Page 171 - Lords of Madness: The Book of Aberrations
P. 171
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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