Page 122 - Lords of Madness: The Book of Aberrations
P. 122

urderous assassins and infiltrators from a cold     Tsochar  incursions  are,  thankfully,  rare.  Either  the   Illus. by C. Lukacs
                         and distant world, the tsochari come to this   tsochari are not a numerous race, or they are limited in
                         world to steal magic for their own nefarious   their ability to use the world-spanning gates that allow
                        purposes. Their appetite for arcane lore is limit-  them to enter the human world. They are not as prevalent
              less, and every tsochari success feeds their dark hunger for   or dangerous as powerful aberration civilizations such

              more and more magic. Tsochar spies and imposters prowl the   as those of the aboleths or mind flayers, and not as indi-
              streets of human cities, haunt the halls of wizards’ guilds, and   vidually powerful or as commonplace as the dreadful
              secretly seek out and attack the isolated towers of powerful   beholders. The tsochari pose a different sort of threat,
              mages. In a kingdom suffering the deadly plague of a tsochar   one of infiltration and assassination. The common folk

              incursion, anyone might be a puppet of the alien invaders,   of a human land have little to fear from the tsochari,
              and no one can be trusted.                      but the learned arcanists and mages have reason to be
                The tsochari hail from a world distant in space, a cold and   worried—if they suspect they are being watched.
              lightless place so remote that the sun is little more than a
              bright star in a black sky. Long ago, evil wizards or cultists
              built  gates  linking  certain  terrible  ruins  in  the  normal      TSOCHAR
              world  with  the  horrible  world  of  the  tsochari.  Through   Small Aberration (Shapechanger)
              these ancient gates, the tsochari steal into the world to roam   Hit Dice: 4d8+12 (30 hp)
              human  lands  and  infiltrate  human  society.  Humanoids   Initiative: +4

              of interest—favored minions, powerful allies, or hapless   Speed: 20 ft. (4 squares), climb 20 ft.
              captives—are sometimes taken back through these gates to   Armor Class: 19 (+1 size, +4 Dex, +4 natural), touch

              the tsochar world. By all accounts, it is a place of numbing   15, flat-footed 15

              cold, thin air, shrieking winds, and madness-filled gloom,   Base Attack/Grapple: +3/+4
              where monsters far worse than tsochari stalk the ruins of   Attack: Tentacle +8 melee (1d4+1)
              antediluvian civilizations.                     Full Attack: 4 tentacles +8 melee (1d4+1)
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