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Melee and ranged attacks target the wizard and the symbiont separately.. Only extremely powerful magic, such as a wish or miracle spell, or a similarly powerful ritual can separate a sy

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and the wizard to affect the dualistic creature Melee

and ranged attacks target the wizard and the symbiont

separately Only extremely powerful magic, such as a

wish or miracle spell, or a similarly powerful ritual can

separate a symbiont from its eremite once bonded, at

least if the intention is for both to continue living

Eremite

(Mythos Wizard)

Eremites are maimed, diabolic, surreal entities formed

when a highly-powerful magician gets too involved

with a Great Old One such as Tsathoggua The

resulting transformation is often horrendous, but by

the time it takes place, the magician is generally so

insane he readily acquiesces to the change The eremite

itself is of course human-sized, and its symbiont steed

is comparable in size to a horse, perhaps a little larger

Any mortal being can be transformed into an eremite, gaining various powers and characteristics

The symbiont presented here is based on a griffon, but

numerous variations, based on other creatures, exist

To become an eremite, a mortal wizard is restrained and their flesh carved with never-healing runes

of power They are then forced into a permanent

parasitic relationship with a mutant creature of some

kind Typically, both entities are enhanced by this

connection The eremite’s “monster part” derives

much of its nourishment from tapping into the human

portion, but not all

All eremites are powerful magic users, and their demonic-looking symbionts are fearful monsters as

well, often bred specifically for the purpose of joining

with an eremite (so these steeds are not necessarily

encountered on their own) The symbiont can vary,

but it is common for it to be something winged or

otherwise capable of fast movement Typically, the

symbiont is aggressive and carnivorous The wizard’s

knowledge of the waking world is useful in finding

victims to sustain the symbiont

XP 9,600

Male old human conjurer 11

CE Medium humanoid (human)

Init +4; Senses Perception +13

D E FE N S E

AC 14, touch 10, flat-footed 14

hp 85 (11d6+44) Fort +5, Ref +5, Will +9 Defensive Abilities resurrection link, share health; Immune disease, poison; SR 21

O FFE N S E

Speed (see symbiotic link under eremite symbiont)

Melee +1 spell storing dagger +4 (1d4–1/19–20)

Arcane School Spell-Like Abilities (CL 11th;

concentration +16)

At will—dimensional steps (330 feet/day) 8/day—acid dart (1d6+5 acid)

Conjurer Spells Prepared (CL 11th; concentration +16)

6th—acid fog, summon monster VI

5th—feeblemind (2, DC 21), summon monster V , telekinesis

4th—black tentacles , confusion (2, DC 20), dimension door, summon monster IV

3rd—dispel magic (2), haste, hold person (DC 19), stinking cloud (DC 19), summon monster III

2nd—blindness / deafness (2, DC 17), detect thoughts (DC 17), summon swarm, web (DC 18), web (DC 18) 1st—charm person (DC 17), grease (DC 17), obscuring mist, ray of enfeeblement (2, DC 16), shield, summon monster I

0 (at will)—bleed (DC 15), detect magic, mage hand,

touch of fatigue (DC 15)

Opposition Schools Evocation, Illusion

S TAT I S T I C S

Str 7, Dex 10, Con 14, Int 20, Wis 14, Cha 10 Base Atk +5; CMB +3; CMD 13

Feats Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (conjuration), Spell Focus (enchantment), Toughness

Skills Intimidate +11, Knowledge (arcana) +19, Knowledge

(history) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +13, Spellcraft +19, Use Magic Device +11

Languages Aklo, Common, Deep One, Elder Thing, Mi-go;

symbiotic telepathy

SQ arcane bond (+1 spell storing dagger), summoner’s

charm (5 rounds), symbiotic link

Ngày đăng: 24/10/2022, 14:56

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