Sunday, October 26, 2014

Triple Threat - Gwyllgi




Gwyllgi
Cu Sidhe (aka “fairy hounds”) are more or less immortal and can be found anywhere that the sidhe are found. For some sidhe who cannot afford to pay the Teind (their tithe to Hell) they sacrifice their beloved hounds instead of themselves. This results in a monstrous creature stuck somewhere between a Hellhound and a Cu Sidhe – the Gwyllgi. Highly prized by the lords of Hell they can often be found leading a pack of Hellhounds or other lesser demons and share many of the abilities of both a Hellhound and a Cu Sidhe. Resembling large dogs with fiery eyes and coal-black skin they are a terrifying sight to behold and are fond of killing their former masters if they can.

Any Campaign Setting...
ST: 18             HP: 18            Speed: 8.00
DX: 14            Will: 12           Move: 15/30
IQ: 10             Per: 14            Weight: 400 lbs.
HT: 14            FP: 14             SM: +1
Dodge: 12       Parry: 13        DR: 6 (Tough Skin)

Bite (16): 2d+2 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Claw (16): 1d+3 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Fire Breath (16): 2d burning. Range 10/20; no range penalties. Made as a Deceptive Attack (-1 to defend against).
Torso Grapple (16): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 25 or worry. Made as a Deceptive Attack (-1 to defend against).
Worry (-): This can only be used after a target has been bitten. It does the same damage as the bite.

Traits: Appearance (Monstrous); Bad Smell; Combat Reflexes; Dark Vision; Discriminatory Hearing; Discriminatory Smell (Emotion Sense); Divine Curse (Can be bound using True Name); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Holy Ground); Dread (Iron; Can be trapped only; Insensitive); Dread (Religious Symbols; Cannot Be Trapped); Duty (Master); Energy Reserve 6 (Infernal*); Extra Attack 2; Fearlessness 3; High Pain Threshold (Accessibility, Not against holy attacks); Immunity to Metabolic Hazards; Injury Tolerance (Homogeneous; No Blood); Insubstantiality (Affect Substantial (Only if Summoned); Powerful Reversion; Substantial Only; Difficult Materialization (Only if Summoned)); Intolerance (Faeries); Intolerance (Religious or holy people and places); Invisibility (Substantial Only; Difficult Materialization (Only if Summoned)); Jumper (Spirit; Only if Summoned, Limited Access, Hell); Pacifism (Cannot Harm Innocents; Accessibility, Prevents direct harm of truly good folk only); Pack Tactics; Penetrating Voice; Quadruped; Resistant to Influence (+3); Sharp Claws; Sharp Teeth; Social Stigma (Demon); Soulseeker†; Striking ST+5 (Bite only); Terror 4 (Hearing or Sight); Turned Using True Faith;Unaging; Vulnerability (Blessed Weapons x2); Vulnerability (Iron x2); Weakness (Holy attacks; 1d per minute); Weakness (Iron, 1d/minute; Fatigue only); Weakness (Running Water, 1d/minute; Variable).

Skills: Brawling‑18; Innate Attack (Breath)-18; Intimidate-16, Jumping-18; Stealth‑16; Tracking-20; Wrestling-18.
Notes: Natural Biter 3. The Pack Alpha has an IQ of 12, as well as a Leadership and Tactics of 12; other statistics are the same. If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), gwyllgi have a modifier of -3. 
* This can be spent on any demonic racial ability as well as Extra Effort for Combat or any other “hellish” power (e.g., magic fueled by demons).
† This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Hell only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).


For Dungeon Fantasy...
ST: 18             HP: 18            Speed: 8.00
DX: 14            Will: 12           Move: 15/30
IQ: 10             Per: 14            Weight: 400 lbs.
HT: 14            FP: 14             SM: +1
Dodge: 12       Parry: 13        DR: 9* (Tough Skin)

Bite (16): 2d+2 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Claw (16): 1d+3 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Fire Breath (16): 2d burning. Range 10/20; no range penalties. Made as a Deceptive Attack (-1 to defend against).
Torso Grapple (16): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 25 or worry. Made as a Deceptive Attack (-1 to defend against).
Worry (-): This can only be used after a target has been bitten. It does the same damage as the bite.

Traits: Appearance (Monstrous); Bad Smell; Combat Reflexes; Dark Vision; Discriminatory Hearing; Discriminatory Smell (Emotion Sense); Divine Curse (Can be bound using True Name); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Holy Ground); Dread (Iron; Can be trapped only; Insensitive); Dread (Religious Symbols; Cannot Be Trapped); Duty (Master); Energy Reserve 6 (Infernal); Extra Attack 2; Fearlessness 3; High Pain Threshold (Accessibility, Not against holy attacks); Immunity to Metabolic Hazards; Injury Tolerance (Homogeneous; No Blood); Insubstantiality (Affect Substantial (Only if Summoned); Powerful Reversion; Substantial Only; Difficult Materialization (Only if Summoned)); Intolerance (Faeries); Intolerance (Religious or holy people and places); Invisibility (Substantial Only; Difficult Materialization (Only if Summoned)); Jumper (Spirit; Only if Summoned, Limited Access, Hell); Pacifism (Cannot Harm Innocents; Accessibility, Prevents direct harm of truly good folk only); Pack Tactics; Penetrating Voice; Quadruped; Resistant to Influence (+3); Sharp Claws; Sharp Teeth; Social Stigma (Demon); Soulseeker; Striking ST+5 (Bite only); Terror 4 (Hearing or Sight); Turned Using True Faith;Unaging; Vulnerability (Blessed Weapons x2); Vulnerability (Iron x2); Weakness (Holy attacks; 1d per minute); Weakness (Iron, 1d/minute; Fatigue only); Weakness (Running Water, 1d/minute; Variable).
Skills: Brawling‑18; Innate Attack (Breath)-18; Intimidate-16, Jumping-18; Stealth‑16; Tracking-20; Wrestling-18.
Class: Demon.
Notes: Natural Biter 3. The Pack Alpha has an IQ of 12, as well as a Leadership and Tactics of 12; other statistics are the same. Gwyllgi could be considered "top dogs" in relation to greater and lesser hellhounds and are often summoned by black magic users to do their bidding. Additionally, thanks to their dual nature they can be affected by many of the same things that Faeries can be.
* Remove the Tough Skin limitation and triple this DR against Heat or Fire attacks.
This can be spent on any demonic racial ability as well as Extra Effort for Combat or any other “hellish” power (e.g., magic fueled by demons).
This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Hell only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).


For Monster Hunters...
ST: 18             HP: 18            Speed: 8.00
DX: 14            Will: 12           Move: 15/30
IQ: 10             Per: 14            Weight: 400 lbs.
HT: 14            FP: 14             SM: +1
Dodge: 12       Parry: 13        DR: 9 (Tough Skin)

Fright Check: -3

Bite (16): 2d+2 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Claw (16): 1d+3 cutting. Reach C, 1. Made as a Deceptive Attack (-1 to defend against).
Fire Breath (16): 2d burning. Range 10/20; no range penalties. Made as a Deceptive Attack (-1 to defend against).
Torso Grapple (16): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 25 or worry. Made as a Deceptive Attack (-1 to defend against).
Worry (-): This can only be used after a target has been bitten. It does the same damage as the bite.

Traits: Appearance (Monstrous); Bad Smell; Combat Reflexes; Dark Vision; Discriminatory Hearing; Discriminatory Smell (Emotion Sense); Divine Curse (Can be bound using True Name); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Holy Ground); Dread (Iron; Can be trapped only; Insensitive); Dread (Religious Symbols; Cannot Be Trapped); Duty (Master); Energy Reserve 6 (Infernal*); Extra Attack 2; Fearlessness 3; High Pain Threshold (Accessibility, Not against holy attacks); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous; No Blood); Insubstantiality (Affect Substantial (Only if Summoned); Powerful Reversion; Substantial Only; Difficult Materialization (Only if Summoned)); Intolerance (Faeries); Intolerance (Religious or holy people and places); Invisibility (Substantial Only; Difficult Materialization (Only if Summoned)); Jumper (Spirit; Only if Summoned, Limited Access, Hell); Pacifism (Cannot Harm Innocents; Accessibility, Prevents direct harm of truly good folk only); Pack Tactics; Penetrating Voice; Quadruped; Resistant to Influence (+3); Sharp Claws; Sharp Teeth; Social Stigma (Demon); Soulseeker†; Striking ST+5 (Bite only); Terror 4 (Hearing or Sight); Turned Using True Faith;Unaging; Vulnerability (Blessed Weapons x2); Vulnerability (Iron x2); Weakness (Holy attacks; 1d per minute); Weakness (Iron, 1d/minute; Fatigue only); Weakness (Running Water, 1d/minute; Variable).
Skills: Brawling‑18; Innate Attack (Breath)-18; Intimidate-16, Jumping-18; Stealth‑16; Tracking-20; Wrestling-18.
Notes: Natural Biter 3. The Pack Alpha has an IQ of 12, as well as a Leadership and Tactics of 12; other statistics are the same. Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One gwyllgi is a fair fight for one champion.
* This can be spent on any demonic racial ability as well as Extra Effort for Combat or any other “hellish” power (e.g., magic fueled by demons).
† This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Hell only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).

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