Tải bản đầy đủ (.pdf) (1 trang)

Sandy petersens cthulhu mythos 350

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (345.76 KB, 1 trang )

IX Mythos Bestiary
Death Touch (Su) Once per day as a swift action, a gnophkeh can deliver a death touch. This requires a successful
touch attack against a creature, who must then make
a successful DC 25 Fortitude save or take 150 points
of negative energy damage. On a successful save, the
creature instead takes 3d6+15 points of negative energy
damage. This negative energy cannot heal undead. The
save DC is Charisma-based.
Engrossing (Su) After a gnoph-keh successfully attracts
a creature’s attention, that creature becomes subject to
the gnoph-keh’s engrossing aura. The effects of the aura
depend on the distance between the victim and the
gnoph-keh. All effects of the aura require that the gnophkeh be within the victim’s field of vision, other than the
240+ ft. effect.
240+ ft: The victim is sickened and must make a DC 25
Fortitude save every hour or take 1d6 Constitution and
1d6 Wisdom drain.
30–240 ft.: On each turn the victim spends in this zone,
the victim must make a DC 25 Fortitude save or take
1 Constitution and 1 Wisdom drain and become
sickened for 1 turn. If the victim is already sickened,
the victim instead becomes nauseated. If the victim
is already nauseated, the victim instead becomes
staggered. If already staggered, the victim becomes
unconscious. Once a victim is knocked unconscious
by this aura, the gnoph-keh typically swoops in and
absconds with the victim or devours the victim, if it is
hungry enough.
10–30 ft.: The victim must make a DC 25 Will save on each
turn spent in this area or suffer from confusion for that
turn. Roll twice and take the worse of the two possible


results for the character. For example, if one result
was attack the nearest creature and the other was do
nothing, the victim does nothing.
Adjacent: The victim must make a Fortitude save on each
turn spent in this zone or be nauseated and sickened
for that turn.
Far Sight (Ex) A gnoph-keh never suffers penalties to
Perception checks as a result of distance.
Snow Vision (Ex) A gnoph-keh can see perfectly well in
snowy or blizzard conditions, and never suffers penalties
to Perception checks while in snow.
Thoughtsense (Su) A gnoph-keh can see thoughts as
a shimmering aura. It gains blindsight 120 feet against
creatures with an Intelligence score of 3 or higher.
Unobservable Movement (Su) When a gnoph-keh
moves it cannot be observed save by those whose
attention it has attracted. It gains the benefits of greater
invisibility, silence, and pass without trace when it moves.

What You See
This tall, white-furred entity looms
in the snow like an eerie statue. A
pall of fear and unrest awakens in
you as its small eyes seem to pierce
into your soul.

A gnoph-keh stands between 10 and 18 feet tall and
weighs up to 2 tons. When it moves, it can do so on two
to six limbs, depending on its need for speed or action.
However, it rarely allows itself to be seen moving if it

can help it. It prefers to simply appear suddenly.
A gnoph-keh psychically ensnares the mind, making
it hard to look away or concentrate. Observers develop
worsening symptoms of illness the longer they perceive
it, suffering chills, coldness, weakness, lethargy, and a
desire to sleep and to stop moving. Even if the victim
escapes from the gnoph-keh, the creature will forever
be on each observer's mind—lurking and watching,
even if it is too far to be seen. At great distances and
over long periods, this illness can be fatal. A gnophkeh seems to move closer to anyone thinking about it,
although the movement is almost impossible to notice.
As a victim draws closer to it, the illness weakens.
However, a different magical attack begins to affect the
victim—that of confusion. The mind becomes prone
to forgetting things, including who is friend and foe,
but not the gnoph-keh (except at extreme close range,
when the mental fog prevents most action altogether).

343



×