Sandy petersens cthulhu mythos (1) 247

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Sandy petersens cthulhu mythos (1) 247

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What You See This terrifying entity is large and horribly unlike anything else of a normal evolutionary background It rears up, its underside bristling with eye-like, otherworldly globes and portals swirling with colors Perfect Image A perfect image of Ghatanothoa can be in any medium—painting, carving, sculpture, illusion, or the like—and need not be in color The only requirement is that the terrible shape of the Great Old One must be exactly rendered Once a perfect image is created, it becomes infused with Ghatanothoa’s power and gains an Armor Class, saves, and hit points as appropriate for its influence Attacks directed at the image must be made against the image itself, not against the influence’s area It is possible to create a golem in the perfect image of Ghatanothoa In such a case, the golem itself becomes the influence’s proxy, and the influence becomes mobile The influence is always centered on the golem, allowing the golem to wander as it wills without being physically limited by the constraints of the influence, although the golem cannot magical travel via teleportation effects beyond the reach of the influence A golem created in this manner typically costs ten times its normal cost to create, requires a wish, and uses normal statistics for a golem of its type Mummification Ghatanothoa’s influence causes those who have line of sight to the influence’s nucleus or a perfect image of him (regardless of whether or not the creature actually looks at the nucleus or the image) to swiftly mummify At the start of each round, such creatures must make a successful Fortitude save or take 1d10 points of Dexterity drain as their bodies begin to stiffen and desiccate As soon as a creature’s Dexterity score is drained to in this way, it transforms into a perfectly preserved and completely immobile mummy, yet the victim does not die A creature mummified in this way no longer needs to eat, drink, or breathe, and no longer ages It is essentially immortal and can observe the world around it (and may even take purely mental actions, including the use of psychic magic), but can take no other actions Healing and restorative magic cannot 240 end this condition (even if the victim’s Dexterity drain is healed), though it can be removed by an effect that removes a curse Spawn Rootling The influence has a 50% chance at the start of any round to spawn a rootling (see below) The total maximum number of rootlings an influence can have at once is listed in the stats above Rootlings that are forced out of the area of influence are destroyed ROOTLING CR 19 XP 204,800 NE Huge aberration Init +13; Senses darkvision 120 ft., tremorsense 120 ft.; Perception +33 Aura frightful presence (90 ft., DC 26, 5d6 rounds) DEFENSE AC 34, touch 18, flat-footed 24 (+9 Dex, +1 dodge, +16 natural, –2 size) hp 333 (23d8+230) Fort +17, Ref +16, Will +20 Defensive Abilities alien mind, all-around vision, amorphous, mummified hide; DR 15/adamantine (150 hp) and slashing; Immune disease, fire, mind-affecting effects, poison; Resist cold 30; SR 30 Weaknesses immobile, vulnerable to electricity OFFENSE Speed immobile Melee slams +29 (3d6+14/19–20 plus grab) Space 15 ft.; Reach 40 ft Special Attacks burst forth, mummification gaze, constrict (3d6+14) Spell-Like Abilities (CL 19th; concentration +24) At will—create undead (mummy only), mass inflict serious wounds (DC 22) 3/day—feeblemind (DC 20) 1/day—quickened energy drain S TAT I S T I C S Str 39, Dex 28, Con 31, Int 7, Wis 24, Cha 20 Base Atk +17; CMB +33 (+37 grapple, +37 sunder); CMD 53 (55 vs sunder, can’t be tripped) Feats Combat Reflexes, Critical Focus, Dodge, Greater Sunder, Improved Critical (slams), Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike Skills Perception +33, Sense Motive +30 Languages Aklo (cannot speak) SQ reposition SPECIAL ABILITIES

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