Page 88 - Lords of Madness: The Book of Aberrations
P. 88
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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