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Monsters of NeoExodus: Cerebral Assassin
monsters of neoexodus:
LPJ9684
Cerebral
Assassin
Description
The creature you see before you is tall and unnaturally
pale. From a distance it appears humanoid, but as the
creature strides boldly forward, you notice that it
has an enlarged cranium and huge black eyes. The
creature’s head and neck are intertwined with throb-
bing blood vessels. In place of a nose and mouth, the
cerebral assassin’s face sports a vertical slit lined with
multiple rows of tiny serrated teeth. This misshapen
orifice continuously drips with thick saliva. The
hideous thing has adorned its body with jewelry
and fine clothing, which makes it look
disturbingly human.
Cerebral assassins are abomi-
nations that were created long
ago by an insane cult lead by an
enigmatic mentalist. No one can
say what their intended purpose
was, only that the cerebral assas-
sins soon took control of the
cult members and lead them
on a maniacal killing
spree. After the crea-
tures had satiated their
thirst for blood
Written By David Caffee
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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Monsters of NeoExodus: cerebral assassin
they disposed of their puppets and went their sepa-
rate ways. Somehow the aberrations have figured out
a way to create copies of themselves and procreate.
Since it is widely believed that the first cerebral assas-
sins were humanoids, it follows that the creatures are
simply recreating the process that spawned them.
Cerebral
Assassin - CR 8
LE Medium-size Aberration
Init: +6 Senses: Darkvision 60 ft.; Listen +12, Spot
+12
Languages: None, cerebral assassins are incapable of
speech.
AC: 16, touch 12, flat-footed 14 ( +2 Dex, +3 natural
armor, +1 shield )
hp: 44 ( 8 HD )
Resistance: Spell Resistance 25
Save: Fort +3, Ref +4, Will +9
Speed: 30 ft. ( 6 squares )
Melee: +8/+3 bite ( 2d4+1 )
Melee: +7/+2 heavy mace ( 1d8+1 )
Ranged: +8 heavy crossbow ( 1d10 )
Space: 5 ft; Reach 5 ft.
Base Atk: +6; Grp +7
Psionic Abilities ( ML 8 )
These creatures are usually found in the service of
people in positions of power. Most cerebral assassins
work for profit but also enjoy using their “legitimate”
employment as an outlet for their sadistic tenden-
cies. Power is an unbearable temptation for a cerebral
assassin and they never miss an opportunity to usurp
power from their masters. Cerebral assassins are
both intelligent and extremely manipulative and their
psionic abilities allow them to gain influence over
those around them. These creatures are cunning and
patient and they are more than willing to serve others
in the short term if doing so allows them to gain a
long term advantage.
These twisted creatures love treasure and jewelry
almost as much as they love inflicting pain. A cere-
bral assassin never passes up an opportunity to steal
something gaudy and valuable. They typically dress in
the finest clothing available and put on as many rings,
bracelets, medallions and necklaces and they can. A
cerebral assassin does not work cheap and they prefer
a long contract to a single patron over individual
assignments.
2nd ( DC 16, at will ) — levitate, psionic ( 1 hour, 20
minutes ), suggestion, psionic ( 8 hours )
1st (DC 15, at will ) — burst ( 1 round ), charm, psionic
( 8 hours ), conceal thoughts ( 8 hours ), detect psionics
( 8 minutes )
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha
17
Feats: Alertness, Combat Manifestation, Dodge,
Improved Initiative, Simple Weapons Proficiency,
Weapon Finesse ( bite ).
Skills: Bluff +8, Concentration +12 ( +16 casting
defensively ), Hide +8, Intimidate +10, Knowledge
( arcana ) +11, Knowledge ( history ) +9, Knowledge
( local ) +11, Listen +12, Move Silently +7, Sense
Motive +8, Spot +12, Swim +6.
Possessions: heavy mace, heavy crossbow, master-
work buckler, noble’s outfit, signet ring, 400 gp.
Cerebral assassins are incapable of controlling their
murderous impulses and if they cannot find a better
way to satisfy their lust for cruelty and pain then they
will resort to random violence. The less experienced
members of this race are particularly vulnerable to
this horrible appetite for torture and death. A cere-
bral assassin may disguise itself with a hooded cloak
and attempt to infiltrate a crowd, using its terrifying
mental abilities to shatter the brains of those nearby.
The creature runs in seeming panic with the rest of
the crowd as it continues to target bystanders and
cause heir heads to explode. Other times, a cerebral
assassin on a rampage acts through others, telepathi-
cally compelling others to do its work for it while it
watches from a distance.
Spell Resistance ( Ex ): A cerebral assassin can avoid
the effects of spells and spell-like abilities that directly
affect it. In order to overcome the cerebral assassin’s
spell resistance, the caster must make a caster level
check ( 1d20 + caster level ) against a DC of 25. The
spell works normally on a successful check, although
the cerebral assassin is still allowed a saving throw.
Cerebral assassins cannot speak any known language
as their mouths are ill suited for the task. They
communicate telepathically with each other and can
converse with other creatures as well, though they
loathe to do so.
Mind Static ( Sp ): Any creature within a 30 foot
radius of a cerebral assassin is assailed by a haze of
random thoughts that are blasted straight into the
creature’s mind. Those rare few who have survived a
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Monsters of NeoExodus: cerebral assassin
run in with a cerebral assassin describe this effect as
hearing voices scream at you in a dozen languages.
Anyone within range of this ability suffers a -2
penalty to their Intelligence score. Anyone attempting
to make a Concentration check inside the mind static
field suffers a -4 penalty to their roll. Psionic charac-
ters lose 1 power point for every round that they stay
inside the affected area. Activating or deactivating the
field of mind static is a free action. This is a mind-
influencing effect.
Cerebral Assassin
Characters
Cerebral Assassins tend to train as psions or psychic
warriors in order to take maximum advantage of their
impressive mental abilities. Many of them also take
levels as rogues. Cerebral Assassins disdain spell-
casters and almost never enter into a class that grants
a character the ability to cast arcane or divine spells.
Brain Burst: Once every four rounds a cerebral
assassin can use this ability to target a single crea-
ture that is being affected by its mind static ability.
The targeted creature must make a Will saving
throw ( DC 22 ) or its head will explode, killing the
creature instantly. Using this ability is a full round
action. Creatures that are immune to mind-affecting
effects, stunning, paralysis or death effects are like-
wise immune to this effect. Any creature without an
Intelligence score is immune to this effect.
A cerebral assassin’s favored class is psion. Most of
the more experienced cerebral assassins are psychic
warriors or rogue/psions.
Cerebral Assassin
Paragon - CR11
Cerebral Assassin Paragon 3
LE Medium-size Aberration
Init: +7 Senses: Darkvision 60 ft.; Listen +15, Spot
+15
Languages: None, cerebral assassins are incapable of
speech.
AC: 17, touch 13, flat-footed 14 ( +3 Dex, +3 natural
armor, +1 shield )
hp: 61 ( 11 HD )
Resistance: Spell Resistance 30
Save: Fort +4, Ref +6, Will +12
Speed: 30 ft. ( 6 squares )
Melee: +12/+7 bite ( 2d4+2 )
Melee: +11/+6 heavy mace ( 1d8+2 )
Ranged: +11 heavy crossbow ( 1d10 )
Space: 5 ft; Reach 5 ft.
Base Atk: +7; Grp +9
Psionic Abilities ( ML 11 )
Improved Grab: If a Cerebral Assassin hits with a
bite attack, it deals normal damage and attempts to
start a grapple as a free action without provoking
an attack of opportunity. No initial touch attack is
required. A cerebral assassin can use its improved grab
ability on any creature that is medium-size or smaller.
A cerebral assassin deals bite damage to a grappled
opponent for each successful grapple check it makes
during successive rounds.
Telepathy ( Su ): A cerebral assassin can communicate
telepathically with any other creature within 100 feet
that has a language.
The creature before you approaches confidently. Its
lifeless black eyes stare down at you as massive blood
vessels in its head and neck pulsate in time. Your head
begins aching as the creature take aim its crossbow.
Combat
In combat a cerebral assassin always targets enemy
spellcasters and psionics first. The creatures’ unex-
plained hatred of sorcerers and wizards drives them to
attack these foes relentlessly. They are clever adver-
saries who often set traps and attack their enemies
from a distance. The cerebral assassin becomes truly
dangerous when it closes in on an opponent and acti-
vates its mind static special ability. A cerebral assassin
often takes the full defense action while waiting for
the opportunity to use its brain burst ability.
3rd ( DC 17, at will ) — body adjustment ( heals 1d12
damage ), mind trap.
2nd ( DC 16, at will ) — levitate, psionic ( 1 hour, 50
minutes ), suggestion, psionic ( 11 hours )
1st ( DC 15, at will ) — burst ( 1 round ), charm,
psionic ( 11 hours ), conceal thoughts ( 11 hours ), detect
psionics ( 11 minutes )
Abilities: Str 14, Dex 16, Con 12, Int 20, Wis 18, Cha
18
Feats: Alertness, Combat Manifestation, Dodge,
Improved Initiative, Simple Weapons Proficiency,
Weapon Finesse ( bite ), Weapon Focus ( bite ).
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Monsters of NeoExodus: cerebral assassin
Skills: Bluff +11, Concentration +14 ( +18 casting
defensively ), Hide +11, Intimidate +13, Knowledge
( arcana ) +14, Knowledge ( history ) +12, Knowledge
( local ) +14, Listen +1, Move Silently +10, Sense
Motive +9, Spot +15, Swim +7.
Possessions: masterwork heavy mace, heavy
crossbow, masterwork buckler, 20 masterwork
crossbow bolts, signet ring, royal outfit, 800 gp.
attempts to start a grapple as a free action without
provoking an attack of opportunity. No initial touch
attack is required. A cerebral assassin paragon can
use its improved grab ability on any creature that is
medium-size or smaller. A cerebral assassin paragon
deals bite damage to a grappled opponent for each
successful grapple check it makes during successive
rounds.
Spell Resistance (Ex): A cerebral assassin paragon
can avoid the effects of spells and spell-like abilities
that directly affect it. In order to overcome the para-
gon’s spell resistance, the caster must make a caster
level check ( 1d20 + caster level ) against a DC of
30. The spell works normally on a successful check,
although the cerebral assassin paragon is still allowed
a saving throw.
Telepathy ( Su ): A cerebral assassin paragon can
communicate telepathically with any other creature
within 100 feet that has a language.
You see a tall, pale humanoid standing in the
distant shadows. As it steps into the light you see
the sparkle of gems and jewelry hanging around its
grotesque neck. It approaches slowly and confidently,
completely unafraid. With a simple gesture it signals
its allies to attack.
Mind Static (Sp): Any creature within a 30 foot
radius of a cerebral assassin paragon is assailed by
a haze of random thoughts that are blasted straight
into the creature’s mind. Those rare few who have
survived a run in with a cerebral assassin describe
this effect as hearing voices scream at you in a dozen
languages. Anyone within range of this ability takes
2 points of temporary Intelligence damage. Anyone
attempting to make a Concentration check inside the
mind static field suffers a -4 penalty to their check.
Psionic characters lose 1 power point for every round
that they stay inside the affected area. Activating or
deactivating the field of mind static is a free action.
This is a mind-influencing effect.
Cerebral assassin paragons are the epitome of mega-
lomania and sadistic tyranny. They seek to domi-
nate of destroy anything within their sight. They are
almost always found in the employment of powerful
military leaders, wealthy businessmen, or political
and religious figures. They serve power so that they
may get close to it and become the power behind the
throne. These creatures are far less likely to go on
random killing sprees than less experienced members
of their race. It is not that the paragon is less sadistic
or vicious, far from it. The cerebral assassin paragon
is simply too preoccupied with the violence acts it
commits in the name of treasure or ambition. These
creatures have been known to take captives that they
keep in their lairs as pets or worse.
Brain Burst (Sp): Once every four rounds a cere-
bral assassin paragon can use this ability to target a
single creature that is being affected by its mind static
ability. The targeted creature must make a Will saving
throw ( DC 26 ) or its head will explode. The crea-
ture dies instantly. Using this ability is a full round
action. Creatures that are immune to mind-affecting
effects, stunning, paralysis or death effects are like-
wise immune to this effect. Any creature without an
Intelligence score is immune to this effect.
Combat
The cerebral assassin paragon is usually a bit more
cautious when entering combat. These experienced
killers take their time when stalking a target. They
often set up elaborate ambushes, using their sugges-
tion ability to form alliances with other creatures
who then provide cannon fodder. Paragons will also
seek to find people that their target(s) trust or admire,
coercing these bystanders into becoming unknowing
accomplices or bait.
Find Target ( Sp ): When attempting to find an item or
a creature, a cerebral assassin does so without error, as
though guided by discern location.
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
The cerebral assassin must have seen ( or must have an
item belonging to ) the creature to be found, or must
have touched the object to be located. This ability is
the equivalent of an 8th-level spell.
Improved Grab: If a cerebral assassin paragon
hits with a bite attack, it deals normal damage and
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