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Dark young shub niggurath quake9/24/2023 In most cases, these offerings end poorly for the cultist, for the dark young of Shub-Niggurath are ravenous-the numerous sucking mouths that stud their trunks drain blood, drink flesh, and devour life rapidly, causing the victim’s body to wither and atrophy. Cultists of Shub-Niggurath often seek out the dark young and offer themselves to the creatures in sacrifice, in hopes of either being transported to the embrace of their goddess Shub-Niggurath in the process of being digested or impressing the dark young with their devotion so they might be granted reincarnation as one of them-or simply out of madness. While their presence amid cults of Shub-Niggurath have given rise to assumptions that these foul lunatics possess strange secrets that allow them to conjure the dark young to serve their cabals as guardians, in fact the reverse is true. Habitat & Societyĭark young prefer to dwell in large wilderness regions, particularly within temperate woodlands or swamps. These dark young appear no different than their temperate dwelling kin, but when they use their tree shape ability, they assume the forms of plants native to the region. While most are encountered in temperate regions, they can also be found in subarctic or tropical forests. Even the smallest of these creatures stand taller than a house, while the largest of them shake the very earth with their cloven hooves and crush cities and forests alike with their passage.Ī typical dark young of Shub-Niggurath stands nearly 30 feet tall and weighs 12,000 pounds, but many are much larger. EcologyĪ dark young superficially resembles a tree, and while it possesses magic that allows it some ability to appear as a tree or to control the plants of the trackless forests it favors, upon close inspection a dark young is manifestly something far more than a mere tree. Flight offers no guarantee of safety from the dark young, for they can pursue their foes through the air as surely as across land. Intelligent and canny, dark young know that spellcasters are more difficult to affect with insanity, and save that spell-like ability for use against rogues, fighters, and similar foes. In combat, a dark young usually starts by using entangle and command plants to seize control of the surrounding terrain-its ability to constantly use freedom of movement affords it mobility through such regions, allowing it to move through the areas and select its prey with ease. Yet some of her children are more fecund and successful than others, and the monstrosities known as her dark young are perhaps the best known of this legion of monstrosities. The Elder God known in whispered circles as Shub-Niggurath is reputed to have a thousand young, when in fact her spawn are myriad. Organization solitary, pair, or grove (3–6) The save DC for all of the saving throws involved with this special ability is Constitution-based. The madness element of a dark young’s sucking maws is a mind-affecting effect. One common result of this unfortunate madness is a strange desire to return to the site of their original encounter in hopes of being consumed entirely by the creature that only drank a part of their body and mind-many of those who survive this horrific ordeal go on to found dark young cults of their own. This madness manifests as schizophrenia, but with a save DC equal to the dark young’s Strength drain save DC listed above (DC 24 for most dark young). A creature drained to 0 Strength does not die, but must make a DC 24 Will save at that point to resist being driven mad by the experience, as the foul green waste exuded from the same sucking mouths that drink life implant in the emptied shells strange visions and horrifying certainties. A DC 24 Fortitude save reduces this effect to 1 point of Strength drain. Skills Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (religion) +17, Perception +21, Sense Motive +18, Spellcraft +20, Stealth +12 (+20 in forests) Racial Modifiers +8 Stealth in forestsĪ dark young of Shub-Niggurath that successfully pins a creature it is grappling automatically inflicts 1d4 points of Strength drain on that creature. Str 30, Dex 17, Con 24, Int 16, Wis 19, Cha 21īase Atk +10 CMB +22 (+26 grapple) CMD 35 (can’t be tripped)įeats Combat Reflexes, Improved Critical (tentacles), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (tentacles) Spell-Like Abilities (CL 12th concentration +17)ģ/day- entangle (DC 16), command plants (DC 19) Special Attacks constrict (1d8+10), sucking maws, trample (1d8+15, DC 27) Perception +21ĪC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)ĭR 15/slashing Immune acid, electricity, fire, poison Init +7 Senses darkvision 60 ft., tremorsense 30 ft.
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