Sandy petersens cthulhu mythos (1) 217

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Sandy petersens cthulhu mythos (1) 217

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lair, and if brought to the surface world, it immediately attempts to return to the cool, dark depths, striking out to destroy anything that blocks its retreat Abhoth is capable of speech, both telepathic and physical, and has an intelligence of sorts Despite its foul appearance, it is essentially a passive entity, content to sit and bubble, endlessly birthing its hideous young Unfortunately for other inhabitants of the area cursed by Abhoth’s presence, the larvae it creates are not so benign: they crawl forth in endless floods, wreaking havoc in their drive to feed and destroy The Filth The most notable feature of Abhoth is its repulsive fecundity It is constantly spawning living creatures from its pool Some are the result of Abhoth forming limbs and sensory organs to be used temporarily among its spawn, only for them to drop off and crawl away into the surrounding area At the same time, Abhoth constantly seeks to grab and swallow the creatures it spawns, that it might return them into its body Some escape and crawl limply away The nearer an intruder comes to Abhoth’s location, the more numerous these escapees become Abhoth’s progeny are collectively called “The filth” When they first leave their parent, they are nearly formless, though they may have a specialized limb or organ of some kind As they leave their point of origin, they adapt to become more and more specialized Eventually, they transform into a monster, potentially of any sort The filth are not friendly, and often attack each other They not work in teams of any kind but rather spread out throughout their environment FILTH XP 25,600 CE Medium ooze 210 CR 13 Init +15; Senses darkvision 60 ft., low-light vision, scent; Perception +13 DEFENSE AC 32, touch 20, flat-footed 22 (+9 Dex, +1 dodge, +12 natural) hp 217 (15d8+150); fast healing Fort +15, Ref +16, Will +15 Defensive Abilities all-around vision, amorphous; DR 10/—; Immune acid, cold, ooze traits; Resist fire 10, sonic 10; SR 24 OFFENSE Speed 30 ft., climb 30 ft., swim 30 ft Melee slams +24 (2d8+12 plus grab and 2d6 acid) Special Attacks constrict (2d8+10) S TAT I S T I C S Str 35, Dex 29, Con 30, Int 10, Wis 26, Cha 13 Base Atk +11; CMB +23; CMD 43 Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Disguise), Weapon Focus (slam) Skills Climb +20, Disguise +9 (+25 when using masquerade), Perception +13, Swim +25; Racial Modifiers +16 Disguise when using masquerade Languages Aklo, Common SQ specialized anatomy ECO LO GY Environment any Organization solitary, pair, or invasion (3–8) Treasure standard SPECIAL ABILITIES Specialized Anatomy Each of the filth gains one unique ability in the form of a specialized limb or organ: roll on the table at the end of this section to determine what a particular filth’s specialized limb is capable of (Attack rolls and save DCs associated with these effects are calculated as if they were part of the filth’s stats) If one of the filth blunders outside of Abhoth’s area of influence, its form immediately mutates into a monster of the GM’s choice These monsters are always living creatures with an Intelligence score of no higher than 5, but can otherwise be of any type of creature imaginable All monsters created in this way are chaotic neutral Acid Spray (Su) The filth possesses a tube-like stalk that can spew a 30-foot-long cone of acid once every 1d4 rounds as a standard action Creatures in the area of effect take 10d6 points of acid damage (Reflex DC 27 half) The save DC is Constitutionbased Adhesive Webbing (Ex) The filth has a short pucker-like limb that can project a web up to eight times per day as a standard action, as per the

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