Saturday, 6 August 2022

Monsters: Assorted Faerun Monsters III

Monsters: Assorted Faerun Monsters III

Even more random monsters from Monsters of Faerun.


Aballin [Monsters of Faerun, page 11]

112 points
Attribute Modifiers: ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Per+10 [50]; Basic Move -2 [-10].
Advantages: Amphibious [10]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Invisibility (Affects Machines, +50%; Fringe, -10%) [56]; Reduced Consumption 3 [6]; Slippery 5 [10].
    Engulf: Binding 12 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [80].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [178]
Replace ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40] with ST+10 [100]
Replace HP+15 (Size Modifier, -20%) [24] with HP+15 [30]

Typical Stats

ST:

20

HP:

35

Speed:

5.75

DX:

11

Will:

0

Move:

3 land, 3 water

IQ:

0

Per:

10

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

8

Parry:

N/A

DR:

-

    Engulf: If the aballin starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM-1 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the aballin, or partly stuck in the aballin and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the aballin has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical aballin can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The aballin can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 12.
    Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

    Traits: Amphibious; Blindness; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Invisibility (Affects Machines; Fringe); Mute; No Legs (Slithers); No Manipulators; Slippery 5.
    Notes: Size 7 hexes; Weight 700 lbs.
    Creature Type: Ooze.

Beast of Malar [Monsters of Faerun, page 20]

279 points
Attribute Modifiers: ST+2 (No Fine Manipulators, -40%) [12]; DX+3 (No Fine Manipulators, -40%) [36]; HT+3 [30].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Move +4 [20].
Advantages: Acute Hearing 2 [4]; Alternate Form (Claw Slayer and Bat; Active Change, +20%; Magical, -10%; Once On, Stays On, +50%; Reduced Time 1, +20%) [54]; Catfall [10]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Fearlessness 3 [6]; Flexibility [5]; Night Vision 6 [6]; Perfect Balance [15]; Regeneration (Fast; Bane, Divine Magic, -50%) [25]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10].
Perks: Fur [1]; Penetrating Voice [1].
Features: Born Biter 2.
Creature Type: Magical Beast.
Notes:
Claw Slayer shape [117]
Attribute Modifiers: ST+6 (No Fine Manipulators, -40%) [36]; DX+2 (No Fine Manipulators, -40%) [24]; HT+3 [30].
Advantages: Clinging (Requires claw-holds, -30%) [14]; Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Extra Legs (Four Legs) [5]; Fearlessness 3 [6]; High Pain Threshold [10]; Night Vision 6 [6]; Regeneration (Fast; Bane, Divine Magic, -50%) [25]; Sharp Claws [5]; Sharp Teeth [1]; Super Climbing 2 [6]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10].
Perks: Fur [1].
Features: Born Biter 3.

Bat shape [40]
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; HT+3 [30].
Secondary Characteristic Modifiers: Basic Move -5 [25].
Advantages: Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Fearlessness 3 [6]; Flight (Cannot Hover, -15%; Slow, -25%; Winged, -25%) [14]; Night Vision 6 [6]; Regeneration (Fast; Bane, Divine Magic, -50%) [25]; Sharp Claws [5]; Sharp Teeth [1]; Sonar (Accessibility, In air, ‑10%; Biological (Passive), ‑5%; Restricted Arc, 60°, ‑75%; Targeting, +20%) [6].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Foot Manipulators [-6]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10].
Perks: Fur [1].

Typical Stats – Hunting Panther Form

ST:

12

HP:

12

Speed:

6.5

DX:

13

Will:

10

Move:

10

IQ:

10

Per:

10

 

 

HT:

13

FP:

13

SM:

+0

Dodge:

10

Parry:

N/A

DR:

1* (tough skin)

    Sharp Teeth (15): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C.
    Sharp Claws (15): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C.
    Alternate Form: The beast of Malar has three forms – hunting panther, claw slayer, and bat. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the beast of Malar need not constantly concentrate – it can act normally. It has the abilities of the form it is changing from until the transition is complete. It may stay in that shape for as long as it wishes, and does not revert to its true form even upon death.

    Traits: Acute Hearing 2; Bestial; Born Biter 2; Cannot Speak; Catfall; Combat Reflexes; Discriminatory Smell; Extra Legs (Four Legs); Fearlessness 3; Flexibility; Fur; Horizontal; Night Vision 6; No Fine Manipulators; Penetrating Voice; Perfect Balance; Regeneration (Fast; Bane, Divine Magic); Restricted Diet (Carnivore); Terrain Adaptation (Uneven); Ultrahearing.
    Skills: Brawling-15; Climbing-15; Stealth-15; Tracking-14.
    Creature Type: Animal.

Typical Stats – Claw Slayer Form

ST:

16

HP:

16

Speed:

6.25

DX:

12

Will:

10

Move:

6 ground, 5 climbing

IQ:

10

Per:

10

 

 

HT:

13

FP:

13

SM:

+0

Dodge:

10

Parry:

N/A

DR:

2* (tough skin)

    Sharp Teeth (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting), Reach C.
    Sharp Claws (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting), Reach C.
    Alternate Form: The beast of Malar has three forms – hunting panther, claw slayer, and bat. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the beast of Malar need not constantly concentrate – it can act normally. It has the abilities of the form it is changing from until the transition is complete. It may stay in that shape for as long as it wishes, and does not revert to its true form even upon death.

    Traits: Bestial; Born Biter 3; Cannot Speak; Clinging (Requires claw-holds); Combat Reflexes; Extra Legs (Four Legs); Fearlessness 3; Fur; High Pain Threshold; Horizontal; Night Vision 6; No Fine Manipulators; Regeneration (Fast; Bane, Divine Magic); Restricted Diet (Carnivore); Temperature Tolerance 2 (Cold).
    Skills: Brawling-14; Climbing-14; Stealth-14; Tracking-14.
    Creature Type: Magical Beast.

Typical Stats – Bat Form

ST:

10

HP:

10

Speed:

6.25

DX:

12

Will:

10

Move:

1 ground, 6 air

IQ:

10

Per:

10

 

 

HT:

13

FP:

13

SM:

+0

Dodge:

10

Parry:

11 (unarmed)

DR:

1* (tough skin)

    Sharp Teeth (14): thrust 1d-2 cutting, Reach C.
    Sharp Claws (14): thrust 1d-2 cutting , Reach C.
    Alternate Form: The beast of Malar has three forms – hunting panther, claw slayer, and bat. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the beast of Malar need not constantly concentrate – it can act normally. It has the abilities of the form it is changing from until the transition is complete. It may stay in that shape for as long as it wishes, and does not revert to its true form even upon death.

    Traits: Bestial; Cannot Speak; Combat Reflexes; Fearlessness 3; Flight (Cannot Hover; Slow; Winged); Foot Manipulators; Fur; Night Vision 6; No Fine Manipulators; Regeneration (Fast; Bane, Divine Magic); Restricted Diet (Carnivore); Sonar (Accessibility, In air; Biological (Passive); Restricted Arc, 60°; Targeting).
    Skills: Brawling-14; Climbing-14; Stealth-14; Tracking-14.
    Creature Type: Animal.


Cloaker Lord [Monsters of Faerun, page 28]

469 points
Attribute Modifiers: ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40]; DX+1 (No Fine Manipulators, -40%) [12]; IQ+2 [40]; HT+3 [30].
Secondary Characteristic Modifiers: SM+2; Per+2 [10]; Basic Move -4 [-20].
Advantages: Constriction Attack [15]; DR 1 (Tough Skin, -40%) [3]; Double-Jointed [15]; Flight (Cannot Hover, -15%; Small Wings, -10%) [30]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Mind Control (Accessibility, Only cloakers, -60%; Independent, +70%; Magical, -10%) [50]; Protected Hearing [5]; Reduced Consumption 4 [8]; Sharp Teeth [1]; Subsonic Speech [10].
    Tail Slap: Striker (Crushing; Cannot Parry, -40%) [3].
    Moan (Alternative Abilities) [50]: Terror (Hearing) [30/5 = 6] + Affliction 1 (HT; Alternative Enhancements (Nauseated, +30% or Stunning, +5%), +35%; Area Effect, 16 yards, +200%; Emanation, -20%; Hearing-Based, +150%) [44].
    Shadow Shift: Control Shadows 3 (Magical, -10%) [54].
    Shadow Walk: Jumper (Planar; Accessibility, Only on the Shadow Plane and planes that border it, -5%; Based on Will, +20%; Limited Access, Shadow, -20%; Magical, -10%; Reduced Time 4, +80%; Reliable 2, +10%; Takes Recharge, 5 seconds, -10%) [165].
Disadvantages: Horizontal [-10]; Loner (12) [-5]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15].
Perks: Limited Camouflage (Cloaks) [1].
Features: No Legs (Slithers).
Creature Type: Aberration.

Knowing Your Own Strength [529]
Replace ST+10 (No Fine Manipulators, -40%; Size Modifier, -20%) [40] with ST+10 [100]

Typical Stats

ST:

20

HP:

20

Speed:

6

DX:

11

Will:

12

Move:

2 ground, 12 air (cannot hover)

IQ:

12

Per:

14

 

 

HT:

13

FP:

13

SM:

+2

Dodge:

10

Parry:

N/A

DR:

1* (tough skin)

    Tail Slap (13): thrust 3d-1 crushing (KYOS: 4d+2 crushing), Reach C-1, Cannot Parry.
    Sharp Teeth (13): thrust 2d cutting (KYOS: 3d+2 cutting), Reach C.
    Engulf (13): Wrestling at DX+2 gives the cloaker effective ST 15 for the purpose of grappling. Usually it grabs the head or torso, goes for a pin, and then employs Constriction Attack.
    Moan: The cloaker lord can emit a subsonic moan that can have three different effects. This is a hearing-based attack, targets with Protected Hearing resist at +5. Note that this is not a magical ability.
    Fear: Every creature that hears the cloaker must roll an immediate Fright Check. If a creature succeeds at his Fright Check, he will be unaffected by the cloaker lord’s fear moan for one hour.
    Stun: Every creature within 16 yards that hears the cloaker must make an HT roll to avoid getting stunned. He can roll again every second after that to recover.
    Nausea: Every creature within 16 yards that hears the cloaker must make an HT roll to avoid becoming nauseated (p. B428) for margin of failure minutes.
    Shadow Shift (12): The cloaker lord is able to control shadows (illumination penalty of at least -3) in a circular area with a 3-yard radius. To do so, he must Concentrate and roll IQ. After that he can move the shadows at Move 3, or decrease or increase the illumination penalties it gives by 3. The cloaker lord rarely uses this in combat when fighting alone, but can use this ability to make his ambush place darker.
    Shadow Walk (14): The cloaker lord can slip into the Shadow Plane from the Material Plane and the other way around as per Jumper (p. B64). The jaunt requires a single Concentrate maneuver. After using this ability, it cannot reactivate it for 5 seconds.

    Traits: Combat Reflexes; Double-Jointed; Horizontal; Infravision; Injury Tolerance (No Head, No Neck); Limited Camouflage (Cloaks); Loner (12); Mind Control (Accessibility, Only cloakers; Independent; Magical); No Fine Manipulators; No Legs (Slithers); Odious Racial Habit (Eats sapient beings); Protected Hearing; Reduced Consumption 4; Social Stigma (Monster); Subsonic Speech.
    Skills: Brawling-13; Camouflage-12; Stealth-14; Tracking-10; Wrestling-13.
    Creature Type: Aberration.


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