Monster: Deepspawn
The deepspawn is one of my favorite Forgotten Realms monsters. This is the type of a creature that you can build an entire campaign around as it really defines the ecology around it. Its ability to spawn other beings is not something you should be building in GURPS, but I did it just to show you that it is indeed possible.
Deepspawn [Lost Empires of Faerun, page 166]
Attribute Modifiers: ST+50 (Size Modifier, -40%) [300]; DX+1 [20]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+4; Basic Move +1 [5]; Will+1 [5]; Basic Move -2 [-10].
Advantages: 360° Vision [25]; Amphibious [10]; Constriction Attack [15]; DR 4 (Tough Skin, -40%) [12]; Extended Lifespan 2 [4]; Extra Arms 4 (Extra-Flexible, +50%; Foot Manipulators, -30%; Long 2, +200%; Weak, ½ ST, -25%) [118]; Extra Attack 2 [50]; Extra-Flexible Long (+2 SM) Weak (1/2 ST) Foot Manipulators 2 [39]; Extra Legs (Six Legs; Cannot Kick, ‑50%) [5]; Extra Mouth 2 [10]; Immunity to Poison [15]; Infravision [10]; Injury Tolerance (No Head, No Neck, No Vitals) [17]; Magic Resistance 3 (Improved, +150%) [15]; Regrowth [40]; Sharp Teeth [1].
Spawn [72]: Ally (Living Beings from the Material Plane; Built on 100%; Accessibility, Must have consumed an identical creature, -20%; Constantly; Adjustable, +150%; Conjured, +100%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Nuisance Effect, Can only be used with Impulse Points, -15%; Special Abilities, +50%) [56] + Impulse Points 8 (Game Time, +0%; Triply Aspected, Changing the world, Allies, -60%) [16].
Spell-Like Abilities (Alternative Abilities) [28]:
Mind-Reading [26];
Personal Breathe Water [7/5=2].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Weak Bite [-2].
Features: Three arms have hands sized for SM+0; Three arms have mouths.
Creature Type: Aberration.
Knowing Your Own Strength [837] |
Typical Stats
ST: |
60 (KYOS: 36) |
HP: |
60 |
Speed: |
6 |
DX: |
11 |
Will: |
14 |
Move: |
4 ground, 4 water |
IQ: |
13 |
Per: |
13 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+4 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
4* (tough skin) |
Tentacle (15): Three of the deepspawn’s tentacles are designed to manipulate objects as SM+0 hands. Tentacles deal thrust 3d+2 crushing (KYOS: 3d-1 crushing), Reach C-7. These tentacles usually are used to wield weapons or grapple and constrict. They have effective strength for the purpose of striking and grappling of 30 (KYOS: 18).
Spawn: A deepspawn is usually encountered with one to three of its spawn. Spawn are fanatically loyal to the deepspawn that spawned them and willingly fight to the death to defend it. A deepspawn can spawn only creatures identical to those it has physically consumed. Each spawn possesses even the learned abilities (such as skills and spells) of the original but retains only dim memories of its former life. Only SM+2 or smaller corporeal, living creatures native to the Material Plane can be spawned. A spawn’s point value cannot be higher than the deepspawn’s. The spawning process itself requires one hour. A spawn does not disappear after a certain period of time like a summoned being – it becomes a permanent part of the world.
The deepspawn has a pool of 8 Spawning Points that recover at a rate of one point per week of game time. Consult the following table to determine how many Spawning Points you must spend. “Point Total” is the spawned being’s point total expressed as a percentage of the deepspawn’s point value; “Cost” is the number of Spawning Points required. If the spawned being’s point total falls between two percentages, use the higher.
Point Total |
Cost |
25% |
2 points |
50% |
4 points |
75% |
5 points |
100% |
8 points |
Mind-Reading (13);
Personal Breathe Water.
Traits: 360° Vision; Amphibious; Appearance (Monstrous; Universal); Callous; Constriction Attack; Extended Lifespan 2; Extra Arms 6 (Extra-Flexible; Foot Manipulators; Long 2; Weak, ½ ST); Extra Attack 2; Extra-Flexible Long (+2 SM) Weak (1/2 ST) Foot Manipulators 2; Extra Legs (Eight Legs; Cannot Kick); Extra Mouth 2; Immunity to Poison; Infravision; Injury Tolerance (No Head, No Neck, No Vitals); Magic Resistance 3 (Improved); Odious Racial Habit (Eats sapient beings); Regrowth; Selfish (12); Social Stigma (Monster); Three arms have hands sized for SM+0; Weak Bite.
Skills: Brawling-15; Stealth-14; Wrestling-15.
Creature Type: Aberration.
No comments:
Post a Comment