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Hundreds of legs support this hulking, bruise-colored worm.

SEUGATHI SAVANT CR 10 XP 9,600

CE Huge aberration

Init +10; Senses darkvision 120 ft., tremorsense 30 ft.;

Perception +20

Aura madness (30 ft.) DEFENSE

AC 23, touch 15, flat-footed 16 (+6 Dex, +1 dodge, +8 natural,

–2 size)

hp 142 (15d8+75); fast healing 5

Fort +12, Ref +11, Will +13; +4 vs. psychic spells

Defensive Abilities psychic resilience; DR 10/slashing and

magic; Immune mind-affecting effects, poison; SR 21 OFFENSE

Speed 30 ft.

Melee +1 short sword +16/+11/+6 (2d6+7/19–20), bite +10

(2d6+3 plus poison)

Space 15 ft.; Reach 15 ft.

Special Attacks confusion command Psychic Magic (CL 15th; concentration +19)

12 PE—anticipate thoughtsOA (2 PE, DC 16), detect thoughts

(2 PE, DC 16), levitate (2 PE), mental barrier IVU, OA (5 PE),

mind fog (5 PE, DC 19), psychic crush IOA (5 PE, DC 19),

suggestion (2 PE, DC 17)

STATISTICS

Str 23, Dex 22, Con 21, Int 15, Wis 18, Cha 19 Base Atk +11; CMB +19; CMD 36 (can’t be tripped) Feats Combat Casting, Combat Expertise, Combat Reflexes,

Dodge, Great Fortitude, Improved Initiative, Intimidating Prowess, Power Attack

Skills Bluff +13, Intimidate +25, Knowledge (religion) +16,

Perception +20, Sense Motive +19, Stealth +16, Use Magic Device +19

Languages Aklo, Terran, Undercommon; telepathy 100 ft. SQ item use

ECOLOGY

Environment any underground Organization solitary

Treasure double (+1 short sword, wand of searing light

[CL 10th, 1d20+10 charges], other treasure) SPECIAL ABILITIES

Aura of Madness (Su) Any sane being within 30 feet

of a conscious seugathi savant must succeed at a DC 21 Will save each round or become confused for 1 round. A creature that fails five saves in a row becomes permanently insane, as the insanity spell. A seugathi savant can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.

Confusion Command (Su) As an immediate action,

a seugathi savant can issue a telepathic command to a confused creature within 30 feet. This allows

the seugathi savant to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.

Item Use (Ex) A seugathi savant can utilize spell-trigger

devices as if it were a spellcaster of the appropriate class. As a free action, it can identify all spell-trigger properties of an item it is touching. Use Magic Device is a class skill for seugathi savants.

Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round

for 6 rounds; effect 1d2 Wis damage and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Worm-like monstrosities engorged on the thoughts of prophets and mystics, seugathi savants differ from their lesser kin in their immense size and their inherent talent for psychic magic. Like all seugathi, savants are driven by mental compulsions instilled by their neothelid masters. However, they perceive more of their masters’ eons-spanning schemes than most other seugathi, and the neothelids grant them greater flexibility in achieving these goals. Seugathi savants dismiss ordinary seugathi as unworthy drones and largely ignore them, while seugathi revere savants as wiser, older siblings—much to the irritation of the savants. A seugathi savant measures 35 feet long and weighs 7,000 pounds.

Shotalashu

This large, four-legged reptile has a brown scaled hide and a long, powerful tail.

SHOTALASHU CR 2

XP 600

N Large magical beast

Init +7; Senses darkvision 60 ft., low-light vision; Perception +9 DEFENSE

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) hp 25 (3d10+9)

Fort +6, Ref +6, Will +3 OFFENSE

Speed 60 ft.

Melee 2 claws +4 (1d6+2) Space 10 ft.; Reach 5 ft. STATISTICS

Str 15, Dex 17, Con 17, Int 4, Wis 14, Cha 12 Base Atk +3; CMB +6; CMD 19

Feats Improved Initiative, Skill Focus (Perception) Skills Acrobatics +7 (+19 when jumping), Perception +9,

Stealth +3

Languages Lashunta (can’t speak) SQ jungle strider, telepathic link ECOLOGY

Environment any jungle (Castrovel)

Organization solitary, bonded mount (1 plus 1 lashunta), or

pack (3–5)

Treasure incidental SPECIAL ABILITIES

Jungle Strider (Ex) Shotalashu are adept at traversing

jungle terrain. While in a jungle, a shotalashu’s speed is not impeded by natural difficult terrain.

Telepathic Link (Su) A lashunta can spend 1 hour and

attempt a DC 20 concentration check (using her highest concentration bonus) to form a telepathic bond with an unbound shotalashu. If the lashunta is successful, the rider’s link allows her to concisely explain what she wants the shotalashu to do, allowing her to attempt Handle Animal checks to command the shotalashu as a free action, even if the lashunta pushes the shotalashu. The bonded lashunta gains both a +10 bonus on Handle Animal checks and a +5 bonus on Ride checks involving the shotalashu. A lashunta can break her link with one shotalashu in favor of another at any time, but a lashunta can’t be linked to more than one shotalashu at a time. If either linked being dies while bonded, the surviving creature suffers telepathic backlash, becoming dazed for 1 round and taking 1d6 points of damage per Hit Die of the slain bonded partner.

Within the alien beauty of the jungles of Castrovel lie untold dangers, as the planet’s wild flora and fauna vie dramatically for dominance. To maintain order and security in their settlements, Castrovel’s native lashunta required steeds with power, speed, and an instinctive knack for traversing the planet’s thick jungles. No creature met these requirements better than the shotalashu, large reptilian creatures that maintained a relatively high place in their ecosystem’s food chain and yet were strangely receptive to the lashunta’s initial friendly overtures. Once incorporated into lashunta society, the shotalashu and their riders quickly became iconic symbols of lashunta culture.

Sometimes called “shota” for short, shotalashu possess rudimentary telepathic abilities similar to those of the lashunta, so taming the beasts and training them to be mounts proved relatively simple—in fact, the first shotalashu mounts surprised their lashunta riders with their enthusiasm for the partnership. Once linked, a shotalashu carries out the will of its rider effortlessly, often seeming to anticipate her desires and directions before she conveys them.

While it’s common for a lashunta to switch between shotalashu throughout her life, some bonds between beast and rider deepen over time, and it is not unheard of for a warrior to bond with a single shotalashu mount for life. Lashunta whose mounts die suffer psychic trauma and often require time to recover before they can bond with another mount, and shotalashu who lose their bonded riders have been known to grieve for months, or even years. Though they might accept other riders for short periods of time, the bereaved creatures don’t seem to communicate as well until they have ceased grieving and bonded with a new rider, and might even be withdrawn and uncommunicative with other shotalashu during their grieving period.

A typical shotalashu is over 10 feet long from snout to tail-tip, and weighs more than 1,000 pounds.

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