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Dhole SPECIAL ABILITIES What You See This truly gigantic, miles-long worm horror with a huge engulfing mouth bursts through the world’s crust with earthquake-inducing force CR 25 XP 1,638,400 CN Colossal magical beast Init +3; Senses blindsense miles, tremorsense 600 ft.; Perception +46 DEFENSE AC 43, touch 1, flat-footed 43 (–1 Dex, +42 natural, –8 size) hp 561 (34d10+374) Fort +32, Ref +20, Will +22 Defensive Abilities blind, compression; DR 15/—; Immune acid, cold, fire, gaze weapons, magical control, paralysis, poison, sight-based attacks, sleep, stun; SR 36 OFFENSE Speed 100 ft., burrow 100 ft Melee bite +46 (8d6+30/19–20 plus grab), slam +46 (8d8+30/19–20 plus grab) Space 30 ft.; Reach 90 ft Special Attacks breath weapon, constrict (10d6+30), devastation, overwhelming strength, swallow whole (20d6 bludgeoning damage and 20d10 acid damage, AC 31, 56 hp), trample (10d8, DC 47), tremor S TAT I S T I C S Str 50, Dex 8, Con 32, Int 3, Wis 29, Cha 27 Base Atk +34; CMB +62 (+66 bull rush, +64 sunder); CMD 71 (73 vs bull rush, 73 vs sunder, can’t be tripped) Feats Awesome Blow, Critical Focus, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite), Improved Critical (slam), Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike Skills Perception +46 Languages Aklo (rarely speaks) SQ massive ECO LO GY 320 Environment any underground Organization solitary Treasure incidental Blind (Ex) A dhole is blind, and senses through its tremorsense ability and its incredible blindsense (although it generally only needs to use the latter to target its breath weapon) It is invulnerable to all sightbased effects and attacks, including gaze attacks Breath Weapon (Su) Once every minute, a dhole can expel a prodigious amount of thick acidic slime from its gullet This breath weapon has a range of miles, and creates an 80-foot-diameter spread of slime in its targeted area A creature within this area must make a successful DC 38 Reflex save or take 20d10 points of acid damage A successful save reduces the damage to 10d10 In addition, a creature within this area must succeed at a DC 38 Fortitude save or be stunned for 1d6 rounds The slime transforms the area it coats into difficult terrain Furthermore, all creatures in the area of effect or creatures that attempt to enter the area must succeed at a DC 29 Reflex save or be entangled by the slime The slime’s acid weakens considerably after the initial strike: each round a creature remains entangled by dhole slime, or ends its turn within the area of difficult terrain created by the slime, that creature takes 2d6 points of acid damage Dhole slime persists for 2d6 hours and dhole lairs are typically pre-caked with the stuff A dhole can move through dhole slime without penalty The save DC is Constitution-based Devastation (Ex) As a full round action, a dhole can assault a structure, dealing 20d6+30 points of damage Immune to Magical Control (Ex) A dhole is immune to nearly all forms of mind control, including all charm monster, suggestion, and dominate monster spells It is similarly immune to magic jar and possession attempts Confusion and other mind-affecting effects that don’t allow another creature to control a dhole directly work normally Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a dhole, essentially pushing it in a particular direction Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion) Massive (Ex) Because dholes are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a dhole’s movement, though areas of forest or settlements are considered difficult terrain to a dhole A Huge or smaller creature can move through any square occupied by a dhole, or vice-versa A dhole can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes A dhole gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target It’s possible for a Huge or smaller creature to climb a

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