Monster: Trapper
The trapper is the relative of the lurker above. It creeps along the floor and grabs people the walk over it, instead of falling on victims from the ceiling. For some reason it lacks the various senses of its ceiling-dwelling cousin, but is resistant to cold and fire. Probably no less obnoxious than the lurker above.
Trapper [Monster Manual 1e]
177 points
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%;
Size Modifier, -40%) [50]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-4 [-80]; HT+3
[30].
Secondary
Characteristic Modifiers: SM+4; Will+4 [20]; Per+6 [30]; Basic Move -4 [-20].
Advantages: Chameleon 3 (Biologial (Passive), -5%) [15]; Constriction Attack (Engulfing, +60%) [24]; Double-Jointed [15]; DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Injury Tolerance (Damage Reduction 2; Limited, Crushing, -40%) [30]; Injury Tolerance (No Head, No Neck) [12]; Reduced Consumption 3 [6]; Silence 3 [15]; Temperature Tolerance 6 [6].
Elemental Resistance
(C,F) [70]: DR 20
(Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough
Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and
Fire) Effects [15].
Disadvantages: Bestial [-10]; No Manipulators [-50]; No Mouth [-4]; Restricted Diet (Carnivore) [-10].
Features: No Legs (Slithers).
Creature Type: Aberration.
Knowing Your Own Strength [289]
Replace ST+25 (No Fine Manipulators, -40%;
Size Modifier, -40%) [50] with ST+14 [140]
Add HP+11 [22]
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Typical Stats
ST:
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35 (KYOS: 24)
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HP:
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35
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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
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IQ:
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6
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Per:
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12
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|
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HT:
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13
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FP:
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13
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SM:
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+4
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Dodge:
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9
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Parry:
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N/A
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DR:
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2* (tough skin), 20 (vs. cold and fire)
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Engulf (15):
Wrestling at DX+2 gives the trapper effective ST 37 (KYOS: ST 26) for the
purpose of grappling. To use this ability, the trapper must first successfully
grapple its intended victim, whose Size Modifier cannot exceed its own. On its
next turn, and each successive turn, roll a Quick Contest: the trapper’s ST vs.
the victim’s ST or HT, whichever is higher. If the trapper wins, the victim
takes damage equal to the trapper’s margin of victory; otherwise, he takes no
damage.
The trapper totally engulfs its victim.
If he doesn’t break free between when the trapper grapples him and when it
starts to crush him, he’s pinned; see Pin
(p. B370). This pin is completely “hands free” and treated as two-handed.
Victims with abilities such as Innate Attack and Spines can hit the trapper automatically
while engulfed, however, with no active defense allowed.
Traits:
Bestial; Chameleon 3 (Biologial (Passive)); Double-Jointed; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Infravision; Injury Tolerance (Damage Reduction 2; Limited, Crushing); Injury Tolerance (No Head, No Neck); No Legs (Slithers); No Manipulators; No Mouth; Reduced Consumption 3; Restricted Diet (Carnivore); Silence 3; Temperature Tolerance 6.
Skills: Camouflage-15;
Stealth-15; Wrestling-15.
Creature Type:
Aberration.
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