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Monsters: Demons II

Monsters: Demons II

And now the last two demons from Monster Manual II.

Jarilith [Monster Manual II, page 61]

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).

Knowing Your Own Strength [459]


Replace ST+12 (No Fine Manipulators, -40%; Size Modifier, -10%) [60] with ST+10 [100]

Typical Stats

ST: 22 (KYOS: HP: 22 (KYOS: Speed 6.5


20) 20) :
DX: 13 Will: 11 Move: 9
IQ: 9 Per: 13    
HT: 13 FP: 13 SM: +1
Dodge 10 Parry N/A DR: 3*  (tough skin), 20 (vs. electricity); 5
: : (vs. acid, cold, fire)
    Sharp Claws (15): thrust 2d+1 cutting (KYOS: 3d+2 cutting). Reach C-1.
    Sharp Teeth (15): thrust 2d+1 cutting (KYOS: 3d+2 cutting). Reach C.
    Terror: A jarilith can activate this ability to cause all creatures within 10 yards of it to make a Fright Check. If a victim
succeeds at his Fright Check, they will be unaffected by the jarilith’s Terror for one hour.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (14);
    Mind-Reading (9);
    Sense Good (13).
    Traits: Combat Reflexes; Discriminatory Smell; Horizontal; Immunity to Electrical Conduction; Immunity to Noxious
Electrical Effects; Infravision; Magic Resistance 3 (Improved); Telesend (Magical; Universal); Unaging; Vulnerability (Holy
Weapons, x2).
    Skills: Brawling-15; Innate Attack (Gaze)-14; Jumping-15; Stealth-14; Tracking-14; Wrestling-15.
    Creature Type: Outsider (Chaotic, Evil, Tanar’ri).

Kelvezu [Monster Manual II, page 61]

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

ST: 17 HP: 17 Speed 6.5


:
DX: 13 Will: 15 Move: 6 ground, 13 air
IQ: 13 Per: 13    
HT: 13 FP: 13 SM: +0
Dodge 12 Parry 11 DR: 4* (tough skin); 20 (vs. electricity); 5
: : (vs. acid, cold, fire)
    Thrusting Broadsword (18): swing 3d cutting or thrust 2d impaling (KYOS: 3d-1 impaling). Reach 1.
    Punch (18): thrust 1d+2 crushing (KYOS: 2d+1 crushing). Reach C.
    Poison: The kelvezu constantly produces an injury poison from its nails. While it does not affect anyone the demon punches,
the kelvezu may spend 4 seconds to coat a weapon with this poison. Each application of the poison works only once and deals 1d
follow-up toxic damage. This poison is unstable, it degrades 1 minute after being applied, so it cannot be harvested.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (18);
    Borrow Language (18);
    Dispel Magic 1 (15) - see GURPS Thaumatology: Sorcery, p. 21;
    Personal Invisibility;
    Remove Curse (15) - see GURPS Thaumatology: Sorcery, p. 21;
    Sense Good (13);
    Sense Law (13);
    Suggestion (13);
    Teleport (13).

    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.

Knowing Your Own Strength [174]


Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

Typical Stats

ST: 24 HP: 24 Speed 5


:
DX: 9 Will: 10 Move: 8
IQ: 4 Per: 12    
HT: 11 FP: 11 SM: +2
Dodge 8 Parry N/A DR: 5, 9 (skull, front)
: :
    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.
    Acid Breath (12): 2d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 2/20, width 5 yard.
    Death Stare (12): A mighty gorgon stare at a victim to cause a heart attack. The gorgon takes a Concentrate maneuver and rolls
a Quick Contest of Will against the victim’s HT. The gorgon’s roll takes -1 per yard of distance to the victim.

    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.

Knowing Your Own Strength [224]


Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

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.

Knowing Your Own Strength [192]


Replace ST+14 (No Fine Manipulators, -40%; Size Modifier, -20%) [56] with ST+14 [140]

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: 4, 9 (skull, front), 10 (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.

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.

Knowing Your Own Strength [117]


Replace ST+9 (No Fine Manipulators, -40%; Size Modifier, -10%) [45] with ST+9 [90]

Typical Stats

ST: 19 HP: 19 Speed 5


:
DX: 9 Will: 10 Move: 8 ground
IQ: 4 Per: 12    
HT: 11 FP: 11 SM: +1
Dodge 8 Parry N/A DR: 3, 9 (skull, front), 10 (vs. electricity
: : and fire)
    Gore (11): thrust 2d+1 crushing (KYOS: 3d+2 crushing). Reach C-1.
    Hooves (11): thrust 2d+1 crushing (KYOS: 3d+2 crushing). Reach C-1.
    Weak Bite (11): thrust 1d+2 crushing. Reach C.
    Paralyzing Breath (12): The gorgon is able breathe a cloud of paralyzing 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 paralyzed for margin of failure minutes.

    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.

Baku [Planescape Monstrous Compendium I]

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).

Knowing Your Own Strength [747]


Replace ST+29 (Size Modifier, -40%) [174] with ST+21 [210]
Add HP+10 [20]

Sapient-Only Telepathy [-3]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Sensory Control 2 [40] -> Sensory Control 2 [38]

Typical Stats

ST: 39 (KYOS: HP: 39 (KYOS: Speed 6


31) 41) :
DX: 12 Will: 15 Move: 6 (top speed 9)
IQ: 13 Per: 15    
HT: 12 FP: 12 SM: +4
Dodge 9 Parry 8 DR: 4
: :
    Weak Bite (16): thrust 2d crushing. Reach C.
    Trunk (16): thrust 1d+2 crushing (KYOS: 2d-1 crushing). Reach C-2. Effective ST 20 (KYOS: 16).
    Tusks (16): thrust 5d+1 impaling (KYOS: 7d+1 impaling). Reach C-3.
    Trumpeting Roar: When an unholy creature hears the trumpeting roar of a baku, it must roll a Fright Check at a -3 penalty. If
a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Spell-Like Ability: Personal Invisibility.
    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-11; Damage Control-10; Mental Blow-13; Mind Shield-13; Sensory
Control-13.
    Creature Type: Outsider (Good).
    Notes: Size 10 hexes; Weight 8,800 lbs.

Baku (The Dark One) [Planescape Monstrous Compendium I]

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).

Knowing Your Own Strength [747]


Replace ST+29 (Size Modifier, -40%) [174] with ST+21 [210]
Add HP+10 [20]

Sapient-Only Telepathy [-3]
Mental Blow 4 [28] -> Mental Blow 4 [27]
Sensory Control 2 [40] -> Sensory Control 2 [38]

Typical Stats

ST: 39 (KYOS: HP: 39 (KYOS: Speed 6


31) 41) :
DX: 12 Will: 15 Move: 6 (top speed 9)
IQ: 13 Per: 15    
HT: 12 FP: 12 SM: +4
Dodge 9 Parry 8 DR: 4
: :
    Weak Bite (16): thrust 2d crushing. Reach C.
    Trunk (16): thrust 1d+2 crushing (KYOS: 2d-1 crushing). Reach C-2. Effective ST 20 (KYOS: 16).
    Tusks (16): thrust 5d+1 impaling (KYOS: 7d+1 impaling). Reach C-3.
    Trumpeting Roar: When a holy creature hears the trumpeting roar of a baku, it must roll a Fright Check at a -3 penalty. If a
victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Spell-Like Ability: Personal Invisibility.

    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.

Baku (The Holy One) [Planescape Monstrous Compendium I]

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.

Knowing Your Own Strength [797]


Replace ST+29 (Size Modifier, -40%) [174] with ST+21 [210]
Add HP+10 [20]

Sapient-Only Telepathy [-3] 

Mental Blow 4 [28] -> Mental Blow 4 [27]


Sensory Control 2 [40] -> Sensory Control 2 [38]

Typical Stats

ST: 39 (KYOS: HP: 39 (KYOS: Speed 6


31) 41) :
DX: 12 Will: 16 Move: 6 (top speed 9)
IQ: 14 Per: 16    
HT: 12 FP: 12 SM: +4
Dodge 9 Parry 8 DR: 4
: :
    Weak Bite (16): thrust 2d crushing. Reach C.
    Trunk (16): thrust 1d+2 crushing (KYOS: 2d-1 crushing). Reach C-2. Effective ST 20 (KYOS: 16).
    Tusks (16): thrust 5d+1 impaling (KYOS: 7d+1 impaling). Reach C-3.
    Trumpeting Roar: When a creature hears the trumpeting roar of a baku, it must roll a Fright Check at a -3 penalty. If a victim
succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Spell-Like Ability: Personal Invisibility.

    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.

Jovoc [Monster Manual II, page 58]

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

ST: 10 HP: 8 Speed 6


:
DX: 12 Will: 10 Move: 6
IQ: 8 Per: 10    
HT: 12 FP: 12 SM: -1
Dodge 10 Parry 11 (unarmed) DR: 1* (tough skin); 20 (vs. electricity); 5
: : (vs. acid, cold, fire)
    Sharp Claws (14): thrust 1d-2 cutting. Reach C.
    Sharp Teeth (14): thrust 1d-2 cutting. Reach C.
    Aura of Retribution: When the jovoc is struck by an attack that does not ignore DR to deal internal damage (such as most
Malediction spells), all non-tanar’ri within 8 yards of the jovoc lose the same amount of HP (up to 4), regardless of their DR or
other defensive advantages.

    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).

Palrethee [Monster Manual II, page 59]

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).

Zovvut [Monster Manual II, page 60]

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

ST: 15 HP: 15 Speed 6


:
DX: 11 Will: 14 Move: 6 ground, 12 air
IQ: 12 Per: 12    
HT: 12 FP: 12 SM: +0
Dodge 10 Parry 10 (unarmed) DR: 2* (tough skin)
: :
    Sharp Claws (13): thrust 1d+1 cutting (KYOS: 2d cutting). Reach C.
    Sharp Teeth (13): thrust 1d+1 cutting (KYOS: 2d cutting). Reach C.
    Spell-Like Abilities (Alternative Abilities):
    Blackout 1 (13);
    Mind-Reading (12);
    Sense Good (12);
    Souldrinker 1 (14);
    Suggestion (12);
    Teleport (12).

    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).

Monsters: Abyssal Demons


Monsters: Abyssal Demons

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!

Abyssal Maw [Monster Manual II, page 56]

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

ST: 13 HP: 13 Speed 5.25


:
DX: 10 Will: 9 Move: 6
IQ: 7 Per: 10    
HT: 11 FP: 11 SM: +0
Dodge 8 Parry 9 (unarmed) DR: 2* (tough skin)
: :
    Sharp Claws (12): thrust 1d cutting (KYOS: 1d+1 cutting). Reach C. Lack the leverage to use any weapon that must be swung.
Subtract one yard from the reach of any melee weapon wielded by these arms. If grappling with only these two arms, the abyssal
maw is at -2 on any attempt to grapple.
    Sharp Teeth (12): thrust 1d cutting (KYOS: 1d+1 cutting). Reach C.

    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).

Abyssal Skulker [Monster Manual II, page 57]

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

ST: 8 HP: 8 Speed 5.5


:
DX: 12 Will: 10 Move: 7
IQ: 10 Per: 11    
HT: 10 FP: 10 SM: -1
Dodge 8 Parry 9 (unarmed) DR: 1* (tough skin)
: :
    Sharp Claws (14): thrust 1d-3 cutting (KYOS: 1d-4 cutting). Reach C.
    Sharp Teeth (14): thrust 1d-3 cutting (KYOS: 1d-4 cutting). Reach C.

    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).

Abyssal Ravager [Monster Manual II, page 57]

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

ST: 17 HP: 17 Speed 6.5


:
DX: 13 Will: 10 Move: 9
IQ: 7 Per: 12    
HT: 13 FP: 13 SM: +1
Dodge 9 Parry N/A DR: 2*, 5 (vs. acid and cold)
: :
    Sharp Claws (15): thrust 1d+2 cutting (KYOS: 2d+2 cutting). Reach C-1.
    Sharp Teeth (15): thrust 1d+2 cutting (KYOS: 2d+2 cutting). Reach C.
    Stinger (15): thrust 2d impaling (KYOS: 3d+1 impaling) plus follow-up 1d-1 toxic (5 1-minute cycles, resisted by HT-2, -4 ST
after loss of 1/2 HP). Reach C-1.

    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.

Abyssal Eviscerator [Miniatures Handbook, page 45]

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

ST: 13 HP: 16 Speed 5.5


:
DX: 10 Will: 10 Move: 6
IQ: 9 Per: 13    
HT: 12 FP: 12 SM: +0
Dodge 9 Parry 11 (unarmed) DR: 3* (tough skin); 5 (vs. acid, cold,
: : electricity, and fire)
    Sharp Claws (Upper Arms) (14): thrust 1d+1 cutting (KYOS: 2d+1 cutting). Reach C. Effective ST 16.
    Sharp Claws (Lower Arms) (14): thrust 1d cutting (KYOS: 1d+1 cutting). Reach C. Effective ST 13. Lack the leverage to use
any weapon that must be swung. Subtract one yard from the reach of any melee weapon wielded by these arms. If grappling with
only these two arms, the abyssal eviscerator is at -2 on any attempt to grapple.
    Sharp Teeth (14): thrust 1d cutting (KYOS: 1d+1 cutting). Reach C.

    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).

Monster: Abyssal Drake


Monster: Abyssal Drake
A crossbreed between a wyvern, a demon, and a red dragon. Weird, but cool.

Abyssal Drake [Draconomicon, page 145]

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

ST: 35 (KYOS: HP: 35 (KYOS: Speed: 6


31) 31)
DX: 10 Will: 10 Move: 7 land, 12 air (cannot hover)
IQ: 7 Per: 10    
HT: 14 FP: 16 SM: +3
Dodge 9 Parry 10 (unarmed) DR: 4
: :
    Sharp Claws (14): thrust 4d+2 cutting (KYOS: 7d cutting), Reach C-2. Can only use claws when flying.
    Sharp Teeth (14): thrust 4d+2 cutting (KYOS: 7d cutting), Reach C.
    Stinger (14): thrust 6d impaling (KYOS: 9d impaling) plus follow-up 1d-1 toxic (5 1-minute cycles, resisted by HT-2, -3 HT
after loss of 1/2 HP). Reach C-2.
    Breathe Unholy Fire (14): 6d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Counts
as an unholy weapon for the purpose of weaknesses and vulnerabilities.
    Terror: An abyssal drake can activate this ability to cause all creatures within 10 yards of it to make a Fright Check. If a victim
succeeds at his Fright Check, they will be unaffected by the abyssal drake’s Terror for one hour.

    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.

Chaond Warrior [Monster Manual II, page 170]

Typical Stats

ST: 10 HP: 10 Speed 6


:
DX: 13 Will: 10 Move: 6
IQ: 10 Per: 10    
HT: 11 FP: 11 SM +0
Dodge 10 Parry 11 DR: 3 (vs. acid, cold, sound)
: :
    Sickle swing (14): swing 1d cutting, Reach 1.
    Sickle swing (14): swing 1d impaling, Reach 1. Unbalanced. May get stuck; see Picks (p. B405).
    Sickle hook (12): thrust 1d-4 cutting, Reach 1. Unbalanced. Hook enables the rules under Hook (p. MA74), and may also
damage the victim.
    Throwing Dart (14): thrust 1d-2 impaling, Acc 1, x2.5/x3.5 (25/35).
    Shatter (13): A chaond may release chaotic energies to deal 2d crushing damage to a crystalline creature or object. This is a
ranged attack with 1/2D 10, Max 100, Acc 3. This magical attack costs 1 FP and is aimed with Innate Attack (Gaze).
    Traits: Combat Reflexes; Flexibility; Infravision.
    Skills: Axe/Mace-14; Innate Attack (Gaze)-13; Thrown Weapon (Dart)-14.
    Techniques: Hook (Axe/Mace)-12.
    Creature Type: Outsider.

Zenythri Warrior [Monster Manual II, page 171]

Typical Stats

ST: 12 HP: 12 Speed 5.5


:
DX: 12 Will: 10 Move: 5
IQ: 10 Per: 10    
HT: 10 FP: 10 SM +0
Dodge 9 Parry 10 DR: 4 (torso), 3 (vs. electricity, fire, sound)
: :
    Longsword (13): swing 2d-1 cutting, Reach 1 or thrust 1d+1 (KYOS: 1d+2) impaling, Reach 1, 2.
    Crossbow (13): thrust 2d-1 (KYOS: 2d) impaling, Acc 4, x20/x25 (240/300), RoF 1, Shots 1(4).

    Traits: Absolute Direction; Combat Reflexes; Infravision.


    Skills: Broadsword-13; Crossbow-13.
    Gear: Medium Scale Armor (torso).
    Creature Type: Outsider.

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.

Fire Bat [Monster Manual II, page 102]

-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

ST: 8 HP: 8 Speed 5.5


:
DX: 13 Will: 10 Move: 1 ground, 11 air (cannot hover)
IQ: 6 Per: 12    
HT: 9 FP: 9 SM: -1
Dodge 8 Parry 9 (unarmed) DR: 20 (vs. fire)
: :
    Claws (12): thrust 1d-4 crushing (KYOS: 1d-5 crushing). Reach C.
    Sharp Teeth (12): thrust 1d-4 cutting (KYOS: 1d-5 cutting). Reach C.
    Heat Aura: Anything that touches the fire bat takes 1 point of burning damage.

    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

ST: 8 HP: 8 Speed 6


:
DX: 12 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 12    
HT: 12 FP: 12 SM: -1
Dodge 9 Parry 9 (unarmed) DR: -
: :
    Claws (12): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
    Sharp Teeth (12): thrust 1d-4 cutting (KYOS: 1d-5 cutting), Reach C.

    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

ST: 8 HP: 8 Speed 6


:
DX: 12 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 12    
HT: 12 FP: 12 SM: -1
Dodge 9 Parry 9 (unarmed) DR: -
: :
    Claws (12): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
    Vampiric Bite (12): thrust 1d-4 cutting (KYOS: 1d-5 cutting), Reach C. The vampire bat can drain the victim’s life if the
victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire bat’s biting
damage must penetrate its DR. Once the vampire bat has bitten through the victim’s DR, it can drain 1 HP per second from him.
For every 3 HP stolen, the vampire bat heals 1 HP or 1 FP (his choice). It cannot raise its HP or FP above normal this way.

    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

ST: 8 HP: 8 Speed 6


:
DX: 12 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 12    
HT: 12 FP: 12 SM: -1
Dodge 9 Parry 9 (unarmed) DR: -
: :
    Claws (12): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
    Sharp Teeth (12): thrust 1d-4 cutting (KYOS: 1d-5 cutting), Reach C.
    Spit Fire (14): 1d-1 burning. Ranged attack (Acc 3, Range 10/20). Costs 1 FP. Can be blocked.

    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.

Hunting Bat [Monster Manual II, page 65]


-14 points

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

ST: 8 HP: 8 Speed 6.5


:
DX: 14 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 12    
HT: 12 FP: 12 SM: -1
Dodge 9 Parry 9 (unarmed) DR: -
: :
    Claws (14): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
    Sharp Teeth (14): thrust 1d-4 cutting (KYOS: 1d-5 cutting), Reach C.

    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.

Guard Bat [Monster Manual II, page 66]

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.

Knowing Your Own Strength [70]


Replace ST+4 (No Fine Manipulators, -40%; Size Modifier, -10%) [20] with ST+4 [40]

Typical Stats

ST: 14 HP: 14 Speed 6.5


:
DX: 14 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 16    
HT: 12 FP: 12 SM: +1
Dodge 9 Parry 9 (unarmed) DR: 2* (tough skin)
: :
    Claws (14): thrust 1d-1 crushing (KYOS: 1d+1 crushing), Reach C-1.
    Sharp Teeth (14): thrust 1d-1 cutting (KYOS: 1d+1 cutting) plus follow-up affliction (resisted by HT; Hemophilia (p. B138)
for margin of failure minutes). Reach C.

    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.

War Bat [Monster Manual II, page 66]

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.

Knowing Your Own Strength [103]


Replace ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75] with ST+13 [130]

Typical Stats

ST: 35 (KYOS: HP: 35 (KYOS: Speed 6


23) 23) :
DX: 12 Will: 10 Move: 2 ground, 12 air (cannot hover)
IQ: 4 Per: 12    
HT: 12 FP: 12 SM: +3
Dodge 9 Parry 9 (unarmed) DR: 2* (tough skin)
: :
    Claws (12): thrust 3d+2 crushing. Reach C-2.
    Sharp Teeth (12): thrust 3d+2 cutting. Reach C.

    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

ST: 1 HP: 11 Speed: 5.25


1
DX: 1 Will: 11 Move: 4
0
IQ: 1 Per: 10    
0
HT: 1 FP: 10 SM: +0
0
Dodge: 9 Parry 11U DR: 3 (torso)
:
11
Block:
    Axe (13): swing 2d-1 cutting, Reach 1. 

    Traits: Extended Lifespan 1; Magic Resistance 1 (Improved). 


    Skills: Axe/Mace-13; Shield-13. 
    Creature Type: Humanoid. 
    Gear: Axe (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3). 

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

ST: 1 HP: 1 Speed: 5.25


1 1
DX: 1 Will: 1 Move: 4
1 1
IQ: 1 Per: 1    
0 0
HT: 1 FP: 1 SM: +0
0 0
Dodge: 9 Parry: 1 DR: 3 (torso)
2
Block:
1
2
    Spear (14): thrust 1d+1 impaling, Reach 1.
    Glamour: A sidhe can create illusory doubles of him. This reaches to a two-yard radius around the sidhe. With care, he can
include a few friends as well. Subtract 4 from any attempts to see anything in this area using vision; there is no resistance roll. The
boundaries of the area, however, are detected at +4. Even if someone does manage to see the sidhe, subtract 4 from any attack roll
against him that relies on vision to hit. The sidhe himself can see perfectly while using this ability. He activates this ability by
taking a Concentrate maneuver. Each activation lasts for 1 minute. However, if the sidhe is attacked and successfully hit (the hit
does not have to deal injury), this ability turns off.

    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

ST: 1 HP: 1 Speed: 5.25


1 1
DX: 1 Will: 1 Move: 4
1 2
IQ: 1 Per: 1    
0 0
HT: 1 FP: 1 SM: +0
0 0
Dodge: 9 Parry: 1 DR: 3 (torso)
2
Block:
1
2
    Spear (14): thrust 1d+1 impaling, Reach 1.
    Glamour: A tuatha can create illusory doubles of him. This reaches to a two-yard radius around the    tuatha. With care, he can
include a few friends as well. Subtract 4 from any attempts to see anything in this area using vision; there is no resistance roll. The
boundaries of the area, however, are detected at +4. Even if someone does manage to see the tuatha, subtract 4 from any attack
roll against him that relies on vision to hit. The tuatha himself can see perfectly while using this ability. He activates this ability by
taking a Concentrate maneuver. Each activation lasts for 1 minute. However, if the tuatha is attacked and successfully hit (the hit
does not have to deal injury), this ability turns off.

    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).

Sidhe [PC1 - Tall Tales of the Wee Folk]

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.

Typical Stats – Sidhe Warrior

ST: 10 HP: 10 Speed: 5.25


DX: 11 Will: 10 Move: 5
IQ: 10 Per: 10    
HT: 10 FP: 10 SM: +0
Dodge 8 Parry: 11 DR: -
:
    Quarterstaff swing (12): swing 1d+2 crushing, Reach 1-2.
    Quarterstaff thrust (12): thrust 1d crushing, Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.

    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.

Typical Stats – Sidhe Leader

ST: 1 HP: 12 Speed: 6


2
DX: 1 Will: 12 Move: 6
4
IQ: 1 Per: 12    
2
HT: 1 FP: 10 SM: +0
0
Dodge: 9 Parry: 13 DR: -
    Quarterstaff swing (16): swing 2d crushing, Reach 1-2.
    Quarterstaff thrust (16): thrust 1d+1 crushing (KYOS: 1d+2 crushing), Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.

    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.

Typical Stats – Sidhe Priest

ST: 10 HP: 10 Speed: 5.25


DX: 11 Will: 13 Move: 5
IQ: 13 Per: 13    
HT: 10 FP: 10 SM: +0
Dodge 8 Parry: 11 DR: -
:
    Quarterstaff swing (12): swing 1d+2 crushing, Reach 1-2.
    Quarterstaff thrust (12): thrust 1d crushing, Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.
    Druidic Spellcasting: Improvisation up to 2 points, hardcore improvisation up to 27 points. Typically, a sidhe priest knows the
following spells:
    Create Water 1 (13);
    Earth to Stone 2 (13);
    Tangle Growth (14).

    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

ST: 7 HP: 7 Speed: 5. 5


DX: 1 Will: 9 Move: 4
2
IQ: 9 Per: 10    
HT: 1 FP: 10 SM: -2
0
Dodge: 9 Parry 9 DR: 0
:
    SM-2 Regular Bow (13): thrust 1d-2 impaling (KYOS: 1d-4 impaling), Acc 2, x15/x20 (105/140), RoF 1(2), Bulk -7.
    SM-2 Dagger (13): thrust 1d-4 impaling (KYOS: 1d-6 impaling), Reach C, Parry -1.

    Traits: Combat Reflexes; Infravision; Silence 1.


    Skills: Bow-13; Stealth-13.
    Gear: SM-2 Dagger (0.1 lbs.); SM-2 Regular Bow (0.5 lbs.); 15 SM-2 Arrows (0.45 lbs).
    Creature Type: Humanoid (Goblinoid).

Goblin Basher

 Typical Stats

ST: 7 HP: 7 Speed: 5.25


DX: 11 Will: 9 Move: 3
IQ: 9 Per: 9    
HT: 10 FP: 10 SM: -2
Dodge 9 Parry: 11 DR: 3 (torso)
: U
Block: 3 (legs)
11
3 (shoulders; 1 on 1d on arms)
    SM-2 Morningstar (12): swing 1d crushing (KYOS: 1d-1 crushing), Reach 1. Attempts to parry morningstars are at -4;
fencing weapons (“F” parry) can’t parry at all! Attempts to block such weapons are at -2.

    Traits: Combat Reflexes; Infravision; Silence 1.


    Skills: Flail-12; Shield-12.
    Gear: SM-2 Light Segmented Plate (torso) (4 lbs.); SM-2 Light Segmented Plate (legs) (4 lbs.); SM-2 Light Segmented Plate
(shoulders) (0.4 lbs.); SM-2 Morningstar (1.5 lbs); SM-2 Small Heavy Shield (DB 1; DR 4; HP 15; Cover 7; 1.25 lbs.).
    Creature Type: Humanoid (Goblinoid).

Goblin Druid

Typical Stats

ST: 5 HP: 5 Speed: 5.25


DX: 10 Will: 11 Move: 4
IQ: 11 Per: 11    
HT: 11 FP: 11 SM: -2
Dodge 8 Parry: 11 DR: 0
:
    SM-2 Long Staff swing (12): swing 1d-2 crushing (KYOS: 1d-4 crushing), Reach 1-2.
    SM-2 Long Staff thrust (12): swing 1d-3 crushing (KYOS: 1d-6 crushing), Reach 1-2.
    Druidic Spellcasting: Improvisation up to 2 points, hardcore improvisation up to 27 points. Typically, a goblin druid knows
the following spells:
    Create Water 1 (11);
    Earth to Stone 2 (11);
    Rain of Stones 2 (12);
    Razor Leaves (12);
    Tangle Growth (12).

    Traits: Infravision; Silence 1; Sorcerous Empowerment (Druidic) 2.


    Skills: First Aid-12; Herb Lore-10; Innate Attack (Gaze)-12; Innate Attack (Projectile)-12; Naturalist (Earthlike)-12; Religious
Ritual (Druidic)-12; Staff-12; Stealth-10; Theology (Druidic)-10.
    Creature Type: Humanoid (Goblinoid).
Monster/Racial Template: Pale One
Monster/Racial Template: Pale One
In the Dominions video game series, there is a race of pale ones. They are large, long-lived, pale, one-eyed humanoids with gills.
They grow larger and stronger with age, reaching sizes up to SM+3.

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.

Knowing Your Own Strength [65]


Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]
Replace HP+2 (Size Modifier, -10%) [4] with HP+2 [4]
Replace Lifting ST 2 (Size Modifier, -10%) [6] with Lifting ST 2 [14]

Typical Stats

ST: 14 HP: 16 Speed 3.75


:
DX: 9 Will: 10 Move: 3
IQ: 10 Per: 10    
HT: 10 FP: 10 SM: +1
Dodge 6 Parry 8 DR: 1* (tough skin)
: :
    SM+1 Spear (two-handed) (11): thrust 2d+1 impaling (KYOS: 3d impaling), Reach 1-3*.
    Punch (8): thrust 1d-1 crushing (KYOS: 1d+1 crushing), Reach C-1.

    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.

Ash Rat [Monster Manual II, page 24]

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

ST: 4 HP: 4 Speed: 6


DX: 12 Will: 9 Move: 6
IQ: 3 Per: 12    
HT: 14 FP: 12 SM: -3
Dodge 10 Parry: 11 DR: 20 (vs. fire, see text)
: (unarmed)
    Sharp Teeth (14): thrust 1d-4 cutting (KYOS: 1d-6 cutting). Reach C.
    Blunt Claws (14): thrust 1d-3 crushing (KYOS: 1d-5 crushing). Reach C.
    Fire Absorption: The ash rat has DR 20 against fire, is immune to noxious fire effects. Each point of damage this DR stops
turns into one character point that the ash rat can use to heal itself. These points are stored into a pool that can contain up to 20
character points. Once this pool is full, each point of DR will still stop one point of fire damage, but will not convert it into a
character point. The ash rat does not have to use stored points immediately. It loses absorbed points – unused ones first – at the
rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points
immediately. Such healing is permanent. Only HP in excess of the ash rat’s usual scores drains away. The ash rat cannot absorb
damage from its own abilities (for example, if its heat aura).
    Heat Aura: Anything that touches the ash rat takes 1 point of burning damage.
    Spit Fire (12): 1d-1 burning. Ranged attack (Acc 3, Range 10/20). Costs 1 FP. Can be blocked.
    Smoke: An ash rat constantly emits smoke in a 2-yard radius around itself. Subtract 3 from any attempts to see the ash rat using
normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the ash rat, subtract 3 from any attack
roll against it that relies on vision to hit. Rolls to see the smoke itself are made at +3. The ash rat is affected by this ability as well,
and cannot turn it off.

    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).

Moonrat [Monster Manual II, page 151]

-7 points

Attribute Modifiers: ST-9 [-90]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].


Secondary Characteristic Modifiers: SM-7; HP+2 [4]; 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]; Infravision [10]; Night Vision 4
[4]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Sharp Teeth
[1].
    Lunar Mind [73]: IQ+10 (Accessibility, Only during full moon, Weakened without this condition, -20%; Does not increase Will
and Per, -50%: Magical, -10%) [40] + No Hidebound (Accessibility, Only during halfmoon, gibbous moon, or full moon, -20%;
Magical, -10%) [4] + No Cannot Speak (Accessibility, Only during halfmoon, gibbous moon, or full moon, -20%; Magical, -10%)
[11] + Striking ST 5 (Accessibility, Only during full moon, Weakened without this condition, -20%; Magical, -10%) [18].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Semi-Upright [-5]; Short Lifespan 4 [-40].
Perk: Fur [1].
Creature Type: Magical Beast.

Knowing Your Own Strength [-21]


Replace Striking ST 5 (Accessibility, Only during full moon, Weakened without this condition,
-20%; Magical, -10%) [18] with Striking ST 5 (Accessibility, Only during full moon, Weakened
without this condition, -20%; Magical, -10%) [4].

Typical Stats

ST: 1 HP: 3 Speed 6


:
DX: 1 Will: 9 Move: 6
2
IQ: 3 Per: 12    
HT: 1 FP: 12 SM: -7
4
Dodge: 1 Parry: 11 (unarmed) DR: 0
0
    Sharp Teeth (14): thrust 1d-6 cutting (KYOS: 1d-11 cutting). Reach C.
    Blunt Claws (14): thrust 1d-5 crushing (KYOS: 1d-10 crushing). Reach C.
    Lunar Mind: A lunar modifier applies to a moonrat’s Striking ST and IQ scores (but not to Will and Per) while under the
influence of moonlight. The size of this modifier depends on the amount of moonlight that reaches the moonrat, according to the
table below. On a clear night, the moonlight equivalent is the same as the actual phase of the moon. On a night when clouds or
heavy mist obscure the moon, the moonlight equivalent is one or two steps (GM’s choice) lower on the table than the actual moon
phase. On worlds with multiple moons, either choose only one moon to influence the moonrats, or estimate the moonlight
equivalent of both moons on any given night, using the new moon and full moon entries as the minimum and maximum values,
respectively, for that world.
Moonlight IQ Bonus Striking ST Bonus
Equivalent
New Moon +0 +0
Crescent +2 +1 (+0 damage (+1 for KYOS))
Quarter +4 +2 (+1 damage (+2 for KYOS))
Half +6 (loses Cannot Speak and Hidebound) +3 (+1 damage (+3 for KYOS))
Gibbous +8 (loses Cannot Speak and Hidebound) +4 (+2 damage (+4 for KYOS))
Full +10 (loses Cannot Speak and Hidebound) +5 (+2 damage (+5 for KYOS))
   
    Traits: Bestial; Cannot Speak; Combat Reflexes; Discriminatory Smell; Flexibility; Fur; Hidebound; Infravision; Night Vision
4; Reduced Consumption 3 (Cast Iron Stomach); Resistant to Metabolic Hazards +8; Semi-Upright; Short Lifespan 4; Silence 2.
    Skills: Brawling-14; Climbing-14; Escape-14; Scrounging-13; Stealth-14.
    Creature Type: Magical Beast. 

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

ST: 1 HP: 11 Speed: 6


1
DX: 1 Will: 9 Move: 6
2
IQ: 3 Per: 12    
HT: 1 FP: 12 SM: +0
4
Dodge: 1 Parry: 11 DR: 0
0 (unarmed)
    Sharp Teeth (14): thrust 1d-1 cutting, Reach C.
    Blunt Claws (14): thrust 1d crushing, Reach C.

    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.

Knowing Your Own Strength [-30]


Add HP-2 [-4]

Typical Stats

ST: 9 HP: 9 (KYOS: 7) Speed 6


:
DX: 1 Will: 9 Move: 6
2
IQ: 3 Per: 12    
HT: 1 FP: 12 SM: -1
4
Dodge: 1 Parry: 11 (unarmed) DR: 0
0
    Sharp Teeth (14): thrust 1d-3 cutting (KYOS: 1d-4 cutting), Reach C.
    Blunt Claws (14): thrust 1d-2 crushing (KYOS: 1d-3 crushing), Reach C.
    Spit Fire (12): 1d-1 burning. Ranged attack (Acc 3, Range 10/20). Costs 1 FP. Can be blocked.

    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

ST: 9 HP: 9 (KYOS: 7) Speed 6


:
DX: 1 Will: 9 Move: 6
2
IQ: 3 Per: 12    
HT: 1 FP: 12 SM: -1
4
Dodge: 1 Parry: 11 (unarmed) DR: 0
0
    Sharp Teeth (14): thrust 1d-3 cutting (KYOS: 1d-4 cutting), Reach C.
    Blunt Claws (14): thrust 1d-2 crushing (KYOS: 1d-3 crushing), Reach C.
    Spit Lightning (12): 1d-1 burning surge. Ranged attack (Acc 3, Range 10/20). Costs 1 FP. Can be blocked. Targets stuck by
this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to
recover.

    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. 

Bone Rat Swarm [Libris Mortis, page 88]

117 points

Attribute Modifiers: ST-7 [-70]; DX+4 [80]; IQ-7 [-140]; HT+4 [40].


Secondary Characteristic Modifiers: HP+2 [4]; Will+6 [30]; Per+9 [45]; Basic Move-2 [-10]; Basic Speed +0.5 [10].
Advantages: Combat Reflexes [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flexibility [5]; High
Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Infravision [10];
Silence 2 [10]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Rat-Sized, +0%) [100].
    Swarm Bite: Cutting Attack 1d (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%;
Melee Attack, C, No Parry, -35%) [35].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Cannot Speak [-15]; Fragile (Unnatural) [-50]; No Sense of Smell/Taste [-
5]; Reprogrammable [-10]; Semi-Upright [-5]; Unhealing (Total) [-30].
Quirks: Cannot Float [-1]; Sexless [-1].
Features: Has no FP.
Creature Type: Undead.

Typical Stats

ST: 3 HP: 5 Speed: 7.5


DX: 14 Will: 7 Move: 5
IQ: 1 Per: 10    
HT: 14 FP: N/A SM: +0
Dodge 11 Parry N/A DR: 0
: :
    Swarm Bite: 1d cutting. Reach C. 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 one yard away; if not, it automatically takes 1d large area cutting damage that is
reduced by DR normally.
    Swarm: A bone rat swarm consists of about a dozen of rats. 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.

    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.

Corpse Rat Swarm [Libris Mortis, page 92]

71 points

Attribute Modifiers: ST-5 [-50]; DX+2 [40]; IQ-7 [-140]; HT+4 [40].


Secondary Characteristic Modifiers: HP+6 [12]; Will+6 [30]; Per+9 [45]; Basic Move-2 [-10]; Basic Speed -0.5 [-10].
Advantages: Combat Reflexes [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flexibility [5]; High
Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Indomitable [15]; Infravision [10];
Silence 2 [10]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Rat-Sized, +0%) [100].
    Swarm Bite: Cutting Attack 1d (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%;
Melee Attack, C, No Parry, -35%) [35].
Disadvantages: Automaton [-85]; Bad Smell [-10]; Cannot Learn [-30]; Cannot Speak [-15]; Fragile (Unnatural) [-50]; No Sense
of Smell/Taste [-5]; Reprogrammable [-10]; Semi-Upright [-5]; Unhealing (Total) [-30].
Quirks: Sexless [-1].
Features: Has no FP; Potential Form (Bone Rat Swarm).
Creature Type: Undead.

Typical Stats

ST: 5 HP: 11 Speed: 6


DX: 12 Will:7 Move: 4
IQ: 1 Per: 10    
HT: 14 FP: N/ SM: +0
A
Dodge 10 Parry: N/ DR: 0
: A
    Swarm Bite: 1d cutting. Reach C. 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 one yard away; if not, it automatically takes 1d large area cutting damage that is
reduced by DR normally.
    Swarm: A corpse rat swarm consists of about a dozen of rats. 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.

    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.

Giant Zakharan Rat [Al-Qadim: The Genie's Curse]

-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

ST: 1 HP: 10 Speed 6


0 :
DX: 1 Will: 9 Move: 6
2
IQ: 3 Per: 12    
HT: 1 FP: 12 SM: -1
4
Dodge: 1 Parry: 11 (unarmed) DR: 0
0
    Sharp Teeth (14): thrust 1d-2 cutting, Reach C.
    Blunt Claws (14): thrust 1d-1 crushing, Reach C.

    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.

Gigantic Rat [Adventure Pack I]

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.

Knowing Your Own Strength [352]


Replace ST+40 (Size Modifier, -40%) [240] with ST+26 [260]
Replace HP+12 (Size Modifier, -40%) [15] with HP+26 [52]

Typical Stats

ST: 50 (KYOS: HP: 62 Speed: 6


36)
DX: 12 Will: 9 Move: 6
IQ: 3 Per: 12    
HT: 14 FP: 12 SM: +4
Dodge 10 Parry: 11 DR: 2* (tough skin)
: (unarmed)
    Sharp Teeth (14): thrust 7d-1 cutting (KYOS: 9d-1 cutting), Reach C.
    Sharp Claws (14): thrust 7d-1 cutting (KYOS: 9d-1 cutting), Reach C-3.
    Stench: Any creature that inhales the stench exuded by the gigantic rat in a 4-yard radius, takes a -2 penalty to ST, DX, and HT
for a number of minutes, equal to the margin of failure. Gigantic rats are immune to this effect.

    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.

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