Friday, 10 June 2022

Monsters: Might and Magic Beholders

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

135 points
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:

-

    Sharp Teeth (10): thrust 1d-3 cutting, Reach C.
    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

197 points
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)

    Sharp Teeth (11): thrust 1d-3 cutting, Reach C.
    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

255 points
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)

    Sharp Teeth (12): thrust 1d-3 cutting, Reach C.
    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.
Full Cost: 31 points.
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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