Eekhayab

Greater Eekhayab CR 8/MR 3

XP 4,800
CE Medium monstrous humanoid (mythic, mythos)
Init +3; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 natural)
hp 105 (10d10+50)
Fort +5, Ref +10, Will +9
DR 5/epic; Immune disease, poison; Resist acid 20, cold 20
Weaknesses mythos minion

OFFENSE

Speed 20 ft., fly 60 ft. (average)
Melee 4 claws +14 (1d6+4), bite +9 (1d6+2), sting +9 (1d6+2 plus poison)
Special Attacks carry off, mythic power (3/day, surge +1d6), rend (2 claws, 1d6+6), toxic cesspit

STATISTICS

Str 19, Dex 16, Con 15, Int 7, Wis 14, Cha 10
Base Atk +10; CMB +14; CMD 28
Feats Death from Above, Dodge, Flyby Attack, Mobility, Wind Stance
Skills Fly +14, Perception +14, Swim +10
Languages Aklo
SQ alien amalgam, hybrid mount, no breath, starflight, unspeakable molt

SPECIAL ABILITIES

Alien Amalgam (Ex)

Eekhayabs are hideous amalgams of tissue, organs, and misshapen parts. They have a 25% chance to ignore critical hits, sneak attacks, or other precision-based damage. In addition, when targeted by an affect that has specific effects dependent on a creature’s type, such as a ranger’s favored enemy or a bane weapon, an eekhayab may treat itself as either an aberration or monstrous humanoid, whichever would be more favorable for itself.

Carry Off (Ex)

An eekhayab can Attack with two claws as a standard action or as part of a charge action.

If the eekhayab hits the same target with both claws, it can attempt a drag combat maneuver against its target as a free action that does not provoke attacks of opportunity. If the maneuver succeeds, the eekhayab can move with its target after making its Attack as far as the drag maneuver allows, even if its movement for the round would otherwise have been completed, as long as the total distance it moves does not exceed its speed (or twice its speed, if charging). The target is not grappled and is released at the end of the drag maneuver, which may result in a fall if dragged into the air or off of a wall, tree, or other high place. If both the eekhayab and the creature it dragged are willing, the dragged creature can hold on long enough to mount the eekhayab on its next turn as a move action and begin riding it. An eekhayab cannot use this ability when carrying a passenger.

Hybrid Mount (Ex)

An eekhayab’s carrying capacity in flight is twice normal, and a Medium or smaller creature can ride on a flying eekhayab as a mount even though an eekhayab is itself Medium-sized. It cannot carry a Medium-sized creature as a rider when not flying.

Mythos Minion (Su)

Eekhayabs are called to serve many who follow the cults of the mythos, taking a -4 penalty on saving throws to avoid mind-affecting effects created by creatures or spells with the mythos descriptor, or by divine spellcasters that serve any of the Great Old Ones.

Poison (Ex)

Sting; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 1 save.

Starflight (Su)

Eekhayabs can survive in the void of outer space. It flies through space at an incredible speed.

Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the eekhayab knows the way to its destination.

Toxic Cesspit (Sp)

Eekhayabs can cause ordinary reality to temporarily deform and decay in their presence. By spending one use of its mythic power, an eekhayab can create an acid pit (caster level 10th, DC 16), and the fumes given off by the toxic cesspit are so foul that any living, breathing creature beginning its turn within the pit becomes nauseated for as long as it remains within the pit and for 1d4 rounds thereafter (DC 17 Fort negates). Even creatures that successfully save must make a new save to avoid being overcome with nausea at the end of any round that they remain within the toxic cesspit. The save DC is Wisdom-based.

Unspeakable Molt (Ex)

An eekhayab’s wings are constantly shifting through phases of molt, decay, and regrowth, like those of a decomposing vulture suffused with tissue that is simultaneously insectoid and bat-like, with a corrupted humanoid core underneath. Whenever a critical hit is confirmed against an eekhayab, or whenever one is killed, its external tissues rupture and slough off in pestilential shreds, revealing disgustingly malformed new tissues beneath. An eekhayab can also intentionally molt as a standard action by expending one use of its mythic power, gaining the benefits of a haste spell until the beginning of its next turn as well as having the effects described below.

Any creature within 30 feet that witnesses an eekhayab’s unspeakable molt must make Fortitude and Will saves (DC 17 negates). A failed Fortitude save causes a creature to become sickened with revulsion until the end of their next turn, at which point they can attempt a new save each round to recover. A failed Will save results in the creature being affected as a nightmare spell the next time it sleeps. If a creature fails multiple saving throws against this ability, the duration stacks; in the case of nightmare, the effect recurs during an additional sleep cycle for each failed save. These save DCs are Constitution-based.

ABOUT

Environment any (outer space)
Organization single, pair, or flight (3–10)
Treasure standard (no coins)

Its wings rhythmically flapping, a hideous thing rears before you, its disjointed limbs ending in cruel claws and its scabrous tail dripping dark venom. Its skin seems to split in a welter of weeping sores and creases, as though its inward parts were ready to burst.

Eekhayabs are inhuman servants of the Great Old Ones and the Outer Gods whom they serve. They are a race of interstellar predators, vaguely humanoid in shape but prone to frequent mutation and aberrant physiology, both internally and externally. Their motion is hideous to behold, with the rhythmic flapping of its wings clashing with the spasmodic thrashing of disjointed limbs ending in cruel claws and its scabrous tail dripping dark venom. Its skin seems to split in a welter of weeping sores and creases, as though its inward parts were ready to burst.

Eekhayabs are always winged, with a generally humanoid head and torso and at least four limbs. In some eekhayabs these are more akin to legs than arms and in some the opposite, and vestigial or accessory limbs are not at all unusual, but in all cases their appendages are tipped with cruel claws. Though eekhayabs are most comfortable in the air, they typically have webbed digits to aid in swimming.

Most eekhayabs have tails as well, sometimes long and sinuous and in others bulbous and insectoid, like the abdomen of a wasp. Those who have beheld the eekhayab in person rarely describe them the same way, in part due to the grotesque variation these creatures exhibit, but also due to the fog of nightmares that inevitably follow in the wake of their advent.

It is unknown whether eekhayabs originated on one of the home planets or prison worlds wherein the Great Old Ones are bound, or perhaps were refugees from a planet long since destroyed by the predations of world-devouring elder things, or perhaps have always been a star-spanning race and never a terrestrial one. What is certain is that as a race they are bound to the will of the Great Old Ones and their masters (especially Hastur the Unspeakable), and often compelled to answer the summons of earthly cultists calling upon their alien patrons for aid. Eekhayabs are strong flyers and may carry willing supplicants (as well as unwilling victims) far from their terrestrial home into the reaches of space and the dark places between and beyond the stars, though their passengers are best advised to have their own means of survival amid the rigors of space. Eekhayabs are willing warriors as well when called to serve, snatching up their victims and tearing them limb from limb or dropping them into gaping pits of toxic effluence that open in the eekhayab’s presence like rents in a reality that rebels against their alien presence.

Eekhayabs are primarily carnivorous, preferring fresh blood and flesh. They are cruel beasts and enjoy stinging their prey with their mind-rotting venom and allowing their victim to descend into madness, giving themselves over to the eekhayab for their feasting pleasure. However, eekhayabs are also scavengers, taking whatever nourishment they can find to fuel their long interplanetary and interstellar journeys.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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