Wednesday, 12 October 2022

Monsters: Unapproachable East Hags

Monsters: Unapproachable East Hags

I've never been a fan of hags in D&D, they just didn't feel that interesting to me. But nevertheless, let's convert some Faerunian hags from Unapproachable East. The hagspawn also works well as a racial template for the PCs.


Bheur [Unapproachable East, page 63]

120 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+2 [20].
Advantages: DR 3 (Tough Skin, -40%) [9]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Temperature Tolerance 3 (Cold) [3]; Universal Digestion [5].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Spell-Like Abilities (Alternative Abilities) [99]:
    Chill Metal [28/5=6];
    Cone of Cold 2 (Gadget, Breakable, DR 2, SM-3, Can be stolen with a QC of ST, Will not work for the thief, -50%) [13/5=3];
    Cool 13 (40°F) [67] – see GURPS Thaumatology: Sorcery, page 19;
    Enlarge 1 [9/5=2] + ST+5 (Size Modifier, -10%) [45/5=9];
    Fog 3 (Gadget, Breakable, DR 2, SM-3, Can be stolen with a QC of ST, Will not work for the thief, -50%) [17/5=4];
    Ray of Frost 2 [38/5=8].
Disadvantages: Appearance (Hideous) [-16]; Callous [-5]; Disturbing Voice [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Acid, x2) [-30]; Vulnerability (Electricity, x2) [-30].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

12

HP:

12

Speed:

5.75

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

11

DR:

3* (tough skin), 20 (vs. cold)

    Quarterstaff swing (12): swing 2d crushing, Reach 1-2. This staff, called the graystaff, is attuned to the bheur and allows her to cast additional spells – Cone of Cold and Fog 3.
    Quarterstaff thrust (12): thrust 1d+1 crushing (KYOS: 1d+2 crushing), Reach 1-2. This staff, called the graystaff, is attuned to the bheur and allows her to cast additional spells – Cone of Cold and Fog 3.
    Spell-Like Abilities (Alternative Abilities):
    Chill Metal (10);
    Cone of Cold 2 (Only with graystaff) (12);
    Cool 13 (40°F)
– see GURPS Thaumatology: Sorcery, page 19;
    Enlarge 1 (Increases ST by 5);
    Fog 3 (Only with graystaff) (12);
    Ray of Frost 2 (12).


    Traits: Appearance (Hideous); Callous; Disturbing Voice; Immunity to Noxious Cold Effects; Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Sadism (12); Social Stigma (Monster); Temperature Tolerance 3 (Cold); Universal Digestion; Vulnerability (Acid, x2); Vulnerability (Electricity, x2).
    Skills: Brawling-12; Innate Attack (Beam)-12; Innate Attack (Gaze)-12; Staff-12; Weather Sense-12.
    Creature Type: Monstrous Humanoid.

Shrieking Hag [Unapproachable East, page 65]

204 points
Attribute Modifiers: ST+5 [50]; DX+1 [20]; HT+2 [20].
Advantages: Combat Reflexes [15]; DR 3 (Tough Skin, -40%) [9]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Reduced Consumption 3 (Cast-Iron Stomach, -50%) [3]; Sharp Claws [5]; Temperature Tolerance 3 (Cold) [3].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Sonic Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [13].
    Shriek: Burning Attack 2d (Area Effect, 8 yards, +150%; Costs Fatigue, 3 FP, -15%; Emanation, -20%; Environmental, Sound-transmitting mediums, -10%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, Deafness and Hallucinating, +120%; Underwater, +20%) [33].
    Spell-Like Abilities (Alternative Abilities) [34]:
    Air Jet 3 [18/5=4] – GURPS Thaumatology: Sorcery, page 12;
    Lesser Polymorph [20/5=4];
    Light 1 [11/5=3] – GURPS Thaumatology: Sorcery, page 21;
    Shocking Touch 2 [20];
    Sound 1 [15/5=3] – see GURPS Sorcery: Sound Spells, page 10.
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (9) [-15]; Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Social Stigma (Monster) [-15].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

15

HP:

15

Speed:

5.75

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

9

Parry:

11 (unarmed)

DR:

3* (tough skin), 20 (vs. cold), 5 (vs. sound)

    Sharp Claws (14): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C.
    Shriek: A shrieking hag can release a roar that deals 2d non-incendiary burning damage to all creatures within 8 yards of him. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of injury, or suffer gain Deafness (p. B129) and begin to hallucinate (p. B428) for (20-HT) minutes (minimum 1 minute). This ability works equally well in air and underwater, but can be blocked by Silence. Each use costs 3 FP.
    Spell-Like Abilities (Alternative Abilities):
    Air Jet 3 (12)
GURPS Thaumatology: Sorcery, page 12;
    Lesser Polymorph;
    Light 1 (10)
GURPS Thaumatology: Sorcery, page 21;
    Shocking Touch 2 (14);
    Sound 1
– see GURPS Sorcery: Sound Spells, page 10.

    Traits: Appearance (Hideous); Bad Temper (9); Callous; Combat Reflexes; Immunity to Noxious Cold Effects; Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Reduced Consumption 3 (Cast-Iron Stomach); Sadism (12); Social Stigma (Monster); Temperature Tolerance 3 (Cold).
    Skills: Brawling-14; Innate Attack (Beam)-12; Stealth-12; Weather Sense-12.
    Creature Type: Monstrous Humanoid.
 
The hagspawn are an all-male half-race spawned from the couplings of human males and all-female hags. The hagspawn inherit some of the worst qualities of their hag parents – they are ugly, selfish, and ill-tempered. However, they also are stronger than normal humans, have tough skin, and are resistant to magic. While emotionally insecure and ill-tempered, the hagspawn also are very hard-working and focused – let’s give them the Single-Minded [5] advantage. Finally, they also can see in the dark, just like their hag parents, so let’s give them Infravision. 
To be honest, I do not find this race interesting at all, and I don’t really know how to make it more interesting. I guess it would be possible to lean into the hag heritage and give them some abilities that depend on the exact kind of the hag parent. But I don’t know – they just don’t seem appealing to me. The hagspawn are not tied to the Forgotten Realms setting, so you can freely use them in your own game worlds.

Hagspawn [Unapproachable East, page 65]

15 points
Attribute Modifiers: ST+1 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Single-Minded [5].
Disadvantages: Bad Temper (12) [-10]; Ugly [-8].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

11

HP:

11

Speed:

5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

1* (tough skin)

    Punch (12): thrust 1d-1 crushing, Reach C.
    Shortsword (12): swing 1d+1 cutting, Reach 1 or thrust 1d impaling, Reach 1.

    Traits: Bad Temper (12); Infravision; Magic Resistance 1 (Improved); Single-Minded; Ugly.
    Skills: Brawling-12; Shortsword-12; Stealth-12.
    Creature Type: Monstrous Humanoid.


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