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Tema 2 (de 2): PRÁCTICAS CLÍNICAS DE FISIOTERAPIA
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PROTEAN SCOURGE
This creature stands 7 feet tall, with red, pebbled skin, and two massive horns sprouting nearly straight up from its forehead. Its angular features look vaguely demonic, and its many sharp, pointed teeth only add to that impression. Its legs are almost unnaturally long, well over half its body length, and its long arms display four fingers with wickedly curved, 8-inch-long claws.
Cases of mistaken identity are common with protean scourges, which just adds to their reputation as deadly assassins. With their crimson skin and long, demonic horns, protean scourges are often mistaken for fi ends from the Abyss. Still other protean scourges fi nd themselves mistaken for doppelgangers because of their innate shape- shifting ability. A protean scourge uses its shapechanging and potent magical abilities to great effectiveness. Protean scourges are naturally deceptive and have keen powers of observation.
Protean scourges have red, pebbled skin in their natu- ral form that looks scaly from a distance. Their yellow eyes add to the overall demonic look, as
do the two thick, foot-and-a-half- long horns that grow from their foreheads, curv- ing only slightly to razor-sharp points. A protean scourge’s legs
are abnormally long for its size, giving it a bet- ter than average land speed. Its clawed hands are lethal in their own right, but most protean scourges also carry a scythe that they wield in
deadly fashion, mostly to add to the myth that the creature is some sort of evil outsider.
Protean scourges love to kill. Most fi nd that their natural abilities make them highly effective assassins, able to get close to a target without its knowl- edge, then strike when the mo- ment is most opportune. Other
protean scourges fi nd service in the forces of evil warlords, who use them as spies. Still other protean scourges fi nd work in thieves guilds, usually as leaders. As long as it has an opportunity to shed blood, a protean scourge can be content.
A protean scourge is roughly 7 feet tall and weighs about 200 pounds.
Protean scourges speak Common, Infernal, and Abyssal.
COMBAT
A protean scourge strikes from the shadows, using its magic to lead its opponents into traps or separate them into easily slaughtered smaller groups. Once it is ready to strike, a pro- tean scourge uses its claws or its scythe and horns to gouge a foe. A protean scourge’s deadliest surprise only becomes apparent when it has been damaged in battle: It splits into two protean scourges, each one with the strength and
capabilities of a normal protean scourge. Many an unknow- ing foe has seen a protean scourge use this ability and assumed it to be some other illusion, only to learn too late how real the double really is.
Spells: Protean scourges cast spells as 8th-level sorcerers. They generally favor illusion and transmutation magic over other schools.
Typical Sorcerer Spells Known (6/7/7/6/4): 0—acid splash (+16 ranged touch), dancing lights, daze (DC 14), detect magic, ghost sound (DC 14), mage hand, open/close, pres- tidigitation; 1st—charm person (DC 15), color spray (DC 15), mage armor, ray of enfeeblement (+16 ranged touch), ventriloquism (DC 15); 2nd—mirror image, scorching ray (+16 ranged touch), spider climb; 3rd—displacement, haste; 4th—greater invisibility.
Split (Su): When damaged, a protean scourge splits into two identical versions of itself. This ability is not an illu- sion; each new protean scourge is fully capable of dealing real damage and poses a real threat. Each version of the protean scourge has all the current statistics and access to all the current abilities of a single creature, including any remaining uncast spells. However, any spells cast by either split protean scourge come from the total pool of remaining available spells. So, the two versions share access to remain- ing spells; each does not get its own spell list or spells per
day. Neither half of the protean scourge can change shape as long as the creature remains split.
Each version has the protean scourge’s cur- rent hit point total (they do not split remaining
hit points), and both versions of the protean scourge must be slain to kill the creature.
The split protean scourges can recombine into a single creature in a process that takes 1 minute. While it recombines, the protean
scourge is helpless.
Change Shape (Su): A protean scourge can assume the shape of any Medium human oid. In humanoid form, a protean scourge loses its natural at- tacks. A protean scourge can remain in its humanoid form until it choos- es to assume a new one. A change in form cannot be dispelled, but a protean scourge reverts to its
natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: A protean scourge has a +8 racial bonus on Climb checks and can always take 10 on Climb checks, even when rushed or threatened. Protean scourges also have a +4 racial bonus on Bluff, Disguise, Intimidate, Listen, and Spot checks. *When using its change shape abil- ity, a protean scourge gets an additional +10 circumstance bonus on Disguise checks.
PROTEAN SCOURGE ARCANIST
The protean scourge arcanist has practiced and refined its natural arcane spellcasting ability by taking levels of
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sorcerer. More powerful than an ordinary protean scourge in nearly every respect, a protean scourge sorcerer might be encountered manipulating the politics of an entire coun- try or plotting to seize control of valuable underground resources. With its versatility and cunning, it makes a formidable foe in any environment or adventure.
The protean scourge sorcerer presented here had the fol- lowing ability scores before racial adjustments and Hit Dice ability score increases: Str 12, Dex 14, Con 13, Int 8, Wis 10, Cha 15.
Combat
A protean scourge arcanist casts various spells on itself before entering combat, starting with displacement, haste, and greater invisibility. Its tactics otherwise mirror those of an ordinary protean scourge.
Spells: A protean scourge sorcerer has access to more powerful magic, casting spells as a 12th-level sorcerer. Typical Sorcerer Spells Known (6/8/8/8/7/6/4): 0—acid splash (+20 ranged touch), dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, open/close, prestidigitation, read magic; 1st—charm person (DC 18), color spray (DC 18), mage armor, ray of enfeeblement (+20 ranged touch), ventriloquism (DC 18); 2nd—ghoul touch (+21 melee touch, DC 19), mirror image, scorching ray (+20 ranged touch), spider climb, spectral hand; 3rd—displacement, haste, suggestion (DC 20), vampiric touch (+21 melee touch); 4th—confusion (DC 21), enervation (+20 ranged touch), greater invisibility; 5th—baleful polymorph (DC 22), dominate person (DC 22); 6th—disintegrate (+20 ranged touch, DC 22).
Protean Scourge Protean Scourge Arcanist, 4th-Level Sorcerer
Medium Monstrous Humanoid Medium Monstrous Humanoid
(Shapechanger) (Shapechanger)
Hit Dice: 13d8+52 (110 hp) 13d8+65 plus 4d4+20 (153 hp)
Initiative: +7 +9
Speed: 40 ft. (8 squares), climb 10 ft. 40 ft. (8 squares), climb 10 ft. Armor Class: 23 (+3 Dex, +10 natural), 25 (+5 Dex, +10 natural), touch 13, fl at-footed 20 touch 15, fl at-footed 20
Base Attack/Grapple: +13/+18 +15/+21
Attack: Claw +18 melee (2d6+5 or Powerful Claw +21 melee (2d6+6 or Powerful Charge Charge 2d6+5 plus 1d8) or 2d6+6 plus 1d8) or scythe +21 melee (2d4+9/×4 or scythe +18 melee (2d4+7/×4 or Powerful Powerful Charge 2d4+9/×4 plus 1d8)
Charge 2d4+7/×4 plus 1d8)
Full Attack: 2 claws +18 melee (2d6+5) and 2 claws +21 melee (2d6+6) and gore +16 melee (1d8+2); or scythe gore +19 melee (1d8+3); or scythe +18/+13/+8 melee (2d4+7/×4) and +21/+16/+11 melee (2d4+9/×4) and gore +16 melee (1d8+2) gore +19 melee (1d8+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Spells, split Spells, split
Special Qualities: Change shape, damage reduction 10/silver, Change shape, damage reduction darkvision 60 ft., immunity to petrifi cation 10/silver, darkvision 60 ft., immunity and poison, resistance to cold 10 and to petrifi cation and poison, resistance
electricity 10, spell resistance 24 to cold 10 and electricity 10, spell resistance 24
Saves: Fort +8, Ref +13, Will +12 Fort +10, Ref +16, Will +16
Abilities: Str 20, Dex 17, Con 19, Str 22, Dex 20, Con 21,
Int 14, Wis 14, Cha 19 Int 12, Wis 14, Cha 24
Skills: Bluff +18, Climb +13, Concentration +20, Bluff +20, Climb +14, Concentration +25, Diplomacy +7, Disguise +8 (+10 acting)*, Diplomacy +9, Disguise +11 (+13 acting)*, Escape Artist +11, Gather Information +9, Escape Artist +12, Gather Information +10, Intimidate +15, Listen +14, Sense Motive +6, Intimidate +17, Listen +13, Sense Motive +5, Spot +14, Use Rope +3 (+5 with bindings) Spot +13, Use Rope +5 (+7 with bindings) Feats: Improved Initiative, Improved Natural Improved Initiative, Improved Natural Attack
Attack (claws), Iron Will, Lightning (claws), Iron Will, Lightning Refl exes, Refl exes, Multiattack, Powerful ChargeB Multiattack, Powerful ChargeB, Silent Spell
Environment: Temperate plains Temperate plains
Organization: Solitary Solitary
Challenge Rating: 12 16
Treasure: Standard Standard
Alignment: Always neutral evil Always neutral evil
Advancement: By character class By character class
Level Adjustment: — —
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