Sandy petersens cthulhu mythos (1) 319

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Sandy petersens cthulhu mythos (1) 319

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Deep Ones What You See This fish-frog hybrid is of roughly humanoid shape with thick scales, claws, webbed extremities, and huge gill slits Lidless bulging eyes and lipless fang-filled jaws shape its leering face DEEP ONE CR XP 600 CE Medium humanoid (aquatic, deep one) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 DEFENSE AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural) hp 22 (3d8+9) Fort +6, Ref +0, Will +6 Immune pressure damage; Resist cold OFFENSE Speed 20 ft., swim 40 ft Melee claws +5 (1d4+3) S TAT I S T I C S Str 17, Dex 9, Con 16, Int 14, Wis 17, Cha 12 Base Atk +2; CMB +5; CMD 14 Feats Great Fortitude, Improved Initiative Skills Knowledge (religion) +8, Perception +9, Stealth +5 (+9 underwater), Swim +17, Use Magic Device +7; Racial Modifiers +4 Stealth underwater Languages Common, Deep One SQ amphibious, deep one traits, fecund nature, item use ECO LO GY Environment any water Organization solitary, gang (2–5), cult (6–12), or shoal (13 or more) Treasure standard SPECIAL ABILITIES 312 Deep One Traits (Ex) All creatures with the deep one subtype gain the following shared traits Deep Dweller (Ex) Deep ones are immune to damage from water pressure Their bodies are capable of instantly adjusting to different water depths or even the surface with ease Deep One Skills (Ex) Deep ones are fanatically religious, typically in the worship of Cthulhu or one of their own transcended ancestors like Father Dagon or Mother Hydra A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones If a creature gains deep one traits as a result of going through the change, these skill ranks are added retroactively If the creature already possesses skill ranks in Knowledge (religion), it does not gain these additional skill ranks In addition, Perception, Stealth, Swim, and Use Magic Device are class skills for deep ones Fecund Nature (Ex) A deep one can interbreed with any living vertebrate creature Creatures born as a result of this interbreeding resemble the species of the non-deep one parent but gain the deep one hybrid template Immortal (Ex) A deep one does not age Barring death from violence, disease, or misadventure, a deep one can live forever Deep ones are immune to the effects of magical aging Item Use (Su) A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class Resist Cold (Ex) A deep one is unharmed by the negative effects of cold temperatures (such as those found at the bottom of oceans), and has cold resistance Senses (Ex) A deep one has darkvision 60 feet and lowlight vision Take to the Water (Ex) A deep one has the aquatic subtype and the amphibious universal monster ability DEEP ONE HYBRID CR 1/2 XP 200 Deep one hybrid rogue CE Medium humanoid (deep one, human) Init +5; Senses low-light vision; Perception +5 DEFENSE AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 12 (1d8+4) Fort +3, Ref +3, Will +3 Weaknesses sea longing OFFENSE Speed 20 ft Melee short sword +2 (1d6+2/19–20) Special Attacks sneak attack +1d6 S TAT I S T I C S Str 14, Dex 12, Con 17, Int 10, Wis 13, Cha Base Atk +0; CMB +2; CMD 13 Feats Improved Initiative, Iron Will Skills Bluff +3, Disguise +3, Intimidate +3, Knowledge (local) +4, Perception +5, Sense Motive +5, Sleight of Hand +5, Stealth +5, Swim +10; Racial Modifiers +4 Swim

Ngày đăng: 24/10/2022, 14:34

Mục lục

    Sandy Petersen's Cthulhu Mythos

    Chapter IX: Mythos Bestiary

    Introduction to the Mythos Bestiary

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