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Sandy petersens cthulhu mythos 395

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Tcho-Tcho

Fort +8, Ref +8, Will +8; +2 vs. mind-affecting effects; +2
vs. enchantments
Defensive Abilities improved evasion, slow fall 40 ft.,
warped mind

What You See

OFFENSE

This
small
human
woman's
polite smile doesn't quite hide her
pointed teeth.
TCHO-TCHO

CR 1/2

XP 200
Human ranger 1
CE Medium humanoid (human)
Init +3; Senses Perception +6

S TAT I S T I C S

DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)


hp 13 (1d10+3)
Fort +4, Ref +5, Will +1; +2 vs. mind-affecting effects
Defensive Abilities warped mind
OFFENSE

Speed 30 ft.
Melee punching dagger +3 (1d4+2/X3 plus poison)
Ranged longbow +4 (1d8/X3 plus poison)
Special Attacks cannibalism, favored enemy (humans +2)
S TAT I S T I C S

Str 14, Dex 17, Con 14, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Skills Climb +6, Knowledge (nature) +4, Perception +7,
Sense Motive +2, Spellcraft +4, Stealth +7, Survival +7;
Racial Modifiers +2 Perception, +2 Survival
Languages Common
SQ poison use, track +1, wild empathy –1
ECO LO GY

Environment any
Organization solitary, pair, hunt (3–8), or tribe (9–20)
Treasure NPC Gear (longbow with 20 arrows, punching
dagger, 3 doses of Medium spider venom, other treasure)

MASKED OKKATOR

CR 8


XP 4,800
Variant human monk 9
CE Medium humanoid (human)
Init +2; Senses Perception +16
DEFENSE

AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 monk)
hp 71 (9d8+27)

388

Speed 60 ft.
Melee unarmed strike +12/+7 (1d10+5), 2 claws +6 (1d4+2
plus poison), bite +6 (1d6+2) or
2 claws +11 (1d4+5 plus poison), bite +11 (1d6+5),
unarmed strike +12 (1d10+5) or
flurry of blows unarmed strike +13/+8 (1d10+5), 2 claws
+12 (1d4+5 plus poison), bite +12 (1d6+5)
Ranged mwk blowgun +9 (1d2 plus poison) or mwk
dagger +9 (1d4+4/19–20 plus poison)
Special Attacks bone spikes, cannibalism, ki pool (6 points,
cold iron, magic, silver), maneuver training
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 6
Base Atk +6; CMB +12 (+14 grapple); CMD 27 (31 vs.
grapple)
Feats Combat Reflexes, Dodge, Improved Grapple,
Improved Unarmed Strike, Mobility, Natural Unarmed
Strike (see page 78), Stand Still, Stunning Fist (9/day, DC
16), Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+35 to jump), Climb +16, Escape

Artist +24, Perception +16, Stealth +14, Survival +16;
Racial Modifiers +8 Escape Artist, +2 Perception, +2
Survival
Languages Common
SQ high jump, poison use, purity of body
ECO LO GY

Environment any
Organization solitary, pair, honor guard (3–8)
Treasure NPC Gear (mwk blowgun with 20 darts, mwk
dagger, amulet of mighty fists +1, belt of giant strength
+2, 4 doses of shadow essence, potion of cat's grace,
other gear worth 145 gp)
SPECIAL ABILITIES

Bone Spikes (Ex) A masked Okkator grows spikes of bone
from her joints. She can use them as armor spikes of her
size and is proficient with them. They count as a +1 magic
weapon due to her amulet of mighty fists +1.
Smooth Profile (Ex) The masked Okkator has amputated
unnecessary body parts (such as her nose and ears) to
grant foes fewer holds in battle. She gains a +2 racial
bonus to CMD against grapple attempts.
Loose Joints (Ex) A masked Okkator's modified joints can
effortlessly dislocate and correct themselves, granting her
a +8 racial bonus on Escape Artist checks.




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