Monsters: Libris Mortis Undead II
You know, I take it back. I called
Libris Mortis monsters lame, but after a more thorough read, I can see that many of them actually are much more interesting than I thought at first. So, let's have another batch of undead.
Blood Amniote [Libris Mortis, page 87]
86 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No
Manipulators, -40%) [42]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary
Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50].
Advantages: Clinging [20]; Doesn’t Breathe [20];
Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10];
Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable
[15]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62];
Regeneration (Fast) [50]; Slippery 5 [10]; Temperature Tolerance 4 [4]; Unaging
[15]; Unfazeable [15].
Blood Call: Leech
1 (Accessibility, Only on creatures with blood, -10%; Always On, -10%; Aura,
+80%; Cosmic, Brief contact, +50%; Magical, -10%) [50].
Ooze Senses
[22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1]
+ Vibration Sense (Air) [10].
Disadvantages: Appearance (Monstrous; Universal,
+25%) [-25]; Bestial [-10]; Blindness [-50]; Hidebound [-5]; Invertebrate
[-20]; Mute [-25]; No Manipulators [-50]; Uncontrollable Appetite (9) (Blood)
[-22].
Features: No Legs (Slithers); Not Subject to Fatigue.
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Undead.
Knowing Your Own Strength [354] Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [42] with ST+24 [240] Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]
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Typical Stats
ST:
|
34
|
HP:
|
104
|
Speed:
|
5
|
DX:
|
8
|
Will:
|
0
|
Move:
|
5 ground, 2 climbing
|
IQ:
|
0
|
Per:
|
10
|
|
|
HT:
|
12
|
FP:
|
N/A
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SM:
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+5
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Dodge:
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8
|
Parry:
|
N/A
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DR:
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-
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Blood Call: Whenever
a blood amniote touches a living creature or is touched by one, it forces the
victim to expel some of its blood through the pores, even through armor. The blood
amniote drains 1 HP per contact from the victim, but no more than once per
second, while restoring 1 HP per each 3 stolen HP.
Ooze Senses:
An ooze’s entire body is a primitive sensory organ that can ascertain prey by
scent and vibration. It uses standard range penalties instead of a -1/yard
penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls
(Sense roll 15). Its smell operates both in air and underwater. In addition,
the ooze can detect vibrations in the air. It can locate prey in the dark, but
cannot detect details. To use Vibration Sense, the ooze must make a Sense roll
(10). Consult the Size and Speed/Range
Table (p. B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind will generate “noise” that interferes with this sense. Find the
speed of the wind on the table and assess the relevant speed penalty. A
successful roll reveals the rough size, location, speed, and direction of
movement of the target, allowing the ooze to move to it and attempt to engulf
it.
Traits:
Appearance (Monstrous; Universal); Bestial; Blindness; Clinging; Doesn’t
Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Hidebound; High Pain Threshold;
Illumination; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable;
Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck);
Invertebrate; Mute; No Legs (Slithers); No Manipulators; Regeneration (Fast);
Slippery 5; Temperature Tolerance 4; Unaging; Uncontrollable Appetite (9)
(Blood); Unfazeable.
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Undead.
Bloodmote Cloud [Libris Mortis, page 88]
69 pointsAttribute Modifiers: ST-9 [-90]; DX+2 (No Fine
Manipulators, -40%) [24]; IQ-9 [-180]; HT+2 [20].
Secondary
Characteristic Modifiers: HP+7 [14]; Will+8 [40]; Per+10 [50]; Basic Move-5 [-25]; Air Move -8
[-16].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat
or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to
Metabolic Hazards [30]; Indomitable [15]; Infravision [10]; Temperature
Tolerance 10 [10]; Unaging [15]; Unfazeable [15].
Swarm:
Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%; Flying Swarm, +30%)
[170].
Blood Drain: Toxic Attack 1 point (Accessibility,
Only on creatures with blood, -10%; Area Effect, 1 yard, +25%; Contact Agent,
+150%; Cosmic, No die roll required, No active defense allowed, +400%; Melee
Attack, C, No Parry, -35%) [7].
Disadvantages: No Manipulators [-50]; Unnatural
[-50].
Features: Not Subject to Fatigue.
Creature Type: Undead.
Typical Stats
ST:
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1
|
HP:
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8
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Speed:
|
6
|
DX:
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12
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Will:
|
9
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Move:
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1 ground, 4 air
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IQ:
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1
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Per:
|
11
|
|
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HT:
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12
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FP:
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N/A
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SM:
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+0
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Dodge:
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9
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Parry:
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N/A
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DR:
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-
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Blood Drain:
1 point toxic damage. The swarm 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 1 point of damage unless wearing sealed armor. Subjects with natural DR
(but not with the Tough Skin limitation) are safe only if they keep their eyes
and mouth shut and plug their nose, ears, etc.
Swarm: A bloodmote
cloud consists of about a thousand of undead mosquitoes. This makes it immune to
crippling injuries and reduces the damage it suffers from most physical blows;
see Injury to Unliving, Homogenous, and
Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse
includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is
dispersed by injury equal to its HP. A dispersed swarm is effectively
“unconscious” and unable to act in concert. A determined foe might contain and continue
to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the
bodies have been killed to destroy the swarm. The swarm can seep under doors,
or through screens, ventilation grates, clothing (2 seconds), chinks in armor
(5 seconds).
Traits:
Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold;
Immunity to Metabolic Hazards; Indomitable; Infravision; No Manipulators; Temperature
Tolerance 10; Unaging; Unfazeable; Unnatural.
Skills: Flight-13.
Creature Type: Undead.
Boneyard [Libris Mortis, page 89]
522 pointsAttribute Modifiers: ST+29 (No Fine Manipulators, -40%;
Size Modifier, -40%) [58]; DX+2 (No Manipulators, -40%) [24]; IQ+2 [40]; HT+4 [40].
Secondary
Characteristic Modifiers: SM+4; HP+33 (Size Modifier, -40%) [40]; Basic Move -2 [-10]; Air Move
-2 [-4].
Advantages: Alternate Form (Bone Pile; Magical,
-10%) [14]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
Sleep [20]; Double-Jointed [15]; Fangs [2]; Flight (Magical, -10%) [36]; High
Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind
Control [30]; Infravision [10]; Injury Tolerance (No Blood, No Brain, No Eyes,
No Vitals, Unliving) [40]; Magic Resistance 3 (Improved, +150%) [15];
Regeneration (Fast) [50]; Temperature Tolerance 10 [10]; Unaging [15]; Vacuum
Support [5].
Cold Resistance [30]: DR 20 (Limited, Cold, -40%; Tough Skin, -40%) [20] + Immunity to Noxious
Cold Effects [10].
Bone Subsumption [158]: Leech 2 (Accessibility, Only creatures with bones, -10%; Cosmic,
Lingering Effect, +100%; Link, +10%; Magical, -10%; Steal ST, +100%) [85] +
Leech 1 (Accessibility, Only creatures with bones, -10%; Cosmic, Lingering
Effect, +100%; Link, +10%; Magical, -10%; Steal HT, +100%) [73].
Summon Skeletons: Ally (Skeletons; Built on up to 5% points; Constantly available; Group
Size 6; Adjustable, +50%; Conjured, +100%; Magical, -10%; Minion, +0%) [12].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Brittle [-15]; No Manipulators [-50]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20]; Uncontrollable Appetite (9) (Bones) [-22]; Unnatural [-50]; Vulnerability (Crushing Attacks, x2) [-30].
Quirks: Cannot Float [-1].
Features: No Legs (Slithers); Not Subject to Fatigue.
Creature Type: Undead.
Knowing Your Own Strength [708] Replace ST+29 (No Fine Manipulators, -40%; Size Modifier, -40%) [58] with ST+20 [200] Replace HP+33 (Size Modifier, -40%) [40] with HP+42 [84]
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Typical Stats
ST:
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39 (KYOS: 30)
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HP:
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72
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Speed:
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6.5
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DX:
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12
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Will:
|
12
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Move:
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4 ground, 10 air
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IQ:
|
12
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Per:
|
12
|
|
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HT:
|
14
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FP:
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N/A
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SM:
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+4
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Dodge:
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9
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Parry:
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N/A
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DR:
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4, 20 (vs. cold)
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Fangs (14):
thrust 5d impaling (KYOS: 3d+2 impaling), Reach C.
Bone Subsumption: While maintaining ongoing contact (grappling, for example) with a
creature that has bones, the boneyard can drain 2 ST and 1 HT per second from
the victim, while healing 1 HP per 3 each stolen ST or HT. ST theft reduces BL
and damage, but does not lower HP. HT theft oes not lower FP. The lost
attributes return as per Lasting
Crippling (p. B423).
Summon Skeletons: A boneyard can use its own bones to summon up to six skeletons (point
value of each must not be higher than 5% of the boneyard’s). The skeletons are
under the boneyard’s direct control. Should a skeletons be destroyed, the
boneyard has to wait one full day before it can use this ability again.
Traits:
Alternate Form (Bone Pile; Magical); Appearance (Monstrous; Universal); Brittle; Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Flight (Magical); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold Effects; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Magic Resistance 3 (Improved); No Legs (Slithers); No Manipulators; No Sense of Smell/Taste; Regeneration (Fast); Social Stigma (Dead); Temperature Tolerance 10; Unaging; Uncontrollable Appetite (9) (Bones); Unnatural; Vulnerability (Crushing Attacks, x2); Vacuum Support.
Skills: Brawling-14;
Wrestling-14.
Creature Type: Undead.
Brain in a Jar [Libris Mortis, page 90]
273 pointsAttribute Modifiers: ST-9 [-90]; DX+2 (No Fine
Manipulators, -40%) [24]; IQ+2 [40].
Secondary
Characteristics Modifiers: SM-6; HP+1 [2]; Will+2 [10]; Per+2 [10].
Advantages: DR 2 [10]; Doesn’t Breathe [20];
Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra-Sensory Awareness (ESP,
-10%) [18]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30];
Indomitable [15]; Infravision [10]; Injury Tolerance (Homogenous, No Blood) [45];
Sealed [15]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15];
Vacuum Support [5].
Madness: Terror (Confusion; Always On, -10%; Presence, +25%; Trigger, Mental contact, -30%)
[26].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Blindness [-50]; Deafness [-20]; Mute [-25]; No Legs (Portable) [-30]; No Manipulators [-50]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Unnatural [-50].
Features: Not Subject to Fatigue.
Racial Psionic Abilities: Levitation 1 [14]; Mental Blow 4
[28]; Mental Stab 3 [52]; Necrocontrol 5 [70]; Suggestion 3 [30]; Telereceive 3
[42]; Telespeak 3 [39]; TK Grab 7 [49].
Racial Psionic Skills: Levitation (H) IQ-2 [1]; Mental
Blow (H) Will-2 [1]; Mental Stab (H) Will-2 [1]; Necrocontrol (H) Will-2 [1]; Suggestion
(H) IQ-2 [1]; Telereceive (H) IQ-2 [1]; Telesend (H) IQ-2 [1]; TK Grab (H) IQ-2
[1].
Creature Type: Undead.
Notes: Necrocontrol is a psionic ability
from Pyramid #3-99.
Typical Stats
ST:
|
1
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HP:
|
2
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Speed:
|
5
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DX:
|
12
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Will:
|
14
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Move:
|
0
|
IQ:
|
12
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Per:
|
14
|
|
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HT:
|
10
|
FP:
|
N/A
|
SM:
|
-6
|
Dodge:
|
8
|
Parry:
|
N/A
|
DR:
|
2
|
Madness: Anyone
trying to read or control the mind of a brain in a jar must roll an immediate
Fright Check (use the confusion variant from GURPS Powers, page 85). If a victim succeeds at his Fright Check,
he will be unaffected by this ability for one hour.
Traits:
Appearance (Monstrous; Universal); Blindness; Deafness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra-Sensory Awareness (ESP); High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Infravision; Injury Tolerance (Homogenous, No Blood); Mute; No Legs (Portable); No Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Sealed; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support.
Racial
Psionic Abilities: Levitation 1; Mental Blow 4; Mental Stab 3; Necrocontrol
5; Suggestion 3; Telereceive 3; Telespeak 3; TK Grab 7.
Racial Psionic Skills: Levitation-14; Mental Blow-14;
Mental Stab-14; Necrocontrol-14; Suggestion-14; Telereceive-14; Telesend-14; TK
Grab-14.
Creature Type: Undead.
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