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Sabledrake Magazine August, 2002
Feature Articles CTF 2187: Divided but Not Conquered
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GURPS Harry PotterCopyright © 2002 By Thomas Barnes
Part 2 of 5Part 1 | Part 2 | Part 3 | Part 4 | Part 5[Editor's Note: This article was so long and so well written, that we decided to break it up into five parts. All five have been completed, and you'll see the next three sections over the next year.]
Chapter 3 - Races and BeastsHumans aren’t the only inhabitants of the world of Harry Potter. Various non-human magical races exist. Their cultures and governments exist along with that of the Wizarding world, and although the wizards are the most numerous and powerful race, they must treat the other races with respect. Centaurs (10 points): Centaurs in GURPS Harry Potter are identical to Centaurs in GURPS Fantasy Folk, with the exception that they are Primitive (TL3) [-45 points] and most have Intolerance (Humans) [-10] and the Odious Personal Habit (Aloof, Arcane, Philosophical and Fatalistic, -2) [-10 points]. Most centaurs avoid humans and try to speak to them as little as necessary, although they will not attack humans unless severely provoked. If questioned by a human, most centaurs speak in riddles or obscure metaphors to bring the conversation to a close as quickly as possible. Most Centaurs seem to be fatalistic, letting astrologic signs guide their actions, because of this, they might have the Astronomy and Astrology skills. They might also know the Divination (Astrology) spell. In the latter case, centaurs might be powerful diviners; although they would be reluctant to share their knowledge with humans. Centaurs are only appropriate as NPCs. Centaurs govern their own affairs and have little contact with wizards. At their own request, the Ministry of Magic has classified Centaurs “beasts.” The centaurs requested this change both because they objected to sharing “being” status with sinister races such as Hags and Vampires and because they wished to have nothing to do with the wizarding world. Goblins (-15/-20 points): Goblins are an aloof, enigmatic race to whom the wizards have delegated most of their finances. Goblins are nearly identical in statistics to the Goblins described in GURPS Fantasy Folk, but are shorter (3’ 6” to 4’ 6” tall), slightly more heavy-set and have large green eyes, swarthy faces, pointed beards and sharp teeth. Their hands and feet are extremely long. Reduce ST by 1 [-10], Replace Impulsiveness with Greed [-10 points] especially for precious metals and add Sharp Teeth [5 points]. Goblins, like Wizards, tend to be Primitive (TL5/6) [-10/-5 points]. Goblins speak their own language (Gobbledygook) and must learn English as a non-native language. Although Goblins live among wizards, they don’t seem to particularly like them. Goblins come across as being aloof and quarrelsome. Historically, goblins have deliberately sabotaged negotiations between the sentient races; either as an object lesson or as a practical joke. There have been many goblin rebellions; presumably against the hegemony imposed on the goblins by the Ministry of Magic and its predecessors. Goblins are best known to wizards as from Gringott’s bank. If this institution can be taken as typical of goblin culture, Goblins seem to be brusque; with a preference for deep subterranean environments and a deep affinity for magic and magical traps. Giants (105 points): Giants in the Harry Potter world are identical to the Large Giants in Fantasy Folk, except that they can breed with wizards to produce Half-Giants. They stand about 20’ tall and have dark eyes, dark hair and light brown or olive skin. Giants have a history of violence and warring among themselves. When Voldemort held power, many giants allied themselves with him and massacred Muggles; others withdrew to remote mountain ranges. Their numbers are in decline and in Britain they are believed to be extinct. Giants add the following disadvantages to the Fantasy Folk template: Bad Racial Reputation (Dangerous and Destructive, -2) [-10]; Dying Race [-5]; Intolerance (Humans) [-10] and Primitive (TL3) [-20]. Ghosts (151 points): Ghosts use the Old Ghost template found on p. 69 of GURPS Undead. Typical Ghost compulsions are relatively minor, and might consist of “Haunt a Particular Place,” “Haunt the people who made you miserable in life,” or “Continue to Teach.” Ghosts in the Harry Potter world (at least those at Hogwarts) act as faculty and staff and are generally friendly towards the living staff and students, but they presumably are exceptional. A more typical ghost might be expected to be more hostile to the living - at least to the extent of scaring them away. Harry Potter Ghosts also have the Anosmia (Limitation: Can barely taste or smell very strong flavors or scents. -20%) [-4] disadvantage. It is also possible that ghosts have either the Cooling (Limitation: Involuntary, -75%) [3] or Icy Weapon [15] Natural Attacks, or a similar magic knack, since they are able to cause a chill in mortal creatures they touch. If the touch of a ghost merely causes mild discomfort to humans, this is nothing more than a Racial Quirk [-1]. Half-Giants (205 points): Half giants are the offspring of a wizard and a giant. They look like unusually large, broadly-built humans and stand 9-10’ tall. Half-giants are rare and don’t fit in well with either giant or human culture. Wizards consider them to be bad-tempered and dangerous and giants consider them to be overgrown humans; with all the human vices and weaknesses that giants abhor. As a result, they tend to keep to themselves or try to pass themselves off as “large-boned” humans. Hagrid is a half-giant. Half-Giants have ST 20 [110]; HT +4 [45] and DX -1 [-10]. They have the advantages DR +3 [15]; High Pain Threshold [10]; Increased Hit Points +6 [30]; Longevity [5] and Magery [15]. They have the disadvantages of Inconvenient Size [-10] and Social Stigma (Second-Class Citizen) [-5]. House Elf (-92 points): House Elves are an intelligent form of faerie. They are dedicated, unpaid servants to wizards. House Elves look like small 2-3’ wizened humanoids with light brown skin, large bat-like pointed ears, luminous green eyes and large oddly-shaped noses (either long and pointed or bulbous and clown-like). House elves are typically encountered as the servants of wealthy, old magical families. Their slave mentality requires them to serve their master faithfully, regardless of the danger or abuse their duties might require, and never betray their master’s secrets. A house-elf can operate on its own, but vastly prefers to have a master to give it directions and a sense of belonging. While a house elf won’t starve to death if its master forgets to tell it to eat, it would starve itself to death if its master gave it orders to do so. As a mark of their servitude, house elves do not wear normal clothing. In fact, if the house elf’s master gives it a proper piece of clothing - even a worn-out garment - the house-elf is released from the master’s service. Depending on the situation and the house-elf’s personality, it might consider this a blessing or a mark of shame. In any case, a house-elf who is dismissed from one master’s service will soon take up service with another master. Due to their low initiative, house elves are best used as NPCs. It is possible that a player might have an exceptional house elf as an Ally. House Elves have ST -5 [-50]; DX +1 [10]; IQ-2 [-15]; HT +2 [20] and 4 levels of Reduced Hit Points [-20]. They have the advantages of Acute Hearing +2 [4]; Acute Smell/Taste +2 [4]; High Pain Threshold [10]; Less Sleep x 5 [15]; Longevity [5]; Magery [15]; Night Vision [10]; Pitiable [-5] Racial Group Skill Bonus to “domestic” Artistic and Craft skills (+2 bonus) [12]; and Silence x 1 [5]. They have the disadvantages of Compulsive Behavior (Cook, Clean, Make and Mend) [-10]; Inconvenient Size [-10]; Low Self-Esteem [-10]; Primitive (TL5) [-15]; Selfless [-10]; Sense of Duty (Owner and his family) [-10]; Slave Mentality (Partial) [-20]; Social Stigma (Valuable Property) [-10];Vow (Minor) (Do Not Wear Normal Clothes) [-5]; Vow (Never Tell Their Master’s Secrets or Speak Ill of Their Master) [-5]; Wealth (Dead Broke) [-25]; Workaholic [-5]. They have the Racial Skill of Stealth at DX level; it is a mark of a good house-elf that they can go about their business without being noticed. An experienced house elf will also know about 20 points in spells; mostly from the Food, Making and Breaking and Movement colleges. They can use these spells without needing a wand as a focus, but they cannot use them without their master’s implicit permission. These limitations and enhancements cancel each other out. An elf can use a wand; gaining a +2 bonus to skill (or +4 for an attuned wand), but it is illegal for house elves to own or use wands. Leprechaun (-23 points): Leprechauns are a rare, intelligent form of Irish faerie. They are identical to the Leprechauns in GURPS Fantasy Folk except that they have IQ -1 [-10]; Primitive (TL3) [-40] and Trickster [-15] disadvantages. Their advantages include Magery [15] and the Racially Learned Magic spells False Coins at IQ+3 [6, including Magery] and Flight IQ+2 [6, including Magery]. They have green skin and, unless they can get something better, make clothes out of leaves. They are best used as NPCs. Merfolk (-10 points): Merfolk are aloof, aquatic beings that inhabit both fresh and salt water. They are distinctly inhuman in appearance, even discounting their fishy tails. Their humanoid half has grayish skin, long green hair, large yellow eyes and pointed teeth. They fish with spears. Above water, their voices are unintelligible (this is the 0 point version of the Speak Underwater advantage). They are identical to the Merfolk in GURPS Fantasy Folk, with the exception that they have the Primitive (TL3) [-20] disadvantage and the Sharp Teeth [5] advantage. Merrows are Scottish and Scandinavian merfolk. They have Unattractive or worse appearance. Merfolk are best used as NPCs. Merfolk govern their own affairs and have little contact with wizards. Like centaurs, they have voluntarily asked to be classified as “beasts.” Poltergeist (155 points): Poltergeists are a form of ghost, but with a -10 point Compulsion to make noise, break things, play practical jokes and generally be obnoxious. Individual poltergeists will have additional Odious Personal Habits worth -5 to -15 points. Poltergeists tend to Materialize more than most ghosts, mostly so they can wreak havoc in the material world. Veela (53 points): Veela are Eastern European nature spirits with the power to enchant men with their voices. They look like extremely beautiful fair-haired, light-eyed human women, except when they are angry, where their appearance becomes fearsome instead. Veela have magic hypnosis powers over men. When a veela sings or talks, any male human (or similar race) who can hear her must roll vs. Will or be drawn to the veela, doing whatever it takes to impress her, even if it is stupid or dangerous. Though they can see that other people are acting in a stupid or reckless way, they don’t notice their own foolishness. As long as the veela sings or talks, her victims will continue to cluster around her, ignoring their surroundings and jockeying for her attention. If more than one veela sings, increase the radius of their power and the number of victims that can be affected. If a potential victim thinks to cover his ears, or has the Hard of Hearing disadvantage, he gets +2 to his effective Will roll. Characters with the Deaf disadvantage or who use spells or technology to completely block their ears are immune to the veela’s song, as are women. Veela can interbreed with wizards, producing offspring of exceptional beauty, but without their mother’s shapeshifting powers. Because of their rarity, they are best used as NPCs. Veela have the advantages of Very Beautiful [25], Magery 2 [25] and Racial Magic Spell (Mass Suggestion-15) (Limitation: Men Only. -25%), (Limitation: Limited to Suggestions of “Try to Impress Me.” -25 %.) (Limitation: Must sing or speak. -25 %.) [4]. They also have a bird-like form which has the following advantages and disadvantages: Alternate Form [5]; Flight (Limitations: Winged, Cannot Hover, Only in Bird-Form -50 %.) [20]; Peripheral Vision (Limitation: Accessibility. Only in Bird-Form. -25%) [7]; Sharp Teeth (Beak) (Limitation: Accessibility. Only in Bird-Form. -25%) [4]; and Appearance (Ugly) (Limitation: Accessibility. Only in Bird-Form. -25%) [-7]. In either form, they have the disadvantages of Bad Temper [-10], Selfish [-5] and Primitive (TL5) [-15]. Werewolf (-64/-84 points): A werewolf is a human (wizard or muggle) who turns into a werewolf when the moon is full. Unlike an animagus A “hereditary” werewolf cannot control his changes and becomes a ravening monster with a taste for human flesh. A werewolf who can keep his problem secret has a disadvantage worth -64 points. A known werewolf will be treated as a dangerous outsider by wizarding society. If the were poses a threat to society he will be hunted down by the Ministry of Magic. Alternatively, a werewolf can register with the appropriate Ministry of Magic office and can try to live as best he can in the midst of human society. In the latter case, the only real alternative is for the werewolf to go into voluntary exile from the rest of humanity during the month and to imprison himself in a sturdily-built, locked room on the nights of his transformation. A known werewolf has a disadvantage worth -84 points. Advantages: Shapeshifting (Werewolf) (Limitation: Involuntary changes when exposed to the light of the full moon, can’t shapeshift otherwise, -75%). [4]. Disadvantages: Berserk (Limitation: Only in Werewolf form, resisted with Will roll, roll once per minute. -75%.) [-4]; Bestial (Limitation: As above. -75%) [-5]; Bloodlust (Limitation: As above. -75%). [-4], Infectious Attack [-5]; Odious Racial Habit (Eats Humans) [-15]; Painful Transformation [-5] and Vulnerability x 1 (Silver) [-10]. A “secret” werewolf will have the Secret (Werewolf) [-20] disadvantage. A known werewolf will have the Social Stigma (Outsider) [-15] and one of either Enemy (Werewolf Hunters, Medium Group, 9-) [-20] or Duty (Imprisonment on nights of the full moon, 6-) [-5] and Great Vow (Self-exile from humanity) [-15].
Wizarding AnimalsWizarding animals are unusually large, intelligent, loyal and long-lived. Use the Animal templates from GURPS Bestiary, but increase IQ by 1-3 points (depending on the type of animal) to a maximum of 8 and remove any levels of Short Lifespan. Add Sense of Duty (Owner) [-5]. Due to their low point cost, low IQ and lack of magical ability, even wizarding animals make poor PCs. They do, however, make excellent NPCs and might even count as Allies.Though they are similar to familiars in many ways, wizarding animals are companions and allies, not familiars in the usual sense. Wizard’s Cat (-29 points): Use the Cat template on p. BE108, but increase IQ by 2 (to 7) [+20]. Remove Short Lifespan [+50]. Add Silence x 2 [10], and Sense of Duty (Owner) [-5]. Wizard’s Owl (51 points): Owls come in a variety of sizes from tiny screech owls to large eagle owls. This template describes a moderately large owl such as a barn, eagle, or snowy owl. Unlike normal owls, wizarding owls are comfortable operating during the day. Since they are commonly used to carry messages, they also have magical powers of direction and tracking. Hedwig, Harry Potter’s owl, is a snowy owl and would use this template. Attributes: ST -8 [-70]; DX +4 [45]; IQ -3 [-20]; HT +2 [15]; Reduced Hit Points -5 [-25]. Advantages: Acute Hearing +5 [10], Alertness +5 [25]; Attractive [5], Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10], Early Maturation 3 [15]; Enhanced Move (Flying) x 1-1/2 [15]; Flight (Winged, Cannot Hover) [24]; Increased Speed x ½ [13]; Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; Magic Knack (Attune Object) [20] Night Vision [10], Penetrating Call [5]; Parabolic Hearing x 6 [24]; Peripheral Vision [15]; Sharp Claws [25], Silence x2 [10]; Teeth (Sharp Beak) [5], Temperature Tolerance x2 (Limitation: Cold Only. -50%) [1], Ultrasonic Hearing [5]. Disadvantages: Attentive [-1]; Bestial [-10]; Cannot Swim [0]; Color Blindness [-10], Dull [-1]; Duty (Owl post, 12-) [-10]; Fragile [-20], Inconvenient Size [-15]; Innumerate [-5]; Jealousy [-10]; Mute [-25]; No Sense of Smell/Taste [-5]; Poor Grip [-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; Restricted Manipulators [-15]; Sense of Duty (Owner) [-5], Sleepy (50%) [-10], Social Stigma (Valuable Property) [-10]. Skills: Camouflage-IQ [4], Survival (Arctic, Forest, Mountains, Plains or Taiga, specialized)-IQ/IQ+5 [4]. Wizard’s Owl (Small) (7 points): As above, but ST -9 [-80]; Reduced Hit Points -7 [-35]. This template can be used to represent a small owl such as a screech owl. Ron’s owl Pigwidgeon uses this template. Wizard’s Parrot (-1 point): Parrots are used by wizards in lands where it is too hot or too obviously unnatural to use owls. Use the Parrot template on p. BE111, with the following changes. IQ -2 [+20]; Remove Short Lifespan [+10]; Add Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; Magic Knack (Attune Object) [20]. Add Duty (Owl post, 12-) [-10]; Sense of Duty (Owner) [-5]. Wizard’s Rat (-143 points): This template represents an “ordinary” wizarding rat, large as rats go, but not gigantic. Attributes: ST -9 [-90]; DX +3 [30]; IQ -3 [-20]; HT +4 [45]; Reduced Hit Points -12 [-60]. Advantages: Acute Taste and Smell +4 [8]; Alertness +4 [20]; Cast Iron Stomach [25]; Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10]; Discriminatory Scent [15]; Faz Sense (3-hex range, -20%) [8]; Night Vision [10]; Peripheral Vision [15]; Sharp Teeth [5], Silence x 2 [10]. Disadvantages: Bad Grip [-10]; Bestial [-20]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; Poverty (Dead Broke) [-25], Presentient [-20]; Reduced Dodge [-15]; Sense of Duty (Owner) [-5]; Short Arms [-10]; Sleepy (50%) [-10]; Social Stigma (Barbarian) [-15]; Ugly Appearance [-10]. Skills: Survival (Plains, Swampland, Urban or Woodlands, specialized)-IQ+2/IQ+8 [8]. Wizard’s Toad (-163 points): Currently toads are “out of fashion” but some old-fashioned or tradition-minded witches and wizards prefer them. This represents a very large (6-8” long) toad. Attributes: ST -9 [-90]; DX +2 [20]; IQ -4 [-30]; HT +1 [10]; Reduced Hit Points -9 [-45]. -135 Advantages: Alertness +4 [20]; Amphibious [10], Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10]; Doesn’t Breathe (Limitation: Breathes via osmosis. -50%.) [12], Metabolism Control x 8 (Limitation: Hibernation Only. -50%.) [20] Night Vision [10]; Penetrating Call [5]; Super Jump x 1 [10]; 360-Degree Vision [25]; Silence x 2 [10], Subsonic Hearing [5] 145 Disadvantages: Bestial [-20]; Cold Blooded [-5]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Poverty (Dead Broke) [-25], Presentient [-20]; Sense of Duty (Owner) [-5]; Social Stigma (Barbarian) [-15]; Ugly Appearance [-10]. -175 Skills: Survival (River, Swampland, Plains or Woodlands, specialized)-IQ/IQ+6 [2]. 2
Other Magic RacesOther intelligent races mentioned, but not described in sufficient detail to allow a full racial template, include Dwarves Hags, Ogres, Wood Nymphs and Vampires. Dwarves: Professor Lockhart uses Dwarves as mock-cherubic singing messengers on Valentines Day. Use the appropriate template from GURPS Fantasy Folk, but in the world of Harry Potter, Dwarves might not all have the stereotypical long hair and beard, and they might not be quite as tall as the standard Fantasy Dwarf. The dwarf described in the Book 2 seemed have the disadvantages of Bad Temper, Odious Personal Habit (Rude and Violent), and Vow (Complete the job at all costs). Whether all Dwarves share these disadvantages is debatable, given that the circumstances in which they are described. Hags: Hags are presumably extremely ugly (since they must cover their faces to mingle with wizarding society) and have the Odious Racial Habit (Eats other sentients, especially Children). Presumably they have the Sharp Teeth advantage and Magery as well. Ogres: This race is never described, but they can, apparently, mingle with wizarding society. Use the appropriate template from GURPS Fantasy Folk. Vampires: This race is never described; they presumably use the vampire template from either GURPS Magic or GURPS Undead. Wood Nymphs: This race is never described either, they presumably use the appropriate racial templates from either GURPS Spirits or GURPS Greece. Other Races: Trolls, gnomes and fairies are not fully sentient and can’t interact usefully with the intelligent races. All of these creatures are described under Magical Beasts. Given the highly magical nature of the wizarding world, the GM is justified in adding any fantastic race from GURPS Fantasy Folk or other supplement.
Magic BeastsNearly two-dozen beasts are mentioned in the novels, and “Fantastic Beasts and Where to Find Them” lists over 70 more. Given that some creatures mentioned in the books are not mentioned in “Fantastic Beasts,” and that new magic beasts are constantly being discovered, the GM should feel free to add any beast from Fantasy Bestiary or similar supplement as he sees fit. GURPS statistics for known magic beasts are given below. General descriptions of magic beasts that appear in “Fantastic Beasts” are not given here. Buy the book instead - it’s cheap and the money goes to charity. Wizards classify any creature as a “beast” if it is incapable of understanding and following wizarding laws, regardless of its intelligence. In GURPS terms, this means any creature with the Bestial disadvantage. The Ministry of Magic rates beasts on a scale of one to five X’s, with one “X” meaning that the beast is “boring” and “XXXXX” meaning that the beast is extremely dangerous, cannot be domesticated and should be avoided at all costs. The MoM also regulates trade in certain beasts, as well as the trade in the eggs of dangerous creatures and the body parts of rare or endangered creatures. Dangerous creatures or their eggs (generally, anything with a rating of XXXX or greater) are generally classed as “Class A Non-Tradable Goods,” meaning that their possession, sale or importation is banned by the MoM and there are severe penalties for violating the law. Body parts from rare or threatened animals, or dangerous materials are considered “Class B Tradable Goods,” meaning that their possession, sale or importation is strictly regulated by the MoM. There are penalties for smuggling Class B goods, but it is possible to get them for legitimate purposes if one can tolerate the MoM bureaucracy. The MoM has also imposed bans on the breeding of dangerous creatures. A ban on Dragon Breeding was passed by the Warlocks Convention of 1709 and a law against breeding new magical hybrid creatures was passed in 1965.
Acromantula
*add 1d damage from Type A venom.
The Acromantula is a fast-breeding, intelligent, communal species of nocturnal giant spider native to Indonesia. The largest specimens can reach 7 hexes in width and 700 lbs. in weight, although younger individuals are much smaller. While they have near-human intelligence, they do not use tools and their social organization seems to be instinctive, so they have the Bestial disadvantage. Acromantulas are mostly driven by hunger, while they might respect and trust a few rare humans; they generally consider humans to be just another meal. Acromantulas have been classified as dangerous beasts by the MoM. Acromantulas spin dome-shaped webs, mostly for shelter from the elements rather than to capture prey. When hunting, the leap on their prey, grappling it with their two prehensile front legs before delivering their venomous bite. If the wish to capture a victim, they grapple but do not bite. Because they prefer dark forest or jungle environments, Acromantulas are nocturnal and dislike intense light. Acromantulas exposed to sudden, bright light must roll vs. IQ or be Mentally Stunned. Those that are stunned must also make a Fright Check.
Ashwinder: This is a magical snake produced by magical fire. Treat it as a normal snake (use the statistics for the rattlesnake on p. B143, but without the venom), but its eggs are red hot and can set fire to flammable materials they touch. Its eggs can be frozen using any spell that produces extreme cold or ice, preventing them from doing damage. Frozen ashwinder eggs are used in love potions or, if eaten whole, can cure certain diseases.
Augury: This is a skinny greenish-black bird that inhabits the British Isles. Its mournful cry was taken as a death portent; any superstitious, magically-aware person hearing the noise must make a Fright check. In reality, it just cries when it is going to rain. An augury can accurately predict rain (or other wet weather) up to 12 hours in advance. Use the statistics for the Falcon on p. B142.
Banshee: Banshees are described as skeletal female figures with a green-tinged face and waist length black hair. Their scream is unearthly has presumably has frightening, stunning or even killing effects. Use the statistics found in GURPS Horror, 2nd edition, p. 41.
Basilisk, Harry Potter
*Basilisks also have Venom Type A that does 1d points of damage per minute.
The basilisk is a powerful magic creature produced by Dark Magic. It resembles a huge bright green snake with large glowing yellow eyes. Males have a bright red crest. The largest specimens are up to 50’ long and can live for up to 900 years. Basilisks are extremely powerful, deadly beasts; not only do they have vicious fangs that inject a lethal poison, their gaze is also deadly. When anyone within 20 yards of a basilisk looks at it, they must roll vs. HT-6 to avoid immediate death. Creatures that are farther away might also have to roll if they catch the basilisk’s gaze, but they need only roll vs. HT to avoid dying. Creatures who see the basilisk’s gaze indirectly (e.g., reflected in a mirror or in a pool of water, through a camera lens or through a semi-opaque object) are not killed, but are instead permanently paralyzed, as if someone cast the Flesh to Stone spell on them. Normal magic or counterspells will not cure this paralysis, only the Mandrake Restorative Draught (see Potions) will do. Characters can try to avoid the basilisk’s gaze by closing their eyes. If there is any doubt as to whether a character closes his eyes in time, roll a contest of DX between the basilisk and the character. Ties go to the defender. Characters who try to fight or flee from a basilisk while blind move at half speed and are at -10 to hit with melee weapons. The basilisk’s gaze can be defeated if both of its eyes are blinded. Its eyes can be targeted at -3 to -1 depending on the size of the beast, but the attacker must somehow avoid the monster’s gaze. Characters who meet the gaze of a one-eyed basilisk must roll vs. HT-2 or HT+4 to avoid its effects. Basilisks are extremely dangerous, even to their creators. All Animal Handling (Magic) skill rolls are at -4 to deal with a basilisk. Parseltongues (mages who can speak with serpents) have an easier time of it; they roll vs. their normal skill and get a +2 bonus because they can communicate with the serpent directly.
Bat, Blood-Sucking Vampire: Use the statistics for either the bat Swarm or Horde from p. BE8 or p. BE42.
Billywig: This magical insect is native to Australia. Its sting causes levitation, as if the victim had cast that spell on himself. However, the subject must roll vs. HT every time he is stung. On a failure by 4 or more, the spell lasts for 1d days! On a critical failure, the spell lasts permanently, until it is canceled by the appropriate potion or counterspell.
Blast-Ended Skrewts
* The second number is the fire-assisted blast. ** Males also have Venom Type A. Females may automatically do 1 point of damage each turn after a successful hit.
These are experimental magical beasts that Hagrid bred at the beginning of Book 4, presumably for use in the Triwizard tournament, but more likely as an illegal experiment. They are a magic fire crab-manticore hybrid. When they are young they look like deformed, headless, shell-less lobsters, pale and slimy-looking with legs sticking out in odd places and smell like rotten fish. The males have scorpion like stingers, the females have blood-sucking suckers on their bellies. They grow at a fantastic rate, reaching full maturity within a few months. When they are mature, they are 6’ long with thick, grayish, shiny armor and look like a cross between a scorpion and an elongated crab. Very Young skrewts have ST: 5, HP: 3, PD: 1, DR: 1 and do 1d-4 thrust/cutting damage at C range. HT rolls to resist the venom are at +2. Immature skrewts have ST: 6-20, HP: 4-12, PD: 2, DR 2-4 and do anywhere from 1d-3 to 1d+1 damage. HT rolls to resist the venom are at +1. Mature skrewts have ST: 20-25, HP: 13-20, PD: 3, DR: 5 and do 1d+2 damage. While they are not particularly vicious towards humans, they are cannibalistic and their very nature makes them dangerous, especially as they are mature. Skrewts move by crawling, but when threatened or angered, they can blast themselves several yards forward by shooting fire from their rear ends. This does 1d-4 fire damage to anyone in the rear hex of a young skrewt or 1d-1 fire damage to anyone in the rear hex of a mature skrewt. A skrewt’s PD and DR is reduced on its belly. If an attacker can target the skrewt’s underbelly, reduce the skrewt’s PD by 1 and halve its DR.
Blood Sucking Bugbear - Insufficient description for a full write-up. It apparently will kill chickens.
Boggart
Boggarts are magic spirits that haunt dark, lonely places, from isolated moors to closets. They are timid beasts, but their method of self-protection make them dangerous because they have the power to instantly sense the thing that the observer is most afraid of. When a boggart encounters something it considers to be a threat, quickly reads the mind nearest to it and takes the form of whatever it will thinks will frighten the viewer the most. It can also project simple mental messages into the viewer’s head and make the viewer recall details of a terrifying scene from his past. In game terms, this means that the viewer must make a Fright Check based on the scariest, most traumatic experience of his life. For people who have lived relatively sheltered lives, the Boggart plays on their fearful fantasies and social anxieties, forcing them to roll the Fright Check at -2 to -4. For example, a bullied child might see the boggart in the form of his tormentor, giving him -4 to Fright Check rolls. People who have experienced real trauma and terror have a much harder time dealing with boggarts. They must relive the worst experience of their life - either the most severe Fright Check they ever had to take or the greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. For example, a boy who saw his parents murdered before his eyes would roll his Fright Check at -10. While the boggart’s power is physically harmless, the fear it engenders can make the viewer harm himself and the shock might even kill him. Presumably, the boggart somehow feeds on fear and/or the victim’s fleeing life energy. Because it is insubstantial, a boggart cannot be harmed with normal weapons or spells that rely on physical effects. Instead, the simplest way to deal with a boggart is to resist its fear attack. Since the best antidote to fear is usually laughter, spells that make the boggart look ridiculous give the viewer a +4 bonus to Fright Checks! If there are multiple observers, the presence of so many minds can also confuse the boggart, so penalties to the observer’s Fright Check are reduced by 1 for each additional person within 3 hexes of he boggart. If the subject makes his Fright Check, the Boggart must roll vs. IQ or be mentally stunned for 1d turns. While stunned, it might change shape randomly or assume an incongruous shape. During this time it is extremely vulnerable to being “disbelieved;” any spell that cancels fear or causes laughter cast on the boggart while it is stunned forces it to roll vs. HT to avoid bursting into a thousand pieces.
Bowtruckle
This is a shy insectivorous European tree guardian. It looks like a clump of twigs with two brown eyes. When its tree is threatened by a woodcutter or tree surgeon, it will attack, clawing at the target’s eyes with its claws. A magically-unaware person might assume that he just got a stick in his eye from a piece of falling debris. Bowtruckle-inhabited trees are preferred sources of wood for wands. A successful roll vs. Naturalist (Magic) will allow a wizard to distract a bowtruckle long enough to magically cut a tree branch.
Bundimun
A bundimun looks like a patch of fungus supported by numerous tiny legs. It creeps into houses and fills them with the stench of decay (as if the Perfume spell had been cast on the area) while eating away at the foundations. Every week a bundimun is allowed to feed undisturbed, it removes points of DR or HP equal to its ST from inanimate objects such as wood or stone. The more it eats, the larger it grows. They have no effect on living creatures. Bundimuns can be killed by casting spells such as Clean or Sterilize on them. A Clean spell (or something similar) will do 1d damage. A Sterilize spell will do double normal damage.
Chimera: Use the statistics from p. FB18.
Chizpurfles: These magical insect infests magic items and electronic devices, causing them to malfunction. They also infest the fur or feathers of magical creatures. Every week that a Chizpurfle infestation is allowed to go unchecked, reduce the item’s basic HT by 1. When HT is reduced by half, the item loses HP instead. When the item’s HP is reduced to 0, it is ruined. For every 10 HP of magic items a chizpurfle swarm eats, they gain 1 level of Magic Resistance, to a maximum of 10 levels. Every day that they do not get something magical to eat, however, they lose a level of resistance until they are back at their normal HT. Chizpurfles can be removed with the Cleaning or Sterilize spell. These spells kill the chizpurfles automatically if they fail a resistance roll vs. HT 9, plus any levels of Magic Resistance.
Clabbert: This is a magic creature native to the Southern U.S. that resembles a cross between a frog and a monkey. It has a brightly glowing pustule in the middle of its head that gives light equivalent to that produced by the first level of the Light spell which flashes when the Clabbert senses danger. Wizards keep clabberts as pets or guard animals. Use the statistics for the Chimpanzee from p. B141.
Crup: A crup looks like a Jack Russell Terrier, but with a forked tail. It can eat any organic material - from rubber to gnomes. It reacts at +2 to wizards and -4 towards muggles. Use the Dog statistics from p. B142, but with ST and HP at the low end of the scale. They can be domesticated, but wizards need a special license and need to pass a test to show that they can handle a Crup in muggle-inhabited areas.
Dementors
A Dementor is a spirit that creates and feeds on despair and misery. They infest the darkest, filthiest places, glory in decay and despair and drain peace, hope and happiness out of the air around them. They love prisons, insane asylums and other places where people are trapped and miserable. Dementors can sense human emotions and are instinctively drawn to any group of people who are experiencing strong feelings. To people who are not magically-aware, dementors are invisible, though muggles can feel the presence of a dementor in the form of fear, frustration and depression. Mages can see the dementor for what it is - a tall (8-9’) wraith- like creature clad in a dirty black cloak that hides its face and most of its body. The only visible part of the dementor is its hands, which are glistening, grayish, scabbed and slimy-looking. They keep their heads hidden except to feed (see below), but their breath is audible as a fearful deep, rattling. While dementors are somewhat corporeal, they are mostly intangible spirits. Physical attacks and spells that rely on physical effects will not affect dementors, although they can be defeated in spirit combat. A dementor’s normal attack is a powerful Fright Check. It can either produce a depressing, soul-deadening chill in those who see it, forcing the to make a Fright Check at -4, or it can make the subject vividly recall the most fearful or painful event of their life - either the most severe Fright Check they ever had to take or the greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. For example, a man imprisoned for a crime of passion he immediately regretted might have to make a Fright Check at -10. If the victim fails his Fright Check, he might acquire quirks and disadvantages associated with anger, despair, frustration or grief. Disadvantages such as Chronic Depression, Bad Temper, Cowardice or Guilt Complex are all appropriate disadvantages. If a victim is immobilized or rendered unconscious by a failed Fright Check, a dementor will attempt to use the feared power of the Dementor’s Kiss to suck out the victim’s soul. The kiss requires the dementor to throw back its hood (forcing observers to make another Fright Check) and press its scabbed, lipless mouth against the mouth of its victim. On the turn it begins the kiss, and each turn thereafter, the dementor sucks 1 point of Will from the victim. Levels of Strong Will go first, followed by levels of IQ. When the victim’s IQ is reduced to zero, the dementor frees the victim, who is now a soulless, mindless creature. He is physically alive, but he has no memories, no personality, no emotions and no ability to learn. He is permanently reduced to a mindless, soulless shell, essentially a living zombie. The only truly effective defense against a dementor is some sort of spirit combat, and the most effective spirit for fighting dementors is a Patronus (q.v.). Dementors who face a Patronus must make a Fright Check at -10. If they fail, they must flee from the patronus, not returning to the area for at least an hour.
Demiguise: This is a peaceful, gray ape-like creature which can make itself invisible at will. Use the Gorilla statistics from p. B141. Its fur is used to make invisibility cloaks.
Diricawl: This is a magical version of the Dodo (p. BE12) with the ability to Teleport away from danger.
Doxy
* Also produces Type A venom that does 1d-3 damage per day. This beast resembles a tiny, 4-legged, 4-armed, black furred fairy with beetle-like wings. It has sharp teeth and venomous bite. It inhabits forests and meadows throughout Europe and America.
Dragon: Dragons in the world of Harry Potter are very similar to the standard fantasy firedrake described on p. FB83, but there are some differences. The most important difference is that young dragons grow extremely quickly, reaching maturity in just a few years. They are also less intelligent than standard fantasy dragons, with a maximum of IQ 8. Finally, dragons cannot be domesticated or tamed - no matter what Hagrid thinks! Fighting Dragons: Dragons have two weak points. First, a dragon’s eyes are not armored (although they do get the PD of the surrounding scales) so a well-placed weapon or spell can easily blind it. Second, a dragon’s belly isn’t as well armored as the rest of it. Reduce PD by 1 and DR by 25% on a dragon’s belly. There are ten different dragon subspecies, each with its own range and habitat preferences. Antipodean Opaleye: Native to New Zealand, but with some migration to Australia. It is the most beautiful form of dragon with pearly scales, iridescent pupil-less eyes and vivid red flames. Its preferred prey is sheep. It is not particularly aggressive; +1 to skill and reaction rolls. Chinese Fireball: Native to China and the Far-East, it looks like a mythological Chinese dragon, but with bright red scales and can reach weights of up to 5,000 and 10,000 lbs. It is less territorial than other dragons; up to 3 Fireballs will share the same territory. Unfortunately, one of its favorite foods is humans; -1 to skill and reaction rolls when dealing with a Fireball. Common Welsh Green: This is a bright green dragon native to Wales. Its coloration helps it blend in with the terrain, giving observers -2 to see it against a background of well-watered grass or forest. It prefers to eat sheep and avoids humans unless provoked. Skills and reaction rolls are at +2 when dealing with a Welsh Green. Hebridean Black: This breed of dragon is native to the Scottish Highlands. It feeds on deer and cattle and is highly territorial. There are no penalties or bonuses to reactions or skill rolls when dealing with a Hebridean Black, but it reacts at -1 to other dragons. Hungarian Horntail: This breed of dragon is the most dangerous and aggressive of all the dragons; -2 to all reaction and skill rolls. It is black with sharp spikes on its tail. Treat any hit from the dragon’s tail as doing sw/cutting damage. It can also breathe fire up to 17 hexes distance. It feeds on goats, sheep and humans. Norwegian Ridgeback: This breed of dragon is rare and aggressive towards other dragons. It is identical to the Hungarian Horntail in most respects, except that it will eat any large creature - whether on land or sea. There are no penalties or bonuses to deal with this sort of dragon, but it reacts to other dragons at -2. Baby Norbert was a Norwegian Ridgeback. Peruvian Vipertooth: Native to South America, this is the smallest (only 15’ long) and fastest of all the dragons. In its mature state, use the Sub-Adult dragon statistics, but increase Move by 25% and DX by +1. It is copper-colored with a black ridge along its back. It is highly aggressive and enjoys eating people; skill and reaction rolls are at -3. Romanian Longhorn: This breed of dragon is native to South-Eastern Europe. It has dark green scales and long, golden horns. In combat, it first attempts to gore its victim before roasting it. The horns do Thr/Impaling damage based on ST. On the turn after the dragon gores its target, it will toss the victim 3d yards into the air (the victim takes normal damage from the ensuing fall). Finally, it will breathe fire on the remains. Since the Longhorn’s horns are a highly desirable magical commodity, this dragon enjoys protected status. There are no penalties or bonuses to deal this sort of dragon. Swedish Short-Snout: This breed of dragon has a silvery-gray skin and shoots a brilliant blue flame which is extremely hot - double the damage from a successful hit. Its hide is used to make protective gloves, boots and other leather goods. Ukrainian Ironbelly: This is the largest breed of dragon, weighing up to 15,000 lbs. It is slower than other dragons - reduce Move by 10%, but increase ST by 25%. It is metallic gray with long, vicious talons - increase claw damage by +1.
Dugbog
This beast resembles a mobile log. It inhabits swamps and feeds on small creature and mandrakes. If startled or attacked, it attacks with its sharp teeth, aiming at the target’s legs and feet.
Eakling
This is a type of carnivorous fairy found in Central Europe. It looks like a small man with a pointed face and its preferred food is human children. Its laugh acts as a Charm spell on human children. Kids who fail their resistance roll will follow the Eakling to a secluded place where it can attack.
Erupment: This is a large, African rhinoceros-like beast with a powerful magical attack. Use the statistics for the Rhinoceros on p. BE29, but with the following changes: The horn on its nose magically ignores any PD or DR the target might have and injects a powerful explosive solution. On the next turn, the victim takes 2d explosive damage, multiplied by 5 for an internal explosion!
Fairy
Fairies are small, quarrelsome, vain, semi-intelligent woodland creatures. They have the power to use magic to camouflage themselves or to produce faint, decorative lights.
Fire-Crabs
Despite the name, these beasts actually resemble large jewel-shelled turtles. They are native to the beaches of Fiji. They are generally inoffensive and are clumsy on land. The statistics above reflect their speed in the water. On land, they have DX: 7, Move/Dodge 2/3, but they can rapidly shoot away from foes by shooting a blast of flame from their rear ends. This does 1d-4 to 1d-1 flame damage to anyone in the crab’s rear hexes, based on the crab’s size and shoots the crab 2d hexes away. If the crab can’t blast itself away from an attacker, it can pinch with its claws. Fire crabs shells are sought after as cauldrons, so fire-crabs are protected in their own nature sanctuary.
Flesh-Eating Slugs - These creatures are mentioned several times but never described. Assume that the look like slugs but are similar to Leeches (p. BE19) in their feeding habits and the amount of damage they do. Presumably, given enough time, a horde of flesh-eating leeches could seriously injure or even kill a person. They can be repelled with Flesh-Eating Slug Repellent, but the ingredients are sufficiently unsavory that a trip to Knockturn Ally (or similar place) is required to get it.
Flobberworm
Flobberworms are brownish ditch-dwelling, two-headed worms. They like lettuce, although they will die if they get too much of it. They are mostly notable for being incredibly boring to study.
Fluffy (Giant Three-Headed Dog)
“Fluffy” is a huge, rare three-headed dog raised by Hagrid and used as a treasure guardian in Book 1. After his services were no longer needed, he was released into the forbidden forest, where he still, presumably, roams. Whether he is the unique product of an experiment in magical breeding or a member of a rare species of giant canine is up to the GM. He looks like a horse-sized (possibly larger) three-headed wolfhound or mastiff with three heads. One head is placed where a dog’s head would normally be, the other two heads sprout from the base of his neck and face slightly to the left and right, respectively. In combat, Fluffy’s central head can attack targets directly in front of it. The left head can attack targets to the front, left front or to the left side hexes. The right head can target victims to the front or right front or left side hexes. Two heads can’t combine to attack a single victim, nor can they “cross” each other to attack targets on the far side of an adjacent head. Spells cast on Fluffy’s body affect him normally, but he gets three separate resistance rolls against spells that affect his senses, IQ or Will. Likewise, damage or stunning to one head does not affect the others. If he takes damage equal to 1/3 HP to one head, he must roll vs. HT to avoid having that head die. A dead head removes one of his bite attacks, lowers his level of Alertness by 1 and adds 200 lbs. of encumbrance in the form of (literally) dead weight. If his left or right head is killed, he cannot attack to side hexes on that side. In addition to normal canine senses (Discriminatory Scent, Ultrasonic Hearing), Fluffy’s two extra heads give him much more acute senses than normal. Treat this as five levels of the Alertness advantage. In spite of his formidable defenses Fluffy has two important weaknesses. First, he spends much of his time sleeping, assume that he will be asleep 2/3 of the time (1-4 on 1d). Unless intruders are noisy or otherwise careless, it will take Fluffy 1d turns to sense their presence and react. If attacked, of course, he will wake up and react on the next turn. Stealthy characters (especially those protected by invisibility) can attempt to win a Contest of skills between their Stealth skill and Fluffy’s IQ + Alertness. Fluffy’s greatest weakness, however, is that he can be lulled to sleep by music. Every turn that someone plays a musical instrument (even at default level), Fluffy must roll vs. IQ to start to nod off, falling fast asleep in 3d seconds as long as he has not been previously attacked or roused to action. In combat, Fluffy will behave like a normal dog, barking furiously before lunging to attack the nearest opponent. He will chase fleeing characters, but will not vigorously pursue characters who quickly leave his territory. Presumably, if there were a whole pack of “Fluffies” they would use wolf pack tactics, albeit on a massive, truly frightening scale.
Ford Anglia
Arthur Weasley purchased this turquoise automobile with the stated intention of taking it apart to see how it worked. In fact, he took it apart and enchanted it so it could fly. He also added numerous other magical enchantments, including extradimensional space in the passenger compartment and the trunk and an invisibility generator (activated by pressing a silver button on the dash). Perhaps inadvertently, he also gave the vehicle some measure of sentience and “automobility.” Fred and George “borrowed” the car to rescue Harry at the beginning of Book 2. Later, Harry and Ron stole the car to fly to Hogwarts. Unfortunately, the strain of the long trip proved too much for the invisibility and flight enchantments. First the invisibility charm failed, allowing Muggles to see the car as it flew towards Scotland. Then the flight charm failed, forcing Ron and Harry to crash into the Whomping Willow. They escaped, only to have the car eject them and their belongings before trundling off into the Forbidden Forest. Later in the book, it reappeared to save Ron and Harry before vanishing again. Its personality is perhaps something like that of a pet pony - appreciative of what people can do for it and essentially friendly, but ornery if pushed too far. Listed speed is its maximum road or flight speed. In practice, given the rough terrain in the Forbidden Forest and its poor state of repair, it probably won’t move at any rate faster than a brisk walking pace except in emergencies. If it retains the ability to fly, it doesn’t demonstrate it in its subsequent appearances. If it encounters humans in the forbidden forest, it is likely to be friendly - perhaps rescuing them from danger or giving them a lift. In combat, the Anglia flashes its lights and honks its horn before colliding with its target, hoping to scare opponents off before the impact. If it overruns its target in the collision, its tires do 1d+1 “trampling” damage. Given the collision avoidance spells on it, it prefers to collide only as a last resort and then only with creatures or objects which won’t damage its body too much. It takes 125 points of damage to completely destroy it, although it can be “crippled” if one of its tires takes at least 20 points of damage. Its HP score might have originally been higher, but it was damaged by the collision with the Whomping Willow and presumably has suffered further wear and tear while wandering. Conventional GURPS Vehicles statistics for the Anglia are pointless, given the numerous enchantments on it. Assume, if it is willing to cooperate, that the car can hold up to 2 tons of passengers and equipment, and that it can accelerate at 2 yards per second or brake at 4 yards per second. It presumably also has anti-collision spells on it, reducing the amount of damage that passengers take in a collision. Note: The Ford Anglia was a Ford Motors product built the UK in the late 1950s to suit British tastes. The resulting vehicle was small, light, underpowered and dumpy-looking by contemporary U.S. standards, but sold well because it was inexpensive, fairly reliable and reasonably fuel-efficient. Ford Anglias, along with Ford Prefects, were a common sight along British roadways in the 1960s and 70s, but are now comically obsolete. A U.S. equivalent might be something like a Dodge Dart or a Ford Pinto. Presumably, by the time Arthur Weasley got it, this particular Ford Anglia was destined for the junk yard.
Fwooper: This is a brightly-colored African bird whose song will eventually drive those who listen to it to madness. Use the statistics for the Falcon on p. B142, but after each week of listening to the fwooper’s calls, listeners must roll vs. Will or suffer from the effects of the Madness spell until they are removed from the sound of fwooper calls for at least two weeks. Fwoopers sold in the UK must have a Silencing charm placed on them.
Giant Squid: Use the statistics for the Giant Squid found on p. BE33 but with several differences. The giant squid found in the Hogwarts School lake is adapted to survive in shallow, fresh water and appears to be able to survive on vegetation and carbohydrates in addition to fish and other aquatic beasts. It also seems to be more intelligent than normal giant squid (IQ 7-8) and is much less shy when dealing with humans. Most importantly, it seems to be favorably disposed towards humans, for example pushing humans who fall into the lack back to shore rather than pulling them down to drown.
Ghoul
Unlike ghouls in other settings, Ghouls in the world of Harry Potter are harmless. They look like ugly, buck-toothed, black-skinned ogres. They are nocturnal hunters who eat spiders and moths. Ghouls have the habit of moaning loudly and occasionally throwing loose objects about. This can be startling, but is generally harmless. Many wizards come to think of a resident ghoul as a sort of a pet. Chameleon Ghouls: This sort of ghoul is identical to the standard ghoul, but it can morph itself into the shape of a common household item, making it harder to find.
Grumbumble: This is a grey-furred insect that produces sweet treacle that induces melancholy. While the treacle is useful in countering hysteria, it can give regular users the Chronic Depression disadvantage.
Gnome, Harry Potter
Gnomes are a common magical garden beast found throughout the Northern Hemisphere. They look like 1’ tall, brown, leathery-skinned humanoids with large potato-shaped heads, horny feet and razor-sharp (but small) teeth. They live in holes in gardens and feed on plants (especially Horklumps). They are considered pests because they eat the rooms of garden plants, they make holes in gardens and they draw attention from Muggles. The most humane way to “de-gnome” a garden is to grab the gnome by its feet, swing it until it is dizzy and then hurl it over the garden wall. Fortunately, the this action draws other curious gnomes out of hiding, making them easier to catch (+4 to catch them). Wizard children treat gnome tossing as a sort of a game, although they consider de-gnoming the garden to be an onerous chore. Gnomes are the natural prey of Jarveys and Crups (q.v.).
Graphorn
A graphorn is a four-legged beast with a grayish-purple coat and a humped back. It has two long-sharp horns that it uses to attack. On the first turn, it will impale its target. On the next turn, it will toss the victim 2d hexes into the air, so that the victim suffers falling damage. On the third turn, it will trample the remains. Graphorns are extremely aggressive and hard to control. Reaction and skill rolls are at -3. Graphorns can be tamed, but they are always too vicious to be reliable, reaction and skill rolls are always at -1, even for a tamed beast. Magic doesn’t work very well either. A graphorn has 10 levels of Magic Resistance.
Griffin: Use the statistics found on either p. B145 or p. FB128.
Grims: These are large, black dogs associated with powerful death omens. Whether they have the power to kill those who see them or to cause death by fright is up to the GM. A good treatment of Grims and similar beasts is found in Roleplayer #30. http://www.sjgames.com/gurps/Roleplayer/Roleplayer30/GhostDogs.html
Grindylow
*ST15 for grasping. The grindylow is an aquatic “demon” that looks like a horned humanoid with pale green skin. It lives in lakes throughout the British Isles. It mostly feeds on fish, but it will also try to drown swimmers. It does so by grabbing them with its long-fingered hands. While the grindylow itself is weak, its gripping strength is very strong. The trick to breaking the grindylow’s grasp is either to use magic or force (any damage will make it release its grip) or to break off the grindylow’s fingers one by one. Treat this as a contest of the attacker’s ST vs. the grindylow’s basic ST. If the attacker wins the contest, he breaks off one of the grindylow’s fingers, reducing its effective gripping ST by 2. When four of the grindylow’s fingers have been removed, it cannot grasp effectively and will flee. The fingers regenerate in 2d weeks. It will also reflexively flinch from hot water or fire, releasing its grip. Spells such as Flame Jet (or their aquatic equivalents) are extremely effective in dealing with Grindylows.
Hinkypunk
Hinkypunks are smoke-like one-legged spirits that feed on the life energy of struggling or dying creatures. A hinkypunk looks like a wisp of animate mist or smoke, giving observers -3 to see it. At night or in foggy conditions, it can create a lantern-like like using an innate version of the Create Light spell. He floats over dangerous areas of bogs or near cliffs hoping to lures travelers to their doom. When it senses a living creature, it makes its light appear to be a lantern and hops just ahead of the traveler until he falls into the bog. Then, the hinkypunk somehow feeds on the victim’s energy and panic as he struggles to free himself. The best way to avoid a hinkypunk is to ignore them. Spells such as Reveal Hidden, Sense Spirits or Sense Foes will show a hinkypunk for what it is.
Hippocampus: Use the statistics for the Horse Makara on p. FB43.
Hippogriff: Use the statistics found on p. FB30, with a few differences. Hippogriffs have IQ 5 and are proud. Though they are not particularly intelligent, they can determine if someone is untrustworthy, cruel or disrespectful on a roll of 12 or less. In this case, they react to that person at -4 and might attack. They forage for worms and ground-dwelling insects, but will also eat birds and small mammals. They lay one egg which hatches in 24 hours. The baby hippogriff is able to fly within the week.
Horklump
This is a sessile, mushroom like creature that infests gardens. It is a favorite food of gnomes and for this reason is considered to be a pest. Horklump infestations can be controlled with spells or potions or by the secretions of the Streeler.
Imp
This is another form of fairy, except that it does not have wings and is dark-colored. It prefers river banks and marshes and has a slapstick sense of humor.
Jarvey: This is a large semi-intelligent ferret with the power of speech. It hunts gnomes. Use the statistics on p. BE14, but with IQ7 and +1 to ST and HP.
Jobberknoll
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