Friday, 25 May 2018

Monster: Cloaker

Monster: Cloaker

When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.

 

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]

 
Typical Stats

ST:

13

HP:

13

Speed:

6

DX:

11

Will:

10

Move:

2 ground, 8 air (cannot hover)

IQ:

10

Per:

12

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

10

Parry:

N/A

DR:

1* (tough skin)

    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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