Page 97 - Lords of Madness: The Book of Aberrations
P. 97
Trapfinding (Ex): A neogi defiler can find, disarm, or bypass Neogi Sorcerer: Neogi sorcerer 6; CR 8; Small aberration;
traps with a DC of 20 or higher. It can use the Search skill to HD 5d8+5 plus 6d4+6; hp 48; Init +9; Spd 30 ft., climb 20 ft.;
find, and the Disable Device skill to disarm, magic traps (DC AC 24, touch 17, flat-footed 19; Base Atk +6; Grp +1; Atk +12
25 + the level of the spell used to create it). If its Disable Device melee (1d4–1 plus poison, bite) or +13 ranged (1d6/19–20,
result exceeds the trap’s DC by 10 or more, the defiler discovers masterwork light crossbow); Full Atk +12 melee (1d4–1 plus
how to bypass the trap without triggering or disarming it. poison, bite) and +7/+7 melee (1d3–1, claws), or +13 ranged
Possessions: bracers of armor +2, +1 light crossbow with 20 bolts, (1d6/19–20, masterwork light crossbow); SA enslave, poison,
potion of cure moderate wounds. spells; SQ darkvision 60 ft., familiar, familiar benefits, neogi
traits; AL NE; SV Fort +6, Ref +8, Will +10; Str 8, Dex 20, Con
Neogi Slavemaster
12, Int 14, Wis 12, Cha 21.
CHAPTER 5 THE SLAVE TAKERS Like a defiler, a neogi slavemaster has learned to enhance its centration +11 (+15 casting defensively), Disable Device +7,
Skills and Feats: Appraise +6, Balance +9, Climb +13, Con-
natural abilities. Neogi slavemasters enjoy a greater ability
Intimidate +9, Jump +9, Knowledge (arcana) +6, Move Silently
to enslave others. Slave raiding parties include a slavemaster
+9, Search +6, Spellcraft +12, Spot +7; Alertness (if familiar is
whenever possible. With its increased ability to dominate, a
slavemaster can capture more slaves and pass off their control
B
to other neogi after the raid. within arm’s reach), Combat Casting, Craft Wondrous Item,
Improved Initiative, Spell Penetration, Weapon Finesse .
Most slavemasters own other neogi as slaves, in addition Languages: Common, Undercommon, Terran, Draconic.
to the usual umber hulks and servant races. Because of their Enslave (Su): Three times a day, a neogi sorcerer can try to
wealth, slavemasters rise to positions of dominance in neogi enslave any one living creature within 30 feet. This ability
society. functions similarly to a dominate monster spell (caster level
Neogi slavemasters are adult neogi that have the Ability 16th; Will DC 17). For more details, see the enslave ability
Focus (enslave) feat. Their Charisma scores are also higher description on page 91.
than average for neogi, which further increases the save DC Poison (Ex): Injury, Fortitude DC 16, initial damage 1d4 Dex,
for their enslave ability and allows them to control more secondary damage 1d4 Wis.
slaves. Familiar: The neogi sorcerer’s familiar is a rat. The familiar
Enslave (Su): Five times per day, a neogi slavemaster can try uses the better of its own and the neogi’s base save bonuses.
to enslave any one living creature within 60 feet (caster level The creature’s abilities and characteristics are summarized
16th; Will DC 17). An enslaved creature obeys the neogi’s below.
telepathic commands to the letter. The subject can attempt Familiar Benefits: The neogi sorcerer gains special benefits
a new Will save every 24 hours to break free. Otherwise, the from having a familiar. This creature grants it a +2 bonus on
neogi’s control is broken only by the death of the neogi or Fortitude saves (included in the above statistics).
the enslaved creature, by a remove curse or dispel magic effect, Alertness (Ex): The familiar grants its master Alertness as
or if the neogi slavemaster travels more than 10 miles from long as it is within 5 feet.
the enslaved creature. At any given time, a neogi can have a Empathic Link (Su): The neogi sorcerer can communicate
number of creatures enslaved by means of this ability equal to 3 telepathically with its familiar at a distance of up to 1 mile.
+ its Cha modifier (but neogi also keep additional slaves in the The master has the same connection to an item or a place that
normal, nonmagical manner). The save DC is Charisma-based the familiar does.
and includes a +2 racial bonus. Share Spells (Su): The neogi sorcerer can have any spell it casts
Challenge Rating: 4. on itself also affect its familiar if the latter is within 5 feet at
the time. It can also cast a spell with a target of “You” on its
Neogi Sorcerer familiar.
While wealth is the ultimate arbiter of power in neogi society, Sorcerer Spells Known (6/8/6/4 per day; caster level 6th):
magical aptitude can make the acquisition and defense of 0—acid splash (+12 ranged touch), daze (DC 15), detect magic,
wealth significantly easier. The wealthiest neogi demonstrate light, mage hand, read magic, touch of fatigue (+12 melee touch;
a surprising affinity for magic. DC 15); 1st—color spray (DC 16), expeditious retreat, mage armor*,
Neogi sorcerers are accorded great respect within their magic missile; 2nd—invisibility, web (DC 17); 3rd—fireball
communities. Sorcerers are unique within neogi society in (DC 18).
that they alone cannot be slaves of other neogi, other than the * Already cast.
leader of a tribe. Should a neogi sorcerer become indebted to Possessions: masterwork light crossbow with 20 bolts, ring
another neogi, the leader is obligated to “buy off” the sorcerer’s of protection +1, wand of scorching ray (30 charges), potion of cure
debt. moderate wounds.
Neogi with skill at sorcery do not advertise this to members
of other races, and reserve their special talents as a surprise for Rat Familiar: CR —; Tiny animal; HD 6; hp 24; Init +2; Spd
unsuspecting enemies. Weasels are the most common familiars 15 ft., climb 15 ft., swim 15 ft; AC 17, touch 14, flat-footed 15;
of neogi sorcerers, with snakes a close second. Base Atk +6; Grp –6; Atk or Full Atk +10 melee (1d3–4, bite);
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