Qlippoth, Chernobue (CR 15/MR 6)

Qlippoth, Mythic Chernobue (CR 15/MR 6)
XP 51,200
Pathfinder Roleplaying Game Bestiary 2
CE Large outsider (chaotic, evil, extraplanar, mythic, qlippoth)
Init +4; Senses darkvision 60 ft., scent; Perception +18
Aura misery (30 ft.)MA

Defense

AC 33, touch 13, flat-footed 29 (+4 Dex, +20 natural, –1 size)
hp 234 (12d10+168)
Fort +17, Ref +10, Will +11
Defensive Abilities poisonous blood (chernobue milt)MA; DR 10/epic and lawful; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 26
Weaknesses light vulnerability

Offense

Speed 40 ft.
Melee 2 slams +19 (1d6+8/19–20/x3 plus 1 Con damage), bite +19 (2d6+8 plus chernobue filth), 2 tentacles +14 (1d6+4 plus grabMA)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
Special Attacks constrict (1d6+4)MA, horrific appearance (DC 21), mythic power (6/day, surge +1d8), mythic spell-like abilitiesMA, strangle

Spell-Like Abilities (CL 12th; concentration +17)
Constant—air walk, arcane sight
At will—chaos hammer (DC 19), darkness
3/day—confusion (DC 19), quickened darkness, dispel magic, protection from law
1/day—plane shift (DC 22)

Statistics

Str 26, Dex 18, Con 28, Int 13, Wis 17, Cha 21
Base Atk +12; CMB +21 (+25 grapple); CMD 35 (39 vs. trip)
Feats Blind-FightMF, Improved Critical (slam)MF, Lightning Reflexes, Power AttackMF, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +20, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +15
Languages Abyssal; telepathy 100 ft.

Ecology

Environment any (the Abyss)
Organization solitary, pair, or gang (1 mythic chernobue and 3–6 chernobue)
Treasure standard

Special Abilities

Aura of Misery (Su) A mythic chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –2 penalty on attack rolls and weapon damage rolls, while lawful good creatures take a –4 penalty and upon first entering the aura must make a DC 21 Fortitude save or be sickened for as long as they remain in the area. The DC is Charisma-based.

In addition, as an immediate action, a mythic chernobue can force a creature within 30 feet that is affected by its aura of misery to reroll any single d20 roll that the creature has just made. The creature must take the result of the reroll, even if it’s worse than the original roll. The mythic chernobue can target the same creature again but it must then expend one use of its mythic power each time it does so.

Chernobue Milt (Su) Bite—contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Con drain; cure 1 save. The thick, orange poison injected by a mythic chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he succeeds at a DC 25 Fortitude save. In addition, any creatures within 10 feet of the victim when this happens must succeed at a DC 25 Fortitude save or contract the poison. The save DCs are Constitution-based.

If the victim is not cured of the poison and dies, the fluid fertilizes its corpse which spawns a bloom of 2-12 cythnigots over the course of the following 24 hours. The corpse gains the energy immunity and resistances of the qlippoth subtype during this time. A remove disease spell (or similar effect; DC 25), however, destroys the growing spores, neutralizes the poison, and renders the fluid inert. Alternatively, the growing spores can be cut out one at a time with DC 30 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) exposes the healer to the poison. If the cythnigot spores reach maturity, they fly off in search of host bodies and the fluid becomes inert.

Horrific Appearance (Su) Creatures that succumb to a mythic chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the mythic chernobue or within 30 feet of it.

Light Vulnerability (Ex) A mythic chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.

Mythic Spell-Like Abilities (Su) Three times per day a mythic chernobue may cast the mythic spell version of any of its corresponding spell-like abilities. A mythic chernobue must expend the same amount of mythic power that would normally be required to cast a mythic spell, treating its mythic rank as its mythic tier for the purpose of qualifying to use augmented versions of mythic spells.

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