Sandy petersens cthulhu mythos (1) 499

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Sandy petersens cthulhu mythos (1) 499

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Wizard's Shackle WIZARD’S SHACKLE What You See CR 1/2 XP 200 N Tiny aberration (aquatic) Init +0; Senses arcane sight, blindsight 60 ft.; Perception +6 DEFENSE AC 12, touch 12, flat-footed 12 (+2 size) hp (2d8) Fort +0, Ref +0, Will +4 Defensive Abilities host buffer; Immune disease, mindaffecting effects, poison; SR 11 Stubby half-formed legs flail to seek purchase as tiny hooks flex in and out of this creature’s slug-like body Blackened arcane runes shift into view underneath a layer of protective slime OFFENSE Speed ft., swim 30 ft Melee bite +3 (1d4-3 plus attach and 1d3 Wisdom damage) Space 2-1/2 ft.; Reach ft Special Attacks puppet master Spell-Like Abilities (CL 5th; concentration +1) Constant—arcane sight S TAT I S T I C S Str 4, Dex 11, Con 11, Int 12, Wis 13, Cha Base Atk +1; CMB -1 (+7 grapple); CMD (14 vs grapple, can’t be tripped) Feats Weapon Finesse Skills Climb +2, Knowledge (arcana) +6, Perception +6, Stealth +13, Swim +10 Languages Aklo (can’t speak); telepathy 10 ft SQ amphibious, compression ECO LO GY Environment any water Organization solitary, pair, or infestation (3-12) Treasure none SPECIAL ABILITIES Host Buffer (Ex) A wizard’s shackle that has dominated a host uses the host’s saving throws if they are better than the wizard’s shackle’s saving throws Puppet Master (Su) If a wizard’s shackle attaches to a creature that can cast spells or use spell-like abilities, the target creature must succeed at a DC 14 Will save or become dominated (as per dominate monster) The domination lasts as long as the wizard’s shackle remains in contact with the victim If the target would receive a new save against the effect (as described in the spell), a successful save allows it to avoid taking the action, but doesn’t end the domination The save DC is Intelligencebased and includes a +2 racial bonus Tenacious Grip (Ex) A wizard’s shackle gains a +8 bonus on combat maneuver checks to grapple and to CMD against grapple combat maneuvers Wizard’s shackles are intelligent, eel-like parasites with tough bodies covered in pulsating veins A wizard’s shackle not attached to a host is quite cowardly and typically flees if it can However, if the wizard’s shackle becomes aware of a creature capable of casting spells or using spell-like abilities, it becomes extraordinarily aggressive Once it establishes physical contact with such a creature, a wizard’s shackle attempts to dominate its host Wizard’s shackles can’t control nonspellcasters, and never attempt to Though wizard’s shackles are intelligent, they don’t have a society of their own and, without a host, they perform simple acts like eating, mating, and sleeping in the fashion of mindless vermin However, once it dominates a spellcasting host, a wizard’s shackle reveals its full potential Driven by strange yearnings and enigmatic impulses, a wizard’s shackle leads its host to perform various tasks that don’t make sense from an outside perspective Most of these tasks are weird but benign, such as using magic to steal a merchant’s silverware or fix the roof of a peasant’s house Rarely, a wizard’s shackle will force its host to commit murder or other brutal acts intended to fulfill some unknown purpose, though most victims of such actions tend to be wicked or corrupt in their own rights Regardless, wizard’s shackles attached to hosts have an alien but almost childlike curiosity when it comes to humanoid 492

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Mục lục

  • Sandy Petersen's Cthulhu Mythos

    • Chapter X: Expanded Mythos Bestiary

      • Wizard's Shackle

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