Page 171 - Lords of Madness: The Book of Aberrations
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critical hits or flanking. A swarm composed of Fine creatures

               is immune to all weapon damage.                                              UROPHION
                 Reducing a swarm to 0 hit points or fewer causes the swarm   Large Aberration
               to break up, though damage taken until that point does not   Hit Dice: 12d8 +36 (90 hp)
               degrade its ability to attack or resist attack. Swarms are never   Initiative: +5
               staggered or reduced to a dying state by damage. Also, they   Speed: 10 ft. (2 squares)
               cannot be tripped, grappled, or bull rushed, and they cannot   Armor  Class:  24  (–1  size,  +1  Dex,  +14  natural),  touch  10,
               grapple another.                                    flat-footed 23

                 A  swarm  is  immune  to  any  spell  or   Urophion  Base Attack/Grapple: +9/+17
               effect that targets a specific number of

                                                                 Attack:  Strand  +9  ranged  touch  (drag)  or  bite  +12  melee
      CHAPTER 8  NEW   MONSTERS  creatures  (including  single-target   Full Attack: 6 strands +9 ranged touch (drag) and bite +12
                                                                   (2d6+6)
               spells such as disintegrate), with the
                                                                   melee (2d6+6)
               exception  of  mind-affecting  spells
                                                                       Space/Reach: 10 ft./10 ft. (50 ft. with strand)
               and  abilities  if  the  swarm  has  an
               intelligence score and a hive mind.
               A swarm takes half again as much                           Special  Attacks:  Drag,  extraction,  mind  blast,
                                                                            psionics, strands, weakness
               damage  (+50%)  from  spells  or                              Sp ecial Qualities: Darkvision 60 ft., immu-
               effects that affect an area, such                               nity to electricity, low-light vision, resistance
               as splash weapons and many                                      to cold 10, spell resistance 30, telepathy 100

               evocation spells.                                                ft., vulnerability to fire
                 Swarms  made  up  of  Di-                                        Saves: Fort +9, Ref +5, Will +13
               minutive  or  Fine  creatures                                          Abilities: Str 19, Dex 13, Con 16,
               are susceptible to high winds                                            Int 17, Wis 16, Cha 15
               such  as  that  cre-                                                      Skills:  Climb  +14,  Concen-
           Illus. by W. Reynolds  of wind spell.                                           geoneering) +8, Listen +20,
                                                                                          tration  +18  (+22  casting
               ated by a gust
                                                                                           defensively),  Hide  +12
               For  the
                                                                                             (+20  in  stony  or  icy
               purpose
                                                                                             areas), Knowledge (dun-
               of  deter-
               mining  the
                                                                                          Spot +20
               effect  of  wind  on                                                           Fe ats: Alertness, Combat
               a swarm, treat                                                                      Casting,  Great
               the swarm                                                                             For titude,
               as  a  crea-                                                                          I m p r o ve d
               ture  of  the                                                                        Initiative, Iron
               same  size  as                                                                    Will
               its  constituent  crea-                                                     Environment:  Under-
               tures.  Wind   effects  deal                                                  ground
               1d6 points of nonlethal damage                                                 Organization:  Soli-
               to a swarm per spell level (or Hit Die of the                     tary, pair, or cluster (3–6)
               originating creature, in the case of effects such as an air      Ch allenge Rating: 13
               elemental’s whirlwind).                           Tr easure: No coins; 50% goods (stone only); no items
                 A  swarm  rendered  unconscious  by  means  of  nonlethal   Alignment: Usually lawful evil
               damage becomes disorganized and dispersed, and does not   Advancement: 13–24 HD (Large); 25–36 HD (Huge)
               re-form until its hit points exceed its nonlethal damage.  Level Adjustment: —
              SILTHILAR CHARACTERS                               This creature strongly resembles a natural stalagmite almost 10
               Many silthilar gain class levels (often as wizards). A silthilar   feet tall. A single red eye glares above a huge maw fi lled with
               gains the benefits of increased Hit Dice, base attack bonuses,   jagged teeth, and thin, fl exible strands or tendrils whip around

               saving throw bonuses, and skill points from its class levels in   its rocky body.
               both of its forms. It can use class features and spellcasting abili-
               ties only in its coalesced form; these abilities are suppressed   A urophion is the result when an illithid tadpole is implanted
               while the creature is in swarm form.              into a roper’s brain. These miserable creatures are nearly as
                                                                 intelligent as their mind flayer kin, but they are treated as no


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