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Mythos Bestiary IX 333 cold damage or is subjected to water or any blast of wind of severe strength or greater such as that created by a gust of wind.. Creating a fire mote or directing

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Mythos Bestiary IX

333

cold damage or is subjected to water or any blast of wind

of severe strength or greater (such as that created by a

gust of wind) It is also destroyed if it travels farther than

120 feet from its creator Creating a fire mote or directing

its movement or attack does not cause an invisible fire

vampire to become visible

Susceptible to Water (Ex) Water damages a fire vampire

in a manner similar to how acid damages a human’s flesh:

a single vial of any sort of water inflicts 1d6 points of

damage to a fire vampire, while total immersion inflicts

10d6 points per round

Vampiric Flame (Su) Whenever a fire vampire inflicts fire

damage on a creature via its slam, burn, or fire motes,

the creature must make a successful DC 20 Will save

or take 1d4 points of damage to a mental ability score

(Intelligence, Wisdom, or Charisma) The score damaged

depends on the creature’s abilities For a spellcasting

creature, this damage applies to whatever ability score

governs its spellcasting ability: if a creature uses multiple

mental ability scores for spellcasting, the damage applies

to one of its spellcasting ability scores chosen at random

A non-spellcasting creature suffers damage to its

Charisma Each time this occurs, the fire vampire heals 5

hit points of damage This is a mind-affecting effect The

save DC Is Charisma-based

Fire Vampires are intelligent gas or plasma creatures

originally from near the star Fomalhaut They can be

summoned or easily travel elsewhere

When these creatures manifest, they are entities of

living flame A sort of ever-dissolving, ever-reforming

internal structure is visible, but the burning never

ceases They can manifest in different sizes, ranging

from small hand-sized flares to enormous

bonfire-like horrors (the standard preference for a typical fire

vampire) Weight does not have a real meaning for

these beings, which can float in the air or through

space In theory, if one were to collect the plasma from

which they are formed, it would have weight, albeit a

small one of at most a few pounds

Over many years, fire vampires grow and

become more formidable The huge entities known

as Fthaggua and Cthugha could simply be the

result of fire vampires which have survived for

long eons of time and thus become immense in

power, intellect, and size

Nonmagical weapons do little harm to fire vampires Water can damage them, as can buckets

of sand or the use of other anti-flame techniques

Counter-intuitively, simply depriving them of air does not stop their burning, however, and they can survive

in space Particularly old and clever fire vampires often take levels in spellcasting classes

This huge flaming form is always burning and falling apart, yet never consumed A face-like structure constantly forms and vanishes within

the flames.

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