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IX Mythos Bestiary
DARK YOUNG, ADOLESCENT

Dark Young

CR 7

XP 3,200
CE Large aberration
Init +8; Senses all-around vision, blindsight 30 ft.,
darkvision 60 ft.; Perception +14
Aura unnerving susurrus (Will DC 18; 5 ft.)
DEFENSE

AC 21, touch 17, flat-footed 13 (+8 Dex, +4 natural, –1 size)
hp 60 (8d8+24); fast healing 5
Fort +9, Ref +11, Will +9
Defensive Abilities all-around vision, hollow; Immune
acid, disease, mind-affecting effects, poison; Resist cold
10, fire 10; SR 18
OFFENSE

Speed 30 ft.
Melee 5 tentacles +10 (1d6+5 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+5), powerful tentacles
Sorcerer Spells Known (CL 6th; concentration +10)
3rd (4/day)—contagion (DC 17)
2nd (6/day)—detect thoughts (DC 16), spider climb
1st (7/day)—cure light wounds, entangle (DC 15),
expeditious retreat, obscuring mist


0 (at will)—dancing lights, detect magic, ghost sound
(DC 14), guidance, mage hand, message, touch of
fatigue (DC 14)
S TAT I S T I C S

Str 21, Dex 26, Con 16, Int 15, Wis 17, Cha 18
Base Atk +6; CMB +12 (+16 grapple); CMD 30
Feats Combat Expertise, Combat Reflexes, Eschew
Materials, Extend Spell
Skills Knowledge (nature) +13, Profession (Yog-Sothothery
philosopher) +10, Perception +14, Sense Motive
+11, Stealth +17 (+25 in forests), Survival +20; 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

Hollow (Ex) An adolescent dark young’s body is hollow,
and as it lacks vital organs, it is immune to critical hits
and precision damage (such as the additional damage
dealt by sneak attacks). It is treated as a creature two size
categories smaller than itself for determining the effects
of high winds.
Powerful Tentacles (Ex) A dark young’s tentacles are
primary attacks. When a dark young grapples, it does

so using only its tentacles and does not take the normal
penalty for doing so.

What You See
This tree-like beast lurches forward
on broad hooves. It has no face or
eyes, but its oval body is ringed with
gaping, whistling mouths. Long
grasping tentacles wave madly from
its dorsal side, slapping together
like a dying fish flopping on a pile
of carcasses.
Spells A dark young casts spells as a 6th-level sorcerer,
and can choose spells from the druid list in addition to
those from the sorcerer/wizard spell list. All of these are
treated as arcane spells (and do not require divine focus
components) when cast.
Toxic Flesh (Ex) A dark young’s flesh is toxic if eaten.
Adolescent Dark Young Flesh—ingested; save Fort DC 17;
frequency 1/round for 4 rounds; effect 1d2 Constitution
damage and 1 Wisdom drain; cure 2 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.
Unnerving Susurrus (Su) A dark young constantly
whispers and murmurs from its countless mouths. All
creatures within 5 feet of a dark young must make a DC

18 Will save at the start of their turn or become distracted
and unsettled by the eerie, grating sound. The first
time a creature fails this save it becomes shaken for 1
round. If a creature who had the shaken condition in the
previous round due to this ability fails to save against
the unnerving susurrus, it instead becomes confused
for 1 round. Once a creature successfully saves against
this effect, it is immune to that particular dark young’s
unnerving susurrus for 24 hours. This is a sonic mindaffecting effect. The save DC is Charisma-based.

DARK YOUNG, ADULT

CR 11

XP 12,800
CE Large aberration

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