Page 154 - Lords of Madness: The Book of Aberrations
P. 154
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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