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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