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Monsters: Demons II Monsters: Demons II: 419 Points
Monsters: Demons II Monsters: Demons II: 419 Points
Monsters: Demons II
419 points
Attribute Modifiers: ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60]; DX+3 [60]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+4 [20]; Basic Move+3 [15].
Advantages: Discriminatory Smell [15]; DR 3 (Tough Skin, -40%) [9]; Extra Legs (Four Legs) [5]; Immunity to Poison [15];
Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Magical, -10%;
Universal, +50%) [42]; Terror (Presence, +25%) [38]; Unaging [15].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough
Skin, -40%) [15].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin,
-40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Spell-Like Abilities (Alternative Abilities) [44]:
Blackout 1 [36];
Mind-Reading [26/5=6];
Sense Good [8/5=2].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Holy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Typical Stats
694 points
Attribute Modifiers: ST+7 [70]; DX+3 [60]; IQ+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Combat Reflexes [15]; Danger Sense [15]; Detect (Magic; Magical, -10%; Reflexive, +40%) [13]; DR 4 (Tough
Skin, -40%) [12]; Enhanced Dodge 2 [30]; Flight (Magical, -10%) [36]; Immunity to Poison [15]; Infravision [10]; Magic
Resistance 4 (Improved, +150%) [20]; See Invisible (Magic; Magical, -10%) [14]; Silence 3 [15]; Telesend (Magical, -10%;
Universal, +50%) [42]; Unaging [15].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough
Skin, -40%) [15].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin,
-40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Poison: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Kelvezu Poison, +10%; Fixed Duration, +0%;
Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3, -10%; Takes Extra Time 2, -20%) [3]. Note: “Kelvezu
Poison” is Toxic Attack 1d (Follow-Up, This weapon, +0%; Single Use, x1/2) [1].
Spell-Like Abilities (Alternative Abilities) [159]:
Blackout 1 [36/5=8];
Borrow Language [13/5=3];
Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
Personal Invisibility [66/5=14];
Remove Curse [65/5=13] - see GURPS Thaumatology: Sorcery, p. 21;
Sense Good [8/5=2];
Sense Law [8/5=2];
Suggestion [73/5=15];
Teleport [90].
Disadvantages: Vulnerability (Holy Weapons, x2) [-30].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Typical Stats
Traits: Combat Reflexes; Danger Sense; Detect (Magic; Magical; Reflexive); Flight (Magical); Immunity to Electric
Conduction; Immunity to Noxious Electrical Effects; Immunity to Poison; Infravision; Magic Resistance 4 (Improved); See
Invisible (Magic; Magical); Silence 3; Telesend (Magical; Universal); Unaging; Vulnerability (Holy Weapons, x2).
Skills: Brawling-18; Broadsword-18; Disguise (Human)-14; Innate Attack (Gaze)-18; Knife-18; Shadowing-18; Stealth-18;
Thaumatology-14.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Monsters: Gorgons
Monsters: Gorgons
No, not the serpentine gorgons. D&D has bull-like gorgons that breathe petrifying gas. But what I haveclearer in my memory are
the gorgons from Might and Magic VIII and Heroes of Might and Magic III. The mighty gorgons from HoMM3 have an acidic
breath and a death stare ability. The brass/bronze/iron gorgons from MM8 are basically D&D gorgons with some extra
resistances. Brass gorgons' breath gets downgraded to paralysis.
Mighty Gorgon
90 points
Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; Will+8 [40]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15].
Advantages: DR 5 [25]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15];
Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Night Vision 4 [4]; Striker (Gore;
Crushing; Limited Arc, Straight Ahead, -40%) [1].
Acid Breath: Corrosion Attack 2d (Cone, 5 yards, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Range, 1/10,
-30%; Takes Recharge, 5 seconds, -10%) [29].
Death Stare: Affliction 1 (HT; Heart Attack, +300%; Malediction 1, +100%; Vision-Based, Reversed, -20%) [48].
Disadvantages: Bad Temper (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Weak
Bite [-2]; Wild Animal [-30].
Quirks: Affected by Magnetism [-1].
Creature Type: Magical Beast.
Typical Stats
Traits: Affected by Magnetism; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four
Legs); Horizontal; Infravision; Night Vision 4; No Fine Manipulators; Restricted Diet (Herbivore); Wild Animal.
Skills: Brawling-11; Innate Attack (Breath)-12; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10.
Creature Type: Magical Beast.
Iron Gorgon
140 points
Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15].
Advantages: DR 5 [25]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15];
Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Night Vision 4 [4]; Striker (Gore;
Crushing; Limited Arc, Straight Ahead, -40%) [1].
Elemental Resistance (E,F) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%;
Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire)
Effects [15].
Petrifying Breath: Affliction 1 (HT; Area Effect, 4 yards, +100%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 1
FP, -5%; Drifting, +20%; Extended Duration, Permanent, +150%; Increased 1/2D, x10, +15%; Magical, -10%; Paralysis, Variant,
+150%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%; Takes Recharge, 15 seconds, -20%) [61].
Disadvantages: Bad Temper (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Weak
Bite [-2]; Wild Animal [-30].
Perks: Immunity to Gorgon Petrifying Breath [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Magical Beast.
Typical Stats
ST: 24 HP: 24 Speed 5
:
DX: 9 Will: 10 Move: 8 ground
IQ: 4 Per: 12
HT: 11 FP: 11 SM: +2
Dodge 8 Parry N/A DR: 5, 9 (skull, front), 20 (vs. electricity
: : and fire)
Gore (11): thrust 3d-1 crushing (KYOS: 5d crushing). Reach C-1.
Hooves (11): thrust 3d-1 crushing (KYOS: 5d crushing). Reach C-1.
Weak Bite (11): thrust 1d crushing (KYOS: 1d+2 crushing). Reach C.
Petrifying Breath (12): The gorgon is able breathe a cloud of petrifying gas. This cloud is a ranged attack with 1/2D 10, Max
10, Acc 3, RoF 1, Shots N/A, and Recoil 1. The cloud covers a 4-yard radius area, persists for 10 seconds, and drifts from the
initial point with the wind. The gorgon has to wait for 15 seconds before it can use this ability again. Using this ability costs 1 FP.
The gas must be inhaled to have any effect, but it ignores all DR. Only Doesn’t Breathe and Filter Lungs protect completely –
although a victim who makes a Sense roll to notice the attack in time may hold his breath (see Holding Your Breath, p. B351).
Each victim resists with a HT roll. If he fails, he is permanently petrified. This effect cannot be removed with Dispel Magic, but
can be removed with Remove Curse, Stone to Flesh, or an equivalent.
Traits: Affected by Magnetism; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four
Legs); Horizontal; Immunity to Electrical Conduction; Immunity to Gorgon Petrifying Breath; Immunity to Noxious High-
Temperature (Electricity and Fire) Effects; Infravision; Night Vision 4; No Fine Manipulators; Restricted Diet (Herbivore); Wild
Animal.
Skills: Brawling-11; Innate Attack (Breath)-12; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10.
Creature Type: Magical Beast.
Bronze Gorgon
108 points
Attribute Modifiers: ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+2; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15].
Advantages: DR 4 [20]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15];
Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Night Vision 4 [4]; Striker (Gore;
Crushing; Limited Arc, Straight Ahead, -40%) [1].
Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%;
Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire)
Effects [15].
Petrifying Breath: Affliction 1 (HT; Area Effect, 4 yards, +100%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 1
FP, -5%; Drifting, +20%; Extended Duration, Permanent, +150%; Increased 1/2D, x10, +15%; Magical, -10%; Paralysis, Variant,
+150%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%; Takes Recharge, 15 seconds, -20%) [61].
Disadvantages: Bad Temper (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Weak
Bite [-2]; Wild Animal [-30].
Perks: Immunity to Gorgon Petrifying Breath [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Magical Beast.
Typical Stats
Traits: Affected by Magnetism; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four
Legs); Horizontal; Immunity to Electrical Conduction; Immunity to Gorgon Petrifying Breath; Immunity to Noxious High-
Temperature (Electricity and Fire) Effects; Infravision; Night Vision 4; No Fine Manipulators; Restricted Diet (Herbivore); Wild
Animal.
Skills: Brawling-11; Innate Attack (Breath)-12; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10.
Creature Type: Magical Beast.
Brass Gorgon
72 points
Attribute Modifiers: ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45]; DX-1 [-20]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move+3 [15].
Advantages: DR 3 [15]; DR 7 (Inner Layer; Directional, Front, -20%; Partial, Skull Only, -70%) [7]; Discriminatory Smell [15];
Enhanced Move 0.5 (Ground) [10]; Extra Legs (Four Legs) [5]; Hooves [3]; Infravision [10]; Night Vision 4 [4]; Striker (Gore;
Crushing; Limited Arc, Straight Ahead, -40%) [1].
Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%;
Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature (Electricity and Fire)
Effects [15].
Paralyzing Breath: Affliction 1 (HT; Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Increased 1/2D,
x10, +15%; Magical, -10%; Paralysis, +150%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%; Takes
Recharge, 15 seconds, -20%) [41].
Disadvantages: Bad Temper (12) [-10]; Horizontal [-10]; No Fine Manipulators [-30]; Restricted Diet (Herbivore) [-10]; Weak
Bite [-2]; Wild Animal [-30].
Perks: Immunity to Gorgon Paralyzing Breath [1].
Quirks: Affected by Magnetism [-1].
Creature Type: Magical Beast.
Typical Stats
Traits: Affected by Magnetism; Bad Temper (12); Discriminatory Smell; Enhanced Move 0.5 (Ground); Extra Legs (Four
Legs); Horizontal; Immunity to Electrical Conduction; Immunity to Gorgon Paralyzing Breath; Immunity to Noxious High-
Temperature (Electricity and Fire) Effects; Infravision; Night Vision 4; No Fine Manipulators; Restricted Diet (Herbivore); Wild
Animal.
Skills: Brawling-11; Innate Attack (Breath)-12; Intimidation-10; Survival (Plains)-11; Sumo Wrestling-10.
Creature Type: Magical Beast.
Monsters: Bakus
Monsters: Bakus
Bakus are psionic invisible chimeric elephant-lizard outsiders that dwell among humans and oppose evil. They have two
additional subspecies - the dark ones (evil bakus) and the holy ones (neutral bakus with heightened intelligence and a trumpeting
roar that can terrify creatures regardless of their alignment or moral disposition). Based on Asian mythology.
691 points
Attribute Modifiers: ST+29 (Size Modifier, -40%) [174]; DX+2 [40]; IQ+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: SM+4; Will+2 [10]; Per+2 [10].
Advantages: Arm (Trunk; Extra-Flexible; Weak, 1/2 ST) [3]; DR 4 [20]; Discriminatory Smell [15]; Enhanced Move 1/2
(Ground) [10]; Extra Legs (Four Legs) [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Peripheral Vision [15];
Striker (Tusks; Impaling) [8]; Unaging [15].
Trumpeting Roar: Terror (-3) (Hearing; Accessibility, Only unholy creatures, -50%; Magical, -10%) [24].
Spell-Like Ability: Personal Invisibility [68].
Disadvantages: Ham-Fisted 1 [-5]; Horizontal (can use "arm" (trunk) at up to full move -50%) [-5]; One Arm [-20]; Restricted
Diet (Herbivore) [-10]; Weak Bite [-2].
Perks: Scales [1].
Quirks: Compact (-1 to SM for computing reach for bite, kick) [-1].
Racial Psionic Abilities: Adapt Body [30]; Astral Travel 6 [80]; Damage Control 2 [24]; Mental Blow 4 [28]; Mind Shield 2 [8];
Sensory Control 2 [40].
Racial Psionic Skills: Adapt Body (H) HT-2 [1]; Astral Travel (H) IQ-2 [1]; Damage Control (H) HT-2 [1]; Mental Blow (H)
Will-2 [1]; Mind Shield (H) Will-2 [1]; Sensory Control (H) Will-2 [1].
Notes: Size 10 hexes; Weight 8,800 lbs.
Creature Type: Outsider (Good).
Sapient-Only Telepathy [-3]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Sensory Control 2 [40] -> Sensory Control 2 [38]
Typical Stats
691 points
Attribute Modifiers: ST+29 (Size Modifier, -40%) [174]; DX+2 [40]; IQ+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: SM+4; Will+2 [10]; Per+2 [10].
Advantages: Arm (Trunk; Extra-Flexible; Weak, 1/2 ST) [3]; DR 4 [20]; Discriminatory Smell [15]; Enhanced Move 1/2
(Ground) [10]; Extra Legs (Four Legs) [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Peripheral Vision [15];
Striker (Tusks; Impaling) [8]; Unaging [15].
Trumpeting Roar: Terror (-3) (Hearing; Accessibility, Only holy creatures, -50%; Magical, -10%) [24].
Spell-Like Ability: Personal Invisibility [68].
Disadvantages: Ham-Fisted 1 [-5]; Horizontal (can use "arm" (trunk) at up to full move -50%) [-5]; One Arm [-20]; Restricted
Diet (Herbivore) [-10]; Weak Bite [-2].
Perks: Scales [1].
Quirks: Compact (-1 to SM for computing reach for bite, kick) [-1].
Racial Psionic Abilities: Adapt Body [30]; Astral Travel 6 [80]; Damage Control 2 [24]; Mental Blow 4 [28]; Mind Shield 2 [8];
Sensory Control 2 [40].
Racial Psionic Skills: Adapt Body (H) HT-2 [1]; Astral Travel (H) IQ-2 [1]; Damage Control (H) HT-2 [1]; Mental Blow (H)
Will-2 [1]; Mind Shield (H) Will-2 [1]; Sensory Control (H) Will-2 [1].
Notes: Size 10 hexes; Weight 8,800 lbs.
Creature Type: Outsider (Evil).
Sapient-Only Telepathy [-3]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Sensory Control 2 [40] -> Sensory Control 2 [38]
Typical Stats
Traits: Arm (Trunk; Extra-Flexible; Weak, 1/2 ST); Compact (-1 to SM for computing reach for bite, kick); Discriminatory
Smell; Enhanced Move 1/2 (Ground); Extra Legs (Four Legs); Ham-Fisted 1; Horizontal (can use "arm" (trunk) at up to full
move); Infravision; Magic Resistance 2 (Improved); One Arm; Peripheral Vision; Restricted Diet (Herbivore); Scales; Unaging.
Racial Psionic Abilities: Adapt Body; Astral Travel 6; Damage Control 2; Mental Blow 4; Mind Shield 2; Sensory Control 2.
Skills: Brawling-16; Intimidation-16; Swimming-12; Tracking-14.
Racial Psionic Skills: Adapt Body-10; Astral Travel-11; Damage Control-10; Mental Blow-13; Mind Shield-13; Sensory
Control-13.
Creature Type: Outsider (Evil).
Notes: Size 10 hexes; Weight 8,800 lbs.
741 points
Attribute Modifiers: ST+29 (Size Modifier, -40%) [174]; DX+2 [40]; IQ+4 [80]; HT+2 [20].
Secondary Characteristic Modifiers: SM+4; Will+2 [10]; Per+2 [10].
Advantages: Arm (Trunk; Extra-Flexible; Weak, 1/2 ST) [3]; DR 4 [20]; Discriminatory Smell [15]; Enhanced Move 1/2
(Ground) [10]; Extra Legs (Four Legs) [5]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Peripheral Vision [15];
Striker (Tusks; Impaling) [8]; Unaging [15].
Trumpeting Roar: Terror (-3) (Hearing; Magical, -10%) [54].
Spell-Like Ability: Personal Invisibility [68].
Disadvantages: Ham-Fisted 1 [-5]; Horizontal (can use "arm" (trunk) at up to full move -50%) [-5]; One Arm [-20]; Restricted
Diet (Herbivore) [-10]; Weak Bite [-2].
Perks: Scales [1].
Quirks: Compact (-1 to SM for computing reach for bite, kick) [-1].
Racial Psionic Abilities: Adapt Body [30]; Astral Travel 6 [80]; Damage Control 2 [24]; Mental Blow 4 [28]; Mind Shield 2 [8];
Sensory Control 2 [40].
Racial Psionic Skills: Adapt Body (H) HT-2 [1]; Astral Travel (H) IQ-2 [1]; Damage Control (H) HT-2 [1]; Mental Blow (H)
Will-2 [1]; Mind Shield (H) Will-2 [1]; Sensory Control (H) Will-2 [1].
Notes: Size 10 hexes; Weight 8,800 lbs.
Creature Type: Outsider.
Sapient-Only Telepathy [-3]
Typical Stats
Traits: Arm (Trunk; Extra-Flexible; Weak, 1/2 ST); Compact (-1 to SM for computing reach for bite, kick); Discriminatory
Smell; Enhanced Move 1/2 (Ground); Extra Legs (Four Legs); Ham-Fisted 1; Horizontal (can use "arm" (trunk) at up to full
move); Infravision; Magic Resistance 2 (Improved); One Arm; Peripheral Vision; Restricted Diet (Herbivore); Scales; Unaging.
Racial Psionic Abilities: Adapt Body; Astral Travel 6; Damage Control 2; Mental Blow 4; Mind Shield 2; Sensory Control 2.
Skills: Brawling-16; Diplomacy-16; Swimming-12; Tracking-14.
Racial Psionic Skills: Adapt Body-10; Astral Travel-12; Damage Control-10; Mental Blow-14; Mind Shield-14; Sensory
Control-14.
Creature Type: Outsider.
Notes: Size 10 hexes; Weight 8,800 lbs.
Monsters: Demons
Monsters: Demons
Here we have three more demons from the Monster Manual II. Palrethee and zovvut aren't really interesting, but the jovoc is just
not nice. I remember using these small menaces in my D&D games and I felt dirty after that. If you want to punish your players
and your conscience, then throw them at the PCs.
329 points
Attribute Modifiers: DX+2 [40]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; HP-2 [-4]; Will+2 [10]; Per+2 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%)
[5]; Regeneration (Fast) [50]; Sharp Claws [5]; Sharp Teeth [1]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough
Skin, -40%) [15].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin,
-40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Aura of Retribution: DR 4 (Accessibility on Reflection, Only affects non-tanar’ri, -5%; Area Effect on Reflection, 8 yards,
+150%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Force Field, +20%; Magical, -10%; Provides no DR, -100%;
Reflection, +100%) [107].
Disadvantages: Bad Grip 2 [-10]; Vulnerability (Silver, x2) [-30].
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
Typical Stats
Traits: Bad Grip 2; Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious Electrical Effects; Immunity to
Poison; Infravision; Magic Resistance 1 (Improved); Regeneration (Fast); Telesend (Magical; Universal); Unaging; Vulnerability
(Silver, x2).
Skills: Brawling-14.
Creature Type: Outsider (Chaotic, Evil, Tanar’ri).
278 points
Attribute Modifiers: ST+3 [30]; DX+2 [40]; IQ+1 [20]; HT+2 [20].
Advantages: DR 2 (Tough Skin, -40%) [6]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 2 (Improved, +150%)
[10]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Elemental Resistance (E,F) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%;
Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature Effects (Electricity
and Fire) Effects [15].
Fiery Shield: Burning Attack 2d (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [13].
Spell-Like Abilities (Alternative Abilities) [34]:
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
See Invisible [30];
Sense Good [8/5=2].
Disadvantages: Sadism (9) [-22]; Vulnerability (Cold, x2) [-30].
Creature Type: Outsider (Chaotic, Evil, Fire, Tanar’ri).
Typical Stats
ST: 13 HP: 13 Speed 6
:
DX: 12 Will: 11 Move: 6
IQ: 11 Per: 11
HT: 12 FP: 12 SM: +0
Dodge 10 Parry 11 DR: 2* (tough skin); 20 (vs. electricity and
: : fire)
Flaming Thrusting Broadsword (14): swing 2d cutting or thrust 1d+2 impaling (KYOS: 2d-1 impaling). Reach 1. Deald 1d
burning damage as a follow-up.
Punch (14): thrust 1d crushing (KYOS: 1d+1 crushing). Reach C.
Fiery Shield: Anything that touches the palrethee takes 2d burning damage.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (11) – see GURPS Thaumatology: Sorcery, page 19;
See Invisible (12);
Sense Good (11).
Traits: Combat Reflexes; Immunity to Electric Conduction; Immunity to Noxious High-Temperature Effects (Electricity and
Fire) Effects; Immunity to Poison; Infravision; Magic Resistance 2 (Improved); Sadism (9); Telesend (Magical; Universal);
Unaging; Vulnerability (Cold, x2).
Skills: Brawling-14; Broadsword-14; Innate Attack (Gaze)-12.
Creature Type: Outsider (Chaotic, Evil, Fire, Tanar’ri).
347 points
Attribute Modifiers: ST+5 [50]; DX+1 [20]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+2 [10]; Basic Speed+0.25 [5].
Advantages: Dominance (Wight) [20]; DR 2 (Tough Skin, -40%) [6]; Flight (Cannot Hover, -15%; Winged, -25%) [24];
Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Sharp Claws [5]; Sharp Teeth [1]; Unaging [15].
Spell-Like Abilities (Alternative Abilities) [136]:
Blackout 1 [36/5=8];
Mind-Reading [26/5=6];
Sense Good [8/5=2];
Souldrinker 1 [75/5=15];
Suggestion [73/5=15];
Teleport [90].
Disadvantages: Vulnerability (Holy Weapons, x2) [-30].
Creature Type: Outsider (Chaotic, Evil).
Typical Stats
Traits: Combat Reflexes; Dominance (Wight); Flight (Cannot Hover; Winged); Infravision; Magic Resistance 3 (Improved);
Telesend (Magical; Universal); Unaging; Vulnerability (Holy Weapons, x2).
Skills: Brawling-13; Innate Attack (Gaze)-13; Strategy (Land)-13.
Creature Type: Outsider (Chaotic, Evil).
Monster Manual II has eight new demons that, surprisingly, did not get get updated to 3.5 in any of thefollow-up supplements.
The first three demons are abyssal maws, abyssal skulkers, and abyssal ravagers. At first I thought that they are boring, but now I
appreciate them as low-point-value demons that can be summoned by the PCs, as the templates mostly lack the expensive energy
resistances and spell-like abilities. Nice!
71 points
Attribute Modifiers: ST+3 [30]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: Will+2 [10]; Per+3 [15]; Basic Move+1 [5].
Advantages: DR 2 (Tough Skin, -40%) [6]; Extra Arms 3 (Short, -50%) [15]; Extra Attack 1 [25]; Extra Legs (Three Legs) [5];
Infravision [10]; Peripheral Vision [15]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Sharp Claws [5]; Sharp Teeth
[1]; Unaging [15].
Disadvantages: Increased Consumption 2 [-20]; Short Arms [-10]; Vulnerability (Holy Weapons, x2) [-10].
Features: Born Biter 3.
Creature Type: Outsider (Chaotic, Evil).
Typical Stats
Traits: Born Biter 3; Extra Arms 3 (Short); Extra Attack 1; Extra Legs (Three Legs); Increased Consumption 2; Infravision;
Peripheral Vision; Reduced Consumption 4 (Cast-Iron Stomach); Short Arms; Unaging; Vulnerability (Holy Weapons, x2).
Skills: Brawling-12; Wrestling-12.
Creature Type: Outsider (Chaotic, Evil).
66 points
Attribute Modifiers: ST-2 [-20]; DX+2 [40].
Secondary Characteristic Modifiers: SM-1; Per+1 [5]; Basic Move+2 [10].
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision [15]; Reduced Consumption 2 (Cast-Iron
Stomach, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Unaging [15].
Disadvantages: Semi-Upright [-5]; Skinny [-5]; Vulnerability (Holy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Evil).
Typical Stats
Traits: Infravision; Peripheral Vision; Reduced Consumption 2 (Cast-Iron Stomach); Semi-Upright; Skinny; Unaging;
Vulnerability (Holy Weapons, x2).
Skills: Brawling-14; Stealth-14.
Creature Type: Outsider (Chaotic, Evil).
173 points
Attribute Modifiers: ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35]; DX+3 [60]; IQ-3 [-60]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+3 [15]; Per+5 [25]; Basic Move+3 [15].
Advantages: Discriminatory Smell [15]; DR 2 (Flexible, -20%) [8]; Extra Legs (Four Legs) [5]; Immunity to Poison [15];
Infravision [10]; Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Unaging [15].
Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin,
-40%) [14].
Stinger: Striker (Impaling; Cannot Parry, -40%) [5].
Poison: Toxic Attack 1d-1 (Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up, Stinger, +0%; Resistible, HT-2, -20%;
Symptoms, 1/2 HP, -4 ST, +40%) [7].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Fur [1].
Creature Type: Outsider (Chaotic, Evil).
Knowing Your Own Strength [208]
Replace ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35] with ST+7 [70]
Typical Stats
Traits: Discriminatory Smell; Fur; Horizontal; Infravision; Reduced Consumption 2 (Cast-Iron Stomach); Unaging;
Vulnerability (Holy Weapons, x2).
Skills: Brawling-15; Stealth-14; Tracking-14.
Creature Type: Outsider (Chaotic, Evil).
Abyssal Ravager Venom
This poison is extracted from an abyssal ravager. A living victim must make an immediate HT-2 roll or suffer 1d toxic damage.
Every minute for 5 more cycles he must make another HT-2 roll to resist or take the same amount of damage. After losing 1/2 HP
to this poison, the victim gains a -4 penalty to ST until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $180 (singular); $65 (5-batched).
Recipe: $18; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-1 (Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up Poison, -20%; Resistible, HT-2, -20%;
Symptoms, 1/2 HP, -4 ST, +40%) [6].
Monster: Abyssal Eviscerator
Monster: Abyssal Eviscerator
By S. Tappin
A simple monster from Miniatures Handbook. Like all the monsters from that book, it does not have a wide array of abilities, but
a single defining feature. In this case, this is four arms and extra attacks. The description says that they are purplish, but look at the
art. This is not the first time I see such inconsistencies.
188 points
Attribute Modifiers: ST+3 [30]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristic Modifiers: HP+3 [6]; Will+1 [5]; Per+4 [20]; Basic Move+1 [5].
Advantages: Arm ST 3 (Two Non-Extra Arms) [15]; Discriminatory Smell [15]; DR 3 (Tough Skin, -40%) [9]; Extra Arms 2
(Short, -50%) [10]; Extra Attack 2 [50]; Immunity to Poison [15]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]; Unaging
[15].
Elemental Resistance (A,C,E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire,
-25%; Tough Skin, -40%) [17].
Disadvantages: Sadism (6) [-30]; Vulnerability (Holy Weapons, x2) [-10].
Features: Born Biter 2.
Creature Type: Outsider (Chaotic, Evil).
Typical Stats
Traits: Born Biter 2; Combat Reflexes; Discriminatory Smell; Extra Attack 2; Immunity to Poison; Infravision; Sadism (6);
Unaging; Vulnerability (Holy Weapons, x2).
Skills: Brawling-14; Wrestling-14.
Creature Type: Outsider (Chaotic, Evil).
397 points
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; IQ-3 [-60]; HT+4 [40].
Secondary Characteristic Modifiers: SM+3; Will+3 [15]; Per+3 [15]; FP+2 [6]; Basic Move +1 [5].
Advantages: Discriminatory Smell [15]; DR 4 [20]; Extended Lifespan 1 [2]; Extra Attack 1 [25]; Flight (Cannot Hover, -15%;
Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Paralysis [10]; Immunity to Sleep [10]; Infravision [10]; Nictitating
Membrane 2 [2]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Terror (Presence, +25%) [38];
Temperature Tolerance 2 (Hot) [2].
Breathe Unholy Fire: Burning Attack 6d (Cone 5, +100%; Cosmic, Counts as unholy, +50%; Costs Fatigue, 1 FP, -5%;
Increased 1/2D Range, x5, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [62].
Elemental Resistance (A,C,E) [103]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity,
-30%; Tough Skin, -40%) [60] + Immunity to Electrical Conduction [5] + Immunity to Noxious Acidic Effects [10] + Immunity
to Noxious Cold Effects [10] + Immunity to Noxious Electrical Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] +
Sealed (Acid-Resistant Only, -60%) [6].
Stinger: Striker (Impaling; Cannot Parry, -40%) [5].
Poison: Toxic Attack 1d-1 (Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up, Stinger, +0%; Resistible, HT-2, -20%;
Symptoms, 1/2 HP, -3 HT, +30%) [6].
Disadvantages: Bestial [-10]; No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-30].
Perks: Scales [1].
Creature Type: Outsider (Chaotic, Evil, Fire).
Knowing Your Own Strength [532]
Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+21 [210]
Typical Stats
Traits: Bestial; Discriminatory Smell; Extended Lifespan 1; Extra Attack 1; High Pain Threshold; Immunity to Electrical
Conduction; Immunity to Noxious Acidic Effects; Immunity to Noxious Cold Effects; Immunity to Noxious Electrical Effects;
Immunity to Paralysis; Immunity to Sleep; Infravision; Internal Sealed (Acid-Resistant Only); Nictitating Membrane 2; Night
Vision 5; No Fine Manipulators; Peripheral Vision; Scales; Sealed (Acid-Resistant Only); Temperature Tolerance 2 (Hot);
Vulnerability (Cold, x2).
Skills: Brawling-14.
Creature Type: Outsider (Chaotic, Evil, Fire).
Abyssal Drake Venom
This poison is extracted from an abyssal drake. A living victim must make an immediate HT-2 roll or suffer 1d toxic damage.
Every minute for 5 more cycles he must make another HT-2 roll to resist or take the same amount of damage. After losing 1/2 HP
to this poison, the victim gains a -3 penalty to HT until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $180 (singular); $65 (5-batched).
Recipe: $18; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-1 (Cyclic, 1 minute, 5 cycles, Resistible, +100%; Follow-Up Poison, -20%; Resistible, HT-2, -20%;
Symptoms, 1/2 HP, -3 HT, +30%) [6].
Monsters/NPCs: Planetouched Warriors
Monsters/NPCs: Planetouched Warriors
Monster Manual II introduces two new types of planetouched - the chaond and the zenythri. They arechaotic/lawful counterparts
to aasimars and tieflings. I've converted their templates in the past, so let us just create sample warriors.
Typical Stats
Typical Stats
Monsters: Bats
Monsters: Bats
I wrote a rat post, so why not a bat post? Fire bat is a pest from the Elemental Plane of Fire. Giant bat,
vampire bat, and inferno bat are weak monsters from Might and Magic VII. Hunting bat, guard bat, and war bat are specialized
bats bred by the desmodu.
-5 points
Attribute Modifiers: ST-2 [-20]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-4 [-80]; HT-1 [-10].
Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+6 [30]; Basic Move -4 [-20].
Advantages: Dark Vision [25]; Doesn’t Eat or Drink (Water Only, -50%) [5]; Enhanced Move 1 (Air) [20]; Flight (Cannot
Hover, -15%; Small Wings, -10%) [30]; Permeation (Magma; Magical, -10%) [5]; Reduced Consumption 3 [6]; Regeneration
(Regular) [25]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] +
Immunity to Noxious Fire Effects [10].
Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10];
Vulnerability (Cold, x2) [-30]; Weakness (Water; 1d/min) [-40]; Wild Animal [-30].
Perks: Illumination [1].
Features: Born Biter 1.
Creature Type: Elemental (Fire).
Typical Stats
Traits: Born Biter 1; Dark Vision; Doesn’t Eat or Drink (Water Only); Enhanced Move 1 (Air); Flight (Cannot Hover; Small
Wings); Foot Manipulators; Illumination; Immunity to Noxious Fire Effects; No Fine Manipulators; Permeation (Magma;
Magical); Reduced Consumption 3; Regeneration (Regular); Restricted Diet (Carnivore); Short Lifespan 1; Sonar (Accessibility,
Not in water); Vulnerability (Cold, x2); Weakness (Water; 1d/min); Wild Animal.
Skills: Aerobatics-13; Flight-13; Stealth-13.
Creature Type: Elemental (Fire).
Giant Bat
-53 points
Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 9 [9]; Sharp Teeth
[1]; Sonar (Accessibility, Not in water, -30%) [14].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30].
Perks: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short Lifespan 1; Sonar
(Accessibility, Not in water); Wild Animal.
Skills: Aerobatics-13; Flight-13; Survival (Plains)-13; Stealth-13.
Creature Type: Animal.
Vampire Bat
-24 points
Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 9 [9]; Sonar
(Accessibility, Not in water, -30%) [14]; Vampiric Bite [30].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30].
Perks: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short Lifespan 1; Sonar
(Accessibility, Not in water); Wild Animal.
Skills: Aerobatics-13; Flight-13; Survival (Plains)-13; Stealth-13.
Creature Type: Animal.
Inferno Bat
-48 points
Attribute Modifiers: ST-2 [-20]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 9 [9]; Sharp Teeth
[1]; Sonar (Accessibility, Not in water, -30%) [14]; Temperature Tolerance 2 (Hot) [2].
Spit Fire: Burning Attack 1d-1 (Blockable, -5%; Costs Fatgue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Reduced Range, 1/5,
-20%) [3].
Disadvantages: Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Wild Animal [-30].
Perks: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short Lifespan 1; Sonar
(Accessibility, Not in water); Temperature Tolerance 2 (Hot); Wild Animal.
Skills: Aerobatics-13; Flight-13; Innate Attack (Breath)-14; Survival (Plains)-13; Stealth-13.
Creature Type: Animal.
Attribute Modifiers: ST-2 [-20]; DX+4 (No Fine Manipulators, -40%) [48]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: Discriminatory Smell [15]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night
Vision 9 [9]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14].
Disadvantages: Domestic Animal [-30]; Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10].
Perks: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Discriminatory Smell; Domestic Animal; Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine
Manipulators; Short Lifespan 1; Sonar (Accessibility, Not in water).
Skills: Aerobatics-15; Flight-15; Survival (Underground)-15; Stealth-15.
Creature Type: Animal.
50 points
Attribute Modifiers: ST+4 (No Fine Manipulators, -40%; Size Modifier, -10%) [20]; DX+4 (No Fine Manipulators, -40%) [48];
IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+6 [30]; Per+12 [60]; Basic Move -4 [-20].
Advantages: DR 2 (Tough Skin, -40%) [6]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24];
Night Vision 9 [9]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14].
Wounding: Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Follow-Up, Sharp Teeth, +0%) [13].
Disadvantages: Domestic Animal [-30]; Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10].
Perks: Fur [1].
Creature Type: Animal.
Notes: Size 3 hexes; Weight 200 lbs.
Typical Stats
Traits: Domestic Animal; Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short
Lifespan 1; Sonar (Accessibility, Not in water).
Skills: Aerobatics-15; Flight-15; Survival (Underground)-15; Stealth-15.
Creature Type: Animal.
Notes: Size 3 hexes; Weight 200 lbs.
48 points
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; DX+2 (No Fine Manipulators, -40%)
[24]; IQ-6 [-120]; HT+2 [20].
Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move -4 [-20].
Advantages: DR 2 (Tough Skin, -40%) [6]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24];
Night Vision 9 [9]; Sharp Teeth [1]; Sonar (Accessibility, Not in water, -30%) [14].
Disadvantages: Domestic Animal [-30]; Foot Manipulators [-6]; No Fine Manipulators [-30]; Short Lifespan 1 [-10].
Perks: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Domestic Animal; Enhanced Move 1 (Air); Foot Manipulators; Fur; Night Vision 9; No Fine Manipulators; Short
Lifespan 1; Sonar (Accessibility, Not in water).
Skills: Aerobatics-13; Flight-13; Survival (Underground)-13; Stealth-13.
Creature Type: Animal.
Monsters/Racial Templates: Sidhe and the Others
Monsters/Racial Templates: Sidhe and the Others
Dominions has several "elven" races based on the Irish folklore. Fir Bolg are only slightly elvish. Sidhe are elvish. Tuatha are
even more elvish. There's also Nemedians who are identical to the tuatha in terms of mechanics, and Partholonians who do not
need a racial templates, because there's only one left. I've also included the sidhe from D&D. I know that there's firbolgs in D&D
too, but they are spelled differently, so I will include them in a separate post. And they are giants, not elves.
Fir Bolg
27 points
Attribute Modifiers: ST+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Basic Speed +0.25 [5].
Advantages: Extended Lifespan 1 [2]; Magic Resistance 1 (Improved, +150%) [5].
Creature Type: Humanoid.
Typical Stats
Sidhe (Dominions)
41 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: Extended Lifespan 1 [2]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Voice [10].
Glamour: Obscure 4 (Vision; Costs Fatigue, 1 FP, -5%; Defensive, +50%; Magical, -10%; Shuts down on a successful hit,
-20%) [10].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Creature Type: Fey.
Typical Stats
Traits: Extended Lifespan 1; Magic Resistance 2 (Improved); Night Vision 5; Supernatural Dislike (HT; Iron); Voice;
Vulnerability (Iron, x3).
Skills: Shield-14; Spear-14; Stealth-14.
Creature Type: Fey.
Gear: Spear (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3).
Tuatha
48 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Extended Lifespan 2 [4]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Voice [10].
Glamour: Obscure 4 (Vision; Costs Fatigue, 1 FP, -5%; Defensive, +50%; Magical, -10%; Shuts down on a successful hit,
-20%) [10].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Creature Type: Fey.
Typical Stats
Traits: Extended Lifespan 2; Magic Resistance 2 (Improved); Night Vision 5; Supernatural Dislike (HT; Iron); Voice;
Vulnerability (Iron, x3).
Skills: Shield-14; Spear-14; Stealth-14.
Creature Type: Fey.
Gear: Spear (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3).
83 points
Attribute Modifiers: DX+1 [20].
Advantages: Charisma 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 4 [8]; Night Vision 5 [5].
Personal Invisibility: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%;
Sorcery, -15%) [66].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Creature Type: Fey.
Traits: Charisma 1; Doesn’t Breathe (Gills); Extended Lifespan 4; Night Vision 5; Supernatural Dislike (HT; Iron);
Vulnerability (Iron, x3).
Skills: Staff-12; Stealth-12.
Creature Type: Fey.
Traits: Charisma 1; Doesn’t Breathe (Gills); Extended Lifespan 4; Night Vision 5; Supernatural Dislike (HT; Iron);
Vulnerability (Iron, x3).
Skills: Diplomacy-16; Fast-Talk-16; Leadership-16; Occultism-16; Staff-16; Stealth-16.
Creature Type: Fey.
Traits: Charisma 1; Doesn’t Breathe (Gills); Extended Lifespan 4; Night Vision 5; Sorcerous Empowerment (Druidic) 2;
Supernatural Dislike (HT; Iron); Vulnerability (Iron, x3).
Skills: Herb Lore-13; Innate Attack (Gaze)-14; Naturalist (Earthlike)-16; Religious Ritual (Druidic)-14; Staff-12; Stealth-12;
Theology (Druidic)-14.
Creature Type: Fey.
NPCs: More Goblin Combatants
NPCs: More Goblin Combatants
I am currently GMing a goblin-focused game. Why not post some of the enemy statblocks for later use?
Goblin Archer
Typical Stats
Goblin Basher
Typical Stats
Goblin Druid
Typical Stats
Pale One
53 points
Attribute Modifiers: ST+4 (Size Modifier, -10%) [36]; DX-1 [-20].
Secondary Characteristic Modifiers: SM+1; HP+2 (Size Modifier, -10%) [4]; Basic Speed -1.00 [-20].
Advantages: Amphibious [10]; Dark Vision [25]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat
or Drink [10]; Extended Lifespan 2 [4]; Lifting ST 2 (Size Modifier, -10%) [6]; Magic Resistance 1 (Improved, +150%) [5].
Disadvantages: Cold-Blooded (50°) [-5]; One Eye [-15].
Creature Type: Monstrous Humanoid.
Typical Stats
Traits: Amphibious; Cold-Blooded (50°); Dark Vision; Doesn’t Breathe (Gills); Doesn’t Eat or Drink; Extended Lifespan 2;
Lifting ST 2; Magic Resistance 1 (Improved); One Eye.
Skills: Spear-12.
Creature Type: Monstrous Humanoid.
Monsters: Rats II
Monsters: Rats II
One of the first posts I wrote on this blog was a post with various rats. Let's make/convert some more!
Ash rat is a magical pest that feeds on fire and constantly emits heat and smoke. Moonrats are just normal rats that become extra
strong and intelligent depending on the presence of moonlight. Giant rat, lightning rat, and fire rat are monsters from Might and
Magic VII. Bone rat swarm and corpse rat swarm are undead rat swarms from Libris Mortis. The giant Zakharan rat is basically a
slightly bigger dire rat with acute smell. Gigantic rats are truly immense rats with a revolting stench.
66 points
Attribute Modifiers: ST-6 [-60]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: SM-7; FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10].
Advantages: Blunt Claws [3]; Combat Reflexes [15]; Doesn’t Eat or Drink (Accessibility, Only with daily exposure to fire,
-20%) [8]; Flexibility [5]; Infravision [10]; Night Vision 4 [4]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp
Teeth [1].
Fire Absorption [150]: DR 20 (Absorption, Healing, +80%; Limited, Heat/Fire, -40%) [140] + Immunity to Noxious Fire
Effects [10].
Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3].
Spit Fire: Burning Attack 1d-1 (Blockable, -5%; Costs Fatgue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Reduced Range, 1/5,
-20%) [3].
Smoke: Obscure 3 (Vision; Always On, -50%; Extended, Infravision, +20%; Magical, -10%) [4].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Vulnerability (Cold, x2) [-30]; Wild Animal [-30].
Perk: Illumination [1].
Creature Type: Magical Beast (Fire).
Typical Stats
Traits: Combat Reflexes; Doesn’t Eat or Drink (Accessibility, Only with daily exposure to fire); Flexibility; Illumination;
Immunity to Noxious Fire Effects; Infravision; Night Vision 4; Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan
4; Silence 2; Vulnerability (Cold, x2); Wild Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Innate Attack (Breath)-12; Stealth-14.
Creature Type: Magical Beast (Fire).
-7 points
Typical Stats
Giant Rat
-9 points
Attribute Modifiers: ST+1 [10]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10].
Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron
Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30].
Perk: Fur [1].
Creature Type: Animal.
Typical Stats
Traits: Combat Reflexes; Flexibility; Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic
Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14.
Creature Type: Animal.
Fire Rat
-26 points
Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: SM-1; FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10].
Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron
Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1].
Spit Fire: Burning Attack 1d-1 (Blockable, -5%; Costs Fatgue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Reduced Range, 1/5,
-20%) [3].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30].
Perk: Fur [1].
Creature Type: Animal.
Notes: Weight 50 lbs.
Typical Stats
Traits: Combat Reflexes; Flexibility; Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to
Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Innate Attack (Breath)-12; Scrounging-13; Stealth-14.
Creature Type: Animal.
Notes: Weight 50 lbs.
Lightning Rat
-23 points
Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: SM-1; FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10].
Advantages: Blunt Claws [3]; Combat Reflexes [15]; Flexibility [5]; Night Vision 4 [4]; Reduced Consumption 3 (Cast Iron
Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1].
Spit Lightning: Burning Attack 1d-1 (Blockable, -5%; Costs Fatgue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Reduced Range,
1/5, -20%; Side Effect, Stunning, +50%; Surge, +20%) [6].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30].
Perk: Fur [1].
Creature Type: Animal.
Notes: Weight 50 lbs.
Knowing Your Own Strength [-27]
Add HP-2 [-4]
Typical Stats
Traits: Combat Reflexes; Flexibility; Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic
Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Innate Attack (Breath)-12; Scrounging-13; Stealth-14.
Creature Type: Animal.
Notes: Weight 50 lbs.
117 points
Typical Stats
Traits: Automaton; Cannot Float; Cannot Learn; Cannot Speak; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink;
Doesn’t Sleep; Flexibility; Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control;
Indomitable; Infravision; No Sense of Smell/Taste; Reprogrammable; Semi-Upright; Sexless; Short Lifespan 4; Silence 2; Single-
Minded; Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support.
Skills: Climbing-14; Escape-14; Scrounging-13; Stealth-14.
Creature Type: Undead.
71 points
Typical Stats
Traits: Automaton; Bad Smell; Cannot Learn; Cannot Speak; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink;
Doesn’t Sleep; Flexibility; Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control;
Indomitable; Infravision; No Sense of Smell/Taste; Potential Form (Bone Rat Swarm); Reprogrammable; Semi-Upright; Sexless;
Short Lifespan 4; Silence 2; Single-Minded; Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total).
Skills: Climbing-14; Escape-14; Scrounging-13; Stealth-14.
Creature Type: Undead.
-4 points
Attribute Modifiers: DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: SM-1; FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic Speed -0.5 [-10].
Advantages: Blunt Claws [3]; Combat Reflexes [15]; Discriminatory Smell [15]; Flexibility [5]; Night Vision 4 [4]; Reduced
Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth [1].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30].
Perk: Fur [1].
Creature Type: Animal.
Notes: Weight 70 lbs.
Typical Stats
Traits: Combat Reflexes; Discriminatory Smell; Flexibility; Fur; Night Vision 4; Reduced Consumption 3 (Cast Iron
Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14.
Creature Type: Animal.
Notes: Weight 70 lbs.
295 points
Attribute Modifiers: ST+40 (Size Modifier, -40%) [240]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].
Secondary Characteristic Modifiers: SM+4; HP+12 (Size Modifier, -40%) [15]; FP-2 [-6]; Will+6 [30]; Per+9 [45]; Basic
Speed -0.5 [-10].
Advantages: Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Flexibility [5]; Night Vision 4 [4];
Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Claws [5];
Sharp Teeth [1].
Stench: Affliction 1 (HT; Always On, -20%; Area Effect, 4 yards, +100%; Attribute Penalty, ST-2, HT-2, DX-2, +40%; Aura,
+80%; Respiratory Agent, +50%) [35].
Disadvantages: Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild Animal [-30].
Perk: Fur [1]; Immunity to Gigantic Rat Stench [1].
Creature Type: Animal.
Notes: Weight 30,000 lbs.
Typical Stats
Traits: Combat Reflexes; Discriminatory Smell; Flexibility; Fur; Immunity to Gigantic Rat Stench; Night Vision 4; Reduced
Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2; Wild
Animal.
Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14.
Creature Type: Animal.
Notes: Weight 30,000 lbs.