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.
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