Qlippoth, Nebunorne
CR 8 XP: 4,800CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +3; Senses darkvision 60 ft.; Perception +16
Aura darkness (10 ft., concealment)
AC 18, touch 12, flat-footed 15 (-1 size, +6 natural, +3 Dex)
HP 105 (10d10+50)
Fort +8, Ref +10, Will +10
DR 5/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Speed 0 ft., fly 30 ft. (average)
Melee 2 tentacles +13 (1d6+4 plus grab), or tentacle staff +15/+10 (1d8+7 plus poison)
Space 10 ft., Reach 10 ft.
Special Attacks Constitution damage, constrict (1d6+4), hypnotic voice
Spell-Like Abilities (CL 12th) 3/day—deeper darkness 1/day—summon qlippoth (nebunorne, 40%)
During Combat In battle, a nebunorne uses the tentacles from one “hand” and from the “face” as weapons. The other “hand” could be used, but ordinarily the qlippoths carry a tentacle-staff in this “hand,” as a weapon. The tentacle staff is an eight-foot rod of solidified mist, with a mass of tentacles at the top end, waving in the air as if floating in water. A nebunorne’s tentacle staff has stingers that deliver a qlippothic poison.
Str 18, Dex 16, Con 20, Int 14, Wis 17, Cha 18
Base Atk +10; CMB +15; CMD 28
Feats Cleave, Great Cleave, Power Attack, Step Up, Weapon Focus (tentacle staff)
Skills Acrobatics +11, Bluff +16, Fly +9, Intimidate +17, Knowledge (arcana, planes) +15, Perception +16, Sense Motive +16, Stealth +3
Languages Abyssal, Celestial, and Draconic; telepathy
Gear +1 tentacle staff
Environment underground (Abyss)
Organization solitary or pair
Treasure standard
Constitution Damage (Ex) A creature pinned by a nebunorne takes 1d4 points of Constitution damage on each round the qlippoth maintains the pin unless it succeed on a DC 20 Fortitude save.
Poison (Ex) The Bloat; type poison, injury; save Fortitude DC 20; onset 1 round; frequency 1/hour for 6 hours; effect 1d2 Dex damage; cure 2 consecutive saves. A creature affected by the bloat swells over the course of several hours to twice normal size. A creature reduced to 0 Dex by the bloat explodes into a pink mist that eventually dissipates, leaving nothing to raise or resurrect. Despite its qlippothic origin, the poison will respond normally to spells that affect ordinary poisons.
Hypnotic Voice (Su) A nebunorne can speak in hypnotic tones as a standard action. Any creature that hears a nebunorne’s voice must succeed on a DC 19 Will save or be paralyzed. The creature remains paralyzed for as long as the nebunorne dedicates a standard action each round to speaking, or the sound is blocked in some way. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Branching masses of tentacles made of some black, semi-solid matter extend from this cloaked qlippoth’s hood and sleeves. One mass of tentacles reaches outward from the hood, where a face ought to be, and other branching tentacles serve as long-fingered hands where they extend from the sleeves of the cloak. These tentacles wrap around a long staff with another mass of waving tentacles at one end. Most disturbing, perhaps, are the eight large tentacles, ten feet long, which writhe beneath the hooded figure as if its lower half were a massive octopus.
The terrifying nebunornes are mist-qlippoths in the service of the qlippoth prince Isclaadra. They are always found wearing hooded robes. Some scholars of qlippoth-kind — intrinsically unreliable as such individuals might be — propose that the hooded cloak is actually the substance of the qlippoth, and the rest merely an agglomeration of mist. All of the black tentacles, arms, face, and “legs” dissolve into trailing bands of dark mist at the ends. Their voices are like smooth silk, hypnotic and captivating.
The qlippoths drift slowly through the air like the mist-substance they are, but if they are in contact with the ground they can pull themselves forward along the ground using the suckers of their lower tentacles. When they can pull themselves in this fashion, they can move with astonishing speed.
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