Page 145 - Lords of Madness: The Book of Aberrations
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a DC 21 Will save or enter a trance, unable to attack or defend   Full Attack: 4 tendrils +20 melee (1d6+1 plus extract)
               themselves until the moaning stops.               Space/Reach: 10 ft./10 ft.
                 Fear: Anyone within a 30-foot spread must succeed on a DC   Special Attacks: Extract, improved grab, mind blast, psionics,
               21 Will save or become panicked for 2 rounds.       spells
                 Nausea: Anyone in a 30-foot cone must succeed on a DC 21   Special Qualities: Blindsight 240 ft., bud brain golem, damage
               Fortitude save or fall prone and become nauseated for 1d4+1   reduction 15/adamantine, regeneration 10, resistance to cold

               rounds.                                             10 and fire 10, spell resistance 34, telepathic awareness
                 Stupor: A single creature within 30 feet must succeed on a DC   Saves: Fort +24, Ref +11, Will +24
               21 Fortitude save or be affected as if by a hold monster spell for   Abilities: Str 13, Dex 13, Con 38, Int 28, Wis 25, Cha 26
               5 rounds. Even after a successful save, the creature must repeat
                                                                 Skills: Bluff +37, Concentration +43, Diplomacy +41, Disguise
      CHAPTER 8  NEW   MONSTERS  the save if the shadowcloak elder uses this effect again.  +8 (+10 acting in character), Intimidate +41, Knowledge
                 Spells: This shadowcloak elder is a 7th-level sorcerer. Dif-
                                                                   (arcana)  +38,  Knowledge  (history)  +38,  Knowledge  (the
                                                                   planes) +38, Listen +38, Sense Motive +36, Spellcraft +42,
               ferent shadowcloak elders might know different spells.
                 Typical Sorcerer Spells Known (6/8/8/5 per day; caster level
                                                                   Spot +36, Survival +7 (+9 on other planes)
               7th): 0—daze (DC 16), detect magic, ghost sound (DC 17), mage

               hand, ray of frost (+11 ranged touch), read magic, touch of fatigue   Feats: Alertness, Great Fortitude, Improved Initiative, Iron
                                                                   Will, Lightning Reflexes, Quicken Spell-Like Ability (charm
               (+16 melee touch; DC 16); 1st—color spray (DC 18), mage armor*,  monster), Quicken Spell-Like Ability (mass suggestion), Tough-
               magic missile, protection from good, ray of enfeeblement (+11 ranged   ness, Weapon Focus (tendril)
               touch); 2nd—minor image (DC 19), see invisibility, web (DC 18);  Environment: Underground
               3rd—haste, lightning bolt (DC 19).                Organization: Solitary
                 * Already cast.                                 Challenge Rating: 25
                 Plane Shift (Sp): 1/day, caster level 17th. A shadowcloak   Treasure: Standard
               elder can plane shift only to or from the Plane of Shadow.  Alignment: Always lawful evil
                 Save Bonus (Su): A shadowcloak elder gains a +2 luck bonus   Advancement: 27–38 HD (Large); 39–78 HD (Huge)
               on all saving throws due to its shadow creature template. This

               is already included in the save modifiers given above.  Here lies a great, fi brous mass of fused brain tissue, covered in
                 Shadow  Blend  (Su):  In  any  conditions  other  than  full   writhing tendrils. It pulsates and glows like an ember, releasing
               daylight, a shadowcloak elder can disappear into the shadows,   visible fl ares of psychic power.
               giving it total concealment. Artificial illumination, even a

               light or continual flame spell, does not negate this ability, but a   An elder brain is the ultimate stage of the mind flayer life


               daylight spell will.                              cycle. A malevolent being of godlike intellect, an elder brain

                 Shadow Shift (Su): A shadowcloak elder can manipulate   serves as the center of any mind flayer city, guiding its host

               shadows. This ability is effective only in shadowy areas and   community toward the fulfillment of its dark dreams of illithid
               has three possible effects.                       dominion.
                 Obscure Vision: The shadowcloak elder gains concealment     An elder brain spends most of its existence floating within

               (20% miss chance) for 1d4 rounds. Normally, a shadowcloak   the depths of a briny pool in a protected cavern at the heart of a
               elder uses this ability only if its shadow blend is negated.  mind flayer city. Its visible psychic energy is a side effect of the

                 Dancing Images: This effect duplicates a mirror image spell   power that allows it to remain active long after the bodily deaths

               (caster level 10th).                              of the individual mind flayers whose brains compose its form.
                 Silent Image: This effect duplicates a silent image spell (DC     An elder brain can speak telepathically with any creature
               17, caster level 10th). The save DC is Charisma-based.  within 350 feet that has a language (see Telepathic Awareness,
                 Skills: The shadowcloak elder gains a +6 racial bonus on   below).
               Move Silently checks.
                                                               COMBAT
                                                                 An elder brain uses its quickened spell-like abilities in the same
                                       ELDER BRAIN               round that it makes melee attacks with its tendrils, if possible.
               Large Aberration                                  It begins a combat against multiple foes with a mind blast.
               Hit Dice: 26d8+364 plus 3 (484 hp)                  Extract  (Ex):  An  elder  brain  that  begins  its  turn  with
               Initiative: +5                                    a  tendril  attached  to  an  opponent  and  makes  a  successful
               Speed: 10 ft. (2 squares), fly 30 ft. (good), swim 30 ft.  grapple check automatically extracts the opponent’s brain,

               (Elder brains use their base speed only when they are relocating   instantly killing that creature. This power is useless against
                 themselves to a new pool.)                      constructs, elementals, oozes, plants, and undead. Extraction
               Armor Class: 30 (–1 size, +1 Dex, +20 natural), touch 10,   is not instantly fatal to foes with multiple heads.

                 flat-footed 29                                     Improved Grab (Ex): To use this ability, an elder brain
               Base Attack/Grapple: +19/+24                      must hit a Small to Gargantuan creature with its tendril attack.
               Attack: Tendril +20 melee (1d6+1 plus extract)    If it gets a hold, it sinks the tendril into the opponent’s head
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