Phuhuulbaool, Cult-Priest of Tsathoggua
CR 12 XP: 19,200Male human cleric of Tsathogga 13
CE Medium humanoid (human)
Init -1; Senses Perception +6
Aura Chaos
AC 17, touch 9, flat-footed 17 (-1 Dex, +1 shield, +7 armor)
HP 88 (13d8+26)
Fort +10, Ref +3, Will +12
Resist cold 20
Speed 20 ft.
Melee scepter of stunning +9 (1d6+1 plus stunning)
Special Attacks chaos blade 2/day (6 rds), versatile channel energy 6/day (7d6, DC 19)
Spell-Like Abilities (CL 13th) 7/day—icicle (1d6+6), touch of chaos
Spells Prepared (CL 13rd)
7th-Word of Chaos (D), Word of Chaos
6th-Blade Barrier (DC 20), Cone of Cold (D DC 20), Harm (DC 20)
5th-Break Enchantment (DC 19), Greater Command (DC 19), Ice Storm (D), Righteous Might
4th-Chaos Hammer (D DC 18), Cure Critical Wounds (x2), Divine Power, Spell Immunity
3rd-Bestow Curse (DC 17), Blindness/Deafness (DC 17), Contagion (DC 17), Cure Serious Wounds, Water Breathing (D)
2nd-Augury, Eagles Splendor, Fog Cloud (D), Hold Person (DC 16), Resist Energy, Spiritual Weapon
1st-Bane (DC 15), Command (DC 15), Cure Light Wounds, Divine Favor, Doom (DC 15), Obscuring Mist (D)
0th-Detect Magic, Guidance, Read Magic, Resistance (D Domain Spell)
Domain: Chaos, Water
Str 10, Dex 9, Con 15, Int 18, Wis 19, Cha 12
Base Atk +0; CMB +0; CMD 9
Feats Blind-Fight, Extra Channel, Greater Spell Penetration, Improved Channel, Skill Focus (Knowledge [religion], Sense Motive), Spell Penetration, Versatile Channeler
Skills Acrobatics -1, Bluff +4, Climb +0, Diplomacy +14, Escape Artist -1, Heal +15, Intimidate +2, Knowledge (arcana) +17, Knowledge (dungeoneering) +9, Knowledge (local) +10, Knowledge (planes) +20, Knowledge (religion) +26, Perception +6, Sense Motive +23, Spellcraft +16, Stealth -1, Survival +9, Swim +5
Languages Common
SQ variant channeling*
Gear +1 acid resistance 20 chain mail, light steel shield with symbol of Tsathogga, priestly robes of lime green and forest green, massive headdress of frog head with sharp teeth, scepter of stunning, unholy symbol of Tsathogga, delicate fan, pouch with 100 gp, black gem worth 1000gp.
Treasure Scepter of Stunning
Aura moderate transmutation; CL 13th Slot none; Price 91,000 gp; Weight 8 lbs.
DESCRIPTION
A scepter of stunning is a +1 light mace that on a roll of a natural 20 stuns the target as a symbol of stunning (no saving throw).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, symbol of stunning; Cost 46,000 gp
Mr. Deagle, Frog Spiritualist
CR 8 XP: 4,800
Male human cleric of Tsathoggua 9CE Medium humanoid (human)
Init +0; Senses Perception +5
Aura chaos, evil
AC 10, touch 10, flat-footed 10
HP 62 (9d8+18)
Fort +7, Ref +3, Will +9
Speed 20 ft.
Melee 2 trident +9/+4 (1d8+3); melee touch +7
Ranged ranged touch +6
Special Attacks aura of destruction 9 rounds/day (+4), chaos blade (4 rounds/day), channel negative energy 5/day (4d6, DC 14), destructive smite 6/day (+4), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 9th; melee touch +7) 6/day—touch of chaos
Spells Prepared (CL 9th)
5th-Shout (DC 18; D), Slay Living (DC 18)
4th-Divine Power, Freedom of Movement, Inflict Critical Wounds (DC 17; D)
3rd-Bestow Curse (DC 16), Contagion (DC 16), Dispel Magic, Rage (D), Summon Monster III
2nd-—Align Weapon (D), Bulls Strength, Darkness, Death Knell (DC 15), Hold Person (DC 15), Silence (DC 15)
1st-Divine Favor, Doom (DC 14), Protection from Good, Sanctuary (DC 14), Shield of Faith, True Strike (D)
0th-Detect Magic, Detect Poison, Guidance, Resistance (D Domain spells)
Domain: Chaos, Destruction
Str 12, Dex 10, Con 12, Int 16, Wis 17, Cha 10
Base Atk +60; CMB +61; CMD 71
Feats Alertness, Blind-Fight, Craft Magic Arms and Armor, Craft Wand, Extra Channel, Spell Penetration
Skills Craft (alchemy) +10, Diplomacy +11, Heal +14, Intimidate +8, Knowledge (religion) +13, Perception +5, Profession (herbalist) +3, Sense Motive +11, Spellcraft +14
Languages Abyssal, Aquan, Common, Infernal
Gear wand of cure moderate wounds (43 charges); Other Gear +1 glamered breastplate (appears as normal suit of clothes), +2 trident
Milo Mathen, Cult Patriarch
CR 9 XP: 6,400
Male human sorcerer 9CE Medium humanoid (human)
Init +1; Senses Perception +5
AC 18, touch 11, flat-footed 17 (+5 armor, +2 natural, +1 Dex)
HP 52 (9d6+18)
Fort +5, Ref +4, Will +6
Speed 30 ft.
Melee 6 tentacle slams +5 (1d4–1 plus paralysis) or mwk cold iron dagger +6 (1d4–1/19–20), 6 tentacle slams +0 (1d4–1 plus paralysis); melee touch + 5 Reach 10 ft. with melee touch
Spell-Like Abilities (CL 9th; ranged touch +5) 7/day—acidic ray (1d6+4 acid)
Spells Known (CL 9th)
4th (5/day)-Black Tentacles, Greater Invisibility, Enervation
3rd (7/day)-Blink, Haste, Lightning Bolt (DC 17), Tongues
2nd (7/day)-Acid Arrow, Bears Endurance, See Invisibility, Spectral Hand, Web (DC16)
1st (7/day)-Chill Touch, Enlarge Person (DC 15), Magic Missile, Message, Shield, Summon Monster I
0th-Dancing Lights, Detect Magic, Ghost Sound (DC 14), Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
Domain: aberrant
Str 8, Dex 12, Con 13, Int 14, Wis 11, Cha 18
Base Atk +4; CMB +3; CMD 14
Feats Ability Focus (paralysis), Combat Casting, Craft Wand, Craft Wondrous Item, Eschew Materials, Silent Spell, Spell Penetration, Weapon Finesse
Skills Bluff +10, Craft (alchemy) +14, Craft (taxidermy) +6, Craft (traps) +7, Diplomacy +11, Knowledge (arcana) +14, Perception +5, Spellcraft +14
Languages Common, Draconic, Giant
SQ bloodline arcana (polymorph spell durations increase by 50 %), long limbs
Gear wand of arcane lock (CL 9: 50 charges), wand of bull’s strength (CL 5: 20 charges), arcane scroll (CL 9: summon monster V)
Other Gear bracers of armor +5, masterwork cold iron dagger, belt of incredible dexterity +2, boots of speed, amulet of proof against detection and location, pouch with 100 pp
Aberrant Taint (Ex) Because of the aberrant taint upon the Mathen bloodline, Milo Mathen has developed some inhuman physical features. Milo has six tentacles growing from his torso that he can use in combat and that cause paralysis for 1d4 minutes on a successful attack if the target fails a DC 17 Fortitude save. On a successful save, the target is immune to further paralysis from Milo’s attacks for 24 hours. Milo normally keeps these tentacles hidden beneath his doublet so that they are not visible unless he uses them in combat. The aberrant taint has also thickened his skin, giving Milo a +2 natural armor bonus. The paralysis save DC is Constitution-based with a +2 Ability Focus bonus.
Asari, Unraveling Mummy
CR 12 XP: 19,200Male mummy cleric of Tsathoggua 8 (Pathfinder Roleplaying Game Bestiary “Mummy”)
CE Medium undead (augmented human)
Init -1; Senses darkvision 60 ft; Perception +26
Aura despair (DC 16)
AC 28, touch 9, flat-footed 28 (+9 armor, +10 natural, -1 Dex)
HP 136 (8d8+8d12+48)
Fort +10, Ref +3, Will +16
DR 5/-; Immune undead traits; Resist cold 10; Weaknesses vulnerability to fire
Speed 30 ft.
Melee slam +16 (1d8+4 plus mummy rot); melee touch +15
Ranged ranged touch +11
Special Attacks aura of destruction 8 rounds/day (+4), channel negative energy 5/day (DC 16, 4d6), destructive smite 7/day (+4)
Spell-Like Abilities (CL 8th; ranged touch +11) 7/day—icicle (1d6+4 cold)
Spells Prepared (CL 8th)
4th-Inflict Critical Wounds (D DC 18), Poison (DC 18), Spell Immunity (fireball, magic missile), Summon Monster IV
3rd-Bestow Curse (DC 17), Deeper Darkness, Meld Into Stone, Protection from Energy, Rage (D)
2nd-Desecrate, Fog Cloud (D), Hold Person (DC 16), Shatter (DC 16), Sound Burst (DC 16)
1st-Bane (DC 15), Doom (DC 15), Endure Elements, Entropic Shield, Obscuring Mist (D), Obscuring Mist
0th-Bleed (DC 14), Guidance, Resistance, Virtue (D Domain spell)
Domain: Destruction, Water
Str 17, Dex 8, Con -, Int 12, Wis 18, Cha 15
Base Atk +12; CMB +15; CMD 24
Feats Alertness, Combat Casting, Heavy Armor Proficiency, Power Attack, Skill Focus (Perception), Spell Penetration, Toughness, Weapon Focus (Slam)
Skills Diplomacy +9, Fly +0, Intimidate +13, Knowledge (planes, religion) +12, Perception +26, Sense Motive +19, Spellcraft +12, Stealth +4
Languages Abyssal, Common
Gear eyes of doom
Other Gear full plate, robe of vermin (worn by Asari, but has no effect on him), silver unholy symbol (Tsathoggua), helm of awareness (magical helm that adds +4 awareness bonus to all Perception checks)
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted, and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Herald of Tsathoggua
CE Huge aberration (chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +34
AC 27, touch 11, flat-footed 24 (-2 size, +16 natural, +3 Dex)
HP 275 (22d12+132); regeneration 10 (good, fire)
Fort +12, Ref +12, Will +18
DR 10/good; Resist sonic 15; Weaknesses bloated
Speed 30 ft.
Melee bite +21 (2d6+7 plus grab), 10 tentacles +20 (1d8+3 plus paralysis), tongue +20 (1d6+3 plus grab) Reach 30 ft. with tongue
Space 15 ft.
Special Attacks bellow, paralysis (1d6+4 rounds, DC 26), swallow whole (2d6+7 plus 2d6 acid damage, AC 18, 23 hp)
Str 24, Dex 16, Con 20, Int 7, Wis 16, Cha 12
Base Atk +16; CMB +25; CMD 38
Feats Blind-Fight, Cleave, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception, Stealth), Toughness, Weapon Focus (Tentacle, Tongue)
Skills Intimidate +14, Perception +34, Stealth +15, Swim +19
Bellow (Su) A herald of Tsathoggua has two distinct bellows, each usable once every 1d4 rounds. The first is a trilling croak like that of a frog. All opponents with 30 feet hearing this trilling must succeed on a DC 22 Fortitude save or be deafened for 1d6+4 rounds. Opponents within 10 feet must make a DC 22 Fortitude save or be stunned for 1d4 rounds. Alternately, a herald can focus its bellow attack against a single opponent within 100 feet. The opponent takes 5d6 points of sonic damage. A successful DC 22 Reflex save reduces the damage by half. The save DCs are Charisma-based.
Bloated (Ex) Because of its bloated, heavy body, a herald of Tsathoggua that attacks with more than 5 tentacles in one round cannot move that round.
Regeneration (Ex) A herald of Tsathoggua takes normal damage from fire and good-aligned weapons, and from spells or effects with the good descriptor.
No comments:
Post a Comment