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IX Mythos Bestiary
The First Stage: Outer Mutant
An outer mutant is an individual who seems, at least

What You See

externally, to be more human than outside. When
heavily dressed to conceal their mutations, they can
pass for human (or a member of whatever race the
Outer God bred with to create them). Upon close
inspection, however, the truth is easily revealed:
tentacles, gills or fins, and hexagonal scales are just a

This
humanoid
wears
such
voluminous robes it could hide a
second person underneath.

few of the variations found among their kind.
Mutants always need to feed on blood and soul
energy as well as normal provender, and typically have
a secret proboscis or mouth somewhere on their body
to drain this. Mutants don’t require much blood—
not enough to kill their host—so they may rely on
volunteers. Mutants grow rapidly, usually reaching the
size of an adult human before the age of 5. By the age
of 15, mutants can be 3 meters tall or more, and this
growth does not stop throughout their lives.
Mutants develop the character traits of their


“host race,” plus greatly enhanced intelligence and
magic aptitude from the Elder Being that gave them
life. Many cults adopt a mutant as their destined
leader, dedicating themselves to guiding, training,
and protecting the mutant. Some mutants are bred
and raised in secret at the hands of a single insane
magician—rather than a cult—who may or may not
be that mutant’s mortal parent.
As a mutant continues to grow and gain experience,
eventually it will transform into the next stage, the
outer abomination. In most cases, a mutant devoutly
desires this transformation, and will lead its gang of
cultists on adventures and rituals to bring this about as

OUTER MUTANT PRIEST

OFFENSE

Speed 40 ft.
Melee +1 dagger +6 (1d4+3/19–20), bite +0 (1d6+1 plus
grab)
Special Attacks channel negative energy 2/day (DC 11,
2d6), feed
Domain Spell-Like Abilities (CL 4th; concentration +10)
9/day—touch of chaos
Cleric Spells Prepared (CL 4th; concentration +10)
2nd—cure moderate wounds, death knell (DC 19), hold
person (DC 19), locate objectD, spiritual weapon
1st—command (DC 18), cure light wounds (2), divine
favor, longstriderD, shield of faith

0 (at will)—bleed (DC 17), detect magic, light, mending
D Domain spell; Domains Chaos, Travel
S TAT I S T I C S

Str 14, Dex 13, Con 18, Int 12, Wis 22, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Combat Casting, Dodge, Great FortitudeB, Skill Focus
(Disguise), ToughnessB
Skills Acrobatics +1 (+5 to jump), Disguise +6, Intimidate
+4, Profession (Yog-Sothothery philosopher) +8,
Perception +11, Spellcraft +8
Languages Aklo, Common
SQ agile feet (9/day), deformed, magical adept
ECO LO GY

quickly as possible.
XP 1,200
Human cleric of Yog-Sothoth 4
CN Medium aberration (augmented humanoid)
Init +1; Senses Perception +11

DEFENSE

AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4
natural)
hp 45 (4d8+24)
Fort +10, Ref +2, Will +12
Immune confusion, insanity

CR 4


Environment any
Organization solitary
Treasure NPC gear (+1 dagger, other treasure)

An outer mutant is still human enough to be able to
disguise itself as human, with a heavy layer of clothing.
Basically humanoid, they possess a human head, arms,

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