Monsters: Might and Magic Beholders
What I like about GURPS is that now I can not only grab D&D monsters, but also adapt monsters from other sources (of course, you can do that in D&D too, but it's much more difficult). So, let's convert beholders from Might and Magic VII. Those come in three varieties - floating eyes, gazers, and evil eyes. They differ from the D&D beholders in that they have electrical tentacles and different eye ray effects. They also look like brains, do not have anti-magic cones, and have fewer eyes. I also decided to make their movement different - their flight is powered by magic but has limited ceiling. In no-mana areas, they can slowly pull their bodies along the ground with their tentacles. And you know, I can see them as an offshoot of the D&D beholder race, coexisting with them in the same setting.
Floating Eye
Attribute Modifiers: IQ+1 [20].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10]; Basic Move -4 [-20].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; Enhanced Tracking 2 [10]; Extra-Flexible Arms [10]; Flight (Low Ceiling, 30-foot ceiling, -10%; Magical, -10%) [32]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (No Head, No Neck, No Vitals) [17]; Reduced Consumption 3 [6]; Sharp Teeth [1].
Electrical Tentacles: Burning Attack 1d (Link, Tentacle Slap, +10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [9].
Eye Rays [30]:
Eye Ray: Sleep [26];
Laser Eyes 1 [4].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Callous [-5]; No Fine Manipulators [-30]; Sadism (12) [-15]; Social Stigma (Mosnter) [-15].
Features: No Legs (Slithers).
Creature Type: Aberration.
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
13 |
Move: |
1 ground, 10 air |
IQ: |
11 |
Per: |
13 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
- |
Electrical Tentacle: thrust 1d-3 crushing plus follow-up 1d burning surge, Reach C. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Eye Rays:
Eye Ray: Sleep (14);
Laser Eyes 1 (14).
Traits: 360° Vision (Easy to Hit); Appearance (Monstrous; Universal); Callous; Enhanced Tracking 2; Extra-Flexible Arms; Flight (Low Ceiling, 30-foot ceiling; Magical); Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Head, No Neck, No Vitals); No Fine Manipulators; No Legs (Slithers); Reduced Consumption 3; Sadism (12); Social Stigma (Monster).
Skills: Innate Attack (Gaze)-14.
Creature Type: Aberration.
Gazer
Attribute Modifiers: DX+1 (No Fine Manipulators, -40%) [12]; IQ+2 [40].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10]; Basic Speed +0.75 [15]; Basic Move -5 [-25].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; Enhanced Tracking 2 [10]; Extra-Flexible Arms [10]; Flight (Low Ceiling, 30-foot ceiling, -10%; Magical, -10%) [32]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (No Head, No Neck, No Vitals) [17]; Reduced Consumption 3 [6]; Sharp Teeth [1].
Electrical Tentacles: Burning Attack 1d (Link, Tentacle Slap, +10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [9].
Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13].
Eye Rays [37]:
Eye Ray: Fear [29];
Laser Eyes 2 [8].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Callous [-5]; No Fine Manipulators [-30]; Sadism (12) [-15]; Social Stigma (Mosnter) [-15].
Features: No Legs (Slithers).
Creature Type: Aberration.
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
6 |
DX: |
11 |
Will: |
14 |
Move: |
1 ground, 12 air |
IQ: |
12 |
Per: |
14 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
8 (unarmed) |
DR: |
5 (vs. fire) |
Electrical Tentacle: thrust 1d-3 crushing plus follow-up 1d burning surge, Reach C. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Eye Rays:
Eye Ray: Fear (15);
Laser Eyes 2 (15).
Traits: 360° Vision (Easy to Hit); Appearance (Monstrous; Universal); Callous; Enhanced Tracking 2; Extra-Flexible Arms; Flight (Low Ceiling, 30-foot ceiling; Magical); Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Head, No Neck, No Vitals); No Fine Manipulators; No Legs (Slithers); Reduced Consumption 3; Sadism (12); Social Stigma (Monster).
Skills: Innate Attack (Gaze)-15.
Creature Type: Aberration.
Evil Eye
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ+3 [60].
Secondary Characteristic Modifiers: Will+2 [10]; Per+2 [10]; Basic Speed +0.5 [10]; Basic Move -5 [-25].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; Enhanced Tracking 2 [10]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; Flight (Low Ceiling, 30-foot ceiling, -10%; Magical, -10%) [32]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance (No Head, No Neck, No Vitals) [17]; Reduced Consumption 3 [6]; Sharp Teeth [1].
Electrical Tentacles: Burning Attack 1d (Link, Tentacle Slap, +10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [9].
Electricity Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [13].
Eye Rays [43]:
Eye Ray: Insanity [31];
Laser Eyes 3 [12].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Callous [-5]; No Fine Manipulators [-30]; Sadism (12) [-15]; Social Stigma (Mosnter) [-15].
Features: No Legs (Slithers).
Creature Type: Aberration.
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
6 |
DX: |
12 |
Will: |
15 |
Move: |
1 ground, 12 air |
IQ: |
13 |
Per: |
15 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
9 (unarmed) |
DR: |
5 (vs. electricity) |
Electrical Tentacle: thrust 1d-3 crushing plus follow-up 1d burning surge, Reach C. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Eye Rays:
Eye Ray: Insanity (17);
Laser Eyes 3 (17).
Traits: 360° Vision (Easy to Hit); Appearance (Monstrous; Universal); Callous; Enhanced Tracking 2; Extra-Flexible Arms; Extra Attack 1; Flight (Low Ceiling, 30-foot ceiling; Magical); Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Head, No Neck, No Vitals); No Fine Manipulators; No Legs (Slithers); Reduced Consumption 3; Sadism (12); Social Stigma (Monster).
Skills: Innate Attack (Gaze)-17.
Creature Type: Aberration.
NEW SORCERY SPELL
Eye Ray: Insanity
Keywords: Missile, Obvious.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Permanent.
The caster fires a white eye ray that makes the subject permanently insane, if he fails to resist with a (Will+DR) roll. The subject gains Phantom Voices (Annoying) (p. B148) and Berserk (6) with the Battle Rage enhancement (p. B124).
Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Berserk (6), Battle Rage, +30%; Disadvantage, Phantom Voices (Annoying), +5%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Sorcery, ‑15%) [31].
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