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

