The Karrnathi Horde – Adversaries for GURPS Eberron

Howdy All and Happy Friday!

The following are enemies that I will be using in an upcoming one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

Rotting Undead Traits:
Appearance (Monster), Bad Smell, Doesn’t Breathe, Doesn’t Eat or Drink, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Sexless, Social Stigma 3 (Undead Monster), Temperature Tolerance 10, Unaging

Dread Guardian
Karnnathi Undead Bodyguard
Dread Guardian

ST 13 HP 15 Basic Lift 34 Ground Move 2
DX 10 Will 8 Damage 1d/2d-1 Water Move 0
IQ 8 Per 12 Basic Speed 5
HT 10 FP 10 Basic Move 4

Offense:
Broadsword: Attack 13, Parry 12, Reach 1, Damage: Swing 2d6 cut, Thrust 1d6+2 imp
Broadsword Counterattack: Attack 12 (only after successful defense, make attack and target suffers -2 penalty to Parry and -1 penalty to Dodge or Block)
Medium Wooden Shield: Attack 12, Block 12, Damage: 1d6 cr

Defense:
Steel Breastplate (DR: 5 – Torso), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands), Mail Coif (DR: 4/2 vs. crushing – Flexible, Head, Neck), Boots (DR: 2 – Flexible)
Dodge 8, Parry 12, Block 12, Shield DR: 7, HP: 40

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Broadsword, Medium Wooden Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Mail Coif, Boots

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Guardian’s Shield (Grant one friendly target Injury Tolerance: Damage Reduction 2, does not stack with other Dread Guardian’s abilities), Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Techniques
Broadsword 13, Counterattack: Broadsword 12, Shield 12

Karnnathi Skulker
Undead Assassin

Karnnathi Undead Assassin

ST 8 HP 11 Basic Lift 13 Ground Move 6
DX 13 Will 8 Damage 1d-3/1d-2 Water Move 0
IQ 8 Per 12 Basic Speed 5.75 Clinging Move 3
HT 10 FP 10 Basic Move 6

Offense:
Talons: Attack 15, Parry 11, Reach C, Damage: Thrust 1d6-2 imp

Defense:
Tough Skin (DR: 2)
Dodge 11, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native). 

Advantages
Clinging (Move 3 across walls or ceiling), Combat Reflexes ( +6 on all IQ rolls to wake up or recover from surprise), Darkvision, Improved Dodge 2, Rotting Undead Traits, Tough Skin (DR: 2), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits (but no Bad Smell)

Skills
Brawling 15, Camouflage 14, Shadowing 13, Stealth 14

Necrolab Apprentice
Necrolab
Karnnathi Undead Alchemist

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 12 Damage 1d-2/1d-1 Water Move 0
IQ 12 Per 12 Basic Speed 5
HT 11 FP 11 Basic Move 5

Offense:
Necrotic Blast: Attack 13, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned
Freeze Limb: Attack 15 (resisted by HT), Directed against a hand it causes subject to drop what he’s holding.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Quarterstaff, Robes

Advantages
Magery 2, Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Spells
Innate Attack: Necrotic Blast 13, Staff 12, Freeze Limb (as Spasm) 15, Flaming Weapon 15, Necrotic Blast (as Lightning) 15.

Death Dog
Death Dog
Karnnathi Undead Wardog

ST 11 HP 11 Basic Lift 24 Ground Move 9
DX 12 Will 11 Damage 1d-1/1d+1 Water Move 1
IQ 4 Per 13 Basic Speed 6
HT 12 FP 12 Basic Move 9

Offense:
Bite: Attack 14, Reach C, Damage: Thrust 1d6-2 cut

Defense:
Tough Skin (DR: 2)
Dodge 9

Advantages
Night Vision 8, Quadruped, Rotting Undead Traits, Tough Skin (DR: 2), Sharp Teeth, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 14, Tracking 14, Sweep 12

Offalians
Offalian
Heaps of Animated Muscle, Sinew and Bone

ST 18 HP 22 Basic Lift 65 Ground Move 5
DX 10 Will 10 Damage 1d+2/3d Water Move 1
IQ 4 Per 10 Basic Speed 5.5
HT 12 FP 12 Basic Move 5

Offense:
Bite: Attack 13, Reach C, Damage: Thrust 1d6+3 cut plus 1d6-1 acid
Tentacles (4): Attack 13, Reach C, 1, 2, Damage: Thrust 1d6+1 cut

Defense:
DR 4
Dodge 8, Parry 9

Advantages
Extra Attacks 2, Innate Attack: Acidic Breath (1d6-1 acid, Cone 12 long x 3 wide, 3/day) Long Tentacles (4 total with +1 reach), Rotting Undead Traits, Sharp Teeth, SM + 2 (3 hexes), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Wrestling 13

Zombie Hulk
Zombie Stench
Bloated Undead Horror

ST 18 HP 18 Basic Lift 65 Ground Move 4
DX 9 Will 10 Damage 1d+2/3d Water Move 0
IQ 4 Per 10 Basic Speed 4
HT 12 FP 12 Basic Move 4

Offense:
Punch: Attack 13, Reach C, Damage: Thrust 1d6+2 cr
Bite: Attack 13, Reach C, Damage: Thrust 1d6+1 cr
Maul: Attack 13, Parry 9 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 3d6+4
Overpowering Stench: All within 3 hexes must make HT roll of be Nauseated (-2 to attributes and skill checks, -1 to active defenses). Roll HT each round to recover.

Defense:
Dodge 7, Parry 9

Advantages
Blunt Claws, Overpowering Stench (Area Affliction), Rotting Undead Traits, Single Minded, SM + 1, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Two-handed Axe/Mace 13, Wrestling 13

Vylymax
Iron Dragon
Mad Iron Dragon

ST 20 HP 25 Basic Lift 80 Ground Move 10
DX 11 Will 11 Damage 2d-1/3d+2 Water Move 2
IQ 14 Per 13 Basic Speed 5 Fly Move 20
HT 13 FP 20 Basic Move 10

Offense:
Claw: Attack 16, Parry 12 Reach C,1, Damage: Thrust 2d6-1 cut
Two Claws: Attack 14, Reach C,1, Damage: Thrust 2d6-1 cut each
Bite: Attack 16, Reach C,1,2, Damage: Thrust 2d6-2 cut
Tail Sweep: Attack 16, Reach 2, Damage: 2d6+1 cr
Wing Buffett: Damage: 2d6 knockback only, cone range 5, width 5
Lightning Breath (Jet): Attack 16, Acc 3, Range 50/100, 2d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this; costs 2 FP).
Lightning Breath (Cone): Attack 16, Range 8, Width 4, 1d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this, costs 2 FP).

Defense:
Iron Scales: DR 4
Dodge 11, Parry 12

Social Background
Cultural Familiarities: Argonnessen (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Dark Vision, DR 4, Extra Attack, Extra Legs (Four Legs), Flight, Lightning Breath (Jet and Cone), Magery 3, Metabolism Control 2, Nictating Membrane 2, Sharp Claws, Sharp Teeth, SM +1, Tail Sweep, Unaging, Wing Buffet.

Disadvantages
Horizontal, No Fine Manipulators, Social Stigma (Monster)

Skills & Techniques
Brawling 16, Innate Attack (Lightning Breath) 16, Stealth 15, Dual Claw 14

Spells
Blackout 20, Hush 20, Noise 20, Silence 20, Thunderclap 20, Voice 20

Count Venir ir’Omik
Count Ir omik
Insane Necromantic Genius Disembodied Brain

ST 0 HP 15 Basic Lift 0 Ground Move 0
DX 11 Will 14 Damage 0/0 Water Move 0
IQ 16 Per 12 Basic Speed 6 Fly Move 10
HT 13 FP 20 Basic Move 0

Offense:
Thunderwave: Range 8, Width 4, Damage: 4d6 knockback only, cone range 5, width 5, targets roll HT or be stunned, costs 1 FP
Fire Cloud: Damage: 3 points, Area 4 (creatures also catch fire, doing 1d6-4 damage per second, and -2 DX unless the damage simply cannot harm the target; takes DX roll and Ready maneuver to put fire out), costs 1 FP
Steam Jet: Attack 15, Range 25/50, 2d6-2 scalding damage, double knockback, targets roll HT or target is blinded for one second and blurry vision (-3 to combat skills). Target has eyes closed for one second on successful HT save. Can be Blocked with medium or larger shield and Dodged. Costs 1 FP

Defense:
Hardened Brainjar Casing: DR 2
Dodge 11

Social Background
Cultural Familiarities: Karrnath (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Dark Vision, Detect (Sentient Minds; ESP, Precise), Fire Cloud, High Pain Threshold, Magery 4, Mind Reading (Telepathic, Universal), Rotting Undead Traits, Steam Jet, Telesend (Broadcast, Telepathic, Universal), Thunderwave, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills & Techniques
Alchemy 18, Innate Attack (Projectile) 15, Occultism 18, Philosophy 18, Research 18, Writing 16

Spells
Charm 20, Complex Illusion 20, Illusion Disguise 20, Deflect Energy 20, Deflect Projectile 20, Invisibility 20, Voice 20

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The Karrnathi Horde – Adversaries for GURPS Eberron

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