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[CoC] The Traveler
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<blockquote data-quote="Andrew D. Gable" data-source="post: 173653" data-attributes="member: 4144"><p>Here's my first attempt at a conversion of an old CoC monster. A few bits (the CR in particular) may be a bit off, but here goes.</p><p> </p><p><strong>TRAVELER</strong></p><p>Tiny Aberration (Lesser Independent Race)</p><p></p><p>Hit Dice: 2d8+14 (23 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved Initiative)</p><p>Speed: 5'</p><p>Armor Class: 16 (+2 size, +4 Dex)</p><p>Attacks: Filament whip +12 melee touch attack</p><p>Damage: Filament whip 1d2+poison</p><p>Face/Reach: 2.5' x 2.5' / 0'</p><p>Special Attacks: Poison, detonate spacecraft</p><p>Special Qualities: Regeneration 5</p><p>Saves: Fort +7, Ref +6, Will +8</p><p>Abilities: Str 1, Dex 18, Con 24, Int 28, Wis 17, Cha 12</p><p>Skills: Climb +5, Escape Artist +10, Hide +19, Jump +3, Move Silently +18, Psychic Focus +14</p><p>Feats: Acrobatic, Improved Initiative, Iron Will, Lightning Reflexes, Stealthy, Weapon Finesse</p><p>Psychic Feats: Mind Reading, Sensitive, Telepathy</p><p>CR: 3</p><p>Climate/Terrain: Any</p><p>Advancement: 3-5 (Tiny)</p><p>Sanity Loss: 0/1d6</p><p></p><p><em>...In this form we have inhabited the densest brain-webs of three hundred races, lain intricately snug within them like thriving vine on trelliswork. We've looked out from too many variously windowed masks to regret our own vestigial senses... Far better to slip on, as we do, whole living beings and wear at once all of their limbs and organs, memories and powers - wear all as tightly congruent to our wills as a glove to the hand that fills it.</em></p><p>-Michael Shea, "The Autopsy"</p><p></p><p>Every once in a while, a gray metal sphere falls to earth from the heavens. This sphere contains a tiny, sluglike creature - a larval Traveler. The young Traveler remains hidden until such a time as a suitable host presents itself. The host is usually the biggest and strongest creature available in the area.</p><p></p><p>Once it has lodged itself in a host body, the Traveler begins a rapid maturation process. Within three days, the alien creature has complete control of the host body. Hosts of a Traveler gain the alien's filament whip attack, as well as all normal attacks, and it is through use of this attack that the Traveler feeds (see below).</p><p></p><p>At any time, a living host (or even a dead one, as the parasite uses its will to animate the host as per an Animated Corpse) may perform surgery on itself and a victim, and transfer the Traveler to a new host. Without the alien's willpower to sustain it, the old host quickly dies.</p><p></p><p><strong>Detonate Spacecraft (Ex)</strong>: If a Traveler fears that it has been discovered, it can detonate its sphere. Anyone within 15 feet of the exploding sphere takes a massive 10d6 damage as the nuclear core of the sphere overheats and explodes. Every four yards beyond the initial damage zone lessens the explosion damage by 2d6, so it is 8d6 within 6-10 yards, 6d6 within 11-15 yards, etc. </p><p></p><p><strong>Poison (Ex)</strong>: Whenever an investigator is struck by a traveler's anesthetic tendril, he must make a Fortitude save (DC 18) or be paralyzed for 1d100-Constitution minutes. While the victim is paralyzed, the Traveler will extend a second filament, which will find its way to the victim's heart, from whence the vampiric entity will feed on the blood of the victim. Alternately, it may choose to be transplanted into a new host (see above).</p></blockquote><p></p>
[QUOTE="Andrew D. Gable, post: 173653, member: 4144"] Here's my first attempt at a conversion of an old CoC monster. A few bits (the CR in particular) may be a bit off, but here goes. [b]TRAVELER[/b] Tiny Aberration (Lesser Independent Race) Hit Dice: 2d8+14 (23 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 5' Armor Class: 16 (+2 size, +4 Dex) Attacks: Filament whip +12 melee touch attack Damage: Filament whip 1d2+poison Face/Reach: 2.5' x 2.5' / 0' Special Attacks: Poison, detonate spacecraft Special Qualities: Regeneration 5 Saves: Fort +7, Ref +6, Will +8 Abilities: Str 1, Dex 18, Con 24, Int 28, Wis 17, Cha 12 Skills: Climb +5, Escape Artist +10, Hide +19, Jump +3, Move Silently +18, Psychic Focus +14 Feats: Acrobatic, Improved Initiative, Iron Will, Lightning Reflexes, Stealthy, Weapon Finesse Psychic Feats: Mind Reading, Sensitive, Telepathy CR: 3 Climate/Terrain: Any Advancement: 3-5 (Tiny) Sanity Loss: 0/1d6 [i]...In this form we have inhabited the densest brain-webs of three hundred races, lain intricately snug within them like thriving vine on trelliswork. We've looked out from too many variously windowed masks to regret our own vestigial senses... Far better to slip on, as we do, whole living beings and wear at once all of their limbs and organs, memories and powers - wear all as tightly congruent to our wills as a glove to the hand that fills it.[/i] -Michael Shea, "The Autopsy" Every once in a while, a gray metal sphere falls to earth from the heavens. This sphere contains a tiny, sluglike creature - a larval Traveler. The young Traveler remains hidden until such a time as a suitable host presents itself. The host is usually the biggest and strongest creature available in the area. Once it has lodged itself in a host body, the Traveler begins a rapid maturation process. Within three days, the alien creature has complete control of the host body. Hosts of a Traveler gain the alien's filament whip attack, as well as all normal attacks, and it is through use of this attack that the Traveler feeds (see below). At any time, a living host (or even a dead one, as the parasite uses its will to animate the host as per an Animated Corpse) may perform surgery on itself and a victim, and transfer the Traveler to a new host. Without the alien's willpower to sustain it, the old host quickly dies. [b]Detonate Spacecraft (Ex)[/b]: If a Traveler fears that it has been discovered, it can detonate its sphere. Anyone within 15 feet of the exploding sphere takes a massive 10d6 damage as the nuclear core of the sphere overheats and explodes. Every four yards beyond the initial damage zone lessens the explosion damage by 2d6, so it is 8d6 within 6-10 yards, 6d6 within 11-15 yards, etc. [b]Poison (Ex)[/b]: Whenever an investigator is struck by a traveler's anesthetic tendril, he must make a Fortitude save (DC 18) or be paralyzed for 1d100-Constitution minutes. While the victim is paralyzed, the Traveler will extend a second filament, which will find its way to the victim's heart, from whence the vampiric entity will feed on the blood of the victim. Alternately, it may choose to be transplanted into a new host (see above). [/QUOTE]
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