Wednesday, January 4, 2017

Dreamlands Pathfinder Bestiary: Wenelian

These monsters have been converted from The Complete Dreamlands, a supplement for the Call of Cthulhu RPG. They appear in the adventure "Lemon Sails" in that book.

This creature resembles a man-sized bloated leech that flies without any visible means of support. Its body is colored in a subtle pattern of golden yellow, mouse gray, ocher, and emerald. One end of its body ends in a wrinkled, tubular proboscis. Just above the proboscis sprouts a pair of ear-like fins and two eyestalks.

XP 400
NE Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +6
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +3
Speed fly 25 ft. (perfect)
Melee slam +2 (1d4)
Ranged dart +5 (1d8)
Spell-Like Abilities (CL 1st; concentration +3)
At will--obscuring mist
Str 10, Dex 14, Con 14, Int 12, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13 (can't be tripped)
Feats Animal Affinity, Point Blank Shot[B], Weapon Focus (dart)
Skills Fly +16, Handle Animal +5, Knowledge (any one) +7, Perception +6, Ride +7
Languages Aklo, Wenelian
Environment any apace (Yundu)
Organization solitary or band (3-18 plus 1 phosphorescent monster)
Treasure standard

The wenelians are alien pirates from the planet Yundu. They fly through Dream space riding horrible green gliding monstrosities, raiding other worlds.

Wenelians are immune to the frightful presence ability of phosphorescent monsters (see below), and suffer no penalty to Handle Animal checks with them. Teams of wenelians regularly use the aid another action to maintain control of these behemoths.

A wenelian uses obscuring mist to cover its approach and retreat, and darts in and out of the mist in order to confuse prey and protect itself from return attacks. Its most effective method of attack is firing tiny calcite darts from its proboscis (range increment 30 ft.), so it prefers to avoid melee combat. If cornered, it will attack with a body slam (treat as a slam attack).

Wenelians are pirates and thieves, so their leaders are usually warriors or warrior/rogues. They do not appear to have spellcasters except for rare adepts (one per band at most).

This monster has an elephant-like body with spindly bat-like wings that do not look like they can support its immense bulk. Its head appears to be little more than a gigantic gaping mouth ringed with teeth. The entire creature glows with a sickly green light.

XP 4,800
N Gargantuan magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
Aura frightful presence (30 ft., DC 16)
AC 14, touch 4, flat-footed 14 (-2 Dex, +10 natural, -4 size)
hp 126 (12d10+60)
Fort +13, Ref +6, Will +4
Speed 15 ft., fly 120 ft. (poor)
Melee bite +23 (3d8+10), 2 wing buffets +17 (2d6+5)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (3d8+10 bludgeoning damage, AC 15, 25 hp)
Str 30, Dex 6, Con 20, Int 1, Wis 10, Cha 10
Base Atk +12; CMB +26 (+30 grapple); CMD 24 (28 vs. trip)
Feats Endurance, Flyby Attack, Hover, Improved Initiative, Improved Natural Attack (bite), Weapon Focus (bite)
Skills Perception +12, Stealth -34; Racial Modifiers -20 Stealth
Environment any space (Yundu)
Organization solitary
Treasure none

These creatures have been domesticated by the slower-flying wenelians to serve as mounts and beasts of burden.

When angered or frightened, phosphorescent monsters simply try to scoop up as much in their huge mouths as possible. They are quite stupid, and are as likely to try swallowing buildings, other large objects, or unlucky wenelians who get in the way as they are legitimate threats.

These behemoths are bioluminescent, shedding dim greenish light equal to a candle. This glow cannot be dimmed or concealed except by magic, so should be treated as a continual, nonmagical faerie fire effect. (The penalty to Stealth is included in the stat block above as a racial modifier.)

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