Page 176 - Lords of Madness: The Book of Aberrations
P. 176

summoned air elementals can be directed to form whirlwinds
          that create obscuring clouds of dust and debris.
            Unlike the eye rays, not much can be done about the
          antimagic cone. In some respects, arranging the fight

          in such a way that the beholders’ best move is to keep
          the characters in the antimagic cone is a win
          for the heroes, since it negates the peril of
          the eye rays. Heroes hoping to use magic
          to reach or strike beholders should provide
          themselves with a respectable nonmagical
          ranged attack, just in case—heavy and

          accurate archery fire can slay beholders                                                              HUNTER  CHAPTER 9

          more easily than flying characters                                                                      THE ABERRATION
          wielding magic swords.
            The  beholders’  abil-

          ity to fly is not
          particularly




                                                                                    because their mental powers

                                                                                allow them to infiltrate human-
                                                                             oid  strongholds  or  settlements  and
                                                                          quickly escape from dangerous situations.
                                                                    Mind  flayers  are  also  quite  skilled  at  directing

                                                                  their thralls to spy on and harass heroes in places of
                                                              supposed safety.
                                                              As with aboleths, there is no good answer to calculating,
                                                            pragmatic genius combined with inhuman evil. The illithid
                                                            hunter should take steps to block divinations and expose

                                                            mind flayer thralls that might be spying on him, while doing
                                              unique.  Few   what he can to encourage illithid observers to see what they
                                            creatures  can   expect to see.
                                        both fly and deny their     It is absolutely imperative to take all stops possible to

                                       opponents  the  same   resist the mental powers of mind flayers before meeting
                             ability, though—a tactic beholders   them in battle. The Iron Will feat is useful, providing a
                       employ through the use of their antimagic   potentially crucial edge in resisting mind blast and other
                   cones. Beholders build their lairs to take advantage   mind-affecting  spells  and  abilities.  Unfortunately,  the
                   of this tactic by incorporating vertical shafts with   protection from evil spell does not negate a mind blast in the
            twists and turns just long enough for eye ray range, but not   same way it halts mental control; defending against mind

          long enough for them to be exposed to long-range missile fire   blast requires spell resistance, protection from spells, or the best
          they can’t return. Again, ranged weapons can reach beholders   defense, spell immunity, which gives a character immunity to
          that refuse to come into melee range.             any 4th-level spell or spell-like ability (such as mind blast).
                                                            Another useful tactic is to use summon monster to conjure
        MIND FLAYERS                                        a creature that can’t be stunned, such as an elemental, and
          Much like the aboleths, illithids are frighteningly intelligent,   send the summoned creature against the mind flayers, or
          coldly analytical, and armed with potent mental powers. They   simply command it to remain nearby and protect the party
          do not enjoy the advantages an aquatic environment provides,   in case characters are stunned.
          but they are even more personally dangerous than the aboleths
          because of their horrible ability to kill stunned enemies by
          extracting their brains.                              MINIONS AND CULTISTS


            Brilliant, efficient, and completely unscrupulous, mind flay-  Aberrations command the allegiance of other creatures,
          ers are perfectly aware of their advantages and disadvantages in   ranging  from  horrible  monsters  nearly  as  bad  as  their
          battle, and they are capable of anticipating the heroes’ actions   masters to human alienists or cultists. Master aberrations
          with uncanny accuracy. They are more inclined to personally   are rarely encountered alone, since members of each of the
          investigate and scout hero parties than aboleths are, simply   great races can easily enslave other creatures to their wills.
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