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Tllmbrg

VS Battles
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I'm lumping a few smaller CRTs into one so let's go:

Cloaker
Powers:
1) Natural Weaponry (Monster Manual II 1e Page 25):
"Cloakers attack by flying at a character and wrapping the victim in their folds, pinning the victim's arms, and preventing the victim from returning the attack. Once a character is wrapped a cloaker may then bite at the victim's belly or back; points of damage done are 1-4 plus the unadjusted armor class of the victim. The cloaker may normally strike with its tail twice per round for 1-6 points of damage. It often uses its tail to fend off attackers while slaying its enveloped victim. The tail is armor class 1 and can take 16 points of damage before being cut off."
2) Damage Transferal (Monster Manual II 1e Page 25):
"Any attacks on the cloaker while it is wrapped around a victim will cause half-damage to the victim and half-damage to the cloaker."
3) State Effect Inducment (Monster Manual II 1e Page 26):
"Third level of intensity causes nausea and weakness very similar to that caused by a stinking cloud spell. The area of effect is a cone 30 feet long and 20 feet wide at its open end. The effect will last for 2-5 rounds. Anyone caught within the area of effect must save vs. poison or be helpless due to nausea."

New Key:
Cloaker Lord, in terms of powers it'll have everything a Cloaker has plus:
1) Absorption (City of The Spider Queen Page 91):
"Cloaker lords absorb blood through their skins, devouring victims until only cleaned bones remain, to spill out of the unfurling cloak."
2) Limited Mind Control (City of The Spider Queen Page 91):
"Cloaker lords hold a natural domination over cloakers, and have recently come to rule their lesser brethren, drawing normally-solitary cloakers together into loose raiding bands, and forcing other monsters (such as deepspawn, subdued by moans) into servitude."
3) Resistance to Mind Manipulation and Telepathy (City of The Spider Queen Page 91):
"Cloaker lords can elude most mind-communication and -influencing psionics and spells because of their strange thought processes (determine what occurs on a case-bycase basis; attackers will have more success, the more practice they have in using such powers against cloaker lords)."

Stats:
They should at least be stronger then regular Cloakers and in Ghoul Kingdom from Dragon Magazine Issue 70 there's one which gives 18,0000 EXP which is above a Beholder so they should vary from 9-A up to Low 7-B in terms of AP, Striking Strength and Durability
Speed, LS and Intelligence should be Cloaker's but with an "At least"

Ankheg
Underground Mobility due to having a burrowing speed
Resistance to Mind Manipulation: Forogot to include them to this CRT
Resistance to Bone Manipulation: Are bugs thus they have an exoskeleton and not real bones

Giant Wasp (Mason Key)
Resistance to Heat Manipulation (Monstrous Compendium Al-Qadim Appendix Page 48):
"Giant mason wasps are immune to fire and all fire-based attacks."

Mummy
Natural Weaponry should be removed since it's basically a regular fist but the Mummy is durable so it can punch harder with it
 
Status Effect Inducement* for the Cloaker stuff. Otherwise this looks good, as we discussed some of this previously. The 9-A key can also reference the Cloaker Lord statblock presented in Monster Compendium: Monsters of Faerun, which lists a Cloaker Lord at CR 7. A rundown of that statblock can be found here.

Resistance to Bone Manip for a bug seems like it doesn't need mentioned in the same way inorganics don't need it.

Giant Wasp seems fine to me.

Eh. Fair, I suppose.
 
(I forgot about that stat block) so we should probably add all the powers from the spells it can cast lol

I mean IRL bug pages we have on the wiki do it so

Nice
 
I believe the cloaker transfer damage not due having a supernatural effects that allows it, but since it's exceptionally good at engulfing someone, if the creature receives damage the grapple target will also suffer damage.
 
I mean it's basically like Rug of Smothering in how it transfers damage, plus this doesn't really make sense when it can seeimngly do this with damage types that have no buisness to carry over like acid, psychic and so on
 
I believe the cloaker transfer damage not due having a supernatural effects that allows it, but since it's exceptionally good at engulfing someone, if the creature receives damage the grapple target will also suffer damage.
This is a fair interpretation. Though, being fair, the page doesn't mention the need to be supernatural. So even under this interpretation the ability is still a plausible addition since it does explicitly do what the ability does.
 
(I forgot about that stat block) so we should probably add all the powers from the spells it can cast lol

I mean IRL bug pages we have on the wiki do it so

Nice
irl pages kind of suck.
 
irl pages kind of suck.
I hate the fact that you're right
Also I'll assume a yes on the top thing, so should I complie the list of abilities from that or do you want to? (I'll add it to the CRT propsal either way)
 
Well, considering sharing damage is not covered by conventional grapplings, one can say that cloaker's engulf is considerably more effective, and thus, no way of damaging the creature without damaging the victim. Although I would consider this power unable to resisted or negated due being mundane, it could theorically be bypassed by pretty accurate attacks.
 
I hate the fact that you're right
Also I'll assume a yes on the top thing, so should I complie the list of abilities from that or do you want to? (I'll add it to the CRT propsal either way)
Your CRT, lad. Go nuts.
 
Well, considering sharing damage is not covered by conventional grapplings, one can say that cloaker's engulf is considerably more effective, and thus, no way of damaging the creature without damaging the victim. Although I would consider this power unable to resisted or negated due being mundane, it could theorically be bypassed by pretty accurate attacks.
yeah, that makes sense.
 
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