Sandy petersens cthulhu mythos (1) 266

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Sandy petersens cthulhu mythos (1) 266

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VIII Great Old Ones and Outer Gods Mother Hydra CR 14; XP 38,400 CE Elder deep one of evolution, fecundity, and mutation Primary Source H P Lovecraft, “The Shadow Over Innsmouth” C U LT Domains Chaos, Evil, Healing, Water Subdomains Fear, Oceans, Restoration, Resurrection Favored Weapon spear Symbol feminine figurine partially wrapped in tentacles Temple reefs, sea caves, underwater grottoes, waterfront churches Worshipers deep ones, deep one hybrids, mutants Servitors deep ones, sea monsters, shoggoths I N F L U E N C E S TA G E DC 22 Area 100-ft radius spread; Nucleus square feet AC 29; Saves +17; hp 200 Proxy nucleus crystal Effects enhance flesh, nucleus crystal Escalation A worshiper of Mother Hydra who casts greater planar ally or gate within the area of influence escalates the influence to stage by conjuring Mother Hydra I N F L U E N C E S TA G E D C 24 CR 17; XP 102,400 Area 300-ft radius Proxy Mother Hydra Effects enhance flesh, mobile influence D E F E AT Combat Destroying the nucleus crystal ends this influence at stage Killing Mother Hydra ends the influence at stage INFLUENCE EFFEC TS Enhance Flesh All worshipers of Cthulhu, Father Dagon, or Mother Hydra within the area of influence gain fast healing 5, and gain a +2 bonus on all saving throws against effects that physically harm or debilitate the body Affected creatures not fall unconscious at negative hit points Nucleus Crystal At stage 1, attempts to damage Mother Hydra’s influence must be directed at the nucleus crystal at the center of the area’s influence This influence’s effects function in a spread, so if the nucleus crystal is hidden inside a box, its influence radius is reduced to zero Mobile Influence Mother Hydra’s influence is always centered on her, allowing her to wander as she wills without being physically limited by the constraints of influence Mother Hydra can teleport beyond the range of her influence MOTHER HYDRA CR 17 XP 102,400 CE Huge aberration (aquatic, deep one) Init +19; Senses see in darkness, tremorsense 60 ft.; Perception +31 DEFENSE AC 32, touch 23, flat-footed 17 (+15 Dex, +9 natural, –2 size) hp 270 (20d8+180); fast healing 30 Fort +17, Ref +21, Will +20 Defensive Abilities freedom of movement; DR 10/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist acid 20, fire 20; SR 28 OFFENSE Speed 30 ft., swim 90 ft Melee +3 wounding shortspear +26/+21/+16 (2d6+13/19– 20), bite +23 (1d8+5), claw +23 (1d6+5), tail slap +23 (2d6+5 plus stun) Space 15 ft.; Reach 15 ft Spell-Like Abilities (CL 18th; concentration +25) Constant—freedom of movement At will—break enchantment, greater dispel magic, nightmare (DC 22) 3/day—demand (DC 25), quickened feeblemind (DC 22), baleful polymorph (DC 22) 1/day—implosion (DC 26) Sorcerer Spells Known (CL 18th; concentration +25) 9th (3)—time stop 8th (5)—horrid wilting (DC 25), maze 7th (7)—greater teleport, insanity (DC 24), waves of exhaustion 6th (7)—chain lightning (DC 23), control water, flesh to stone (DC 23) What You See A mermaid-like being approaches, enormous in size, with a scaled upper torso and two clawed arms Long stringy hair surrounds a face that looks more like a viper fish than anything human 259

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