Monsters

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Monsters are a special type of creature that don't use the normal character building rules. If a monster lists a statistic, that replaces the normal value.

Inksprite

Attack Dog

Attack dog.png

An attack dog is a big toothy quadruped.

Attack dogs are not particularly smart, and can only speak Wolf languages.

Attack Dog
Common   —   3 points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle 1     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  20 meter land speed with 3 meter jump. 10 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 60 Kilograms
Basic Specialties  Brutal
Extras  Strong

Attack dogs only have one "hand", their mouths, and deal 1d6+1 damage with unarmed attacks that use that hand (Muscle included).

The base range of their scent sense is 30 meters.

Advancement

Dire (4 points): The Attack Dog gets two more Basic Specialties, and can move up to its normal non-run speed when it Tactile Searches, getting to detect things by Scent over the entire region traveled. The Attack Dog's unarmed attacks knock the target prone on a successful wound.

Man's Best Friend (4 points): The Attack Dog gets two more Basic Specialties, becomes [ Purple ], and can form a one-way telepathic bond with a creature as a standard action. That creature can project images and commands into the Attack Dog's mind as a lesser action. The telepathic bond wears off after 1 day.

Raven

Raven.png

A raven is a big feathery black winged creature. It has a dangerously sharp beak.

Ravens are not particularly smart, but can speak.

Raven
Common   —   3 points
AD  5     GD 3     Will 0     HP  1     Toughness 2
Muscle -4     Accuracy  1     Save DC 4     Magic Power -2
Stealth 1     Perception 0     Agility 2
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  5 meter land speed with 0.5 meter jump. 30 meter fly speed with 1 meter aerobatics. 2 meter swim speed with 2 meter sink.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 0.625 kilograms      Weight 1 Kilogram
Basic Specialties  Offensive, Sturdy
Extras  Small 2

The Raven deals 1d6-3 damage with Unarmed attacks (Muscle included).

Advancement

The Raven may not be given Extras that increase its size.

Corpse Bird (2 points): The Raven is an [ undead ] creature. When it dies, it explodes in a bright flash of light, for a 1d6 Light damage attack against every creature in a 10 meter spray around itself. While in bright light, it gets a -1 penalty to Perception. The Raven gains one Basic Specialty and becomes [ White ].

Blackbird (2 points): The Raven gets +8 meters to fly speed and gains one Basic Specialty.

Third Leg (2 points): The Raven gains a third leg. This gives it +10 meters to land speed, and the ability to generate or stop generating bright light out to a distance of 30 meters. The Raven gains one Basic Specialty and becomes [ White ].

Bear

Bug Bear.jpg

A bear is a big toothy clawed quadruped.

Bears are not particularly smart, and can only speak Bear languages.

Bear
Elite   —   30 points
AD  3     GD 5     Will 1     HP  2     Toughness 6
Muscle 4     Accuracy  1     Save DC 4     Magic Power 0
Stealth 0     Perception 1     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  17 meter land speed with 1 meter jump. 13 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 160 kilograms      Weight 640 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Sturdy, Brutal
Advanced Specialties  Aggressive, Sturdy
Extras  Big

Bears deal 1d6+5 damage with unarmed attacks (Muscle included).

Advancement

Bugbear (10 points): The Bear gets -2 to Agility. Its Shove attacks inflict wounds. The Bear gets two more Advanced Specialties.

Expanding (5 points): The Bear gets gets +5 meters to its movement speeds. It has an Inflated state, which doubles its size and reach; toggling this state is a lesser action. The Bear gets one more Advanced Specialty, and becomes a [ Purple ] creature.

Flame Imp

Flame imp.png

A flame imp is a small, bouncy fire, which ignites the ground beneath it on fire, if that ground is flammable.

Flame imps are not particularly smart, and can only speak Infernal languages.

Flame Imp
Common   —   2 points
AD  4     GD 3     Will 0     HP  1     Toughness 3
Muscle -2     Accuracy  0     Save DC 4     Magic Power -1
Stealth -1     Perception 0     Agility 1
Descriptors  [ Living ], [ Orange ]
Movement  10 meter land speed with 1 meter jump. -20 meter sink distance.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 2.5 kilograms      Weight 0.1 kilogram
Extras  Small

Flame imps are immune to Heat damage.

They have a melee Magic-Damage Flame Touch weapon, which deals 1d6 Heat damage and lights creatures it would wound on fire instead.

Flame imps are so light that they can walk on liquids and other unstable surfaces. Flame imps brightly illuminate out to 10 meters.

Advancement

Leaping Flames (2 points): The flame imp gets +10 meters to its movement speeds, and +1 meter to its jump distance. It gains a Basic Specialty.

Scorching Flames (2 points): The flame imp's Flame Touch attack inflicts wounds as well as lighting creatures on fire. It gains a Basic Specialty.

Dragon

Dragon.png

A dragon is a sort of bright orange winged lizard with impressively strong scales.

Dragons are quite smart, but can only speak Draconic languages.

Dragon
Legend   —   433 points
AD  2     GD 7     Will 3     HP  2     Toughness 11
Muscle 8     Accuracy  1     Save DC 7     Magic Power 1
Stealth -1     Perception 3     Agility -7
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  21 meter land speed with 1 meter jump. 5 meter swim speed with 5 meter sink. 45 meter fly speed with 9 meter aerobatics.
Size  8 meters     Reach 3.38 meters
Carrying Capacity 2560 kilograms      Weight 35840 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Ungrabbable 2, Determined, Aggressive 2, Perceptive 2, Sturdy 3, Super-Sturdy
Extras  Big 3, Might & Magic

The dragon's unarmed attacks deal 1d6+9 damage (Muscle included) and make the target disappear completely for a number of rounds equal to the number of wounds inflicted (This is a [ Time ] effect).

The two beady eyes of a dragon are orange gems. Dragons cannot see visually, but have a Thermosympathetic sense.

Dragons have Heat Resist 2 and Cold Resist 1.

As a standard action, the Dragon can breathe an exploding ball of fire at a targeted surface up to 100 meters away, where it explodes in a 40 meter radius blast (Muscle-Area included), inflicting a ranged Magic-Damage attack against AD that deals 1d6+1 Heat damage (Magic Power included) on each creature or unattended object in the area. The explosion is audible from 1000 meters away.

Advancement

Conical Breath (100 points): As a standard action the Dragon can breathe a 90 degree cone, 100 meter blast of fire (Muscle-Area included), for ranged Magic-Damage attacks against AD that deal 1d6+1 Heat damage (Magic Power included) to every creature and unattended object in the area. The whoosh of flames is audible from 300 meters away. The blast radius of the Dragon's exploding ball of fire breath increases by 5 meters (before doublings; with 8 Muscle that's 20 meters). Its movement speeds increase by 15 meters. It gets an Advanced Specialty.

Magmatic (100 points): The Dragon is partially made of lava. This makes it immune to Heat damage. When it suffers any wounds, one cubic meter of lava falls from it for each wound. When slain, it explodes in a shower of flame, making a 1d6 Heat damage (Magic Power included) attack against each creature and unattended object in a 100 meter spray; wounded creatures are also lit on fire. It gets an Advanced Specialty.

Temporally Dominant (200 points): When a creature within 100 meters would be targeted by a [ Time ] effect, the Dragon may choose to also be affected. When the Dragon would be targeted by a [ Time ] effect, the Dragon may choose not to be affected. As a lesser action, the Dragon may take a move action, but get a -1 penalty to Toughness for one round. It gets an Advanced Specialty.

Young Dragon

Adolescent dragons (up to 17 years old) are flightless.

Young dragons are quite smart, but fairly ignorant, and can only speak Draconic languages.

Young Dragon
Elite   —   45 points
AD  4     GD 5     Will 4     HP  2     Toughness 6
Muscle 2     Accuracy  1     Save DC 5     Magic Power 0
Stealth 0     Perception 1     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  25 meter land speed with 1 meter jump. 15 meter swim speed with 2 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 40 kilograms      Weight 560 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Ungrabbable, Determined, Sturdy
Extras  Big

Young dragon's unarmed attacks deal 1d6+2 damage (Muscle included) and make the target disappear completely for a number of rounds equal to the number of wounds inflicted (This is a [ Time ] effect).

The two beady eyes of a young dragon are not yet gems, but still give them a Thermosympathetic sense rather than a visual one.

Young dragons have Heat Resist 1.

As a standard action, an adolescent dragon can snort an explosion of fire, inflicting a Loud Magic-Damage attack against AD for 1d6 Heat damage on each other creature and unattended object within a 20 meter Muscle-Area blast from itself.

Infernal Prophet

Infernal Prophet.png

An infernal prophet is a flaming skeleton, which burns nothing. When the last of a species dies, it becomes an infernal prophet and goes back a hundred years, where it has one day to communicate with anyone it can find before burning out. Even if the species would still die out, no more infernal prophets are created until at least a hundred years after the time this one came back from.

Infernal Prophet
Common   —   16 points
AD  5     GD -1     Will 1     HP  2     Toughness 4
Muscle -6     Accuracy  0     Save DC 4     Magic Power 0
Stealth 1     Perception 1     Agility 2
Descriptors  [ Bony ], [ Undead ], [ Orange ], [ White ]
Movement  22 meter land speed with 3 meter jump. 22 meter fly speed with 1 meter aerobatics. 8 meter teleport speed.
Size  As creature     Reach As creature
Carrying Capacity 0.15625 kilograms      Weight None
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy
Extras  Quick
Skills  As creature

Mechanized Titan

Mechanized Titan.jpg

A mechanized titan is a 5 meter tall machine, built of salt, bone, and golden tubes, with has massive skulls for hands.

Mechanized titans can only speak Machine languages, and are not particularly intelligent, fighting zealously for whichever master has been feeding it its diet of bones the most during this week.

Mechanized Titan
Paragon   —   90 points
AD  5     GD 5     Will 1     HP  3     Toughness 6
Muscle 4     Accuracy  2     Save DC 4     Magic Power 1
Stealth 0     Perception 1     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Machine ], [ Orange ], [ White ]
Movement  45 meter land speed with 1 meter jump. 10 meter swim speed with 15 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 160 kilograms      Weight 800 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Aggressive 2, Might & Magic, Sturdy 2
Extras  Big

The mechanized titan's unarmed attacks deal 1d6+3 damage (Muscle included) and fling each wounded creature 2 meters in the direction of the mechanized titan's choice.

It has two Heavy Magic-Damage Light Beam weapons, which attack everything in a 1 meter wide, 300 meter long cylindrical beam spray against AD for 1d6+2 Light damage (Magic Power included), blinding any wounded targets for 2 rounds.

The mechanized titan can cast fire breath as a standard action without a charge or gem, but the cone is 30 meters long (after Muscle).

Advancement

Dreadnaught Weapons (20 points): The Mechanized Titan's unarmed attacks and fire breath fling wounded creatures 6 additional meters per wound, and its Light Beams get +2 Demolition. It gains one Advanced Specialty.

Detachable Skulls (40 points): The Mechanized Titan's massive skull hands can detach and fly around with 35 meter fly speeds and 4 meter aerobatics distance. Despite not being attached directly to the Mechanized Titan, they are targeted as the same creature. They cannot attack while more than 20 meters away from the Mechanized Titan. The Mechanized Titan gains two Advanced Specialties.

Salt Golem

Salt Golem.png

A salt golem is a cube of salt, with salt legs protruding out of the center of each side.

Salt golems are not particularly smart, and can only speak Machine languages.

Salt Golem
Elite   —   35 points
AD  4     GD 5     Will 1     HP  3     Toughness 4
Muscle 3     Accuracy  2     Save DC 5     Magic Power 0
Stealth 0     Perception -1     Agility 0
Descriptors  [ Machine ], [ Angel ], [ Black ]
Movement  45 meter land speed with 2 meter jump. 10 meter swim speed with 10 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 2200 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Brutal
Advanced Specialties  Avoider, Aggressive, Sturdy
Extras  Big

The salt golem's unarmed attacks deal 1d6+4 damage (Muscle included) and cause wounded targets to become shriveled until they recover from this by drinking plenty of fluids and waiting for a minute.

It can attack unattended bodies of water with its unarmed attacks, drying 2 cubic meters up with every successful hit.

When reduced to 0 or less HP, a salt golem explodes in a cloud of salt, which fills a 4 meter radius blast for 3 rounds and cannot be seen through: this destroys the salt golem.

Advancement

Salt Shot (10 points): The Salt Golem gains a Salt Shot weapon, which deals 1d6+3 Physical damage (Muscle included) and has a range of 30m/60m. Creatures it wounds become shriveled as per its unarmed attacks. The Salt Golem's jump distance increases by 2 meters. The Salt Golem gains two Advanced Specialties.

Preservative (2 points): If the Salt Golem would wound a creature from -1 HP or above to -2 HP or below, the creature is only reduced to -1 HP. The Salt Golem gains one Basic Specialty.

Pact of Persistence (20 points): The Salt Golem becomes Paragon tier, gains an Advanced Specialty, and can form a Pact of Persistence, which grants the other creature the Salt Golem's ability to shrivel creatures and dry up water with its unarmed attacks, but requires them to never kill another creature. The penalty for Breaking the Pact is a 4 energy Personal Sacrifice.

Bone Monstrosity

Bone Monstrosity.png

A bone monstrosity is a truly massive skeletal monster, shaped vaguely like an alligator and made entirely out of normal sized bones.

Bone monstrosities feast on a diet of bones. Bone monstrosities are not particularly smart, and can only speak sign languages. At the core of every bone monstrosity, there are 3 to 5 white gems.

Bone Monstrosity
Legend   —   572 points
AD  0     GD 7     Will 1     HP  7     Toughness 10
Muscle 11     Accuracy  2     Save DC 4     Magic Power 2
Stealth -2     Perception 2     Agility -6
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  37 meter land speed with 4 meter jump. 17 meter swim speed with 5 meter sink.
Size  16 meters     Reach 5.06 meters
Carrying Capacity 20480 kilograms      Weight 81920 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Aggressive, Sturdy, Brutal
Advanced Specialties  Ungrabbable 2, Aggressive 3, Might & Magic 2, Perceptive, Sturdy 3, Energetic 2
Extras  Big 4

The bone monstrosity's unarmed attacks deal 1d6+12 damage (Muscle included) and fling each wounded creature 5d6 meters in the direction of the bone monstrosity's choice.

Because it is made of normal sized bones, it can squeeze through holes only 0.5 meters wide, but it gets a -3 penalty to accuracy while partially squeezed.

As a standard action AND move action, a bone monstrosity can glow with searing light, making a ranged Magic-Damage Muscle-Area attack that deals 1d6+3 Light damage (Magic Power included) to all other creatures and unattended objects in a 400 meter spray (Muscle included). [ Undead ] creatures that would be wounded by this searing light are brought under the bone monstrosity's control for that many rounds instead.

The bone monstrosity gets -1 to Perception in bright light.

Advancement

The Bone Monstrosity cannot gain Extras which add to movement speed.

Mass Animation (100 points): At the end of each of its turns, the Bone Monstrosity casts animate skeletons without an action. The Bone Monstrosity gains another Advanced Specialty.

Inescapable Radiance (50 points): The Bone Monstrosity can make its glow with searing light deal up to 5 less damage in exchange for getting the same amount as a bonus to the glow's Accuracy. The Bone Monstrosity gains another Advanced Specialty.

Warp Tiger

Warp tiger with flexible bones.jpg

This tiger has purple and black stripes.

Warp tigers are not particularly smart, can speak, and know every language. Warp tigers frequently team together with thought parrots.

Warp Tiger
Elite   —   32 points
AD  5     GD 4     Will 1     HP  1     Toughness 5
Muscle 3     Accuracy  1     Save DC 5     Magic Power 0
Stealth 1     Perception 1     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ]
Movement  49 meter land speed with 6 meter jump. 49 meter teleport speed. 49 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 500 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Well-Rounded, Brutal
Advanced Specialties  Avoider
Extras  Big

The warp tiger's unarmed attacks deal 1d6+4 damage and an additional +1 damage when charging (Muscle included). Its acute sense of space lets it detect and pinpoint any extradimensional space with an entry point within 50 meters.

Advancement

Controlled Run (5 points): When running with its teleport speed, instead of randomly going to one of the three chosen places, it randomly determines one of the three places that it can't go, and teleports to one of the other two. When running with any other speed, it may turn once. The Warp Tiger gets an Advanced Specialty.

Rending Claws (5 points): When the Warp Tiger makes an unarmed attack as a heavy attack, and inflicts any wounds, the wounded creature gets a -1 penalty to Toughness for 1 minute. The Warp Tiger gets an Advanced Specialty.

Warpichore (10 points): The Warp Tiger gains a spiked tail, which serves as a Teleporting Tail weapon: it makes melee attacks through portals against targets up to 50 meters away, and deals 1d6+3 Physical damage (Muscle included). The Warp Tiger gets two Advanced Specialties.

Genie

Genie.jpg

A genie is a 4 meter tall pink humanoid, with a wispy tail instead of legs.

Genies are quite smart, and often know several languages. They are also immortal, spontaneously generated when large populations share a single strong desire. Genies survive on a diet of souls rather than organic material.

Genie
Paragon   —   70 points
AD  4     GD 5     Will 3     HP  3     Toughness 5
Muscle 2     Accuracy  4     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  50 meter fly speed with 5 meter aerobatics. 25 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 40 kilograms      Weight 520 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Determined, Aggressive 2, Sturdy, Super-Aggressive
Extras  Big

Genies have two Magic-Damage Link Fist weapons, which deal 1d6+3 Physical damage and link wounded creatures together in the Genie's Network for 1 round per wound. Whenever a creature in the Network suffers from a damage roll for a reason other than the Network, each other creature in the Network suffers from the same damage roll minus 2.

As a standard action, it can force a target it can see within 75 meters to make a Will Save or spend a move action on its next turn moving as close to the Genie as possible.

By touching an unconscious character continuously for one minute, the Genie may implant a wish in that character's mind. The character now wishes that thing more than anything else in the world. If the character gets their wish, they are no longer obsessed with it. Genies like to implant wishes in characters before letting them go, so they don't make very good jailors. Each genie has a particular favorite wish.

Advancement

Lichdom (35 points): The Genie is [ Undead ], and gets -1 Perception while exposed to bright light. By touching a dead character as a standard action attack against AD, the character is reanimated with the Revenant class and a fresh Soul that wants nothing other than the Genie's choice of wish. The character serves the Genie willingly as a member of its party, unless its existence causes its party to go over the point limit, in which case it immediately leaves the party and spends the next hour running away. The Genie gains two Advanced Specialties and becomes [ White ].

Ascension (30 points): If a creature granted a wish by this genie gets its wish after more than a year, it transforms into a Genie. The Genie's aerobatics distance decreases by 3 meters. The Genie gains two Advanced Specialties.

Extradimensional Cephalopod

Extradimensional Cephalopod.jpg

The extradimensional cephalopod is some sort of aquatic invertebrate, with eight thick purple tentacles, each of which has a purple gem on the end.

Extradimensional cephalopods are quite smart, can speak, and know every language.


Extradimensional Cephalopod Tentacle
Elite   —   30 points
AD  5     GD 4     Will 1     HP  2     Toughness 5
Muscle 1     Accuracy  2     Save DC 4     Magic Power 0
Stealth 1     Perception 1     Agility 3
Descriptors  [ Blooded ], [ Living ]
Movement  Remains connected to body; when severed, has a 5 meter land speed with 5 meter jump distance, and a 5 meter swim speed with 0 meter sink.
Size  1 meter     Reach 5 meters
Carrying Capacity 20 kilograms      Weight 80 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal
Advanced Specialties  Aggressive, Perceptive, Sturdy
Extras  Quick

The tentacles' unarmed attacks deal 1d6+3 damage (Muscle included), and can inflict wounds when used to make Grapple attacks.


Extradimensional Cephalopod Body
Paragon   —   148 points
AD  3     GD 5     Will 4     HP  3     Toughness 7
Muscle 4     Accuracy  0     Save DC 7     Magic Power 0
Stealth 0     Perception 4     Agility -3
Descriptors  [ Blooded ], [ Living ]
Movement  2 meter swim speed with 0 meter sink.
Size  4 meters     Reach 0 meters
Carrying Capacity 160 kilograms      Weight 5120 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Determined 2, Perceptive 2, Sturdy 2, Super-Perceptive
Extras  Big 2

The body itself remains inside a watery extradimensional space, with only its tentacles protruding, from eight eternally open entry points. Each entry point is a 1 meter radius circle, always aligned so that the water does not pour out, with an indestructible back. The body can teleport each entry point 150 meters as a standard action. If a tentacle's purple gem is removed, its entry point closes, and the tentacle is severed, although it can act on its own.

Advancement

All Cephalopod tentacles must receive the same advancements.

Leaptopus (10 points per tentacle): When the Extradimensional Cephalopod teleports its entry points, it may teleport each entry point up to 150 meters away from the location of any other of its entry points. The tentacles receive two Advanced Specialties.

Brain Grapple (50 points): As a standard action, the Extradimensional Cephalopod Body can force each other creature within its extradimensional space to make a Will save or have the Extradimensional Cephalopod control every word the creature sees, hears, or speaks (the Extradimensional Cephalopod senses each word and may choose alterations immediately). This is a bound effect, and the Extradimensional Cephalopod can only have six creatures bound in this way at a time. The body gains two Advanced Specialties.