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Dark Young, Adolescent

Adolescent Dark Young CR 7

This tree-like beast lurches forward on broad hooves. It has no face or eyes, but its oval body is ringed with gaping, whistling mouths. Long grasping tentacles wave madly from its dorsal side, slapping together like a dying fish flopping on a pile of carcasses.

XP 3,200
CE Large aberration
Init +8; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +14
Aura unnerving susurrus (Will DC 18; 5 ft.)

DEFENSE

AC 21, touch 17, flat-footed 13 (+8 Dex, +4 natural, –1 size)
hp 60 (8d8+24); fast healing 5
Fort +9, Ref +11, Will +9
Defensive Abilities all-around vision, hollow; Immune acid, disease, mind-affecting effects, poison; Resist cold 10, fire 10; SR 18

OFFENSE

Speed 30 ft.
Melee 5 tentacles +10 (1d6+5 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+5), powerful tentacles
Sorcerer Spells Known (CL 6th; concentration +10)

3rd (4/day)contagion (DC 17)
2nd (6/day)detect thoughts (DC 16), spider climb
1st (7/day)cure light wounds, entangle (DC 15), expeditious retreat, obscuring mist
0 (at will)dancing lights, detect magic, ghost sound (DC 14), guidance, mage hand, message, touch of fatigue (DC 14)

STATISTICS

Str 21, Dex 26, Con 16, Int 15, Wis 17, Cha 18
Base Atk +6; CMB +12 (+16 grapple); CMD 30
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell
Skills Knowledge (nature) +13, Profession (Yog-Sothothery philosopher) +10, Perception +14, Sense Motive +11, Stealth +17 (+25 in forests), Survival +20; Racial Modifiers +8 Stealth in forests
Languages Aklo, Sylvan
SQ freeze, toxic flesh

SPECIAL ABILITIES

Hollow (Ex)

An adolescent dark young’s body is hollow, and as it lacks vital organs, it is immune to critical hits and precision damage (such as the additional damage dealt by sneak attacks). It is treated as a creature two size categories smaller than itself for determining the effects of high winds.

Powerful Tentacles (Ex)

A dark young’s tentacles are primary attacks. When a dark young grapples, it does so using only its tentacles and does not take the normal penalty for doing so.

Spellcasting

A dark young casts spells as a 6th-level sorcerer, and can choose spells from the druid list in addition to those from the sorcerer/wizard spell list. All of these are treated as arcane spells (and do not require divine focus components) when cast.

Toxic Flesh (Ex)

A dark young’s flesh is toxic if eaten.

Adolescent Dark Young Flesh—ingested; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and 1 Wisdom drain; cure 2 consecutive saves.

A creature that eats dark young flesh is ten times as likely to fertilize a partner or become pregnant during intercourse for 24 hours after being affected by eating dark young flesh. All children born or sired from such couplings are Mythos satyrs, outer mutants, or other strange horrors. The save DC is Constitution-based.

Unnerving Susurrus (Su)

A dark young constantly whispers and murmurs from its countless mouths. All creatures within 5 feet of a dark young must make a DC 18 Will save at the start of their turn or become distracted and unsettled by the eerie, grating sound. The first time a creature fails this save it becomes shaken for 1 round. If a creature who had the shaken condition in the previous round due to this ability fails to save against the unnerving susurrus, it instead becomes confused for 1 round. Once a creature successfully saves against this effect, it is immune to that particular dark young’s unnerving susurrus for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.

ECOLOGY

Environment any forest
Organization solitary, pair, or brood (3–10)
Treasure standard

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Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.