Here she is in all her glory. Art by Deimos-Remus (Deviantart) |
Questing
Beast / Glatisant
MotSP
Close Defense: 24
Ranged Defense: 24
Armour: 1D12 / + 2 (Thick Hide and Fur)
Hit Dice: 13 (52 hp)
Initiative: +12
Movement: 70 meters per round Walking
Attacks: 2 / +13 (Hooves) and 1 / +13 (Bite) or 2
/ +13 (Hooves) and 1 / +13 (Plasma Breath)
Damage: 1D10 Hooves – (*Shock-Wave x2), 1D12
Bite – (Armor Defeating and **Poison), 1D10 Plasma Breath
(***Spreading, ****Continuous, Igniting, Volt, and Range: Point
Blank)
Saves: 17
Traits: Feline – Acute Hearing,
Graceful, Natural Weapons, Night Vision, Rapid Reaction, Wary,
Vibration Sense. Ophidian – Coil. *****Psi-Talent.
*Shock-Wave: When an individual is struck by a
shock-wave weapon, it produces a shock-wave that strikes all other
targets in a 1 meter radius. Every time shock-wave is taken the
radius is increased by 1 meter. The shock-wave does one less die-type
than a direct hit. The targets may make Reflexes saving rolls to
avoid the shock-wave damage.
**Poison: Every time a target is struck by the Questing
Beast's bite attack, and at least 1 point of damage is suffered after
armor protection, the target must make a Toughness save. If they fail
their save, they take an additional 1D8 points of damage, this damage
cannot be reduced by armor/force-fields/psi-talents.
*** Spreading: This ability adds 1 meter to either side
of the projectile's/beam's path. The attacker makes a single
attack-roll, if the attack roll exceeds the defense score of anyone
caught in the path of the attack, they suffer damage as normal.
****Continuous: The attack damages everyone in the path
and range of the beam/projectile. The attacker makes a single roll,
all those in the path of the beam/projectile whose defense is less
than the roll, are hit.
*****Psi-Talent: Glatisant is capable of using certain
Psi-Talents a set number of times per day and others at will. Caster
level is equal to Glatisant Hit-Dice. At-Will each: Bearing and
Light-Heal. 4 / Day each: Mindbolt, Beguile, and Sleep. 3 / Day each:
Enthrall, ESP, Heat, and Mindwipe. 2 / Day each: Missile Shield,
Clairvoyance, Speed, and Suggestion. 1 / Day each: Melee Shield,
Intellect Blaster, and Geas.
Alpha
Blue
Health: 85
Armor: 4
Action Dice: 4d6
#Attacks: 3 [Level: 13]
Special: Trippy Bite: Anyone who is
damaged by Glatisant's bite suffer from mind-blowing hallucinations
if they fail their save to resist the poison. Thunder Hoof:
Glatisant's hoof strikes cause shock-waves that damage others who are
within 7 feet of the target. Those in the range of the shock-waves
may make a save to avoid being damaged. Plasma Spew: The
Questing Beast can spew out a beam of plasma like that fired from a
shoulder mounted plasma cannon. F'ing With Your Mind Man: Your
mind, is her mind's toy to play with. She is capable of dominating
the weak-minded, especially the unimaginative. Those that fail their
save are forced go on a 'quest' for her.
OSR
Armor Class: 24
Hit Dice: 13
Initiative: +7
Movement: 200 feet per round Walking.
Attacks: 2 / +13 (Hooves), 1 / +13 (Bite), and
(Plasma Breath)
Damage: 1D10 Hooves, 1D12 Bite – (*Poison), and
Plasma Breath (7D6)
All Saves: 5
Magic Resistance: 25%
Size: 4 ft. at the shoulder, and 10 ft. long.
(Size of a male African Lion)
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities:
*Poison:
Every time a person takes damage from Galisant's bite, the target
must make a save versus Poison. Those that fail their save will take
1D4 damage per round for the next 3 rounds. A single target can
suffer from 3 doses of poison at a time.
Plasma Breath:
Every 1D4 rounds the Questing Beast may breathe a 90 ft. long 15 ft.
wide line of plasma. The plasma does 7D6 damage. Those that make a
successful save versus breath, only take ½ damage. Glatisant may
make a breath attack along with her normal attacks.
Spell Casting:
Glatisant is capable of using certain spells a set number of times
per day and others at will. Caster level is equal to Glatisant
Hit-Dice. At-Will each: Command and Cure Light Wounds. 4 / Day each:
Magic Missile, Charm Person, and Sleep. 3 / Day each: Enthrall, ESP,
Heat Metal, and Forget. 2 / Day each: Clairvoyance, Haste, and
Suggestion. 1 / Day each: Protection from Normal Weapons, Maze, and
Geas.
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