Cthulid
This winged
monstrosity from beyond the stars is only vaguely humanoid in shape. Its squamous skin is a sickly gray-green color, slightly darker
draconic wings sprout from its shoulders, webbed claws adorn its hands and
feet, and four writhing purple tentacles hide what could be its mouth. Overall,
it somewhat resembles an upright dragon with a squid-shaped head.
Cthulid CR 9
LE Large aberration (aquatic, psionic)
Init +2; Senses darkvision 60 ft.,
low-light vision; Perception +16
Aura maddening presence (30 ft., DC 19)
Defense
AC 16, touch 11, flat-footed 14 (+2 Dex, +5
natural, –1 size)
hp 85 (10d8+40); regeneration 5 (cold iron or
fire)
Fort +7, Ref +5, Will +10
Immune acid, disease, paralysis, sleep; Resist
cold 10; SR 20
Offense
Speed 40 ft., fly 80 ft. (average),
swim 40 ft.
Melee 2 claws +10 (1d6+4)
and 4 tentacles +5 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (5 ft. with tentacles)
Special Attacks breath weapon
(30-foot cone, 8d6 acid, DC 19 for half, usable every 1d4 rounds), extract, grab,
grasping tentacles, mind blast
Psi-Like
Abilities
(ML 10th; concentration +14)
At
will—compelling voice (DC 16), compression, death urge (DC 18), forced share pain (DC 17), memory modification (DC 18), read thoughts (DC 16).
Statistics
Str 18 (+4), Dex 14
(+2), Con 18 (+4), Int 15 (+2), Wis 17 (+3), Cha 19
(+4)
Base
Atk
+7; CMB +12 (+16 to start and maintain a grapple); CMD 24 (+7
BAB, +4 Str, +2 Dex, +1 size)
Feats (5)
Skills Fly +13, Knowledge
(dungeoneering) +15, Perception +16, Stealth +11, Survival +16, Swim +25
Languages Aklo,
Aquan, Common, Draconic, Undercommon; telepathy 100 ft.
SQ no breath
Ecology
Environment Any
Organization solitary or cult (1
plus 1 cult leader [doom prophet or heir apparent] plus 4d6 cultists
[1d6 shamans, 1d6 pig farmers, 1d6 old sailors, and 1d6 brigands; see the NPC Codex])
Treasure standard
Special Abilities
Extract
(Ex) A cthulid that begins its turn with all four
tentacles attached to a single opponent and makes a successful combat maneuver
check automatically extracts the opponent’s brain, instantly killing the
creature. Constructs, elementals, oozes, plants and undead are immune to this
attack, and this attack is not instantly fatal to creatures with more than one
head.
Grasping
Tentacles (Ex) If a cthulid is grappling an opponent with at least
two tentacles, it does not gain the grappled condition and it may still perform
two claw attacks at per round against other opponents. In addition, if a
cthulid begins its turn with at least one tentacle attached, it can attempt to
attach its remaining tentacles as a swift action with a single combat maneuver
check. A grappled opponent may escape with a successful combat maneuver check
or Escape Artist check, but the cthulid has a +2 circumstance bonus to CMD for
every tentacle that is attached at the beginning of the opponent’s turn.
Maddening
Presence (Ex) The shear sight of a cthulid causes madness.
Opponents who come within 30 feet of a cthulid must make Will save (DC 19) or
gain the confused condition for 3d4
rounds. Opponents who make the save are immune to that cthulid’s maddening
presence for 24 hours; though if they encounter a different cthulid they must
make a new save.
Mind
Blast (Sp) This psionic attack is a cone 60 feet long. All
creatures caught within this cone must succeed in a Will save (DC 19) or be
stunned for 3d4 rounds.
No
Breath (Ex) A cthulid does not breathe, and is immune to effects
that require breathing (such as inhaled poison). This does not give the cthulid
immunity to cloud or gas attacks that do not require breathing.
Servitors of a sleeping Great Old One,
cthulids travel the terrestrial ball on which their patron is imprisoned
beneath the waves. They seek followers to chant eldritch phrases which will
raise the Great Old One when the planets and stars align.
No comments:
Post a Comment