Page 89 - Lords of Madness: The Book of Aberrations
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13. FALSE SANCTUM                                  and an ivory and silver snuff box (200 gp) containing dust of
               This  chamber  is  lined  with  shelves  and  tables.  All  are  loaded   disappearance.
               with books, papers, beakers, skulls, and countless containers of

               unidentifi able exotica, including herbs, animal parts, stones of   Sarkt: Mind flayer sorcerer 4; CR 10; Medium aberration; HD
               odd shapes and colors, broken glass, powders, ointments, and   8d8+24 plus 4d4+12; hp 80; Init +8; Spd 30 ft.; AC 23, touch

               foul-smelling liquids.                            16, flat-footed 19; Base Atk +8; Grp +8; Atk +12 melee (1d4,
                                                                 tentacle); Full Atk +10 melee (1d4, 4 tentacles); SA extract,
               The room presents the perfect image of what most people   improved grab, mind blast, psionics; SQ darkvision 60 ft., spell
               expect a wizard’s or sorcerer’s study to look like.  resistance 25, telepathy 100 ft; AL LE; SV Fort +6, Ref +7, Will
                                                                 +13; Str 10, Dex 18, Con 16, Int 18, Wis 16, Cha 21.
                 A DC 15 Knowledge (arcana) check reveals that the “material
      CHAPTER 4  THE MIND   FLAYERS  components” are stale, spoiled, have no magical properties,   defensively), Craft (alchemy) +8, Diplomacy +14, Disguise +5
                                                                   Skills and Feats: Bluff +11, Concentration +18 (+22 casting
               or are simply not what the labels claim them to be. Most of
                                                                 (+7 acting in character), Hide +10, Intimidate +12, Knowledge
               the books and scrolls are of little value to a spellcaster, being
                                                                 (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (the
               tracts on philosophy, history, or magical theory. The few that
               do contain practical knowledge are worm-eaten or mildewed
                                                                 Spellcraft +10, Spot +11, Survival +3 (+5 other planes); Craft
               to the point of illegibility.                     planes) +10, Listen +8, Move Silently +10, Sense Motive +8,
                 Sarkt constructed this room to look like its study, in case   Wondrous Item, Combat Casting, Improved Initiative, Spell
               the kuo-toas it preys on or the illithids that drove it from its   Penetration, Weapon Finesse.
               home ever tracked the fugitive here. It hopes that creatures   Languages: Undercommon,  Qualith, Abyssal, Aquan,
               unsophisticated in the ways of magic will be fooled into think-  Common, Draconic.


               ing that they have found Sarkt’s sanctum and be satisfied by   Extract  (Ex):  A  mind  flayer  that  begins  its  turn  with  all
               destroying it.                                    four tentacles attached and that makes a successful grapple
                 Behind a bookcase is a secret door in a section of wall that   check automatically extracts the opponent’s brain, instantly
               has been patched to match the natural stone that lines the rest   killing that creature. This power is useless against constructs,

               of the chamber (DC 25 Search check to find). The bookcase   elementals, oozes, plants, and undead. It is not instantly fatal
               is mounted on hidden casters that allow it to be rolled aside   to foes with multiple heads.
               easily, allowing access to the secret door.         Improved Grab (Ex): To use this ability, a mind flayer must

                                                                 hit  a  Small,  Medium,  or  Large  creature  with  its  tentacle
              14. SARKT’S SANCTUM (EL 10)                        attack. It can then attempt to start a grapple as a free action
               This roughly star-shaped chamber contains a table, a stool, odd   without provoking attacks of opportunity. If it wins the
               writing  implements  such  as  four-tipped  styluses  and  sheets  of   grapple check, it establishes a hold and attaches the tentacle

               parchment, and many books and scrolls.            to the opponent’s head. If a mind flayer begins its turn with

               This is Sarkt’s true sanctum, where the mind flayer stores its   at least one tentacle attached, it can try to attach its remain-
               most precious magical tomes, treasures, and devices. Upon   ing tentacles with a single grapple check. The opponent can
               first exploring the shrine, Sarkt discovered this chamber and   escape with a single successful grapple check or an Escape

               was intrigued by the odd shape. Sarkt does not know why   Artist check, but the mind flayer gets a +2 circumstance

               the kuo-toas excavated this room in the shape of a star, and   bonus for every tentacle that was attached at the beginning
               neither did any of the kuo-toa clerics it enslaved. The room’s   of the opponent’s turn.
               original purpose is lost to everyone. After moving in, Sarkt   Mind Blast (Sp): This psionic attack is a cone 60 feet long.
               devised the secret door and the false sanctum to divert any   Those caught in the cone must succeed on a DC 19 Will save
               potential attackers.                              or be stunned for 3d4 rounds. This ability is the equivalent of
                 Sarkt spends most of its time here. Naturally, it seeks to   a 4th-level spell.
               immediately  slay  any  uninvited  strangers  who  suddenly   Psionics (Sp): At will—charm monster (DC 19), detect thoughts
               drop in. If warned by any outcry from Oristel in the room   (DC 17), levitate, plane shift, suggestion (DC 18). Caster level 8th.
               above, Sarkt casts mage armor and invisibility and awaits the   Sorcerer Spells Known (6/8/4 per day; caster level 4th): 0—acid
               intruders.                                        splash (+12 ranged touch), daze (DC 15), detect magic, disrupt
                 Sarkt is even less inclined toward melee combat than the   undead (+12 ranged touch), ghost sound (DC 15, if interacted

               average mind flayer. If it begins the encounter invisible, it   with), read magic; 1st—mage armor, magic missile, silent image
               maneuvers into a place from which it can stun as many crea-  (DC 16, if interacted with); 2nd—invisibility.
               tures as possible before unleashing its mind blast. It saves its   Possessions: ring of protection +2, potion of cure moderate wounds,
               last invisibility spell for escape in case the fight goes badly.  scroll of web, wand of darkness (12 charges).

                 Various coffers and urns in this room contain 2,200 sp,
               1,100 gp, and 45 pp; a gold-inlaid drow skull worth 2,000 gp;



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