Offense
Init +4 Speed 30 ft., swim 40 ft. Melee
unarmed +8 (1d3+2) or dagger (1d4+2 plus poison)
Special Attacks captivating song (DC 19)
Spell-Like Abilities (CL 6th; concentration +12) 3/day—charm person (DC 17; traumatic) At will—minor wish (any effect equivalent to a 3rd-level spell in exchange for a gift) 1/day—water breathing (CL 12th)
Special Attacks captivating song (DC 19)
Spell-Like Abilities (CL 6th; concentration +12) 3/day—charm person (DC 17; traumatic) At will—minor wish (any effect equivalent to a 3rd-level spell in exchange for a gift) 1/day—water breathing (CL 12th)
Defense
AC 17, touch 14, flat-footed 12 (+1 deflection, +4 Dex, +2 natural) hp 39 (6d6+16) Fort +4, Ref +8, Will +10
DR 5/cold iron ; SR 12
DR 5/cold iron ; SR 12
Tactics
Before Combat If expecting a fight, Kuryn applies her oils of barkskin and mage armor and consumes her potion of cat’s grace (adjusted
statistics: Init +6, AC 25, Ref +10, atk +10, CMD 20). After this, she casts summon
monster I to summon a fiendish viper. If able, she also selects the strongest
looking opponent to be the target of her traumatic charm person spell-like ability.
During Combat Kuryn uses her captivating song to then proceeds to alternate the use of her
traumatic charm person spell-like ability with singing until
gaining at least one ally or running out of daily uses. If all of her opponents
are captivated, she may attempt to kill any that she finds ugly or displeasing
before continuing to “entertain” the rest. If unable to avoid or end combat,
she will summon one fiendish viper each round until she has one spell
remaining and directs any summoned vipers to attack those characters most
resistant to her song, particularly spell casters (and especially healers). If
threatened in melee, she attempts to stab her attacker with her poisoned
dagger.
Morale If
subject to 20 points of damage or more, Kuryn moves away from any attackers and
then casts obscruing
mist. If she has 10
or fewer hit points left, she withdraws first. Once out of immediate danger, she
flees at top speed (usually changing into either a hippocampus or horse) to the
river, her pool, or the castle depending on which option seems safest at the
time. She relies upon her summoned allies as well as stealth and obfuscation to
make good her escape.
Other Statistics
Str 15 Dex 18, Con 17, Int 13, Wis 10, Cha 22
Base Atk +3; CMB +4; CMD 18
Feats Brew Potion, Stealthy, Traumatic Spell-Like Ability (charm person), Weapon Finesse
Skills Bluff 5 (c; +14), Craft (alchemy) 3 (c; i; +11), Escape Artist 4 (c; f; +13), Handle Animal 4 (+10), Perform (sing) 5 (c; +14), Sense Motive 1 (c; +4), Stealth 4 (c; f; +13), Swim 4 (c, r; +16), Use Magic Device 4 (c; +8)
Languages Aquan, Sylvan
SQ amphibious, change shape (Tiny, Small, Medium or Large aquatic animal or horse, beast shape II; Small or Medium humanoid, alter self), conduit surge (9/day), hex (cauldron), patron (nightmares) wild empathy +14
Gear 4 doses of soothe syrup, 2 vials of greenblood oil, crypt key (occupies neck slot; functions as a ring of protection +1 when worn), oil of barkskin +2 (2), oil of mage armor (2), poisoned dagger (greenblood oil), potion of cat’s grace (2)
Kuryn is typically found in the guise of an attractive female elf
or half-elf (+2 size bonus to Strength which is taken into account above) dressed in fine (but
damp) clothing and adorned with water lilies. When in need of improved speed,
she takes the form of either a hippocampus (when underwater) or a horse. In
either case, apply -1 to armor class and attack bonus, +1 to Combat Maneuver Bonus, and -4 to Stealth
due to size. In addition, her size bonus to Strength and natural armor bonus each improve to +4 (17 Strength), but
she suffers a -2 penalty to Dexterity (AC 18). Though evil, she is not
particularly bloodthirsty and enjoys charming company, but only among those she
can charm or captivate. She has been tasked by the lord of the castle to entice
interlopers away and she typically fulfills this demand by beguiling or
tricking passers-by.Base Atk +3; CMB +4; CMD 18
Feats Brew Potion, Stealthy, Traumatic Spell-Like Ability (charm person), Weapon Finesse
Skills Bluff 5 (c; +14), Craft (alchemy) 3 (c; i; +11), Escape Artist 4 (c; f; +13), Handle Animal 4 (+10), Perform (sing) 5 (c; +14), Sense Motive 1 (c; +4), Stealth 4 (c; f; +13), Swim 4 (c, r; +16), Use Magic Device 4 (c; +8)
Languages Aquan, Sylvan
SQ amphibious, change shape (Tiny, Small, Medium or Large aquatic animal or horse, beast shape II; Small or Medium humanoid, alter self), conduit surge (9/day), hex (cauldron), patron (nightmares) wild empathy +14
Gear 4 doses of soothe syrup, 2 vials of greenblood oil, crypt key (occupies neck slot; functions as a ring of protection +1 when worn), oil of barkskin +2 (2), oil of mage armor (2), poisoned dagger (greenblood oil), potion of cat’s grace (2)
Kuryn is typically found in the guise of an attractive female elf
If she succeeds in this and develops a rapport with any of the heroes, Kuryn may offer to grant boons using her minor wish ability in exchange for services. For example, the presence of the castle has drawn a number of monstrous creatures into the area near the mermaid’s lair and she would like them driven away. In addition, local poachers sometimes irritate her by leaving refuse behind and otherwise disturbing the natural beauty she surrounds herself with. While she can (and does) eliminate such annoyances herself, she prefers to avoid mortals altogether and won’t stray far from the river to pursue such defilers in any case.
Kuryn’s crypt key, which she
looted years ago from the castle ruins, opens a number of doors in the
catacombs section of the castle. The deflection bonus it provides only works
while the castle is manifest on this plane.
Treasure Kuryn maintains a camp a short distance
from the river’s edge. Here she keeps her cauldron and a few woven mats covered
with a simple structure of tree limbs and sticks. She often maintains bunches
of bog-myrtle leaves and lingonberry along with casks of fermenting honey (materials
she uses for brewing). The stick structure contains a few decorations including
a feminine figure of carved bone adorned with an inlay of lapis lazuli and
silver (35 GP) and a dozen tindertwigs. A few small barrels of spiced mead may
also be kept near here in shallow water depending on the time of year.
In addition to this, Kuryn’s pool contains the remains of past victims in various states of decomposition. There are whole corpses and skeletons as well as body parts representing two score individuals in all. Numerous items can be looted from the pool but most are mundane, water-logged, and valueless. There is also a broken (but repairable) dagger, a fragile short bow, and 8 arrows with rotten shafts (treat as broken). There is also a small chest at the deepest area of the pool where 5 quartz gems (various colors; 50 GP each) can be found. Careful searching through the muck and refuse can also uncover 1d10 SP and 2d20+60 CP.
In addition to this, Kuryn’s pool contains the remains of past victims in various states of decomposition. There are whole corpses and skeletons as well as body parts representing two score individuals in all. Numerous items can be looted from the pool but most are mundane, water-logged, and valueless. There is also a broken (but repairable) dagger, a fragile short bow, and 8 arrows with rotten shafts (treat as broken). There is also a small chest at the deepest area of the pool where 5 quartz gems (various colors; 50 GP each) can be found. Careful searching through the muck and refuse can also uncover 1d10 SP and 2d20+60 CP.
Notes on Poisons
See the diseases and poisons optional rules from Pathfinder
Unchained for more information
A character fulfilling the cure requirement is no longer poisoned but must recover gradually. For every day of bed rest (or 2 nights of normal rest), a victim recovers one step; this recovery is doubled as normal by Heal checks, and tenacious poisons might require a longer recovery period. Usually, neutralize poison or remove disease immediately moves the victim to a healthy state on the respective track, and a heal spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove its effects .If a victim is exposed to additional doses, a failed save progresses the poison track by one step and increases the duration by 50%, but doesn’t increase the DC.
A character fulfilling the cure requirement is no longer poisoned but must recover gradually. For every day of bed rest (or 2 nights of normal rest), a victim recovers one step; this recovery is doubled as normal by Heal checks, and tenacious poisons might require a longer recovery period. Usually, neutralize poison or remove disease immediately moves the victim to a healthy state on the respective track, and a heal spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove its effects .If a victim is exposed to additional doses, a failed save progresses the poison track by one step and increases the duration by 50%, but doesn’t increase the DC.
Viper poison
save Fort DC 9; frequency 1/round for 6 rounds; effect Constitution poison track; cure 1 save; W: –2 penalty to Fortitude saves and Constitution checks. I: penalties increase to -4; D: disabled; hit points drop by 1 or to –1, whichever is worse, when taking a standard action; U: enters a state of shock; D: dead
save Fort DC 9; frequency 1/round for 6 rounds; effect Constitution poison track; cure 1 save; W: –2 penalty to Fortitude saves and Constitution checks. I: penalties increase to -4; D: disabled; hit points drop by 1 or to –1, whichever is worse, when taking a standard action; U: enters a state of shock; D: dead
Greenblood Oil
save Fort DC 13; frequency 1/round for 4
rounds; effect Constitution poison track and 1 point of damage; cure 1
save; W: –2 penalty to Fortitude saves and Constitution checks; 1 point of damage with each
save attempt. I: penalties increase to -4; D: disabled; hit points drop by 1 or to –1, whichever is
worse, when taking a standard action; U: enters a state of shock; D: dead
Note: Kuryn fills the role of the “wicked
mermaid” stage 1 boss from Haunted Castle
although the in-game sprite was clearly a classical gorgon. Since this version
of Castlevania’s Medusa
does little more than toss snakes at the hero, it seemed more compelling to
explore the wicked mermaid concept more thoroughly. Kuryn can be replaced with
standard medusa
or perhaps a version without a gaze attack for a more comparable challenge.
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