Page 162 - Lords of Madness: The Book of Aberrations
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elementals, oozes, plants, and undead. It is not instantly fatal SAMPLE
to foes with multiple heads. PSEUDONATURAL CREATURE
Improved Grab (Ex): To use this ability, an illithid vampire This example uses a 3 HD hippogriff as the base creature.
must hit a Small, Medium, or Large creature with its tentacle
attack. It can then attempt to start a grapple as a free action Pseudonatural Hippogriff
without provoking attacks of opportunity. If it wins the Large Outsider
grapple check, it establishes a hold, attaches the tentacle to Hit Dice: 3d10+9 (25 hp)
the opponent’s head, and drains blood (see below). A vampiric Initiative: +2
illithid can grab a Huge or larger creature only if it can some- Speed: 50 ft. (10 squares), fly 100 ft. (average)
how reach the foe’s head. Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-
If an illithid vampire begins its turn with at least one tentacle footed 13
attached, it drains blood and can try to attach its remaining Base Attack/Grapple: +3/+11 MONSTERS CHAPTER 8
tentacles with a single grapple check. The opponent can escape Attack: Claw +6 melee (1d4+4) NEW
with a single successful grapple check or an Escape Artist Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
check, but the illithid vampire gets a +2 circumstance bonus Space/Reach: 10 ft./5 ft.
on the grapple check for every tentacle that was attached at Special Attacks: True strike
the beginning of the opponent’s turn. Special Qualities: Alternate form, darkvision 60 ft., low-
Mind Blast (Sp): A vampiric illithid can discharge a dev- light vision, resistance to acid and electricity 5, scent, spell
astating psionic attack in the form of a 60-foot cone. Anyone resistance 13
caught in this cone must succeed on a DC 16 Will save or be Saves: Fort +6, Ref +5, Will +2
stunned for 3d4 rounds. The save DC is Charisma-based. This Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8
ability is the equivalent of a 4th-level spell. Skills: Listen +4, Spot +8
Fast Healing (Ex): A vampiric mind flayer heals 5 points Feats: Dodge, Wingover
of damage per round as long as it has at least 1 hit point. If Environment: Any land and underground
reduced to 0 or fewer hit points, it is destroyed. Organization: Solitary
Undead Traits: An illithid vampire is immune to mind- Challenge Rating: 2
affecting spells and abilities, poison, sleep effects, paralysis, Treasure: None Illus. by D. Crabapple
stunning, disease, death effects, and any effect that requires Alignment: Always neutral
a Fortitude save unless it also works on objects or is harmless. Advancement: 4–6 HD (Large); 7–9 HD (Huge)
It is not subject to extra damage from critical hits, nonlethal Level Adjustment: —
damage, ability damage to its physical ability scores, ability
drain, energy drain, fatigue, exhaustion, or death from
massive damage. It cannot be raised, and resurrection
works only if it is willing. It has darkvision out to
60 feet.
PSEUDONATURAL
CREATURE
Past the timeless eons that lie
between the stars, pseudonatural
creatures dwell beyond the planes
as we know them, nestled in far
realms of insanity. When summoned
to the Material Plane, they often take
on the form and abilities of familiar
creatures, though they are more
gruesome in appearance than their
earthly counterparts. Alternatively,
they might appear in a manner more consis-
tent with their origins, manifesting as
masses of writhing tentacles or other
even more terrible-looking forms.
Pseudonatural hippogriff
161

