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Sandy petersens cthulhu mythos 337

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and the wizard to affect the dualistic creature. Melee
and ranged attacks target the wizard and the symbiont
separately. Only extremely powerful magic, such as a
wish or miracle spell, or a similarly powerful ritual can
separate a symbiont from its eremite once bonded, at
least if the intention is for both to continue living.

Eremite
(Mythos Wizard)

Eremites are maimed, diabolic, surreal entities formed
when a highly-powerful magician gets too involved
with a Great Old One such as Tsathoggua. The
resulting transformation is often horrendous, but by
the time it takes place, the magician is generally so
insane he readily acquiesces to the change. The eremite
itself is of course human-sized, and its symbiont steed
is comparable in size to a horse, perhaps a little larger.
Any mortal being can be transformed into an
eremite, gaining various powers and characteristics.
The symbiont presented here is based on a griffon, but
numerous variations, based on other creatures, exist.
To become an eremite, a mortal wizard is restrained
and their flesh carved with never-healing runes
of power. They are then forced into a permanent
parasitic relationship with a mutant creature of some
kind. Typically, both entities are enhanced by this
connection. The eremite’s “monster part” derives
much of its nourishment from tapping into the human
portion, but not all.
All eremites are powerful magic users, and their


demonic-looking symbionts are fearful monsters as
well, often bred specifically for the purpose of joining
with an eremite (so these steeds are not necessarily
encountered on their own). The symbiont can vary,
but it is common for it to be something winged or
otherwise capable of fast movement. Typically, the
symbiont is aggressive and carnivorous. The wizard’s
knowledge of the waking world is useful in finding
victims to sustain the symbiont.

330

EREMITE WIZARD

CR 10

XP 9,600
Male old human conjurer 11
CE Medium humanoid (human)
Init +4; Senses Perception +13
DEFENSE

AC 14, touch 10, flat-footed 14
hp 85 (11d6+44)
Fort +5, Ref +5, Will +9
Defensive Abilities resurrection link, share health;
Immune disease, poison; SR 21
OFFENSE

Speed (see symbiotic link under eremite symbiont)

Melee +1 spell storing dagger +4 (1d4–1/19–20)
Arcane School Spell-Like Abilities (CL 11th;
concentration +16)
At will—dimensional steps (330 feet/day)
8/day—acid dart (1d6+5 acid)
Conjurer Spells Prepared (CL 11th; concentration +16)
6th—acid fog, summon monster VI
5th—feeblemind (2, DC 21), summon monster V,
telekinesis
4th—black tentacles, confusion (2, DC 20), dimension
door, summon monster IV
3rd—dispel magic (2), haste, hold person (DC 19), stinking
cloud (DC 19), summon monster III
2nd—blindness/deafness (2, DC 17), detect thoughts (DC
17), summon swarm, web (DC 18), web (DC 18)
1st—charm person (DC 17), grease (DC 17), obscuring
mist, ray of enfeeblement (2, DC 16), shield, summon
monster I
0 (at will)—bleed (DC 15), detect magic, mage hand,
touch of fatigue (DC 15)
Opposition Schools Evocation, Illusion
S TAT I S T I C S

Str 7, Dex 10, Con 14, Int 20, Wis 14, Cha 10
Base Atk +5; CMB +3; CMD 13
Feats Combat Casting, Combat Expertise, Craft Magic Arms
and Armor, Craft Wand, Improved Initiative, Lightning
Reflexes, Scribe Scroll, Spell Focus (conjuration), Spell
Focus (enchantment), Toughness
Skills Intimidate +11, Knowledge (arcana) +19, Knowledge

(history) +19, Knowledge (planes) +19, Knowledge
(religion) +19, Perception +13, Spellcraft +19, Use Magic
Device +11
Languages Aklo, Common, Deep One, Elder Thing, Mi-go;
symbiotic telepathy
SQ arcane bond (+1 spell storing dagger), summoner’s
charm (5 rounds), symbiotic link



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