![]() ![]() I don't care if you want this server to be vanilla, it won't be. #STARMADE CLOAKER OFFLINE#You can also use that for offline blueprinting and build it on the serbian later. #STARMADE CLOAKER MODS#There is a preload world which is also part of the collection (offline, creative) which you should start once to prod all mods to download: > Hopefully premium serb this week.įirst of all, you need to get into the access group. >Trailer: Besiege Alpha TrailerĬurrent server status: Seems instable, but works. >TT Mech template: >Helpful starter guide: Only ded games may join, otherwise they must have their own thread. Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. The thread is dedicated to all games about building machines out of blocks, in space or otherwise: If an Attack hits a duplicate, or if a duplicate fails a saving throw against an Effect that deals damage, the duplicate disappears./egg/ - Engineering Games General - Formerly /svgg/ Anonymous 19:40:52 Post No. 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. Phantasms (Recharges after a Short or Long Rest): The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. ![]() Moan: 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. Tail: 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. Light Sensitivity: While in bright light, the cloaker has disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight.ĪCTIONS Multiattack: The cloaker makes two attacks: one with its bite and one with its tail.īite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. and that creature takes the other half.įalse Appearance: While the cloaker remains motionless without its Underside exposed, it is indistinguishable from a dark leather cloak. Traits Damage Transfer: While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). ![]()
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