Page 5 - Lords of Madness: The Book of Aberrations
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Aboleths, or the deep masters, are the loathsome lords of the
                                  Introduction                   underground seas. Perhaps the most alien and inscrutable of
               Among the most iconic elements of the DUNGEONS & DRAGONS  all the major aberration races, the aboleths are mighty psions
               game are its unforgettable monsters. Dragons roam the skies,   and mages whose sinister influence wells up from the deepest

               seeking towns to burn and plunder. Hordes of ravening orcs   places in the earth.
               lurk sullenly in the wastelands and barren places,  waiting   Beholders, the terrible eye tyrants, command fearsome
               for the chance to sweep down on the unsuspecting lands of   innate magical power. With a single glance they kill, paralyze,
               humankind. Demons and devils pry and push at the borders   confuse, or enslave their foes. Rapacious and arrogant, a single
               of  their  infernal  planes,  seeking  the  opportunity  to  enter   beholder can easily become the overlord of its own realm of
                                                                 evil.
               the world and wreak their terrible evil. Bizarre, antediluvian
     CHAPTER #     monstrosities—things of deadly eyes, squirming tentacles, and   ing creatures. Mind flayers might comprise the single most

                                                                   Mind flayers, or illithids, are brilliant, cruel, and terrify-

               mind-poisoning horror—lurk in the deep and remote places,
               dreaming terrible alien dreams of conquest and dominion over
                                                                 dangerous threat to the dominion of humanoids in the daylight
                                                                 lands of the surface world.
               the world outside. These are the aberrations, creatures whose
                                                                   Neogi, the slave takers, are a race of greedy and sinister
               very existence outrages nature, creatures that belong to distant
               times and dimensions of cosmic terror.            merchants who spin their webs of gold and misery across the
                                                                 human world.
                                                                   Grell, or the eaters, are an alien race of predators that haunt
                                      THE BOOK OF                the wild and lonely places of the world. Armed with an inde-
                                     ABERRATIONS                 cipherable admixture of alchemy and science, the fearsome
               While this book might seem to be intended primarily for   grell ruthlessly destroy all other races that blunder into their
               Dungeon Masters, the monsters discussed in this tome are so   territory.

               powerful, iconic, and prevalent in the D&D universe that any     The  Tsochari,  or  the  wearers  of  the  flesh,  are  a  race  of
               player wishing to know more about his character’s adversaries   invasive parasites that wear the stolen bodies of their victims
               should be interested in the information contained herein.   so that they can pass in human society.
               Chapter 9 includes a number of feats, spells, and prestige classes     The six races mentioned here pose the most widespread
               for characters whose principal enemies include monsters of the   and virulent threats to humans and other good races. They
               aberration type. While the focus of this book is on aberrations,   combine magical power, ruthless genius, and cold, calculating
               many of these new rules elements can apply to other creatures.   malice; they are alien and inscrutable, things born of madness
               New aboleth, illithid, and silthilar (a new aberration swarm)   and nightmare. Brave indeed are the heroes who venture into
               grafts can benefit an adventurer in any sort of campaign, as   their domains.

               can any of several new domains and magic items.     Of course, the Far Realm and the deep, dark places of the
                 Naturally, Dungeon Masters will find dozens of new mon-  earth are responsible for spawning forth many more creatures

               sters, monster feats, monster spells, and tremendous amounts   than these. Many other aberrations can be found in this book,
               of hidden lore about these same creatures. Everything you need   including the half-farspawn, a new template for the offspring
               to highlight an iconic aberration race in your campaign (or to   of creatures that have consorted with aberrations; the psionic
               survive such an event, if you are a player) can be found in this   psurlon; and the bizarre silthilar, masters of grafts.
               book. Each chapter devoted to one of the major aberration
               races also includes an encounter site, complete with keyed
               locations and  ready to be used in an existing campaign.  WHAT YOU NEED TO PLAY
                 Unlike the creatures that populate Draconomicon or Libris   Lords of Madness makes use of the information in the three
               Mortis, aberrations share few common characteristics other   D&D  core  rulebooks—Player’s  Handbook,  Dungeon  Master’s
               than a broad thematic link. Other than the fact that they’re   Guide,  and  Monster  Manual.  In  addition,  it  includes  refer-
               all  inhuman  monsters  that  have  powerful  magical  abili-  ences to material from several D&D supplements, including

               ties and dwell deep underground, aboleths, mind flayers,   Fiend Folio, Monster Manual II, Epic Level Handbook, Miniatures
               and beholders do not really share any common origins or   Handbook,  Libris  Mortis,  and  Expanded  Psionics  Handbook,  as
               physiology.  Therefore,  the  major  races  of  aberrations  are   well as the FORGOTTEN REALMS® supplements Underdark and
               each discussed in their own chapter, with little reference   Unapproachable East. Although possession of any or all of these
               to other aberrations.                             supplements will enhance your enjoyment of this book, they
                 The major aberration races include the following monsters:   are not strictly necessary.








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