Sandy petersens cthulhu mythos 317

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Sandy petersens cthulhu mythos 317

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Init +11; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +21 Aura unnerving susurrus (Will DC 22; ft.) DEFENSE AC 25, touch 16, flat-footed 18 (+7 Dex, +9 natural, –1 size) hp 123 (13d8+65); fast healing 10 Fort +9, Ref +11, Will +13 Defensive Abilities all-around vision, hollow; Immune acid, disease, mind-affecting effects, poison; Resist cold 20, fire 20; SR 22 OFFENSE Speed 30 ft Melee tentacles +16 (1d6+8 plus grab) Space 10 ft.; Reach 20 ft Special Attacks constrict (1d6+8), powerful tentacles Sorcerer Spells Known (CL 10th; concentration +16) 5th (4/day)—tree stride 4th (6/day)—air walk, command plants (DC 20) 3rd (7/day)—contagion (DC 19), dispel magic, plant growth 2nd (8/day)—blindness/deafness (DC 18), darkness, detect thoughts (DC 18), spider climb 1st (8/day)—cure light wounds, entangle (DC 17), expeditious retreat, grease (DC 17), obscuring mist (at will)—bleed (DC 16), dancing lights, detect magic, flare (DC 16), ghost sound (DC 16), guidance, mage hand, message, touch of fatigue (DC 16) S TAT I S T I C S Str 26, Dex 24, Con 21, Int 15, Wis 21, Cha 22 Base Atk +9; CMB +18 (+24 grapple); CMD 34 Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell, Improved Initiative, Power Attack, Quicken Spell Skills Knowledge (nature) +18, Profession (Yog-Sothothery philosopher) +15, Perception +21, Sense Motive +18, Stealth +18 (+26 in forests), Survival +21; Racial Modifiers +8 Stealth in forests Languages Aklo, Sylvan SQ freeze, toxic flesh ECO LO GY Environment any forest Organization solitary, pair, or brood (3–10) Treasure standard SPECIAL ABILITIES 310 Partly Hollow (Ex) An adult dark young is treated as a creature one size category smaller than itself for determining the effects of high winds Spells An adult dark young casts spells as a 10th-level sorcerer, and can choose spells from the druid list in addition to those from the sorcerer/wizard spell list All of these spells are arcane spells (and not require divine focus components) when cast Toxic Flesh (Ex) A dark young’s flesh is toxic if eaten Adult Dark Young Flesh—ingested; save Fort DC 21; frequency 1/round for rounds; effect 1d2 Constitution damage and Wisdom drain; cure consecutive saves A creature that eats dark young flesh is ten times as likely to fertilize a partner or become pregnant during intercourse for 24 hours after being affected by eating dark young flesh All children born or sired from such couplings are Mythos satyrs, outer mutants, or other strange horrors The save DC is Constitution-based DARK YOUNG, MATURE CR 15 XP 51,200 CE Large aberration Init +10; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +28 Aura unnerving susurrus (90 ft.; Will DC 27) DEFENSE AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size) hp 225 (18d8+144); fast healing 10 Fort +14, Ref +12, Will +18 Defensive Abilities all-around vision; Immune acid, disease, mind-affecting effects, poison; Resist cold 20, fire 20; SR 26 OFFENSE Speed 30 ft Melee tentacles +23 (1d6+10/19–20 plus grab) Space 10 ft.; Reach 20 ft Special Attacks constrict (1d6+10), disorienting grapple, powerful tentacles Sorcerer Spells Known (CL 13th; concentration +21) 6th (5/day)—acid fog, greater dispel magic 5th (7/day)—nightmare (DC 23), tree stride, wall of thorns 4th (8/day)—air walk, black tentacles, command plants (DC 22), phantasmal killer (DC 22) 3rd (8/day)—contagion (DC 21), displacement, greater magic fang, plant growth 2nd (8/day)—barkskin, blindness/deafness (DC 20), darkness, detect thoughts (DC 20), spider climb 1st (8/day)—cure light wounds, entangle (DC 19), expeditious retreat, grease (DC 19), obscuring mist (at will)—bleed (DC 18), dancing lights, detect magic, flare (DC 18), ghost sound (DC 18), guidance, mage hand, message, touch of fatigue (DC 18) S TAT I S T I C S Str 31, Dex 22, Con 26, Int 15, Wis 25, Cha 26 Base Atk +13; CMB +24 (+30 grapple); CMD 40 (42 vs. grapple) Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell, Improved Critical (tentacles), Improved GrappleB, Improved Initiative, Power Attack, Quicken Spell, Weapon Focus (tentacles)

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