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Yith, Great Race of Languages Aklo, 20 other languages, Yithian; telepathy 100 ft SQ item creation, scholar ECO LO GY What You See The creature resembles a mollusk with an iridescent, vaguely coneshaped body about ten feet tall and a wide, snail-like foot Four protrusions sprout from the dorsal side of the body: two claws, a grasping mouth, and some sort of horrific head bristling with sensing tentacles YITHIAN, PAST CR 14 XP 38,400 LN Large aberration Init +3; Senses blindsense 60 ft., darkvision 60 ft.; Perception +29 DEFENSE AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size) hp 207 (18d8+126); fast healing Fort +15, Ref +9, Will +17 Defensive Abilities all-around vision; DR 10/magic; Resist acid 10, cold 10, fire 10 OFFENSE Speed 20 ft., climb 10 ft Melee pincers +24 (2d8+18/19–20x3) or Ranged Yithian lightning gun +15 (10d8 electricity) Space 10 ft.; Reach 10 ft Special Attacks amnesia, deadly pincers, mind swap Spell-Like Abilities (CL 16th; concentration +20) At will—astral projection (self only), detect thoughts (DC 16), hold monster (DC 19), modify memory (DC 18) S TAT I S T I C S 400 Str 34, Dex 17, Con 25, Int 30, Wis 19, Cha 18 Base Atk +13; CMB +26; CMD 39 Feats Alertness, Combat Expertise, Great Fortitude, Improved Critical (pincers), Improved Great Fortitude, Improved Iron Will, Iron Will, Power Attack, Vital Strike Skills Climb +20, Craft (any one) +28, Diplomacy +22, Disable Device +21, Heal +22, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Knowledge (history) +31, Linguistics +28, Perception +29, Profession (Yog-Sothothery philosopher) +29, Sense Motive +26, Spellcraft +31, Use Magic Device +22 Environment any Organization solitary, pair, band (3–9), or enclave (10+) Treasure standard (Yithian lightning gun [page 153], other treasure) SPECIAL ABILITIES Amnesia (Su) Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with A target can resist this attack with a DC 23 Will save If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks and loses all memories save for those the yithian chooses to leave intact This effect can be cured by heal or greater restoration This is a mind-affecting insanity effect The save DC is Charisma-based Deadly Pincers (Ex) A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit Pincers are primary attacks for yithians Item Creation (Ex) A yithian possesses the ability to create exotic and powerful items that blur the line between magic and technology, given time and resources This ability allows a yithian to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item The resulting item is always yithian technology (see sidebar), built for their claws and tendrils to manipulate Mind Swap (Su) As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with This functions as magic jar, except the two minds trade bodies An unwilling target can resist the mind swap with a DC 23 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies; if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way With the aid of singular technological devices, yithians can swap minds with targets in other times as well, although this procedure often leaves the traveling minds disoriented for a period, so yithians use it only under controlled conditions This is a mind-affecting effect The save DC is Charisma-based Scholar (Ex) Yithians treat all knowledge skills as class skills The “great race” was so-called because it was the only natural terrestrial species to conquer time and extinction Rather than travel physically through time,

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