Monster Contributions

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esmale

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May 30, 2012, 3:01:17 PM5/30/12
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If you have a monster statted for Chimera and want to share it, feel free to post it here. I'll start the ball rolling with an update to an old favourite:

Sleestak
(from Land of the Lost Monsters, April 2010)
Class & Level: Lvl 2 
Move Rate: 10”±1d6 (+1)
Wound Limit: 4 (L)
Defence: 2 (+1) 
Resistance: +2 
Surprised: 10 
Attacks: 2 pincers +2 (IM -2, Dmg 1d6); 1 crossbow +0 (IM -2, Dmg 1d6, Rng 3, RoF 1)
Abilities: Athletics +2, Shoot +0, Sneak +2 
Special: Gimp, Infravision (6"), Photosensitive, Resistance (blunt, edged), Slow
Morale: 14 
Frequency: Rare (1d4/4d4) 
Alignment: Chaotic
Sleestacks are reptilian/insect humanoids with bulging, pupiless eyes, pincers for hands, and a shambling gait. They are the devolved remnants of the Altrusians, an advanced race who had mastered modes of planar and dimensional travel. Now, sleestacks are little more than primitive predators dwelling in Altrusian ruins. Sleestacks hatch from eggs and have an annual dormant period lasting several months. Occasionally, an advanced sleestack is born (1%), who has superiour intelligence and an innate memory of the “old ways.” Unfortunately, such specimens are invariably sacrificed to the unnamed deity the sleestacks worship. When encountered, sleestacks are unfriendly (Diplomacy TN 16 to influence) and always target the closest foe in combat. Unless seriously threatened, Sleestacks attempt to subdue opponents for later sacrifice to their god; if both pincers hit, they grab their foe (Athletics TN 16 to break free). They have an aversion to fire, and act as if stunned when confronted with torches or bright light (-2 penalty to all rolls and MR). 

Gregory MacKenzie

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May 30, 2012, 5:52:55 PM5/30/12
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Head of Medusa Arnold B�cklin

Medusans

Class & LvL:��� Lvl 1
Move Rate:��� 12 �1d6 (0)
Wound Limit:��� 3 (M)
Defence:��� 4 (+0)
Resistance:��� +1
Surprise:��� 9
Attacks:��� 1 Battle Axe Dmg 1d6, or 1 Bite (IM +0, Dmg 1d6), Poison Dmg 1d6 (Resistance TN12)
Abilities:��� Fight +1
Perks:��� Infravision 4", Venom
Morale:��� 15
Freq.:��� Rare (1d8/5d8)
Align.:��� Chaotic
Hoard: Yes

The Medusans are malicious humanoids who dwell far underground. They have venomous serpents instead of hair. Their pale faces and scaly mottled green and brown skin continually secretes a poisonous substance which drips onto everything they touch including their weapons, Poison Dmg 1d6 (Resistance TN12).

Medusan's are never found above ground while the sun shines because the sun, or lamplight, will turn them to stone, and they resemble rough stone blocks when this happens. The stones are virtually impervious to damage. While the sun turns a Medusan to stone until nightfall. Lamplight sometimes turns a Medusan to stone for 1d6 turns, Resistance TN12, and for this reason the Medusan's detest intruders who bring the hated lights into their underground realm.

Medusans take the heads of those they defeat in battle as and display them in their caverns. The Medusans, as a race, owe a debt to an evil being and each year they must pay a tribute of skulls or face the wrath of this malignant being. This makes the Medusan's very aggressive and they actively seek out battle.

October

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Jun 5, 2012, 12:33:48 PM6/5/12
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NETHERPUNKS
Adapted from GURPS: Creatures of the Night c. 1993.

Class & Lvl: Lvl 3 Attacks: 2 fists +2 (1d6)
              1 bite +1 (1d6)
Move Rate: 12 (+/- 1d6) Abilities: Athletics +2, Fight +2, Street Smarts +2
Wound Limit: 3 Special: Infravision, Undead, Weakness (see below), Tough
Defense: 2  Morale: 10 (gang); 16 (solitary)
Resistance: +3 Frequency: Uncommon, (4d6)
Surprised: 11 Alignment: Chaotic (evil)

Netherpunks are an undead, flesh-eating gang of teenagers numbering from 4 to 24.  They are created when adolsecent humans are scared to death.  Most are created on purpose, by other Netherpunks.  They rise from the dead after 3 days and will then adopt a gang name and be given a rank in the gang.  The gangs have names designed to evoke fear and sometimes wear trademark colors.

Netherpunks can speak backward and understand it perfectly.  Each gang has one or two hideouts, usually an abandoned building, junkyard, or sewer cavity.  A favorite hideout is a cemetery.  Most urban graveyards will be claimed as turf by a particular gang.

Weaknesses: Netherpunks are blind in daylight and suffer a -8 to all ARs.  If they wear sunglasses, they suffer a -4.  They must eat fresh flesh (preferably still kicking) to stay alive or suffer -1 Fatigue Penalty every day they go hungry.  A Netherpunk separated from his gang suffers a loss of morale and will be nervous and defensive.  If threatened, he will go run (if possible) or go berserk and attack with abandon.

Gregory MacKenzie

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Jun 9, 2012, 8:11:10 AM6/9/12
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Bang Beeetle

Bang Beetle
 

Class & LvL:    Lvl 1
Move Rate:    8 ±1d4 (0)
Wound Limit:    2 (S)
Defence:    0 (+0)
Resistance:    +1
Surprise:    9
Attacks:    1 bite (IM +1, Dmg 1d4), explodes Dmg 1d6
Abilities:    Fight +1, Sneak +1
Perks:    Bug
Morale:    15
Freq.:    Rare (1d6/1d8)
Align.:    Neutral
Hoard:

This small red beetle explodes when it is struck by weapons, or a magic spell is cast against or near them, causing (1d6) damage to all character's and monsters within 20'. Bang Beetles also set each other off if they are adjacent to one another, within 20'.

Illustration by G. B. MacKenzie

Gregory MacKenzie

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Jul 4, 2012, 3:53:42 PM7/4/12
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Wall Golem

Wall Golem


Class & LvL:    Lvl 1
Move Rate:    12 ±1d6 (0)
Wound Limit:    6 (M)
Defence:    4 (+0)
Resistance:    +1
Surprise:    9
Attacks:    1 Stone Sword Dmg 1d8
Abilities:    Fight +1
Perks:    Infravision 4"
Morale:    15
Freq.:    Rare (1d3)
Align.:    Chaotic
Hoard: No

The purpose of the Wall Golem is to serve as a guardian of a particular location. It is created by Powers and given a simple 3 word command such as "none shall pass". The Wall Golem will obey this command until destroyed. The Wall Golem appears as a normal wall or floor until activated by characters attempting to pass it. The Wall Golem can never be surprised and it is immune to the Powers Sleep and Control. When the Wall Golem is activated it manifests itself as 1d3 stone men with swords which are always attached to the 10 x 10 foot area to which the power was applied.

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