Tuesday, 8 August 2023

this is my review of doom 2016 on the switch in 2023

have you never played doom 2016 on the switch and you want to know should you buy doom 2016 on the switch in 2023 read this review to find out! 


if youre a switch person,  theres not a lot of options for your first person shooters, and even outside the switch nobody makes singleplayer campaign shooties anymore because its all fortnites and call of duties these days. the last new campaign shooter was titanfall 2 and it was just ok. but you cant play that on the switch! i tried bethesda wolfenstein 2 but the wheelchair level did not get me and i didnt stick with it. so really ive only been able to play borderlands on there. this is pretty dire state for that genre to never really get a foothold on such a longlived system.  if you like doom and quake, you can play ports of every version of doom and quake. me i dont like doom very much but its ok. i wanted to try this doom, the old new one, for a while, and it was on sale so why not


you might be better off getting it in a box, if you can find that for cheap. if you get it on the online store youre gonna need a 64gig sd card to download it! me, i bricked my raspberry pi so i could play doom. so you cannot say im not a hardcore because you know im willing to make these sacrifices and hard choices for gameing. 


which difficulty setting did i play it on? well i tried “hurt me plenty” which means “medium”. remember doom? but you have to shoot the guys too many times and its really annoying and boring to do it! so i put it on “im too young to die daddy” or whatever. which is “easy”. remember doom! maybe ill put it up higher when i unlock more abilities but i dont really like shooting the guys so many times! 


i changed the gun in the settings so it would be in the middle. like in doom!


so youre going to notice some things right away. firstly everythings going to be orange and its going to be hard to see the guys because its like, orange on orange. so look out. secondly all the player movements gonna be a bit floaty and marshmallowy. the ‘mantle’ thing where you jump and climb on platforms feels bad! but maybe youll get the hang of it later. theyll probably give you a double jump or a jetpack or something later. 


on loading screens theres no big tell that its done loading, you have to pay attention and push the button when the tiny prompt comes up. thats doom baby. i think in general the menus couldve used more love. they have a map (like in doom!) but i dont like to look at it!


when you shoot guys you have to punch them as well. when you punch them they glow blue and glowing blue enemies drop health when they die, so you want that. if you punch them to death it does a long animated execution kill. youre supposed to be excited to do this but its pretty annoying. youre gonna have to watch a lot of these. thats just how it is. the punching i dont love it, its a little jarring and its not super clear if youve hit the guy or how effective it was. you often punch past the guy, and youll then have to find them again, if you want to shoot or punch them again.


the pistol you start with, well….. its the start pistol and maybe you can mod it later, its not supposed to be the most effective weapon. but my review of it is that its bad and it feels bad to shoot guys with. pretty soon after that you’ll pick up a shotgun. sadly, again, the starter shotgun isnt super effective, youre going to have to shotgun each guy several times to put them down. youre gonna have to mod it to be good. thats just how it is. you pick up the first weapon mod halfway through the first level. do you want your shotgun to be triple or exploding? youll have to get both of these, it doesnt really matter which you choose first. if you aim down sights you can do it. if you wait a few seconds you can do it again. if you have both mods you can switch between them at will. its a pretty good.


the doomguy character that you inhabit is a mute irreverent vagabond meathead, who communicates mostly through just punch animations and being a destructive force. the animations will be lovingly rendered and casually brutal in a way that feels a bit samey and mealy after a lil while. the game has a story but youre playing as a character whos not really excited about their story and just wants to wreck stuff. theres tilda swinton who wants the demons to win. theres the other guy who doesnt want the demons to win. its hard for you to care about the story when the character does not care. like you can try i guess. youre on your own team which is just you, killing the stuff, and going forwards. you will move from one scene to the next, collecting everything and killing everything else.


ok so this is the fresh new take on doom circa 2016 (i think its the current fresh new take but i havent played doom eternal which i suspect is at least a little bit different. i expect there will be a even newer fresh new take on doom announced soon, and im not sure what thats going to be yet. but this one, the 2016 one, i believe is a well regarded fresh new take on doom by players of dooms and by the gameing press in general) - in this one, you are supposed to feel big and strong and powerful, but also kind of skilly clever, but most important, youre a brawly kinda shooter guy who runs in and fights in the thick of it, you dont  just hide behind stuff and snipe or whatever.  its brawly. you punch guys. you drop into little locked off arenas and shoot and punch guys until there are no more guys. i think this is ok. its at least not the same as every other game, it has its own lean and it works when you lean into it. its not a stealthy snipey and it does not reward that mode of play.


it being a doom means they can do a fresh take on the old shooter gameplay that you dont see so much these days. so it has access keys, and levels with discrete ends, and secrets. so thats kind of fun. it being a fresh new take means they can put in the new shooter gameplay that you do see so much these days. so you have upgrading and checkpoints and achievos. i think its cobbled together pretty good. looking for secrets kinda feels weird and archaic and at odds with the keep-moving-forward pace of its gameplay. but finding secrets is still a fun thing to do in a video game. i found one of the two secrets in the first level. i do not know if i ever intend to play that level again. it does not feel like it contains multitudes or will reward further exploration. 


the second level is the first puzzley level, which is to say, youll have to figure out what to do next to advance. youll need to find keys that are not right in front of you, and youll have to pay attention to environmental hazards that instantly kill you if youre not paying attention. (youll have to reload, and youll have to wait for it to load, and youll reload from a checkpoint, so youll have to kill back up to where you were so you can try the puzzle again). this shows willing, right? we do have more than just a punchy gunshoot, theres this other searchy mode as well.  so um, the searchy bit how do i like it? honestly i dont like it much. so unlike sneaky snipeys, the game requires and rewards this mode of play. it breaks up the arena shooting. it paces the levels a little. but it doesnt offer a lot of choice. youre doing the things or not doing them. youre being killed by the things or not. youre either taking the main route through, or the b route which is largely the same. id like to feel sometimes like ive cleverly gone a better way, but theres not much of that. i think if you did it just right you could use the hazardous environment to kill dudes, but thats really just a different way to kill dudes and not really a transformative different mode of play.


its hard to place this game in a larger schema of sort of scifi horror themed shooters. its doing its own thing by being doom, which is novel in 2016 when most of the shooters arent being doom. its environments would look at home in deus ex or half life or dead space or something, but this game is secure in its lane, as a doom, and doesnt explore the whole space of scifi horror shooting, and there isnt really anything wrong with that, but the space it explores is nevertheless limited. i think if you compare it to a n64 game like goldeneye or perfect dark, it is a pleasant fellow in that company.  it is sometimes a vent crawler but it is not a role playing game, and doesnt want to entertain that sensibility.


anyway im only pretending to be a game journalist and im not sure if youre supposed to write like product reviews or critical analysis or what in these guys. i think if you have a switch and youve not played this game and you want to, you might as well get it while its cheap and the switch is still  a viable platform. i like it better than the wolfenstein but not as much as i’d like to.

Sunday, 6 August 2023

dogmestein 95

in this liz ryerson blog post theres mention of 'dogme 95 but for video games' sort of in the style “sometimes people propose a dogme 95 for videogames and that's a little silly, for these reasons” and it got me thinking that it would be fun to do a sort of dogme 95 for videogames, bit of a cheeky dogme 95

so im making a bit of a wolfenstein, at least, i'm telling people im making a wolfenstein, and i kinda like the idea of having a club that makes wolfensteins, like a little wolfenstein makers club.

anyway if youd like to contribute, well, i don't have an explicit list of which videogame things not to do like in vanilla dogme 95, but basically we'd pretend that theres a list of ten-ish explicit rules for things that you must not do in the execution of your video game, in order to be able to claim that it was made to the dogmestein 95 spec (because, when i read the actual dogme 95 list im like, oh this is a nice idea but i dont want to not do these specific things because it seems hard, so you get to maintain your own list of things, but we don't mention the rules explicitly so we can pretend that we are all doing the same things. )

oh and because, game jams theres like a billion of them all the time, this one it starts whenever you read this or whenever you commit to creating your wolfenstein, and you have.... 20 years to do it, you can release at any point in those 20 years, release as early and as often as you like, but once those 20 years are up, that's it. and then... you don't have to tell me that you're doing dogmestein and in fact if you do tell me its frowned upon. but i will assume that any game that comes out in the future that seems to fit these restrictions is actually a dogmestein 95 game. even if you tell me its not. i'll be yeah, sure, wink.

anyway thats a lot of rules for i told you i wasnt going to tell you what the rules are, so you dont have to actually do any of the things i said, but that's the framework. it doesn't have to even really be a wolfenstein. but there are rules and we all secretly agree what they are, and not to discuss them, but they're real.

#also i propose that we pretend that#whatever year it is#actually its 1995



Thursday, 3 August 2023

suppose that the matrix is not trans enough

i understand that thats a contentious opinion, but suppose that they werent under any clear restriction from the studio to make an apparently straight movie and they could put… like the thing where switch is a lady in the matrix but a man outside the matrix, like they wanted to, suppose they were allowed to make it like 10% transer, what kind of things could you do?


im kind of dithering back and forth on this because i think somehow its still good if theres a disenfranchised male libertarian read on the film, but there are more clues. so its more, but you still have to read into it a bit. it would be the kind of movie that could enchant a male dipshit and confuse them into becoming trans - like that doesnt have to be the only point to the film but its a window left open


one thing is cast a woman as morpheus. seems really obvious. im not sure why they didnt do this when they recast morpheus for revolutions. why its trans, i think it clearly posits morpheus as a trans elder, in a way that lawrence fishbourne sadly is not (i think its a good performance but very straight) - so you could cast like angela basset or expand the role of the oracle or something and i think that would be transer


color grading. do that bisexual lighting but in pink and blue. i dont think that trans flag was around at the time of the original matrix, but its very matrix and i think its a good subtle clue. honestly were expected to read a bit of retcon into it like with the pills, were supposed to retroactively accept stuff thats not explicit in the film but still intended, think itd be cool if someone did this lighting at the time unknowing, and it was understood now as a sort of delirious oracular trans theme encoded preactively by a canny editor


obviously to make it transer you could just put a little more trans-adjacent subculture shit in. put some lesbian stuff. put some furry stuff - and it has to still read as the matrix but you’d do a lil bit, like maybe neos name is neko. i think that gets you a lot of the way there. 


i think in general make neo more of a failson. like hes too competently living as a man. i think its good move to have smith be a fbi man in the original matrix, but it would be much transer if smith was more of a father figure, even like a stepdad or a gym coach or something


the previous wachowski movie ‘bound’ has all this very aesthetic lesbian shit in it, i think the matrix would read more trans if in the first act there was more of a lesbian vibe to the world that neo feels like an outsider in. like in the fish out of water club chasing trinity bit. i think trinity has a very gay look and this is kind of in there, but, idk what if two girls kissed or something. a bit gayer.


make the body horror stuff hornier. i wont say why.


anyway this is kind of a cursed argument, people will say the matrix is obviously trans or obviously not and noone will prefer this discussion. but i think its a useful conversation. like if you had to make either a movie in the mode of the matrix but more explicitly trans, or if you were making the matrix, how would you make it transer

Wednesday, 12 April 2023

mausritter, diablo and steez control

the way items work in mausritter

weve been playing mausritter which is one of these ones where your character is largely defined by what items they can carry.


you have a number of slots, weapons and spells and tools and stuff take up slots, status effects also take up slots. if you haven’t got a spare slot for a status effect i think you have to drop something to pick it up. if you want to bring home loot from the adventure you sort of have to bring fewer abilities. you can bring hirelings, which gives you more slots, but you have to keep the hirelings alive if you want to bring that stuff home.


um, so this is a very literal interpretation of the idea that you have to have a limit on the complexity of player characters - you have one resource and it has a explicit limit and you can spend that on any of the things that there are but theres no obvious way to exceed the limit without a tradeoff.


you could extend this so that all of the kinds of abilities you have in dnd, the barbarian rage and whatever, are items that can fill slots in this kind of system


the opposite idea of that

is like, you can have an endless list of abilities that keeps getting longer every time you pick up another item, learn new spells, or level up, and nothing ever expends, your guy keeps getting more and more complex, maybe you can keep track of all the stuff and maybe you cant. i think this is also a fun guy to play, its just like, a different style. if youre the kind of player who has to always do the best thing on your turn, maybe this style means your turn gets really long.


i think the advantage of this style is if you find something that seems cool to use on the first adventure, bring it on every adventure after that, but never use it, at least there’s no opportunity cost to bring it. and maybe it will pay off eventually. it’s fun to win with the thing the dm forgot you had.


but then the opposite idea of that, again, is basically steez control

like where each guy has a particular steez, the thing that they are good at, that is their thing. this is the design goal that allows for the crunch and cruft of late dnd - with classes and subclasses and feats and so on. in the mausritter style this would be modeled with different sets of equipment. 


steez control is a good desirable thing to have. it feels good to have a pattern for your guy that either fits the game well or that you can cobble bits of game together to model as a frankenstein guy. a well designed game can model many types of guy, a multiplayer game wants different guys that work well together, this is a well established good idea


but that fails when one guy’s steez is so broad that they do everything well, or someone else does your steez better than you, or your steez never applies to the adventure, or if it always applies to every situation - and here the game can really fall apart, if you can always use the same tools in the same way to resolve any situation, you reach a sort of steez equilibrium where there’s no longer any tension in the system (and maybe your friends are mad at you because they don’t get to do their thing)


anyway i think this happens less often in dnd and more often in diablo so 


now we’re talking about diablo

diablo kind of implements both of the broad styles i was talking about before, you have a limited number of slots and you can only put one item in each slot, but you can carry a bunch of items. you hope to pick up new stuff that can replace the items you have equipped.


occasionally youll pick up an item with a unique power that you can basically build the rest of your guy around. for example, The Barber - a unique ceremonial knife for the Witch Doctor character, has this effect:


Instead of dealing direct damage, Spirit Barrage now accumulates on the target. When casting stops, it explodes dealing 450–500% of the accumulated damage to all enemies within 15 yards.


which turns ‘spirit barrage’ from a middley ranged attack to something that instantly blows up every dude in range. so you might never use ‘spirit barrage’ before you pick this up, but as soon as you do, youre strongly incentivised to switch to a build where you only equip stuff that makes spirit barrage faster and more reliable, and then you should stick to that until you find another weapon that does more than 5x as much damage as this does. and then youre back to just hitting one guy instead of hitting every guy at once.


now, ive never played multiplayer diablo but i assume that the player who instantly kills everything on the screen at range is an annoying guy to play with when youre a slower melee guy. even in the single player game, it gets boring after a while to remove all of the tension from the game. this kind of ‘destroy everything at once’ playstyle is fun for a while until its not anymore. if im playing diablo eventually ill want to switch to a guy who does something other than just hold down the one button 


In dungeons and dragons

in dungeons and dragons if one player develops a stratagem that overwhelms every system in the game you can pull that player aside and say “hey, lets not do this thing anymore” and maybe like remove or alter that thing


but its hard to build this kinda stopgap in at the system level. i think mausritter solves this problem by not really having any piece of equipment be really good, which is quite boring. i think a too-eager dm could easily start handing out items that are too good, which is… i dont know. I think that mausritter is probably a quite difficult system to generate magic items for, which is a shame because it might almost be really good.

Saturday, 10 December 2022

The Palace of Spinning Blades

 Three brothers are lost in a machine. The machine, with its spinning blades, determines which of the three is doomed to what fate.

One brother, the youngest, is doomed to leave the maze and inherit the kingdom. A woman lives within the labyrinth, and the eldest brother is doomed to live with her, all his days inside the machine. The middle brother is doomed to die in the machine, to be forgotten. But when it comes time for the middle brother to die, he climbs over the machine’s blades, and the youngest brother dies in his place. And when they come to the place where the woman lives, the middle brother steals her away leaving the eldest alone in the darkness. The middle brother escapes the maze, to live with his stolen bride in his usurped kingdom, and enjoy the shame of victory. But noone escapes the machine. Its size is infinite. Its agents are everywhere.

Friday, 9 December 2022

ghosts in the machine: the trickster

 (OpenAI's chatGPT machine learning thingo generated almost all of this class, and I mostly just edited it together.)

The Trickster

As a Trickster, you are a veritable virtuoso of deception and misdirection. With your cunning wit and nimble fingers, you can outsmart and outmaneuver even the most formidable of foes. Your clever tricks and elaborate illusions leave your enemies bewildered and confused, while your quick reflexes and agility allow you to escape danger with ease. Whether you're using your magic to deceive and mislead, or manipulating your surroundings to your advantage, you are a master of trickery and deception.

Ability Scores: Your Charisma should be your highest ability score, followed by Dexterity. Charisma is important for spellcasting and for your abilities that rely on deception, while Dexterity is important for your abilities that rely on agility and quick reflexes.

Hit Points
Hit Dice: 1d8 per Trickster level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Trickster level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Disguise kit, thieves' tools
Saving Throws: Charisma, Dexterity

Skills: Choose three from Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, Stealth

Equipment:
You start with the following equipment, in addition to the equipment granted by your background:

    (a) two daggers or (b) a quarterstaff
    (a) a light crossbow and 20 bolts or (b) an unspecified number of darts, so many darts, more darts than you'll ever need
    (a) a dungeoneer's pack or (b) a burglar's pack
    Leather armor, thieves' tools and a disguise kit
    
Class Features:
Bag of Tricks: At 1st level, you gain access to the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. You know the spells Disguise Self and Nondetection, and always have these prepared, and can cast these without using a spell slot.

 At 2nd level, You learn the following additional spells, they are always prepared, and you can cast them without using a spell slot: Grease, Shatter, and Silence.

 Charisma is your Spellcasting Ability for these Trickster Spells.

Cunning Action: At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Opening Gambit: At 4th level, You have a keen sense for danger and are able to react quickly when things turn to blows. You can add your Charisma modifier to your initiative rolls. When you roll initiative, you can switch positions with another willing creature within 30 feet of you, so long as you and that creature could reasonably have been able to move between these positions on your turns, ignoring opportunity attacks.

Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Simply Not Being There: At 7th level, you gain the ability to teleport short distances as a bonus action. This ability has a range of 30 feet and can be used once. You regain your use of this ability whenever you finish a short or long rest.

Unbelievable Resilience: At 8th level, You are difficult to catch and even harder to kill. You have resistance to bludgeoning, piercing, and slashing damage, and can use your reaction when attacked or when forced to make a Dexterity save to take the Dodge action, causing disadvantage on the triggering attack or save.

Spirit of Pure Chicanery:
 At 10th level, you gain the ability to transport yourself and others short distances instantly. As an action, you can cast the Dimension Door spell without using a spell slot. When you cast Dimension Door you can bring along additional creatures within 30 feet. You can bring as many creatures as your Charisma bonus. You can use this ability once per long rest.

 At 11th level, you gain the ability to turn invisible. As a bonus action, you can cast the Invisibility spell on yourself without using a spell slot. This effect lasts until you attack, cast a spell or end a long rest, with no duration. You can use this ability once, and regain your use of this ability whenever you finish a short or long rest.

At 12th level, You gain the ability to confuse and disorient your enemies. As an action, you can cast the Confusion spell without using a spell slot. This spell affects all hostile creatures within 30 feet of you, forcing them to make a Wisdom saving throw vs your Charisma spell save DC or become confused for 1 minute. You can use this ability once per long rest.

Subclass: The Fool

As a Fool, you are a master of deceit and manipulation cloaked in carefree revelry and frivolous fun. With your quick wit and playful spirit, you can entertain and amuse even the most jaded of souls, all the while concealing your true nature as a cunning and ruthless trickster. Your simple jokes and silly pranks bring laughter and joy to those around you, while your sly tongue and cunning mind deceive and mislead even the most perceptive of individuals. Though others may see you as a harmless jester, they would be wise not to trust you, for you are a dangerous and ruthless foe, skilled in the art of deception and manipulation. You may not be the most cunning or clever of individuals, but that does not concern you - for you are a master of carefree revelry and ruthless mischief.

Fool's Luck: At 3rd level, you have the ability to manipulate luck in your favor. You can reroll any of your failed ability checks, attack rolls, or saving throws, rolling a single extra die. You must use the new roll. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) per long rest. If you roll a 1 on your Fool’s Luck die, you take 1d6 psychic damage.
    
Creature of Pity: At 3rd level, you gain the ability to manipulate the emotions of others. As an action, you can force a creature within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is filled with pity for you and will not attack you or target you with harmful spells or abilities for 1 minute.

Fool's Errand: At 6th level, you gain the ability to send a creature on a wild goose chase. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw vs your Charisma spell save DC. On a failed save, the creature must move in a random direction for 1 minute or until it is attacked or otherwise significantly inconvenienced. During this time, the creature will not attack or interact with any other creatures.

Fool’s Sympathy: At 9th level, whenever you miss with an attack that targets one creature, or when one of your spells or abilities that asks for a saving throw and targets one creature fails, you can choose another creature within range that the attack or effect can target. Repeat the attack or save against that creature, and resolve the effects as though they were a target of that attack or effect.

Vile Unchecked Descent into Chaos: At 13th level, you gain the ability to take a calculated risk to turn the tide of battle in your favor. As a bonus action, you can force all creatures within 60 feet of you to make a Wisdom saving throw vs your Charisma spell save DC. On a failed save, the creatures must attack the nearest creature (including their allies) for 1 minute.

Subclass: The Dart Master

As a Dart Master, you are a deadly assassin, striking fear into the hearts of your enemies with your precise and deadly darts. With your quick reflexes and agile movements, you can effortlessly dodge and weave through the battlefield, unleashing a hail of deadly missiles on your foes. Your cold, calculating demeanor belies a ruthless and efficient killer, striking without warning and leaving no survivors. Your mastery of the dart allows you to take down even the most formidable of enemies with ease, making you a feared and respected opponent on the battlefield. You are a deadly predator, stalking your prey with the skill and precision of a true master of the dart.

Dart Virtuoso: At 3rd level, you can throw two darts as a single attack, and you can add your Charisma modifier to the damage of each dart you throw. You can use darts to make ranged weapon attacks with a range of 40/120 feet.

Really Good at Darts: At 6th level, your darts are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. On a turn where you take the Attack action, you can throw two darts as a bonus action.

Mosquito Style: At 9th level, your darts develop an unquenchable vampiric thirst. Whenever you roll a 1 on a damage die for a dart attack, you can recover 1d4 health.

I Only Need One: At 13th level, You can unleash a devastating strike with a single dart. As an action, you can make a ranged weapon attack with a dart against a creature. This also spends your bonus action. This dart attack has an additional +10 bonus to the attack roll and deals 10d4 piercing damage on a hit as well as 5d4 psychic damage. If the target is hit by this attack, it must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn. In addition, the target must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. Creatures that are immune to the frightened condition that fail this save are frightened as though they were not immune.

Friday, 2 December 2022

ghosts in the machine: cornerman

this text generated with ai.  https://chat.openai.com/chat

In the corners of rooms, you'll find A shadowy creature, elusive and sly The cornerman is its name A creature of fear and dread, it is known to cause pain

With glowing eyes and a twisted face It only appears from the corner of your gaze Invisibility is its game Manipulating its surroundings and driving you insane

It feeds on your fear, and will torment you with noise But with its illusionary abilities, it'll make you see things that are not real A fear aura surrounds it, making you uneasy and afraid

Despite its shadowy appearance, it's incredibly strong With a challenge rating of six, it won't be overcome easily But if you're brave, and ready to face The cornerman, a creature of fear, in this dark and eerie place.

Size: Medium
Type: Undead
Hit Points: 80
Armor Class: 16
Speed: 30 ft.

Abilities: Strength 16 (+3), Dexterity 18 (+4), Constitution 14 (+2), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 12 (+1)
Saving Throws: Intelligence +3, Charisma +3
Skills: Stealth +9

Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, any one language it knew in life

Challenge Rating: 6

Special Traits:

  • Invisibility: Only visible from the corner of the eye.
    Illusionary abilities: Can create illusions and hallucinations.

Actions:

  • Claw Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

  • Fear aura: Can radiate a fear aura in a 30-foot radius. Creatures within this radius must make a Wisdom saving throw (DC 14) or be Frightened for 1 minute.