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You'll probably smell it before you see it. A terrible, toxic smell, like sulfur, or something dead. The creature is a blobby, ghostlike humanoid shape, floating above the ground. It doesn't reach out to strike, yet rushes forward anyway with surprising speed, its noxious cloud following it.

Toxifiers are semi-solid, demons with a deadly, toxic aura. They are deathly quiet, and probably smell awful. A Delver might know their tactics and weaknesses (see Tactics, below) by rolling a successful Hidden Lore (Demons) check.[1] A character with Theology should automatically assume that this creature dreads holy symbols -- even if they initially think the Toxifier is a ghost, a single turn in their aura will rapidly remind them![2]

Toxifier
Monster Class Demon
ST 0 HP 10 Speed 5
DX 14 Will 16 Move 12 (air)
IQ 10 Per 10 Weight lightweight
HT 10 FP 10 SM
Size
0
--
Dodge 8 Parry N/A DR 0
Attacks Toxic Attack (Resisted by HT-4): Contact agent emanated in a two-yard radius. Those who fail to resist take 1d toxic damage and are nauseated (-2 to attribute and skill rolls, -1 to active defenses, and possible vomiting) if injury reaches 2/3 of HP. Nausea lasts until healed above 2/3 HP.
Social Background
(TL; CF; Language)
Demon
Traits Doesnโ€™t Breathe; Doesnโ€™t Eat or Drink; Doesnโ€™t Sleep; Dread (Blessed Objects; 5 yards); High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Diffuse); No Legs (Aerial); No Manipulators; Silence 2; Unkillable 1 (Achilles Heel, Magic Weapons); Vibration Sense (Air); Vulnerability (Wind x2).
Skills Aerobatics-16; Stealth-14 (18 vs. Hearing).
Notes Unwilling to negotiate. Truly evil.


Tactics[]

Toxifiers are toxic to the touch and can move rapidly. Like most incorporeal creatures, their main weakness is explosions, particularly wind magic. They seem to always come back unless completely blasted apart--or put down by a magic weapon.

Quick Steps[]

Toxifiers are exceptionally fast at Move 12, easily outpacing most Delvers on the field. This also gives them a Step of 2.

Variations[]

Miasmic Mist[]

There may be more roleplay potential behind toxifiers who cause side effects with their gas -- for instance, the "Miasmist" that causes jealousy and paranoia,[3] which can be a lot more characterful than being debuffed from nausea.

Diabolical Dioxide[]

Some say that elementalists can accidentally (or purposefully) create demons if they summon spirits while holding hatred in their heart. This is the supposed origin of the Breathtaker, an odorless, inert-gas demon that can cause suffocation. It's a really lousy way to die. According to legend, Breathtakers can't help themselves but taunt or make noise when they arrive, a sort of divine affliction that keeps them from being too powerful. Breathtakers are, as expected, completely non-flammable, but can still be blasted away by explosions nearby.

Mentions[]

  • Jumping out of braziers in an unholy temple[4]
  • As the result of some alchemical mishap[5]
  • As an unholy haunter of a sacred grove, now rotten[6]
  • As the final fate of a cultist who attempted to become a demon[7]
  • Listed in encounters in extradimensional space, underground, and swamps.[8]

Threat Level[]

From Dungeon Fantasy Threats, Pyramid #3/77:

  • Offense: 12
  • Protective: 35
  • Combat Effectiveness: 47

A toxifier's Kill Point Values are 72/36/14/7/1, from Big Bad to Fodder.[9]

See Also[]

References[]

  1. โ†‘ DFRPG: Monsters 1, p.4
  2. โ†‘ Fanon
  3. โ†‘ Pyramid 3/108: DFRPG III, p.31
  4. โ†‘ Pyramid 3/98: Welcome to Dungeon Fantasy, p.6
  5. โ†‘ I Smell A Rat, p.14
  6. โ†‘ Pyramid 3/108: DFRPG III, p.24
  7. โ†‘ Unlisted Pyramid 2 article in 2008, "The Search for Ed: Part III", by Matt Riggsby
  8. โ†‘ It's An Encounter!
  9. โ†‘ From What Doesn't Kill Me Makes Me Stronger, Pyramid 3/99: Death and Beyond, p.18