Page 119 - Lords of Madness: The Book of Aberrations
P. 119
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In an inconspicuous fissure in the southern part of the Flyby Attack, Grell Alchemy† , Scribe Scroll , Spell Focus
B
room (Search DC 15), one of the grell has stashed some loot it (necromancy), Weapon Finesse.
acquired when it attacked and killed a river trader a few weeks † New feat described on page 114.
ago. Two large leather pouches hold 260 sp, 185 gp, and 18 pp, Languages: Grell, Undercommon, Common, Draconic.
as well as five small gemstones worth 20 gp each and a potion Constrict (Ex): On a successful grapple check, the grell
of cure light wounds. necrophilosopher deals 1d6+1 points of damage.
Expert Grappler (Ex): A grell that chooses to grapple with
4. HIDDEN TEMPLE (EL 8) one tentacle and remain ungrappled itself takes a –10 penalty
A landing of damp, uneven stone blocks overlooks a large, on its grapple checks instead of the normal –20 penalty (see
Improved Grab, page 310 of the Monster Manual, for details).
CHAPTER 6 THE EATERS like snakes support a ceiling 20 feet high, and a large alcove at The grell necrophilosopher has a +10 racial bonus on grapple
impressive chamber made of dressed stone. Four pillars carved
checks. (Paralyzed foes automatically lose grapple checks.)
the northern end of the chamber holds a great stone idol—a six-
Improved Grab (Ex): To use this ability, the grell must hit
armed snake-woman with various deadly weapons in her grasp.
an opponent of its size or smaller with a tentacle attack. It
The paving blocks of the fl oor have cracked and settled badly
enough for a stream to run through the middle of the chamber.
provoking attacks of opportunity. If it wins the grapple check,
The water fl ows from a passage in the north wall and vanishes can then attempt to start a grapple as a free action without
into a narrow dark fi ssure in the south wall. A masonry passage it establishes a hold and can constrict.
in the east wall leads down into darkness. Paralysis (Ex): Any creature hit by the grell necrophilosopher’s
The fl oor of the room is littered with strange odds and ends— tentacle must make a DC 12 Fortitude save or be paralyzed for
heaps of white sand, old bronze urns fi lled with dark oils, sacks 2d4 rounds. Each additional tentacle that hits the same creature
of roots and tubers, and stone workbenches on which lie sharp, that round increases the save DC by 1.
silver implements. Sightless (Ex): The grell necrophilosopher has immunity to
gaze attacks, visual effects, illusions, and other attack forms
This room was formerly a hidden shrine of the Sangkon priests, that rely on sight.
used for the darkest and most secret of their foul rites. Wizard Spells Prepared (caster level 5th; prohibited schools
The passage leading from this room to area 6 is blocked by evocation and illusion): 0—acid splash (+9 ranged touch),
a grell crystal wall, but the wall features a small culvert (1 foot detect magic, disrupt undead (+9 ranged touch), mage hand, read
diameter) that permits the stream to pass through. magic; 1st—cause fear (DC 15), mage armor*, obscuring mist, ray
A grell philosopher appropriated the shrine as its workspace of enfeeblement (+9 ranged touch), true strike; 2nd—command
and living quarters. This philosopher specializes in the study undead (DC 16), detect thoughts (DC 15), resist energy, summon
of necromantic magic, and it used its command undead spells swarm; 3rd—blink, ray of exhaustion (+9 ranged touch; DC 17),
to assume control over several gnoll skeletons left here long summon monster III.
ago by the evil priests. *Already cast.
The necrophilosopher is fully aware of the advantage its Spellbook: as above plus 0—all except evocation and illu-
flight ability offers. It hovers near the ceiling, using its spells sion; 1st—chill touch, detect undead, protection from good, sleep;
(summon monster III, summon swarm, ray of enfeeblement, and 2nd—daze monster, fog cloud, ghoul touch, scare; 3rd—dispel magic,
ray of exhaustion) to wear down a party of dangerous enemies hold person, lightning bolt, water breathing.
while its skeleton minions attack. It joins the battle only when Possessions: amulet of health +2.
its enemies have been weakened.
Several large stone urns in the northwest corner of the room Gnoll Skeleton (3): CR 1; Medium undead; HD 2d12; hp 13
hold 175 sp, 855 gp, a pouch containing five small agates worth each; Init +5; Spd 30 ft.; AC 13, touch 11, flat-footed 12; Base Atk
25 gp each, and two scrolls: invisibility and fire shield. +1; Grp +3; Atk or Full Atk +3 melee (1d10+3/×3, halberd); SQ
damage reduction 5/bludgeoning, darkvision 60 ft., immunity
Grell Necrophilosopher: Grell necromancer 5; CR 7; Medium to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +3; Str
aberration; HD 5d8+20 plus 5d4+20; hp 76; Init +4; Spd 5 ft., 15, Dex 12, Con —, Int —, Wis 10, Cha 1.
fly 30 ft. (perfect); AC 22, touch 14, flat-footed 18; Base Atk +5; Skills and Feats: Improved Initiative.
Grp +16; Atk +9 melee (1d4+1 plus paralyzation, tentacle); Full Languages: N/A.
Atk +9 melee (1d4+1 plus paralyzation, 10 tentacles) and +4 Undead Traits: A skeleton is immune to mind-affecting spells
melee (2d4, bite); SA constrict, expert grappler, improved grab, and abilities, poison, sleep effects, paralysis, stunning, disease,
paralysis; SQ blindsight 60 ft., flight, immunity to electricity, death effects, and any effect that requires a Fortitude save
immunity to paralyzation, sightless; AL NE; SV Fort +6, Ref unless it also works on objects or is harmless. It is not subject
+6, Will +9; Str 12, Dex 18, Con 19, Int 16, Wis 12, Cha 6. to extra damage from critical hits, nonlethal damage, ability
Skills and Feats: Concentration +12 (+16 casting defensively), damage to its physical ability scores, ability drain, energy drain,
Hide +14, Knowledge (arcana) +6, Knowledge (dungeoneering) fatigue, exhaustion, or death from massive damage. It cannot
+6, Knowledge (nature) +6, Listen +5, Move Silently +14, Search be raised, and resurrection only works if it is willing. Darkvision
+5, Sense Motive +3, Spellcraft +6, Spot +5; Combat Casting, 60 ft.
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