Monsters: Shining South Monsters
Beguiler [Shining South, page 60]
Attribute Modifiers: ST-6 [-60]; DX+3 [60]; IQ+1 [20].
Secondary Characteristic Modifiers: SM-3; Basic Speed +0.25 [5].
Advantages: Chameleon 4 (Accessibility, Not when wet, -10%) [18]; Extra Legs (Four Legs) [5]; Extra-Flexible Arm (Prehensile Tail) [5]; Infravision [10]; Night Vision 5 [5]; Peripheral Vision [15]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws (Switchable, +10%) [6]; Sharp Teeth [1]; Super Climbing 1 [3]; Terrain Adaptation (Uneven) [5].
Disadvantages: Bestial [-10]; Horizontal (Can use tail at up to full Move, -50%) [-5]; One Arm [-20].
Perks: Fur [1].
Creature Type: Magical Beast.
Typical Stats
ST: |
4 |
HP: |
4 |
Speed: |
6 |
DX: |
13 |
Will: |
11 |
Move: |
6 |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
-3 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
- |
Sharp Claws (15): thrust 1d-5 cutting (KYOS: 1d-8 cutting), Reach C. Can be retracted with a Ready maneuver.
Tail Slap (15): thrust 1d-5 crushing (KYOS: 1d-8 crushing), Reach C.
Traits: Bestial; Extra Legs (Four Legs); Extra-Flexible Arm (Prehensile Tail); Fur; Horizontal (Can use tail at up to full Move); Infravision; Night Vision 5; One Arm; Peripheral Vision; See Invisible (Magical; Magical; True Sight); Super Climbing 1; Terrain Adaptation (Uneven).
Skills: Brawling-15; Climbing-14; Stealth-13.
Creature Type: Magical Beast.
Halruaan Behir [Shining South, page 61]
Secondary Characteristic Modifiers: SM+3; Basic Move +1 [5]; Will+4 [20]; Per+4 [20]; FP+4 [12].
Advantages: Constriction Attack [15]; DR 4 [20]; Discriminatory Smell [15]; Double-Jointed [15]; Extra Legs (14 Legs) [15]; High Pain Threshold [10]; Infravision [10]; Nictitating Membrane 2 [2]; Night Vision 5 [5]; Peripheral Vision [15]; Reduced Consumption 3 [6]; Sharp Claws [5]; Sharp Teeth [1].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Breathe Electricity: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Damage, -2 per die, -60%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Single, -20%; Surge, Arcing, +100%) [17].
Static Discharge: Burning Attack 1d-1 (Aura, +80%; Biological (Passive), -5%; Cosmic, Conducting, +50%; Emergencies Only, -30%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [13].
Disadvantages: Bestial [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Arms [-10].
Perks: Scales [1].
Features: Early Maturation 2.
Notes: Size 7 hexes.
Creature Type: Magical Beast.
Knowing Your Own Strength [319] |
Typical Stats
ST: |
24 |
HP: |
24 |
Speed: |
5.5 |
DX: |
11 |
Will: |
11 |
Move: |
6 |
IQ: |
7 |
Per: |
11 |
|
|
HT: |
11 |
FP: |
15 |
SM: |
+3 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
4, 20 (vs. electricity) |
Sharp Teeth (13): thrust 2d+2 cutting (KYOS: 5d-1 cutting), Reach C.
Breathe Electricity (12): The behir breathes out a bolt of lightning, dealing thrust 1d+1 burning surge damage (KYOS: 2d-1) as large-area injury. Wearing any metal armor anywhere means having DR 1 against it, if that would be worse for the victim. Anyone wounded must make a HT roll at ‑1 per 2 HP of injury or be stunned, rolling against HT each turn thereafter to recover. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Static Discharge: When angry or agitated, a Halruaan behir generates electricity with its body. Any metallic weapon that hits it triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching the Halruaan behir is similarly damaged. This is not a magical, but a biological ability.
Traits: Bestial; Constriction Attack; Discriminatory Smell; Double-Jointed; Early Maturation 2; Extra Legs (14 Legs); High Pain Threshold; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious Electric Effects; Infravision; Nictitating Membrane 2; Night Vision 5; No Fine Manipulators; Peripheral Vision; Reduced Consumption 3; Restricted Diet (Carnivore); Scales.
Skills: Brawling-13; Climbing-14; Innate Attack (Breath)-12; Tracking-12; Wrestling-13.
Notes: Size 7 hexes.
Creature Type: Magical Beast.
Dark Tree [Shining South, page 62]
Attribute Modifiers: ST+25 (Size Modifier, -30%) [175]; DX-2 [-40]; IQ-4 [-80]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; HP+40 (Size Modifier, -30%) [56]; Will+4 [20]; Per+4 [20]; Basic Speed -0.25 [-5]; Basic Move -4 [-20].
Advantages: DR 2 [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Accessibility, Only with daily sunlight, -10%; Food Only, -50%) [4]; Doesn’t Sleep [20]; Extended Lifespan 2 [4]; Extra Legs (Four Legs; Cannot Kick, -50%) [3]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Long Arms 3 [60]; Night Vision 5 [5]; Regrowth [40]; Sharp Teeth [1].
Bark Armor: DR 15 (Outer Layer; Ablative, -80%) [15].
Slime [22]: DR 10 (Accessibility, Not when bark armor is depleted, -30%; Limited, Fire, -40%) [15] + No Combustible (Accessibility, Not when bark armor is depleted, -30%) [4] + Slippery 2 (Accessibility, Not when bark armor is depleted, -30%) [3].
Spell-Like Ability:
Hallucination [31].
Disadvantages: Bad Grip 2 [-10]; Combustible [-5]; Ham-Fisted 1 [-5]; Sadism (12) [-15]; Ugly (Universal, +25%) [-10]; Vulnerability (Cold, x2) [-30].
Perks: Limited Camouflage 2 (Cypress) [2]; Striking Surface [1].
Quirks: Cannot Jump [-1]; Likes drinking blood [-1].
Features: Taboo Trait (Fixed Basic Move).
Creature Type: Plant.
Notes: Weight 4,000 lbs.
Knowing Your Own Strength [475] |
Typical Stats
ST: |
35 (KYOS: 28) |
HP: |
75 |
Speed: |
5 |
DX: |
8 |
Will: |
10 |
Move: |
1 |
IQ: |
6 |
Per: |
10 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+3 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
2, 15 (bark armor) |
Bark Armor: This tough outer layer of bark absorbs 15 points of basic damage from attacks, and must be chipped off before the creature can be injured. The bark has DR 10 versus fire. The creature’s basic DR is permanent, and still protects once this is gone.
Slime: The dark tree’s bark is wet and slimy, and this slime makes it resistant to fire. Any body part that has bark also has Slippery 2, DR 10 versus fire, and does not have the Combustible disadvantage.
Vampiric Bite (10): thrust 4d+2 cutting (KYOS: 6d+1 cutting), Reach C. The dark tree can drain the victim’s blood if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the dark tree’s biting damage must penetrate its DR. Once the dark tree has bitten through the victim’s DR, it can drain 1 HP per second from him. For every 3 HP stolen, the dark tree heals 1 HP or 1 FP (its choice). It cannot raise its HP or FP above normal this way.
Spell-Like Ability:
Hallucination (10).
Traits: Bad Grip 2; Cannot Jump; Doesn’t Breathe; Doesn’t Eat or Drink (Accessibility, Only with daily sunlight; Food Only); Doesn’t Sleep; Extended Lifespan 2; Extra Legs (Four Legs; Cannot Kick); Ham-Fisted 1; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Head, No Neck); Likes drinking blood; Limited Camouflage 2 (Cypress); Long Arms 3; Night Vision 5; Regrowth; Sadism (12); Striking Surface; Taboo Trait (Fixed Basic Move); Ugly (Universal); Vulnerability (Cold, x2).
Skills: Brawling-10; Camouflage-12; Wrestling-10.
Creature Type: Plant.
Notes: Weight 4,000 lbs.
Mantimera [Shining South, page 68]
Secondary Characteristic Modifiers: SM+2; Basic Move +3 [15]; Per+5 [50]; Will+5 [50].
Advantages: Catfall [10]; Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Extra Attack 2 [50]; Extra Head 2 [30]; Extra Legs (Four Legs) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 5 [5]; Perfect Balance [15]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Fling Spikes: Impaling Attack 1d+1 (Increased 1/D Range, x5, +10%; Limited Use, 24 per day, -0%; Rapid Fire, RoF 6, +70%; Reduced Range, 1/2, -10%) [19].
Choose the color of the draconic head [12-18]:
Black: Breathe Acid: Natural Weapon (Corrosion; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Damage, -2 per die, -60%; Reduced Range, 1/5, -20%; Single, -20%) [18].
Blue: Breathe Electricity: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Damage, -2 per die, -60%; Reduced Range, 1/5, -20%; Side Effect, Stunning, +50%; Single, -20%; Surge, Arcing, +100%) [17].
Green: Breathe Acid: Natural Weapon (Corrosion; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Damage, -2 per die, -60%; Reduced Range, 1/5, -20%; Single, -20%) [18].
Red: Breathe Fire: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Range, 1/5, -20%; Single, -20%) [12].
White: Breathe Frost: Natural Weapon (Burning; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; No Incendiary, -10%; Ranged, +100%; Reduced Damage, -1 per die, -30%; Reduced Range, 1/5, -20%; Side Effect, DX-2 and Numb, +90%; Single, -20%) [15].
Disadvantages: Bestial [-10]; Greed (15) [-7]; Hidebound [-5]; Horizontal [-10]; Miserliness (12) [-10]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15].
Features: Born Biter 2; Sterile.
Notes: Size 3 hexes; Weight 4,000 lbs.
Creature Type: Magical Beast.
Knowing Your Own Strength [377-383] |
Typical Stats
ST: |
26 |
HP: |
26 |
Speed: |
6 |
DX: |
12 |
Will: |
11 |
Move: |
9 ground, 12 air (cannot hover) |
IQ: |
6 |
Per: |
11 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+2 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
3* (tough skin) |
Sharp Claws (14): thrust 3d cutting (KYOS: 5d+2 cutting), Reach C-1.
Fling Spikes (16): 1d+1 impaling, RoF 6, Range 25/50. Can launch no more than 24 spikes per day.
Dragon head:
Black: Breathe Acid (12): The mantimera breathes out a stream of acid, dealing thrust 1d+2 corrosion damage as large-area injury. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Blue: Breathe Electricity (12): The mantimera breathes out a bolt of lightning, dealing thrust 1d+2 burning surge damage as large-area injury. Wearing any metal armor anywhere means having DR 1 against it, if that would be worse for the victim. Anyone wounded must make a HT roll at ‑1 per 2 HP of injury or be stunned, rolling against HT each turn thereafter to recover. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Green: Breathe Acid (12): The mantimera breathes out a stream of acid, dealing thrust 1d+2 corrosion damage as large-area injury. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Red: Breathe Fire (12): The mantimera breathes out a blast of fire, dealing thrust 2d+2 burning damage as large-area injury. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
White: Breathe Frost (12): The mantimera breathes out a blast of extremely cold vapor, dealing thrust 2d non-incendiary burning damage as large-area injury. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 5 yards (ST/5). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). It will blow out any ordinary fire (candle, lantern, torch, etc.).
Traits: Bestial; Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Extra Head 2; Extra Legs (Four Legs); Greed (15); Hidebound; Horizontal; Infravision; Laziness (12); Miserliness (12); Night Vision 5; No Fine Manipulators; Odious Racial Habit (Eats sapient beings); Perfect Balance; Peripheral Vision; Social Stigma (Monster); Sterile.
Skills: Brawling-14; Innate Attack (Breath)-12; Innate Attack (Projectile)-16; Jumping-13; Stealth-13; Wrestling-13.
Creature Type: Magical Beast.
Notes: Size 3 hexes; Weight 4,000 lbs.
Starsnake [Shining South, page 69]
Secondary Characteristic Modifiers: SM+1; Per+1 [5]; Basic Move -4 [-20].
Advantages: DR 1 (Flexible, -20%) [4]; Discriminatory Smell [15]; Double-Jointed [15]; Fangs [2]; Flight (Winged, -25%) [30]; Magic Resistance 2 (Improved, +150%) [10].
Poison: Toxic Attack 1 point (Follow-Up, Fangs, +0%) [1].
Static Discharge: Burning Attack 1d-1 (Accessibility, Only when sleeping, -20%; Aura, +80%; Biological (Passive), -5%; Cosmic, Conducting, +50%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [13].
Dream Shield [70]: Burning Attack 2d (Accessibility, Only when sleeping, -20%; Area Effect, 16 yards, +200%; Aura, +80%; Bombardment, Skill-14, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Trigger, Spell cast on the starsnake, -20%) [45] + Static (Magic; Accessibility, Only when sleeping, -20%) [24] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1].
Spell-Like Ability:
Suggestion [73].
Disadvantages: Bestial [-10]; Cold-Blooded (50°) [-5]; No Manipulators [-50]; Restricted Diet (Carnivore) [-10]; Skinny [-5].
Perks: Scales [1].
Features: No Legs (Slithers); Parthenogenesis.
Creature Type: Magical Beast.
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
5.75 |
DX: |
13 |
Will: |
11 |
Move: |
1 ground, 11 air |
IQ: |
11 |
Per: |
12 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+1 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
1* |
Static Discharge: When sleeping, a starsnake generates electricity with its body. Any metallic weapon that hits it triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching the sleeping starsnake is similarly damaged. This is not a magical, but a biological ability.
Dream Shield: While asleep, a starsnake generates an aura that absorbs spells. If a spell is cast that directly targets the starsnake, it is instantly absorbed and transformed into electrical energy. If the caster was within 16 yards of the starsnake, he is attacked by an electric discharge with an effective skill of 14, modified only by the Size Modifier of the caster. This discharge deals 2d burning surge damage. The discharge treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the caster’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, he can roll HT to recover.
Spell-Like Ability:
Suggestion (11).
Traits: Bestial; Cold-Blooded (50°); Discriminatory Smell; Double-Jointed; Flight (Winged); Magic Resistance 2 (Improved); No Legs (Slithers); No Manipulators; Parthenogenesis; Restricted Diet (Carnivore); Scales; Skinny.
Skills: Aerobatics-13; Brawling-15; Stealth-14.
Creature Type: Magical Beast.
Tall Mouther [Shining South, page 70]
Secondary Characteristic Modifiers: SM+1; Will+1 [5]; Per+1 [5]; Basic Move +2 [10].
Advantages: Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Enhanced Dodge 1 [15]; Extra Arms 4 (Extra-Flexible, +50%; Foot Manipulators, -30%; Long 1, +100%) [88]; Extra Attack 1 [25]; Extra Legs (Six Legs; Cannot Kick, -50%; Long 1, +100%) [15]; Extra-Flexible Long (+1 SM) Foot Manipulators 2 [24]; Fangs [2]; Good Grip 1 [5]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12].
Features: Born Biter 1.
Creature Type: Aberration.
Knowing Your Own Strength [304] |
Typical Stats
ST: |
16 |
HP: |
16 |
Speed: |
6 |
DX: |
13 |
Will: |
10 |
Move: |
7 |
IQ: |
9 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+1 |
Dodge: |
11 |
Parry: |
11 (unarmed) |
DR: |
2* (tough skin) |
Punch (15): thrust 1d+1 crushing (KYOS: 2d+1 crushing), Reach C-1.
Traits: Appearance (Ugly); Born Biter 1; Combat Reflexes; Extra Arms 4 (Extra-Flexible; Foot Manipulators; Long 1); Extra Attack 1; Extra Legs (Six Legs; Cannot Kick; Long 1); Extra-Flexible Long (+1 SM) Foot Manipulators 2; Good Grip 1; Infravision; Injury Tolerance (No Head, No Neck); Odious Racial Habit (Eats sapient beings); Restricted Diet (Carnivore); Social Stigma (Savage).
Skills: Brawling-15; Wrestling-15.
Creature Type: Aberration.
Notes: Weight 500 lbs.
Tasloi [Shining South, page 71]
Secondary Characteristic Modifiers: SM-2.
Advantages: Brachiator [5]; Silence 2 [10]; Super Climbing 1 [3].
Features: Night Vision 4.
Creature Type: Humanoid.
Typical Stats
ST: |
6 |
HP: |
6 |
Speed: |
5.5 |
DX: |
12 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
-2 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Traits: Appearance (Unattractive); Brachiator; Night Vision 4 (-4 is the native illumination level); Silence 2; Social Stigma (Savage); Super Climbing 1.
Skills: Climbing-14; Shortsword-12; Spear-12; Stealth-14; Survival (Jungle)-12.
Creature Type: Humanoid.
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