Sandy petersens cthulhu mythos 337

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Sandy petersens cthulhu mythos 337

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and the wizard to affect the dualistic creature Melee and ranged attacks target the wizard and the symbiont separately Only extremely powerful magic, such as a wish or miracle spell, or a similarly powerful ritual can separate a symbiont from its eremite once bonded, at least if the intention is for both to continue living Eremite (Mythos Wizard) Eremites are maimed, diabolic, surreal entities formed when a highly-powerful magician gets too involved with a Great Old One such as Tsathoggua The resulting transformation is often horrendous, but by the time it takes place, the magician is generally so insane he readily acquiesces to the change The eremite itself is of course human-sized, and its symbiont steed is comparable in size to a horse, perhaps a little larger Any mortal being can be transformed into an eremite, gaining various powers and characteristics The symbiont presented here is based on a griffon, but numerous variations, based on other creatures, exist To become an eremite, a mortal wizard is restrained and their flesh carved with never-healing runes of power They are then forced into a permanent parasitic relationship with a mutant creature of some kind Typically, both entities are enhanced by this connection The eremite’s “monster part” derives much of its nourishment from tapping into the human portion, but not all All eremites are powerful magic users, and their demonic-looking symbionts are fearful monsters as well, often bred specifically for the purpose of joining with an eremite (so these steeds are not necessarily encountered on their own) The symbiont can vary, but it is common for it to be something winged or otherwise capable of fast movement Typically, the symbiont is aggressive and carnivorous The wizard’s knowledge of the waking world is useful in finding victims to sustain the symbiont 330 EREMITE WIZARD CR 10 XP 9,600 Male old human conjurer 11 CE Medium humanoid (human) Init +4; Senses Perception +13 DEFENSE AC 14, touch 10, flat-footed 14 hp 85 (11d6+44) Fort +5, Ref +5, Will +9 Defensive Abilities resurrection link, share health; Immune disease, poison; SR 21 OFFENSE Speed (see symbiotic link under eremite symbiont) Melee +1 spell storing dagger +4 (1d4–1/19–20) Arcane School Spell-Like Abilities (CL 11th; concentration +16) At will—dimensional steps (330 feet/day) 8/day—acid dart (1d6+5 acid) Conjurer Spells Prepared (CL 11th; concentration +16) 6th—acid fog, summon monster VI 5th—feeblemind (2, DC 21), summon monster V, telekinesis 4th—black tentacles, confusion (2, DC 20), dimension door, summon monster IV 3rd—dispel magic (2), haste, hold person (DC 19), stinking cloud (DC 19), summon monster III 2nd—blindness/deafness (2, DC 17), detect thoughts (DC 17), summon swarm, web (DC 18), web (DC 18) 1st—charm person (DC 17), grease (DC 17), obscuring mist, ray of enfeeblement (2, DC 16), shield, summon monster I (at will)—bleed (DC 15), detect magic, mage hand, touch of fatigue (DC 15) Opposition Schools Evocation, Illusion S TAT I S T I C S Str 7, Dex 10, Con 14, Int 20, Wis 14, Cha 10 Base Atk +5; CMB +3; CMD 13 Feats Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (conjuration), Spell Focus (enchantment), Toughness Skills Intimidate +11, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +13, Spellcraft +19, Use Magic Device +11 Languages Aklo, Common, Deep One, Elder Thing, Mi-go; symbiotic telepathy SQ arcane bond (+1 spell storing dagger), summoner’s charm (5 rounds), symbiotic link

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