These hobgoblins lack the speed and dexterity to keep up with their nimble prey. As such, they have developed a mechanism for luring in their meals: a pseudopod with the appearance of a curled, weeping humanoid figure. Softhearted, naïve changelings who attempt to aid this figure rapidly find themselves enveloped in or crushed by the enticer’s thousand-pound form. Other predators, on the other hand, will see an easy meal and find a similar end.
Brave or foolish souls may seek out enticers’ dens, where they rest after their meals, for the hobgoblins cannot digest inorganic material, including jewelry, armor, and weapons.
Mental Attributes: Intelligence 1, Wits 3, Resolve 4
Physical Attributes: Strength 4, Dexterity 2, Stamina 4
Social Attributes: Presence 2, Manipulation 1, Composure 4
Mental Skills: Investigation (Ambush Locations) 2
Physical Skills: Athletics 2, Brawl (Grapple) 5, Stealth (Camouflage) 5, Survival 2
Social Skills: Animal Ken 2, Empathy 2, Expression (Lure) 4, Intimidation 2, Subterfuge (Lure) 5
Merits: Danger Sense, Brawling Dodge, Giant, Iron Stomach, Quick Healer
Speed: 7 (Species factor 1)
• Drop: After having had the opportunity to ready itself, an enticer’s first attack will consist of dropping on its victim from a horizontal surface, relying upon its weight to injure and pin its prey. Unless the target has identified the enticer and is anticipating the attack, the drop attack comes as a surprise, and the enticer’s target receives no defense against the drop attack. If the drop attack is successful, the target takes damage as with a normal brawl attack, but is also rendered both grappled and prone (see pp. 157–159 of the World of Darkness Rulebook for details on grapple maneuvers, and p. 164 for rules on “Going Prone.”) Because of the large, flat nature of the enticer’s form when attacking with a Drop, victims are at a –2 dice penalty to break loose from this grapple once achieved. However, once a victim has broken free, the enticer is at a –2 dice penalty to all attacks, including attempts to renew the grapple, for the rest of the combat.
• Squeeze: Any turn when the enticer has a hold of his victim in a grapple, the enticer may apply damage by squeezing as it wraps its flattened form tighter around its prey. Successes on this turn’s Strength + Brawl roll are applied as points of bashing damage to the victim, as well as placing a cumulative one-point penalty on the victim to break free, as the enticer slowly encases its prey with the mass of its body.