Page 153 - Lords of Madness: The Book of Aberrations
P. 153

This hulking, bipedal monster has a stooped frame and long,   Armor Class: The creature’s natural armor improves
               thickly muscled arms. The creature’s fl esh is translucent, almost   by 3.
               gelatinous,  and  glistens  wetly.  Its  bullet-shaped  head  has  six   Attack: A half-farspawn gains two tentacle attacks in addi-
               small, yellow eyes, and its powerful mouth is full of black teeth.   tional to any attacks the base creature could normally make.
               A pair of long, fl ailing tentacles sprouts from its shoulders.  If the base creature can use weapons, the half-farspawn can
                                                                 still do so. A half-farspawn fighting without weapons uses a

               Half-farspawn  such  as  the  gray  render  described  here  are   tentacle when making an attack action (unless it has another
               sometimes found as the guardians of places sacred to Far Realm   natural attack it prefers). When it has a weapon, it uses the
               cultists, or as allies of powerful aberrations.   weapon instead.
                                                                   Full Attack: A half-farspawn fighting without weapons uses
      CHAPTER 8  NEW   MONSTERS  Combat                          both its tentacles when making a full attack (plus any other
                                                                 natural attacks of the base creature). If armed with a weapon,
               A half-farspawn gray render is barely sentient, but it wields
                                                                 it uses the weapon as its primary attack and its tentacles as
               its terrible magical powers with crude cunning. It frequently
                                                                 secondary natural attacks (–5 on the attack roll, half Strength
               makes use of its blur, blink, or greater invisibility powers to con-
               fuse and disorient its prey. The creature is equally comfortable
               in its normal or amorphous forms, and sometimes shifts ran-  bonus on damage rolls).
                                                                   Damage: A half-farspawn’s tentacle attacks deal bludgeoning
               domly between them in the course of the same encounter.  damage as shown below.
                 A  half-farspawn’s  natural  weapons  are  treated  as  magic
               weapons for the purpose of overcoming damage reduction.  Size   Tentacle Damage  Reach with Tentacles
                 Improved Grab (Ex): To use this ability, a half-farspawn   Fine    1              0 ft.
                                                                                    1
               gray render must hit with its bite attack. It can then attempt   Diminutive   1d2   0 ft.
                                                                                                   0 ft.
                                                                  Tiny
               to start a grapple as a free action without provoking attacks of   Small   1d3      5 ft.
               opportunity.                                       Medium           1d4             5 ft.
                 Rend (Ex): A half-farspawn gray render that wins a grapple   Large   1d6          10 ft.
               check after a successful bite attack establishes a hold, latching   Huge   1d8      15 ft.
               onto the opponent’s body and tearing the flesh. This attack   Gargantuan   2d6       20 ft.

                                                                  Colossal         3d6             30 ft.
               automatically deals 2d6+10 points of damage.
                 True Strike (Su): Once per day, a half-farspawn can make
               a normal attack with a +20 insight bonus on a single attack   Special Attacks: A half-farspawn retains all the special
               roll. The half-farspawn is not affected by the miss chance that   attacks of the base creature, and gains the following special
               applies to attacks against a concealed target.    attack:
                 Spell-Like Abilities:  3/day—blur, blink; 1/day—touch of   True Strike (Su): Once per day, the creature can make a normal
               idiocy, stinking cloud (DC 13), greater invisibility. Caster level   attack with a +20 insight bonus on a single attack roll. The
               10th. The save DC is Charisma-based.              half-farspawn is not affected by the miss chance that applies
                 Change Shape (Su): As a standard action, a half-farspawn   to attacks against a concealed target.
               gray render can take the form of an amorphous, tentacled mass   Spell-Like Abilities: A half-farspawn with an Intelligence
               at will. While in this form, the creature loses its improved grab   score of 3 or higher has spell-like abilities depending on its Hit
               and rend special attacks, as well as its bite and claw natural   Dice, as indicated below. The abilities are cumulative. Unless oth-
               attacks. It gains two additional tentacle attacks, cannot be   erwise noted, an ability is usable once per day. Caster level equals
               flanked, and is not subject to extra damage from critical hits.   the creature’s Hit Dice, and the save DC is Charisma-based.

               Creatures native to the Material Plane take a –1 morale penalty
               on attack rolls against the half-farspawn gray render in its   HD     Abilities
               amorphous form.                                    1–2                blur 3/day
                                                                  3–4                touch of idiocy
              CREATING A HALF-FARSPAWN                            5–6                stinking cloud
                                                                  7–8                blink 3/day
               “Half-farspawn” is an inherited template that can be added   9–10     greater invisibility
               to any corporeal creature of the aberration, animal, dragon,   11–12   telekinesis
               elemental, giant, humanoid, magical beast, monstrous human-  13–14    ethereal jaunt 3/day
               oid, ooze, plant, or vermin type (hereafter referred to as the   15–16   scintillating pattern
                                                                  17–18              summon monster IX*
               base creature).
                                                                  19 or more         implosion
                 A half-farspawn uses all the base creature’s statistics and   *  A half-farspawn can summon only pseudonatural animals
               special abilities except as noted here.             or vermin with this ability. It can select from any celestial
                 Size and Type: The creature’s type changes to outsider. Do   or fiendish animal or vermin that could be summoned
               not recalculate Hit Dice, base attack bonus, or saves. Size is   by summon monster IX, but applies the pseudonatural
                                                                   template (see page 161) to the creature rather than the
               unchanged. Half-farspawn are normally native outsiders.  celestial or fiendish template.
  152
   148   149   150   151   152   153   154   155   156   157   158