Page 123 - Lords of Madness: The Book of Aberrations
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Space/Reach: 5 ft./10 ft.                         ing—although a tsochar rarely lingers long enough for its
               Special  Attacks:  Constrict,  improved  grab,  poison,  take   cover to be blown.

                 spells, wear flesh                                 While inhabiting a humanoid, a tsochar has few options in
               Special Qualities: Damage reduction 5/adamantine, dark-  combat. Other than directing its host to fight as it commands,

                 vision 60 ft., resistance to cold 5, spell resistance 14, telepathy   it can take no other physical actions. A tsochar replacing a
                 100 ft.                                         humanoid might have access to arcane spells previously known
               Saves: Fort +4, Ref +5, Will +8                   by its victim, but the creature employs spells sparingly in
               Abilities: Str 13, Dex 18, Con 16, Int 15, Wis 14, Cha 13  combat, since it cannot recover spells it expends.
               Skills: Bluff +5, Climb +12, Hide +12, Knowledge (dungeoneer-    A tsochar in its own form can easily rip unarmored humans
                 ing) +6, Move Silently +8, Sense Motive +6, Spot +6, Use
                                                                 to shreds with a buzzsaw of tentacle lashes and rakes. However,
      CHAPTER 7  THE WEARERS   OF  FLESH  Feats: Combat Reflexes, Iron Will, Weapon Finesse B  the creature is much more inclined to stalk and ambush soli-
                 Magic Device +9

                                                                 tary victims than to attack a group. It seeks to grab and wrap
                                                                 itself around a foe, squeezing and poisoning him or her into
               Environment: Cold forests
                                                                 helplessness with its iron-hard tentacles. Once the victim is
               Organization: Solitary, tangle (3–8), or infestation (10–20)

               Challenge Rating: 4
               Treasure: Standard                                immobilized, the tsochar can wear the victim’s flesh.
                                                                   Constrict (Ex): A tsochar deals 2d4+2 points of damage
               Alignment: Usually chaotic evil                   with a successful grapple check. When a tsochar deals damage
               Advancement:  5  HD  (Small);  6–12  HD  (Medium);  or  by   by  means  of  its  constrict  attack,  it  injects  its  victim  with
                 character class                                 poison.
               Level Adjustment: —                                 Improved Grab (Ex): To use this ability, a tsochar must hit
                                                                 with two tentacle attacks. It can then attempt to start a grapple
               Before you, a slithering, tangled mess of ropelike tendrils coils   as a free action without provoking attacks of opportunity. If
               and pulsates. It is a glistening blue-black in color, with small pink   it wins the grapple check, it establishes a hold and can con-
               barbs studding its long tentacles. If the creature has a central   strict.
               body, it’s hidden deep in the nest of writhing tendrils.    Tsochari receive a +4 racial bonus on grapple checks, which
                                                                 is already included in the statistics above.
               Fearsome invaders from a distant realm, the tsochari are a race   Poison (Ex): Injury, Fortitude DC 15, initial and secondary
               of monstrous imposters, creatures that can steal the bodies of   damage 1d3 Dex. The save DC is Constitution-based. A tsochar’s
               their victims and pass unnoticed in humanoid society. They   poison  is  delivered  by  dealing  damage  with  its  constrict
               lust after magic, especially arcane magic, and eagerly seek out   attack.
               humanoid wizards to replace so they can gain access to spells     Take Spells (Su): A tsochar that replaces a spellcaster (see
               they otherwise could not wield.                   below) retains any arcane spells prepared by the dead character,
                 A tsochar resembles a tangled mess of knotted ropes or a   and can cast them as if it had prepared the spells itself. The
               ball of barbed wire. It has dozens of thin but strong tentacles,   tsochar must meet the minimum ability score needed to cast
               each studded with small, sharp, sicklelike claws. Its body is   the spell based on the type of caster replaced (Intelligence for
               little more than a thickening and joining of its multiple limbs.   a wizard, for example), or else the spell is unavailable to it. If
               The creature’s eyes are small, dark orbs that rest at the end   the tsochar replaces a spontaneous caster such as a sorcerer, it
               of smaller, thinner tentacles, well hidden in the mass of its   retains the available spell slots of the dead spellcaster, and can

               other limbs, and its mouth is a round, lampreylike orifice in   use any spells the dead host knew. In either case, the tsochar
               the middle of its underside. The tsochar is an indigo blue in   cannot regain spells or spell slots it expends from the dead
               color, with a mottled pattern of lighter blue spots on its upper   character’s spellcasting ability.
               surface.                                            Wear Flesh (Su): A tsochar can bore its way into a help-
                 Tsochari speak their own language, but they can use their   less living creature’s body, slipping its ropy tendrils into the
               telepathy  to  communicate  with  other  creatures.  A  typical   spaces between organs and muscles and disappearing into
               tsochar is about 2 feet in diameter, although some of its longer   the victim. The victim must be the same size as the tsochar
               tentacles trail as much as 6 to 8 feet from its central mass, and   or larger, and the process requires 1 minute. The tsochar can
               weighs about 25 pounds.                           choose to replace or inhabitthe victim (see below). Incorporeal
                                                                 creatures and constructs, elementals, oozes, plants, and undead
              COMBAT                                             are immune to this ability.
               A tsochar is not often found in its own body. Typically, it     A tsochar can abandon a body it has inhabited or replaced
               hides in the body of a humanoid it is inhabiting or replacing   with a full-round action that deals 3d6 points of damage to
               (see below), keeping its presence a secret. Since the monster   the host. A tsochar can be forced to abandon the body by a
               does  not  gain  the  memories  of  those  it  replaces,  it  is  not   remove disease or dispel evil spell (the caster must succeed on

               difficult to detect its masquerade with some careful question-  a DC 20 caster level check to expel the monster, which deals

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