Page 129 - Lords of Madness: The Book of Aberrations
P. 129

Init +2; Spd 30 ft. (20 ft. in armor); AC 23, touch 12, flat-footed   CE; SV Fort +9, Ref +5, Will +15; Str 16, Dex 16, Con 18, Int

               21; Base Atk +5; Grp +9; Atk +11 melee (1d8+5, +1 heavy mace);   14, Wis 20, Cha 15.
               Full Atk +11 melee (1d8+5, +1 heavy mace) and +4 melee (1d4+2,   Skills and Feats: Bluff +6, Climb +11, Concentration +14 (+18
               2 tentacles); SA spell-like abilities, true strike; SQ blindsight   casting defensively), Hide +11, Knowledge (dungeoneering) +8,
               60 ft., change shape, damage reduction 5/magic, immunity to   Knowledge (religion) +6, Move Silently +5, Sense Motive +9,
               poison, resistance to acid 10, resistance to electricity 10, spell   Spellcraft +8, Spot +9, Use Magic Device +10; Combat Casting,
                                                                                                             B
               resistance 17; AL CE; SV Fort +10, Ref +6, Will +8*; Str 18, Dex   Combat Reflexes, Iron Will, Mindsight†, Weapon Finesse .

               14, Con 20, Int 10, Wis 19, Cha 10.                 † New feat described on page 126.
                 Skills and Feats: Concentration +14, Knowledge (dungeoneer-  Languages: Tsochar, Common, Undercommon.
                                                                   Constrict (Ex): Xhekk Thosss deals 2d4+6 points of damage
               ing) +5, Knowledge (religion) +5, Spellcraft +5, Spot +6*; Dodge,
      CHAPTER 7  THE WEARERS   OF  FLESH  Lightning Reflexes, Spell Penetration, Weapon Focus (heavy   with a successful grapple check. When Xhekk Thosss deals

               mace).
                                                                 damage by means of its grapple check, it injects its victim with
                 † New template described on page 151.
                                                                 poison.
                                                                   Improved Grab (Ex): To use this ability, Xhekk Thosss must
                 * Includes Madness domain penalty.
                 Language: Common.
                                                                 to start a grapple as a free action without provoking attacks
                 Spell-Like Abilities: 3/day—blur, blink; 1/day—touch of idiocy,   hit an opponent with two tentacle attacks. It can then attempt
               stinking cloud.                                   of opportunity. If it wins the grapple check, it establishes a
                 True Strike (Su): Once per day, Akhando can make a normal   hold and can constrict. Tsochari receive a +4 racial bonus on
               attack with a +20 insight bonus on a single attack roll. He is   grapple checks.
               not affected by the miss chance that applies to attacks against   Poison  (Ex): Injury,  Fortitude  DC  16,  initial  and  second-
               a concealed target.                               ary  damage  1d3  Dex.  The  save  DC  is  Constitution-based.
                 Change Shape (Su): As a standard action, Akhando can take   The poison is delivered by dealing damage with a constrict
               the form of a grotesque, tentacled mass. While in this form,   attack.

               he cannot be flanked and is not subject to extra damage from   Take Spells (Su): A tsochar that replaces an arcane spellcaster
               critical hits. Creatures native to the Material Plane take a –1   retains any arcane spells prepared by the dead spellcaster. See
               morale penalty on attack rolls against Akhando in this form.   page 122 for details.
               His Armor Class changes to 15, his attack changes to +9 melee   Wear Flesh (Su): A tsochar can bore its way into a helpless
               (1d4+4, tentacle), and his full attack changes to +9 melee (1d4+4,   living creature’s body, choosing to inhabit or replace its victim.
               4 tentacles).                                     See page 122 for details.
                 Cleric Spells Prepared (caster level 7th): 0—cure minor wounds,  Cleric Spells Prepared (caster level 5th): 0—cure minor wounds,
               detect magic (2), guidance, read magic, resistance; 1st—command   detect magic, guidance, read magic, resistance; 1st—command (DC
                                                                                                    D
               (DC  15),  cure  light  wounds  (2),  divine  favor,  lesser  confusion  D  16), cure light wounds (2), divine favor, longstrider , shield of faith;
               (DC 15), shield of faith; 2nd—cure moderate wounds, darkness,   2nd—cure moderate wounds, darkness, hold person (DC 17), shat-
                                                                                          D
                                                                   D
                                                           D
               hold  person  (DC  16),  lesser  restoration,  touch  of  madness †;  ter (DC 17); 3rd—dispel magic, fl y , summon monster III.
                           D
               3rd— contagion (DC  17),  cure  serious  wounds,  dispel  magic,     D: Domain spell. Domains: Destruction (smite 1/day, +4 on
                                           D
               summon monster III; 4th—confusion (DC 18), divine power,   attack, +5 on damage) and Travel (freedom of movement up to 5
               summon monster IV.                                rounds/day).
                 † New spell described on page xx.
                 D: Domain spell. Domains: Destruction (smite 1/day, +4 on   Xhekk Thosss currently inhabits Akhando’s body with the
               attack, +7 on damage); Madness (–1 to Wisdom-based checks   cleric’s willing cooperation. The tsochar priest can therefore
               and Will saves, except that 1/day add +3 to a single Wisdom-  take no physical actions until it chooses to exit Akhando’s
               based check or Will save).                        body, as described under Wear Flesh (see page 122). It takes
                 Possessions: +1 breastplate, heavy steel shield, +1 heavy mace,   half damage from all damage dealt to Akhando. The tsochar
               gauntlets of ogre power.                          attempts to keep its presence a secret, but if Akhando faces a
                                                                 serious threat, the tsochar exits his body and joins the fight—a


               Xhekk Thosss: Tsochar cleric 5 of Mak Thuum Ngatha; CR 7;   horrific surprise for anyone unfortunate enough to witness
               Small aberration; HD 9d8+36; hp 77; Init +3; Spd 20 ft., climb   the scene.
               20 ft.; AC 18, touch 14, flat-footed 15; Base Atk +6; Grp +9;     Akhando seems human enough at a quick glance, although

               Atk +10 melee (1d4+3, tentacle); Full Atk +10 melee (1d4+3,   he is quite pallid, and his eyes are feverish and intense. Beneath
               4  tentacles);  Space/Reach  5  ft./10  ft.;  SA  constrict  2d4+6,   his clothing, he is horribly abnormal. Two thick, strong, green


               improved grab, poison, take spells, wear flesh; SQ damage   tentacles sprout from his hips, and the flesh of his left forearm
               reduction 5/adamantine, darkvision 60 ft., rebuke undead,   and hand is pocked with half a dozen small, gold-irised eyes
               resistance to cold 5, spell resistance 14, telepathy 100 ft.; AL   beneath thick lids. He is therefore careful to wear baggy tunics


  128
   124   125   126   127   128   129   130   131   132   133   134