Monday, 1 August 2022

Monsters: Shining South Monsters

Monsters: Shining South Monsters

Let's convert some monsters from the Shining South - a Forgotten Realms supplement. Why them? Because there's not many of them, and because there's some that are updated versions of 3.0 monsters from other books. The rattelyr dragon is omitted - dragons deserve their own posts.


Beguiler [Shining South, page 60]

85 points
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 Teeth (15): thrust 1d-5 cutting (KYOS: 1d-8 cutting), Reach C.
    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]

221 points
Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -30%) [42]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-3 [-60]; HT+1 [10].
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]
Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -30%) [42] with ST+14 [140]

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 Claws (13): thrust 2d+2 cutting (KYOS: 5d-1 cutting), Reach C.
    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.
 
The dark tree is indeed one of the very unremarkable D&D monsters. While technically this is a Forgotten Realms creature, nothing prevents you from using it in any other setting. So, what is a dark tree? Dark trees were created by a certain wizard to be his treant-like servants, but of course the experiment went awry, and the wizard himself was eaten by his creations. A dark tree looks like a 20-foot-tall cypress tree with two 7-yard-long arms, a pair of evil eyes, and a maw. It can move, but only very slowly, so it relies on its limited camouflage abilities when hunting prey. Speaking of prey, while the dark trees can survive on water and photosynthesis, they really like draining blood from living, preferably sapient creatures. Dark trees also can subvert the minds of potential victims from afar with magic. Finally, their bark is covered in slime that acts as flame retardant. The tree itself is vulnerable to cold. That’s all I have to work with here.

So, how do I build a tree? I will start with the body, as always. You know, since the main inspiration behind this "polish" series was the Garden of Evil book, I might take a look there for ideas. A SM+3 tree should have ST in the ballpark of 35 and should be pretty tough. I decided to give it HT 13. The tree is quite clumsy and barely sapient. Realistically speaking, a tree of such size should have around 140 HP, but I decided to cut it down to 75 HP. I’m not aiming for extreme realism after all.
The dark tree is made of wood, obviously. I will give it DR 2 and Combustible. It is also Homogenous, and has No Blood, No Head, and No Neck. It does have limbs. To get the desired Reach of 7 yards, I will have to increase the effective SM by 3, so I will give it Long Arms 3. It uses root-like legs for locomotion, but I cannot really work out how many of them there are on the picture, so I decided to go with four. So, I gave it Extra Legs (Four Legs) with Cannot Kick. Also, I gave it the Cannot Jump quirk, decreased its Basic Move to 1 and gave it a Taboo Trait (Fixed Basic Move). The branches might qualify as Blunt Claws, but look at the picture – they are so thin! I decided to give the dark tree the Striking Surface perk instead. They don’t look too agile, so I gave the tree Ham-Fisted 1 and Bad Grip 2. The blood drain ability is very simple – just the Vampiric Bite advantage.
Before I get to the more complex abilities, let’s talk about the metabolism and the lifecycle. Being a plant, the dark tree absorbs oxygen through the leaves, so I gave it Doesn’t Breathe. There are multiple ways of handling photosynthesis, but I went with the one from GURPS Template Toolkit 2: Races – I gave the dark tree Doesn’t Eat or Drink with Accessibility, Only with daily sunlight and Food Only. It still likes drinking blood, so I will give it an appropriate quirk. The lore also says that it requires blood to procreate, but that’s not something you put on the template. The dark tree has Doesn’t Sleep and since it is said to be a nocturnal hunter, I gave it Night Vision 5. Plants typically have Regrowth – the most overpriced GURPS advantage. I have no information about the lifespan, so I will go with Extended Lifespan 2.
Now, GURPS usually gives plants Immunity to Metabolic Hazards, and so does D&D. But aren’t there plant diseases? Or maybe even plant poisons? I am not sure how to treat it, but I decided to keep it simple and just gave the dark tree Immunity to Metabolic Hazards. Specialized plant diseases and poisons might not even be metabolic hazards, but have some other nature. I’m not a botanist, so I don’t really know.
Finally, let’s get to what is merely a small part of the description without any mechanics in D&D, but what will be something special in GURPS – bark. Garden of Evil opened my eyes and I understood that ablative DR is the perfect way to represent bark. So, let’s give the dark tree DR 15 with ablative that has to be chipped away before the tougher core can be damaged. But the dark tree has special bark, remember? First of all, let’s give it Vulnerability to cold, and then think about how to represent the special slime. The lore says that the bark is covered in slime that acts as flame retardant. I could’ve removed the Combustible disadvantage and given the dark tree DR against fire, but since we actually have mechanics for chipping away the bark, let’s link it all together. I will give the dark tree DR 10 against fire limited with Accessibility, Not when bark armor is depleted, two levels of Slippery with the same limitation, and No Combustible with the same limitation. So, now you can chip away the bark on some hit locations and then set them ablaze. Isn’t that cool?
Finally, there are some other minor features. First – the confusion ability. I will just give it the Hallucination spell as a spell-like ability, it’s simple and it does work well to make the prey fall into its hands. Then, it is said to enjoy tormenting the prey before eating it, so let’s give it Sadism. Finally, the description says that anyone looking at the dark tree can feel evil emanate from it. I think that’s a perfect opportunity to give it Ugly with the Universal enhancement.

And look at that, we’re already done! What was a very boring monster that could only grapple and drain blood, has become something more interactive – the characters can chip away the armor, and then maybe even set it on fire or exploit the weakness to cold. The dark tree still isn’t something that I would be excited to use in a game, but I feel that now it’s much better, and I also learned something new about making plant monsters.

Dark Tree [Shining South, page 62]

432 points
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].
    Blood Drain: Leech 1 (Blood Agent, -40%; Heals FP, +60%; Magical, -10%) [28].
    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]
Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [175] with ST+18 [180]
Replace HP+40 (Size Modifier, -30%) [56] with HP+47 [94]

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)

    Branch Slam (10): thrust 5d-1 crushing (KYOS: 6d+2 crushing), Reach C-6.
    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]

281-287 points
Attribute Modifiers: ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [64]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-4 [-80]; HT+2 [20].
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]
Replace ST+16 (No Fine Manipulators, -40%; Size Modifier, -20%) [64] with ST+16 [160]

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 Teeth (14): thrust 3d cutting (KYOS: 5d+2 cutting), Reach C.
    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]

195 points
Attribute Modifiers: DX+3 (No Fine Manipulators, -40%) [36]; IQ+1 [20].
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*

    Fangs (15): thrust 1d-2 impaling + follow-up 1 toxic, Reach C.
    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]

298 points
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; DX+3 [60]; IQ-1 [-20]; HT+1 [10].
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].
Disadvantages: Appearance (Ugly) [-8]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Features: Born Biter 1.
Creature Type: Aberration.

Knowing Your Own Strength [304]
Replace ST+6 (Size Modifier, -10%) [54] with ST+6 [60]

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)

    Fangs (15): thrust 1d+1 impaling (KYOS: 2d+1 impaling), Reach C.
    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]

-16 points
Attribute Modifiers: ST-4 [-40]; DX+1 [20].
Secondary Characteristic Modifiers: SM-2.
Advantages: Brachiator [5]; Silence 2 [10]; Super Climbing 1 [3].
Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Savage) [-10].
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:

-

    SM-2 Spear (12): thrust 1d-2 impaling (KYOS: 1d-3 impaling), Reach 1.

    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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