Page 155 - Lords of Madness: The Book of Aberrations
P. 155

This powerful quadruped vaguely resembles a huge dog or bear.   Pounce (Ex): If a hound of the gloom charges a foe, it can
               Its massive, hairless body ripples with extraordinary musculature.   make a full attack, including two tentacle attacks.
               Its hide is sleek and milky-white in color, and bony plates cover   Skills: Hounds of the gloom have a +4 racial bonus on Listen
               its head and protect its eyes. Long tentacles ring the head like a   and Spot checks. They have a +8 racial bonus on Climb checks
               lion’s mane. Two of the tentacles, longer than the others, end in   and can always choose to take 10 on Climb checks, even if
               oddly humanlike hands.                            rushed or threatened.

               Hounds of the gloom remain a mystery. No records of appear-
                                                                                           ILLITHIDAE
               ances by such creatures go back farther than ten years. Since   Creatures that originated in the same alien and hostile world
               then,  sightings  have  become  more  numerous  each  year.
      CHAPTER 8  NEW   MONSTERS  Fortunately, the beasts are still rare in most regions.  as the mind flayers, the illithidae are an order of creatures

                                                                 that are related to mind flayers in much the same way that

                 Sages speculate that the creatures might be distant relatives
                                                                 terrestrial animals such as wolves, bears, or apes share some
               of  displacer  beasts  that  lived  deep  underground,  and  only
                                                                 kinship with humans. Several of the more common examples
               within the last decade moved close enough to the surface to
               encounter civilized races or even the subterranean-dwelling
               dwarves. Whether a desire for fresh hunting grounds or simply   of these creatures are presented below. They inhabit under-
                                                                 ground areas where illithid lairs or cities can be found. It’s
               an opportunity to indulge their base curiosity resulted in the   unknown whether these beasts are simply attracted to the
               hounds moving toward the surface of the world, they seem   regions where mind flayers live or are deliberately domesticated

               here to stay.                                     by illithids.

                 Hounds are aggressive and fierce, but they are not dumb ani-
               mals. When hunting, a hound makes use of terrain to gain any  EMBRAC
               possible advantage. They are normally solitary, but mated pairs   Large Aberration
               have been encountered. These work together to kill or drive   Hit Dice: 11d8+22 (71 hp)
               off any threats to their young. Despite the danger presented   Initiative: –1
               by such fearsome parents, some of the more evil subterranean   Speed: 20 ft. (4 squares)
               races have taken up the practice of capturing young hounds to   Armor Class: 15 (–1 size, –1 Dex, +7 natural), touch 8, flat-

               raise and train. Specifically, the neogi, the drow, the grell, and   footed 15


               the mind flayers all see a use in the powerful beasts. If a pup is   Base Attack/Grapple: +8/+16
               taken young enough, it accepts its new world easily, especially   Attack: Tentacle +11 melee (2d4+4 plus poison)

               if it’s well fed and allowed to fight. Some underground races   Full Attack: 4 tentacles +11 melee (2d4+4 plus poison) and

               have also trained hounds as gladiatorial beasts to fight and die   bite +9 melee (2d6+2)
               in arenas.                                        Space/Reach: 10 ft./10 ft.
                 An average hound of the gloom weighs about 1,000 pounds.   Special Attacks: Constrict 2d4+6, improved grab, poison,
               Hounds  understand  Undercommon  but  do  not  speak  any   psionics
               humanoid language (although they can converse with each   Special Qualities: Darkvision 60 ft.
               other in their own language).                     Saves: Fort +7, Ref +2, Will +10
                                                                 Abilities: Str 18, Dex 8, Con 15, Int 4, Wis 13, Cha 9
              COMBAT                                             Skills: Hide +2 (+6 underground), Spot +8
               Hounds ambush victims by leaping directly into melee. They   Feats: Great Fortitude, Iron Will, Multiattack, Power Attack
               use their natural climbing ability to reach a point above their   Environment: Underground
               target, then leap down in a deadly pounce from above. The crea-  Organization: Solitary or pair
               tures attack with bite, foreclaws, and the two larger tentacles   Challenge Rating: 7
               surrounding their heads, which are much longer than the   Treasure: 50% normal
               others. These two tentacles have a reach of 10 feet and end in   Alignment: Often neutral
               five-fingered hands that look almost identical to human hands,   Advancement: 12–16 HD (Large); 17–33 HD (Huge)


               except they have strong, sharp claws instead of nails.  Level Adjustment: —
                 Once engaged, a hound uses its bite and claw attacks against
               a single foe. A target that withstands several blows or one that   This hulking creature’s body resembles a big sack. Its slimy skin is
               deals the hound a significant amount of damage is the target   blotched with black, gray, white, and a dull red. It has stout limbs

               of the hound’s poisoned hands.                    that are clawed at the ends, and its large, lumpy head bears a
                 Improved Grab (Ex): To use this ability, the hound must   saw-edged beak. Eight tentacles are arrayed more or less evenly
               hit with a tentacle attack. It can then attempt to start a grapple   across its wrinkled body. Each tentacle is as thick as a man’s thigh
               as a free action without provoking attacks of opportunity.  at its base and tapers down to three fi ngerlike appendages at the
                 Poison (Ex): Injury, Fortitude DC 23, initial and secondary   end. The tentacles also have numerous suckers and bony hooks
               damage 1d8 Dex. The save DC is Constitution-based.  on their undersides.
  154
   150   151   152   153   154   155   156   157   158   159   160