Page 165 - Lords of Madness: The Book of Aberrations
P. 165
Most psurlons are average psurlons. Dangerous and malevolent Feats: Combat Casting, Dodge, Improved Initiative, Multi-
when encountered as solitary hermits, hunters, or spies, they attack, Weapon Finesse
sometimes are found in small bands known as clusters. Average Environment: Warm desert
psurlons hardly consider themselves average in any way, and Organization: Solitary, pair, team (1 plus 3–6 average psur-
each member of a cluster regards itself as the rightful leader lons), cluster (1 plus 8–14 average psurlons), or strike team
and most intelligent example of its kind. They frequently plot (1 plus 3–6 average psurlons and 1 giant psurlon)
and scheme for status within the cluster, seeking the right to Challenge Rating: 8
challenge and replace the elders over them. Treasure: Standard
Psurlons are suspicious, bad-tempered, and cruel. While Alignment: Usually neutral evil
Advancement: By class
they lack the ability to enslave with the power of the mind,
CHAPTER 8 NEW MONSTERS they are certainly capable of taking slaves through threat of Level Adjustment: +6
force.
An average psurlon stands about 5 feet tall and weighs about
This bloated monstrosity has a brick-red body and a blunt, cir-
130 pounds.
cular maw for a head. Its arms and legs are tipped with vicious-
Combat looking claws. Small, dark eye-dots ring its mouth.
Although they do not relish combat, average psurlons are Average psurlons that survive long enough eventually trans-
perfectly willing to attack an enemy if they feel they possess form into elder psurlons. Elder psurlons are cluster leaders,
the advantages of position or surprise. They use invisibility to the masterminds of their kind. Experienced, resourceful, and
set up ambushes whenever possible. gifted with superior mental abilities, an elder psurlon has the
In battle, psurlons make frequent use of their telekinesis abil- respect of its lesser fellows—at least until a younger psurlon
ity, hurling their foes against nearby walls or into dangerous approaches its own transformation into an elder.
terrain, or pelting their enemies with heavy boulders if a foe An elder psurlon stands about 6 feet tall and weighs about
is too heavy to fling. Average psurlons save their dimension door 200 pounds. It is noticeably darker in color than an average
ability to escape from a battle they are in danger of losing. psurlon; its skin is a deep, brick-red color.
Average psurlons have the ability to use mage armor at will, so
the statistics above include mage armor in the psurlon’s Armor Combat
Class. Elder psurlons use much the same tactics as average psurlons
Psionics (Sp): At will—detect thoughts (DC 15), mage armor, do, but they are more likely to direct the battle from the rear
sound burst (DC 15); 3/day—hold monster (DC 18), invisibility, while their underlings bear the brunt of the fighting. They
lightning bolt (DC 16), telekinesis (DC 18); 1/day—dimension door. have a limited ability to compel and subvert their enemies’
Caster level 7th. The save DCs are Charisma-based. minds, and seek to do so early in an encounter.
Psionics (Sp): At will—detect thoughts (DC 17), mage armor,
ELDER PSURLON sound burst (DC 17), suggestion (DC 18); 3/day—dimension door,
Medium Aberration hold monster (DC 20), invisibility, telekinesis (DC 20); 1/day—chain
Hit Dice: 12d8+12 (66 hp) lightning (DC 21), dominate person (DC 20), mass suggestion (DC
Initiative: +7 21). Caster level 12th. The save DCs are Charisma-based.
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 mage armor), touch 13, flat-footed GIANT PSURLON
14 Large Aberration
Base Attack/Grapple: +9/+10 Hit Dice: 18d8+54 (135 hp)
Attack: Claw +12 melee (1d4+1) Initiative: +5
Full Attack: 2 claws +12 melee (1d4+1) and bite +10 melee Speed: 40 ft. (8 squares)
(1d6) Armor Class: 17 (–1 size, +1 Dex, +3 natural, +4 mage armor),
Space/Reach: 5 ft./5 ft. touch 10, flat-footed 16
Special Attacks: Psionics Base Attack/Grapple: +13/+23
Special Qualities: Blindsight 60 ft., damage reduction Attack: Claw +18 melee (1d8+6)
10/magic, darkvision 120 ft., immunities, spell resistance Full Attack: 2 claws +18 melee (1d8+6) and bite +16 melee
19, telepathy 250 ft. (2d6+3)
Saves: Fort +5, Ref +7, Will +11 Space/Reach: 10 ft./10 ft.
Abilities: Str 13, Dex 16, Con 12, Int 21, Wis 17, Cha 21 Special Attacks: Psionics
Skills: Bluff +20, Concentration +16 (+20 casting defensively), Special Qualities: Blindsight 60 ft., damage reduction
Diplomacy +9, Disguise +5 (+7 acting in character), Escape 15/magic, darkvision 120 ft., immunities, spell resistance
Artist +17, Heal +13, Intimidate +7, Knowledge (arcana) +15, 19, telepathy 250 ft.
Knowledge (dungeoneering) +15, Listen +13, Sense Motive Saves: Fort +11, Ref +7, Will +12
+18, Spellcraft +17, Use Rope +3 (+5 bindings) Abilities: Str 23, Dex 12, Con 16, Int 18, Wis 13, Cha 19
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