Disciple of Cthu

Hasturian, Disciple of Cthu
Level 13 (+6)
"From deep within their city, they sleep. Do they dream? Hell if I know, I would never get close enough to ask."
——Molder Faux, Human Historian
Disciples of Cthu are elite Hasturians that have transcended their kin's typically insular, cerebral nature, becoming fervent acolytes of ancient, malevolent deities. They are distinctively marked with pulsating, runic symbols etched directly onto their bluish-gray, rubbery flesh, the eldritch symbols glowing with a faint, ominous luminescence. Their eyes, once black, now blaze with a chillingly cold and alien light, reflecting the depthless cosmic horrors they serve. These disciples are fearsome opponents, using their enhanced psionic abilities to rend minds and control victims, their fervor heightening their already formidable intelligence. In battle, their longer torso tentacles move with a frenzied zeal, reflecting their zealous devotion to their malign gods.
Awareness
28
Senses
Darkvision, Mindsense (100ft)
Initiative
27/1d8
Max HP
192
Resilience: +2
Healing Value: 38
Morale
5
Defenses
AC
21/23
Touch
19
Fort
18
Reflex
22
Will
23
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
12 / 13
DEX
16 / 17
CON
11 / 12
INT
22 / 30
WIS
18 / 26
CHA
19 / 27
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
Tentacle
+12 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One Creature
1d8 + 3 (avg 8) Bludgeoning damage (Crit 1%/2)
On a successful hit, the Disciple may make an opposed Grapple check to Grab the target
Pinning Tentacles
Basic
+12 vs Grapple
Standard REC 6 • One creature Grabbed by the Disciple
On a hit, the target is Pinned by the Disciple.
Psychic Crush
 [MetaphysicalBasic • Pot +6, MR No
+13P vs Fortitude
Focus FT 3, REC 4 • Range 100ft, Area 10ft Diameter Area • All Creatures in Area
4d8 + 15 (avg 33) Force damage
Neural Hijack
 [Metaphysical, MetacastBasic • Pot +6, MR No
Free  • Range 100ft • One Allied or Enthralled Creature • Trigger: The Disciple uses Mind Blast.
The Disciple uses the target as the mental origin for Mind Blast (allowing the Mind Blast to issue from the target's location). The target automatically takes 25 Psychic damage.
Slave Coordination
No Action
When using an ability that targets an area, the Disciple may exclude up to two allies from the effect caused in the area.
1d8 + 2 (avg 7) Bludgeoning damage
Grapple +12
Uses: 3
Short Rest
Extract Brain
 [GrappleLegendary
+12 vs Grapple
Standard REC 10 • One creature Pinned by the Disciple
On a hit, the target must succeed a Resilience check [DC 15] or its brain is extracted and consumed by the Disciple of Cthu. This usually causes a Fatal injury (for most creatures).
Mind Blast
 [Metaphysical, Mind-Affecting, GrappleAdvanced • Pot 1d8+6, MR Yes
+13 vs Will
Focus FT 2, REC 7 • Area 60ft Cone • All Creatures in Area
On a hit, the target is Stupefied [SE, ST 5d10 vs INT]. After the target saves, it is Stunned for 1d6+4 segments.
Synaptic Destruction
 [Metaphysical, Mind-AffectingAdvanced • Pot 1d8+6, MR Yes
+13P vs Will
Focus FT 4, REC 4 • Range 100ft • One or two Creatures
3d8 + 6 (avg 20) Psychic damage
On a Hit, the target is also Paralyzed [SE, ST 4d10 vs CHA].
Uses: 3
Extended Rest
Enthrall
+13P vs Will
Focus FT 4, REC 4 • Range 30ft • One Creature
On a Hit, the target is Dominated [SE, ST 5d10 vs CHA]. If the target does not save within 20 segments, it is Enslaved for 1d4 phases.
Special: If the target is Demoralized or Disabled it automatically fails the first saving throw and the enslaved effect lasts for 1d4 days.
Cerebral Pulse
+13P vs Will
Focus FT 5, REC 5 • Range 30ft • All Creatures in Range
4d6 + 34 (avg 48) Psychic damage
Overland Movement
30 mi/day
Qualities
  • Telepathy: The Hasturian can communicate Telepathically with any creature within 100ft that has an Intelligence of 5 or more.
  • Improved Grappler: The Hasturian gains a +2 Racial bonus to Grapple checks (inc). Additionally, it does not provoke an Opportunity when attempting to grab an opponent.
  • Strength of Mind: The Hasturian gains a +2 Racial bonus to Will. (inc)
  • Horrific Appearance: +5 Racial bonus to Coercion. (inc)
  • Natural Armor: AC +2/+4 (inc)
Skills: Balance R2 (+5), Escape R1 (+6), Stealth R4 (+12), Swim R1 (+2), Tumble R1 (+5), Listen R3 (+11), Spot R5 (+15), Herbalism R3 (+11), Orienteering R2 (+9), Survival R1 (+4), Investigate R4 (+13), Academics: Planes R6 (+17), Psionic Practice R6 (+17), Charm R5 (+15), Coercion R3 (+13), Deception R6 (+17), Manipulation R3 (+11), Persuasion R7 (+19), Aloofness R4 (+13), Bravery R3 (+8), Intuition R7 (+19), Suspicion R5 (+15)
Feats: Fast Initiative, Mental Fortification, Great Morale [2]
Philosophies: Rank 5 Mental, Rank 1 Physical, Rank 6 Psionic
Combat Training: Cast 4, Melee 3, Ranged 3, Parry 2, Fort 2, Reflex 3, Will 3
Wits: +9, Brawn: +2
Equipment: None
Social
Languages: Undercommon, Telepathy (100ft)
Composure: 28
Charm
+15
Coercion
+13
Deception
+17
Manipulation
+11
Persuasion
+19
Aloofness
+13
Bravery
+8
Intuition
+19
Tolerance
+4
Suspicion
+15
Prejudices:
  • All Other Creatures: Doubt 2
Motives: Consume Brains, Enslave lesser creatures, Bring forth the Ancient One.