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Old 10-28-2009, 03:51 PM   #11
Mailanka
 
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
Default Re: [DF] Homebrew Monsters

Undead
Only the undead can rival the Goblin Kin in the race to see who is most hated in the world. Dungeons crawl with the undead, who rise from their crypts to serve a necromancer, or rouse themselves in response to dark curses laid on secret places. Needing no food or sustenance, the dead simply shuffle through their dungeon-like graves, waiting and watching with dull, empty eye-sockets for some heroes to interrupt their monotonous existence so they can moan and clatter as they shuffle forward to tear their victims apart.

The Undead here are found in GURPS Magic, creatures summoned by Necromancy to serve a dark sorceror. They are unlike Hoard Zombies (DF 2), who rise from plague and disease. Still, many similarities do exist: both can be turned by the true faith of a cleric, for example. For more undead options, check out Pyramid Issue #3-1, particularly for the “Improved Zombie” template. GURPS Fantasy has Vampires and Ghosts too, neither of which appear here (Unfortunately). Dungeon Fantasy 3: The Next Level contains Corpse Eaters, who are not, strictly speaking, undead, but are often found in their number.

Zombie (Generic Fodder)
The rotting stench and flaccid corpses of the recently dead send a shiver up the spines of the best of us. To see them up, gases issuing up their throats in hollow groans while their head lolls back, jaw agape, hands lifted to grapple their prey, is enough to make anyone collapse in terror.
These zombies represent generic zombies, recently raised from the dead. They would benefit from a template mainly to gain skills, though you'll have to explain how they learned them, as zombies cannot learn. The most likely explanation is that the necromancer “enhanced” them in some way.
Code:
ST: 11      HP: 11    Speed: 5
DX: 10      Will: 8   Move:  5
IQ: 8       Per: 8
HT: 10      FP: 10    SM: +0
Dodge: 8   Parry: NA  DR:  0
Clutching Hands (10): 1d-2 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total)

Skills: No Mental Skills Allowed. NA.

Class: Undead

Notes: Do not negotiate. Only fixate on their master's goal. Unaffected by Mental Magic or social skills, but affected by Necromancy and Pentagrams. Will eventually rot into a skeleton. Truly Evil.
Corpse Titan (Lesser Worthy)
Sometimes one corpse just isn't enough. Sometimes a necromancer stitches together five or more corpses together, creating a towering monstrosity that he unleashes on his foes.
Corpse Titans vary in form and figure, but most are either corpulent and overwhelmingly fat with guts spilling from their rent gullet, or they're tall and imposing, steely men in heavy coats that have a fetish for suddenly hammering through walls to roar at escaping mortals. Either way, theyloom over the battlefield, absorbing untold amounts of damage at the behest of their master
Code:
ST: 18      HP: 40    Speed: 5
DX: 10      Will: 10  Move:  5
IQ: 8       Per: 8
HT: 13      FP: 13    SM: +1
Dodge: 8   Parry: 9*  DR:  6*
Punch (12): 1d+1 crushing
Mace (12): 3d+3 crushing (Unbalanced)

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total)

Skills: Brawling DX+2 [4]-12, Axe/Mace DX+2 [4]-12

Class: Undead

Notes: Does not negotiate. Does not deviate from its master's task. Unaffected by mental magic or skills, but is affected by necromancy and pentagrams. All that DR comes from its own tough skin (and is thus flexible). Truly Evil.
Skeleton (Generic Fodder)
With clattering teeth and rattling joints, these undead warriors stagger towards their foes wearing the discarded arms and armor of fallen warriors. Time has picked their bones clean and silenced their voices, leaving nothing but dust, ash and bone. They know only have the will of their master driving them forward.

These skeletons represent the generic skeletons raised by necromantic magic. They would benefit from a template mainly to gain access to skills, but being unable to learn, they need some alternate method to improve their capability, such as necromantic meddling.
Code:
ST: 9       HP: 9     Speed: 6.5
DX: 12      Will: 8   Move:  6
IQ: 8       Per: 8
HT: 10      FP: 10    SM: +0
Dodge: 9   Parry: NA  DR:  2*
Rending Finger-bones (12): 1d-3 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle, Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Mute, No Sense of Smell/Taste, Skinny, Single Minded, Temperature Tolerance 10, Unfazeable, Unhealing (Total), Vunlerability (Crushing Attacks x2)

Skills: May not have mental skills. NA.

Class: Undead

Notes: Skeletons don't negotiate. They can't even speak. They focus only on their master's task, and nothing else. They are immune to magical mind control and social skills, but not to necromancy or pentagrams. Their Skull only has a DR of 2, and they cannot float. Truly Evil.
Black Rune Skeleton (Lesser Worthy)
Standard skeletons are far too weak for most necromancers. Some take their time, however, carefully scribing powerful runes and staining the bones a glistening, wet black in powerful ink. When complete, they raise the skeleton with great care and effort, creating a Black Rune Skeleton.

These powerful servants resist the effects of magic. Furthermore, they drain the life of all nearby, drawing it into them while plants die and children wail. Often, they seem dead or on the verge of death when they rise again from a pile of bones, restored by their aura. Necromancers often reinforce their lesser skeletons with a scattering of these durable creations.
Code:
ST: 10      HP: 15    Speed: 6.5
DX: 12      Will: 16  Move:  6
IQ: 8       Per: 8
HT: 13      FP: 13    SM: +0
Dodge: 9   Parry: 10  DR:  2*
Rending Finger bones (12): 1d-3 crushing
Old Scimitar (14): 1d+1 cutting

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle, Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Magic Resistance 5, Mute, No Sense of Smell/Taste, Skinny, Single Minded, Temperature Tolerance 10, Unfazeable, Unhealing (May heal with Vampiric Aura), Vunlerability (Crushing Attacks x2)

Special Powers: Vampiric Aura (Magical)

Skills: Shield DX+2 [4]-14, Broadsword DX+2 [8]-14

Class: Undead

Notes: Black Rune Skeletons are mechanically identical to normal skeletons except for their improved combat capability, magic resistince and vampiric aura. Do not negotiate. Truly evil.
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