Monsters: Assorted Faerun Monsters VIII
Sharn [Anauroch, page 153]
Attribute Modifiers: ST+17 (Size Modifier, -20%) [136]; DX+3 [60]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+2 (Size Modifier, -20%) [4]; FP+8 [24]; Will+2 [10]; Basice Move -5 [-25].
Advantages: Alternate Form (Ooze Shape; Active Change, +20%; Once On, Stays On, +50%; Reduced Time 3, +60%) [35]; Amphibious [10]; Compartmentalized Mind 2 [100]; Dark Vision [25]; Detect (Earth Nodes; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [11]; Discriminatory Smell [15]; DR 2 (Tough Skin, -40%) [6]; Doesn’t Breathe [20]; Double-Jointed [15]; Extra Arms 7 (Weak, 1/2 ST, -25%) [53]; Extra Attack 2 [50]; Extra Head 2 [30]; Flight (Magical, -10%; Slow, -25%) [26]; Immunity to Mind Control [30]; Immunity to Shapeshifting [10]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; Sharp Claws [5]; Sharp Teeth [1]; Slippery 3 [6]; Unaging [15].
Hex Portals: Injury Tolerance (Independent Body Parts; Cosmic, Four-dimensional, +50%; Cosmic, Voluntary, +50%; Instant Reattachment, +50%; Magical, ‑10%; Nuisance Effect, No more than three portals at the same time, -5%) [83].
Innate Spellcasting: Sorcerous Empowerment 5 (Limited Colleges, Body Control, Meta, Gate, -20%) [48].
Disadvantages: Appearance (Monstrous) [-20]; Selfish (12) [-5]; Social Stigma (Mosnter) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10]; Weak Arms (1/2 ST) [-5].
Perks: Illumination [1].
Features: No Legs (Slithers); SM+0 hands; Sterile; Taboo Trait (Shapeshifting).
Creature Type: Aberration.
Notes:
Ooze shape [364]
Attribute Modifiers: ST+17 (No Fine Manipulators, -40%; Size Modifier, -20%) [68]; DX+3 (No Fine Manipulators, -40%) [36]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+2 (Size Modifier, -20%) [4]; FP+8 [24]; Will+2 [10]; Basic Move -5 [-25].
Advantages: Amphibious [10]; Compartmentalized Mind 2 [100]; Detect (Earth Nodes; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [11]; DR 2 (Tough Skin, -40%) [6]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Immunity to Shapeshifting [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Regular) [25]; Slippery 3 [6]; Unaging [15].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Appearance (Monstrous) [-20]; Blindness [-50]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Selfish (12) [-5]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Cold Iron, x2) [-10].
Perks: Illumination [1].
Features: No Legs (Slithers); Sterile; Taboo Trait (Shapeshifting).
Knowing Your Own Strength [874] |
Typical Stats – Sharn Form
ST: |
27 |
HP: |
29 |
Speed: |
6.25 |
DX: |
13 |
Will: |
14 |
Move: |
1 ground, 3 water, 6 air |
IQ: |
12 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
20 |
SM: |
+2 |
Dodge: |
9 |
Parry: |
11 (unarmed) |
DR: |
2* (tough skin) |
Sharp Teeth (16): thrust 3d+1 cutting (KYOS: 6d-1 cutting), Reach C.
Hex Portals: A sharn can form from one to three miniature portals – ethereal windows – each portal coalescing out of a swirl of purple motes. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter. Hex portals can be dispelled, but a dispelled hex portal can be reformed. Through these portals, the sharn can project a limb or a head. These body parts can be used to grapple, strike, lift and thrown objets, and wield weapons, provided the weight of anything picked up does not exceed 2xBL. The sharn can even pull objects back through the portals or attack enemies from behind. Any actions take the normal range penalties. The sharn can place its limbs in locations it can’t see, but at ‑5 to skill rolls for working by touch or ‑6 to attack rolls.
Innate Spellcasting: Only meta, gate, and body control spells. Improvisation up to 5 points, hardcore improvisation up to 48 points.
Alternate Form: The sharn has two forms – an ooze form and the normal three-headed solid form. Initiating a change requires a Ready maneuver. The entire shapechanging process takes two seconds, during which the sharn 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: Amphibious; Appearance (Monstrous); Compartmentalized Mind 2; Dark Vision; Detect (Earth Nodes; Long-Range 1; Magical; Reflexive); Discriminatory Smell; Doesn’t Breathe; Double-Jointed; Extra Arms 7 (Weak, 1/2 ST); Extra Attack 2; Extra Head 2; Flight (Magical; Slow); Illumination; Immunity to Mind Control; Immunity to Shapeshifting; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 3 (Improved); No Legs (Slithers); Regeneration (Regular); Selfish (12); Slippery 3; SM+0 hands; Social Stigma (Monster); Sterile; Taboo Trait (Shapeshifting); Unaging; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2); Weak Arms (1/2 ST).
Skills: Brawling-16; Thaumatology-16.
Creature Type: Aberration.
Typical Stats – Ooze
Form
ST: |
27 |
HP: |
29 |
Speed: |
6.25 |
DX: |
13 |
Will: |
14 |
Move: |
1 ground, 1 water |
IQ: |
12 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
20 |
SM: |
+2 |
Dodge: |
9 |
Parry: |
N/A |
DR: |
2* (tough skin) |
Alternate Form: The sharn has two forms – an ooze form and the normal three-headed solid form. Initiating a change requires a Ready maneuver. The entire shapechanging process takes two seconds, during which the sharn 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: Amphibious; Appearance (Monstrous); Blindness; Compartmentalized Mind 2; Detect (Earth Nodes; Long-Range 1; Magical; Reflexive); Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Shapeshifting; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Magic Resistance 3 (Improved); Mute; No Legs (Slithers); No Manipulators; Regeneration (Regular); Selfish (12); Slippery 3; Social Stigma (Monster); Sterile; Taboo Trait (Shapeshifting); Unaging; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Cold Iron, x2); Weak Arms (1/2 ST).
Skills: Brawling-16; Thaumatology-16.
Creature Type: Aberration.
Spectral Panther [Monstes of Faerun, page 79]
Secondary Characteristic Modifiers: SM+2; FP-2 [-6]; Basic Speed +0.25 [5]; Basic Move +5 [25]; Per+2 [10].
Advantages: Acute Hearing 2 [4]; Blessed (Ghost Weapon; Magical instead of Divine, +0%) [15]; Catfall [10]; Chameleon 2 (Always On, -10%; Magical, -10%) [8]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Flexibility [5]; Infravision [10]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Regeneration (Regular) [25]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5].
Fear Aura: Terror (Magical, -10%; Presence, +25%) [35].
Spectral Form: Insubstantiality (Costs Fatigue, 1 FP/second, -10%; Magical, -10%; No Vertical Move, -10%) [56].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10].
Perks: Fur [1]; Penetrating Voice [1].
Features: Born Biter 2; Tail.
Creature Type: Magical Beast.
Knowing Your Own Strength [408] |
Typical Stats
ST: |
25 |
HP: |
25 |
Speed: |
6.5 |
DX: |
13 |
Will: |
10 |
Move: |
11 |
IQ: |
10 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
10 |
SM: |
+2 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
1* (tough skin) |
Sharp Claws (15): thrust 3d-1 cutting (KYOS: 5d cutting), Reach C-1.
Fear Aura: The spectral panther can take a Ready maneuver to project an aura of fear. Everyone within 10 yards of the spectral panther must roll an immediate Fright Check (p. B360). If a victim succeeds at his Fright Check, he will be unaffected by this panther’s Fear Aura for one hour.
Spectral Form: The spectral panther can temporarily become a incorporeal. Treat this as being insubstantial as per the Insubstantiality advantage (p. B62). While insubstantial, the spectral panther does not disregard gravity. It must move across a horizontal or gently sloping (no Climbing roll needed) surface. Activating or deactivating this ability requires a Ready maneuver. Being insubstantial costs 1 FP per second. This is a magical ability.
Traits: Acute Hearing 2; Bestial; Cannot Speak; Blessed (Ghost Weapon; Magical instead of Divine); Born Biter 2; Callous; Catfall; Chameleon 2 (Always On; Magical); Combat Reflexes; Discriminatory Smell; Flexibility; Infravision; Horizontal; Night Vision 6; No Fine Manipulators; Parabolic Hearing 2; Perfect Balance; Regeneration (Regular); Restricted Diet (Carnivore); Short Lifespan 2; Tail; Terrain Adaptation (Uneven); Ultrahearing.
Skills: Brawling-15; Intimidation-13; Jumping-13; Stealth-15; Wrestling-15.
Creature Type: Magical Beast.
Stinger [Monstes of Faerun, page 80]
Secondary Characteristic Modifiers: SM+1; HP+4 (Size Modifier, -10%) [8]; Basic Move +2 [10].
Advantages: DR 2 (Partial, Lower Torso, -20%) [8]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Infravision [10]; Temperature Tolerance 3 (Hot) [3]; Terrain Adaptation (Sand) [5]; Terrain Adaptation (Uneven) [5]; Vibration Sense (Environmental, Ground, -20%) [8].
Claws [16]: 2 x Striker (Pincer; Cutting) [8].
Sting [6]: Striker (Sting; Impaling; Clumsy 1, -20%; Weak, -50%) [3] + Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -2 DX, +20%) [3].
Bolthole Magic [33]: Permeation (Earth; Costs Hit Points, 1 HP, -10%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%) [22] + Walk on Air (Accessibility, Must pass through at least a foot of earth, -20%; Link, +10%; Magical, -10%; Vertical Only, -25%) [11].
Disadvantages: Ham-Fisted 1 [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Creature Type: Monstrous Humanoid.
Knowing Your Own Strength [125] |
Typical Stats
ST: |
13 |
HP: |
17 |
Speed: |
5.5 |
DX: |
11 |
Will: |
10 |
Move: |
7 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+1 |
Dodge: |
8 |
Parry: |
10U |
DR: |
2 (only scorpion torso) |
Pincer (14): thrust 1d+2 cutting (KYOS: 2d-1 cutting), Reach C-1.
Sting (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling) plus follow-up 1d-2 toxic (3 1-hour cycles, resisted by HT-3, -2 DX after loss of 2/3 HP), Reach C-1.
Bolthole Magic: A stinger can move up to its Basic Move straight up or down, so long as it passes through at least a foot of earth during its movement. For every second of use, the stinger loses 1 HP.
Traits: Extra Legs (Six Legs; Cannot Kick); Ham-Fisted 1; Infraivision; Odious Racial Habit (Eats sapient beings); Restricted Diet (Carnivore); Social Stigma (Savage); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Temperature Tolerance 3 (Hot); Terrain Adaptation (Sand); Terrain Adaptation (Uneven).
Skills: Brawling-14; Spear-14; Survival (Desert)-14.
Creature Type: Monstrous Humanoid.
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