Priest of Ythog-Nthlei Working Draft
Priest of Ythog-Nthlei
Large Aberration
Hit Dice: 14d8+42 (104 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 25 (–1 size, +1 Dex, +9 natural, +3 insight, +3 deflection), touch 16, flat-footed 24
Base Attack/Grapple: +10/+19
Attack: Tentacle +14 melee (2d6+5/19–20) or tongues +9 melee (1d6+2 plus sense drain)
Full Attack: 4 tentacles +14 melee (2d6+5/19–20) and tongues +9 melee (1d6+2 plus sense drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chant magic, rend 2d8+7, sense drain, spells
Special Qualities: Darkvision 60 ft., low-light vision, madness, spell resistance 20, immunity to acid, cold and poison
Saves: Fort +12, Ref +5, Will +12
Abilities: Str 20, Dex 12, Con 16, Int 19, Wis 17 (24 with Madness), Cha 17
Skills: Concentration +20, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +20, Search +7, Spellcraft +21 (+23 decyphering scrolls), Spot +24, Use Magic Device +15 (+17 with scrolls)
Feats: Heighten Spell, Improved Critical (tentacles), Spell Focus (Enchantment), Spell Focus (Necromancy), Spell Penetration
Environment: Any
Organization: Solitary, pair, chorus (3–7) or coven (8–13)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: —
A hideous creature that stands almost twice the height of a human on a pair of triple-jointed barbed legs. A long flowing robe blessedly conceals much of its loathsome body, although it hangs open enough to expose its scaly barrel-shaped chest. The being has four tentacle-arms with hands that resemble eight-fingered starfish. The creature's heart-shaped head has long mothlike feelers and a cluster of swaying eyestalks sprouting from each side of it as well as a circular mouth crammed with squirming wormlike tongues.
Priests of Ythog-Nthlei are ancient servants of The Dark King Ythog-Nthlei. Their origins are unknown, but prehuman writings indicate they were once administrators and religious leaders of a vast empire dedicated to The Dark King that spanned many worlds and Planes of existence. Ythog-Nthlei's empire fell millennia before the humanoid races known today even existed. A few priests of Ythog-Nthlei survived to modern times by being trapped in temporal stasis in deeply buried dungeon complexes they refer to as "Holy Bases". Others may have been exiled to far distant planes cut off from the Prime Material were time runs differently to the sane universe. The priests are religious fanatics who worship The Dark King and Elder Gods with insane devotion. They lurk in eldritch dungeons waiting for freedom so they might call their master forth. A priest exiled to the far planes might make its way back through a planar rift. They sometimes receive assistance from demented cultists, but their helpers are more usually extraplanar fiends and alien monstrosities as bizarre as the priests themselves.
A typical priest of Ythog Nthlei stands nearly 10 feet tall and weighs 800 to 1200 pounds.
Combat
Priests of Ythog-Nthlei are implacably hostile towards any being who does not serve the Dark King they worship. Any allies or slaves they have will be sent into combat first. Given enough time a priest will cast enhancing spells on itself before entering battle. Priests of Ythog-Nthlei do not discriminate between spells or melee, using whichever is likely to do the most harm to their enemies. These fanatical aberrations will gladly die if they believe it benefits the Dark King Ythog-Nthlei but would rather send other servants to their deaths instead.
A group of priests performing Chant Magic cannot cast spells without breaking the ritual so always resort to melee combat. They try to position themselves to ensure at least one priest can survive to finish the chant.
A priest of Ythog Nthlei has a deflection bonus to Armor Class equal to its Charisma bonus plus an insight bonus to Armor Class equal to its Wisdom bonus.
All-Around Vision (Ex): Priests of Ythog Nthlei are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.
Chant Magic (Sp): Priests of Ythog-Nthlei possess a unique ability to work magic by chanting. A group of at least two priests is required to initiate chant magic, but the chant can be completed by only a single priest.
Chant magic can create any arcane or divine spell, including epic magic, that a priest in the chanting group has witnessed being cast. Chant magic spells are treated as cleric spells with a DC based on highest Wisdom score among the chant group's priests when the chant is completed. Chant magic spells always have a verbal component even if the original spell does not. The priests can apply any metamagic feats they possess to the chant magic spell, except for Silent Spell or Quicken Spell. The spell's caster level normally equals 10 plus the highest CL among the priests in the chanting group plus the number of priests in the group, but the priests can lower the casting level to reduce the casting time (see below). The caster level must be high enough for a cleric of that level to cast the chosen spell, including metamagic effects.
Chant magic is slow. Completing the chant and casting the spell takes a total number of rounds of chanting equal to 100 times the minimum caster level of the spell (see above); divided between the priests however they desire (i.e. a spell with a minimum CL 6th can be completed by a single priest chanting for 600 rounds or five priests chanting for 120 rounds). If the chant magic is producing an epic spell, its minimum caster level is 20 or half the Spellcraft DC of the spell, whichever is higher. The priests of Ythog Nthlei can cast the chant magic spell faster by lowering the caster level (down to the minimum caster level for the spell). For every level the caster level is lowered the casting time is reduced by 100 rounds (minimum of 50 rounds or the spell's normal casting time, whichever is higher). For example, if a chanting group normally casts spells at CL 20th it could cast a spell at CL 10th to reduce the casting time by 1000 rounds or CL 1st to reduce it by 1900 rounds.
Chant magic spells do not require material or XP components, but spells with these components take longer to chant; for every 10 XP or 250 gp worth of components the spell normally requires, the chant magic takes 10 minutes longer to complete.
The priests in a chanting group can perform extraordinary and supernatural actions (including combat) without breaking the spell they are chanting, although any round in which they perform such actions does not count towards the completion of the chant magic. If any priest uses a spell or spell-like ability the chant magic is ruined. The only other way to stop the chant is to kill or incapacitate all the priests in the chanting group. Killing or incapacitating a chanter reduces the effective caster level of the group, thereby increases the casting time and possibly ruining the chant magic if the caster level is reduced to less than the spell's minimum.
When completing an epic spell the chanting group must make a Spellcraft check against the epic spell’s Spellcraft DC using the highest Spellcraft modifier among the chanting priests plus a bonus equal to the CL of the chant magic spell. The Aid Another action cannot be used to assist this Spellcraft check. Note that it will be impossible for the chanting group to succeed at an epic spell if its Spellcraft DC is greater than 20 + the group's Spellcraft modifier.
Madness: A priest of Ythog-Nthlei has an Insanity score equal to half its Hit Dice. For spellcasting (including the priest's chant magic ability), the priest adds its Insanity score to its Wisdom when determining bonus spells and DCs.
Once per day, the priest can see and act with the clarity of true madness. Use the priest’s Insanity score as a positive modifier on any single roll involving Wisdom. Choose to use this power before the roll is made.
Rend (Ex): A priest of Ythog-Nthlei that hits with two or more tentacle attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+7 points of damage.
Sense Drain (Su): Any living creature hit by a priest of Ythog-Nthlei's bite attack immediately loses the use of a single sense, determined by a d10 roll (1-2 = taste/smell; 3-4 = touch [victim unable to case somatic spells]; 5-6 = hearing [deafness]; 7-8 = sight [blindness, includes darkvision]; 9-10 = any sense that does not fall under options 1-5, such as blindsight or ESP). If the roll result is a sense the target does not possess the bite has no special effect.
The target regains use of the sense 1d6 minutes after being drained if they succeed at a DC 20 Fortitude save. Otherwise, the sense drain is permanent. Casting remove curse and restoration upon a victim restores all drained senses to them. The save DC is Constitution-based.
Spells: A priest of Ythog-Nthlei can cast divine spells as a 10th-level cleric with access to the Community, Evil and Madness domains.
Typical Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1, save DC 17 + spell level, 18 + spell level for Enchantment & Necromancy spells)
0—cure minor wounds (×2), detect magic, guidance, read magic, resistance;
1st—bane*, cause fear**, divine favor, entropic shield, inflict light wounds, lesser confusionᴰ*, obscuring mist;
2nd—death knell**, enthrall*, owl's wisdom, silence, sound burst, spiritual weapon, touch of madnessᴰ*;
3rd—deeper darkness, dispel magic, magic circle against good, prayerᴰ, protection from energy, summon monster III;
4th—death ward, divine power, freedom of movement, poison**, unholy blightᴰ;
5th—bolts of bedevilmentᴰ*, greater command*, flame strike, slay living**.
ᴰ Domain spell. * Enchantment spell. ** Necromancy spell.
Originally appeared in Dragon Magazine #46 ("The Temple of Poseidon" by Paul Reiche III, February 1981).