Page 152 - Lords of Madness: The Book of Aberrations
P. 152
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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