Darkmantle [Monster Manual, page 38]
32 points
Attribute Modifiers: ST-2 [-20]; IQ-6 [-120]; HT+1 [10].
Secondary
Characteristic Modifiers: SM-1; Will+6 [30]; Per+6 [30]; Basic Move -4 [-20].
Advantages: Chameleon 3 [15]; Clinging
(Temporary Disadvantage, No Legs (Sessile), -50%) [10]; Constriction Attack
[15]; Detect Light (Precise, +100%) [20]; DR 2 (Tough Skin, -40%) [6]; Dobule-Jointed
[15]; Extra Arms 6 (Extra-Flexible, +50%) [90]; Flight (Magical, -10%; Slow,
-25%) [26]; Good Grip 2 [10]; Injury Tolerance (No Head, No Neck) [12]; Metabolism
Control 6 (Hibernation, -60%) [12]; Perfect Balance [15]; Reduced Consumption 3
(Food Only, -50%) [3]; Sharp Claws [5]; Sharp Teeth [1]; Sonar (Accessibility, Not
in water, -30%) [14].
Darkness: Obscure
Vision 10 (Extended, Infravision, +20%; Magical, -10%; Ranged, +50%; Variable,
Area, +5%) [33].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate
[-20]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Short
Lifespan 3 [-30]; Wild Animal [-30].
Features: No Legs (Slithers).
Creature Type: Magical Beast.
Typical Stats
ST:
|
8
|
HP:
|
8
|
Speed:
|
5.25
|
DX:
|
10
|
Will:
|
10
|
Move:
|
1 ground, 5 air
|
IQ:
|
4
|
Per:
|
10
|
|
|
HT:
|
11
|
FP:
|
11
|
SM:
|
-1
|
Dodge:
|
8
|
Parry:
|
9 (unarmed)
|
DR:
|
2* (tough skin)
|
Sharp Teeth (12): thrust 1d-3 cutting (KYOS: 1d-4 cutting), Reach C.
Sharp Claws (12): thrust 1d-3 cutting (KYOS: 1d-4 cutting), Reach C.
Grapple (26):
The tentacles are not very strong, but the darkmantle has many of them. Wrestling
at DX+2 gives the cloaker a ST score of 10 for the purpose of grappling.
Usually it drops from the ceiling, grabs the head, and then employs
Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 arms
at once.
Darkness (12):
The darkmantle may fill a two-yard-radius area with darkness. No one can see
into the affected area, and no one within the affected area can see anything;
see p. B394 for combat rules. The Dark Vision advantage lets you see through this
effect, but Night Vision and Infravision. To place the area at a distance, use
Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an
area.
Traits:
Blindness; Chameleon 3; Clinging (Temporary Disadvantage, No Legs (Sessile)); Detect
Light (Precise); Double-Jointed; Flight (Magical; Slow); Good Grip 2;
Horizontal; Injury Tolerance (No Head, No Neck); Invertebrate; Metabolism
Control 6 (Hibernation); No Fine Manipulators; No Legs (Slithers); Perfect
Balance; Reduced Consumption 3 (Food Only); Restricted Diet (Carnivore); Short
Lifespan 3; Sonar (Accessibility, Not in water); Wild Animal.
Skills: Brawling-12;
Camouflage-14; Innate Attack (Gaze)-12; Stealth-14; Wrestling-12.
Creature Type: Magical
Beast.
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