Sandy petersens cthulhu mythos (1) 216

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Sandy petersens cthulhu mythos (1) 216

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VIII Great Old Ones and Outer Gods consecutive saves The save DC is Constitutionbased Shrieking Mouth (Su) The filth possesses a stalked mouth This mouth cannot bite, but it constantly shrieks and babbles All creatures within 30 feet must make a successful DC 25 Will save at the start of their turn or be confused for one round This is a mindaffecting sonic effect Spellcaster (Sp) The filth’s extra limb ends in a strange organ that combines a hand, a mouth, and several eyes This limb gives the filth the ability to use a spell-like ability of the GM’s choice, emulating a spell of 6th level or lower If the spell-like ability is a 3rd-level or lower spell, the filth can use the ability times a day If it is a 6th-level or lower spell, the filth can use the ability once per day Tentacle (Ex) The filth’s extra limb is a long, powerful tentacle covered with hooks and tiny claws This tentacle is a primary attack that inflicts 1d8 points of damage on a hit, has a reach of 10 feet, and has the grab universal monster ability 10 Venomous Stinger (Ex) The filth’s limb is a sinuous coiling length that ends in a stinger, granting it a sting primary attack that inflicts 1d6 points of damage on a successful hit and injects the target with poison Poison Sting—injury; save Fort DC 27; frequency 1/round for rounds; effect 1d4 Constitution damage; cure consecutive saves The save DC is Constitution-based Puppet Mastery (Su) At the start of any round immediately following a round in which Abhoth or one of the filth within its area of influence took any damage or was attacked, its extruded central nervous system attempts to seize control of all intruders in the area It makes a single +33 melee attack against every living creature within its area with a whip-like string of nerves, inflicting 3d6 points of piercing damage on a hit (this damage bypasses all forms of damage reduction) A creature that takes damage must make a successful DC 29 Fortitude save or the nerves successfully burrow into the creature’s body and merge with that creature’s nervous system, at which point the creature is completely under Abhoth’s control This is a mind-affecting effect, but not a charm or an enchantment, so creatures normally immune to those effects are susceptible to this effect: in effect, Abhoth’s nervous system simply replaces the target’s nervous system, allowing it to control the target’s body and thoughts physically instead of mentally A creature is only immune to this effect if it lacks a central nervous system This condition lasts as long as the victim remains in Abhoth’s area of influence, or until the stalk of nerves connecting to the victim is severed A stalk can be severed by inflicting at least 20 points of slashing damage to it with a single blow (AC 40), or a stalk can be broken with a successful DC 25 Strength check Once a stalk is separated from a victim, the victim immediately regains control of its actions with no lasting side effects Shed filth (Ex) Whenever Abhoth takes any damage, its body creates a new filth adjacent to the source of the damage inflicted This entity’s origins are obscure Some scholars credit Abhoth as the source of terrestrial life, but so too does research point to Ubbo-Sathla as the origin of life For that matter, all the elder things bore some role in this process, through their accidental release of shoggoths into the wild Abhoth, Ubbo-Sathla, and the shoggoths all display some common features: all are fertile, evermutating beings of protoplasm—but also some key differences The truth of their source (shared or not) is lost to antiquity Perhaps only the long-lost Tablets of the Gods, guarded by Ubbo-Sathla, hold the answer Abhoth is a largely immobile entity, resembling a pool of bubbling fluid It vastly prefers a subterranean 209

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