Wednesday, October 30, 2013

Triple Threat: Animated Scarecrow


There is nothing so iconic, innocuous, or fear inspiring as the scarecrow. Sometimes called a “hay-man,” which doesn’t really do anything to assuage the fear of onlookers, it is one of the words oldest symbols. There are dozens of types from all around the world, and most cultures have tales of the creatures that come to life. Some protect the fields. Some help the farmers. Some animate and kill everyone in the nearby village. The following statistics assume the latter.

For Any Game…
ST: 14             HP: 16            Speed: 7.00
DX: 11            Will: 10           Move: 8
IQ: 8              Per: 12            Weight: 50 lbs.
HT: 12            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2 (Tough Skin)

Claw (13): 1d cutting; Reach C.
Throttle (13): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 19. Treat this as a two-handed grapple.
Strangle Hold (13): As above, but damage to neck is x1.5.

Traits: Acute Vision 4; Appearance (Monstrous); Bloodlust (12); Bully (9); Cannot Speak; Combustible; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Diffuse; Not against Fire attacks); Injury Tolerance (Independent Body Parts; Detachable Head; Instant Reattachment; Not against Fire attacks); Intolerance (Living Beings); Invisibility (Fields or Tall grass only; Switchable); Lifebane; Low Empathy; Magic Resistance 1; Regeneration (Fast; Not Against Fire attacks); Sadism (12); Social Stigma (Monster); Supernatural Durability (Fire); Temperature Tolerance 10; Terrain Adaptation (Tall Grass); Vulnerability (Fire x2).
Skills: Brawling-14; Stealth-14; Wrestling-14.
Notes: Sterile. Created from dark magic. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Animated Scarecrow have a modifier of -1.

For Dungeon Fantasy…
ST: 14             HP: 16            Speed: 7.00
DX: 12            Will: 10           Move: 8
IQ: 8              Per: 12            Weight: 50 lbs.
HT: 12            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2 (Tough Skin)

Claw (15): 1d cutting; Reach C.
Throttle (15): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 19. Treat this as a two-handed grapple.
Strangle Hold (15): As above, but damage to neck is x1.5.

Traits: Acute Vision 4; Appearance (Monstrous); Bloodlust (12); Bully (9); Cannot Speak; Combustible; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Diffuse; Not against Fire attacks); Injury Tolerance (Independent Body Parts; Detachable Head; Instant Reattachment; Not against Fire attacks); Intolerance (Living Beings); Invisibility (Fields or Tall grass only; Switchable); Lifebane; Low Empathy; Magic Resistance 2; Regeneration (Fast; Not Against Fire attacks); Sadism (12); Social Stigma (Monster); Supernatural Durability (Fire); Temperature Tolerance 10; Terrain Adaptation (Tall Grass); Vulnerability (Fire x2).
Skills: Brawling-15; Stealth-15; Wrestling-15.
Classification: Construct.
Notes: Sterile. Created from dark magic. Unwilling to negotiate.

For Monster Hunters…
ST: 19             HP: 20            Speed: 7.00
DX: 14            Will: 12           Move: 8
IQ: 10            Per: 14            Weight: 50 lbs.
HT: 14            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2 (Tough Skin)

Claw (16): 1d cutting; Reach C.
Throttle (16): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 24. Treat this as a two-handed grapple.
Strangle Hold (16): As above, but damage to neck is x1.5.

Traits: Acute Vision 4; Appearance (Monstrous); Bloodlust (12); Bully (9); Cannot Speak; Combustible; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Diffuse; Not against Fire attacks); Injury Tolerance (Independent Body Parts; Detachable Head; Instant Reattachment; Not against Fire attacks); Intolerance (Living Beings); Invisibility (Fields or Tall grass only; Switchable); Lifebane; Low Empathy; Magic Resistance 4; Regeneration (Fast; Not Against Fire attacks); Sadism (12); Social Stigma (Monster); Supernatural Durability (Fire); Temperature Tolerance 10; Terrain Adaptation (Tall Grass); Vulnerability (Fire x2).
Skills: Brawling-16; Stealth-16; Wrestling-16.
Notes: Sterile. Affected by Path of Spirit. Created from dark magic. Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One scarecrow is a fair fight for one or two champions.

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