Post by Lord Kain on Dec 20, 2005 20:39:39 GMT -5
Star-Spawn of Cthulhu
Gargantuan Outsider (Water) (Greater Servitor Race)
Hit Dice: 20d8+120 (210 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., swim 40 ft.
Armor Class: 31 (-4 size, +10 natural, +7 defesnive precognition, +8 Force Screen)
Attacks: 4 tentacle rakes +30 melee, 2 claws +25 melee
Damage: Tentacle rake 2d8+12 (improved critical), claw 2d6+6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: improved grab, psi-like abilities.
Special Qualities: Damage reduction 15/adamantine magic, Regenerative Fast Healing 5, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft, True Seeing
Saves: Fort +18, Ref +14, Will +17
Abilities: Str 34, Dex 10, Con 22, Int 21, Wis 20, Cha 20
Skills: Bluff+25, Concentration+27, Diplomacy+25, Hide+20, Intimidate+25, Knowldge (any three)+25, Listen+25, Move Silently+20, Search+25, Sense Motive+25, Spellcraft+25
Use Magic Device+25,
Speak Language+19 (19 languages)
19
Feats: Power Attack, Cleave, Great Cleave,
They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . .
-- H.P. Lovecraft, "The Call of Cthulhu"
A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims. Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is thousands of years old. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, or on the moon.
Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn.
Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans.
Combat
Star-spawn meet most challenges they face with tentacles and claws,
Limb Regrowth: (Ex) A Star-Spawn regrows lost body parts in 2d6 minutes an can reattach the limb instantly by pressing the stumps together.
Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start agrapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+12 points of damage
Psi-Like Abilities: 3/day—defesnive precognition (+7 AC)*, empty mind (+11 to will saves)*, mind thrust,(20d10, DC 26)* intellect fortress, (20-rounds)* psionic teleport.
1/day—force screen, (+8 AC)* body adjustment (heals 8d12)*, brain lock (effects aberrations, dragons elementals and outsiders)*, aversion (DC 25, Duration 8 hours)* Psionic Blast (DC 18, Duration 8 rounds)*, psychic crush (8d6 on successful save)*, psionic dominate (effects aberrations, dragons elementals and outsiders, effects 3 targets duration 20 days, DC 25)*, energy current (16d6, arcs to two additional targets)*, Mind Probe, Ultrablast. (20d6)*
Thes powers as if cast by a 20th level Telepath, the DC’s are charisma based.
(Those dam high HD psionic creatures have alot of 1/day powers don’t they?)
*Includes augmentation for manifested level.
Gargantuan Outsider (Water) (Greater Servitor Race)
Hit Dice: 20d8+120 (210 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., swim 40 ft.
Armor Class: 31 (-4 size, +10 natural, +7 defesnive precognition, +8 Force Screen)
Attacks: 4 tentacle rakes +30 melee, 2 claws +25 melee
Damage: Tentacle rake 2d8+12 (improved critical), claw 2d6+6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: improved grab, psi-like abilities.
Special Qualities: Damage reduction 15/adamantine magic, Regenerative Fast Healing 5, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft, True Seeing
Saves: Fort +18, Ref +14, Will +17
Abilities: Str 34, Dex 10, Con 22, Int 21, Wis 20, Cha 20
Skills: Bluff+25, Concentration+27, Diplomacy+25, Hide+20, Intimidate+25, Knowldge (any three)+25, Listen+25, Move Silently+20, Search+25, Sense Motive+25, Spellcraft+25
Use Magic Device+25,
Speak Language+19 (19 languages)
19
Feats: Power Attack, Cleave, Great Cleave,
They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . .
-- H.P. Lovecraft, "The Call of Cthulhu"
A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims. Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is thousands of years old. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, or on the moon.
Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn.
Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans.
Combat
Star-spawn meet most challenges they face with tentacles and claws,
Limb Regrowth: (Ex) A Star-Spawn regrows lost body parts in 2d6 minutes an can reattach the limb instantly by pressing the stumps together.
Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start agrapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+12 points of damage
Psi-Like Abilities: 3/day—defesnive precognition (+7 AC)*, empty mind (+11 to will saves)*, mind thrust,(20d10, DC 26)* intellect fortress, (20-rounds)* psionic teleport.
1/day—force screen, (+8 AC)* body adjustment (heals 8d12)*, brain lock (effects aberrations, dragons elementals and outsiders)*, aversion (DC 25, Duration 8 hours)* Psionic Blast (DC 18, Duration 8 rounds)*, psychic crush (8d6 on successful save)*, psionic dominate (effects aberrations, dragons elementals and outsiders, effects 3 targets duration 20 days, DC 25)*, energy current (16d6, arcs to two additional targets)*, Mind Probe, Ultrablast. (20d6)*
Thes powers as if cast by a 20th level Telepath, the DC’s are charisma based.
(Those dam high HD psionic creatures have alot of 1/day powers don’t they?)
*Includes augmentation for manifested level.