Page 85 - Lords of Madness: The Book of Aberrations
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The kuo-toa clerics that formerly maintained this shrine   orders to guard the rotunda, and thralls show little initiative
               concealed  a  glyph  of  warding  in  the  carvings.  Anyone  who   in interpreting their commands.
               actually studies them (makes a Decipher Script, Knowledge,
               or Search check, or spends 1 minute or more in close scrutiny)  4. CLOAKROOM (EL 0 OR 9)
               triggers the glyph. The glyph (DC 28 Search check to find, DC   This  small  room  once  served  as  a  cloakroom  for  the  temple;

               28 Disable Device check to disable) is a spell glyph, which   bronze hooks still hang on the walls, and low stone benches ring
               casts bestow curse (DC 14 Will save) on the reader. The curse   the chamber. Small heaps of rubbish, nestlike mounds of moss
               imposes a horrible sense of dislocation and alienation, resulting   and debris, and the strong smell of rotting meat fi ll the room
               in a –4 penalty on attack rolls, saves, ability checks, and skill   now.
               checks.
      CHAPTER 4  THE MIND   FLAYERS    If any fighting or loud noise (such as the door from area   This room adjoining the vestibule was originally used by the

                                                                 clerics of Blibdoolpoolp as a place to discuss matters of business
               2 being forced open with a Strength check) takes place in
                                                                 to the shrine. The two intellect devourers now make their lair
               this  room,  Sarkt’s  prized  pets—a  pair  of  intellect  devour-
               ers—emerge from area 4 to investigate. (If you do not use
                                                                 in this room. The kuo-toa thralls bring them food regularly,
               psionic monsters in your campaign, substitute a single spirit
               naga for the two intellect devourers.)            so the creatures always keep aware of any comings and goings
                                                                 through the temple in case there’s food involved. They have
                                                                 become accustomed to the thralls and don’t bother them. They
               Intellect Devourer (2): CR 7; Small aberration (evil); HD   attack any other creatures entering the shrine.

               6d8+15; hp 41, 37; Init +5; Spd 40 ft.; AC 21, touch 16, flat-footed     If the PCs did not encounter the intellect devourers in area
               16; Base Atk +4; Grp +1; Atk +10 melee (1d3+1, claw); Full Atk   3, they meet the creatures here.
               +10 melee (1d3+1, 4 claws); SA body thief, psi-like abilities; SQ     Sarkt allows the devourers to keep some of the baubles from
               blindsight 60 ft., damage reduction 10/adamantine, immunity   their victims. This amounts to 180 cp, 540 sp, 230 gp, a blue
               to fire, power resistance 23, resistance to electricity 15, vulner-  quartz (10 gp), a moonstone (50 gp), and a rotted fur mantle

               ability to protection from evil; AL CE; SV Fort +4, Ref +7, Will   with a black pearl sewn into a concealed pocket (500 gp).
               +6; Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14.
                 Skills  and  Feats:  Bluff  +15,  Concentration  +11  (+15  when  5. ROTUNDA (EL 7 TO 8)
               manifesting defensively), Hide +14, Listen +14, Move Silently   This domed chamber seems to have been a shrine to Blibdool-
               +16; Combat Manifestation, Up the Walls, Weapon Finesse,   poolp.  Its  multicolored  mosaic  fl oor  is  chipped,  stained,  and
               Wild Talent.                                      blanketed by moss and slime in many places. The lurid painting
                 Language: Common.                               that decorated the ceiling is in even worse shape. It’s impossible
                 Body Thief (Su): As a full-round action, an intellect devourer   to discern what it once portrayed through the cracks, moisture
               can merge its form with a dead or helpless creature, psionically   stains, and dripping water. Eight alcoves in the walls each hold
               consuming the brain and reanimating the body. This resembles   odd-looking statues of green stone in various poses. All seem to be
               a polymorph spell used to assume the victim’s form.  human nudes, but the arms and heads have been broken off, and
                 Psi-Like Abilities: At will—cloud mind, compression, detect   dark round objects set in the place where the heads used to be.
               psionics, ego whip (2d4 Cha, DC 16), empty mind (+5 on Will   Three old bronze doors lead from this chamber, spaced equally
               saves),  id  insinuation  (three  targets,  DC  16);  3/day—body   along the curving wall.
               adjustment (2d12 hp), intellect fortress, painful strike. Manifester     Several kuo-toa warriors wait here, armed with spears and
               level 7th.                                        shields.
                 Vulnerability to Protection from Evil (Ex): An intellect devourer
               is treated as a summoned creature when affected by protection   This room was formerly a shrine to the kuo-toa deity Blib-
               from evil.                                        doolpoolp, the heart of the temple complex. The doors appear
                                                                 heavy and corroded, but they open easily enough; Sarkt has
               Sarkt has trained these intellect devourers for physical and   had its thralls repair them.
               psychic combat since they were quite young, and they have     A kuo-toa cleric and two average kuo-toas stand guard here.
               the Weapon Finesse feat instead of the Toughness feat.  If the PCs allowed the kuo-toas from area 2 to escape, they are
                 The intellect devourers coordinate their attacks, attempting   here as well.
               to confuse as many foes as possible with a pair of id insinuation     The cleric hangs back for 2 rounds and casts a spell to ready
               attacks. Whichever devourer makes a more effective opening   itself for combat (divine favor or shield of faith) and an attack spell
               attack continues to concentrate, keeping its victims confused,   against an intruder. Then it joins the melee, hoping to catch
               while the other devourer leaps into melee and tears apart any   a spellcaster in its pincer staff.
               victims who are not confused.                       Three  rounds  after  a  fight  begins,  the  kuo-toas  receive

                 Despite the fact that the kuo-toas in area 5 can easily hear   reinforcements from area 7: another kuo-toa and a troll.
               any fight in here, they do not investigate. Sarkt gave them   Kuo-toa (2 to 4): hp 11 each; Monster Manual page 163.


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