Thursday, 6 October 2022

Monsters: Assorted Faerun Monsters VII

Monsters: Assorted Faerun Monsters VII

Even more monsters from Monsters of Faerun. The nishruu was updated in the Lost Empires of Faerun.


Nishruu [Lost Empires of Faerun, page 186]

473 points
Attribute Modifiers: ST-9 [-90]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: HP+15 [30]; Will+5 [25]; Per+2 [10]; Basic Move -1 [-5].
Advantages: 360° Vision (Panoptic 2, +60%) [40]; Dark Vision [25]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Diffuse; Flying Swarm, +30%) [130]; Pressure Support 3 [15]; Vacuum Support [5].
    Cold Resistance: DR 5 (Limited, Cold, -40%; Tough Skin, -40%) [5].
    Swarm of Bites: Cutting Attack 1d-2 (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [15].
    Absorb Magic [275]: DR 20 (Absorption, Healing, +80%; Limited, Magic, -20%) [160] + Magic Resistance 5 (Improved, +150%; Spell Absorption, +50%) [30] + Neutralize (Magic; Aura, +80%; Magical, -10%) [85].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Cannot Speak [-15]; Dependency (Mana; Constantly) [-25]; Loner (6) [-10]; Low Empathy [-20]; No Manipulators [-50]; No Sense of Humor [-10]; Social Stigma (Monster) [-15].
Features: No Legs (Aerial).
Creature Type: Outsider (Chaotic).

Typical Stats

ST:

1

HP:

16

Speed:

5.5

DX:

10

Will:

16

Move:

4 air

IQ:

11

Per:

13

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

N/A

DR:

5 (vs. cold)

    Swarm of Bites: The nishruu must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least oneyard away; if not, he automatically takes 1d-2 poinst of cutting damage unless wearing sealed armor.
    Absorb Magic: The nishruu has DR 20 against magic. Each point of damage this DR stops turns into one character point that the nishruu can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of magic damage, but will not convert it into a character point. The nishruu does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the nishruu’s usual scores drains away. The nishruu cannot absorb damage from its own abilities.
    The nishruu has Magic Resistance 5 (Improved), but whenever a spell is cast on it, the nishruu can waive its bonus to resist from Magic Resistance and instead roll its unmodified resistance roll. The caster still gets a penalty equal to the MR. If the spell fails for whatever reason, the nishruu gains a number of character points equal to the spell’s modified Fatigue Point cost to cast (e.g., reduced by high skill). It can use these points to heal itself. This functions exactly like magical damage absorption described above.
    In addition, whenever the nishruu touches a creature with magical abilities, roll a Quick Contest of Will between the two creatures. The victim gets a bonus equal to their best Talent with any of the powers affected. If the nishruu wins, it neutralizes the victim’s magical powers for minutes equal to its margin of victory.

    Traits: 360° Vision (Panoptic 2); Appearance (Monstrous; Universal); Cannot Speak; Dark Vision; Dependency (Mana; Constantly); Detect (Magic; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Diffuse; Flying Swarm); Loner (6); Low Empathy; No Legs (Aerial); No Manipulators; No Sense of Humor; Pressure Support 3; Social Stigma (Monster); Vacuum Support.
    Creature Type: Outsider (Chaotic).


Nyth [Monsters of Faerun, page 68]

385 points
Attribute Modifiers: ST-8 [-80]; DX+6 (No Fine Manipulators, -40%) [72]; IQ+1 [20].
Secondary Characteristic Modifiers: SM-3; Will+1 [5]; Per+2 [10].
Advantages: 360° Vision (Panoptic I, +20%) [30]; DR 2 (Can’t Wear Armor, -40%; Force Field, +20%; Magical, -10%) [7]; Doesn’t Eat or Drink (Water Only, -50%) [5]; Flight (Lighter than Air, -10%) [36]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck) [62]; Invisibility (Accessibility, Only when Illumination is off, -5%; Affects Machines, +50%; Costs Fatigue, 4 FP, -20%; Dispels after an attack, -20%) [42]; Magic Resistance 2 (Improved, +150%) [10]; Signals (Blinker) [15]; Silence 8 [40].
    Magic Missile Reflection: DR 5 (Limited, Magic Missile, -80%; Magical, -10%; Reflection, +100%) [28].
    Energy Absorption [165]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, Fire, -35%) [145] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire) Effects [15].
    Spell-Like Ability:
    Magic Missile [6].
Disadvantages: Callous [-5]; Invertebrate [-20]; No Manipulators [-50]; No Mouth [-4]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Fresh Blood) [-10]; Social Stigma (Monster) [-15].
Perks: Illumination [1].
Features: No Legs (Aerial).
Creature Type: Aberration.

Typical Stats

ST:

2

HP:

2

Speed:

6.5

DX:

16

Will:

12

Move:

13 air

IQ:

11

Per:

13

 

 

HT:

10

FP:

10

SM:

-3

Dodge:

9

Parry:

N/A

DR:

2 (can’t wear armor, force field, magical)

    Magic Missile Reflection: Nyth reflects Magic Missile spells aimed at it, directing them back at the caster.
    Energy Absorption: The nyth has DR 20 against electricity and fire, is immune to electrical conduction and noxious electrical and fire effects. Each point of damage this DR stops turns into one character point that the nyth can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or fire damage, but will not convert it into a character point. The nyth does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the nyth’s usual scores drains away. The nyth cannot absorb damage from its own abilities. When a nyth absorbs a 20 points of damage, it splits into two nyths.
    Spell-Like Ability:
    Magic Missile (16).


    Traits: 360° Vision (Panoptic I); Callous; Doesn’t Eat or Drink (Water Only); Flight (Lighter than Air); Illumination; Immunity to Mind Control; Injury Tolerance (Homogenous, No Head, No Blood, No Eyes, No Neck); Invertebrate; Invisibility (Accessibility, Only when Illumination is off; Affects Machines; Costs Fatigue, 4 FP; Dispels after an attack); Magic Resistance 2 (Improved); No Legs (Aerial); No Manipulators; No Mouth; Odious Racial Habit (Eats sapient beings); Restricted Diet (Fresh Blood); Signals (Blinker); Silence 8; Social Stigma (Monster).
    Skills: Innate Attack (Projectile)-16; Observation-14.
    Creature Type: Aberration.


Peryton [Monsters of Faerun, page 69]

38 points
Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25]; DX+3 (No Fine Manipulators, -40%) [36]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; HP-2 [-4]; Per+2 [10]; Basic Move -4 [-20].
Advantages: Acute Vision 2 [4]; DR 1 (Flexible, -20%) [4]; Discriminatory Smell [15]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 6 [6]; Sharp Teeth [1]; Talons [8].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Foot Manipulators [-16].
Perks: Feathers [1].
Quirks: Doesn’t eat elven hearts [-1].
Creature Type: Magical Beast.

Knowing Your Own Strength [63]
Replace ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25] with ST+5 [50]

Typical Stats

ST:

15

HP:

13

Speed:

6

DX:

13

Will:

10

Move:

2 ground, 12 air (cannot hover)

IQ:

10

Per:

12

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

1*

    Talons (15): thrust 1d+1 cutting or impaling (KYOS: 2d cutting or impaling), Reach C.
    Sharp Teeth (15): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C.

    Traits: Acute Vision 2; Bestial; Cannot Speak; Discriminatory Smell; Doesn’t eat elven hearts; Feathers; Night Vision 6; No Fine Manipulators; Restricted Diet (Carnivore); Short Foot Manipulators.
    Skills: Aerobatics-13; Brawling-15; Flight-13.
    Techniques: Targeted Attack (Talon Thrust/Vitals)-14.
    Creature Type: Magical Beast.


Pterafolk [Monstes of Faerun, page 74]

124 points
Attribute Modifiers: ST+5 (Size Modifier, -10%) [45]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: Alternate Form (Hybrid Shape and Pteranodon Shape; Active Change, +20%; Magical, -10%; Once On, Stays On, +50%; Reduced Time 1, +20%) [54]; DR 2 (Flexible, -20%) [8]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Super Climbing 1 [3]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Cold-Blooded (50°) [-5].
Perks: Scales [1].
Creature Type: Humanoid (Reptilian).
Notes:
Hybrid shape [34]
Attribute Modifiers: ST+5 (No Fine Manipulators, -40%; Size Modifier, -10%) [25]; HT+2 [20].
Advantages: DR 2 (Flexible, -20%) [8]; Flight (Cannot Hover, -15%; Slow, -25%; Winged, -25%) [14]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Super Climbing 1 [3]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Bad Temper (12) [-10]; Callous [-5]; Cold-Blooded (50°) [-5]; No Fine Manipulators [-30]; Social Stigma (Savage) [-10].
Perks: Scales [1].

Pteranodon shape [-22]
Attribute Modifiers: ST-6 [-60]; DX+4 (No Fine Manipulators, -40%) [48]; HT+2 [20].
Secondary Characteristic Modifiers: SM-3; Basic Move -5 [25].
Advantages: Acute Vision 1 [2]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Peripheral Vision [15]; Sharp Beak [1]; Sharp Claws [5]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Bad Temper (12) [-10]; Callous [-5]; Cold-Blooded (50°) [-5]; Cannot Speak [-15]; No Fine Manipulators [-30]; Social Stigma (Savage) [-10].
Perks: Scales [1].

Knowing Your Own Strength [129]
Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

Typical Stats – Lizardfolk Form

ST:

15

HP:

15

Speed:

5.5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

8

Parry:

9 (unarmed)

DR:

2*

    Sharp Claws (12): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C-1.
    Sharp Teeth (12): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C.
    Alternate Form: The pterafolk has three forms – lizardfolk, hybrid, and pteranodon. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the pterafolk 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: Bad Temper (12); Callous; Cold-Blooded (50°); Peripheral Vision; Scales; Social Stigma (Savage); Super Climbing 1; Temperature Tolerance 2 (Hot).
    Skills: Brawling-12; Climbing-12.
    Creature Type: Humanoid (Reptilian).

Typical Stats – Hybrid Form

ST:

15

HP:

15

Speed:

5.5

DX:

10

Will:

10

Move:

5 ground, 5 air

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+1

Dodge:

8

Parry:

9 (unarmed)

DR:

2*

    Sharp Claws (12): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C-1.
    Sharp Teeth (12): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C.
    Alternate Form: The pterafolk has three forms – lizardfolk, hybrid, and pteranodon. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the pterafolk 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: Bad Temper (12); Callous; Cold-Blooded (50°); Flight (Cannot Hover; Slow; Winged); No Fine Manipulators; Peripheral Vision; Scales; Social Stigma (Savage); Super Climbing 1; Temperature Tolerance 2 (Hot).
    Skills: Brawling-12; Climbing-12.
    Creature Type: Humanoid (Reptilian).

Typical Stats – Pteranodon Form

ST:

4

HP:

4

Speed:

6.5

DX:

14

Will:

10

Move:

1 ground, 13 air

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

-3

Dodge:

9

Parry:

9 (unarmed)

DR:

-

    Sharp Claws (16): thrust 1d-5 cutting (KYOS: 1d-8 cutting), Reach C.
    Sharp Beak (16): thrust 1d-5 large piercing (KYOS: 1d-8 large piercing), Reach C.
    Alternate Form: The pterafolk has three forms – lizardfolk, hybrid, and pteranodon. Initiating a change requires a Ready maneuver. The entire shapechanging process takes five seconds, during which the pterafolk 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 Vision 1; Bad Temper (12); Callous; Cannot Speak; Cold-Blooded (50°); Enhanced Move 1 (Air); Flight (Cannot Hover; Winged); No Fine Manipulators; Peripheral Vision; Scales; Social Stigma (Savage); Super Climbing 1; Temperature Tolerance 2 (Hot).
    Skills: Brawling-16; Climbing-16.
    Creature Type: Humanoid (Reptilian).

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