Скрипторий: Vulot (war of immortals) - pf2.ru
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Скрипторий: Monster - vulot (war of immortals)

Назад к списку всех объектов War Of Immortals
Как это работает Это страница объекта Скриптория, в первой части показан ее статус и вывод оригинального объекта.
Объект может иметь следующие статусы: Нет перевода, В работе, На проверке и Переведено.
  • Если объект в статусе "Нет перевода", то любой зарегистрированный пользователь может взять этот объект себе в работу - тогда для него откроется вторая часть этой страницы с редактором. Обратите внимание, что текст объекта представлен в виде HTML текста. Вам не нужно умение писать html код, но самое минимальное умение его читать - да.
    После того как вы взялись за перевод этот объект закрепляется за вами на 3 дня. Если в течение этого времени вы не отправите свой перевод, то статус объекта скинется обратно в "Нет перевода" и он снова станет доступен для других пользователей.
    Одновременно один пользователь не может иметь в работе более 5 объектов (объекты "На проверке" не учитываются), это количество считается по всем источникам в Скриптории.
  • Если вы взялись за перевод, то объект получит статус "В работе" и откроет для вас редактор полей этого объекта, подробная информация будет внутри этого раздела (там много).
  • После отправки перевода объект перейдёт в статус "На проверке". Администратор проверит перевод, внесёт коррективы при необходимости и утвердит перевод. Если всё очень плохо, то перевод будет отклонён.
  • Если объект в статусе "Переведено", то одобренный перевод будет отображен на этой странице, а сам Источник станет на шаг ближе к завершению. Когда Источник будет завершен и размещён в общей базе данных, автор перевода будет указан на сайте на странице этого объекта как пользователь, предоставивший перевод.

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Monster - vulot (war of immortals)

Vulot
Creature 21
Description
Source War of Immortals
Perception +38; darkvision, many eyes in many places, truesight
Languages Chthonian, Common, Draconic, Empyrean; all languages spoken by their collective identities; telepathy 200 feet (unlimited range to other stolen identities worn by cultists of Vulot)
Skills Deception +43, Diplomacy +40, Society +40, Thievery +40
Str +4, Dex +6, Con +4, Int +7, Wis +7, Cha +10
Absolute Surety Vulot is dependent on deception and charm to achieve their goals. If Vulot fails to deceive someone, for example failing the Deception check associated with a mislead spell to convince an observer that an action came from the duplicate, Vulot takes 4d6 mental damage. This damage ignores Vulot's usual immunity.
Many Eyes in Many Places Vulot can extend their senses through any cultist wearing one of their stolen identities as long as the cultist is in the Universe or the Outer Rifts. Vulot can't maintain their attention through more than three cultists at one time. Vulot can't speak through these cultists.
AC 46; Fort +32, Ref +35, Will +38
HP 425; Immunities mental, mythic immunity; Weaknesses cold iron 10, holy 15
Another Face When Vulot is reduced to 0 Hit Points, they regenerate themself from a stolen identity of their choice in 24 hours. If Vulot has no stolen identities remaining or is otherwise unable to reach them, they are killed permanently. Mythic Immunity Vulot is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters. Suffocated by a Thousand Breaths ( aura, incapacitation) 30 feet. Vulot's breath-stealing influence radiates out from their body, causing victims to feel like they are being smothered. Any creature that starts its turn within the aura must attempt a DC 41 Fortitude save. Critical Success; The creature is unaffected. Success; The creature becomes short of breath and is off-guard until the beginning of its next turn. Failure The creature finds it very difficult to catch its breath. It can't speak or use auditory actions until the beginning of its next turn; this prevents it from casting spells that don't have the subtle trait. Critical Failure All the air immediately leaves the creature's lungs and it begins to suffocate. When it succeeds at the saving throw to regain consciousness at the end of its turn, it becomes fatigued until it gets a full night's rest. Perfect Mimicry 5 ( magical, mental) Trigger A spell is cast within 60 feet of Vulot; Effect Vulot copies the spell and may cast it once by spending a Mythic Point within the next 24 hours. Vulot can't hold more than two copied spells at one time.
Speed 30 feet
Melee 1 claw +37 [+33/+29] ( agile, finesse, magical, unholy), Damage 4d8+14 slashing plus 2d6 bleed Ranged 1 thought spike +37 [+32/+27] ( magical, mental, range increment 120 feet, unholy), Damage 4d6+14 mental plus steal thoughts Divine Innate Spells DC 44; 10th dominate, manifestation, shadow blast (×2); 9th overwhelming presence; 7th divine decree (×2); 6th mislead (×3), repulsion; 5th translocate (at will); Cantrips (10th) daze, figment; Constant (6th) truesight
Rituals DC 44; 1st demonic pact
Mythic Power 3 Mythic Points
  • Recharge Spell 1 ( concentrate) Cost 1 Mythic Point; Effect Vulot gains an additional use of any of their innate spells.
  • Remove a Condition 1 ( concentrate) Cost 1 Mythic Point; Effect Vulot removes any one condition currently affecting them.
Steal Face 2 Cost 1 Mythic Point; Effect Vulot makes a claw Strike. On a hit, Vulot attempts a Deception check against the target's Will DC to steal that creature's face; on a critical hit, Vulot treats the result of their Deception check as one degree of success higher. On a success, Vulot steals the target's face for 1d4 rounds (1 minute on a critical success); a creature whose face has been stolen isn't considered an ally by any creature. Steal Thoughts ( emotion, mental) Vulot's mental attacks can confuse and disorient. A creature struck by Vulot's thought spike must attempt a DC 44 Will save. A creature stupefied by this effect is off-guard to Vulot's Steal Face ability.
Critical Success The creature is unaffected.
Success The creature becomes stupefied 1 for 1 round.
Failure The creature becomes stupefied 1 for 1 minute. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of stupefied 4).
Critical Failure As failure, plus the creature is confused for 1 minute.