Page 159 - Lords of Madness: The Book of Aberrations
P. 159

Improved Grab (Ex): To use this ability, an alhoon must hit   message, read magic; 1st—chill touch (+18 melee touch; DC 19),
               a Small, Medium, or Large creature with its tentacle attack. It   mage armor*, magic missile, ray of enfeeblement (+18 ranged touch),
               can then attempt to grapple as a free action without provoking   shocking grasp (+18 melee touch); 2nd—command undead (DC 20),
               attacks of opportunity. If it wins the grapple check, it establishes   minor image (DC 20), resist energy, see invisibility, touch of idiocy (+18
               a hold and attaches the tentacle to the opponent’s head.  melee touch); 3rd—fly, haste, lightning bolt (DC 21), nondetection;

                 If  an  alhoon  begins  its  turn  with  at  least  one  tentacle   4th—dimension  door,  Evard’s  black  tentacles,  greater  invisibility;
               attached, it can attach its remaining tentacles with a single   5th—cone of cold (DC 23), teleport; 6th—globe of invulnerability.
               grapple check. The opponent can escape with a single success-    *Already cast.
               ful grapple check or an Escape Artist check, but the alhoon   evasion, cloak of resistance +4, wand of scorching ray, green ioun
                                                                   Possessions: gloves of Dexterity +4, ring of protection +4, ring of
               gets a +2 circumstance bonus on the check for every tentacle
      CHAPTER 8  NEW   MONSTERS  that was attached at the beginning of the opponent’s turn.  stone, lavender ioun stone.
                 Mind Blast (Sp): An alhoon can discharge a devastating
               psionic attack in the form of a cone 60 feet long. Anyone caught  CREATING AN ALHOON
               in this cone must succeed on a DC 22 Will save or be stunned
                                                                 An alhoon conforms to all the normal rules for adding the lich
               for 3d4 rounds. The save DC is Charisma-based. This ability is
                                                                   Size  and  Type:  The  creature’s  type  changes  to  undead
               the equivalent of a 4th-level spell.              template to a humanoid, except as noted below.
                 Negative Energy Touch (Su): An alhoon has a melee touch   (augmented aberration). Do not recalculate base attack bonus,
               attack that uses negative energy to deal 1d8+5 points of damage   saves, or skill points. Size is unchanged.
               to living creatures; a Will save (DC 28) halves the damage. An     Armor Class: An alhoon’s natural armor bonus improves
               alhoon can use this in place of its tentacle attacks (in which   from +3 to +5.
               case the negative energy touch is a melee touch attack), or
               instead make a normal tentacle attack and add the negative
               energy damage (in which case it is a melee attack, not a melee   MIND FLAYER, ULITHARID
               touch attack).                                    Large Aberration
                 A creature struck by the negative energy touch when used   Hit Dice: 12d8+36 (90 hp)
               as a melee touch attack is also subject to an alhoon’s paralyzing   Initiative: +6
               touch (see below).                                Speed: 30 ft. (6 squares)
                 Paralyzing  Touch  (Su):  Any  living  creature  hit  by  an   Armor Class: 20 (–1 size, +2 Dex, +5 natural, +4 mage armor),
               alhoon’s touch attack must succeed on a DC 28 Fortitude save   touch 11, flat-footed 18

               or be permanently paralyzed. Remove paralysis or any spell that   Base Attack/Grapple: +9/+16
               can remove a curse can free the victim (see the bestow curse  Attack: Long tentacle +11 melee (1d8+3)
               spell description, page 203 of the Player’s Handbook). The effect   Full Attack: 2 long tentacles +11 melee (1d8+3) and 4 short
               cannot be dispelled. Anyone paralyzed by an alhoon seems   tentacles +11 melee (1d8+3)
               dead, though a DC 20 Spot check or a DC 15 Heal check reveals   Space/Reach: 10 ft./5 ft. (10 ft. with 2 long tentacles)
               that the victim is still alive. The save DC is Charisma-based.  Special Attacks: Extract, improved grab, mind blast, psionics
                 Psionics  (Sp):  At  will—charm  monster  (DC  22),  detect   Special Qualities: Spell resistance 27, telepathy 200 ft.
               thoughts (DC 20), levitate, plane shift, suggestion (DC 21). Effec-  Saves: Fort +7, Ref +6, Will +13
               tive caster level 8th. The save DCs are Charisma-based. If you   Abilities: Str 16, Dex 14, Con 16, Int 21, Wis 17, Cha 21
               are using the Expanded Psionics Handbook, the alhoon has the   Skills: Bluff +15, Concentration +18 (+22 casting defensively),
               same psionic ability as a normal psionic mind flayer (see page   Diplomacy +14, Disguise +5 (+7 acting in character), Hide +8,

               204, Expanded Psionic Handbook).                    Intimidate +17, Knowledge (any) +15, Knowledge (any) +15,
                 Undead Traits: An alhoon is immune to mind-affecting   Listen +8, Move Silently +12, Sense Motive +8, Spot +18
               spells and abilities, poison, sleep effects, paralysis, stunning,   Feats: Combat Casting, Improved Initiative, Improved Natural
               disease, death effects, and any effect that requires a Fortitude   Attack, Iron Will, Spell Penetration
               save unless it also works on objects or is harmless. It is not   Environment: Underground
               subject to extra damage from critical hits, nonlethal damage,   Organization: Solitary or court (1 ulitharid, 3–5 mind flayers,

               ability damage to its physical ability scores, ability drain, energy   and 6–10 grimlocks)
               drain, fatigue, exhaustion, or death from massive damage. It   Challenge Rating: 12
               cannot be raised, and resurrection works only if it is willing. It   Treasure: Double standard
               has darkvision out to 60 feet.                    Alignment: Usually lawful evil
                 Skills: Like other liches, alhoons have a +8 racial bonus on   Advancement: By character class
               Hide, Listen, Move Silently, Search, Sense Motive, and Spot   Level Adjustment: +9
               checks.
                 Typical Sorcerer Spells Known: (6/8/8/8/8/6/4 per day; caster   Sinister and regal, this towering humanoid-shaped being stands
               level 12th): 0—arcane mark, daze (DC 18), detect magic, disrupt   almost 9 feet tall. Its fl esh is rubbery and mauve in color, glisten-

  158          undead (+18 ranged touch), flare (DC 18), ghost sound (DC 18), light,   ing with slime. It wears ornate robes that sweep the ground. Its
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