GURPS Wheel of Time: Creatures

[Note: This section needs some serious fleshing out, and point totaling]

gholam

        590 points
        ST: 19 IQ: 10 DX: 15 HT: 20
        Advantages:
                Fast Regeneration [50]
                Immunity to the One Power [70]
                Body of Water (-50%, only shape) [20]
                Sense One Power [10]
        Disadvantages:
                Odious personal habits (must eat blood) [-15]
                Slave mentality [CI94] [-40]

A constructed creature which resembles a man, but is nearly invincible, immune to the One Power and capable of tracking its use. They were designed as assassins who could track and kill channelers of the One Power.

gholam require fresh blood to feed on, and while they prefer human, any will do.

Gray Man

An assassin in the service of the Dark One, who has no soul. As such, they gain a certain invisibility by being quite ignorable. All perception rolls made in relation to Gray Men are made at -4, and even noticing that a Gray Man is in the room requires a perception roll. Otherwise, they are simply accomplished assassins of whatever variety is available. Note that they are completely in thrall to the Dark one, and will have no real lives of their own (perhaps there are exceptions to this, but we have not seen it in the books).

As an example, here's a generic assassin who is a Gray Man:

        ST: 10 IQ: 12 DX: 12 HT: 10
        Knife: 14
        Knife Throwing: 14
        Long Sword: 12
        Camoflague: 14
        Stealth: 14
        Shadowing: 13
        Brawling: 13
        Holdout: 13
        Climbing: 12
        Advantages:
                Hard to Notice (4)
                Wealth: +1
        Disadvantages:
                Status -1

Myrddraal

        ST: 16 IQ: 9 DX: 14 HT: 18
        Long Sword: 17
        Interrogation: 15
        Intimidation: 15
        Running: 15
        Brawling: 16
        Spear: 15
        Disadvantages:
                Hideous
                Nocturnal
        Advantages:
                Hard to Kill

Myrddraal are tall (6'5`` to 7'') and have smooth skin where most would have eyes. Their complexion is pasty white.

They are often captains of a force of Trollocs (see below). They also have the ability to bind Trollocs to them, so that if they die, their Trollocs die too. This is often used to keep Trollocs in line.

They can see as normal, and can also sense the use of the One Power by males or females, but cannot use it themselves.

Once killed, a Myrddraal will thrash about and continue to fight for several minutes, unless hacked to pieces or bound.

Both Myrddraal and Trollocs are creatures created by the forces of Evil to act as foot-soldiers in the confrontations that arise.

Trollocs

        ST: 15 IQ: 6-8 DX: 13 HT: 16
        Weapon of choice: 13
        Running: 13
        Brawling: 15
        Disadvantages:
                Hideous
                Nocturnal
                (per species)
        Advantages:
                (per species)

Trollocs are large (6' to 6'10``) creatures which have the body of a man, and the head of some creature (usually birds of prey, goats or boars). Their intelligence is slightly better than animalistic.

Trollocs will do nothing other than wander and kill randomly without a guiding force, which they feel is too powerful to turn against.

TODO

Need to add: Creatures from the blight (EotW); desert creatures from the Aiel Waste (mostly snakes and lizards) (TDR,...); Seanchan flying creatures (ACoS,APoD); all the fish that Siuan keeps mentioning; the creature(s?) at Shadar Logath (EotW,TDR).