Page 88 - Lords of Madness: The Book of Aberrations
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12. SARKT’S LIVING CHAMBER (EL 7)                    Skills and Feats: Balance +6, Bluff +9, Diplomacy +2, Disable
          This dimly lit chamber contains a bed of soft moss, a variety of   Device +10, Disguise +0 (+2 acting), Hide +13, Intimidate +2,
          attractive artwork, a chair, a desk covered with writing mate-  Jump +3, Listen +1, Move Silently +13, Open Lock +13, Search
          rial, several objects made of bone and skin best left unidentifi ed,   +12, Spot +10, Tumble +13, Use Magic Device +9; Improved
          chests of clothing, and all the other trappings of an owner who   Initiative, Two-Weapon Fighting, Weapon Finesse.
          appreciates creature comforts. A male elf is listlessly tidying up.  Languages: Elven, Common, Undercommon.
                                                             Sneak  Attack  (Ex): Oristel  deals  an  extra  3d6  points  of


          Anyone setting foot in the room is subject to the effect of a   damage on any successful attack against flat-footed or flanked
          resonance stone (see below). The elf, Oristel, has succeeded on   targets, or against a target that has been denied its Dexterity
          his save against the stone, and is not affected by it.                bonus for any reason. This damage
            Oristel  is  Sarkt’s  personal  thrall.  As  soon  as  he  notices   also  applies  to  ranged  attacks
          anyone enter the room, he shrieks a warning and attacks.                 against targets up to 30 feet   FLAYERS  CHAPTER 4
          If Sarkt wasn’t alerted to the intruders before, it will be              away.  Creatures  with  con-  THE MIND
          when the elf screams. (Sarkt won’t come to Oristel’s                      cealment, creatures without
          assistance, but it certainly begins preparing for an                       discernible anatomies, and
          attack in its hidden sanctum.)                                             creatures immune to extra
            Suspended from the ceiling at the center of the                           damage from critical hits
          room is a human skull with what looks like a                                  are all immune to sneak
          lump of amber in its jaws. The lump of amber is                               attacks.  Oristel  can
          a resonance stone of despair (see Resonance Stone,                           choose  to  deliver  non-
          above). Anyone approaching within 30 feet of the                               lethal  damage  with
          stone must make a DC 16 Will save                                             his  sneak  attack,  but
          or be affected. Sarkt is virtually                                          only when using a weapon
          immune  to  the  stone’s  effect                                           designed for that purpose,
          due  to  his  spell  resistance                                           such as a sap (blackjack).
          and  high  Will  save,  but                                      Elf Traits: Elves have immunity to magic
          the illithid finds it very                                     sleep effects. An elf who merely passes within   Illus. by J. Nelson

          useful  when  dealing                                           5  feet  of  a  secret  or  concealed  door  is
          with kuo-toa thralls.                                             entitled to a Search check as if he were
            A water-filled chest holds                                         actively looking for it.

          Sarkt’s dampsuit, a specially                                         Evasion (Ex): If Oristel is exposed
          constructed,  slick  leather                                       to  any  effect  that  normally  allows
          bodysuit that keeps the mind                                          him to attempt a Reflex save for


          flayer’s skin moist and mucous                                         half damage, he takes no damage
          layer intact when it ventures                                              with  a  successful  saving
          away from its sanctuary for                                                  throw.
          extended  periods.  In  the                                                     Trapfinding (Ex):Oris-

          same chest is a pair of dark                                                  tel can find, disarm, or

          goggles Sarkt uses to pro-                                                   bypass traps with a DC
          tect  its  eyes  from  the                                                of 20 or higher. He can use
          glare of light.                                                           the Search skill to find, and

            Cubbyholes above the desk                                           the Disable Device skill to disarm,
          contain several scrolls: arcane              Sarkt the illithid sorcerer  magic traps (DC 25 + the level of
          eye, charm person, major image, nondetection, reduce                  the spell used to create it). If his
          person, summon swarm, and transmute rock to mud.  Disable Device result exceeds the trap’s DC by 10 or more,
                                                            he discovers how to bypass the trap without triggering or
          Oristel: Male elf rogue 6; CR 6; Medium humanoid; HD 6d6+6;   disarming it.
          hp 30; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base   Uncanny Dodge (Ex): Oristel retains his Dexterity bonus to


          Atk +4; Grp +5; Atk +9 melee (1d6+1/18–20, masterwork rapier);   Armor Class even when flat-footed or targeted by an unseen
          Full Atk +7 melee (1d6+1/18–20, masterwork rapier) and +7   foe (he still loses his Dexterity bonus if paralyzed or other-
          melee (1d4/19–20, masterwork dagger); SA sneak attack +3d6;   wise immobile).
          SQ elf traits, evasion, low-light vision, trapfinding, trap sense +2,   Possessions: +2 leather armor, masterwork rapier, masterwork

          uncanny dodge; AL CG; SV Fort +3, Ref +9, Will +1 (+3 against   dagger.
          enchantments); Str 13, Dex 18, Con 12, Int 12, Wis 8, Cha 10.


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