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Fire Vampire

XP 6,400
CE Large ooze (fire)
Init +10; Senses see in darkness; Perception +16
DEFENSE

AC 24, touch 20, flat-footed 13 (+10 Dex, +1 dodge, +4
natural, –1 size)
hp 115 (11d8+66)
Fort +11, Ref +13, Will +8

CR 9

Defensive Abilities all-around vision; DR 10/magic and
bludgeoning; Immune disease, fire, ooze traits;
Resist acid 20, electricity 20
Weaknesses susceptible to water, vulnerable to cold
OFFENSE

Speed fly 50 ft. (perfect)
Melee slam +17 (2d6+15 plus 2d6 fire and burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (2d6 fire, DC 21), create spawn, fire
motes, vampiric flame
Spell-Like Abilities (CL 8th; concentration +13)
At will— heat metal (DC 17), invisibility, scorching ray
S TAT I S T I C S

Str 31, Dex 30, Con 22, Int 15, Wis 20, Cha 21
Base Atk +8; CMB +19; CMD 40


Feats Combat Casting, Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Mobility
Skills Fly +30, Knowledge (arcana) +13, Perception +16,
Stealth +17
Languages Aklo
SQ no breath
ECO LO GY

Environment any (outer space)
Organization solitary, pair, or combustion
(3–8)
Treasure incidental
SPECIAL ABILITIES

332

Create Spawn (Su) If a creature dies after
having suffered from enough Intelligence,
Wisdom, or Charisma damage from the fire
vampire’s vampiric flame ability to be knocked
unconscious, it bursts into flame, leaving behind
nothing but a fine ash. From this burst of flame
emerges a new fire vampire, albeit one with only
1 hit point. Natural rest and magical healing can restore
this new fire vampire to its maximum hit points (115 hp
for a typical fire vampire), but most fire vampires instead
use their vampiric flame ability to heal this damage more
swiftly.
Fire Motes (Su) As a standard action, a fire vampire can
create a pinpoint of flame at any point in line of sight

within 120 feet. Once created, the fire vampire can
maintain a fire mote indefinitely and may direct its
movement as a free action on its turn—a fire mote has
a fly speed of 30 feet (perfect), is Fine sized, and has an
AC of 18 (+8 size). A fire vampire can maintain a number
of motes equal to its Charisma modifier simultaneously
(5 for the standard fire vampire). Once created, a fire
vampire can see and hear through the fire mote, and
can make +13 touch attacks with them (this includes the
fire vampire’s Charisma modifier) that inflict 1d6 points
of fire damage plus burn on a hit. A fire mote is immune
to most forms of damage, but is destroyed if it takes any



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