Tuesday, December 22, 2015

Triple Threat: Hellwasp



Hellwasp
These monstrous insects can grow upward to two feet long (not including a 6” to 12” stinger!) and are shades of mottled red and gold. It’s iridescent wings bioluminescence at night and is often confused with swamp gas emissions and/or St. Elmo’s fire. Since they prefer dark, humid environments they can often be found in jungles or swamps. Hellwasps are asexual (though they can and do sexually procreate if others of their kind are around) and reproduce by injecting tiny eggs into those they sting. Behind the possibility of hellwasp parasitism, their poison is necrotic and rots flesh in a matter of hours if untreated. Hellwasps see via body heat and clever adventurers can distract them by creating fires, striking matches, etc.


Any Campaign Setting…
ST: 6               HP: 6              Speed: 6.00
DX: 12            Will: 10           Move: 6 (Air Move 12)
IQ: 2               Per: 12            Weight: 10 to 20 lbs.
HT: 11            FP: 11             SM: -3

Dodge: 10       Parry: N/A     DR: 0

Necrotic Stinger (12): 1d impaling + follow‑up 1d‑2 toxic (60 ten-second cycles). Reach C. If a target takes more than 2/3 HP damage form the toxic follow-up, he suffers from Terrible Pain until he heals the damage fully.

Traits: 360° Vision; Chameleon 2 (Controllable); Combat Reflexes; Extra Legs (Six Legs); Flight (Winged); Horizontal; Ignition; Illumination; Infravision; No Fine Manipulators; Striking ST+6 (Stinger only); Wild Animal.
Skills: Brawling‑12; Stealth‑14; Survival (Swamp or Jungle)-14.
Notes: Targets who suffer from necrosis will eventually hatch a number of eggs equal to their HP¥1.2 in 2d hours unless removed (which causes another 1 HP per egg removed). If the GM is using Intrinsic Fright Check GURPS Horror (p. 139), Hellwasps have a modifier of -2.


For Dungeon Fantasy…
ST: 6               HP: 6              Speed: 6.00
DX: 12            Will: 10           Move: 6 (Air Move 12)
IQ: 2               Per: 12            Weight: 10 to 20 lbs.
HT: 11            FP: 11              SM: -3

Dodge: 10       Parry: N/A     DR: 0

Necrotic Stinger (12): 1d impaling + follow‑up 1d‑2 toxic (60 ten-second cycles). Reach C. If a target takes more than 2/3 HP damage form the toxic follow-up, he suffers from Terrible Pain until he heals the damage fully.

Traits: 360° Vision; Chameleon 2 (Controllable); Combat Reflexes; Extra Legs (Six Legs); Flight (Winged); Horizontal; Ignition; Illumination; Infravision; No Fine Manipulators; Striking ST+6 (Stinger only); Wild Animal.
Skills: Brawling‑12; Stealth‑14; Survival (Swamp or Jungle)-14.
Class: Dire Animal.
Combat Effectiveness Rating: 0 (OR 0 and PR 0).
Notes: Targets who suffer from necrosis will eventually hatch a number of eggs equal to their HP¥1.2 in 2d hours unless removed (which causes another 1 HP per egg removed). Use the the rules from Horrible Grubs (Dungeons, p. 13) to actually remove the eggs (Cure Disease works normally).


For Monster hunters…
ST: 10             HP: 10             Speed: 7.00
DX: 12            Will: 12           Move: 7 (Air Move 14)
IQ: 2               Per: 14            Weight: 10 to 20 lbs.
HT: 12            FP: 12              SM: -3

Dodge: 11       Parry: N/A     DR: 2

Fright Check: -3)

Necrotic Stinger (12): 2d+3 impaling + follow‑up 1d+2 toxic (60 ten-second cycles). Reach C. If a target takes more than 2/3 HP damage form the toxic follow-up, he suffers from Terrible Pain until he heals the damage fully.

Traits: 360° Vision; Chameleon 2 (Controllable); Combat Reflexes; Extra Legs (Six Legs); Flight (Winged); Horizontal; Ignition; Illumination; Infravision; No Fine Manipulators; Striking ST+8 (Stinger only); Wild Animal.
Skills: Brawling‑14; Stealth‑16; Survival (Swamp or Jungle)-14.
Class: Dire Animal.
Notes: Targets who suffer from necrosis will eventually hatch a number of eggs equal to their HP¥1.2 in 2d hours unless removed (which causes another 1 HP per egg removed). Use the skills listed under Crtypids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). A dozen hellwasps is a fair fight for one or two champions.

3 comments:

  1. I'm a little confused by this sentence: "Since they prefer dark, humid environments they can often be found in jungles or swamps bright lights at night are doubly ignored."

    I like this monster; just the sort of thing to terrorize my players with.

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    Replies
    1. That is some legacy garbage - ignore it. I killed it. GAH.

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