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  1. DC SHOES CLOCKER LEATHER PC
  2. DC SHOES CLOCKER LEATHER PLUS

An evil magician with a cloaker as a cape What I think is that what makes cloakers interesting is not their brute strength, nor their resistance, but their unusual appearance and abilities that make them versatile and suitable for inclusion in situations though. And being a fan of cloakers to an exaggerated degree, I decided to create a boss for them that could strengthen the cloakers, for the day when my PCs would finally be in tier 4. Anyone who introduces cloakers into their campaign must absolutely take into account their behavior in battle to avoid seeing their precious aberrations get destroyed. Still, they are quite disappointing when compared to the other creatures of CR 8. Also, watching cloaker appearances in various official campaigns (I'm crazy enough about cloakers to do this sort of thing), I noticed that to compensate for their relative lack of resistance, they would come up with opportunistic tactics, like hit-and-run tactic.

DC SHOES CLOCKER LEATHER PC

The reason why cloakers are CR 8 is when this thing hits and attaches itself to a PC without others noticing, choking it. Consider crossing a subterranean lake, with these above & an aboleth below. When supporting a bigger bad, they could become a harrowing ordeal. I think a lot of support creatures get weighted a bit heavier for their utility, & thus have CR that doesn't really make sense on their own. When compared to other CR 8 monsters like a frost giant, chain devil, young green dragon, or just a plain old t-rex, this thing is trivially easy to killĭC 16 is not _low_, but it's true that in a party of 4 someone should be able to pull it off easily, at the cost of an action during combat.

DC SHOES CLOCKER LEATHER PLUS

Plus it only has 80 hitpoints, its attacks aren't that strong, only an AC of 14, and no resistances to anything at all. It can attach itself to a player but the DC to get it off seems way too low considering that strength is usually a pretty high score on almost every character say for the wizard. I just threw this at my level 4 party expecting it to be a challenge, and they took it out in three rounds, which led me to ask, why is this thing CR 8? The Phantasms ability will only protect it from maybe two hits at best and a spell like burning hands will just get rid of the ability immediately. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.Ī duplicate has the cloaker's AC and uses its saving throws. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. If the cloaker is ever in an area of bright light, the duplicates disappear. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. Phantasms (Recharges after a Short or Long Rest). If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn.

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Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. The cloaker can detach itself by spending 5 feet of its movement. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. The cloaker makes two attacks: one with its bite and one with its tail.īite.

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Monstrous Compendium Vol 3: Minecraft Creatures







Dc shoes clocker leather