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]
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: |
- |
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]
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: |
- |
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]
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: |
- |
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.
No comments:
Post a Comment