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Sandy petersens cthulhu mythos 369

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The Second Stage: Outer Abomination
CR 10
XP 9,600
CE Large aberration
Init +8; Senses darkvision 60 ft.; Perception +18
DEFENSE

AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10
natural, –1 size)
hp 137 (11d8+88); fast healing 5
Fort +12, Ref +9, Will +11
DR 15/magic; Immune confusion, fire, insanity; SR 21
OFFENSE

Speed 40 ft.
Melee bite +15 (1d8+7 plus grab), 4 slams +15 (1d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dread curse, feed
Spell-Like Abilities (CL 10th; concentration +15)
At will—death knell (DC 17), greater dispel magic, greater
teleport (self only), hold person (DC 17)
3/day—bestow curse (DC 19), confusion (DC 19), dread
curse (DC 20), fear (DC 19), fly, summon monster III

362

1/day—black tentacles, feeblemind (DC 20), greater
invisibility, phantasmal killer (DC 19), summon
monster V
S TAT I S T I C S


Str 24, Dex 19, Con 24, Int 19, Wis 18, Cha 21
Base Atk +8; CMB +16; CMD 31
Feats Combat Casting, Dodge, Great FortitudeB, Improved
Initiative, Lightning Reflexes, ToughnessB, Weapon Focus
(slams), Weapon Focus (bite)
Skills Climb +21, Fly +16, Intimidate +19, Knowledge (any
one) +18, Perception +18, Sense Motive +15, Stealth +14,
Swim +21
Languages Aklo, Common
ECO LO GY

Environment any
Organization solitary, pair, or doom (3–6)
Treasure standard
SPECIAL ABILITIES

Dread Curse (Sp) Three times per day, an outer
abomination can call down the dread curse, causing
coils of rippling, foaming magic to descend from above
to strike foes. This spell-like ability functions like unholy
blight, except that it affects creatures of any alignment
and treats them all as good outsiders for the purpose of
the spell effect. The dread curse inflicts 10d6 points of
damage to all creatures in the area of effect and causes
them to be permanently sickened. A successful DC 20
Will save halves the damage and reduces the duration of
the sickened effect to 1d4 rounds. This is a curse effect,
and the spell-like ability functions as a 5th-level spell.
Feed (Ex) An outer abomination drains blood and
spiritual essence via its bite. At the end of its turn, if the

abomination is grappling a foe, it inflicts 1d4 points of
Constitution damage (via the draining of blood from
the victim) and 1d4 points of Wisdom damage (via
siphoning spiritual energy and damaging the victim’s
sanity). Whenever an outer abomination kills a creature
with its feed attack, it absorbs enough nutrients and
soul energy to gain a growth point. Once an outer
abomination earns a number of growth points
equal to its current racial Hit Dice, it loses all growth
points and gains a racial Hit Die. Once an outer
abomination reaches 20 Hit Dice in this manner, it
transforms into an outer spawn (see page 364). An
outer abomination loses 1 growth point per day,
so if it doesn’t constantly feed, it will never grow. A
creature killed in this way cannot be brought back
to life via raise dead, but more powerful effects like
resurrection still work normally.



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