Call of Cthulhu D20 - Lost Mythogy, RPG (po angielsku)

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The Cthulhu Mythos was first revealed in a group of related stories by the
American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu'" in
Weird Tales, Lovecraft began referring in his horror stories to a pantheon
of beings known as the Old Ones, who had descended to Earth from the
stars in pre-human times. First worshiped by the non-human races of the
planet, the Old Ones were later banished or locked away by the elder
gods.
The
elder gods do not enter into the stories much, and their identity is
a mystery. They left the Old Ones weakened, but not destroyed. When
man appeared, he found t[aces of the older civilizations and remnants of
the pre-human races. Religions grew up around the Old Ones and legends
of their imminent return to power-- especially around Cthulhu. Bits of the
old lore were discovered and transcribed into books> extremely dangerous
books.
CTHULHU
Greater god
ARMOR CLASS: 2
MOVE:
18"/36"
H~T POINTS:
400
NO. OF ATTACKS:
30
DAMAGE/ATTACK:
1-10 (x 30)
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES:
Immune to
magical control, + 2 or better
weapon to hit, regeneration
MAGIC RESISTANCE:
80~
SIZE:
L ( 100' tall)
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL: Image
of Cthulhu
PLANE:
Prime Material Plane
CLERIC/DRUID: Nil
FIGHTER: As
16+ HD monster
MAGIC-USER/ILLUSIONIST:
20th level
magic-user
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY: I
S:25(+7, +14) 1:20 W:23 D:20 C: 25 CH:-7
Lovecraft's friends (who included Clark Ashton Smith, Frank Belknap Long,
Robert Bloch, Robert E. Howard and August Derleth), wrote stories that
"tied in" with the discovery of pre-human relics, the revival of ancient
worship, or the consequences of finding a "forbidden book" dealing with
the Old Ones and their secrets. No great effort was made to keep these
stories consistent with each other. After Lovecraft's death in 1937, August
Derleth founded Arkham House publishing company to reprint his works.
Oerleth also wrote a number of stories dealing with Lovecraftian themes or
based on fragments of Lovecraft's writings. Since then a number of
younger authors, outstanding among whom are Lin Carter, Ramsey Camp-
bell and Brian Lumley, have written stories based on the growing Cthulhu
mythology.
Most of the creatures presented here were introduced by the earlier
authors: Lovecraft, Derleth and Smith. Derleth introduced the concept of a
struggle between the Old Ones and the forces of good. Lovecraft's original
concept was far less sanguine--all of his gods were evil and chaotic, and
the best mankind could expect from them was indifference.
Cthulhu is a bloated humanoid form 100 feet high with an octopoid head
and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious
hands and feet with curved talons. A pair of folded bat-like wings protrude
from between its shoulders.
If you have not read any stories in the Clhulhu tradition, start with Love-
craft himself, Many of his stories are straight supernatural tales and do not
deal with the Old Ones, but "The Call of Cthulhu", "The Whisperer in Dark-
ness", "At the Mountains of Madness", "The Dunwich Horror", and "The
Shadow Out of Time" give the flavor of his work. Then read the imitative
writings of Derleth and the modern writers. Fortunately, most of these
stories are gathered into collections of Lovecraft's work and published in
paperback.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn." -- "In his house
in R'lyeh dead Cthulhu waits dreaming." R'lyeh is a great sunken city of
non-Euclidian geometry hidden somewhere beneath the ocean, So bizarre
is its construction that anyone entering the city (which occasionally rises
above the waves) must make saving throws at -t-4 against fear and
insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign
(q.v.). If the seal is broken and the god released, everyone (and/or every-
thing) in a radius af 100 miles must make a saving throw against death or
go insane. This insanity lasts for a number of months equal to the crea-
ture's intelligence.
Cults of men, and particularly of non-human creatures, keep alive the wor-
ship of the Great Old Ones and anxiously await their return to power. Vari-
ous evil magic-users and priests, desirous of superhuman powers, experi-
ment with some of the forbidden books (such as
The Necronomicon)
and
occasionally unleash some horror on themselves or their surroundings.
Merely speaking the name of one of the Old Ones results in a 5% chance
that the god named will hear, for these deities are quite attuned to the
Prime Material Plane. If the god does hear its name spoken, it will appear
and attempt to kill the being so rash as to speak its name (some of the
greater gods will send minions to accomplish this),
SPECIAL NOTE:
All creatures of nature are very sensitive to the presence of all creatures of
the Cthulhu Mythos. They instinctively call out their warning sounds and
flee if any of the Old Ones or their minions come within range of their
senses.
Cthulhu usually attacks both physically and psionically. He can regenerate
10 hit points per melee round. Hete/eports up to one-half mile at will and
is totally immune to the effects of water, cold, and vacuum. He can call up
from the sea 10-100 of the Deep Ones. He will retreat into his lair if con-
fronted with an intact Elder Sign, another of the Old Ones (such as Hastur),
or some natural catastrophe, such as the re-sinking of the city of R'lyeh into
the sea.
Cthulhu is served by the Deep Ones as well as his human worshipers, who
often interbreed with the fish-men. Cthulhu's cult is usually hidden and
secret, and is dedicated to bringing about Cthulhu's return and conquest of
the world.
43
CTIIULHU
MYTHOS
CTHULHU MYTHOS
AZATHOTH
(the center of the universe)
CTHUGA
(master of the fire element)
Greater god
Greater god
ARMOR CLASS: -2
MOVE:
None
HIT POINTS:
400
NO. OF ATTACKS: 20
DAMAGE/ATTACK: 3-18 (x 20)
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Insanity
MAGIC RESISTANCE:
95%
SIZE:
L (inconceivable)
ALIGNMENT:
Chaotic neutral
WORSHIPER'S ALIGN: Chaotic
(neutral or evil)
SYMBOL:
Seven-pointed star
PLANE:
Astral
CLERIC/DRUID:
Nil
FIGHTER:
As 16+ HD monster
MAGIC-USER/ILLUSIONIST:
Nil
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY:
VI
S:25(+7, +14)
h-- W:-- D:20 C:25 CH:-7
ARMOR CLASS:
MOVE: 36"
HIT POINTS:
400
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
3-30/3-30
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: See
below
MAGIC RESISTANCE: 50%
SIZE:
L (40 yard radius)
ALIGNMENT:
Chaotic evil
WORSHtPER'S ALIGN:
Chaotic evil
SYMBOL:
Flame
PLANE:
Elemental Plane of Fire
CLERIC/DRUID: See below
FIGHTER: As 16+
HD monster
MAGIC-USER/ILLUSIONIST:
See
below
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY: I
S:25(+7, +14) h 12 W:18 D:25 C:25 CH:-I
Azathoth is o blind, mindless, amorphous mass the size af a star, floating
at the center of the universe an the astral plane. It is attended by satellite
creatures that provide an eerie music, like the sound of idiot flute players.
Azathoth is somewhat solid near the center, and can be attacked there, but
it will defend itself with its many pseudopods if so attacked. Any creature
coming within 1,000 miles of Azathoth must save vs. spells at 6 ar go
permanently mad.
This creature resembles a flaming amoeba with tentacles that appear to be
flames emanating from its body. The heat of Cthuga's body does 5-50
points of damage to all within 100 yards of it, and it attacks with fire spells
at the same time. It cannot be controlled, and is immune to all heat and
cold attacks. It is able to cast any fire spell of any type as a 30th level spell
caster, at the rate of two per round. While casting fire spells, it also lashes
out with two of its tentacles per melee round; these do 3-30 points of
damage each. It moves as a blink dog and attempts to destroy everything
within any area to which it is summoned. When appearing in any location,
its first act is to summon 1-20 of its flame creatures. Cthuga can only be
struck by +3 weapons or better as all others melt when touching him.
Those who worship Azathoth worship insanity, and Azathoth's clerics are
themselves insane. It is unknown how Azathoth grants powers to its clerics,
or even if Azathoth is aware of them (which is doubtful).
BYAKHEE
(servants of Hastur)
The creature has a direct connection with the Prime Material Plane by way
of a Palace of Fire that it has created in an active volcano. This palace is
said to be filled with treasure resistant to flame and heat: gems, certain
magic items, and the like.
FREQUENCY:
Very rare
NO. APPEARING:
I-4
ARMOR CLASS: 9
MOVE:
6"724"
HIT DICE/POINTS:
10 HD
%
IN LAIR: 5%
TREASURE TYPE:
Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
1-1071-10
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE: 20%
INTELLIGENCE:
Average
ALIGNMENT:
Chaotic evil
SIZE:
L (20' tall)
PSIONIC ABILITY:
IV
LEVEL/X.P. VALUE:
IX/9,350 + 20
per hp
Cthuga's Flame Creature
FREQUENCY:
Very rare
NO. APPEARING:
1-4
ARMOR CLASS: -2
MOVE: 24"
HIT DICE/POINTS: 16
HD
%
IN LAIR:
Nil
TREASURE TYPE:
Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES:
Flame aura, +2
or better weapon to hit
MAGIC RESISTANCE:
10%
INTELLIGENCE:
Average
ALIGNMENT:
Chaotic evil
SIZE: L (30'
radius)
PSIONIC ABILITY: V
LEVEL/X.P. VALUE:
VII71,950-t- 14
per hp
These giant furry bat-like creatures have humanoid legs that enable them
to stand like men. They can be summoned by clerics of Hastur through use
of a
gate
spell (1-4 Byakhee will appear). They are able to
teleport
throughout the Prime Material Plane at will, carrying human beings with
them on their backs or in their talons. They are intelligent, telepathic, and
will obey those who carry the Elder Sign or who appeal successfully to
Hastur.
These creatures appear to be smaller versions of their master. Their bodies
radiate 1Opoints of heat damage to all who come within 20 yards of them,
and they can cast a single heat ray from their body every melee round that
does 2-20 points of damage if it hits. One of their functions is to appear
when the god is supposed to appear but is too busy or chooses not to come.
44
CTHULHU MYTHOS
DEEP ONES
(followers of Cthulhu)
CTHULHU MYTHOS
HASTUR THE UNSPEAKABLE
(He Who Must Not Be Named)
"Master of the Air"
FREQUENCY:
Rare
NO. APPEARING:
1-100
ARMOR CLASS: 3
MOVE: 12"//24"
HIT DICE/POINTS:
4 HD
~ IN LAIR: 90%
TREASURE TYPE: Z
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK:
I-4/1-4 (+2)
or
by weapon type
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
Average to very
ALIGNMENT:
Chaotic evil
SIZE: M (6')
PSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
111/60 + 4 per hp
'80
Greater god
ARMOR CLASS: -2
MOVE:
36"/36"
HIT POINTS:
400
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
20-200/20-200
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: See
below
MAGIC RESISTANCE: 50%
SIZE:
L (600" tall)
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL: Image
of the god
PLANE:
Prime Material Plane (distant
planet)
CLERIC/DRUID:
Nil
FIGHTER: As
16+ HD monster
MAGIC-USER/ILLUSIONIST:
23rd
level in each
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY: I
S:25(~7,
+14)
1:22 W:23 D:21 C: 23
I
| al
"s
The Deep Ones are humanoid, amphibious men-fish, cold-blooded
creatures of great strength (18). They can attack with their clawed,
webbed hands, or wield weapons. They have infravision as well as normal
sight. They live near the land on ocean shelves and are able to travel to
the land at any time and for as long as they wish.
CH: -4
This god has a scaled, elongated body, a lizard's head and maw, and
taloned lizard claws. It also has 200 tentacles projecting from its body that
give it the ability to sense all things around it. It is able to strike twice per
round and also attack magically.
They have been known to interact with evil humans and interbreed with
them. This results in human-appearing offspring who undergo a gradual
transformation after the age of 21 that causes them to become as the Deep
Ones who spawned them. The Deep Ones are soulless and apparently
immortal.
At will, it can
teleport
anywhere in the Prime Material Plane. Hastur regen-
erates 5 hit points per melee round, and can summon 2-20 Byakhee to aid
it in battle. It cannot be magically controlled. Creatures that are able to fly
naturally will never attack Hastur, even if controlled. Any being trying to
attack the god must make a saving throw against fear.
These creatures promote evil in preparation of Cthulhu's return. They do
this by collecting treasures from the sea and using them as funds to spread
the cult of Cthulhu and the Old Ones.
GREAT RACE
Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned
by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hall
near the alien city of Carcosa. Hastur exists partly on the Prime Material
Plane (and this part is imprisoned in the crypt) and partly on the Elemental
Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is
never more than partially on the Prime Material Plane and is therefore not
completely solid. This accounts for much of his great size.
FREQUENCY:
Very rare
NO. APPEARING:
1-10
ARMOR CLASS: 5
MOVE: 15"
HIT DICE/POINTS:
8 HD
%
IN LAIR:
95%
TREASURE TYPE:
Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
1-8/1-8
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Immune to
magical control
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
High
ALIGNMENT:
Lawful neutral
SIZE: L (10'
tall)
PSIONIC ABILITY:
280
Attack/Defense Modes: B, C, D,
E/All
LEVEL/X.P. VALUE:
VI/650 + 10 per
hp
Any time the name "Hastur'" is spoken, there is a 25% chance that Hastur
will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are de-
feated, there is a 25% chance that Hastur himself will appear to destroy the
blasphemer.
ITHAQUA
(lord of the air)
Demigod
ARMOR CLASS: 2
MOVE: 24"
HIT POINTS: 250
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
4-4074-40
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE: 30%
SIZE: L (20'
tall)
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL:
Two burning eyes in a
human-shaped
cloud
of snow
PLANE:
Elemental Plane of Air
CLERIC/DRUID:
13th level cleric
FIGHTER:
15th level fighter
MAGIC-USER/ILLUSIONIST:
12th level
illusionist
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY:
IV
S:21(+4,+9)
1:16
W:13 D:18
C:20 CH:-I
These creatures populated the world eons ago and their cities still exist
buried in deserts or other out of the way places. They had a highly ad-
vanced scientific civilization, with psionics rather than magic. When their
civilization was destroyed, some of them were frozen in time, and these
are occasionally discovered. The Great Race are tall cones, ten feet wide
at the base, with 4 ten foot long tentacles at the top. Two tentacles end in
10bster-like claws, one in trumpet-like ears, and one in a globe with 3 eyes.
along its circumference with a set of manipulating tentacles depending
from it. The relationship, if any, between the Great Race, the Old Ones,
and the elder gods is unclear. Humans discovering and freeing them are
sometimes rewarded with gifts of knowledge.
45
CTHULHU
MYTHOS
CTHULHU MYTHOS~
presence (good alignment, save at +4; evil alignment, save at 4). Those
falling under his spell either obey him or behave in a purely chaotic
manner9
Thus his progress across the face of the land is followed by riot,
war, mass murder, suicide, and insanity. No non-sentient creature can
harm him, even if controlled9
Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but
human in shape with blazing red eyes. When seen passing overhead, one
gets the illusion of two bright stars close together.
Ithaqua is worshiped by the natives of the far North because of his ability
to
control weather
(triple the range and effects). His worshipers propitiate
him with human sacrifices, which he carries off, no one knows where.
Years later, their frozen bodies are sometimes found buried in snow drifts.
Ithaqua will also pursue and capture anyone who sees or annoys him, or
meddles with his worshipers or their stone altars in the forest. Sometimes
his victims return to earth alive, but they never survive long as they die
from strange unnatural causes9
The god is believed by some students of the occult to have various guises,
including a red bat-like form with three evil eyes. He can call up an army
of wild beasts or mindless humans within an hour's notice (1-100 of them).
Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them,
which temporarily add to his hit point total for one full turn. There is a 5%!
chance that a
continual light
spell will drive this being off into the Astral
Plane.
It is known that Ithaqua serves Hastur in special missions of great im-
portance.
PRIMORDIAL ONE
MI-GO
(the Fungi from Yuggoth)
FREQUENCY:
Very rare
NO. APPEARING:
1-8
ARMOR CLASS: 6
MOVE:
18"/12"
HIT DICE/POINTS:
8 HD
%
IN LAIR: 95%
TREASURE TYPE: A
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6 (X 3)
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Immune to
heat
and cold
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
High
ALIGNMENT:
Lawful evil
SIZE: L (9'
tall)
PSIONIC ABILITY: 206
Attack/Defense Modes: B, C,
D~
All
LEVEL/X.P. VALUE:
VI/550 + 10
per
hp
FREQUENCY:
Very rare
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVE:
15"/30"
HIT DICE/POINTS: 5 HD
%
IN LAIR:
40%
TREASURE TYPE:
Nil
NO. OF ATTACKS: 2
DAMAGE/AI-I'ACK:
1-8/1-8
SPECIAL ATTACKS:
Nil
SPECIAL RESISTANCE:
Immune to
cold, dark, and vacuum
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
Law
ALIGNMENT:
Chaotic evil
SIZE:
L (6" long, 8' tall)
PSIONIC ABILITY: 90
Attack/Defense Modes: C, D/
F,G,H
LEVEL/X.P. VALUE:
JV/240 + 5 per
hp
These creatures are barrel-shaped cylinders with membranous wings. On
top of the body is a head covered by 3-inch wiry cilia of many colors. They
have 5 red-irised, globed eyes. At the top of their heads are 5 mouthed
tentacles, and at the base of their bodies are 5 powerful tentacles usedfor
locomotion.
These red, bat-winged creatures somewhat resemble lobsters in that they
have many legs, feelers, and eyestolks, and forearms that end in great
pincers. Though they appear to be crustaceans, they are actually fungus
creatures. Mi-Go are immune to the effects of cold, dark, and vacuum, and
can fly across interstellar space. They cannot speak, but communicate by
clicking their pincers.
The Primordial Ones are actually an alien race of high intelligence and
advanced science. They hate all other types of intelligence, and will
destroy them if possible, striking with three of their powerful walking
tentacles if no advanced weaponry is available.
SHOGGOTH
NYARLATHOTEP
(the crawling chaos, the messenger
of
the gods)
Lesser god
FREQUENCY:
Very rare
NO. APPEARING:
1-4
ARMOR CLASS: I
MOVE: 9
HIT DICE/POINTS: 20
HD
%
IN LAIR: 90%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
3-30/3-30
SPECIAL AI-rACKS:
Nil
SPECIAL DEFENSES:
Immune to
weakness, paralysis and charm
MAGIC RESISTANCE:
30%
iNTELLiGENCE:
Low
ALIGNMENT:
Chaotic evil
SIZE: L ( 15'
tall)
PSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
IX/6,500 4- 30
perhp
ARMOR CLASS: 2
MOVE: 15"
HIT POINTS: 200
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
3-30
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: See belaw
MAGIC RESISTANCE: 25%
SIZE:
Variable
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL:
Faceless sphinx
PLANE:
Astral Plane
CLERIC/DRUID:
12th level in each
FIGHTER:
15th level fighter
MAGIC-USER/ILLUSIONIST:
13th level
in each
THIEF/ASSASSIN:
15thlevel assassin
MONK/BARD:
Nil
PSIONIC ABILITY: V
S:
19(+3,
+7) 1:20 W: 12 D: 19 C:20 CH: 19
Originally created by the Primordial Ones as servants, the Shoggoths
eventually rebelled and destroyed the civilization of their masters.
Shoggoths resemble huge, intelligent amoebae, able to form almost any
shape out of their near-transparent bodies, including legs, eyes, mouths,
huge weapons, or whatever is needed. The few remaining Shoggoths lurk
in distant, long-deserted areas, sometimes aiding servants of Cthulhu or
other Old Ones.
Nyarlathotep appears as a tall dark man. His appearance in the world is
said to foretell the return of the Old Ones from their imprisonment. He
charms
humans, humanoids, and non-magical animals by his mere
46
CTHULHU MYTHOS
CTHULHU
MYTHOS
SHUB-NIGGURATH
(black goat of the
woods
with a thou-
sand young)
If any enemy is so foolish as to approach to within 30" of the being, the
pool will lash out with a huge powerful tentacle; if it hits, it will pull the
unfortunate victim into the pool, where he or she will immediately be-
come part of the evil swirling protoplasm. Any creature struck has a per-
centage chance of not being puffed into the pool equal to his or her
strength. Shub-Niggurath strikes only once per turn in this way and can si-
multaneously create monsters.
Lessergod
ARMOR CLASS: 4
MOVE:
None
HIT POINTS: 400
NO. OF AI-rACKS: 1
DAMAGE/ATTACK: See
below
SPECIAL ATTACKS:
Monster creation
SPECIAL DEFENSES: +2
or better
weapon to hit
MAGIC RESISTANCE: 95%
SIZE:
L (100' in diameter)
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL:
Black goat
PLANE:
Prime Material Plane
CLERIC/DRUID: Nil
FIGHTER: As 16+
HD monster
MAGIC-USER/ILLUSIONIST:
Nil
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY: I
S:24(+6,-k12) 1:25 W:20 D: 19 C:25 CH:~
Though its body is trapped deep in the caverns, Shub-Niggurath travels the
Prime Material Plane in astral form, using its psionic powers to do evil and
aid its worshipers.
YOG-SOTHOTH
(the key and guardian of the
gate)
Greater god
ARMOR CLASS: -2
MOVE:
18"
HIT POINTS: 400
NO. OF A1-rACKS: t2
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES:
Immune to
charm
MAGIC RESISTANCE: 50%
SIZE: L (50'
diameter)
ALIGNMENT:
Chaotic evil
WORSHIPER'S ALIGN:
Chaotic evil
SYMBOL:
Y rune
PLANE:
Astral Plane
CLERIC/DRUID:
Nil
FIGHTER:
As 16+ HD monster
MAGIC-USER/ILLUSIONIST:
15th level
magic-user
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC ABILITY: I
S:25(-f-7,
+14)
1:25 W:23 D:20 C:25 CH:-7
This fountain of uncleanliness is a huge pool of gray matter, 100 feet
across, in the caverns beneath Mount Voormithadreth. It is constantly
bubbling and putting forth mouths, limbs, pseudopods and whole
creatures. 1-100 small monsters are created from the pool each round, and
they go crawling, flopping, or flying away into the caverns above. Some
fall back into the pool, which then grows mouths and devours them. Shub-
Niggurath is intelligent and telepathically sensitive. When it senses the ap-
proach of enemies (range 1,0gO') it will begin creating monsters to defend
itself, one per melee round. These will be random according to the follow-
ing table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go;
5. Primordial One; 6. Shoggoth.
47
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