Page 143 - Lords of Madness: The Book of Aberrations
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Cildabrins are subterranean hunters that prefer temperate or
                                                                                                        Cildabrin
               warm underground regions. Incapable of spinning normal
               webs, cildabrins roam their territory like great wolves, look-
               ing for any prey they can catch and tear to shreds with their
               powerful pincers. Once they catch their food, it is poisoned
               into submission or killed. The cildabrin then retreats to its
               lair—a warm, dark cave—to eat at its leisure. It devours its
               prey like a scorpion rather than a spider; its pincers tear
               off shreds of flesh small enough for the creature to chew

      CHAPTER 8  NEW   MONSTERS  with its mandibles. A cildabrin has no interest in any gear
               or valuables its prey carries, beyond the possibility that
               scattering such items around its territory might attract
               more prey.
                 Sages speculate that cildabrins might be a created
               race,  not  one  that  evolved  naturally.  Those  who
               espouse this theory point to the aberration’s
               remarkable similarities to two other natural
               kinds  of  arachnid  creatures:  hunting
               spiders (such as tarantulas) and scorpi-
               ons. Cildabrins seem incapable of true
               speech  but  can  communicate  with
               other  arachnids.  They  are  sentient;
               they merely lack the means to vocalize
               sounds.
           Illus. by S. Ellis    When  roaming  underground,  cildabrins
               sometimes stray perilously close to dungeons,
               sewers, crypts, and other subterranean elements
               of civilization. Despite legends to the contrary, it does
               not seem that cildabrins are tools of the drow. The dark elves
               fear these terrible beasts at least as much as other humanoids
               do. In fact, some religious sects among the drow consider the
               appearance of a cildabrin to be a dire omen. For their own part,     A cildabrin might choose to grapple with one pincer only

               these aberrations seem to prefer dwarf flesh above all else.  (grapple  bonus  +3),  especially  against  Small  opponents  or
                                                                 opponents that have been weakened by its poison. This tactic
              COMBAT                                             leaves the monster free to move or use its other attacks against
               As a solitary hunter, a cildabrin prefers to stalk its prey. It   different opponents.
               slowly closes the distance to the quarry after using its spell-like   Poison (Ex): Injury, Fortitude DC 20, initial and secondary
               silence ability, and then leaps to the attack. If hunting a lone   damage 1d6 Str. The save DC is Constitution-based.
               figure or a small group, a cildabrin remains in melee, trying   Spell-Like Abilities: 3/day—darkness, silence (DC 16), spike

               to kill or incapacitate as many targets as possible. If engaging   stones (DC 16). Caster level 11th. The save DCs are Charisma-
               a large or powerful group of prey, a cildabrin uses its Spring   based.
               Attack feat to snatch up one or two targets, tries to trap any   Skills: Cildabrins have a +8 racial bonus on Climb checks
               remaining foes in its spike stones, casts darkness to cover its   and  a  +4  racial  bonus  on  Spot  checks.  A  cildabrin  can
               escape, and then flees to kill and consume its prey later in   always choose to take 10 on Climb checks, even if rushed

               safety. Its long claws and segmented, scorpionlike tail give it   or threatened.
               exceptional reach in combat.
                 Constrict (Ex): A cildabrin deals an extra 1d6+10 points of                  CLOAKER,
               damage with a successful grapple check.
                 Improved Grab (Ex): To use this ability, a cildabrin must   SHADOWCLOAK ELDER
               successfully attack with a pincer. It can then attempt to start   Advanced 7th-level Shadow Cloaker Sorcerer
               a grapple as a free action without provoking attacks of oppor-  Huge Aberration (Extraplanar)
               tunity. If it wins the grapple check, the cildabrin establishes   Hit Dice: 10d8+70 plus 7d4+49 (181 hp)
               a hold and deals constrict damage. Cildabrins gain a +4 racial   Initiative: +7

               bonus on grapple checks.                          Speed: 15 ft. (3 squares), fly 60 ft. (average)
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