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Hastur
HASTUR

DEFENSE

AC 48, touch 37, flat-footed 31 (+16 Dex, +1 dodge, +10
insight, +11 natural)
hp 731 (34d8+578); fast healing 25
Fort +28, Ref +27, Will +29
Defensive Abilities freedom of movement, immortality,
insanity (DC 40); DR 15/epic and lawful; Immune
ability damage, ability drain, aging, cold, death effects,
disease, energy drain, mind-affecting effects, paralysis,
petrification, sonic; Resist acid 30, electricity 30, fire 30;
SR 40
OFFENSE

Speed 80 ft.; air walk
Melee 4 tattered lash +41 (2d8+7 plus bleed)
Space 5 ft.; Reach 40 ft.
Special Attacks bleed (1d6), fulvous dreams, mythic power
(10/day, surge +1d12), reveal visage, sneak attack +10d6,
Yellow Sign
Spell-Like Abilities (CL 29th; concentration +42)
Constant—air walk, freedom of movement, tongues,
true seeing
At will—astral projection, dimension doorM, dreamM,
enervationM, greater dispel magic, insanity (DC 30),
mirage arcana (DC 28), nightmareM (DC 28), sendingM,
veil, wishM (see below)
3/day—demand (DC 31), quickened feeblemind,


interplanetary teleport, mass suggestion (DC 29),
project image (DC 30)
1/day—symbol of death (DC 31), symbol of fear (DC 29),
symbol of insanity (DC 31), symbol of pain (DC 28),
symbol of persuasion (DC 29), symbol of strife (DC 32),
symbol of stunning (DC 30), symbol of weakness (DC
30)
S TAT I S T I C S

456

What You See

CR 29

XP 6,553,600
CE Medium aberration (chaotic, evil, Great Old One)
Init +26; Senses darkvision 60 ft., true seeing;
Perception +47
Aura unspeakable presence (300 ft., DC 40)

Str 24, Dex 43, Con 44, Int 35, Wis 31, Cha 36
Base Atk +25; CMB +41; CMD 69 (can't be tripped)
Feats Agile Maneuvers, Combat Expertise, Combat
Reflexes, Critical Focus, Dodge, Greater Feint, Greater Vital
Strike, Improved Critical (tattered lash), Improved Feint,
Improved Vital Strike, Mobility, Quicken Spell-Like Ability
(feeblemind), Spring Attack, Staggering Critical, Vital
Strike, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +53 (+73 when jumping), Bluff +47,

Disguise +47, Intimidate +50, Knowledge (arcana,
geography, history, local) +46, Knowledge (nobility)

Tall and thin, this being moves with
an unnatural grace, layers of goldand yellow-hued robes and veils
hiding its true form.
+49, Perception +47, Perform (act) +47, Sense Motive
+44, Sleight of Hand +50, Spellcraft +49, Stealth +53, Use
Magic Device +47; Racial Modifiers +20 Acrobatics
when jumping
Languages Aklo; telepathy 100 ft., tongues
SQ otherworldly insight
ECO LO GY

Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES

Fulvous Dreams (Su) When Hastur uses his nightmare
spell-like ability on a creature that has seen the Yellow
Sign, he also afflicts that creature with horrifying dreams
tinted with a nauseating yellow color and thick with
overwhelming sensations of decadence, shame, and
entropic disorder. In addition to the effect of nightmare,
the target must also succeed at a DC 40 Will save or be
compelled to seek out a Yellow Sign, throwing all of his
resources and actions into the obsession. While obsessed,
the target takes a –4 penalty on Will saving throws, saving
throws against symbol spells, concentration checks, and

Wisdom-based skill checks. This obsession effect ends
immediately if the victim looks upon the Yellow Sign. This
is a mind-affecting curse effect. The save DC is Charismabased.
Immortality (Ex) If Hastur is slain, the robes that drape his
frame suddenly drop to the ground as if whatever shape
supported them had suddenly ceased to exist. The robes
themselves remain inanimate on the ground, but any
humanoid creature that touches them must succeed at a
DC 40 Will save to resist a sudden urge to put the robes
on. Doing so is a full-round action that provokes attacks
of opportunity. Once it has donned Hastur's robes, the
creature immediately perishes and its body is destroyed.
In its place, Hastur lives again, as if brought back via true
resurrection. If the discarded robes are not donned within
24 hours, they fade away, leaving behind a faint yellow
stain. In this case, Hastur can't manifest a physical body
again until the conditions are right, or until an unwitting



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