Cloaker [Monster Manual, page 36]
185 points
Attribute Modifiers: ST+3 (No Fine Manipulators, -40%)
[18]; DX+1 (No Fine Manipulators, -40%) [12]; HT+2 [20].
Secondary
Characteristic Modifiers: SM+0; Per+2 [10]; Basic Move -4 [-20]; Air Move +4 [8].
Advantages: Constriction Attack [15]; DR 1
(Tough Skin, -40%) [3]; Double-Jointed [15]; Flight (Cannot Hover, -15%; Small
Wings, -10%) [30]; Infravision [10]; Injury Tolerance (No Head, No Neck) [12];
Protected Hearing [5]; Reduced Consumption 4 [8]; Sharp Teeth [1]; Subsonic
Speech [10].
Tail Slap: Striker
(Crushing; Cannot Parry, -40%) [3].
Moan (Alternative Abilities) [45]: Terror (Hearing) [30/5 = 6] + Affliction
1 (HT; Alternative Enhancements (Nauseated, +30% or Stunning, +5%), +35%; Area
Effect, 8 yards, +150%; Emanation, -20%; Hearing-Based, +150%) [39].
Shadow Shift:
Control Shadows 3 (Magical, -10%) [54].
Disadvantages: Horizontal [-10]; Loner (12) [-5]; No
Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15];
Social Stigma (Monster) [-15].
Perks: Limited Camouflage (Cloaks) [1].
Features: No Legs (Slithers).
Creature Type: Aberration.
Knowing Your Own Strength [197] Replace ST+3 (No Fine Manipulators, -40%) [18] with ST+3 [30]
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Typical Stats
ST:
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13
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HP:
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13
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Speed:
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6
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DX:
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11
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Will:
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10
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Move:
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2 ground, 8 air (cannot hover)
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IQ:
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10
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Per:
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12
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HT:
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12
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FP:
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12
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SM:
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+0
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Dodge:
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10
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Parry:
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N/A
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DR:
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1* (tough skin)
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Tail Slap (13): thrust 1d+2 crushing (KYOS: 2d-1 crushing), Reach C, Cannot Parry.
Sharp Teeth (13): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C.
Engulf (13):
Wrestling at DX+2 gives the cloaker effective ST 15 for the purpose of
grappling. Usually it grabs the head or torso, goes for a pin, and then employs
Constriction Attack.
Moan: The
cloaker can emit a subsonic moan that can have three different effects. This is
a hearing-based attack, targets with Protected Hearing resist at +5. Note that
this is not a magical ability.
Fear: Every
creature that hears the cloaker must roll an immediate Fright Check. If a creature
succeeds at his Fright Check, he will be unaffected by the cloaker’s fear moan
for one hour.
Stun: Every
creature within 8 yards that hears the cloaker must make an HT roll to avoid
getting stunned. He can roll again every second after that to recover.
Nausea:
Every creature within 8 yards that hears the cloaker must make an HT roll to
avoid becoming nauseated (p. B428) for margin of failure minutes.
Shadow Shift (10): The cloaker is able to control shadows (illumination penalty of at
least -3) in a circular area with a 3-yard radius. To do so, he must
Concentrate and roll IQ. After that he can move the shadows at Move 3, or
decrease or increase the illumination penalties it gives by 3. The cloaker
rarely uses this in combat when fighting alone, but can use this ability to
make his ambush place darker.
Traits:
Combat Reflexes; Double-Jointed; Horizontal; Infravision; Injury Tolerance (No
Head, No Neck); Limited Camouflage (Cloaks); Loner (12); No Fine Manipulators;
No Legs (Slithers); Odious Racial Habit (Eats sapient beings); Protected
Hearing; Reduced Consumption 4; Social Stigma (Monster); Subsonic Speech.
Skills: Brawling-13;
Camouflage-12; Stealth-14; Tracking-10; Wrestling-13.
Creature Type: Aberration.
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