Page 152 - Lords of Madness: The Book of Aberrations
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use its blood drain ability. A swallowed creature can cut its way   Realm as an honored emissary, most others loathe and detest

          out by dealing 5 points of damage to the gibbering mouther   half-farspawn. They might find refuge in the alien dimen-
          (AC 19). Once the creature exits, muscular action closes the   sions from which their farspawn progenitor came, but in the
          hole; another swallowed opponent must cut its own way out.   Material Plane, they are viewed as madness incarnate. Only
          A gibbering mouther’s body can hold 1 Medium, 2 Small, 8   alienists and insane cultists regard half-farspawn as allies and
          Tiny, 32 Diminutive, or 128 Fine creatures.       knowingly aid them.
            Amorphous (Ex): A gibbering mouther is not subject to

          extra damage from critical hits. It cannot be flanked.  SAMPLE HALF-FARSPAWN
            Skills: Thanks to their multiple eyes, gibbering mouthers   Half-Farspawn Gray Render
          have a +4 racial bonus on Spot checks. A gibbering mouther   Large Outsider (Native)
          has a +8 racial bonus on any Swim check to perform some                 Hit Dice: 10d10+100 (155 hp)
          special action or avoid a hazard. It always can choose to take           Initiative: +1              MONSTERS  CHAPTER 8
          10 on a Swim check, even if distracted or                                 Speed: 30 ft. (6 squares)    NEW
          endangered. It can use the run action                                      Armor Class: 23 (–1 size,
          while  swimming,  provided  it                                             +1 Dex, +13 natural), touch
          swims in a straight line.                                                 10, flat-footed 22

            Note:  The  gibbering                                                  Ba se Attack/Grapple: +10/

          mouther  first  appeared  in                                                +21
          the Monster Manual. This                                                   At tack:  Bite  +16  melee
          version  incorporates  er-                                                   (2d6+7);  in  amorphous
          rata  to  that  creature  and                                                form, tentacle +16 melee
          should be considered the of-                                                 (1d6+7)

          ficial version.                                                               Full  Attack:  Bite  +16
                                                                                      melee (2d6+7) and 2 claws
                                                                                     +11 melee (1d6+3) and 2 ten-
                    HALF-                                                           tacles  +11  melee  (1d6+3);  in
             FARSPAWN                                                               amorphous form, 4 tentacles   Illus. by S. Ellis

          Much as fiends produce ter-                                                +16 melee (1d6+7)
          rible mortal progeny, certain                                             Space/Reach: 10 ft./10 ft.
          entities  of  the  Far  Realm                                             Special Attacks: Improved
          occasionally  venture  to                                                grab,  rend  2d6+10,  spell-
          the  Material  Plane  to                                                 like  abilities,  true  strike;  in
          procreate. Sometimes the                                                  amorphous  form,  spell-like
          mortal  parent  is  will-                                                 abilities, true strike
          ing, a fanatical cultist or                                              Special Qualities: Blindsight
          creature so debased in evil                                              60  ft.,  change  shape,  damage
          that  he  or  she  deliberately                                        reduction  5/magic,  darkvision
          invites  the  union.  Other  times,                                    60 ft., immunity to poison, low-
          the Far Realm being visits its horrible    Half-farspawn               light  vision,  resistance  to  acid
          taint on whatever mortal creature best suits   gray render     10, resistance to electricity 10, scent, spell
          its abhorrent purpose. In any event, the half-farspawn is a   resistance 20; in amorphous form, also can’t be flanked and

          creature in which the fantastically abnormal is cloaked in a   not subject to extra damage from critical hits

          guise of mundane flesh and blood.                  Saves: Fort +17, Ref +8, Will +6
            Half-farspawn are horrible in appearance. By the capri-  Abilities: Str 25, Dex 12, Con 30, Int 3, Wis 16, Cha 10
          ciousness  of  fate  and  heritage,  they  might  appear  largely   Skills:  Concentration  +15,  Hide  +10,  Jump  +12,  Spot  +16,
          normal,  strongly  favoring  the  mortal  parent,  but  always   Survival +9
          prominently bear abnormal features: extra limbs, writhing   Feats: Cleave, Improved Bull Rush, Power Attack, Track

          cilia,  tentacles,  translucent  flesh,  variable  coloration,  or   Environment: Temperate marshes
          slavering maws or alien eyes embedded in otherwise normal   Organization: Solitary

          flesh. With heavy clothing, a humanoid half-farspawn might   Challenge Rating: 10
          conceal its true nature for a time, but anyone viewing the   Treasure: None
          half-farspawn without its coverings could not possibly miss   Alignment: Always chaotic evil
          its differences.                                  Advancement: 11–15 HD (Large); 16–30 HD (Huge)
            Half-farspawn are shunned by most other creatures. While   Level Adjustment: —
          some aberrations regard a creature descended from the Far
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