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Grioth GRIOTH CR XP 400 CE Medium monstrous humanoid Init +4; Senses blindsight 20 ft., see in darkness; Perception +6 (+10 in darkness) DEFENSE AC 14, touch 14, flat-footed 10 (+4 Dex) hp 13 (2d10+2) Fort +1, Ref +7, Will +6 Immune cold Weaknesses light sensitivity What You See Thin and rat-like with far too many digits on its hands and feet, this creature hovers on translucent wings Four glowing green eyes stare from a squashed bat face OFFENSE Speed 30 ft., fly 40 ft (average) Melee mwk kukri +3 (1d4+1/18-20 plus 1d4 nonlethal), bite -3 (1d6 plus poison) Special Attacks mindshock, psychic weapons Psychic Magic (Sp) (CL 1st; concentration +2) PE—daze monster (2 PE, DC 13), detect magic (0 PE), id insinuation I (2 PE, DC 13), mage hand (0 PE), open/ close (0 PE) S TAT I S T I C S Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 11 Base Atk +2; CMB +2; CMD 16 Feats Iron Will Skills Fly +9, Knowledge (geography) +3, Perception +6 (+10 in darkness), Sense Motive +3, Stealth +9; Racial Modifiers +4 Perception in darkness Languages Aklo, Grioth; telepathy 30 ft SQ no breath ECO LO GY 454 Grioths inhabit rogue planets cast away from their stars—often, they travel to other worlds via powerful magic portals during eclipses to pillage resources rare on their frozen homeworlds Many of these evil creatures are known for their devotion to the Outer God Nyarlathotep (whom they worship in his guise as the Haunter of the Dark), and it isn’t uncommon for colonies of grioths to be led by clerics Grioths speak a language composed of squeaks, clicks, and other nonsensical animal noises—they are capable of speaking other languages, but so in raspy, dry voices They favor weaponry crafted from metals Environment any Organization solitary, pair, gathering (3–6 plus cleric of 3rd level), or cult (7–20 plus 2–6 clerics of 3rd level, 2–4 barbarians of 3rd level, and cleric of 7th level) Treasure NPC gear (mwk kukri, other treasure) that synergize with their psychic powers SPECIAL ABILITIES often possess great physical prowess, as well as unique Mindshock (Su) Whenever a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim’s body, causing an additional 1d4 points of nonlethal damage On a confirmed critical hit, this additional nonlethal damage does not increase, but the creature struck must succeed at a DC 13 Will save or become confused for 1d2 rounds This is a mind-affecting effect The save DC is Charisma-based and includes a +2 racial bonus Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/ round for rounds; effect shaken for round; cure save Psychic Weapons (Ex) A grioth’s weapons are made from a strange metal that causes slashing and piercing weapons to deal additional point of damage and allow the grioth to use its mindshock ability The grioth race is prone to mutations, their forms twisted by eldritch forces into lumbering giants or deformed horrors The most powerful of their kind psychic magic or spell-like abilities that aid them in ruling their dark spire cities and in their constant wars against entities even more alien than themselves

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