Triple Threat: Nightgaunt

Nightgaunts have deep black oily-looking skin and ‘skeletal’ features making them appear (in the dark) to look like emaciated humans. On closer inspection, their tridactyl-clawed hands and feet (three digits) become more noticeable. They come in two known types, the first are the more typical kind and have horns, leathery wings, and a long tail. The second lack all of those features and look more or less human. Neither type have faces (including ears) but function perfectly well without them, though they cannot actually speak. No one is sure where nightgaunts come from as they have no known means of reproduction and no ‘juvenile’ form of nightgaunt has ever been found. They are often employed as foot soldiers and guards by powerful sorcerers and are capable of been controlled through psychic abilities or magic for those who know how. Wingless nightgaunts make use of weaponry while the winged variety, make more use of natural weapons and their barbed scorpion-like tail which contains a toxin that causes a nervous system overload inducing a seizure. Another favorite tactics of winged nightgaunts is to grapple an opponent and fly as high as they can before dropping them to their deaths.  Both kinds are utterly silent and easily blend into the background of dark places.

For Any Game…

ST: 12             HP: 14            Speed: 6.00
DX: 12            Will: 10           Move: 6
IQ: 8               Per: 14            Weight: 150 lbs.
HT: 12            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2

Claw (14): 1d cut. Reach C.
Head Butt (13): 1d+2 cr. Reach C (front). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Tail (14): 1d+2 imp + follow-up HT-3 affliction. Reach C-1. If any damage penetrates a target they must make a HT-3 roll failures means they are paralyzed for a number of minutes equal to his margin of failure (1 minute minimum). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Weapon (varies): Based on Damage 1d/2d.

Traits:  360º Vision; Chameleon 4 (Dynamic; Extended, all); Cannot Speak; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Unliving; No Eyes; No Face*); Silence 4 (Dynamic); Striking ST+2.
Skills:  Brawling-14; Stealth-16†; Tracking-16; Wrestling-14. Will usually have at least one Melee Weapon skill at DX (12) or better.
Notes: Affected by Pentagram. Neither has nor uses FP. Sterile. There are winged varieties as well, they add a Air Move 16, Dropping-14; and Flight-12. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) nightgaunts have a modifier of +0.
* This trait means Nightgaunts lack a “face” hit location, and have no need of face armor. They can still hear, smell, taste, etc. despite the lack of the typical organs to do so.
† If a nightgaunt is completely still he gains another +4 bonus to his Stealth roll.

For Dungeon Fantasy…
ST: 12             HP: 14            Speed: 6.00
DX: 12            Will: 10           Move: 6
IQ: 8               Per: 14            Weight: 150 lbs.
HT: 12            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2

Claw (14): 1d cut. Reach C.
Head Butt (13): 1d+2 cr. Reach C (front). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Tail (14): 1d+2 imp + follow-up HT-3 affliction. Reach C-1. If any damage penetrates a target they must make a HT-3 roll failures means they are paralyzed for a number of minutes equal to his margin of failure (1 minute minimum). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Weapon (varies): Based on Damage 1d/2d.

Traits:  360º Vision; Chameleon 4 (Dynamic; Extended, all); Cannot Speak; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Unliving; No Eyes; No Face*); Silence 4 (Dynamic); Striking ST+2.
Skills:  Brawling-14; Stealth-16†; Tracking-16; Wrestling-14. Will usually have at least one Melee Weapon skill at DX (12) or better.
Classification: Elder Things.
Notes: Neither has nor uses FP. Sterile. There are winged varieties as well, they add a Air Move 16, Dropping-14; and Flight-12.
* This trait means Nightgaunts lack a “face” hit location, and have no need of face armor. They can still hear, smell, taste, etc. despite the lack of the typical organs to do so.
† If a nightgaunt is completely still he gains another +4 bonus to his Stealth roll.

For Monster Hunters…
ST: 12             HP: 14            Speed: 6.00
DX: 12            Will: 10           Move: 6
IQ: 8               Per: 14            Weight: 150 lbs.
HT: 12            FP: N/A          SM: 0
Dodge: 10       Parry: 11        DR: 2

Fright Check: 0

Claw (14): 1d cut. Reach C.
Head Butt (13): 1d+2 cr. Reach C (front). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Tail (14): 1d+2 imp + follow-up HT-3 affliction. Reach C-1. If any damage penetrates a target they must make a HT-3 roll failures means they are paralyzed for a number of minutes equal to his margin of failure (1 minute minimum). Treat as a weapon (Striker), not as a body part. (Winged Nightgaunts only)
Weapon (varies): Based on Damage 1d/2d.

Traits:  360º Vision; Chameleon 4 (Dynamic; Extended, all); Cannot Speak; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Unliving; No Eyes; No Face*); Silence 4 (Dynamic); Striking ST+2.
Skills:  Brawling-14; Stealth-16†; Tracking-16; Wrestling-14. Will usually have at least one Melee Weapon skill at DX (12) or better.
Notes: Affected by Path of Spirit magic. Neither has nor uses FP. Sterile. There are winged varieties as well, they add a Air Move 16, Dropping-14; and Flight-12. Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One champion should be able to handle two to three nightgaunts or one to two winged nightgaunts
* This trait means Nightgaunts lack a “face” hit location, and have no need of face armor. They can still hear, smell, taste, etc. despite the lack of the typical organs to do so.
† If a nightgaunt is completely still he gains another +4 bonus to his Stealth roll.

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