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
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