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Dhole

SPECIAL ABILITIES

What You See
This truly gigantic, miles-long worm
horror with a huge engulfing mouth
bursts through the world’s crust with
earthquake-inducing force.


CR 25

XP 1,638,400
CN Colossal magical beast
Init +3; Senses blindsense 6 miles, tremorsense 600 ft.;
Perception +46
DEFENSE

AC 43, touch 1, flat-footed 43 (–1 Dex, +42 natural, –8 size)
hp 561 (34d10+374)
Fort +32, Ref +20, Will +22
Defensive Abilities blind, compression; DR 15/—;
Immune acid, cold, fire, gaze weapons, magical control,
paralysis, poison, sight-based attacks, sleep, stun; SR 36
OFFENSE

Speed 100 ft., burrow 100 ft.
Melee bite +46 (8d6+30/19–20 plus grab), slam +46
(8d8+30/19–20 plus grab)
Space 30 ft.; Reach 90 ft.


Special Attacks breath weapon, constrict (10d6+30),
devastation, overwhelming strength, swallow whole
(20d6 bludgeoning damage and 20d10 acid damage, AC
31, 56 hp), trample (10d8, DC 47), tremor
S TAT I S T I C S

Str 50, Dex 8, Con 32, Int 3, Wis 29, Cha 27
Base Atk +34; CMB +62 (+66 bull rush, +64 sunder); CMD
71 (73 vs. bull rush, 73 vs. sunder, can’t be tripped)
Feats Awesome Blow, Critical Focus, Great Fortitude,
Greater Bull Rush, Improved Bull Rush, Improved Critical
(bite), Improved Critical (slam), Improved Great Fortitude,
Improved Initiative, Improved Iron Will, Improved
Lightning Reflexes, Improved Sunder, Iron Will, Lightning
Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Perception +46
Languages Aklo (rarely speaks)
SQ massive
ECO LO GY

320

Environment any underground
Organization solitary
Treasure incidental

Blind (Ex) A dhole is blind, and senses through its
tremorsense ability and its incredible blindsense
(although it generally only needs to use the latter to
target its breath weapon). It is invulnerable to all sightbased effects and attacks, including gaze attacks.

Breath Weapon (Su) Once every minute, a dhole can
expel a prodigious amount of thick acidic slime from
its gullet. This breath weapon has a range of 6 miles,
and creates an 80-foot-diameter spread of slime in its
targeted area. A creature within this area must make a
successful DC 38 Reflex save or take 20d10 points of acid
damage. A successful save reduces the damage to 10d10.
In addition, a creature within this area must succeed at a
DC 38 Fortitude save or be stunned for 1d6 rounds. The
slime transforms the area it coats into difficult terrain.
Furthermore, all creatures in the area of effect or creatures
that attempt to enter the area must succeed at a DC 29
Reflex save or be entangled by the slime. The slime’s
acid weakens considerably after the initial strike: each
round a creature remains entangled by dhole slime, or
ends its turn within the area of difficult terrain created by
the slime, that creature takes 2d6 points of acid damage.
Dhole slime persists for 2d6 hours and dhole lairs are
typically pre-caked with the stuff. A dhole can move
through dhole slime without penalty. The save DC is
Constitution-based.
Devastation (Ex) As a full round action, a dhole can
assault a structure, dealing 20d6+30 points of damage.
Immune to Magical Control (Ex) A dhole is immune
to nearly all forms of mind control, including all charm
monster, suggestion, and dominate monster spells. It is
similarly immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t
allow another creature to control a dhole directly work
normally. Rare effects that allow a creature to manipulate

the exact effects of confusion on a creature provide one
of the few ways to magically control a dhole, essentially
pushing it in a particular direction. Other methods,
particularly those tied to strange and powerful artifacts,
may work normally (GM’s discretion).
Massive (Ex) Because dholes are so massive, uneven
ground and other terrain features that form difficult
terrain generally pose no significant hindrance to a
dhole’s movement, though areas of forest or settlements
are considered difficult terrain to a dhole. A Huge or
smaller creature can move through any square occupied
by a dhole, or vice-versa. A dhole can make attacks of
opportunity only against foes that are Huge or larger,
and can be flanked only by Huge or larger foes. A dhole
gains a bonus for being on higher ground only if its
entire space is on higher ground than that of its target.
It’s possible for a Huge or smaller creature to climb a



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