Page 158 - Lords of Madness: The Book of Aberrations
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escape peril. Victims of multiple screeches must save against Feats: Alertness, Combat Casting, Craft Wondrous Item,
each screech separately; success against one does not provide Improved Initiative, Spell Penetration, Weapon Finesse,
immunity to the next. Weapon Focus (tentacle)
Skills: Saltors have a +4 racial bonus on Jump and Spot Environment: Underground
checks, and a +8 racial bonus on Climb checks. Saltors can Organization: Solitary
always choose to take 10 on Climb checks, even if rushed or Challenge Rating: 18
threatened. Saltors use their Dexterity modifier instead of Treasure: Standard plus possessions (see below)
their Strength modifier for Climb and Jump checks. Alignment: Lawful evil
Advancement: By character class
MIND FLAYER, Level Adjustment: +11
ALHOON Alhoon This creature possesses the thin, spidery build and
Mind Flayer Lich 12th-Level squirming face-tentacles of a mind fl ayer, but its fl esh MONSTERS NEW CHAPTER 8
Sorcerer is dry and cracked, and its pale, white eyes emit an
Medium Undead (Augmented abyssal red glow.
Aberration)
Hit Dice: 20d12 (130 hp) Alhoons, or illithiliches as they are sometimes
Initiative: +10 known, still seek out brains, even
Speed: 30 ft. (6 squares) though they no longer need
Armor Class: 29 (+6 Dex, +5 natu- them for sustenance.
ral, +4 mage armor, +4 deflection),
touch 20, flat-footed 23 COMBAT
Base Attack/Grapple: +12/+12 An alhoon is a horrendously for-
Attack: Tentacle +19 melee (1d4 midable foe. It uses spells such as
plus 1d8+5 negative energy); or greater invisibility, stoneskin,
touch +18 melee touch (1d8+5 resist energy, mage armor,
negative energy plus paralysis); haste, and see invisibility to Illus. by W. Reynolds
or spell +18 ranged touch protect itself and improve
Full Attack: 1 tentacle +19 melee its odds in battle.
(1d4 plus 1d8+5 negative energy) An alhoon’s nat-
and 3 tentacles +19 melee (1d4); ural weapons are
or touch +18 melee touch (1d8+5 treated as magic
negative energy plus paralysis); weapons for the
or spell +18 ranged touch purpose of over-
Space/Reach: 5 ft./5 ft. coming damage
Special Attacks: Extract, fear reduction.
aura, improved grab, mind blast, Extract (Ex):
negative energy touch, paralyz- An alhoon that begins its
ing touch, psionics turn with all four tenta-
Special Qualities: Damage reduc- cles attached and that
tion 15/bludgeoning and magic, makes a success-
darkvision 60 ft., immunity to ful grapple
cold, immunity to electricity, check auto-
immunity to mind-affecting matically
spells and abilities, immunity to polymorph, spell resistance extracts the opponent’s brain, instantly killing that creature.
37, telepathy 100 ft., turn resistance +4, undead traits This power is useless against constructs, elementals, oozes,
Saves: Fort +10, Ref +16, Will +23 plants, and undead. It is not instantly fatal to foes with mul-
Abilities: Str 10, Dex 22, Con —, Int 22, Wis 21, Cha 26 tiple heads.
Skills: Bluff +16, Concentration +28 (+32 casting defensively), Fear Aura (Su): Like all liches, an alhoon is surrounded by
Craft (alchemy) +17, Diplomacy +20, Disguise +8 (+10 a dreadful aura of death and evil. Creatures of fewer than 5 Hit
acting in character), Hide +22, Intimidate +18, Knowledge Dice in a 60-foot radius that look at an alhoon must succeed
(arcana) +26, Knowledge (dungeoneering) +18, Knowledge on a DC 22 Will save or be affected as though by a fear spell
(the planes) +14, Listen +29, Move Silently +22, Search +20, (caster level 12th). The save DC is Charisma-based. A creature
Sense Motive +21, Spellcraft +20, Spot +29, Survival +5 (+7 that successfully saves cannot be affected again by the same
other planes) alhoon’s aura for 24 hours.
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