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Old 01-10-2007, 02:20 PM   #1
Sam Baughn
 
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Default Some fantasy monsters.

It seems to be a fairly common complaint that GURPS doesn't have an equivalent to D&D's Monster Manuals. This thread is my attempt to slightly address the issue, by writing up a few original fantasy monsters.

Feel free to add your own. Maybe if we get a few dozen of these things, we can put together a web book or something. I'll start off with a nice, simple, big animal.

Mountain Bear
77 Points

Attributes: ST 50 (Size, -30%; No Fine Manipulators, -40%) [120]; DX 10 [0]; IQ 5 [-100]; HT 12 [20].

Secondary Characteristics: Damage 5d+2/8d-1; BL 500 lbs.; HP 50 [0]; Will 12 [35]; Per 10 [25]; FP 8 [-12]; Basic Speed 5 [-10]; Basic Move 5 [0]; Dodge 8. 20' Long, 12,000 lbs. (SM +3).

Advantages: Acute Hearing 2 [4]; Acute Smell 4 [8]; Blunt Claws [3]; Damage Resistance 4 (Can't Wear Armour, -40%; Flexible, -20%) [8]; Discriminatory Smell [15]; Enhanced Move (Land) [20]; Extra Legs (Four Legs) [5]; Metabolism Control 4 (Hibernation, -60%) [8]; Night Vision 3 [3]; Parabolic Hearing 2 [8]; Perk (Fur) [1]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Sharp Teeth [1]; Temperature Tolerance (Cold) 4 [4].

Disadvantages: Berserk (12-) [-10]; Colour-blindness [-10]; Gluttony (12-) [-5]; Loner (12-)[-5]; No Fine Manipulators [-30]; Semi-Upright [-5]; Sleepy (Three Months Hibernation per Year, Half Total Time Asleep) [-8]; Wild Animal Meta-Trait [-30].

Skills: Brawling (E) DX+2 [4]-12; Intimidation (A) Will+1 [4]-13; Survival (Mountain) (A) Per [2]-10; Tracking (A) Per [2]-10 (+4 from Discriminatory Smell).

The mountain bear is essentially a giant bear. It resembles a grizzly bear, except that it is about three times as large, more heavily built and has grey rather than brown fur. Like it's smaller relatives, it is an opportunistic omnivore but prefers meat, which it generally acquires by stealing the kills of smaller predators, although it will kill it's own prey if it finds something slow enough to catch.

Mountain bears have are relatively unafraid of humans and will attack travellers in the hope of stealing their animals or food supplies. In combat they will typically use All-out Attacks to strike twice per turn with their claws and teeth (5d+11 crushing / 5d+6 cutting).
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Old 01-10-2007, 02:34 PM   #2
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Default Re: Some fantasy monsters.

...and here's another, slightly more imaginative, one.

Frost Serpent
25 Points.

Attributes: ST 10 [0]; DX 12 (No Fine Manipulators, -40%) [24]; IQ 2 [-160]; HT 10 [0].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [40]; Per 10 [40]; FP 5 [-15]; Basic Speed 6 [10]; Basic Move 4 [-10]; Dodge 9. 10' long, 120 lbs. (SM +0).

Advantages: Acute Smell 5 [10]; Affliction 1 (HT; Follow Up, Fangs, +0%; Paralysis, +150%) [25]; Amphibious [10]; Constriction Attack [15]; Damage Resistance 1 (Can't Wear Armour, -40%; Tough Skin, -40%) [1]; Doesn't Breathe [20]; Discriminatory Smell [15]; Fangs [2]; Infravision [10]; Leech 1 (Hazard, Freezing, +20%; Heals FP, +30%; Steal FP, +50%) [50]; Permeation (Ice) [10]; Reduced Consumption 4 [8]; Silence 2 [10]; Slippery 2 [4]; Temperature Control 1 (Area Effect, 4 Yards, +50%; Always On, -20%; Cold Only, -50%; Emanation, -20%) [3]; Terrain Adaptation (Ice) [5]; Temperature Tolerance (Cold) 10 [10]; Vibration Sense (Universal, +50%) [15].

Disadvantages: Dependency (Mana; Weekly) [-10]; Hard of Hearing [-10]; Lifebane [-10]; Restricted Diet (Live Prey) [-10]; Vermiform Meta-Trait [-35]; Vulnerability (Heat/Fire, x2) [-30]; Wild Animal Meta-Trait [-30].

Skills: Brawling (E) DX+1 [2]-13; Stealth (A) DX [2]-12 (+4/+2 from Silence); Survival (Arctic) (A) Per [2]-10; Wrestling (A) DX [2]-12.

A large snake, covered in white and silver scales. Unlike most snakes, the frost serpent lives in very cold climates. Indeed, it is capable of moving through solid ice as easily as a python swims through a swamp. It is a magical creature which drains energy from the environment and living creatures to sustain itself. Frost serpents typically hunt at night and sleep embedded in a block of ice for protection during the day.

The frost serpent will not normally hunt humans unless they are young or obviously defenceless, but may attack someone who disturbs it's hiding place. In combat it will first try to paralyse an opponent with it's bite, then either flee or, if there is no other threat, wrap itself around it's victim and drain their life energy.
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Old 01-10-2007, 02:37 PM   #3
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Default Re: Some fantasy monsters.

Quote:
Originally Posted by Perfect Organism
It seems to be a fairly common complaint that GURPS doesn't have an equivalent to D&D's Monster Manuals. This thread is my attempt to slightly address the issue, by writing up a few original fantasy monsters.
You go, girl!

(Or somewhat less wildly inappropriate words of encouragement to that effect.)
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Old 01-11-2007, 01:12 AM   #4
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Default Re: Some fantasy monsters.

I want to post some of my fantasy monsters here but I am busy right now so consider this a place holder PO.

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Old 01-13-2007, 05:01 AM   #5
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Default Re: Some fantasy monsters.

Here's another one.

Pit Weasel
-65 Points

Attributes: ST 10 [0]; DX 12 (No Fine Manipulators, -40%) [24]; IQ 4 [-120]; HT 12 [20].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 9 [-2]; Will 10 [30]; Per 12 [40]; FP 10 [-6]; Basic Speed 6 [0]; Basic Move 5 [-5]; Dodge 10; 5' long, 100 lbs. (SM -1).

Advantages: Acute Smell 2 [4]; Acute Hearing 4 [8]; Blunt Claws [3]; Combat Reflexes [15]; Discriminatory Smell [15]; Double-Jointed [15]; Fearlessness 2 [4]; Reduced Consumption 1 (Cast Iron Stomach, -50%) [1]; Sensitive Touch [10]; Sharp Teeth [1]; Slippery 2 [4]; Striking ST +1 (Bite Only, -60%) [2]; Tunnelling (Slow; 6 Yards per Minute) [8]; Ultrahearing [5]; Vibration Sense (Air) [10].

Disadvantages: Blindness (Can sense Light and Dark, -10%) [-45]; Bloodlust (12-) [-10]; Gluttony (12-) [-5]; Impulsiveness (12) [-10]; Quadruped Meta-Trait [-35]; Quirk (Territorial) [-1]; Restricted Diet (Carnivore, Substitution -50%) [-5]; Short Lifespan 1 [-10]; Ugly Appearance [-8]; Weakness (Sunlight; 1d / 30 minutes; Variable, -40%) [-9]; Wild Animal Meta-Trait [-30].

Skills: Brawling (E) DX+3 [8]-15; Climbing (A) DX-1 [1]-11 (+5 for Double-Jointed); Stealth (A) DX [2]-12; Survival (Underground) (A) Per [2]-12; Swimming (E) HT [1]-12; Tracking (A) Per-1 [1]-11 (+4 from Discriminatory Smell); Wrestling (A) DX [2]-12.

Pit Weasels' natural habitat is deep underground. They stalk their prey in deep caves and tunnels and they are well adapted to this environment, being able to hunt and kill in total darkness with little difficulty. They have, however, lost many of the features necessary for life on the surface; their eyes have atrophied to the point where they are effectively blind and their hairless skin is pale and vulnerable to sunburn.

However, many Pit Weasels do not live in their natural environment. Their fierce habits and strange appearance make them popular in animal fighting arenas, so many cultures which enjoy such entertainment raise them for this purpose. Some have also been used as guard animals, or to execute prisoners and a few have managed to escape captivity to live in the sewers and catacombs beneath cities.

Pit Weasels are quite aggressive and will attack with little provocation, especially if someone is intruding on their territory. They are usually found alone or in small family groups of one or two adults with up to four juveniles (ST 5, HP 5, no skills, otherwise identical to adults).

Notes: The 'Slippery' advantage represents the Weasel's loose skin, which makes it hard to hold onto in a grapple. Remember that a blind creature has -6 to hit rolls unless it can locate it's target with Vibration Sense. Tunnelling (Slow) is from GURPS Powers. Bite damage is 1d-1 Cutting.
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Old 01-13-2007, 07:32 AM   #6
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Default Re: Some fantasy monsters.

...and another.

Slime Spitting Swamp Snail
-232 Points

Attributes: ST 3 [-70]; DX 9 [-20]; IQ 1 [-180]; HT 12 [20].

Secondary Characteristics: Damage: 1d-5/1d-4; BL 1.8 lbs.; HP 4 [2]; Will 10 [45]; Per 9 [40]; FP 12 [0]; Basic Speed 3 [0]; Basic Move 1 [-10]; Dodge 6; 18'' long, 6 lbs. (SM -3).

Advantages: 360° Vision (Easy to Hit, -20%)[20]; Binding 3 (Jet, +0%; Sticky, +20%; Unbreakable, +40%; Costs 1 Fatigue, -5%) [10]; Breath Holding 5 [10]; Clinging [20]; Damage Resistance 2 (Can't Wear Armour, -40%; Torso Only, -10%) [5]; Discriminatory Taste [10]; High Pain Threshold [10]; Innate Attack (1d-1 Corrosion; Follow Up, Binding, +0%; Delay, 1 second, +0%; Cyclic, 1 second, 2 cycles, +100%; Symptoms, 1/3 HP, Agony, +300%) [35]; Night Vision 5 [5]; Sensitive Touch [10]; Silence 2 [10]; Stretching 1 [6]; Temperature Tolerance 2 (Heat and Cold) [2]; Universal Digestion [5].

Disadvantages: Cold-Blooded [-5]; Decreased Time Rate [-100]; No Manipulators [-50]; Short Lifespan 4 [-40]; Wild Animal Meta-Trait [-30].

Skills: Innate Attack (E) DX+2 [4]-11; Survival (Swamp) (A) Per+1 [4]-10.

As the name suggests, the Slime Spitting Swamp Snail is a large snail which lives in swamps and spits corrosive slime. It uses this slime both to kill (and digest) prey and as a defence against predators. Given that the snails are rather poor at identifying predators and that they will eat just about anything, they tend to spit slime at everything they see moving. The slime is both sticky and highly acidic, capable of causing serious injury to a human or trapping and digesting a small animal with a single spray.

Slime Spitting Swamp Snails are nocturnal, sleeping in caves and abandoned burrows during the day and emerging to feed at night. They tend to cluster together in groups of up to a dozen while sleeping, making it quite hazardous to wander into a cave full of them, as pints of corrosive slime come shooting at an intruder from all directions.
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Old 01-13-2007, 09:08 AM   #7
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Default Re: Some fantasy monsters.

Here's another. This creature is meant to be a balanced challenge for a competent TL 3 warrior in a one-on-one fight.

Emerald Deathclaw
5 Points

Attributes: ST 10 [0]; DX 12 (No Fine Manipulators, -40%) [24]; IQ 4 [-120]; HT 10 [0].

Secondary Characteristics: Damage: 1d/2d-1; BL 20 lbs.; HP 10 [0]; Will 10 [30]; Per 12 [40]; FP 6 [-12]; Basic Speed 6 [10]; Basic Move 8 [10]; Dodge 10; 6' tall, 125 lbs. (SM +0).

Advantages: Acute Vision 3 [6]; Combat Reflexes [15]; Damage Resistance 1 (Can't Wear Armour, -40%) [3]; Enhanced Move (Ground) 1 (Top Speed 16) [20]; Long Talons [11]; Peripheral Vision [15]; Perk (Camouflage) [1]; Perk (Feathers) [1]; Sharp Beak [1]; Striking ST +3 [15]; Super Jump 1 [10].

Disadvantages: No Fine Manipulators [-30]; Restricted Diet (Carnivore; Substitution, -50%) [-5]; Short Lifespan 2 [-20]; Wild Animal Meta-Trait [-30].

Skills: Brawling (E) DX+2 [4]-14; Stealth (A) DX+1 [4]-13; Survival (Woodlands) (A) Per [2]-12.

A large flightless bird with long legs, impressive green plumage and razor sharp talons. The Emerald Deathclaw is a voracious carnivore, quite capable of bringing down an animal as large as a horse. They hunt in small family groups, stalking their prey from cover, before launching a co-ordinated attack from several points at once. By aiming slashing blows of their claws at their victim's legs, they hope to bring them to the ground where they can be stabbed to death with a few quick kicks.

Emerald Deathclaws generally avoid people, but will sometimes turn to hunting them if food is otherwise scarce and when they do they are a considerable threat even to armed and armoured warriors. They are also notoriously aggressive in defending their eggs and nesting sites, frequently fighting to the death to protect them.

EDIT: Deathclaws prefer to hunt during the day, when their vision is at it's best. Typically, they will try a hunt each morning, shortly after sunrise and then try again in the late afternoon if their morning hunt was unsuccessful.

Notes: Damage from claws is 1d+1 Impaling or Cutting, from the beak is 1d Large Piercing.
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Old 01-13-2007, 09:24 AM   #8
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Default Re: Some fantasy monsters.

Very interesting monsters. Unique, but not totally obscure. I think I can use both the Pit Weasel and the Emerald Deathclaw in my game.

Thank you!
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Old 01-13-2007, 02:42 PM   #9
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Default Re: Some fantasy monsters.

Here's a rather more 'fantastic' creature.

Four Headed Flame Beast
215 Points

Attributes: ST 30 (No Fine Manipulators, -40%; Size, -20%) [80]; DX 9 [-20]; IQ 1 [-180]; HT 11 [10].

Secondary Characteristics: Damage: 3d/5d+2; BL 180 lbs.; HP 30 [0]; Will 9 [40]; Per 9 [40]; FP 11 [0]; Basic Speed 4 [-20]; Basic Move 4 [0]; Dodge 7; 12' long, 3,000 lbs. (SM +2).

Advantages: Damage Resistance 4 (Can't Wear Armour, -40%; Tough Skin, -40%) [4]; Damage Resistance 4 (Can't Wear Armour, -40%, Torso Only, -10%) [10]; Discriminatory Smell [15]; Extra Attack 1 [25]; Extra Head 3 [45]; Filter Lungs [5]; Innate Attack (2d Burning; Cone, 5 Yards, +100%; Reduced ½ D Range, ½, -5%; Reduced Max Range, 1/10, -15%) [18]; Mana Enhancer 1 (Area Effect, 8 Yards, +200%) [150]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Regrowth [40]; Sharp Beak [1]; Temperature tolerance (Heat) 10 [10]; Universal Digestion (Matter Eater, +300%) [20].

Disadvantages: Confused (12-) [-10]; Gluttony (6-) [-10]; Quadruped Meta-Trait [-35]; Short Lifespan 1 [-10]; Wild Animal Meta-Trait [-30].

The Four Headed Fire Beast is a truly remarkable animal. Physically, it is a squat reptile, about the size of a large cow, with four heads on long necks, a short tail and a great deal of natural armour. They are greatly prized by mages, because they are a natural source of magical energy.

However, the Fire Beast also has several rather undesirable traits which make it somewhat difficult to handle. Firstly, as the name suggests, they can breathe great blasts of flame (from any of their mouths, although only one mouth at a time), which they do whenever they feel frightened, threatened or upset. If that wasn't bad enough they also have the ability to eat virtually anything they can wrestle down one of their throats. While this makes them quite cheap to feed, it means that they must be constantly supervised to stop them eating valuable items.

Finally, Fire Beasts are extraordinarily stupid creatures, despite having four separate brains. They are virtually impossible to train and tend to become alarmed and confused at the least excitement, leading to them lashing out with their flame breath at inconvenient times. Presumably, they have so few natural predators and find locating food to be so simple that they have no need to think much in the wild.

Despite these drawbacks, Fire Beasts are still worth a large amount of money to the right buyer. Unfortunately, it seems to be impossible to breed them in captivity, so they must be captured in the wild. They tend to be found in areas of high volcanic activity, possibly because they require some chemical or energy from volcanic eruptions in order to spur their reproductive cycle.
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Old 01-28-2007, 02:21 PM   #10
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Default Re: Some fantasy monsters.

It's been a while, but here's another one. If anyone has any ideas, requests or suggestions for more creatures, please let me know.

Whispering Cave Tiger
80 Points

Attributes: ST 19 (No Fine Manipulators, -40%; Size, -10%) [45]; DX 13 (No Fine Manipulators, -40%) [36]; IQ 8 [-40]; HT 11 [10].

Secondary Characteristics: Damage: 2d-1/3d+1; BL 72 lbs.; HP 18 [-2]; Will 11 [15]; Per 12 [20]; FP 6 [-15]; Basic Speed 6 [0]; Basic Move 10 [20]; Dodge 10; 7' long, 650 lbs. (SM +1).

Advantages: Acute Hearing 2 [4]; Acute Smell 2 [4]; Catfall [10]; Combat Reflexes [15]; Dark Vision [25]; Fangs [2]; Flexibility [5]; Mimicry [10]; Parabolic Hearing 2 [8]; Perk (Fur) [1]; Sharp Claws [5]; Super Climbing 1 [3]; Temperature Tolerance 1 (Cold) [1]; Ultrahearing [5]; Vibration Sense (Air) [10].

Disadvantages: Bad Sight (Nearsighted) [-25]; Bestial [-10]; Colour-blindness [-10]; Laziness [-10]; Loner (12) [-5]; Quadruped Meta-Trait [-35]; Restricted Diet (Fresh Meat) [-10]; Sadism (12) [-15]; Sleepy (Half Time) [-8].

Skills: Brawling (E) DX+2 [4]-15; Climbing (A) DX-1 [1]-12 (+3 from Flexibility); Stealth (A) DX+1 [4]-14; Survival (Woodland) (A) Per [2]-12.

The Whispering Cave Tiger is a large sabre-toothed cat, with black and silver striped fur and pearly white eyes which can see in total darkness. It typically makes it's home in a cave or other dark, well protected place and emerges to hunt at night. Cave Tigers have an uncanny ability to mimic sounds and use this to lure or confuse their prey. They are also extraordinarily intelligent animals and many of them have some grasp of human language, allowing them to prey effectively on humans by imitating the voices of their friends and companions calling for help.
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