Friday, August 26, 2016

Advanced Fighting Fantasy 2 • Re: D&D Monster Conversion

Advanced Fighting Fantasy 2 • Re: D&D Monster Conversion

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Here's another few
Image

CLOAKER

Skill - 9
Stamina - 14
Attacks - 2
Speed - 30 feet
Weapon - Medium Bite/Tail As Medium Claw
Armour - Monster Medium
Habitat - Caves,Ruins,Dungeons,Mines
Number Encountered - 1
Type - Monster
Reaction - Hostile
Intelligence - High


Cloakers earned their names for the resemblance
they bear to dark leathery cloaks. Lurking in remote
dungeons and caves, these stealthy predators wait
to slay lone or injured prey stumbling through
the darkness.
Camouflaged Lurkers. Like a stingray, a cloaker's
body is composed of cartilage and muscle. With its tail
and fins unfurled, it flies through darkness and lurks
among the shadows of caverns the same way a stingray
glides through water and hides on the ocean floor.
Parallel rows of round, black eyes pots run along its back
like buttons, and the ivory-colored claws on its cowl
resemble bone clasps.
When a cloaker unfurls and moves to attack, it reveals
its pale underside and makes its true nature evident.
Red eyes glow above rows of sharp teeth, and a long
pendulous tail whips behind it.

Opportunistic Predators. When hunting, cloakers
glide through the shadows at a safe distance behind
groups of other creatures traversing the dark.
They follow parties of humanoids to prey on the
wounded after a battle, or pursue herds of beasts through the dark,
attacking the sick, the weak, or the straggling.

Cloakers strike quickly and consume their meals
as swiftly as possible, enveloping and devouring
their victims. While it feeds, a cloaker uses its swift,
whiplike tail for defense, although it rarely takes a stand
against dangerous foes or groups of creatures. As an
added defense, cloakers can create illusory duplicates
of themselves.

Haunting Moan. Cloakers' thoughts are alien to other
life-forms, and they communicate with one another
through subsonic moans inaudible to most creatures. At
higher intensities, a cloaker's haunting moan becomes
audible, evoking sensations of doom and dread in
creatures that hear it.

Cloaker Conclaves. Cloakers prefer isolation, but
they sometimes convene with other cloakers for defense
or to exchange information about new dangers, suit.able '
hunting grounds, or developments that might affect
their habitats. When this convergence is compiete, the
cloakers separate again.


Damage Transfer - While attached to a Hero, the cloaker
takes only half the damage dealt to it (rounded down). and the
Hero takes the other half.

False Appearance - While the cloaker remains motionless
without its underside exposed, it is indistinguishable from a
dark leather cloak.

Light Sensitivity - While in bright light, the cloaker has
disadvantage of -4 on attack rolls.

Any Hero that fails an Awarness test when approaching the Cloaker can be attacked
with Rear Attack+4,
If the Cloaker wins this attack Round, the cloaker attaches to the Heros head,
and the Hero is blinded and unable to breathe while the cloaker is attached,
an apposed strenght check is needed to detach the Cloaker.

Moan - Each Hero within 60 feet of the cloaker that can
hear its moan must succeed on a strenght check or become frightened and paralised until the
end of the cloaker's next turn. If a saving throw is
successful, the Hero is immune to the cloaker's moan for
the next 24 hours.

Phantasms (Recharges after 5 Rounds). The cloaker
magically creates three illusory duplicates of itself if it isn't in
bright light. 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. If the cloaker is ever in an area of bright
light, the duplicates disappear.
Whenever any Hero targets the cloaker with an attack or
a harmful spell while a duplicate remains, that Hero rolls
randomly to determine whether it targets the cloaker or one of
the duplicates. If an attack hits a duplicate, or if a duplicate fails a saving throw
against an effect that deals damage, the duplicate disappears.


Image

Stirge

Skill - 4
Stamina - 3
Attacks - 1
Weapon - Small Bite
Armour - Monster Light
Habitat - Caves,Wilderness,Mountains,Swamps,Ruins
Number Encountered - 3-12
Type - Monster
Reation - Hostile
Intelligence - Low

This horrid flying creature looks like a cross between
a large bat and an over sized mosquito. Its legs end
in sharp pincers, and its long, needle-like proboscis
slashes the air as it seeks its next meal.
Stirges feed on the blood of living creatures, attaching
and draining them slowly. Although they pose little
danger in small numbers, packs of stirges can be
a formidable threat, reattaching as quickly as their
weakening prey can pluck them off.

Blood Drain - A stirge attacks by landing on a victim,
finding a vulnerable spot, and plunging its proboscis
into the flesh while using its pincer legs to latch on to the
victim. Once the stirge has sated itself, it detaches and
flies off to digest its meal.

If A Sturge wins the first attack round
the Hero will take a small bite of piercing damage ,no armour save, and the stirge
attaches to the Hero. While attached, the stirge doesn't
attack. Instead, at the start of each of the stirge's turns, the
Hero loses 2 Stamina points due to blood loss.
The stirge will detach itself after it drains 6 Stamina points of blood from
the Hero or the Hero dies. A Hero, including the target,
can make an apposed strength check to detach A stirge.

Statistics: Posted by shintokamikaze — Fri Aug 26, 2016 8:38 pm






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August 26, 2016 at 04:31PM

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