Monday, 8 October 2018

Monster: Ethereal Filcher

Monster: Ethereal Filcher

This is a weird monster that isn't very good in combat, but is very adept at stealing things. At first I wanted to give him No Legs (Bounces), but then decided to give him Cannot Kick and One Leg as a feature, because that will still let others target the leg and cripple it.


 

Ethereal Filcher [Monster Manual, page 104]

 
212 points
Attribute Modifiers: DX+2 [40]; IQ-2 [-40].
Secondary Characteristic Modifiers: Will+2 [10]; Per+4 [20]; Basic Move +3 [15].
Advantages: Ambidexterity [5]; DR 1 (Tough Skin, -40%) [3]; Double-Jointed [15]; Extra Arm 2 [20]; Extra Attack 1 [25]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12]; Sensitive Touch [10].
    Detect Magic: Detect (Magic; Based on Per, Own Roll, +20%; Magical, -10%; Touch- or Vision-Based, -15%) [10].
    Ethereal Jaunt: Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Gyroscopic, +10%; Magical, -10%; Reliable 6, +30%) [105].
Disadvantages: Cannot Kick [-5]; Foot Manipulator [-3]; Kleptomania (12) [-15]; Mute [-25].
Features: One Leg.
Creature Type: Aberration.
 
Typical Stats

ST:

10

HP:

10

Speed:

5.5

DX:

12

Will:

10

Move:

8

IQ:

8

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

1* (tough skin)

    Punch (12): thrust 1d-3 crushing, Reach C.
    Detect Magic (12): This innate ability lets the ethereal filcher determine whether the subject (person, object, or area) is under the effects of magic. Roll against the ethereal filcher’s Per minus range penalties (p. B550) to the subject, which the creature must be able to see or touch. If the ethereal filcher is familiar with the spells in question, this will reveal them. Otherwise, use the margin of success to determine how much information to give the creature.
    Ethereal Jaunt (14): The ethereal filcher can slip into the Ethereal Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, the filcher does not have to make Body Sense rolls.
 
    Traits: Ambidexterity; Cannot Kick; Double-Jointed; Extra Arm 2; Extra Attack 1; Foot Manipulator; Infravision; Injury Tolerance (No Head, No Neck); Kleptomania (12); Mute; One Leg; Sensitive Touch.
    Skills: Filch-16; Pickpocket-16; Stealth-16.
    Creature Type: Aberration.


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