Saturday 14 March 2020

Monster: Vampire Squid

Monster: Vampire Squid

The vampire squid is an illithid-bred type of a sentient squid that actually has no vampiric abilities. Instead, it can turn itself inside out, becoming a ball of fangs.

Vampire Squid [Dragon Magazine #227]

375 points
Attribute Modifiers: ST+2 (Size Modifier, -10%) [18]; DX+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per-2 [-10].
Advantages: Chameleon 2 [10]; Constriction Attack [15]; DR 2 (Partial, Torso, -10%) [9]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extra Arms 6 (Extra-Flexible, +50%; Long 2, +200%) [210]; Injury Tolerance (No Neck) [5]; Long Arms 2 [40]; Long Spines (Temporary Disadvantage, No Bite, -4%; Temporary Disadvantage, No Enhanced Move, -19%) [3]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Sharp Beak [1].
                Ink [34]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [10] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [24].
Disadvantages: Bad Grip 1 [-5]; Cold-Blooded (50°) [-5]; Fearfulness 1 [-2]; Increased Consumption 1 [-10]; Invertebrate [-20]; Mute [-25]; Restricted Diet (Carnivore) [-10]; Short Lifespan 1 [-10].
Perks: Polarization Detection [1].
Features: Doesn’t Breathe (Gills); No Legs (Aquatic).
Creature Type: Magical Beast.

Knowing Your Own Strength [377]
Replace ST+2 (Size Modifier, -10%) [18] with ST+2 [20]

Typical Stats
ST:
12
HP:
12
Speed:
6.25
DX:
13
Will:
10
Move:
6 water
IQ:
10
Per:
8


HT:
12
FP:
12
SM:
+1
Dodge:
9
Parry:
10 (unarmed)
DR:
2 (torso)
Tentacle Grapple (26): The tentacles are not very strong, but the vampire squid has many of them. Wrestling at DX+1 gives the squid a ST score of 13 for the purpose of grappling. The vampire squid has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C-2.
Sharp Beak (13): thrust 1d-2 large piercing (KYOS: 1d-1 large piercing), Reach C.
Ink: A vampire squid may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A vampire squid can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.
Ball of Fangs (9): A vampire squid can invert its toothy maw as a defensive measure, surrounding its body with its sword-long teeth. Inverting its maw takes a Ready maneuver, as does reverting back to its normal configuration. An inverted vampire squid can not use its beak attack, or use its Enhanced Move ability. The teeth deal 1d impaling damage, Reach C. This is defensive weaponry, intended to discourage attackers; a vampire squid cannot use this ability actively. However, it gets a DX-4 roll to hit each foe in close combat with it once per turn, as a free action. Those who grapple or slam an inverted squid are hit immediately and automatically – and those who slam it take maximum damage!

                Traits: Bad Grip 1; Chameleon 2; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extra Arms 6 (Extra-Flexible); Fearfulness; Increased Consumption 1; Injury Tolerance (No Neck); Invertebrate; Mute; Nictitating Membrane 2; No Legs (Aquatic); Peripheral Vision; Polarization Detection; Restricted Diet (Carnivore); Short Lifespan 1.
Skills: Camouflage-14; Stealth-14; Wrestling-14.
Creature Type: Magical Beast.

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