Wednesday, September 30, 2015

Dreamlands Pathfinder Bestiary: Urhag

The following creature has been converted to Pathfinder from The Complete Dreamlands (Fourth Edition, Expanded & Revised), a supplement for the Call of Cthulhu RPG.

The urhag nightspawn is a new variant, created using the eldritch template from the Advanced Bestiary (Pathfinder RPG Edition), by Green Ronin Publishing.

Urhag

This hideous monster's torso is vaguely humanoid, but with bat-like wings instead of arms, and below the waist it has a mass of writhing tentacles instead of legs. Its mouth is located on top of its head, splitting it from side to side. Two independently moving eyes are located just below the corners of the mouth. Its oily skin is black over its entire body.

URHAG (CR 2)
XP 600
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +12
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 19 (3d8+6)
Fort +1, Ref +3, Will +4
Defensive Abilities all-around vision; Resist cold 10
Offense
Speed 15 ft., fly 50 ft. (poor)
Melee tentacles +3 (1d4+1 plus grab), bite +3 (1d6+1)
Statistics
Str 12, Dex 14, Con 14, Int 4, Wis 12, Cha 7
Base Atk +2; CMB +3 (+7 grab); CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Fly +2, Perception +12, Stealth +6; Racial Modifiers +4 Perception
Ecology
Environment cold mountains (Leng and the Cold Waste)
Organization solitary or gang (2-4)
Treasure none

Urhags inhabit the far northern reaches of the world, where they live in dark fissures and caves in the mountains north of Inquanok. The texture of their skin leads some to believe they are related to nightgaunts (Bestiary 4 203), but shantaks (Bestiary 2 244) do not fear urhags in the same way.

In combat, an urhag attempts to grab prey in its tentacles, then bite the held victim.

URHAG NIGHTSPAWN (CR 3)
XP 800
Eldritch urhag (Advanced Bestiary 133)
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +12
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 19 (3d8+6)
Fort +1, Ref +3, Will +4
Defensive Abilities all-around vision; Resist cold 10
Weaknesses light blindness, vulnerable to sunlight
Offense
Speed 15 ft., fly 50 ft. (average)
Melee tentacles +3 (1d4+1 plus grab), bite +3 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks constrict (1d4+1)
Statistics
Str 12, Dex 14, Con 14, Int 4, Wis 12, Cha 7
Base Atk +2; CMB +3 (+7 grab); CMD 14
Feats Blind-Fight, Skill Focus (Perception)
Skills Fly +6, Perception +12, Stealth +6; Racial Modifiers +4 Perception
Ecology
Environment cold mountains and underground (Leng and the Cold Waste)
Organization solitary or gang (2-4)
Treasure none
Special Abilities
Vulnerable to Sunlight (Ex) An urhag nightspawn takes 1 point of Con damage each round it is exposed to sunlight.

An urhag nightspawn is a stronger flyer and fighter than others of its kind, but bright light is anathema to it, forcing it to hunt only at night. This subspecies has adapted well to life in the eternal night of the underground caverns that riddle the roots of the northern mountains.

A nightspawn has the following abilities purchased with Eldritch Points (EP): abnormal reach (-1 EP), armor class (natural) (-1 EP), constrict (-1 EP). light blindness (+1 EP), maneuverability adjustment (-1 EP), vulnerable to sunlight (+2 EP), for a net 1 EP.

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