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Sandy petersens cthulhu mythos (1) 321

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grow up with no knowledge of their true nature until Type: The creature gains the deep one subtype, but the change occurs It has happened more than once does not gain all deep one traits—only those mentioned that a group of well-meaning do-gooders has swept into below are gained by a deep one hybrid a port village, wiped out a band of cultists, and rescued Senses: Deep one hybrids gain low-light vision infants and children, only for those youths to become Weaknesses: All deep one hybrids gain the monstrous over time and renew the cult’s activities The change itself is gradual, taking place over the Sea Longing (Ex): Every 24 hours a deep one hybrid course of decades As it progresses, the hybrid grows spends in an area more than 10 miles from the sea, it more and more ichthyic in feature: hair progressively must succeed at a DC 20 Will save or take point of falls out, eyes grow large and protrusive, webbing Wisdom drain begins to grow between fingers or toes, scaly patches Speed: Deep one hybrids move with a shuffling appear on the skin, or thick deep wrinkles or folds of gait Their base speed is 10 feet less than the base skin manifest on the flesh As the change progresses creature’s speed, to a minimum of 10 feet and the hybrid ages further, these physical changes Ability Scores: Constitution +2, Dexterity –2 increase Heads change to become unnaturally elliptical Deep one hybrids are generally heartier and more in shape, lips widen and grow short fleshy tendrils or solidly built than the base creature, but are slower and feelers along the edges, teeth grow sharp and perhaps more awkward in their motions serrated, and skin grows dry and painful when not frequently exposed to water Those who suffer from this affliction find it increasingly painful to walk, and so with a stumbling or shuffling gait Creating a Deep One Hybrid “Deep One Hybrid” is an inherited template that can be added to any living, corporeal vertebrate creature (referred to hereafter as the base creature) that is not a deep one or a deep one scion In the majority of cases, deep one hybrids are humans or other humanoid creatures, but dolphin and alligator hybrids are not unheard of Deep one hybrids of other creatures (such as supernatural monsters) are possible but incredibly rare A creature that isn’t an adult does not gain any of the benefits of this template, but manifests them automatically within 1d4 weeks of achieving adulthood Skills: Deep one hybrids gain a +4 racial bonus to Swim checks, and Swim is a class skill for them Special Qualities: As base creature, plus deep one hybrids gain the following special qualities Final Change (Su): Within 1d4 weeks of a deep one hybrid reaching old age, it undergoes its final, painful metamorphosis and becomes a deep one scion, gaining the deep one scion template (see below) A deep one hybrid can sometimes spontaneously undergo the change long before reaching old age—death by drowning always causes the change to occur early, as can prolonged periods of insanity or exposure to eldritch energies or the presence of certain agents of the Mythos at the GM’s discretion Hold Breath (Ex): A deep one hybrid can hold its breath 10 times longer than a human can Hybrids younger than this are indistinguishable from DEEP ONE SCION typical members of the base creature’s species (At the XP 3,200 Deep one scion cleric of Cthulhu CE Medium humanoid (aquatic, deep one, human) Init +2; Senses darkvision 60 ft., low-light vision; Perception +13 GM’s discretion, certain magical divinations or rituals or technological procedures can reveal the truth.) 314 following weakness Challenge Rating: Same as the base creature CR

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