Sandy petersens cthulhu mythos (1) 366

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Sandy petersens cthulhu mythos (1) 366

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IX Mythos Bestiary The First Stage: Outer Mutant An outer mutant is an individual who seems, at least What You See externally, to be more human than outside When heavily dressed to conceal their mutations, they can pass for human (or a member of whatever race the Outer God bred with to create them) Upon close inspection, however, the truth is easily revealed: tentacles, gills or fins, and hexagonal scales are just a This humanoid wears such voluminous robes it could hide a second person underneath few of the variations found among their kind Mutants always need to feed on blood and soul energy as well as normal provender, and typically have a secret proboscis or mouth somewhere on their body to drain this Mutants don’t require much blood— not enough to kill their host—so they may rely on volunteers Mutants grow rapidly, usually reaching the size of an adult human before the age of By the age of 15, mutants can be meters tall or more, and this growth does not stop throughout their lives Mutants develop the character traits of their “host race,” plus greatly enhanced intelligence and magic aptitude from the Elder Being that gave them life Many cults adopt a mutant as their destined leader, dedicating themselves to guiding, training, and protecting the mutant Some mutants are bred and raised in secret at the hands of a single insane magician—rather than a cult—who may or may not be that mutant’s mortal parent As a mutant continues to grow and gain experience, eventually it will transform into the next stage, the outer abomination In most cases, a mutant devoutly desires this transformation, and will lead its gang of cultists on adventures and rituals to bring this about as OUTER MUTANT PRIEST OFFENSE Speed 40 ft Melee +1 dagger +6 (1d4+3/19–20), bite +0 (1d6+1 plus grab) Special Attacks channel negative energy 2/day (DC 11, 2d6), feed Domain Spell-Like Abilities (CL 4th; concentration +10) 9/day—touch of chaos Cleric Spells Prepared (CL 4th; concentration +10) 2nd—cure moderate wounds, death knell (DC 19), hold person (DC 19), locate objectD, spiritual weapon 1st—command (DC 18), cure light wounds (2), divine favor, longstriderD, shield of faith (at will)—bleed (DC 17), detect magic, light, mending D Domain spell; Domains Chaos, Travel S TAT I S T I C S Str 14, Dex 13, Con 18, Int 12, Wis 22, Cha Base Atk +3; CMB +5; CMD 17 Feats Combat Casting, Dodge, Great FortitudeB, Skill Focus (Disguise), ToughnessB Skills Acrobatics +1 (+5 to jump), Disguise +6, Intimidate +4, Profession (Yog-Sothothery philosopher) +8, Perception +11, Spellcraft +8 Languages Aklo, Common SQ agile feet (9/day), deformed, magical adept ECO LO GY quickly as possible XP 1,200 Human cleric of Yog-Sothoth CN Medium aberration (augmented humanoid) Init +1; Senses Perception +11 DEFENSE AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural) hp 45 (4d8+24) Fort +10, Ref +2, Will +12 Immune confusion, insanity CR Environment any Organization solitary Treasure NPC gear (+1 dagger, other treasure) An outer mutant is still human enough to be able to disguise itself as human, with a heavy layer of clothing Basically humanoid, they possess a human head, arms, 359

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