Page 149 - Lords of Madness: The Book of Aberrations
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in those nearby. Any living creature within 10 feet of an eido- Skills and Feats: An eidolon loses all skill points and feats,
lon must make a successful Will saving throw (DC 10 + 1/2 except feats that improve its attacks, such as Improved Natural
the eidolon’s Hit Dice + Wis modifier) each round or become Attack, Multiattack, or Weapon Finesse.
confused for 1 round. Environment: Any.
Special Qualities: An elder eidolon loses all special quali- Organization: None.
ties of the base creature, but gains the special qualities listed Challenge Rating: As base creature +3.
below. Treasure: None.
Construct Traits: An eidolon has immunity to poison, sleep Alignment: Always neutral.
effects, paralysis, stunning, disease, death effects, necromancy Advancement: —.
Level Adjustment: —.
effects, mind-affecting spells and abilities (charms, compul-
CHAPTER 8 NEW MONSTERS sions, phantasms, patterns, and morale effects), and any effect Although the technique to build eidolons is ancient and, for
that requires a Fortitude save unless it also works on objects CONSTRUCTING AN ELDER EIDOLON
or is harmless. It is not subject to extra damage from critical
hits, nonlethal damage, ability damage, ability drain, fatigue,
all practical purposes, lost to time, rules for creating them are
exhaustion, or energy drain. It cannot heal damage, but it
could form the core of a high-level adventure.
can be repaired. It has darkvision out to 60 feet and low-light presented here. Discovering the secrets of creating eidolons
vision. The eidolon’s creator must have the Craft Construct feat.
Damage Reduction: An eidolon gains damage reduction based The eidolon’s body must be built from stone, and requires a
on the base creature’s Hit Dice: DC 25 Craft (sculpting or stonemasonry) check. Knowledge
(architecture and engineering) can be substituted for the Craft
Hit Dice Damage Reduction skill when building an eidolon. The cost of the eidolon’s body
1–3 1/adamantine depends on its size:
4–6 3/adamantine
7–10 5/adamantine
11–15 7/adamantine Size Cost
16 or more 10/adamantine Tiny 500 gp
Small 1,000 gp
Medium 2,000 gp
Fast Repair (Ex): An eidolon repairs damage to itself at a rate Large 5,000 gp
of 5 hit points per round as long as it is above 0 hit points. Huge 10,000 gp
Immunity to Magic (Ex): An eidolon is immune to any spell Gargantuan 25,000 gp
or spell-like ability that allows spell resistance. In addition, Colossal 50,000 gp
certain spells and effects function differently against the
creature, as noted below. The market price is 6,000 gp per Hit Die of the eidolon, plus
Etherealness immediately repairs damage to an eidolon equal the cost of its body. The cost to create is 3,000 gp and 240 XP
to the spell’s caster level. Dimensional anchor causes an eidolon per Hit Die, plus the cost of the body. The minimum caster
to cease functioning for 1 round (treat as if dazed). Dimensional level to create an eidolon is equal to its Hit Dice.
lock does not interfere with an eidolon’s operation, but an For example, a Gargantuan eidolon with 20 Hit Dice has a
eidolon that enters the area of a dimensional lock spell or similar market price of 145,000 gp and requires 4,800 XP to create.
effect loses the benefits of its otherworldly geometry and its The cost to create is 85,000 gp, and the caster must be at least
insanity aura. 20th level.
A transmute rock to mud spell slows an eidolon (as the slow
spell) for 2d6 rounds, with no saving throw, while transmute
mud to rock heals all of its lost hit points. GAS SPORE
A stone to flesh spell does not actually change an eidolon’s Large Plant
structure, but negates its damage reduction and immunity to Hit Dice: 10d8–30 (15 hp)
magic for 1 round. Initiative: –3
Otherworldly Geometry (Su): An eidolon’s form incorporates Speed: 5 ft. (1 square), fly 20 ft. (poor)
what should be impossible geometrics. This warping of planar Armor Class: 6 (–1 size, –3 Dex), touch 6, flat-footed 6
realities around an elder eidolon grants it a +4 deflection bonus Base Attack/Grapple: +7/+14
to its Armor Class. Attack: Slam +9 melee (1d6+4 and spores)
Saves: Recalculate an eidolon’s saving throws. The eidolon’s Full Attack: Slam +9 melee (1d6+4 and spores)
base save bonuses are Fort +1/3 Hit Dice, Ref +1/3 Hit Dice, Space/Reach: 10 ft./5 ft.
and Will +1/3 Hit Dice. Special Attacks: Death throes, infestation
Abilities: Modify the base creature’s ability scores as Special Qualities: All-around vision, beholder camouflage,
follows: Strength +8, Dexterity +4. An eidolon has no Constitu- flight, low light vision
tion or Intelligence score. Change its Wisdom score to 11, and Saves: Fort +4, Ref +0, Will +3
its Charisma score to 1. Abilities: Str 16, Dex 4, Con 4, Int —, Wis 10, Cha 1
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