Page 143 - Lords of Madness: The Book of Aberrations
P. 143
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)
142

