Hunter
The Hunter is a slender, almost skeletal entity with a gelatin skin that makes it harder to see (especially in dark places). It resembles a form of humanoid amoeba or jellyfish. Its basic skeletal structure is akin to that of a human, and it possesses three jaws, two that protrude from the side of its head. The Hunter has large, elongated fingers topped with sharp talons that it uses to grip onto prey or tear it to shreds.
Abilities
The Hunter is a stealthy creature that exhibits predatory behavior and primarily relies on its ability to ambush the player to succeed.
INTELLIGENCE: The Hunter's intelligence appears to be above average, as it always seems to know the general area that the player is hiding in (based on the fact that it is "moving" constantly through the vents, following them), and will linger in an individual room it thinks the player is in for just as long, if not longer than the Fiend. The Hunter also checks with equal or greater accuracy than The Fiend. When the player is hiding in a more open area, the Hunter will only linger for about as long as it would in a room before eventually giving up and returning to the vents.
SPEED: The Hunter may not be as quick as the player in a chase, and must rely on its ability to corner the player or catch them off guard when it emerges from an egg sac or vent. If it fails to do this, the player should have no trouble outrunning it. Like the other two monsters, the Hunter has no trouble traversing the cargo hold, and can easily climb up through the holes.
STRENGTH: Though it may appear lanky and frail, do not be fooled; it can easily rip a wooden door to shreds, or tear metal ones off their hinges. It will open doors manually if it can, so it is advised to lock them if possible. The only noteworthy example of its physical weakness are power-locked doors, which it cannot open from either side, making it the only monster that can't.
SPECIAL ABILITIES: The most uncanny ability the Hunter possesses is that it is effectively always "near by" the player when it is not roaming on foot. For example, if the player has just escaped a chase with the Hunter on one side of the ship, then quickly ran all the way to the other and made a loud noise or set off an alarm, the Hunter would exit out of a or crawl from over a railing on the side of the ship as if it had somehow gotten there ahead of them.
YOU ARE READING
Arts and Trades 2
RandomThis is the arts and trades part 2 for everyone you can barrow my picture if you want also you all allowed to take my pictures on yours story's.