Monday 29 March 2021

Monsters: Dark Ones

Monsters: Dark Ones

The dark ones are a species of underground-dwelling humanoids that despise light. In D&D, they have two subraces - dark creepers and dark stalkers. Pathfinder adds 3 or 4 extra ones, but the only one I'm going to cover here is the dark empath.


Dark Creeper [Fiend Folio, page 38]

91 points
Attributes: ST-3 [-30]; DX+2 [40].
Secondary Characteristics: SM-2; Basic Speed+1 [20].
Advantages: Dark Vision (Hypersensory, Smell and Hearing, +25%) [32]; Hooves [3]; Silence 2 [10].
    Shadow Cloak: Obscure 7 (Vision; Costs Fatigue, 3 FP, -15%; Defensive, +50%; Extended, Infravision, +20%, Magical, -10%) [21].
Disadvantages: Intolerance (Light-bearing creatures) [-5].
Features: Night Vision 5.
Creature Type: Humanoid.

Typical Stats

ST:

7

HP:

7

Speed:

6.5

DX:

12

Will:

10

Move:

6

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

-2

Dodge:

10

Parry:

11

DR:

-

    SM-2 Shortsword (14): swing 1d-2 cutting (KYOS: 1d-3 cutting), Reach 1 or thrust 1d-2 impaling (KYOS: 1d-4 impaling), Reach 1.
    Shadow Cloak: A dark creeper cover himself in a cloak of shadow. This reaches to a two-yard radius around the dark creeper. With care, he can include a few friends as well. Subtract 7 from any attempts to see the dark creeper using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the dark creeper, subtract 7 from any attack roll against him that relies on vision to hit. When there is light available, this area of darkness can be spotted at +7. The dark creeper himself can see perfectly while using this ability. He activates this ability by taking a Ready maneuver. This ability lasts for 1 minute and costs 3 FP per use.

    Traits: Combat Reflexes; Dark Vision (Hypersensory, Smell and Hearing); Hooves; Intolerance (Light-bearing creatures); Night Vision 5 (-5 is the native illumination level); Silence 2.
    Skills: Shortsword-14; Stealth-16.
    Creature Type: Humanoid.

Dark Stalker [Fiend Folio, page 38]

174 points
Attributes: ST+1 [20]; DX+2 [40].
Secondary Characteristics: Basic Speed+1 [20].
Advantages: Dark Vision (Hypersensory, Smell and Hearing, +25%) [32]; Hooves [3]; Silence 2 [10].
    Shadow Cloak: Obscure 7 (Vision; Costs Fatigue, 3 FP, -15%; Defensive, +50%; Extended, Infravision, +20%, Magical, -10%) [21].
    Spell-Like Ability:
    Fog Cloud 1 [13].
Disadvantages: Intolerance (Light-bearing creatures) [-5].
Features: Night Vision 5.
Creature Type: Humanoid.

Typical Stats

ST:

11

HP:

11

Speed:

6.5

DX:

12

Will:

10

Move:

6

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

10

Parry:

11

DR:

-

    Shortsword (14): swing 1d+1 cutting, Reach 1 or thrust 1d impaling, Reach 1.
    Shadow Cloak: A dark stalker cover himself in a cloak of shadow. This reaches to a two-yard radius around the dark stalker. With care, he can include a few friends as well. Subtract 7 from any attempts to see the dark stalker using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the dark stalker, subtract 7 from any attack roll against him that relies on vision to hit. When there is light available, this area of darkness can be spotted at +7. The dark stalker himself can see perfectly while using this ability. He activates this ability by taking a Ready maneuver. This ability lasts for 1 minute and costs 3 FP per use.
    Spell-Like Ability:
    Fog Cloud 1 (12).


    Traits: Combat Reflexes; Dark Vision (Hypersensory, Smell and Hearing); Hooves; Intolerance (Light-bearing creatures); Night Vision 5 (-5 is the native illumination level); Silence 2.
    Skills: Innate Attack (Gaze)-12; Shortsword-14; Stealth-16.
    Creature Type: Humanoid.


Dark Empath [Occult Bestiary, page 18]

165 points
Attributes: ST-2 [-20]; DX+2 [40].
Secondary Characteristics: SM-1; Will+1 [5]; Basic Speed+1 [20].
Advantages: Dark Vision (Hypersensory, Smell and Hearing, +25%) [32]; Empathy [15]; Hooves [3]; Silence 2 [10].
    Shadow Cloak: Obscure 7 (Vision; Costs Fatigue, 3 FP, -15%; Defensive, +50%; Extended, Infravision, +20%, Magical, -10%) [21].
    Death Throes: Terror (-2) (Confusion; Backlash, Instant Death, -300%; Magical, -10%; Presence, +25%; Single Use, x1/5) [2].
    Psychic Spell-Like Abilities (Alternative Abilities) [42]:
    Mind-Whip [18/5=4];
    Paranoia [38].
Disadvantages: Intolerance (Light-bearing creatures) [-5].
Features: Night Vision 5.
Creature Type: Humanoid.

Typical Stats

ST:

8

HP:

8

Speed:

6.5

DX:

12

Will:

10

Move:

6

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

10

Parry:

10

DR:

-

    SM-1 Dagger (14): thrust 1d-4 impaling (KYOS: 1d-5 impaling), Reach C.
    Shadow Cloak: A dark empath cover himself in a cloak of shadow. This reaches to a two-yard radius around the dark empath. With care, he can include a few friends as well. Subtract 7 from any attempts to see the dark empath using normal vision or Infravision; there is no resistance roll. Even if someone does manage to see the dark empath, subtract 7 from any attack roll against him that relies on vision to hit. When there is light available, this area of darkness can be spotted at +7. The dark empath himself can see perfectly while using this ability. He activates this ability by taking a Ready maneuver. This ability lasts for 1 minute and costs 3 FP per use.
    Death Throes: When the dark empathy dies, everyone within 10 yards becomes wracked with powerful emotions. The victims must roll a Fright Check using the Confusion table (GURPS Powers, p. 85) at -2. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Psychic Spell-Like Abilities (Alternative Abilities):
    Mind-Whip (11);
    Paranoia (11).


    Traits: Combat Reflexes; Dark Vision (Hypersensory, Smell and Hearing); Empathy; Hooves; Intolerance (Light-bearing creatures); Night Vision 5 (-5 is the native illumination level); Silence 2.
    Skills: Knife-14; Stealth-16.
    Creature Type: Humanoid.

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