Sandy petersens cthulhu mythos (1) 445

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Sandy petersens cthulhu mythos (1) 445

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Deep One Hybrid What You See A few deep ones never stop growing over the eons of their endless lives Many elder deep ones claim the names of monsters or gods for their own—Mother Hydra and Father Dagon being two of the more legendary of their kind Elder deep ones ascend to the status of near-gods in deep one society, towering over their kin and ruling their sunken cities Just as they are Staring vapidly from overly large and pale eyes, this humanoid’s presence seems off Slimy flesh looks chill to the touch, and the scent of sea water is everywhere worshiped, so the elder deep ones worship the Great Old Ones and Outer Gods themselves DEEP ONE HYBRID CR 1/2 XP 200 Deep one hybrid cleric CE Medium humanoid (deep one, human) Init +4; Senses low-light vision; Perception +4 DEFENSE AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural) hp 12 (1d8+4) Fort +5, Ref +0, Will +5 OFFENSE Speed 20 ft., swim 30 ft Melee mwk dagger +2 (1d4+1/19-20) Special Attacks channel negative energy 2/day (DC 9, 1d6) Cleric Spell-Like Abilities (CL 1st; concentration +4) 6/day—touch of chaos, vision of madness Cleric Spells Prepared (CL 1st; concentration +4) 1st—cause fear (DC 14), cure light wounds, lesser confusionD (DC 14) (at will)—bleed (DC 13), light, resistance D domain spell; Domains Chaos, Madness S TAT I S T I C S Str 13, Dex 10, Con 17, Int 10, Wis 16, Cha Base Atk +0; CMB +1; CMD 11 Feats Improved Initiative Skills Knowledge (religion) +4, Perception +4, Swim +9 Racial Modifiers +8 Swim Languages Aklo, Common SQ final change, sea longing, take to the water ECO LO GY Environment any urban Organization solitary, cult (2-12), or township (13+) Treasure NPC gear (mwk dagger, leather armor, other treasure) SPECIAL ABILITIES Final Change (Su) A deep one hybrid ages at the same rate as a half-orc A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a 438 painful, agonizing death, only to have its body transform into that of a mature deep one This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, -2 Dexterity, and +6 Constitution Sea Longing (Ex) Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take point of Wisdom drain Take to the Water (Ex) A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks Deep one hybrids are the spawn of humans and deep ones They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws Though deep ones are devoutly religious, they usually cloak their true beliefs under a facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies

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