- 4,905
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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
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