CAPITULATOR
OLD SCHOOL
Armour as chain, Move 30' (upright) 40' (all fours), 6 Hit Dice, 40 hp, claw swipe d6+2 damage, Morale 12 (fearless).
Treasure- Object d'art, casually strewn about their hives. Find a good table and generate some stuff or assume there's 0-3 pieces of art in any given hive chamber, each worth between 100 and 1000 GP.
Head Mandibles - These mandibles are slow to close. Any attack with them is always at -3 to the roll. However, they clamp shut decisively for 2d6+2 damage. Usually, they prefer to grab an opponent and lift them helpless into the waiting mandibles.
Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Resolve this as a wrestling attack (free attack for the target), the victim rolls a d20 and adding their Str+Hit bonus. The Capitulator rolls d20 +7. Creature thus pinned takes no damage, but must use their next action to escape if they intend to use their arms . On the Captulator's next action, it will attempt to use its mandibles as described above, but hits automatically
Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. This surprises on a roll of 1-4 on a d6. Whilst present in the eye, the host must make a save vs magic roll each week of inhabitance to avoid picking up a -1 to all saves due to the disturbing presence of the Capitulator.
Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something or other. The best way of going about this, is to engage in some manner of elaborate game (Ref's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a save vs magic; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. -2 if the stakes of the game are very high. +2 if they are low. A game without stakes will not be sufficiently interesting to be rid of the Capitulator.
5E
Capitulator - AC 16, HP 54, Spd. 30ft (Upright)/40 ft (All fours) +5, 1d6+3 dm (Claw Swipe), XP 1800 CR 5
S+3/D+1/C+1/I+2/W+2/C-2
Head Mandibles - These mandibles are slow to close. Any attack with them is always at disadvantage. However, they close shut decisively for 2d10+3 damage. Usually, they prefer to grab an opponent and lift them helpless into the waiting mandibles.
Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Attack bonus as above. Creature thus pinned takes no damage, but must use their next action to escape if they intend to use their arms. On the Captulator's next action, it will attempt to use its mandibles as described above, but gains advantage.
Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. Whilst present in the Eye, the host must make a DC 10 roll each week of inhabitance to avoid gaining a level of exhaustion. Host may gain no more than one level of exhaustion this way.
Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something. The best way of going about this, is to engage in some manner of elaborate game (DM's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a DC 12 Wis save; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. The D.C. rises to 14 if the stakes of the game are very high. It lowers to D.C. 8 if they are low. It gains advantage on the roll if the stakes are non-existent.bles - These mandibles are slow to close. Any attack with them is always at -3 to the roll.
OLD SCHOOL
Armour as chain, Move 30' (upright) 40' (all fours), 6 Hit Dice, 40 hp, claw swipe d6+2 damage, Morale 12 (fearless).
Treasure- Object d'art, casually strewn about their hives. Find a good table and generate some stuff or assume there's 0-3 pieces of art in any given hive chamber, each worth between 100 and 1000 GP.
Head Mandibles - These mandibles are slow to close. Any attack with them is always at -3 to the roll. However, they clamp shut decisively for 2d6+2 damage. Usually, they prefer to grab an opponent and lift them helpless into the waiting mandibles.
Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Resolve this as a wrestling attack (free attack for the target), the victim rolls a d20 and adding their Str+Hit bonus. The Capitulator rolls d20 +7. Creature thus pinned takes no damage, but must use their next action to escape if they intend to use their arms . On the Captulator's next action, it will attempt to use its mandibles as described above, but hits automatically
Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. This surprises on a roll of 1-4 on a d6. Whilst present in the eye, the host must make a save vs magic roll each week of inhabitance to avoid picking up a -1 to all saves due to the disturbing presence of the Capitulator.
Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something or other. The best way of going about this, is to engage in some manner of elaborate game (Ref's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a save vs magic; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. -2 if the stakes of the game are very high. +2 if they are low. A game without stakes will not be sufficiently interesting to be rid of the Capitulator.
5E
Capitulator - AC 16, HP 54, Spd. 30ft (Upright)/40 ft (All fours) +5, 1d6+3 dm (Claw Swipe), XP 1800 CR 5
S+3/D+1/C+1/I+2/W+2/C-2
Head Mandibles - These mandibles are slow to close. Any attack with them is always at disadvantage. However, they close shut decisively for 2d10+3 damage. Usually, they prefer to grab an opponent and lift them helpless into the waiting mandibles.
Grab- The creature attempts to pin the arms of an opponent by their sides in preparation for a lift and bite. Attack bonus as above. Creature thus pinned takes no damage, but must use their next action to escape if they intend to use their arms. On the Captulator's next action, it will attempt to use its mandibles as described above, but gains advantage.
Ride the Eye- As soon as the Capitulator is seen, it may invade the vision of the perceiver. There is no save against this unstoppable power. It may leave the eye at any time, unless the host is blind or without sight in some fashion. Whilst present in the Eye, the host must make a DC 10 roll each week of inhabitance to avoid gaining a level of exhaustion. Host may gain no more than one level of exhaustion this way.
Expelling the Capitulator: The monster can sometimes be forced to leave a host, but only if the host can make the Capitulator care about something. The best way of going about this, is to engage in some manner of elaborate game (DM's decision as to what constitues 'elaborate' or a 'game'). Another option is to capture its interest with a game of chance (though only extended play will be sufficient to grab its attention). The Capitulator must make a DC 12 Wis save; failiure means it is immediately forced to manifest and it can never use Ride the Eye again. The D.C. rises to 14 if the stakes of the game are very high. It lowers to D.C. 8 if they are low. It gains advantage on the roll if the stakes are non-existent.bles - These mandibles are slow to close. Any attack with them is always at -3 to the roll.
Yes, I'm still coming to terms with formatting.
ReplyDelete