    Traits: Bully (12); Callous; Hooves; Night Vision 5; Social Stigma (Savage); Weak Bite.
    Skills: Brawling-12; Intimidation-12; Polearm-14.
    Creature Type: Monstrous Humanoid.

 You are probably thinking – who the hell is a scaled stalker? – and I don’t blame you, as it is quite an obscure monster. It appeared in the Miniatures Handbook for D&D 3.5 and, as far as I know, never appeared anywhere else in any edition of D&D. Back in the day, I thought that the Miniatures Handbook is one of the weakest D&D supplements, but nowadays I have a different opinion and I will try to explain why later in the video.

So, what do we know about the scaled stalkers? Their entire entry takes up half a page, with the statblock taking up half of that half, leaving us with a few paragraphs of description. Scaled stalkers are large reptilian humanoids with thick, scaly hides, sharp spines, a spiked tail, and a penchant for mercenary work.
So, let’s start with the body. Scaled stalkers stand 10 to 11 feet tall and weigh 700 to 900 pounds. This indicates SM+2 and a racial ST bonus of +15, or +12 if you are using KYOS. They aren’t particularly dexterous, so let’s leave their DX at 10. They do look quite tough, so let’s give them HT+2. They move faster than normal humans, so let’s give them Basic Move +2.
They are said to possess a spiked tail, and even though the D&D statblock does not have a tail attack listed, I think it would be nice to include one in GURPS. Tail is a new body part, so let’s treat it as a Crushing Striker. Let’s make it long by giving it one level of the Long enhancement, and let’s also limit it to attacking rear and side hexes. GURPS Basic Set does not allow doing that, but GURPS Furries has Limited Arc, Side or rear as a -60% limitation. That book also has the Reversed Arc – a +0% enhancement that makes the Striker use reversed arcs of attack. The resulting Striker will be a 7-point advantage and will be a powerful weapon that can also use such techniques as Sweep.
The tail also is said to improve the balance. Should I give the scaled stalker Perfect Balance then? Many people believe that Perfect Balance is a bit overpriced, but did you know that there is a toned down version of this advantage in Pyramid #3-21? This advantage is called Excellent Balance and it costs 10 points. I really like this advantage, so let’s include it. Since it depends on the tail, let’s give it the Biological (Passive), -5% power modifier – if your tail gets crippled, you lose this advantage.
Now, about that thick scaly hide – it might seem simple at first, but there are some nuances. The description and the illustration mention horrible spines. The illustration seems to imply that the spines only cover the back. I suggest doing the following – let’s give the scaled stalker DR 4 with Directional, Front, -20% and Flexible, -20%, and then let’s give him DR 4 with Directional, Back, -40%, Flexible, -20%, and Can’t Wear Armor, -40%. Then, let’s also give him Long Spines with Directional, Back, -40% and Can’t Wear Armor, -40% - there is a precedent for that combination in GURPS Furries. This way, positioning and facing will be more important when fighting scaled stalkers – when approaching from the front, you have to deal with natural armor, forged armor, and the actual weapons, and when approaching from behind, you have to deal with natural armor, spines, and the tail, but not with forged armor. Finally, let’s also give them Nictitating Membrane 2 [2] and the Scales perk.
What else is left? It seems that they should have Peripheral Vision to help them attack with their tails. As for vision itself, the D&D version has Darkvision, but I believe that it is overused. Instead, let’s use a sensory advantage that I have never used before – Thermal Infrared Vision. This version of the Infravision advantage was introduced in GURPS Powers: Enhanced Senses, and that very same book has a premade ability that uses this advantage – Thermal Sense. This will make this creature more unique.
Now, what about the metabolism? Scaled stalkers are reptiles, so let’s give them Cold-Blooded. They are said to live in warm plains and deserts, so let’s give them Temperature Tolerance 2 (Hot). Nothing is said about their lifespan or diet, so I assume that they are omnivores with a normal human lifespan. They don’t seem to have very prominent claws or teeth on the picture, so I will not give them Sharp Teeth or Sharp Claws.

Now that the template is finished, we have a large, brutish creature that we can throw against the player characters. While in D&D, it had literally zero special abilities, in GURPS it becomes more complex, but still not overbearingly so, as many of the intricacies are unlikely to come up in the game.
What I like about the Miniatures Handbook and its monsters, is that the book clearly states its goal at the start of the monster chapter. Monsters in that book have only one or two striking special features that define the monster, but otherwise are simple. This makes them simple to use, but also makes it easier to combine different monsters together to create a memorable and fun encounter. Not every monster should be as complex and intricate as aboleths, beholders, or mind flayers, as the GM often needs to use something more simple – and that book has many such monsters. I wish it had more lore about the new monsters, however, as sometimes their descriptions make me want to know more. However, I believe that despite the lack of mechanical complexity, you can make scaled stalkers an interesting addition to your campaign setting. What is interesting, after all? Interesting things stimulate inference processes in your brain, and the short description of the scaled stalker does make you think about some stuff without actually providing any answers – it’s all up to you to decide.
The only thing that we know about their culture is that they live in tribal groups and often serve as mercenaries for evil armies and warbands. They wear forged plate armor and wield steel weapons, which seems to imply that they either possess relatively advanced metalwork knowledge or have somebody else forge equipment for them, because there are no other humanoid lizardmen of this size in D&D, especially with such physiological features as spines on the back – their gear cannot be looted gear, it has to be made specially for them.
Living in tribal groups implies a more primitive lifestyle, so they probably either work with other, more advanced civilizations that build larger settlements, or themselves are a remnant of an ancient civilization. What happened to them? Maybe player characters, being adventurers, can find old ruins that belonged to the forgotten civilization of the scaled stalkers.
By the way, “scaled stalker” sounds like a name given to these creatures by others, not by themselves. You probably should come up with their endonym. Also, why do they speak the Giant language instead of Draconic that is common among reptilian humanoids in D&D? Maybe in the past, their civilization had relations with a civilization of giants. Were they partners? For example, fire giants are known for their metalworking skill – they could’ve taught the scaled stalkers how to forge metal goods. Or were they enemies? Maybe the scaled stalker civilization was wiped out by the giants, and that’s why now they are merely a primitive remnant of their former glory, doing nothing but waging war with others because they are descendants of the surviving soldiers of the ancient times?
What I mean is that these so-called “lore hooks” can be expanded to integrate these creatures into the game world and make them something more than a generic big guy statblock, and I am sure that this way the game will be more enjoyable to both you and your players.

Scaled Stalker [Miniatures Handbook, page 68]

198 points
Attribute Modifiers: ST+15 (Size Modifier, -20%) [120]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; Basic Move +2 [10].
Advantages: DR 4 (Directional, Front, -20%; Flexible, -20%) [12]; DR 4 (Can’t Wear Armor, -40%; Directional, Back, -40%; Flexible, -20%) [4]; Excellent Balance (Biological (Passive), -5%) [10]; Long Spines (Can’t Wear Armor, -40%; Directional, Back, -40%) [1]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Striker (Tail; Crushing; Limited Arc, Side or rear, -60%; Long 1, +100%; Reversed Arc, +0%) [7]; Temperature Tolerance 2 (Hot) [2]; Thermal Infrared Vision (Biological (Passive), -5%; Short-Range 1, -10%) [9].
Disadvantages: Cold-Blooded (50°) [-5]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Notes: Size 4 hexes; Weight 900 lbs.
Creature Type: Monstrous Humanoid (Reptilian).

Knowing Your Own Strength [198]
ST+15 (Size Modifier, -20%) [120] with ST+12 [120]

Typical Stats

ST:

25 (KYOS: 22)

HP:

25 (KYOS: 22)

Speed:

5.5

DX:

10

Will:

10

Move:

7

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

11

Parry:

Block:

13

13 (medium heavy shield, DB 2)

DR:

4*, 5 (segmented heavy plate; torso)

    Punch (12): thrust 3d-1 crushing (KYOS: 4d crushing), Reach C-1.
    Tail Slap (12): thrust 3d+2 crushing (KYOS: 5d+1 crushing), Reach C-1, cannot parry. Can only stike rear and side hexes.
    SM+2 Longsword swing (14): swing 5d+2 cutting (KYOS: 5d-1 cutting), Reach 2-3.
    SM+2 Longsword thrust (14): thrust 4d impaling (KYOS: 5d impaling), Reach 2-5.

    Traits: Cold-Blooded (50°); Combat Reflexes; Excellent Balance (Biological (Passive)); Nictitating Membrane 2; Peripheral Vision; Scales; Social Stigma (Savage); Temperature Tolerance 2 (Hot); Thermal Infrared Vision (Biological (Passive); Short-Range 1).
    Skills: Brawling-12; Broadsword-14; Intimidation-12; Shield-14.
    Creature Type: Monstrous Humanoid (Reptilian).

Ramadeen [Miniatures Handbook, page 67]

120 points
Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Basic Move +2 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; DR 2 (Skull Only, -70%) [3]; Hooves [3]; Infravision [10]; Unaging [15].
    Smite Evil: Crushing Attack 2d (Accessibility, Only against unholy beings, -50%; Costs Fatigue, 2 FP, -10%; Follow-Up, Universal, +50%; Magical, -10%) [8].
Disadvantages: Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Anarchic Weapons, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Fur [1].
Creature Type: Outsider (Good, Lawful).

Knowing Your Own Strength [110]
Replace ST+8 (Size Modifier, -10%) [72] with ST+6 [60]
Add HP+1 [2]

Typical Stats

ST:

18 (KYOS: 16)

HP:

18 (KYOS: 17)

Speed:

5.5

DX:

10

Will:

11

Move:

7

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

10

Parry:

Block:

12U

12 (medium heavy shield, DB 2)

DR:

1* (tough skin), 4 (skull)

    SM+1 Large Falchion swing (14): swing 4d-1 cutting (KYOS: 3d+1 cutting), Reach 1.
    SM+1 Large Falchion thrust (14): thrust 1d+2 impaling (KYOS: 2d impaling), Reach 1.
    Punch (12): thrust 1d+2 crushing (KYOS: 2d+1 crushing), Reach C-1.
    Smite Evil: By paying 2 FP, a ramadeen can declare a smiting attack against an unholy being. If the attack hits, it deals additional 2d follow-up crushing damage.

    Traits: Fur; Hooves; Infravision; Pacifism (Cannot Harm Innocents); Unaging; Vulnerability (Anarchic Weapons, x2); Vulnerability (Unholy Weapons, x2).
    Skills: Brawling-12; Broadsword-14; Intimidation-14; Shield-14.
    Creature Type: Outsider (Good, Lawful).
    Notes: Weight 700 lbs.

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