Sunday 9 October 2022

Monsters/Lenses: Faerunian Lenses

Monsters/Lenses: Faerunian Lenses

The only thing that is left unconverted in Monsters of Faerun are some of the templates (lenses in GURPS terms). I will treat the yuan-ti tainted one and broodguard as creatures, not lenses. By the way, these two templates are probably the most reprinted templates/monsters in D&D 3.0/3.5, they are like in 3-4 different books.


Beast of Xvim [Monsters of Faerun, page 86]

76 points
Applicable to: Any living creature.
Advantages: DR 2 (Not vs. Magic, -15%) [9]; Fearlessness 3 [6]; Immunity to Poison [15]; Infravision [10].
    Frightful Roar: Terror (Hearing; Magical, -10%) [27].
    Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -50%; Costs Fatigue, 3 FP, -15%; Follow-Up, Universal, +50%; Magical, -10%) [8].
Perks: Rest in Pieces [1].
Creature Type: Original, animals or vermin become magical beasts.

 

Hell Hound Beast of Xvim [Monsters of Faerun, page 86]

106 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-3 [-60]; HT+2 [20].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move +3 [15]; Will+3 [15]; Per+5 [25].
Advantages: DR 1 (Tough Skin, -40%) [3]; DR 2 (Not vs. Magic, -15%) [9]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Fearlessness 3 [6]; Immunity to Poison [15]; Night Vision 5 [5]; Reduced Consumption 2 (Cast-Iron Stomach -50%) [2]; Sharp Teeth [1]; Silence 2 [10]; Temperature Tolerance 3 (Hot) [3].
    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].
    Fiery Bite: Burning Attack 1d-1 (Follow-Up, Sharp Teeth, +0%; Magical, -10%) [4].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Frightful Roar: Terror (Hearing; Magical, -10%) [27].
    Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -50%; Costs Fatigue, 3 FP, -15%; Follow-Up, Universal, +50%; Magical, -10%) [8].
Disadvantages: Bad Smell [-10]; Bestial [-10]; Bloodlust (12) [-10]; Cannot Speak [-15]; Chummy [-5]; Hidebound [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Fur [1]; Rest in Pieces [1]; Unholy Touch [1].
Features: Born Biter 2; Early Maturation 4.
Notes: Weight 120 lbs.
Creature Type: Outsider (Evil, Fire, Lawful).

Typical Stats

ST:

10

HP:

10

Speed:

6

DX:

12

Will:

10

Move:

9/13 ground

IQ:

7

Per:

12

 

 

HT:

12

FP:

15

SM:

+0

Dodge:

9

Parry:

N/A

DR:

1* (tough skin), 2 (not vs. magic), 20 (vs. fire)

    Fiery Bite (14): thrust 1d-2 cutting plus follow-up 1d-1 burning, Reach C.
    Smite Good (14): By spending 3 FP, a hell hound beast of Xvim can declare a smiting attack against a holy being. If the attack hits, it deals additional 2d follow-up crushing damage.
    Breathe Fire (14): The hell hound breathes out a blast of fire, dealing thrust 1d-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 2 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).
    Frightful Roar: When a creature hears the howl of a hell hound beast of Xvim, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.

    Traits: Axiomatic Touch; Bad Smell; Bestial; Bloodlust (12); Born Biter 2; Cannot Speak; Chummy; Discriminatory Smell; Early Maturation 4; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fearlessness 3; Fur; Hidebound; Horizontal; Immunity to Noxious Fire Effects; Immunity to Poison; Night Vision 5; No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Rest in Pieces; Silence 2; Temperature Tolerance 3 (Hot); Unholy Touch; Vulnerability (Cold, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Innate Attack (Breath)-14; Stealth-16; Tracking-17.
    Creature Type: Outsider (Evil, Fire, Lawful).
    Notes: Weight 120 lbs.

Yuan-Ti Tainted One [Monsters of Faerun, page 94]

12 points
Attribute Modifiers: HT+1 [10].
Advantages: Immunity to Poison [15]; Resistant to Psionics (+3) [10].
    Snake Shape: Alternate Form (Rattlesnake (p. B458); Active Change, +20%; Psychometabolism, -10%; Requires IQ Roll, -10%) [15].
    Poison: Toxic Attack 1d-2 (Contact Agent, -30%; Cyclic, 1 day, 4 cycles, Resistible, +10%; Melee Attack, Reach C, Cannot Parry, -35%; Resistible, HT-2, -20%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Racial Psionic Skills: Snake Shape (H) IQ-2 [1].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

Block:

10U

10 (light small shield, DB 1)

DR:

2* (medium leather; torso)

    Punch (13): thrust 1d-2 crushing, Reach C.
    Large Falchion (13): swing 2d cutting, Reach 1 or thrust 1d-2 impaling (KYOS: 1d-1 impaling), Reach 1.
    Longbow (13): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Acc 3, Range 180/240, RoF 1, Shots 1(2).
    Snake Shape (10): A yuan-ti can shift between its humanoid and snake forms (rattlesnake, p. B458). Clothing and gear does not change with him. Transformation takes 10 seconds, but the yuan-ti does not have to take consecutive Concentrate maneuvers during it. The yuan-ti can act freely, having the statistics of its current form, until the transformation finishes.
    Poison: The tainted one’s saliva is poisonous. This is a contact agent that can be delivered with a DX or Brawling roll that targets bare skin and deals 1d-2 toxic damage (plus 4 1-day cycles, resisted with HT-2), Reach C.

    Traits: Cold-Blooded (50°); Immunity to Poison; Odious Racial Habit (Eats sapient beings); Resistant to Psionics (+3); Restricted Diet (Carnivore); Social Stigma (Savage).
    Skills: Bow-13; Brawling-13; Broadsword-13; Shield-13.
    Psionic Skills: Snake Shape-10.
    Creature Type: Monstrous Humanoid.


Yuan-Ti Broodguard [Monsters of Faerun, page 94]

2 points
Attribute Modifiers: DX+1 [20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Per+4 [20].
Advantages: Immunity to Poison [15]; Resistant to Mind Control (+8) [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Berserk (12) [-10]; Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Creature Type: Monstrous Humanoid.

Typical Stats

ST:

10

HP:

10

Speed:

5.5

DX:

11

Will:

9

Move:

5

IQ:

8

Per:

12

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

10 (unarmed)

DR:

2* (medium leather; torso)

    Sharp Claws (14): thrust 1d-2 cutting, Reach C.
    Sharp Teeth (14): thrust 1d-2 cutting, Reach C.

    Traits: Cold-Blooded (50°); Immunity to Poison; Odious Racial Habit (Eats sapient beings); Resistant to Mind Control (+8); Restricted Diet (Carnivore); Scales; Social Stigma (Savage).
    Skills: Brawling-14; Observation-14.
    Creature Type: Monstrous Humanoid.

FAERUNIAN GHOSTS

Doomsphere [Monsters of Faerun, page 88]

916 points
Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size Modifier, -30%) [12]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; Will+2 [10]; Per+2 [10].
Advantages: 360° Vision (Easy to Hit, -20%) [20]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Enhanced Tracking 2 [10]; ER 10 (Magic) [30]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [52]; Resistant to Turning (+3) [1]; Sharp Teeth [1]; Unaging [15].
    Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
    Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
    Antimagic Cone [100]: Static (Magic; Area of Effect, 16 yards, +250%; Directional, Front, -20%) [99] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1].
    Eye Rays [213]:
    Cold Stare 2 [17];
    Eye Ray: Animate Dead [32];
    Eye Ray: Boneshatter 1 [18];
    Eye Ray: Enervation [24];
    Eye Ray: Fear [29];
    Eye Ray: Flesh Sear 2 [16];
    Eye Ray: Inflict Wounds 4 [16];
    Eye Ray: Paralysis [25];
    Eye Ray: Slow [20];
    Eye Ray: Unholy Blight 2 [16].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bully (9) [-15]; Callous [-5]; Dread (Religious Symbols; 5 yards) [-14]; Greed (9) [-22]; Intolerance (Total) [-10]; Loner (6) [-10]; No Manipulators [-50]; Social Stigma (Dead) [-20].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Knowing Your Own Strength [974]
Replace ST+4 (No Fine Manipulators, -40%; Size Modifier, -30%) [12] with ST+4 [40]

Typical Stats

ST:

14

HP:

14

Speed:

5.75

DX:

10

Will:

15

Move:

5 air

IQ:

13

Per:

15

 

 

HT:

13

FP:

N/A

SM:

+3

Dodge:

8

Parry:

N/A

DR:

-

    Sharp Teeth (10): thrust 1d-1 cutting (KYOS: 1d+1 cutting), Reach C. Can only be used against insubstantial beings.
    Antimagic Cone: The central eye emanates a cone of antimagic that suppresses all magical effects and abilities, including the doomsphere’s own eye rays in all his front hexes within 16 yards of him.
    Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
    The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
    Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Eye Rays:
    Cold Stare 2 (17);
    Eye Ray: Animate Dead;
    Eye Ray: Boneshatter 1 (17);
    Eye Ray: Enervation (17);
    Eye Ray: Fear (17);
    Eye Ray: Flesh Sear 2 (17);
    Eye Ray: Inflict Wounds 4 (17);
    Eye Ray: Paralysis (17);
    Eye Ray: Slow (17);
    Eye Ray: Unholy Blight 2 (17).


    Traits: 360° Vision (Easy to Hit); Appearance (Monstrous; Universal); Bully (9); Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); Enhanced Tracking 2; ER 10 (Magic); Flight (Slow; Substantial Only); Greed (9); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Head, No Neck); Intolerance (Total); Loner (6); No Legs (Aerial); Resistant to Turning (+3); Social Stigma (Dead); Unaging.
    Skills: Innate Attack (Gaze)-17.
    Creature Type: Undead.


Spectral Harpist [Monsters of Faerun, page 89]

759 points
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Magic Resistance 2 (Improved, +150%) [10]; Resistant to Turning (+3) [1]; Unaging [15].
    Elemental Resistance (C,E) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious Cold and Electrical Effects [15].
    Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
    Frightful Moan: Terror (-2) (Hearing; Magical, -10%) [45].
    Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
    Magical Radiance: Reveal Magic 4 [53].
Disadvantages: Social Stigma (Dead) [-20].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

11

Will:

12

Move:

5 air

IQ:

12

Per:

12

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. cold and electricity)

    Punch (11): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C. Can only be used against insubstantial beings.
    Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
    The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
    Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Frightful Moan: When a creature hears the moan or song of a spectral harpist, it must roll a Fright Check at a -2 penalty. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Magical Radiance: Reveal Magic 4 (12).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 4 (Magic); Flight (Slow; Substantial Only); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Cold and Electrical Effects; Injury Tolerance (Homogenous, No Blood); Magic Resistance 2 (Improved); No Legs (Aerial); Resistant to Turning (+3); Social Stigma (Dead); Unaging.
    Skills: Innate Attack (Gaze)-12; Observation-13; Singing-14; Stealth-12; Thaumatology-13.
    Creature Type: Undead.

Watchghost [Monsters of Faerun, page 89]

693 points
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Magic Resistance 2 (Improved, +150%) [10]; Resistant to Turning (+3) [1]; Unaging [15].
    Chill Ray: Ray of Frost 1 [19].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
    Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
    Magical Radiance: Reveal Magic 4 [53].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Social Stigma (Dead) [-20].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

11

Will:

12

Move:

5 air

IQ:

12

Per:

12

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. cold)

    Punch (11): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C. Can only be used against insubstantial beings.
    Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
    The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
    Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Chill Ray: Ray of Frost 1 (14).
    Magical Radiance: Reveal Magic 4 (12).


    Traits: Appearance (Monstrous; Universal); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 4 (Magic); Flight (Slow; Substantial Only); Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Injury Tolerance (Homogenous, No Blood); Magic Resistance 2 (Improved); No Legs (Aerial); Resistant to Turning (+3); Social Stigma (Dead); Unaging.
    Skills: Innate Attack (Gaze)-12; Innate Attack (Projectile)-14; Observation-16; Stealth-12.
    Creature Type: Undead.


Zhentarim Spirit [Monsters of Faerun, page 89]

686 points
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Unaging [15].
    Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
    Malevolence: Possession (Magical, -10%; Spiritual, -20%) [70].
    Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
    Energy Drain: Souldrinker 1 [75].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Obsession (Revenge) (6) [-10]; Social Stigma (Dead) [-20].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats

ST:

12

HP:

12

Speed:

5.5

DX:

11

Will:

13

Move:

5 air

IQ:

12

Per:

12

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

8

Parry:

8 (unarmed)

DR:

-

    Punch (11): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C. Can only be used against insubstantial beings.
    Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
    The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
    Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Malevolence (12): The ghost can possess material creatures. The ethereal body merges with and occupies the body of the ghost’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to him and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the ghost out by winning a Quick Contest of his exorcism ability vs. the ghost’s Will.
    The ghost cannot return to a body he has been cast out of for at least 24 hours. He may choose to release his host at any time. If he is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
    To possess a new host, the ghost must concentrate for one second and physically touch him. Attempts to possess his own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the ghost’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the ghost or otherwise wary of him. If the ghost loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to the ghost. If the ghost wins, he takes over the victim’s body, completely suppressing his personality. The previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
    The ghost gain the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. The ghost keeps his own IQ, Perception, and Will, and all of his mental traits. His social traits may apply, depending on the laws and values of his society. Skills are a special case. The ghost’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the ghost have Acrobatics at DX+3, then he would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.
    If the ghost occupies a sentient host, he has sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host’s memories, the ghost must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory!
    Energy Drain: Souldrinker 1 (13).

    Traits: Appearance (Monstrous; Universal); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 4 (Magic); Flight (Slow; Substantial Only); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); No Legs (Aerial); Obsession (6) (Revenge); Resistant to Turning (+3); Social Stigma (Dead); Unaging.
    Skills: Stealth-14.
    Creature Type: Undead.

 

Ghostly Green Dragon [Draconomicon, page 161]

1,080 points
Attribute Modifiers: ST+25 (Size Modifier, -40%) [150]; IQ+4 [80]; HT+5 [50].
Secondary Characteristic Modifiers: SM+4; Will+1 [5]; Per+2 [10]; Basic Move +1 [5].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Enhanced Move 0.5 (Air) [10]; ER 10 (Magic) [30]; Extra Attack 1 [25]; Fangs [2]; Flexibility [5]; Flight (Slow, -25%; Substantial Only, -10%) [26]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Magic Resistance 1 (Improved, +150%) [5]; Parabolic Hearing 1 [4]; Peripheral Vision [15]; Resistant to Turning (+3) [1]; Talons [8]; Unaging [15].
    Breathe Gray Mist: Natural Weapon (Ageing; Affects Substantial, +40%; 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%) [69].
    Draconic Strikers [16]: Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Long 1, +100%; Weak, -50%) [4] + Striker (Right Wing; Crushing; Accessibility, Not when flying, -10%; Limited Arc, Front and right, -20%; Long 1, +100%; Weak, -50%) [6] + Striker (Left Wing; Crushing; Accessibility, Not when flying, -10%; Limited Arc, Front and left, -20%; Long 1, +100%; Weak, -50%) [6].
    Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
    Horrific Appearance: Terror (-3) (Vision; Always On, -20%; Magical, -10%) [42].
    Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
    Spell-Like Abilities (Alternative Abilities) [90]:
    Souldrinker 1 [75];
    Suggestion [73/5=15].
Disadvantages: Appearance (Horrific; Universal, +25%) [-30]; Bad Grip 2 [-10]; Bad Temper (12) [-10]; Callous [-5]; Greed (12) [-15]; Ham-Fisted 1 [-5]; Loner (12) [-5]; Miserliness (12) [-10]; Selfish (12) [-5]; Social Stigma (Dead) [-20].
Perks: Eye for Distance [1]; Penetrating Voice [1].
Quirks: Methodical [-1]; Staid [-1].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Knowing Your Own Strength [1,084]
Replace ST+25 (Size Modifier, -40%) [150] with ST+13 [130]
Add HP+12 [24]

Typical Stats

ST:

35 (KYOS: 23)

HP:

35

Speed:

6.25

DX:

10

Will:

15

Move:

7 air

IQ:

14

Per:

16

 

 

HT:

15

FP:

20

SM:

+4

Dodge:

9

Parry:

11 (unarmed)

DR:

-

    Bite (16): thrust 4d+2 impaling, Reach C-1. Can only be used against insubstantial beings.
    Front Claw (16): thrust 4d+2 cutting or impaling, Reach C-3. Can only be used against insubstantial beings.
    Hind Claw (14): thrust 5d-1 cutting or impaling, Reach C-3. Can only be used against insubstantial beings.
    Wing (16): thrust 5d-1 crushing, Reach C-5, can only attack front and side hexes. Can only be used against insubstantial beings.
    Tail (14): thrust 5d-1 crushing, Reach C-5. Can only be used against insubstantial beings.
    Breathe Gray Mist (16): The dragon breathes out a blast of gray mist that ages the victims for thrust 4d-1 years (treat this as large-area injury for the purpose of DR). 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 7 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).
    Horrific Appearance: Anyone who sees the dragon’s horrific appearance must make a Fright Check at -3. If a victim succeeds at his Fright Check, he will be unaffected by the dragon’s Horrific Appearance for one hour.
    Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
    The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
    Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Spell-Like Abilities (Alternative Abilities):
    Souldrinker 1 (15);
    Suggestion (14).


    Traits: Appearance (Horrific; Universal); Bad Grip 2; Bad Temper (12); Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Enhanced Move 0.5 (Air); ER 10 (Magic); Extra Attack 1; Eye for Distance; Flexibility; Flight (Slow; Substantial Only); Greed (12); Ham-Fisted 1; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); Loner (12); Magic Resistance 1 (Improved); Methodical; Miserliness (12); No Legs (Aerial); Parabolic Hearing 1; Penetrating Voice; Peripheral Vision; Resistant to Turning (+3); Selfish (12); Social Stigma (Dead); Staid; Unaging.
    Skills: Brawling-16; Diplomacy-14; Fast-Talk-14; Innate Attack (Breath)-16; Tactics-14.
    Creature Type: Undead.

NEW SORCERY SPELLS

  
Eye Ray: Animate Dead
Keywords: Obvious.
Full Cost: 32 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
 
You can animate corpses without touching them, using a gray eye ray. The corpse should have no more than 18 HP (corpses are Unliving objects). An inhabited corpse can grab, lift, strike, and throw with ST equal to its HP. It has the caster’s DX. Move equals to 18 – the corpse’s HP.
Statistics: Telekinesis 18 (Accessibility, Corpses only, -20%; Animation, -20%; Sorcery, -15%; Visible, -10%) [32].
  
Eye Ray: Boneshatter
Keywords: Missile, Obvious.
Full Cost: 18 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
The caster fires a gray eye ray that shatters the victim’s bones or chitin. If the victim fails an unpenalized HT roll to resist (DR does not add a bonus), he takes 1d crushing damage per level of the spell, ignoring DR.
Statistics: Crushing Attack 1d (Accessibility, Only creatures with a skeleton or chitin, -10%; Cosmic, Irresistible Attack, +300%; Increased 1/2D, 10x, +15%; Resistible, HT, -30%; Sorcery, -15%) [18/level].


Eye Ray: Enervation
Keywords: Missile, Obvious.
Full Cost: 24 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 3 minutes.
 
You fire a black eye ray that drains energy from your target. On hit, the victim resists with an unopposed (HT+DR) roll. If he loses, the victim suffers temporary ST, DX, and HT loss equal to his margin of failure (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected. Only living creatures can be affected by this spell.
Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Penalty cannot exceed margin of victory, -50%; Sorcery, 15%) [24].
  
Eye Ray: Flesh Sear
Keywords: Missile, Obvious.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
The caster fires a red eye ray that magically sears away flesh from the bone, inflicting 1d corrosion damage per level of the spell, but only to organic matter.
Statistics: Corrosion Attack 1d (Accessibility, Only against organics, -20%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [8/level].
  
Eye Ray: Unholy Blight
Keywords: Missile, Obvious.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
The caster fires a black eye ray of unholy energy. This does not affect unholy beings, but when it strikes any other creature, it deals 1d non-incendiary burning damage per level. If it strikes a holy being, it deals double damage and forces the victim to make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Statistics: Burning Attack 1d (Accessibility, Not against unholy beings, -5%; Double damage against holy beings, +50%; Increased 1/2D, 10x, +15%; No Incendiary Effect, -10%; Side Effect, Stunning, Only against holy beings, +25%; Sorcery, -15%) [8/level].
 

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