Page 147 - Lords of Madness: The Book of Aberrations
P. 147
Regeneration (Ex): An elder brain takes normal damage manoids that enter this room” or “Patrol the perimeter of this
from sonic- and acid-based attacks. building.” Often, the focus of an eidolon’s task has long since
Telepathic Awareness (Su): Within a radius of 350 feet, the crumbled away, yet the construct continues to guard or patrol
elder brain detects all creatures whose minds are not shielded for eons after the location itself has gone to dust.
with an effect such as mind blank, even through solid rock. Damaged eidolons repair themselves quickly, or can be
Within this same range, it can communicate with any creature repaired in an appropriate workshop or laboratory. The person
that has a language. performing the repairs must have the Craft Construct feat or
10 ranks in Knowledge (architecture and engineering), and
ELDER BRAIN SOCIETY must spend 50 gp and 1 hour per hit point restored.
An elder brain is the physical and spiritual center of its illithid
CHAPTER 8 NEW MONSTERS community. It serves as a living repository of the community’s SAMPLE ELDER EIDOLON
Elder Eidolon Kraken
technology, history, and psionic expertise, as well as its advisor
Gargantuan Construct
(or more often, as its de facto leader).
Hit Dice: 20d10+60 (170 hp)
It is the right and obligation of every illithid to merge
with the elder brain when its natural life span nears its end.
Speed: Swim 20 ft.
Though most illithids hope otherwise, their sacrifice is com- Initiative: +0
plete—their egos are subsumed, and their gray matter serves Armor Class: 28 (–4 size, +18 natural, +4 deflection), touch
only to revitalize the elder brain. 10, flat-footed 28
An elder brain preys upon the thousands of illithid tadpoles Base Attack/Grapple: +15/+43
that share its briny pool. The tadpoles that survive are deemed Attack: Tentacle +27 melee (2d8+16/19–20)
strong enough to be used to create true illithids. Full Attack: 2 tentacles +27 melee (2d8+16/19–20) and 6 arms
+ 22 melee (1d6+8) and bite +22 melee (4d6+8)
Space/Reach: 20 ft. (9 squares)/15 ft. (60 ft. with tentacle, 30
ELDER EIDOLON Special Attacks: Constrict 2d8+24 or 1d6+24, improved grab,
ft. with arm)
Illus. by M. Phillippi has existed for eons. It was an old practice when the humanoid Special Qualities: Construct traits, damage reduction 10/ada-
The art of crafting magical constructs to serve as guardians
insanity aura
races took their first tentative steps toward the mastery of
magic, and today, most constructs that exist are based on the
mantine, darkvision 60 ft., fast repair 5, immunity to magic,
low-light vision, otherworldly geometry
humanoid form. Yet constructs from previous epochs still exist
in the darkest, most secluded regions of the world. Known
collectively as elder eidolons, these ageless creatures guard Saves: Fort +6, Ref +6, Will +6
Abilities: Str 42, Dex 11, Con —, Int —, Wis 11, Cha 1
sites that have long since been abandoned, the races that built Skills: —
them having faded into obscurity. Eidolons are all that remain Feats: Improved Critical (tentacle)
of these ancient races, and from their form one can surmise Environment: Any
that the world is better off without them. Organization: None
An elder eidolon is built of ancient rock, basalt, porphyry, Challenge Rating: 15
obsidian, or other igneous stone. Its surface is covered with Treasure: None
ancient runes or glyphs from forgotten, dead languages. While Alignment: Always neutral
the features of an eidolon might appear somewhat eroded or Advancement: —
timeworn, the creatures remain quite sturdy and Level Adjustment: —
dangerous. Eidolons are mindless, and do only
what they are ordered to do by their cre-
ators. The process for creating eidolons
has long since passed into antiquity,
so eidolons that still exist are without
masters. They contin-
ue to perform their
prior tasks, relent-
less and eternal in
their obedience.
These instruc-
tions must be
simple, such as
“Remain here
and attack any hu-
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