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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; 5 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 5 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
0 (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 do 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 6 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.

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 5 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
0 (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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