Monday, 18 September 2023

Monsters: Canomorphs

Monsters: Canomorphs

Canomorphs are fiendish hounds (hell hounds, shadow mastiffs, and vorrs) who learned to assume a humanoid form.


Haraknin [Fiend Folio, page 26]

137 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move +3 [15]; Will+3 [15]; Per+4 [20].
Advantages: Alternate Form (Humanoid Form; Absorptive Change, Light Encumbrance, +10%; Magical, -10%) [15+16]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Mind Control (Accessibility, Hell Hounds Only, -60%; Magical, -10%) [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].
Disadvantages: Bad Smell [-10]; Bloodlust (12) [-10]; Chummy [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Fur [1]; Unholy Touch [1].
Features: Born Biter 2; Early Maturation 4.
Creature Type: Outsider (Evil, Fire, Lawful).
Notes:
Humanoid form [123]
Attribute Modifiers: DX+2 [40]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: FP+3 [9]; Will+3 [15]; Per+4 [20].
Advantages: Discriminatory Smell [15]; Mind Control (Accessibility, Hell Hounds Only, -60%; Magical, -10%) [15]; Night Vision 5 [5]; Reduced Consumption 2 (Cast-Iron Stomach -50%) [2]; 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].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Disadvantages: Bloodlust (12) [-10]; Chummy [-5]; Vulnerability (Cold, x2) [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Features: Early Maturation 4.

Typical Stats – Hell Hound Form

ST:

10

HP:

10

Speed:

6

DX:

12

Will:

11

Move:

9/13 ground

IQ:

8

Per:

12

 

 

HT:

12

FP:

15

SM:

+0

Dodge:

9

Parry:

N/A

DR:

1* (tough skin), 20 (vs. fire)

    Fiery Bite (14): thrust 1d-2 cutting plus follow-up 1d-1 burning, Reach C.
    Breathe Fire (14): The haraknin 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).
    Alternate Form: By taking ten consecutive Ready maneuvers, the haraknin can transform into a humanoid (see below). Worn and carried gear up to its Light Encumbrance is absorbed into the humanoid form. It may stay in that shape for as long as it wishes.

    Traits: Axiomatic Touch; Bad Smell; Bloodlust (12); Born Biter 2; Chummy; Discriminatory Smell; Early Maturation 4; Enhanced Move 0.5 (Ground); Extra Legs (Four Legs); Fur; Horizontal; Immunity to Noxious Fire Effects; Mind Control (Accessibility, Hell Hounds Only; Magical); Night Vision 5; No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Silence 2; Temperature Tolerance 3 (Hot); Unholy Touch; Vulnerability (Cold, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Innate Attack (Breath)-14; Shortsword-14; Stealth-16; Tracking-17.
    Creature Type: Outsider (Evil, Fire, Lawful).

Typical Stats – Humanoid Form

ST:

10

HP:

10

Speed:

6

DX:

12

Will:

11

Move:

6

IQ:

8

Per:

12

 

 

HT:

12

FP:

15

SM:

+0

Dodge:

9

Parry:

10

DR:

20 (vs. fire)

    Falchion (14): swing 1d+1 cut or thrust 1d-4 impaling, Reach 1.
    Breathe Fire (14): The haraknin 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).
    Alternate Form: By taking ten consecutive Ready maneuvers, the haraknin can transform into a hell hound (see above). Worn and carried gear up to its Light Encumbrance is absorbed into the hell hound form. It may stay in that shape for as long as it wishes.

    Traits: Axiomatic Touch; Bloodlust (12); Born Biter 2; Chummy; Discriminatory Smell; Early Maturation 4; Immunity to Noxious Fire Effects; Mind Control (Accessibility, Hell Hounds Only; Magical); Night Vision 5; Reduced Consumption 2 (Cast-Iron Stomach); Temperature Tolerance 3 (Hot); Unholy Touch; Vulnerability (Cold, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Innate Attack (Breath)-14; Shortsword-14; Stealth-16; Tracking-17.
    Creature Type: Outsider (Evil, Fire, Lawful).

Shadurakul [Fiend Folio, page 27]

183 points
Attribute Modifiers: ST+3 (No Fine Manipulators, -40%) [18]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+2 [10]; Per+4 [20].
Advantages: Alternate Form (Humanoid Form; Absorptive Change, Light Encumbrance, +10%; Magical, -10%) [15+25]; Blunt Claws [3]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Infravision [10]; Mind Control (Accessibility, Shadow Mastiffs Only, -60%; Magical, -10%) [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Teeth [1]; Temperature Tolerance 2 (Cold) [2].
    Bay: Terror (Hearing; Accessibility, Does not affect evil outsiders, -5%; Magical, -10%) [26].
    Shadow Blend: Invisibility (Accessibility, Not in full daylight, -5%; Affects Machines, +50%; Magical, -10%) [54].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Fur [1]; Unholy Touch [1].
Creature Type: Outsider (Evil).
Notes:
Humanoid form [170]
Attribute Modifiers: ST+3 [30]; DX+1 [20]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Speed +0.25 [5]; Will+2 [10]; Per+4 [20].
Advantages: Discriminatory Smell [15]; Infravision [10]; Mind Control (Accessibility, Shadow Mastiffs Only, -60%; Magical, -10%) [15]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Temperature Tolerance 2 (Cold) [2].
    Bay: Terror (Hearing; Accessibility, Does not affect evil outsiders, -5%; Magical, -10%) [26].
    Shadow Blend: Invisibility (Accessibility, Not in full daylight, -5%; Affects Machines, +50%; Magical, -10%) [54].
Disadvantages: Restricted Diet (Carnivore) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Unholy Touch [1].

Knowing Your Own Strength [184]
Replace ST+3 (No Fine Manipulators, -40%) [18] with ST+3 [30]
Replace Alternate Form (Humanoid Form; Absorptive Change, Light Encumbrance, +10%; Magical, -10%) [15+25] with Alternate Form (Humanoid Form; Absorptive Change, Light Encumbrance, +10%; Magical, -10%) [15+14]

Typical Stats – Shadow Mastiff Form

ST:

13

HP:

13

Speed:

6

DX:

11

Will:

10

Move:

10

IQ:

8

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

9

Parry:

N/A

DR:

1* (tough skin)

    Sharp Teeth (14): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C.
    Blunt Claws (14): thrust 1d+1 crushing (KYOS: 1d+2 crushing), Reach C.
    Bay: When a creature (except evil outsiders) hears the howl of a shadurakul, it must roll an immediate Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Shadow Blend: The shadurakul is invisible to normal vision, unless it is in an area of daylight (illumination penalty of 0).
    Alternate Form: By taking ten consecutive Ready maneuvers, the shadurakul can transform into a humanoid (see below). Worn and carried gear up to its Light Encumbrance is absorbed into the humanoid form. It may stay in that shape for as long as it wishes.

    Traits: Discriminatory Smell; Extra Legs (Four Legs); Fur; Horizontal; Infravision; Mind Control (Accessibility, Shadow Mastiffs Only; Magical); No Fine Manipulators; Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Temperature Tolerance 2 (Cold); Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Kusari-14; Stealth-14; Tracking-14.
    Creature Type: Outsider (Evil).

Typical Stats – Humanoid Form

ST:

13

HP:

13

Speed:

6

DX:

11

Will:

10

Move:

6

IQ:

8

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

9

Parry:

8U

DR:

-

    Kusari (14): swing 2d+1 crushing, Reach 1-4 or thrust 1d+2 crushing (KYOS: 2d-1 crushing), Reach 1-4. Unbalanced. -2 to Parry. Changing reach requires a Ready maneuver. Attempts to parry the kusari are at -4; fencing weapons can’t parry at all! Attempts to block the kusari are at -2.
    Bay: When a creature (except evil outsiders) hears the howl of a shadurakul, it must roll an immediate Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Shadow Blend: The shadurakul is invisible to normal vision, unless it is in an area of daylight (illumination penalty of 0).
    Alternate Form: By taking ten consecutive Ready maneuvers, the shadurakul can transform into a shadow mastiff (see above). Worn and carried gear up to its Light Encumbrance is absorbed into the shadow mastiff form. It may stay in that shape for as long as it wishes.

    Traits: Discriminatory Smell; Infravision; Mind Control (Accessibility, Shadow Mastiffs Only; Magical); Reduced Consumption 2 (Cast-Iron Stomach); Restricted Diet (Carnivore); Temperature Tolerance 2 (Cold); Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Brawling-14; Kusari-14; Stealth-14; Tracking-14.
    Creature Type: Outsider (Evil).

Vultivor [Fiend Folio, page 28]

243 points
Attribute Modifiers: DX+3 (No Fine Manipulators, -40%) [36]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics Modifiers: Basic Move +4 [20]; Will+2 [10]; Per+4 [20].
Advantages: Alternate Form (Humanoid Form; Absorptive Change, Light Encumbrance, +10%; Magical, -10%) [15+27]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; Extra Legs (Four Legs) [5]; Infravision [10]; Mind Control (Accessibility, Vorrs Only, -60%; Magical, -10%) [15]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 (Hot) [1].
    Spell-Like Abilities (Alternative Abilities) [107]:
    Shadow Form [103];
    Shadow Jump [20/5=4].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Fur [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil).
Notes:
Humanoid form [230]
Attribute Modifiers: DX+3 [60]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Will+2 [10]; Per+4 [20].
Advantages: Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; Infravision [10]; Mind Control (Accessibility, Vorrs Only, -60%; Magical, -10%) [15]; Temperature Tolerance 1 (Hot) [1].
    Spell-Like Abilities (Alternative Abilities) [107]:
    Shadow Form [103];
    Shadow Jump [20/5=4].
Disadvantages: Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].

Typical Stats – Vorr Form

ST:

10

HP:

10

Speed:

6

DX:

13

Will:

11

Move:

10

IQ:

9

Per:

13

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

N/A

DR:

1* (tough skin)

    Sharp Teeth (15): thrust 1d-2 cutting, Reach C.
    Sharp Claws (15): thrust 1d-2 cutting, Reach C.
    Alternate Form: By taking ten consecutive Ready maneuvers, the vultivor can transform into a humanoid (see below). Worn and carried gear up to its Light Encumbrance is absorbed into the humanoid form. It may stay in that shape for as long as it wishes.
    Spell-Like Abilities (Alternative Abilities):
    Shadow Form;
    Shadow Jump (9).


    Traits: Anarchic Touch; Discriminatory Smell; Doesn’t Eat or Drink; Extra Legs (Four Legs); Fur; Horizontal; Infravision; Mind Control (Accessibility, Vorrs Only; Magical); No Fine Manipulators; Temperature Tolerance 1 (Hot); Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Brawling-15; Rapier-14; Stealth-16; Tracking-16.
    Creature Type: Outsider (Chaotic, Evil).

Typical Stats – Humanoid Form

ST:

10

HP:

10

Speed:

6

DX:

13

Will:

11

Move:

6

IQ:

9

Per:

13

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

9

Parry:

10F

DR:

-

    Rapier (14): thurst 1d-1 impaling, Reach 1, 2.
    Alternate Form: By taking ten consecutive Ready maneuvers, the vultivor can transform into a vorr (see below). Worn and carried gear up to its Light Encumbrance is absorbed into the vorr form. It may stay in that shape for as long as it wishes.
    Spell-Like Abilities (Alternative Abilities):
    Shadow Form;
    Shadow Jump (9).


    Traits: Anarchic Touch; Discriminatory Smell; Doesn’t Eat or Drink; Infravision; Mind Control (Accessibility, Vorrs Only; Magical); Temperature Tolerance 1 (Hot); Unholy Touch; Vulnerability (Holy Weapons, x2).
    Skills: Brawling-15; Rapier-14; Stealth-16; Tracking-16.
    Creature Type: Outsider (Chaotic, Evil).

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