Mutilated Baku

(Generated 22 times)
Namelist None
Rank Skilled
Race Mammoth
Cult rank None
Notes The scattered and bloody remains of a strange tusked creature are spread everywhere, its torn limbs and entrails strung up in a gory lattice. Its dead-eyed head leers disturbingly and its tongue lolls from its dislocated jaw. Bizarre creatures that feed on thoughts, bakus stay hidden from humanoids and feed on their creativity and dreams as well as their fears and nightmares. Bakus rarely encounter others of their kind, living largely solitary lives. Some sages speculate the creatures are not born, but rather spontaneously manifest as if spun from dreams, nightmares, and creative thoughts. Bakus are about 5 feet long and weigh 100 pounds. Bakus dislike feeding on thoughts concerning themselves, and tend to cease when their target begins thinking of the baku. For this reason, bakus keep hidden in settlements, floating in the evening air above bedrooms and boarding houses, siphoning sustenance from the dreaming populace. Bakus themselves do not sleep. Given their connection to dreams and nightmares, bakus are mortal enemies of night hags. Though usually calm and gentle creatures, bakus that encounter night hags dedicate themselves to hunting them down and ridding the world of their dark influence. A baku uses its ethereal jaunt spell-like ability to fight night hags as they inflict nightmares on their victims. Enhanced resistance, half damage after armour for any attack not made by a cold wrought iron weapon AND +5 AP to any attacks that are not magic and slashing Added already to base 3 AP Immune to cold, electricity, magic missile, Resistant to fire 10 AP; Resists spells 85%. Spell-Like Abilities (all at intensity 9) At will—invisibility, sleep. lullaby Range 60 m (190 ft) Target 10-ft.-radius Casting Time: 1 Action Duration Concentration then 1 round/intensity Any creature within the area that fails its Will roll to resist becomes drowsy and inattentive, taking a -2 shift penalty on Perception rolls and a -10 penalty on Will rolls against sleep effects while the lullaby is in effect. They are also classed as not in combat to resist sleep, even if they currently are. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. 3/day—, dream 1/day—ethereal jaunt Range personal cast time: 1 action Target you Duration 1 round/Intensity You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel." modify memory Casting Time 1 round Range (75 ft 22 m Target one living creature Duration permanent Saving Throw WIL "You reach into the subject’s mind and modify as many as 5 minutes/intensity of its memories in one of the following ways. Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells. Allow the subject to recall with perfect clarity an event it actually experienced. Change the details of an event the subject actually experienced. Implant a memory of an event the subject never experienced. Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5/I. minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost. A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse." dream claws A baku’s claws are treated as cold iron and magic for purposes of overcoming resistances. dream eating A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with an opposed Will roll. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature’s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. Mental Drain When a baku attacks with a claw, it can choose, to deal 1d4 points of Intelligence damage on that attack. An opposed Will WLL roll vs the attack roll negates this ability damage.
STR 18
CON 18
DEX 23
INT 15
POW 16
CHA 25
D20Hit locationArmor
01-02 Right Hind leg 8
03-04 Left Hind leg 8
05-08 Hindquarters 8
09-12 Forequarters 8
13-14 Right Front Leg 8
15-16 Left Front Leg 8
17 Trunk 8
18-20 Head 8
Movement 6 (18 fly)
Natural armor Yes

Non-random features

Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218)
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+25 Brawn STR+SIZ+25 Endurance CON+CON+45
Evade DEX+DEX+20 Influence CHA+CHA+25 Insight INT+POW+25
Perception INT+POW+40 Stealth DEX+INT+50 Willpower POW+POW+6D10

Custom skills

fly STR+DEX+50

Combat styles

dream defencesSTR+DEX+30

Weapon options

1-handed weapons

Amount: 3
Trunk slam (1)
Tusk gore (1)
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Trunk slam 1h-melee 1d6+1 M L - Stun loc., bash,Grip, Take Weapon Y Y 9 19 trunk
Tusk gore 1h-melee 1d8+1 M M - Impale Y Y 9 19 head
Claws 1h-melee 1d4+1 S T - Bleed, Grip, drain Y Y 9 19 leg