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Showing posts with label cthulhu. Show all posts
Showing posts with label cthulhu. Show all posts

Tuesday, July 2, 2013

PFRPG: Bestiary: Cthulid

by Tim Wallace

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
XP 4,800
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.