Page 158 - Lords of Madness: The Book of Aberrations
P. 158

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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