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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