TEXT: AN E23 SOURCEBOOK FOR GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-1564
  Version 1.0 – October 2008
  ®
  Written by SCOTT MAYKRANTZ and JASON “PK” LEVINE
  Edited by NIKOLA VRTIS
  Illustrated by DAN SMITH
  TM
  
  These new creatures will test the wits and skills of any hero.
  Some hide beneath the water and muck, emerging when no
  one sees. Some hide in plain sight – as an innocent plant, or
  suit of armor, or even a “normal” building. All are suitable for
  adventures, as either the focus of an entire campaign or as a
  quick and simple encounter to surprise a party of heroes.
  ABOUT THE AUTHORS
  Scott Maykrantz lives in epic splendor in Eugene, Oregon.
  For over 20 years, he has avoided the real world by staying
  home, typing strange ideas into his computer, and selling those
  ideas to people. This is called “freelance roleplaying game
  design.”
  Jason Levine, better known to most
  as “Reverend Pee Kitty,” has been a
  gamer for most of his life and a die-
  hard GURPS fan since the release of
  Third Edition. He enjoys making
  music, collecting Transformers, and
  praying to “Bob” for eternal salvation
  through alien intervention.
  CONTENTS
  2
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  Pyramid, e23, Creatures of the Night, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks 
  or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Creatures of the Night 5 is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved. 
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  About GURPS
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  Bibliographies. Many of our books have extensive bibli-
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  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
  CONTENTS
  INTRODUCTION
  INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 2
  CRAYFEN . . . . . . . . . . . . . . . . . . . . . . . . . 3
  DREADSTALK . . . . . . . . . . . . . . . . . . . . . . 6
  GULLY DRAGON . . . . . . . . . . . . . . . . . . . . 8
  MOON GUIRE . . . . . . . . . . . . . . . . . . . . . 10
  STEALTH GOLEM . . . . . . . . . . . . . . . . . . 12
  WATCHTOWER. . . . . . . . . . . . . . . . . . . . . 15
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
  Page Design ❚ PHILIP REED 
  and JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ NIKOLA VRTIS
  Prepress Checker ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  The crayfen are aquatic humanoids who divided into three
  subspecies: the many (the warriors), the few (the divers), and
  the one (the monitor). Although they can walk on land, they
  spend most of their lives hidden in lagoons and along the
  coasts of the sea.
  The tribe dies four times a year, at the end of each season.
  To avoid extinction, the crayfen tend to the next generation
  with obsessive attention. In a secret underwater alcove, they
  maintain a pod of eggs. The warriors hunt for animals and
  humans, using their prey to provide the necessary protein for
  the pod. The divers act as midwives, delivering the food and
  monitoring the eggs. The monitor sits quietly on its seat under
  the waves, coordinating these activities.
  THE WARRIORS
  The warriors are the most numerous, approximately 30 per
  tribe. They have webbed hands and feet, thick fishy bodies,
  and predatory faces. They hunt for red meat, of which human
  flesh is usually the most attainable. They attack in packs, often
  against a single terrified person or animal. The body is brought
  back to their underwater lair, where it is shredded and pre-
  pared for consumption.
  If left to their own instincts, they would raid every human
  settlement within reach, kidnapping as many victims as possi-
  ble. To suppress this wild and self-destructive urge, the moni-
  tor has a form of telepathic control (see The Monitor, below).
  They use simple weapons made from vines, sticks, and
  rocks. During patrols on land, they prefer clubs, blowpipes,
  bolas, and hatchets. In water, they wield nets and stolen knives.
  They also can claw for 1d+1 crushing damage.
  THE DIVERS AND THE POD
  The divers look like warriors but with darker skin and
  sleeker bodies. Each diver has a single antenna with a
  glowing orb at the end. It needs this biochemical flash-
  light to find its way through the darkness. The tribe has
  one diver for every 15 warriors.
  The pod of eggs is located deep below the surface,
  where the pressure is high. The crushing force of the
  water holds the pod together. The eggs develop inside
  their constrained space, giving the crayspawn the neces-
  sary strength to fulfill their duties as adults.
  In addition to food and pressure, the eggs need heat.
  Sources of heat come in three types: natural (a geother-
  mal vent), technological (a cache of car batteries dumped
  in the water), and supernatural (a “leaking” magic item
  resting at the bottom of the sea). The heat reacts with the
  growing crayspawn, triggering a complex pattern of
  development.
  The divers swim to the eggs at least once a day. They carry
  strips of muscle, prepared by the warriors. The divers feed the
  protein-rich flesh to the pod, gently pushing it into the gelatin-
  like shell. Then they touch the pod, using their own weak
  telepathy to sense the health of the embryos. The condition is
  reported back to the monitor through its telepathic connection.
  THE MONITOR
  The monitor is the chieftain and psychic hub of the tribe. It
  sits on a stone under the waterline, deep in contemplation,
  strengthening its telepathic links and coordinating the efforts
  of the other crayfen. It telepathically suppresses the atavistic
  urges of the warriors and receives regular reports from the
  divers. The effects of this trait are limited to the tribe.
  The monitor is intelligent enough to converse with sentient
  beings. When encountered along the surface, or sitting under
  water, make a reaction roll. The visitors need to provide their
  own form of communication – telepathy or magical mind-link-
  ing is best. They could also employ gestures, but at a penalty of
  -4 owing to the extreme difference in species. The monitor will
  warn the outsiders to leave the tribe alone. On a reaction of
  Good or better, it describes the brief lifespan of the crayfen in
  an attempt to elicit sympathy. If the adventurers appear threat-
  ening, the monitor summons the warriors to attack.
  THE NULL PERIOD
  The monitor sleeps for just three hours each night. During
  this time, the psychic link weakens, affecting the warriors and
  the divers.
  From midnight to 3:00 a.m., the warriors are free to give in
  to their Bestial, Bad Temper, and Berserk disadvantages. If
  they encounter prey at this time, or engage in combat, a self-
  control roll is required to prevent them from making All-Out
  Attacks on every human in sight (or even attacking each other).
  This occurs only if something provokes the warriors, such as a
  late-night patrol of the area stumbling on a campsite.
  CREATURES OF THE NIGHT, VOL. 5
  3
  CRAYFEN
  A tribe of fish-men, stuck on
  the brink of extinction. 
  
  Note that only some of the warriors leave the lair at night.
  A few packs of three or four might sneak along the coast; the
  rest of the warriors are back in the water.
  The divers give in to their Cowardice and may wander far
  from the tribe. During the null period, any diver who encoun-
  ters a threat must make a self-control roll to avoid swimming
  away as fast a possible. By the time the diver comes to its
  senses, it could be miles from the tribe. A team of warriors will
  be sent by the monitor to bring the diver back home.
  OFFSPRING AND EVOLUTION
  The moment the pod hatches, the newborn crayfen swim
  upward to the open water. The rest of the tribe greets them and
  welcomes them into the world.
  The full-grown creatures then swim down to the bottom of
  the sea, find a suitable location for a new pod, and grasp each
  other, forming a tight mass of scales and fins. They die in this
  embrace. From their bodies, a new pod of eggs is born.
  The litter is born casteless, but within a week, they grow to
  full strength and comprise 2d+23 warriors, two or three divers,
  and one monitor. A full-size litter has at least half a dozen runts
  who die early. Once fully grown, the newborn monitor estab-
  lishes contact with the tribe and instructs the divers to inspect
  the new pod. The tribe gathers for a funeral ritual, honoring
  the past generation.
  If the pod was overfed or it sat over a particularly intense
  source of heat, the new tribe is larger than the last, by as much
  as 50%. The reverse is also true: A low-powered heat source 
  or a limited diet reduces the population of the next generation
  to as little as half the size.
  If the source of heat is unusual (such as a damaged magic
  item leaking mana, or a barrel of smoldering uranium), the
  new tribe could have special traits. For example, the monitor
  can cast spells, the divers are hemophiliacs, all members of the
  tribe can regenerate 1 HP per hour while underwater, the war-
  riors have the Lunacy disadvantage, and so on.
  If one diver is killed, the remaining divers have to work
  harder. A tribe without any divers – or a monitor – dies unless
  the new generation is born soon. The pod can get through one
  day without food before it dies, so if the tribe loses its key
  members less than 24 hours before the litter hatches, the
  young will survive but may be weaker due to malnourishment.
  THE UNDERWATER VILLAGE
  If the tribe’s home is perfect, allowing them to give birth to
  hundreds of new generations, they begin to build a village
  under the waves. They carve chambers and columns from the
  rocky sea floor. Each section is inscribed with symbols and
  connected by corkscrew tunnels.
  The crayfen are not natural masons or artists, so the work
  takes years. But as long as each new monitor can maintain
  continuity between generations, the construction is eventually
  completed, resulting in a singular, crayfen-esque habitat.
  USEFUL SKILLS
  DURING ENCOUNTERS
  The most obvious water-related skills are Swimming, Div-
  ing Suit or Scuba, and Boating. Breath Control, Shiphandling,
  and Fishing are useful as well. Submarine and Submariner
  suit modern underwater adventures; to detect a crayfen tribe
  with scanning devices, roll against Electronics Operation
  (Sonar). Those who choose a confrontational approach may
  prefer Explosives (Underwater Demolition) or Crossbow
  (Speargun); see GURPS High-Tech (p. 201) for the latter.
  Those searching for a tribe can use Hidden Lore (Oceanic)
  or Occultism while they examine a suitable body of water. Add
  +1 to +3 if the person is also skilled in Biology (Marine Biol-
  ogy), Navigation (Sea), or a salt-water specialty of Survival.
  ADVENTURE IDEAS
  The crayfen are limited to deep-water bodies close to a
  steady source of food. If they are encountered in water that
  seems too shallow, they have their dwelling place in a deep
  cave at the end of a narrow passage.
  Tribes prefer lairs in the sea, close to an active port. If they
  dwell no more than a few miles from the docks, they will have
  plenty of victims sailing over their hiding spot. Ships that
  anchor just outside of the port will be in grave danger.
  The Specimen (20th-Century Horror;
  Near-Future Horror)
  The characters work in a laboratory on the edge of a vast
  marsh. One of their co-workers returns from the field with an
  incredible specimen: a crayfen diver. After a thorough exami-
  nation of the creature’s physiology, they discover that it is dying.
  This discovery leads to more questions about the nature of
  the crayfen, so they organize an exploratory party and head
  into the marsh. At the early stage of the mission, the scientists
  in the group disagree about how to treat the crayfen. Some of
  them see the creature as an animal to be dissected, but others
  want it treated as an intelligent being.
  When they meet the tribe, these divisions become more
  intense. The heroes must deal with this subplot as they carry
  out their dangerous work. If they want to protect the crayfen,
  they could establish a bond of trust with the monitor. If they
  want to destroy or capture the tribe, the adventure will focus
  on combat rather than interaction and investigation.
  CREATURES OF THE NIGHT, VOL. 5
  4
  Human Prey
  Crayfen can live without humans, relying instead on
  wild pigs, stray pets, dolphins, and other animals. But
  Homo sapiens tend to be the closest source of red meat,
  as well as being particularly appealing to crayfen taste
  buds. When the warriors hunt humans, the monitor
  advises them to snatch one person at a time, quietly.
  Coastal campsites are good targets. The warriors tear
  into a tent or set simple traps in the forest to catch hikers.
  Campers must win a Quick Contest of Perception (or Per-
  based Traps) against the crayfen’s Traps to avoid them.
  Warriors can climb aboard passing ships at night,
  snatching a lone sailor as he watches the stars. If a small
  craft is anchored over their lair, they attempt to sink the
  vessel and devour the entire crew.
  At any point in history, at least one cult or primitive
  culture performs ritual sacrifices to a crayfen tribe. The
  ceremonies provide a steady source of food.
  
  CREATURES OF THE NIGHT, VOL. 5
  5
  The plot can take several different turns: The scientists
  could capture the entire tribe, the tribe could capture the sci-
  entists, or the heroes could help the crayfen.
  The tech level of this adventure should have a significant
  effect on the temperament of this scenario’s participants and
  the resources they can use. If they are in the early 20th century,
  their scientific background gives them a more rigid (and upper-
  class) interpretation of the world than the scientists of later
  decades. At the other end of the spectrum, in the near future,
  they have a broader understanding of the diversity of the natu-
  ral world. In their professional lives, they deal with issues of
  funding (including directing their research toward profitable
  results) and have more diversity in their group.
  Powderburn Bridge 
  (Modern-Day Horror; Weird War II)
  Powderburn Bridge is used by soldiers, shipping compa-
  nies, and commuters. It passes over a wide, deep river. Years
  ago, toxic-waste containers fell from a truck and sank to the
  bottom of the riverbed. A tribe of crayfen has moved in, using
  the heat of the leaking barrels to grow new egg pods. For food,
  they attack lone travelers on the bridge, passengers on boats,
  and hikers along the riverbank.
  The PCs are paranormal investigators who are contacted by
  a man seeking their help. He survived an attack on the river-
  bank, but his friends were captured by the crayfen. He asks
  them to help.
  If the heroes take the case, the first phase of the adventure
  is the investigation of the area. The detectives can use
  Naturalist or an appropriate version of Survival to learn more
  about the river itself, Forensics and Tracking to find details
  about the attacks, and Area Knowledge and Engineer (Civil) to
  get details about the bridge.
  The second phase begins when the crayfen notice the group
  and decide to attack. The creatures make sure their attacks are
  secretive – they won’t attack in broad daylight. The GM should
  give the crayfen a special trait of some kind, caused by the
  toxic waste. Choose an example from Offspring and Evolution,
  p. 4, or devise a new one.
  The final phase of the adventure is the struggle to destroy
  the tribe. If the heroes need help, they could enlist the aid of
  someone else who uses the bridge, such as the head of a ship-
  ping company or soldiers at a nearby military base.
  WARRIOR
  ST 13; DX 11; IQ 7; HT 13.
  Will 13; Per 10; Speed 6.00; Dodge 9; Move 6 (Land/Water).
  SM 0; 160 lbs.
  Traits: Amphibious; Appearance (Hideous); Bad Temper (Mit-
  igator, Monitor’s telepathy); Berserk (Mitigator, Monitor’s
  telepathy); Bestial (Mitigator, Monitor’s telepathy); Blunt
  Claws; Cold-Blooded (50º); Dead Broke; Dependency
  (Immersion in water; Daily); Discriminatory Smell; Doesn’t
  Breathe (Gills); Duty (Tribe; 15 or less); Hidebound; Infrav-
  ision; Obsession (Birth of the next generation) (6); Odious
  Racial Habit (Eats humans); Pressure Support 1; Sharp
  Teeth; Terminally Ill (Three months).
  Skills: Axe/Mace-14; Area Knowledge (Coast or Dock)-13; Area
  Knowledge (Tribal area)-14; Blowpipe-11; Bolas-13; Brawl-
  ing-13; Knife-12; Net-11; Physiology (Human)-12; Survival
  (Island/Beach)-12; Survival (usually Deep Ocean Vent)-13;
  Swimming-17; Tactics-12; Traps-14.
  DIVER
  ST 11; DX 12; IQ 8; HT 14.
  Will 13; Per 12; Speed 6.5; Dodge 9; Move 6 (Water)/3 (Land).
  SM 0; 140 lbs.
  Traits: Accessory (Light); Amphibious; Blunt Claws; Cold-
  Blooded (50º); Cowardice (Mitigator, Monitor’s telepathy)
  (6); Danger Sense; Dead Broke; Dependency (Immersion in
  water; Hourly); Doesn’t Breathe (Gills); Duty (Tribe; 15 or
  less); Flexibility; Hidebound; Infravision; Mind Reading
  (Melee, C; Racial; Vague); Mindlink (Pod); Obsession (Birth
  of the next generation) (6); Odious Racial Habit (Eats
  humans); Pressure Support 2; Sensitive Touch; Sharp Teeth;
  Slippery 3; Terminally Ill (Three months); Ugly.
  Skills:
  Area 
  Knowledge 
  (Tribal 
  area)-14; 
  Diagnosis
  (Eggs/Newborns)-13; First Aid-13; Housekeeping-14; Sur-
  vival (usually Deep Ocean Vent)-16; Swimming-15.
  MONITOR
  ST 10; DX 10; IQ 13; HT 13.
  Will 13; Per 13; Speed 5.75; Dodge 8; Move 5 (Water).
  SM 0; 180 lbs.
  Traits: Cold-Blooded (50º); Common Sense; Dead Broke;
  Dependency (Immersion in water; Hourly); Doesn’t Breathe
  (Gills); Duty (Tribe; 15 or less); Infravision; Less Sleep 5;
  Mind Reading (Long-Range 1; Multiple Contacts; Racial);
  Mindlink (Tribe); Obsession (Birth of the next generation)
  (6); Odious Racial Habit (Eats humans); Pressure Support
  1; Racial Memory (Passive); Semi-Aquatic; Telesend
  (Broadcast; Racial); Terminally Ill (Three months); Ugly.
  Skills: Area Knowledge (Tribal area)-14; Detect Lies-12; Diplo-
  macy-14; Leadership-15; Psychology (Crayfen)-13; Survival
  (usually Deep Ocean Vent)-14; Swimming-15; Tactics-13.
  Tribal Divisions
  With every passing year, the chance of a tribal split
  increases. The split occurs when the dying monitor, in a
  spontaneous decision during the greeting ceremony,
  swims away, taking as many old and newborn tribe mem-
  bers with it as possible. If it can find a suitable location
  quickly, the monitor establishes a new tribe before it dies,
  leaving behind a smaller than normal egg pod. One of the
  hatchlings grows to become a monitor, one or two are
  divers, and the rest are warriors.
  New tribes are found close to their old home – they
  cannot travel very far, and the features of the former
  home (types of prey and a suitable spot for the egg pod)
  likely exist within a few miles. This leads to tribal wars. If
  the two tribes come into contact, they attack each other
  out of evolutionary rivalry.
  In this way, adventures can involve more than one
  tribe. The heroes could be caught in the middle of a war,
  forcing them to choose sides – or fight both tribes at once.
  In this case, give each tribe a distinctive physical feature,
  such as pale yellow skin or an extra pair of arms.
  
  The dreadstalk is a top-heavy plant that stands 10 feet tall.
  Its roots look like wrinkled tentacles, colored green and brown.
  When humans or animals approach, the creature’s giant
  mouth bursts open. Two dozen long spines peel away from the
  trunk and lash out. It can attack with up to three spines at once
  for 1d impaling damage each. The dreadstalk then bends over
  to bite its impaled prey, swallowing the victim whole.
  The creature’s body is made of dense but flexible vegetable
  material. Projectiles such as arrows and bullets stick in it with-
  out causing serious harm. Attacks with blunt or bladed hand
  weapons have full effects, however.
  If the dreadstalk is attacked from a distance, it return fire
  with its spines. It reserves this tactic for desperate situations,
  because each spine requires one week to grow back. It typically
  waits until it has been reduced to 1/2 HP or worse by ranged
  attacks before launching its spines at the source. The plant can
  shoot up to three spines at once, but it always reserves at least
  three or four for close combat defense.
  The plant has two sensory organs, at either end of its body.
  Its roots can detect the passive tremors caused by hooves,
  boots, and wheels. At the top of its “head,” it uses a fat lump to
  sniff the air. This olfactory organ has a very acute sense of
  smell, enabling the dreadstalk to differentiate between familiar
  and foreign animals in the area. Its sense of smell also is used
  to determine the nutritional value of prey wandering nearby –
  it can sense the number of animals, their basic diet, and
  whether they are warm- or cold-blooded.
  TREASURE UNDER
  THE ROOTS
  The dreadstalk digests its food slowly, dissolving soft tis-
  sue from bones. All hard materials are deposited under 
  the roots, into a pit created by a secretion of its acidic fluid.
  If the dreadstalk stays in the same location for weeks, it
  accumulates a cache of bones, jewelry, weapons, and other
  undigested materials.
  Once the cache fills up, the dreadstalk slowly and labori-
  ously crawls away. Its roots carry it at one yard per minute
  along the ground to a new location. (As this is exhausting for
  the plant, it travels no more than 200 yards per day.) Before
  leaving, the creature covers the pit. The undigested objects
  become hidden treasure.
  PLANT COLLEGE SPELLS
  A mage who knows spells from the Plant College can use his
  talents to injure, manipulate, or heal the carnivorous plant. For
  example, a mage who casts Shape Plant can inflict 2d of dam-
  age per strike, and Wither Plant kills the creature if it fails to
  resist with HT. Blight doubles the time it takes for spines to
  grow back and makes it impossible for the plant to move.
  The Seek Plant spell can find the nearest dreadstalk in
  range. Plant Vision allows the mage to see what sort of meal it
  is currently digesting; on a critical success, the top layer of the
  cache is visible as well. The mage can enslave the dreadstalk by
  casting Plant Control, force it to move using Animate Plant, or
  speak to it with Plant Speech.
  Bless Plants doubles the speed at which spines return and
  gives the dreadstalk Move 1 for as long as it remains in the area
  of effect. Heal Plant instantly brings the dreadstalk back to full
  HP; this does not regenerate any spines, but a casting of Plant
  Growth can do so instantly. Rejuvenate Plant returns a dead
  dreadstalk to life (unless it was reduced to -10¥HP) with -HP.
  REPRODUCTION
  A cluster of small seeds is embedded inside each spine.
  After missing a target (or falling out of the decomposing corpse
  of a victim), the spines shed their seeds. There is a 1 in 6
  chance that the cluster takes root, survives, and grows into a
  new dreadstalk.
  Newborns are thus usually found within firing range of the
  parent (or where their parent used to stand). The exceptions
  are those seeds from spines that stick into a wild animal with-
  out instantly killing it. The animal’s wounded run can carry the
  seeds miles away, allowing new dreadstalks to find a different
  type of terrain.
  CREATURES OF THE NIGHT, VOL. 5
  6
  DREADSTALK
  The dreadstalk can be described as “a SM +1 creature
  with a SM +3 head.” Attacks against its head are thus only
  -2 to hit. While it does not have a brain, such an attack (if
  successful) calls for a knockdown roll (p. B420) as usual.
  If the creature successfully bites a foe, the opponent
  takes 1d+1 cutting damage and is considered grappled. He
  can attempt to break free (p. B371) on his turn, but the plant
  is at +5 in the Quick Contest of ST. On subsequent turns, the
  dreadstalk can either do its full biting damage again (this
  does not require an attack roll) or attempt to engulf the
  opponent completely. Treat the latter as an attempt to pin
  (p. B370); the plant is at +6 in the Regular Contest of ST,
  assuming the foe is SM 0 and has at least one hand free.
  Success means the foe is trapped, continues to take biting
  damage, and can only attempt to break free (as above) once
  every 10 seconds!
  See Teeth (GURPS Martial Arts, p. 115) for more details.
  A carnivorous plant with 
  a giant mouth and impaling spines.
  The Better to Eat You
  
  USEFUL SKILLS
  DURING ENCOUNTERS
  To identify a dreadstalk while it is waiting with its
  mouth closed and spines pulled in, roll against Observa-
  tion (to notice something “off”) or Naturalist (to recognize
  that this is no normal plant). If a person knows what a
  dreadstalk is (from personal experience or second-hand
  information), he can roll against Gardening or Herb Lore
  as well. To locate a hidden cache that was left behind, use
  Prospecting or an appropriate version of Survival. One can
  sneak past a dreadstalk with a Quick Contest of Stealth
  versus its Per; Light Walk always adds its bonus here.
  ADVENTURE IDEAS
  Dreadstalks can be found just about anywhere, in any
  genre: the barrens of a post-apocalyptic world, in the lab-
  oratory of an Atomic Age mad scientist, a swamp on the
  edge of a fantasy kingdom, on a distant planet, or in the gar-
  den room of an abandoned spaceship.
  Before they are used, decide how many dreadstalks are
  encountered. Cinematic PCs optimized for combat may be
  able to handle two or three dreadstalks each, while more real-
  istic adventurers call for one plant for every two to three
  heroes, instead! When in doubt, the GM can use fewer dread-
  stalks, but set the encounter in an environment where more
  can be hiding if the fight is going too easy.
  Brown’s Greenery (20th-Century Horror)
  The PCs visit a plant store located at the bottom floor of a
  medium-sized building in the city. It is run by a rotund and
  red-faced man named Cleveland Brown. He has two assistants,
  his daughter (Goldie) and Dewey Howe. Dewey is a cringing
  young man with thick glasses.
  The characters are exterminators, called in by the landlord
  to clean out the building. They find strange creatures hidden
  inside the walls, the attic, and the cellar – for some reason, the
  building is packed with mutant rats, little gremlins, and other
  supernatural pests. On the ground floor, where Brown’s
  Greenery is located, they discover a dreadstalk. Brown has
  been feeding customers to the plant.
  Throughout the investigation, Goldie and Dewey are under-
  foot. Dewey wants to help, but he gets in the way most of the
  time. Goldie acts dumb, but she is
  quite intelligent once the party
  gets to know her.
  The adventure ends that night
  when the group is trapped inside
  the store. Cleveland knows they
  might find out what he has been
  doing, so he locks them in with
  the dreadstalk. If the heroes are in
  danger of being killed, they could
  be saved by Goldie or Dewey.
  The Grassland 
  Guild (Fantasy)
  While traveling through a
  field, the adventurers find some
  townsfolk on their way to destroy
  half a dozen dreadstalks. The villagers’ cows were eaten by the
  creatures when the livestock wandered away.
  If the heroes accompany the angry mob, they meet a trio of
  mages dressed in green and beige robes, decorated with leaves.
  They are masters of the Plant College. They use the local fields
  and forests as their outdoor guildhall. Although they understand
  the concerns of the villagers, their devotion to the vegetable
  world forces them to protect the giant carnivorous plants.
  The heroes can choose sides or try to find a compromise. If
  the villagers are not satisfied, they plot to kill the mages along
  with the dreadstalks. The mages defend themselves with spells
  and magic weapons if attacked. Any confrontation should take
  place near the dreadstalks – the source of the conflict. If 
  the PCs attempt to maneuver the clash away from the dread-
  stalks, some of the mages may use Plant Form to become
  dreadstalks! Every two spines fired translates to -1 FP when
  the mage returns to human form.
  DREADSTALK
  ST 15; DX 9; IQ 4; HT 12.
  Will 10; Per 12; Speed 5.25; Dodge: 3; Move 1/60.
  SM +1; 350 lbs.
  Traits: Blindness; Deafness; Dependency (Soil/Water; Con-
  stantly); Discriminatory Smell; Extra Attack 1 (Bite); Impal-
  ing Attack 1d (Can be used ranged or as
  melee C-2 attacks; Limited Use, Spe-
  cial; Rapid Fire, RoF 3); Injury Tol-
  erance (Homogenous, No Blood, No
  Eyes); Invertebrate; No Manipula-
  tors; Semi-Sessile*; Sharp Teeth;
  Universal Digestion; Vibration Sense
  (Air); Wild Animal (with Mute).
  Skills: Brawling-15; Innate Attack
  (Projectile)-15.
  * A new option for No Legs
  (p. B145), worth -30 points: For the
  most part, you are Sessile, but you
  can transport yourself very slowly
  when necessary. You can move one
  yard per minute; this is considered
  paced running – roll HT every
  minute or lose 1 FP.
  CREATURES OF THE NIGHT, VOL. 5
  7
  Cache Contents
  If someone find a dreadstalk cache, what’s inside? Although
  mostly bones fill the hole, the debris hides several items.
  In a fantasy world, the pit could hold coins, gemstones, a
  magic ring, jewelry, small knives, arrowheads, scraps of chain-
  mail, gauntlets, an axe blade, horseshoes, stirrups, or belt, pouch,
  boot, or shoe buckles.
  In the modern day, one might find bullets, damaged cell
  phones, keys, eyeglasses, a gold tooth, a compass, dog tags (either
  for a dog or a soldier), nails, small tools, wristwatches, a radio or
  MP3 player, a digital camera, a pocketknife, handcuffs, a hearing
  aid, a garden trowel, or belt or purse buckles.
  In the near future (including post-apocalypse campaigns), the
  cache may contain hand-held sensors, robot limbs, ultra-tech
  medical instruments, bionic body parts, a brain implant, a radia-
  tion scanner, or belt or satchel buckles.
  
  The gully dragon is a limber, aggressive reptile that lives in
  a dry riverbed. It can rise upright like a primate for brief peri-
  ods, standing eight to 10 feet tall. Its muscular tail is six feet
  long.
  The dragon leaps on animals that drink from pools of water
  in the riverbed. It feeds primarily on deer and coyotes, but it
  also attacks humans who enter its habitat. Although the gully
  dragon is large, it can sneak quietly to its prey before it
  pounces, jumping up to nine yards and then biting or clawing
  for 2d+1 impaling damage.
  It has large ears, like a bat, enabling it to hear faint noises
  at great distances. It is nearly impossible to sneak up on a gully
  dragon. Those trying tend to meet the dragon’s tail, which does
  3d crushing damage (but is at -2 to hit).
  When rain fills the gully, the giant lizard wallows in the
  muck along the edge, snoozing under a layer of mud as the
  river flows past. It snatches fish from the rapids like a bear
  until the water level subsides. The layer of mud makes the
  creature very slippery, giving it +2 to dodge grapples and
  attacks with blunt weapons.
  The creature has a non-magical breath weapon: a blast of
  dirty water. It collects water in its second stomach as it eats
  and drinks. If the stomach is full when the creature meets a
  threatening animal, it discharges a narrow jet of liquid mud
  that is as strong as a blast from a fire hose (2d crushing dam-
  age, Range 10/50). It can do this three times before running
  out, though it does not go out of its way to refill immediately,
  preferring to wait until its next meal.
  The lizards are encountered alone (roll of 1-4 on 1d), in
  pairs (roll of 5), or trios (roll of 6). Solitary gully dragons are
  overfed and stout. Pairs and trios share food, so they have
  slightly narrower bodies and can often hold only two “mud
  jets” each.
  BOUND AND TAMED
  The creature’s wild temperament can be suppressed. If the
  circulation of its blood is restricted, the gully dragon experi-
  ences a sudden drop in its metabolism. If its legs are clamped
  into manacles or its neck is constricted with a rope, the crea-
  ture stops moving, lowers its head, and purrs. It is instantly
  tamed and remains so as long as its restraints are in place.
  Once the restraints are gone and its blood flows freely, the gully
  dragon returns to its natural, aggressive state in 3d seconds.
  After a successful entangle attack using a lasso or similar
  weapon, roll against the creature’s Will; apply a penalty equal
  to the margin of success of the attack roll. If the creature
  makes its Will roll, it attempts to break out of the grapple – by
  biting the rope, snapping the chain, etc. This response could
  fling through the air anyone holding tight to the restraint.
  Should the Will roll fail, the gully dragon stops moving and
  its breathing slows. It can be controlled at that point using
  Animal Handling (Reptiles), influence skills via Animal
  Empathy, or appropriate spells.
  If the creature remains in captivity for an extended period,
  roll against the captor’s Knot-Tying skill or the manacles’
  HT+DR every few hours to check the bonds. If the roll fails, the
  rope or cuff has loosened and the dragon may make an imme-
  diate Will roll. Adventurers who want to keep the dragon under
  control should check the bonds regularly to be safe.
  ILL AWAY FROM HOME
  Outside its habitat, the gully dragon will expire from infec-
  tious diseases. The bacteria that grow in the stagnant pools of
  riverbed water interact with the giant reptile’s immune system,
  keeping it healthy. Without a steady infusion of these microor-
  ganisms, it gains a level of Susceptible to Disease every day, to
  a maximum of five levels. This weakness can be counteracted
  using magic and science. Healing spells are particularly useful.
  EGGS
  Once a year, each female gully dragon finds a mate and lays
  a cluster of six to 10 eggs. These eggs are hidden in a narrow
  passage in the gully, covered by underbrush and other debris.
  In embryonic form, the creatures are similar to real drag-
  ons. Once they hatch, this resemblance ends, but until then, a
  gully dragon egg can be used as if it were a true dragon’s egg
  for the purpose of spell components and alchemy. This makes
  gully dragon eggs very valuable to the right people!
  Mages familiar with gully dragons may have access to a spe-
  cial enchantment (see GURPS Magic, p. 16) using the
  Transform Other spell. This requires 1,000 energy and a gully
  dragon egg; if successful, it transforms the embryo inside into
  an actual dragon. When it hatches, it is an infant of a different
  species, ready to develop into a full-grown monster!
  CREATURES OF THE NIGHT, VOL. 5
  8
  GULLY DRAGON
  A giant lizard – with large ears, a mud-jet attack, and a
  fondness for muck – that can be captured and temporarily
  tamed.
  
  USEFUL SKILLS
  DURING ENCOUNTERS
  Anyone exploring a riverbed may find evidence of a gully
  dragon. Roll against Naturalist or an appropriate specialty of
  Survival to analyze the clues. Use Biology or Veterinary to
  understand why a creature is sick; the latter also can help cure
  it. Captured gully dragons are controlled using Animal Handling
  (Reptiles), as well as Teamster if used as draft animals.
  ADVENTURE IDEAS
  The gully dragon is usually found in its natural habitat,
  attacking unsuspecting passersby. Adventurers don’t have to
  kill it. They could try to capture it, drive it away, or attempt to
  gain its trust using spells or food.
  Outside the gully, the dragon is encountered as a pet, a
  guard, a beast of burden, or a mount. Its owner must bind the
  beast and counteract its weak immune system to keep the crea-
  ture healthy and under control.
  Hunters in the Cut 
  (Post-Apocalyptic Fantasy)
  The PCs must travel outside a walled village to find a miss-
  ing artifact. The item – a valuable battery array that the com-
  munity needs for power – was stolen by a local thief. He ran
  down in “the Cut,” a nearby gully that no one has the courage
  to explore.
  The heroes enter the wide riverbed, looking for the thief and
  the battery. They find human bones, dead animals, tangled vines
  . . . and a gully dragon. The creature leaps upon them and
  attacks. If they can respond with enough force, it retreats. The
  party can use this moment to return to the town and gather rein-
  forcements, or devise a plan on the spot to deal with the dragon.
  If they succeed, the battle coincidentally leads them to the
  missing artifact, lying on the other side of the Cut . . . next to
  the thief’s dead body.
  GULLY DRAGON
  ST 25; DX 15; IQ 5; HT 14.
  Will 13; Per 12; Speed 8.00; Dodge 12; Move 8.
  SM +3; 1,700 lbs.
  Traits: Bad Grip 2; Combat Reflexes; Crushing Attack 2d (Lim-
  ited Use, 3/day, Slow Recharge; Reduced Max Range, 1/2);
  Crushing Striker (Clumsy, -2 to hit); Discriminatory Hear-
  ing; Fangs; High Pain Threshold; Infravision; Parabolic
  Hearing 3; Perfect Balance; Reprogrammable (Must be
  bound); Semi-Upright; Super Jump 1; Susceptible to Dis-
  ease 5 (Mitigator, Dry gullies); Talons; Wild Animal.
  Skills: Innate Attack (Breath)-15; Jumping-15; Stealth-14; Sur-
  vival (Swampland)-13.
  CREATURES OF THE NIGHT, VOL. 5
  9
  Adventurers who want to keep a gully dragon under
  control should check the bonds regularly.
  Once in a great while, a gully dragon is born with two
  heads. Such a dragon also has an enlarged upper torso, with
  additional muscles to support the extra weight. The power-
  ful body has a double-sized mud-collecting stomach, which
  holds six shots at a time instead of three. This allows the
  dragon to fire one jet from each head, if it wishes to.
  A two-headed gully dragon uses the normal statistics
  with the following changes: Raise SM to +4. Add +2 to ST
  (and +1 to damage), Extra Head 1 (which includes Extra
  Tracking 1), and Extra Attack 1. The Limited Use on the
  Crushing Attack becomes 6/day. This challenging variant is
  suitable for especially tough, capable, or intelligent heroes.
  Better Than One
  
  Moon guires are corpses that lay under a black cloud at the
  bottom of a lake. The cloud – known as the spectral shroud – is
  a vague shadow, almost impossible to detect from the surface.
  It has a close symbiotic connection to the corpses.
  NIGHT ATTACKS
  When the sun sets, the moon guires come out from under
  the shroud, swim to shore, and begin hunting for human vic-
  tims. They move quietly through the area near the lake. If any-
  one makes eye contact with a moon guire, the creature
  vanishes – its body disappears instantly, reappearing in slum-
  ber under the cloud. For this reason, the moon guires instinc-
  tively hide themselves when watching someone.
  They try to grab victims and drag them back to the water
  without being seen, but this is difficult. They have to cover the
  victim’s eyes, knock them out, or hold their head so they can’t
  see who is attacking them. Their bodies are adapted for this –
  treat them as ST 19 for grappling purposes.
  On nights of the full moon, the moon guires do not vanish
  when gazed upon. Rather, they become particularly aggressive
  and attack anyone who sees their eyes. If they cannot sneak up
  on someone, they may make All-Out Attacks (Determined) to
  the face to knock out their quarry, striking for 1d+1 crushing
  damage. If their prey successfully fight back, the creatures flee
  to the water.
  The moon guires drown their victims under the spectral
  shroud. The shroud envelopes the body, drains its soul, and
  creates a new moon guire. This process takes 1d+3 hours, giv-
  ing friends a chance to rescue the body before the transforma-
  tion is complete.
  The moon guire’s skin is covered in a thin sheath of slippery
  fluid – the residue of the slime at the bottom of the water, made
  magical by the spectral shroud. When the creatures walk, the
  slime drips down, and they leave footprints that glow in the
  moonlight. These fade within a few minutes but last long
  enough to attract the attention of anyone nearby.
  SEPARATION AND DECAY
  If a moon guire fails to grapple a victim or run away, it
  could be captured. However, without its regular hibernation
  under the spectral shroud, it decays rapidly. The creatures
  loses 1d HP every 5 minutes after the sun rises. At -HP, it crum-
  bles to dust.
  RESTORATION
  The spectral shroud can be touched and divided, like a blob
  of algae hovering over the lake bed. It holds the spirits of the
  moon guires and can be used to drive them away or cure them.
  If a moon guire touches the shroud (or even a container hold-
  ing a piece of it) while outside the water, it regains its soul. It
  suddenly transforms, turning into the person it was when it was
  killed. The newly resurrected person is in critical condition; treat
  him as mortally wounded (p. B423) at -HP. Due to the shroud’s
  preserving effects, invasive surgery may not be necessary; care-
  takers can substitute Physician or First Aid-5 to stabilize the 
  former guire. If successful, the person’s skin gradually grows
  back and he regains his appearance as he heals and recovers.
  Note that this recovery could take place a long time after
  the person turned into a moon guire. They could emerge into
  a world they don’t know.
  Moon guires are aware of this weakness, at least subcon-
  sciously, so they avoid any contact with the shroud outside the
  water. Thus, anyone who holds a piece of the shroud (in a con-
  tainer of some kind) is safe from moon guire attacks.
  THE MOVING CLOUD
  If all of the moon guires are on the surface, looking for vic-
  tims, the cloud can teleport to a different body of water, some-
  thing close by. It could move to a pond, a slow-flowing river, or
  even an abandoned swimming pool. If it does, the moon guires
  sense its new location instantly; they know they have to travel
  to a different place to find the cloud.
  The cloud performs this act for its survival. Like an insect
  that leaves a damaged hive, it understands that there is a time
  to relocate.
  HORDES OF
  SLIPPERY CORPSES
  If the Game Master wants to make moon guires more dan-
  gerous, they can be encountered in hordes. There are two ways
  to do this. One method is to assume that the spectral shroud is
  gigantic, covering dozens of corpses (4d+20) who are ready to
  stalk the surface world when the sun goes down. Adventures
  with this large of a group will lead to widespread panic and the
  need for special attacks and defenses to deal with the crea-
  tures. Their presence in the area will be well-known (or at least
  the topic of passionate local rumors) because of their numbers.
  The second option is to have a normal-sized spectral cloud,
  but it is able to replicate moon guires at will. Replicated moon
  guires have the same appearance; they are clones of a single
  corpse. The locals experience just as much fear as with a gigan-
  tic shroud, but the source is harder to find because it is small.
  IN THE DEEP
  It is possible to encounter a pack of moon guires out at sea.
  In deep water, far from land, they sleep under a spectral shroud
  that covers a much larger area than in their more common, shal-
  low habitat. The shroud generally floats about 100 yards below
  the surface; the creatures swim up from underneath it (taking
  about 20 seconds) when they sense a ship coming in their direc-
  tion. They then climb aboard and attack everyone.
  CREATURES OF THE NIGHT, VOL. 5
  10
  MOON GUIRE
  Zombies that live in water, rise
  at night, and look for victims to
  drown.
  
  This type of moon guire can be added to ocean-going cam-
  paign when the characters discover an empty ship, adrift on
  the sea. There is evidence of what happened – or a single sur-
  vivor can be found, hiding in the ship’s hold. That night, the
  moon guires come back to grab more victims.
  Deep-sea moon guires use the normal statistics but add
  Pressure Support 2 and Vibration Sense (Water; Long-Range
  1). They can perceive movement around them with much
  greater accuracy than their shallow-water counterparts; this
  sense enables them to detect approaching ships, locate over-
  board victims from a vantage point just below the surface, and
  avoid hostile marine animals.
  USEFUL SKILLS
  DURING ENCOUNTERS
  If an attack takes place in the water, the adventurers need
  Swimming and Breath Control to escape. Diving Suit or Scuba
  is useful for exploring the bottom of the river or lake.
  Observation, Survival (Bank and River/Stream), and Tracking
  help with the investigation of an area.
  ADVENTURE IDEAS
  The moon guires are meant for use in relatively simple,
  combat-based encounters. Although a GM could construct a
  plot around them, they serve better as a secondary element of
  a larger adventure.
  As the GM prepares to introduce the moon guires into the
  adventure, decide what type of water body the cloud rests in.
  The range of possibilities depends on the campaign. In a mod-
  ern-day world, for example, the moon guires could rise out of
  a river, pond, swimming pool, water tower, or sewage pool.
  Then decide how many moon guires are under the cloud,
  and what type of victims they will encounter. There could be
  just two or three moon guires, quietly sneaking through a
  neighborhood at night. Or, there could be 
  30 of them, rising from a lake to attack
  everyone in a nearby campground.
  Recent victims of a moon guire attack
  will not have the same degree of decom-
  position as the others. As a result, the
  creature’s face could resemble its former
  self. GMs who want to add a dramatic
  touch to the adventure can allow an NPC
  (or one of the PCs) to recognize a moon
  guire. This can provide the heroes with a
  motive to cure the monster instead.
  To determine if someone can recog-
  nize the creature, make a Per roll with a
  penalty of -1 for every day since its
  death. In addition to the recognition, a
  successful roll causes a Fright Check.
  The Outsiders 
  (Modern-Day Horror)
  The party is camped out by a lake
  (perhaps as part of an investigation, or as
  relaxation on their off-time). A local man
  with whom they’ve made friends, feeling
  bored as the sun goes down, ties a pail to
  a rope and drags it along the lake bottom.
  He accidentally pulls up part of the spectral shroud and leaves
  the bucket near the characters.
  Under the full moon, the moon guires come out of the water.
  They get close to the group, sense that they have the piece of the
  shroud, and walk away to find more suitable victims.
  If the adventurers follow the creatures, they witness the
  zombies sneaking through the dark and attacking people.
  However, as long as they carry their piece of the shroud (and
  they stay close together), they are safe.
  The moon will be full for two more nights. Trying to explain
  the situation to anyone else elicits stares of disbelief or amuse-
  ment. If they can trick the moon guires into touching the con-
  tainer that holds the piece of the shroud, they can restore those
  people to their former life.
  MOON GUIRE
  ST 15; DX 9; IQ 6; HT 12.
  Will 13; Per 11; Speed 5.25; Dodge 8; Move 5.
  5’–6’; 90 lbs.
  Traits: Amphibious; Ap -
  pear ance (Monstrous);
  Detect Shroud (Long-
  Range 
  1); 
  Doesn’t
  Breathe; Dread (Shroud);
  Feature (Can be reborn);
  Fragile (Unnatural); Im -
  munity to Metabolic
  Hazards; Injury Toler-
  ance (Unliving); Lifting
  ST 2; Metabolism Con-
  trol 10 (Under shroud
  only); Obsession (Drown
  victims) (6); Slippery 1;
  Trademark (Simple; Foot -
   print lingers in moon-
  light); Unaging; Warp
  (Anchored, Shroud; Un -
  conscious Only; Uncon -
  trollable); 
  Weakness
  (Daylight; 1d per 5 min-
  utes).
  Skills:
  Brawling-12;
  Stealth-14; Swimming-
  15; Wrestling-13.
  CREATURES OF THE NIGHT, VOL. 5
  11
  Nerlochs and 
  Moon Guires
  The spectral shroud could be the offspring of Anagon,
  the sleeping god from Creatures of the Night, Volume 1.
  If you want to link the creatures, assume that Anagon’s
  dreams manifest as a fluid at the bottom of lake beds,
  ponds, and swamps. The shroud’s power is drawn from
  Anagon, creating moon guires in a way that is similar to
  the sleeping god creating its Nerloch servants.
  If the adventurers encounter both pairs of symbiotic
  creatures, they could exploit their knowledge of one to
  deal with the other. Roll against Occultism or Hidden
  Lore (Undead) to make the connection.
  
  The suit of armor standing in the corner of a mage’s cham-
  ber may not be what it appears. When the sun sets, the metal
  form awakens to serve its master. The golem moves with a fluid
  grace, dressed in a cloak and armed with a dagger or garrote.
  CONSTRUCTION
  AND ACTIVATION
  The creation of a stealth golem requires a clockwork body
  of exceptional quality to be constructed within a suit of light
  steel armor. If the mage is building one by himself, see Gears
  and Steel (p. 13) for details. Most enchanters, however, com-
  mission a golem body from a renowned engineer. If this is a
  unique creation, the engineer charges at least $100,000 and
  takes 1d months to build it. Where stealth golems are fairly
  common, reduce this to $20,000 and 2d weeks.
  Once the body is ready, the mage casts the Golem spell
  upon it, at a cost of 1,000 energy. Two special ingredients are
  necessary: a Powerstone and the blood of a vampire.
  The Powerstone is installed in the head or torso, to provide
  magical fuel. It must have at least 10 points of energy; incor-
  porating larger (20+ energy) Powerstones is common. Every
  night of activity drains two points from the stone. Since it
  recharges one point per day (in a normal mana area), this
  means the stealth golem can be active for a number of nights
  equal to the capacity of the Powerstone, after which it needs to
  rest and recover. It rarely pushes itself to that point; see
  Abilities and Limitations, below.
  The vampire’s blood – sometimes called ichor – flows from
  joint to joint, circulating under the metal skin like mercury. It
  infuses the golem with supernatural strength and the vampire’s
  nocturnal schedule.
  ABILITIES AND LIMITATIONS
  The creature is an expert thief, untroubled by morality or
  greed. It is adept at silent entry of secured rooms, snatching
  items, and disarming traps. In combat, the golem strikes
  killing blows from the shadows, typically armed with a fine
  long knife (4d-1 cut or 2d+1 imp). It retreats the moment it
  senses it is in peril.
  During daylight hours, a weakness of vampires afflicts the
  golem: In direct sunlight, it is completely paralyzed. If it stays
  in the shadows (or under a cloak) between dawn and sundown,
  it can move, but it loses its agility and acute senses.
  For similar reasons, the golem cannot let its Powerstone
  grow too weak. If the stone falls below 1/3 of its maximum
  energy, the creature suffers the effects of daylight, regardless of
  the actual time. A stealth golem with a weak Powerstone flees
  to safety as soon as possible, before its lethargy drags it down
  to a dangerous level.
  It can stash small items inside its body, under disguised
  metal flaps. These compartments can carry stolen jewelry,
  gems, and other valuables. The torso has a single holding com-
  partment the size of a shoe box, which can hold approximately
  four pounds. Each limb has a compartment the size of a paper-
  back book, able to contain up to one pound apiece.
  IMPROVING SKILLS
  By performing the same act again, the stealth golem’s mag-
  ical mind calculates which movements earned the best results.
  Given the opportunity to pick the same lock or climb the same
  wall, its skill level increases.
  For every repeated act that succeeds, raise the creature’s
  skill by one level. This applies exclusively to that specific lock,
  wall, trap, etc. After level 20, the rate of increase slows to one
  level for every five repeated successes.
  Game Masters can avoid detailed record-keeping by simply
  giving the golem a default level of 20 for any act is has obvi-
  ously performed many times before on the same target, or level
  25 for an act it has repeated every night for months.
  CLAIRSENTIENCE LINK
  The stealth golem can optionally be enchanted to act as the
  eyes and ears for its owner. This requires providing the golem
  with one or more of the following spells: Wizard Ear, Wizard
  Eye, Wizard Hand, Wizard Nose, or Wizard Mouth. When the
  desired spell offers two different enchantment costs, use the
  least expensive one.
  The wizard can rely on castings such as to see through its
  mechanical servant as it burglarizes homes in the night. Unlike
  the spells listed under Temporary Strength (p. 14), the energy
  cost for these spells is paid by the caster, who may use one of
  his own personal Powerstones to do so.
  EXTRA GADGETS
  With the added expense of time and money, the creator can
  equip his stealth golem with the following gadgets. They are
  built from clockwork but powered by magic. Each of these
  devices is small and hidden from view until it is used. The
  energy cost is added to the cost to enchant the golem
  (Construction and Activation, above), while the monetary cost
  is paid to the engineer who builds it. Halve the dollar cost if the
  mage is building the body himself.
  Retractable Spines: Treat as Long Spines (p. B88). Requires
  an additional 20 energy and $3,000.
  CREATURES OF THE NIGHT, VOL. 5
  12
  STEALTH GOLEM
  A nocturnal clockwork thief that improves its skills through repetition.
  
  Hot Finger: Useful for melting locks and igniting fires,
  the finger becomes red-hot after two seconds – enough to
  do 1 point of burning damage per second. Requires an
  additional 10 energy and $1,000.
  Dart-Gun: This is a small blowgun that fires a single
  dart, mounted in the golem’s forearm. The dart is pro-
  pelled by a magical burst of air. Its stats are Damage 1d-2
  pi-; Acc 3; Range 100; RoF 1; Shots Varies; Bulk -2. The
  dart can carry one of the four following toxins, deter-
  mined when the golem is created: Blinding venom
  requires a HT-3 roll; failure blinds the subject for minutes
  equal to the margin of failure. Disorienting venom
  requires a HT-3 roll; failure dazes (p. B428) the subject for
  minutes equal to the margin of failure. Poison does an addi-
  tional 1d of toxic damage per 10 seconds for the next minute.
  Tranquilizer requires a straight HT roll; on a failure, the victim
  falls unconscious.
  This adds 5 energy and $500 for each dart that the stealth
  golem can load, plus an additional 40 energy and $6,000 for
  each type of toxin the golem can use. The blowgun can be
  reloaded with normal darts; this takes 3d minutes.
  Smoke Screen: The golem can create a thick cloud of nox-
  ious smoke around itself in two seconds. Vision is impossible
  through the cloud (for others and for the golem). This allows it
  to obscure the area and escape – or make a sudden attack by
  leaping out of the cloud. This requires an additional 20 energy
  and $3,000 for each time it can be used per day.
  USEFUL SKILLS
  DURING ENCOUNTERS
  To notice something out of the ordinary about a motionless
  stealth golem, use Armoury (Battlesuits or Body Armor), Thau-
  matology, or Weird Science. If it is in motion, a successful use
  of Body Language or Observation reveals
  that there is no person inside.
  To analyze the scene of a crime, use
  Forensics. Additional analysis of gath-
  ered evidence requires a roll against
  Criminology.
  Maintenance of the clockwork frame
  requires Armoury (Body Armor) and
  Mechanic (Clockwork). If the design uses
  uncommon metals, use Metallurgy.
  Technological spells can be devastat-
  ing in combat, especially Animate
  Machine, Glitch, Malfunction, and
  Shape Metal. A mage who knows what
  he’s dealing with can use Seek Machine
  to track down the golem. Note that
  spells like Machine Control and
  Machine Summoning have no effect, as
  the golem’s mind is too complex.
  ADVENTURE IDEAS
  Stealth golems are encountered in
  fantasy cities. They are the servants of
  mages, acting as guards or thieves. The
  adventure can pit the party on the side of
  the mage or in opposition. Locations for
  encounters include: the mage’s home, a wharf where a golem
  steals from ships, the homes of wealthy merchants, the city
  treasury, a cache of magic items in another mage’s vault, a tem-
  ple containing with valuable talismans, or a subterranean
  tomb filled with treasure.
  Stealth golems also can perform assassinations. This
  expands the range of adventures to plots against a king, mayor,
  or other important individual. The local assassins’ guild may
  be involved. Alternatively, the golem could be a free agent, on
  a mission to avenge the murder of its master.
  If the adventure includes the creation of the golem, the
  group could be hired by a mage to procure a Powerstone and
  vampire’s blood. Likewise, they could help the mage find a
  suitable engineer to build the body, which may require per-
  suading him to undertake such a strange project.
  Note that stealth golems are too heavy to swim, so any
  adventure featuring large water bodies should be played with
  this weakness in mind.
  Test of the Blade Guards (Fantasy)
  The characters are an elite group of guardsman or merce-
  naries (called “Blade Guards” by some folks). They may work
  for one of the merchants’
  guilds, for the city itself,
  or even as mercenaries
  under the steady employ
  of a particular person or
  organization.
  They are sent on a
  peculiar 
  mission. 
  The
  mages’ guild has discov-
  ered a handful of stealth
  golems that think they are
  human – someone created
  the mechanical men with
  self-awareness, enchanted
  them 
  with 
  a 
  Perfect
  Illusion 
  Disguise 
  (see
  GURPS Magic, p. 96), and
  set them free into the bor-
  oughs and alleys.
  As the Blade Guards
  carry out their detective
  work, 
  a 
  thunderstorm
  begins. The rain keeps
  coming down, steadily, as
  they locate one golem after
  another.
  CREATURES OF THE NIGHT, VOL. 5
  13
  Gears and Steel
  The creation of a clockwork body uses either the New Inven-
  tions rules (p. B473) or Gadgeteering rules (p. B475). The body is
  a Complex TL4 device with a “retail cost” of $50,000. The concept
  roll is against Engineer (Clockwork). The prototype roll is against
  the lower of Armoury (Body Armor) or Engineer (Clockwork).
  In a modern game, inventors can build a robotic body instead.
  Treat this as an Average TL7 device of the same cost that requires
  Engineer (Robotics) and Armoury (Battlesuits) instead.
  
  There are five golems to find. When confronted, they are
  confused and angered by the fact that they are not real
  humans. They always fight back, with a desperate violence.
  As the Blade Guards apprehend and destroy the golems,
  they learn the name of the mage who created them. Tyrell is a
  weather wizard, and he has gone mad. Through the complex
  enchantments that created the golems, Tyrell unleashed the
  unstoppable rain. They realize that the storm will flood the city
  if they do not complete their mission.
  In a twist ending, the Blade Guards might discover that
  they, too, are self-aware stealth golems.
  The Rose Bandit (Fantasy)
  A merchant guild hires a band of adventurers to guard a
  caravan as it travels into the city. The merchant guild is paying
  handsomely for any group of experienced warriors who will
  ride for a day to meet the convoy of wagons overloaded with
  valuables and escort it to the city gates.
  The threat to the caravan is a single masked bandit. He has
  stolen the most valuable gems and magic items from every car-
  avan that has passed through the area in the last three months.
  He always strikes at night. For reasons no one understands, he
  carries the strong, sweet smell of roses.
  The party rides out, passing through a small forest, over a
  bridge that spans a fast-flowing river, and through a wide dusty
  road at the bottom of a ravine.
  They rendezvous with the caravan, introduce themselves,
  and begin their service. They meet the other guards, the mer-
  chants, and the drivers. During their conversations, they learn
  that the bandit is expected to strike when the sun sets. They
  learn about his name, his methods, and his appearance. He
  wears a dark cloak, but anyone who gets close notices that 
  he wears a full suit of plate mail. More importantly, he moves
  far more quickly than a human burdened by that much armor
  normally would.
  A few of the guards seem look forward to it. Maybe they
  admire the thief, or they plan to kill him and collect a reward.
  When they reach the ravine at sundown, the bandit strikes.
  He moves fast, steals from one of the wagons, and escapes with
  a valuable pouch of jewelry. If the characters can’t stop him, they
  could pursue him into the wilderness. Should they catch him,
  they discover that he is a stealth golem. A quirk in his
  Powerstone creates the rose scent that surrounds him. After
  informing their employers, the merchants realize that the mages
  guild (or a single wizard in the city) is behind the robberies.
  If they cannot catch the bandit, the heroes continue with
  the caravan to the bridge and the forest. By talking with the
  other guards, they gather enough hints to notice that the
  guards are in the pay of someone – they are consciously letting
  the bandit escape. Should the PCs figure it out, they could 
  tell the merchants, keep the information to themselves, or join
  in the conspiracy.
  The stealth golem strikes at the bridge, and once more in
  the forest. The adventurers have these opportunities to try to
  stop him, play along with the guards, or any other option they
  decide to pursue.
  STEALTH GOLEM
  ST 21; DX 16*; IQ 11; HT 14.
  Will 13; Per 16*; Speed 9.00; Dodge 12*; Move 9*.
  SM 0; 300 lbs.
  Traits: Absolute Direction; Automaton; Cannot Float; Danger
  Sense*; Doesn’t Breathe; DR 4; Fragile (Unnatural);
  Indomitable; Machine; Night Vision 9*; Nocturnal (Can
  function weakly out of direct sunlight); Payload 1; Perfect
  Balance*; Reduced Consumption (Based on Powerstone);
  Reprogrammable; Single-Minded; Unaging; Unfazeable;
  Vacuum Support.
  Skills: Acrobatics-15; Brawling-18; Climbing-18; Cloak-15;
  Escape-16; Filch-16; Forced Entry-17; Garrote-18; Holdout-
  15; Knife-18; Lockpicking-16; Observation-16; Pickpocket-
  16; Search-17; Shadowing-14; Shortsword-16; Staff-16;
  Stealth-18; Tactics-12; Traps-14.
  * During daylight hours, the stealth golem has DX 10, Per
  10, Dodge 8, Move 5, and loses these specific advantages.
  Modify all skills accordingly.
  CREATURES OF THE NIGHT, VOL. 5
  14
  Reduced Size: Some casters may know how make golems
  that are only two feet tall. This version looks like a metal
  doll, weighs 20 lbs., and has SM -3 and ST 7. Cost to animate
  is 720 energy.
  Quirky: If the Powerstone has quirks (GURPS Magic,
  p. 69), they can affect the golem. These may influence its
  activity cycle (e.g., cannot function on holy days), behavior
  (e.g., will steal gold before anything else), physical traits
  (e.g., glows in moonlight), or immediate environment (e.g.,
  dogs and cats fear it).
  Non-Vampiric: There may be other creatures whose blood
  is as suitable as a vampire’s. The GM should restrict this to
  any rare, nocturnal, supernatural creatures found in the
  campaign world, and may wish to vary the traits acquired by
  the stealth golem as a result. For example, troll blood may
  add greater strength as well as a vulnerability to fire.
  Temporary Strength
  During the construction of the golem, the mage can
  add enchantments to the Powerstone before installation.
  The following spells are acceptable: Boost Dexterity,
  Boost Health, Boost Strength, Climbing, Grace, Might, or
  Vigor. The cost equals that of the standard magic item,
  not the “always on” variant.
  Once the golem is animated, it can use these spells on
  itself, drawing upon its internal Powerstone. Doing so
  drains vital fuel from the stone, however – see the Abilities
  and Limitations section (p. 12) for effects of this.
  Variant Stealth Golems
  
  Olivia brought me to the foot of the high-rise. We were in a
  neighborhood cluttered with garbage and people, a place where
  the slow rot of the city had taken hold. She gripped my forearm,
  pressing her fingernails into my skin.
  She pointed up. “See it? Something up there is making us
  crazy.”
  I looked to the top floor of the 10-story apartment building. It
  was the tallest structure in the area, sticking out like an antenna.
  From my vantage point, it reminded me of a stretch of highway,
  a rectangle that was warped by distance into a triangular shape.
  It loomed so tall, a man standing on the top floor could see
  the whole borough. If his eyes were sharp – and he had x-ray
  vision – he could see everything that went on for half a mile or
  more. If he could read minds, he would be able to . . .
  I snapped out of my trance. I couldn’t remember how long
  had I been standing there, watching the building. Was it five sec-
  onds? It could have been longer, a full minute perhaps.
  A surge of fear spread through my body like a slow electric
  current. I heard something in my mind, a voice echoing in my
  head. Olivia cried out when she saw my face.
  I ran across the street, breathing fast, feeling the voice whis-
  per secrets I never wanted to know. I didn’t stop running until the
  presence in my mind had faded. I stopped in the park, far from
  it, sweating.
  That was my first encounter with the watchtower.
  The watchtower is a tall, haunted building. The creature’s
  mind inhabits a room on the highest floor, like an invisible
  brain at the top of a wood-and-stone body. It lives secretly
  among humans for decades, consolidating its power.
  The watchtower is a ruthless presence, a psychic force that
  does not feel sympathy for natural, living organisms. Its intel-
  ligence is self-contained, immune to fear and unable to think
  creative thoughts. The watchtower has a keen awareness of its
  vulnerability – with no limbs to defend itself, the creature
  obsessively scans the brains around it for threats.
  Heroes who challenge the watchtower can cleanse the
  building if they destroy the spirit. If they cannot exorcise the
  ghostly presence from the top floor, they can kill it by demol-
  ishing its body.
  LOOKING FOR THREATS
  Using its Mind Probe, the watchtower scans the minds of
  every person in the area, like an invisible lighthouse beam.
  The goal of its secret search is to locate people who know
  skills that could be used against it. Some of the skills are obvi-
  ous threats, but others are not so serious. Using its
  Photographic Memory, the watchtower forms a mental list of
  people who possess the most threatening skills and keeps a
  casual eye on the lesser threats.
  Obvious Threats: Artillery, Explosives, Forward Observer,
  and Gunner can be used to inflict devastating damage on the
  watchtower’s body. Exorcism can be used to banish the spirit
  at the top of the tower. Psionic abilities and spells can target
  the spirit directly as well.
  Lesser Threats: Architecture and various Hidden Lores skills
  can be used to research the weaknesses of the creature.
  However, most characters with these two skills will be relying
  them in a different capacity at the time of the scan and so do
  not constitute a direct threat. Forced Entry could be used to
  damage the building. Someone with Autohypnosis or Mind
  Block can defend himself from the creature’s mental powers.
  The watchtower examines anyone that approaches within
  100 feet of it. If anyone with a threatening skill or ability enters
  the building, the creature gets ready to defend itself.
  Investigators can sense the Mind Probe (as a paranoid tingle)
  with a Per-4 roll, or straight Per for those with Danger Sense.
  Anyone with Mind Shield detects the intrusion automatically,
  as normal.
  SIDE EFFECTS
  If the watchtower scans the same person too many times, it
  can cause brain damage. A subject that fails his Will roll to resist
  the mental probe by 5 or more, or critically fails, permanently
  gains a new disadvantage, chosen randomly. Roll 1d, adding
  Confused (15) on a 1 or 2, Delusion (Minor) on a 3 or 4, Paranoia
  on a 5, and Phantom Voices (Annoying) on a 6. Should the dis-
  advantage rolled be one that has already been given to the tar-
  get, increase its severity (or reroll if that is not possible). In all
  cases, victims can accumulate no more than -25 points from this
  effect; after that, the subject cannot get any worse.
  Example: After being scanned a dozen times, Fred critically
  fails his Will roll. The GM rolls a 1, so Fred now has Confused
  (15). Several mind probes later, Fred critically fails again; the
  GM rolls a 5, giving Fred Paranoia. The very next day, Fred
  fails by 6, and the GM rolls a 5. Since Paranoia cannot get any
  worse, the GM rolls again, getting a 2. Fred’s Confused (15)
  gets worse, becoming Confused (12).
  Afflicted player characters should have a chance to over-
  come their mental disorder. They could use professional health
  care, unconventional cures, magic, or psionic healing. The
  Relieve Madness spell permanently removes one acquired dis-
  advantage per casting.
  CREATURES OF THE NIGHT, VOL. 5
  15
  WATCHTOWER
  A malevolent spirit, possessing a tall building, scans the minds of
  people nearby, searching for threats to its existence.
  
  The watchtower is aware of this side effect. It realizes that
  overscanning too many residents attracts attention to itself. (A
  neighborhood of crazy people living around a tall old building
  is a magnet for paranormal investigators.) It applies common
  sense to gauge who needs to be scanned and when a rescan is
  necessary.
  (Note that the GM should not set a rigid schedule for mind
  scans. This leads to too many die rolls and far too much brain
  damage. Play it loose. Assume that the watchtower, for all its
  intelligence, can’t locate every threat every day. A high local pop-
  ulation – and many people moving in and out of range – pre-
  vents the creature from “tagging” every threat with precision.)
  MIND CONTROL
  The watchtower can attempt to enslave anyone within or
  near its body (apply normal range penalties from the building
  for outside subjects) with a Quick Contest of IQ versus the 
  subject’s Will. Having used its mind scan on the victim first, it
  knows his abilities and strengths. This allows it to make the
  best use of the puppet’s abilities, as he acts as the watchtower’s
  hands.
  If a threatening person enters the watchtower’s body, it may
  try to enslave him immediately, after which he will be
  instructed to leave, guard or repair the building, or even attack
  his friends. If this fails, the spirit finds someone else in the
  building to confront the invaders, which may include stray ani-
  mals or pets. (Treat a swarm of rats, bats, etc., as a single crea-
  ture for this purpose.)
  The mental control requires constant concentration, which
  means that while it dominates its victim, the watchtower can-
  not scan for threats. This forces it to make use of the victim
  quickly.
  TINFOIL DEFENSE
  The watchtower’s telepathic powers are not magical or
  psionic in nature (though the GM can change this to fit the
  campaign), and thus mana level, anti-psi powers or devices,
  etc. do not affect them. However, a thin layer of metal acts as
  a mundane countermeasure (GURPS Powers, p. 20) against
  the spirit’s psychic abilities.
  Being inside a room or vehicle that has been completely
  enclosed in metal (tinfoil on the windows, etc.) grants total
  immunity to the watchtower’s senses and mental pow-
  ers. Anything less, to a minimum of wearing a tinfoil
  hat, adds +5 to all rolls to resist its psychic attacks. In
  addition, the watchtower must make a Sense roll at -5
  to even notice the person unless he is openly approach-
  ing the building or already inside (where the creature’s
  normal senses can see him).
  Note that the watchtower cannot detect the tinfoil –
  those wearing it do not register as alarming “gaps” in its
  psychic sight. When such investigators approach the
  building, however, the creature makes its typical scan.
  Once it notices that it cannot easily examine their
  minds, it prepares to defend itself.
  DEVELOPMENT
  AND MOVING ON
  Over time, the watchtower trains itself to control and
  extend its powers. Its influence on the surrounding area
  becomes stronger every year. Yet paradoxically, it must
  prepare itself for the day when it evacuates its body and
  finds a new home. The being is aware that humanity pos-
  sesses the will and ability to eventually drive it out or
  destroy it, assuming that the neighborhood itself does not
  crumble in time. This preparation takes centuries – the
  creature is too hidebound to develop its own skills easily.
  50 Years: After five decades of damaging innocent
  minds with its scanning power, the watchtower
  acquires the ability to control exactly which disadvan-
  tages it inflicts. From this point forward, it can choose
  one of the four disadvantages and stay locked into that
  choice for any period of time. It could, for example,
  restrict itself to Phantom Voices of a particular type and
  general content.
  This is a relatively minor change to its traits. It’s only
  useful if the creature decides that it gains something
  from a group of scattered, deranged people nearby who
  all hear the same voices, have the same delusion, etc.
  CREATURES OF THE NIGHT, VOL. 5
  16
  Olivia Wellington 
  (15 points)
  Olivia (from the introductory text) was once a “psychic exter-
  minator” – a professional exorcist and ghost-evictor. Now that she’s
  in her sixties, she has retired and moved to a little house in the city.
  Unfortunately, her home happens to be near a watchtower. Since
  she arrived, the creature has kept a close eye on her, afflicting her
  with Confusion and Phantom Voices after too many mind-scans.
  She suspects that a watchtower is causing her problems, but she
  isn’t healthy enough to conduct an investigation on her own. If she
  meets a group of paranormal specialists, she can help them locate
  the creature – and destroy it.
  GMs should tailor Olivia’s social background (TL, languages,
  etc.) to fit the campaign setting.
  ST 8 [-20]; DX 8 [-40]; IQ 11 [20]; HT 9 [-10].
  Damage 1d-3/1d-2; BL 13; HP 8 [0]; Will 10 [-5]; Per 11 [0]; FP 9
  [0].
  Basic Speed 4.25 [0]; Basic Move 4 [0]; Dodge 7.
  5’5”; 125 lbs. (SM 0).
  Advantages
  Medium [10]; True Faith [15]; Wealth (Comfortable) [10].
  Disadvantages
  Confused (12) [-10]; Insomniac (Mild) [-10]; Phantom Voices
  (Disturbing) [-10].
  Quirks: Doggedly persistent. [-1]
  Skills
  Area Knowledge (Neighborhood) (E) IQ+2 [4]-13; Driving
  (Automobile) (A) DX+1 [4]-9; Exorcism (H) Will+4 [20]-14; Hidden
  Lore (Conspiracies) (A) IQ [2]-11; Hidden Lore (Demons) (A) IQ+2
  [8]-13; Hidden Lore (Spirits) (A) IQ+4 [16]-15; Research (A) IQ+1
  [4]-12; Theology (Comparative) (H) IQ+1 [8]-12.
  
  100 Years: If it can survive a
  century without being exor-
  cised or toppled, the watch-
  tower 
  gains 
  the 
  Oracle
  advantage. It can make a Per
  roll every day to notice hidden
  patterns in the landscape
  around it. Disparate phenom-
  ena such as traffic jams, clus-
  ters 
  of 
  pedestrians, 
  and
  atmospheric pressure com-
  bine into an interlocking psy-
  chic 
  jigsaw 
  puzzle. 
  The
  watchtower then makes an IQ
  roll to notice the missing
  pieces. If the creature detects
  the clues and analyzes them
  correctly, this can give it an
  edge on investigators. Assume
  it knows a few facts it should-
  n’t have known.
  150 Years: At this point, the
  watchtower can condition one
  person to become its perma-
  nent slave; the building gets
  the traits Ally, Mindlink (One
  person), and Telesend (Only on
  slave). It uses the victim to scout the area for a possible new
  body. The watchtower is limited to low-IQ slaves – either an
  animal or a dull human.
  200 Years: The watchtower now can make an emergency
  escape to a new body. This is risky and exhausting, so the crea-
  ture only attempts it if it has no other options. The target must
  be within 10 miles. The watchtower has to know of its exis-
  tence, either by sight or through a mind-scan. Treat this as a
  one-use version of Warp, but if it fails, the watchtower dies. It
  thus spends as much time as possible (and as much fatigue as
  necessary) on the jump, unless circumstances make that
  impossible. After a successful move, the spirit can only regain
  1 HP and 1 FP per day, and cannot act in any way, until it has
  fully recovered. Treat its age as zero, as
  it begins to build up its strength once
  again, in its new body.
  CONFRONTING
  THE BRAIN
  At the top floor of the building, the
  invisible brain hovers. Adventurers
  who explore this area can detect it
  with traits such as See Invisible or by
  casting a spell such as Astral Vision.
  The brain can reveal itself for a brief
  period, turning off its Invisibility (by
  paying 1 FP/second). When this
  occurs, the slimy translucent brain
  appears, horrifying enough to cause a
  Fright Check.
  Physical attacks do not injure the
  intangible brain. If forced to become
  substantial, or attacked with a weapon
  that can affect insubstantial foes, it is
  still very difficult to harm, being
  Diffuse (see Injury to Unliving,
  Homogenous, and Diffuse Targets,
  p. B380). Most mental spells and psion-
  ics can target it at -3, plus any relevant penalties for an invisi-
  ble target (unless it became visible at one point or a
  supernatural sense is used to locate it). It cannot dodge or even
  move from the spot.
  Alternatively, the being can be banished using Exorcism
  (p. B193). The exorcist must be in the same room with the
  brain. True Faith is effective against it, though not particularly
  useful as the brain is frozen to one spot.
  Investigators can contact the spirit through the Channeling
  trait, allowing them to make reaction rolls to deal with the
  creature. As the watchtower is immune to influence skills
  (unless the speaker has Spirit Empathy), negotiations must
  involve something of use to the spirit.
  CREATURES OF THE NIGHT, VOL. 5
  17
  Any building inhabited by the watchtower has the traits
  Injury Tolerance (Homogenous); Internal Senses (GURPS
  Bio-Tech, p. 97; the creature can automatically sense what-
  ever happens within its “body”); Maintenance (One Person;
  Monthly); No Manipulators; Numb; Sessile; and Unhealing
  (Total). In addition, wooden buildings have the Fragile
  (Combustible) disadvantage, noted here with a “c” after
  their HT scores.
  Medieval Stone Tower: TL3; Height 30 feet; SM +4; HT 12;
  DR 300*; HP 600†.
  Persian Minaret: TL4; Height 130 feet; SM +8; HT 13; DR
  120*; HP 500.
  New England Lighthouse: TL5; Height 100 feet; SM +8;
  HT 12; DR 50*; HP 800†.
  Victorian London Bell Tower: TL6; Height 50 feet; SM +6;
  HT 11; DR 150*; HP 300.
  Modern Wooden Building: TL7; Height 50 feet; SM +7; HT
  11c; DR 6*; HP 600.
  Modern Brick Building: TL7; Height 30 feet; SM +5; HT
  12; DR 35*; HP 800†.
  Late-20th-Century Skyscraper: TL8; Height 500 feet; SM
  +12; HT 12c; DR 10*; HP 3,700‡.
  21st-Century Skyscraper: TL9; Height 900 feet; SM +13;
  HT 13; DR 15*; HP 6,000‡.
  * DR is treated as ablative or semi-ablative against most
  attacks. See p. B559 for details.
  † Takes an additional 50% injury from any attack specif-
  ically designated as sonic or vibratory.
  ‡ Excessive damage to the exterior rains glass shards on
  the sidewalk below. Everyone below is hit on a 10 or less for
  1d+1 cutting unless they dodge or block.
  Structural Strength
  
  USEFUL SKILLS AND
  ADVANTAGES DURING
  ENCOUNTERS
  In addition to the traits mentioned under Looking for
  Threats (p. 15), the following traits are especially useful when
  dealing with the watchtower.
  To research the history of the building, use Research to get
  records, Cartography to study neighborhood maps,
  Architecture to analyze the blueprints, Area Knowledge or
  History to learn what was going on when it was constructed,
  and Urban Survival to explore the neighborhood. A critical
  success uncovers special information about the creature’s
  weaknesses, such as complete list of its structural defects.
  Observation and Sociology can be used to investigate the
  effect the watchtower has on the people around it.
  To scale the outside of the building, roll Climbing-3, plus
  any modifiers for equipment. The usual rate of ascension is
  two feet per minute. Those with Clinging do not need to roll,
  and can ascend at a speed equal to half their Move score.
  Note that, while these traits are useful, they are not enough
  of a threat to attract the interest of the watchtower.
  ADVENTURE IDEAS
  The most obvious adventure is an investigation of strange
  events around the building. The party follows the path of clues
  to the creature and decides to explore inside. Once they learn
  what kind of opponent they are dealing with, they need special
  skills and weapons to destroy it.
  Before the watchtower is introduced, the GM needs to
  make a few decisions about its basic structure and interior
  features.
  Decide what type of building the spirit inhabits. Use
  Structural Strength (p. 17) as a guideline for stats. Decide if the
  construction of the building was completed recently, or long
  ago. (The building’s age is not necessarily the same as the age
  of the creature. It could have inhabited the building a long
  time after it was built.)
  Make a few notes about the interior, listing any special fea-
  tures. In campaigns at TL8 or higher, the watchtower could have
  a computerized security system (see GURPS High-Tech,
  pp. 205-207, for examples), with which it has interfaced during
  possession. The building could also feature an atrium on the
  ground floor, deep basements, elevators or dumbwaiters, a
  boiler room, a greenhouse on the roof, secret rooms (with spe-
  cial contents), a kitchen, a library, suites and bedrooms, a tor-
  ture chamber, a radio broadcast studio, an arsenal of stored
  weapons, a ballroom, or chambers for religious ceremonies.
  Finally, make a rough estimate of the number of people
  who are in the building during daylight hours. This isn’t impor-
  tant with a bell tower that is always vacant. But if the spirit is
  at the top floor of an office building, this decision is important
  to running the adventure.
  The Haunt of Hawkspire
  (Modern-Day Horror; 
  Cyberpunk; Conspiracy)
  While investigating a supernatural case, the adventurers
  meet a trio of eccentric computer programmers – Stuart, Leah,
  and Akiru. They call themselves the Hidden Persuaders. They
  wear tinfoil around their heads, day and night. When they go
  outside, they wear hats over the tinfoil. The walls of their
  apartment – known as “HP HQ” – are lined with tinfoil, allow-
  ing the trio to remove their protective headgear in the safety of
  their home.
  The Hidden Persuaders have discovered that Hawkspire, a
  skyscraper on the other side of the neighborhood, is a watch-
  tower. When they were researching local conspiracy theories,
  they found out that Hawkspire has been the hub of strange
  events for over a century. Their research led them to discover
  how to shield their minds from its scans.
  Then they gained access to the computer. At the top of the
  building, there is a mainframe, used by the company that
  rents the top five floors. The watchtower’s mind is passively
  linked to the computer, so the Hidden Persuaders can hack in
  and find clues that tell them what the creature knows and
  what it’s planning.
  CREATURES OF THE NIGHT, VOL. 5
  18
  Adding Weirdness Magnet to the watchtower’s traits
  allows for some enjoyable bizarreness. However, bear 
  in mind that this trait detracts from the creature’s image 
  as a being of obsessive control. It’s more fun, but not as
  frightening.
  If you add the trait, consider these possible effects.
  Escher’s Architecture: The upper floors are full of optical
  illusions: stairways that somehow don’t extend up or down,
  corridors 10 times longer than they should be, etc. In some
  cases, there is a prosaic explanation. But other features are
  supernatural, bending space into unnatural shapes.
  Clocks Running Late: Time moves at the wrong speed
  inside the building. For every minute spent inside, five min-
  utes passes in the outside world. If the GM prefers, invert
  the two speeds: for every five minutes inside, one minute
  passes outside. If the group looks out the windows, they see
  the world moving at a different rate . . .
  Strange Inhabitants: The Weirdness Magnet summons
  demons, ghosts, and other creatures. They travel from the
  countryside – or other dimensions – and find a secret spot
  inside the building to make their home. Those inside could
  discover pterodactyls on the roof, a necromancer in the
  basement, curse-bearing rats, zombie janitors, a comatose
  telepath lying in bed in a palatial suite, or a devil-worship-
  ing hermit.
  Strange Artifacts: Instead of (or along with) the strange
  creatures, the building attracts spell books, magic wands,
  voodoo dolls, disintegrator pistols, and more. Hitler’s brain
  is in a jar on the third floor, the mainframe on the sixth floor
  is possessed, and so on. See GURPS Warehouse 23 for fur-
  ther inspiration.
  Interior Aura: The inside of the building is a high mana
  zone. Spellcasters are more powerful, giving them an advan-
  tage when they battle the spirit.
  Optional Irregularities
  
  The All-Seeing Eye 
  (Horror in Any Era; Conspiracy)
  The PC group is traveling between villages in the Middle
  East. Coming over a hill, they see a vast grassland with a
  minaret in the center. Houses surround the ornate tower. It
  seems out of place – but not impossible – in this remote area.
  If they explore, they meet the townspeople. Roll for reac-
  tions, applying bonuses if they make any effort to be friendly.
  The villagers are gracious hosts, if a little standoffish.
  As they settle in, they learn two things. First, the townspeo-
  ple worship a spirit that lives at the top of the tower, which
  they call the Eye. (The watchtower has afflicted them with the
  same delusion, perverting their normal faith.) Second, the
  tower is leaning, but the townspeople don’t know how to save
  it. The local priests are convinced an earthquake is immanent.
  If the ground shakes, the tower will fall. (If the group doubts it,
  a minor tremor strikes and the tower visibly and audibly leans
  a few inches more.) The watchtower is old enough to have the
  Oracle advantage. It senses the upcoming quake, and has used
  its powers to feed this information to some of the townspeople.
  They ask the heroes to help them devise a way to save the
  tower.
  The villagers make it clear that they will imprison the
  adventurers if they don’t get to work immediately. The people
  have become suspicious of these travelers. Is it a coincidence
  that they arrived at the same time when the minaret is about
  to collapse?
  The party can stall until the earthquake comes, escape, or
  try to save the tower. If they want to go inside, the townspeo-
  ple refuse to help. However, a little clandestine investigation
  reveals a narrow doorway at the back that opens onto a spiral
  staircase. At the top is a room where the spirit floats.
  The group might be able to engineer a new base for the
  watchtower, enlisting the aid of the townspeople. If they can’t
  (or won’t) fix it, they could confront the spirit. The GM should
  use the earthquake as a climax, inserting it into the adventure
  at the right moment.
  WATCHTOWER SPIRIT
  ST 0; DX 10; IQ 16; HT 13*.
  HP 15*; Will 18; Per 16; Speed 5.75; Dodge 0; Move 0.
  SM +2; 0 lbs.
  Traits: Affliction 1 (Will; Based on Will; Extended Duration,
  Permanent; Link, Mind Probe; Malediction 3; No Stunning;
  Secondary Disadvantage, one of Confused, Delusion, Para-
  noia, or Phantom Voices); Hidebound; Horrific Appear-
  ance; Indomitable; Injury Tolerance (Diffuse); Low
  Empathy; Mind Control (No Memory; No Signature; Power
  Modifier†); Mind Probe (Power Modifier†; Universal); Mind
  Reading (Power Modifier†; Universal); Para-Radar
  (Extended Arc, 360°; No Intercept; Penetrating; Power
  Modifier†); Paranoia; Photographic Memory; Possession
  (Cannot survive out of a host; Specialized, Large buildings;
  Spiritual)*; Secret (Its existence); Sessile; Spirit (Insubstan-
  tiality has Always On; Invisibility has Affects Machines and
  Extended, All non-supernatural senses); Unfazeable.
  Skills: Area Knowledge (Neighborhood)-20; Detect Lies-17;
  Hidden Lore (Regional)-18; Observation-20.
  * While possessing a building, the watchtower uses the
  building’s HT, HP, and physical traits (see Structural Strength,
  p. 17) unless attacked directly.
  † See Tinfoil Defense, p. 16, for details.
  CREATURES OF THE NIGHT, VOL. 5
  19
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Creatures of the Night, Vol 5.pdf