Page 154 - Lords of Madness: The Book of Aberrations
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Special Qualities: A half-farspawn has all the special quali-
          ties of the base creature, plus the following special qualities:  HOUND OF THE GLOOM
            — Blindsight out to 60 feet.                    Large Aberration
            — Immunity to poison.                           Hit Dice: 12d8+84 (156 hp)
            — Resistance to acid 10 and electricity 10.     Initiative: +2
            — Damage reduction 5/magic (if HD 11 or less) or 10/magic   Speed: 40 ft. (8 squares), climb 20 ft.
          (if HD 12 or more).                               Armor  Class:  24  (–1  size,  +2  Dex,  +13  natural),  touch  11,
            — A half-farspawn’s natural weapons are treated as magic   flat-footed 22

          weapons for the purpose of overcoming damage reduction.  Base Attack/Grapple: +9/+19
            — Spell resistance equal to Hit Dice + 10 (up to a maximum   Attack: Bite +14 melee (2d6+6) or tentacle rake +14 melee
          of 25).                                            (1d6+6 plus poison)
            Change  Shape  (Su):  As  a  standard  action,  a  half-farspawn   Full Attack: Bite +14 melee (2d6+6) and 2 claws +12 melee
          can take the form of a grotesque, tentacled mass. This ability   (1d6+3) and 2 tentacle rakes +12 melee (1d6+3 plus poison)  MONSTERS  NEW   CHAPTER 8
          functions as described for the change shape ability (see page   Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
          306 of the Monster Manual), except as follows:    Special Attacks: Improved grab, poison, pounce
            — The creature’s movement modes do not change.  Special Qualities: Darkvision 60 ft., scent
            — The creature retains the tentacle attacks granted by this   Saves: Fort +13, Ref +6, Will +11
          template (see Attack, above) and gains two additional tentacle   Abilities: Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10
          attacks when making a full attack.                Skills: Balance +6, Climb +18, Jump +18, Listen +12, Move

            — The creature becomes amorphous. It cannot be flanked,   Silently +6, Spot +12

          and is not subject to extra damage from critical hits.  Feats: Cleave, Combat Reflexes, Great Fortitude, Multiattack,
            — Creatures native to the Material Plane take a –1 morale   Power Attack
          penalty on attack rolls against a half-farspawn in its amorphous   Environment: Underground
          form.                                             Organization: Solitary
            Abilities: Increase from the base creature as follows: Str   Challenge Rating: 9
          +2, Dex +2, Con +6, Wis +4, Cha +2.               Treasure: None
            Skills: A half-farspawn gains skill points as an outsider and   Alignment: Usually neutral evil   Illus. by S. Ellis

          has skill points equal to (8 + Int modifier) × (HD + 3). Do not   Advancement: 13–14 HD (Large); 15–36 HD (Huge)
          include Hit Dice from class levels in this calculation—the half-  Level Adjustment: —
          farspawn gains outsider skill points only for its racial Hit
          Dice, and gains the normal amount                                            Hound of the gloom
          of skill points for its class levels.
          Treat skills from the base creature’s
          entry as class skills, and other skills as
          cross-class skills.
            Challenge Rating: HD 4
          or less, as base creature +1;
          HD 5 to 10, as base creature
          +2; HD 11 or more, as base
          creature +3.
            Alignment: Always chaotic
          evil.
            Level Adjustment: +4.
        HALF-FARSPAWN
        CHARACTERS
          Humanoid  half-farspawn  often
          have a character class, prefer-

          ring cleric, fighter, or sorcerer.
          Half-farspawn clerics are devo-
          tees  of  terrible  deities  such  as
          Tharizdun or Mak Thuum Ngatha,
          or  simply  choose  to  venerate
          cosmic forces such as destruc-
          tion and madness.
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