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Hypnolox

Large Magical Beast

Hit Dice: 8d10+16 (60 hp),dying/dead –3/–14 Initiative: +7 Speed: 40 feet,climb 30 feet AC: 19 (–1 size,+3 Dexterity,+7 natural),touch 12,flat-footed 16 Base Attack/Grapple: +8/+15 Attack: Stinger +10 melee (1d8+3 plus poison) Full Attack: 2 stingers +10 melee (1d8+3 plus poison) and bite +5 melee (1d6+1) Space/Reach: 10 feet/10 feet (Face/Reach:10 feet by 5 feet/10 feet) Special Attacks: Glaring eyes,hypnosis,poison Special Qualities: Darkvision 60 feet,glittering shell Saves: Fort +4,Ref+9,Will +7 Abilities: Str 16,Dex 16,Con 14,Int 10,Wis 12,Cha 18 Skills: Intimidate +9,Listen* +10,Sneak *+7,Spot +5 Feats: Ability Focus** (glaring eyes),Combat Reflexes,

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Defensive,Improved Initiative

Environment: Any subterranean Organization: Solitary or colony (2–8 plus 3–30 slaves) Challenge Rating: 8 Treasure: Standard Advancement: By character class Level Adjustment: +6

**Denotes a feat from the MM.

This insectoid creature has a long,segmented body and over a dozen legs.Its two large red eyes can cause agonizing hallucinations in creatures that gaze into them,leaving them helpless.A pair ofstingers emerges from directly behind its head,mounted on bony,L-shaped limbs that it uses to stab down at its foes.The hypnolox’s black carapace reflects light,sometimes dazzling the eyes ofthose fighting it by torchlight.

Hypnoloxes lurk in dark places beneath the earth.They are intelligent,deadly,and aggressive,with a maniacal bent on capturing and enslaving humanoid creatures.According to hypnolox legends,they once ruled the lands above and cloaked the realm in a halo ofdarkness.Even akashics can find no memory evidence to support such claims;nevertheless,these creatures become enraged at the merest hint that their supposed former empire never existed.

This reaction hints at a dark secret that casts the hypnoloxes in a sinister light.The few akashics who are aware ofthese creatures believe that they represent the polar opposite ofthe collective,akashic memory.According to a clouded,incomplete body oflore,hypnoloxes can literally devour memories. They manifest this effect in the form oftheir baleful gaze,a magical attack that can scramble a creature’s mind and leave it confused.The victims never recognize that they have lost memories,as they tend to be minor.Over time,though,these losses have led to increasing gaps within the akashic memory.

Hypnoloxes relish their role as devourers ofthe world’s shared heritage.Hateful,spiteful,and bitter over their supposed lost glory,they hide within their caves and attack any creatures that draw close.Opponents that seem useful but not overly powerful are captured and forced into servitude.The powerful hypnolox personality can pummel a creature into service through sheer force ofwill.These “mind slaves” gather treasure,hamper others’ efforts to explore the depths ofthe earth, and spread misery and political instability through the land. Hypnolox slaves may poison granaries,set fire to crops,and incite riots,all with an eye toward toppling civilization.

Combat

Hypnoloxes relish physical combat against humanoids, because it gives them a chance to prove their superiority. They prefer to attack intruders within tight,constrained passages to affect as many enemies as possible with their gaze attack.They focus on using their poison to render a creature unable to resist their supernatural abilities.Usually,a hypnolox picks out one foe as a potential slave and focuses on destroying the rest.This tactic can backfire ifthe hypnolox underestimates the strength and ability ofits chosen victim. * Skills (Ex): A hypnolox’s long,sensitive antennae grant it a +4 racial bonus to all Listen checks.In addition,the hypnolox’s dark carapace grants it a +4 racial bonus to Sneak checks made to hide in dark or shadowy areas.As a rule,ifa hypnolox gains concealment from darkness,it receives this bonus.

Glaring Eyes (Su): A hypnolox’s red eyes pulse and seethe with magical energy.Any creature that gazes into them risks suffering one ofa variety ofmind-affecting effects.The eyes’ hypnotic nature allows them to induce hallucinations,confusion,intense pain,or other trauma.This is a gaze attack with a range of30 feet and a Will save DC of20.The save DC is Charisma based.Each time a character fails a save against this ability,roll on the following table to determine the effect.

d20 Effect

1–4 Hallucinations: The victim attacks a randomly determined target within his threatened area. 5–8 Pain: The victim takes 3d6 points ofdamage. 9–12 Dazed: The victim loses his current action. 13–16 Nausea: The victim takes 1d2 points oftemporary Strength damage.This damage disappears at the end ofthe encounter. 17–20 Mind Sludge: The victim’s thought process slows down and becomes scrambled.He takes 1d2 points oftemporary Wisdom damage that disappears at the end ofthe encounter.

Hypnosis (Su): Ifa victim suffers exposure to a hypnolox’s gaze attack for a full hour,the beast can infuse it with an obedient,fearful personality.This effect functions as a heightened version of greater dominate as cast by a 20th-level

magister.The victim is allowed a Will save (DC 14) to resist. The save DC is Charisma based.Ifthe victim makes its save after the first hour ofexposure,it must succeed at another Will save,with a –1 penalty for each consecutive hour ofexposure, to break free ofthe hypnosis.Ifa victim remains exposed long enough (failing saves all the while),it can become permanently affected.Hypnoloxes take captives and forcibly expose them to this ability to create pliable,useful slaves.

Poison (Ex): A hypnolox’s stingers deliver an insidious poison.While the venom does not sap a creature’s vitality,it does leave a victim more vulnerable to mind-influencing effects. Victims describe the effect as a disoriented,sleepy feeling.The poison has a Fortitude save DC of15.It causes a –2 penalty to Will saves for 10 minutes and has no secondary effect.

Glittering Shell (Ex): With its dark but reflective carapace, a hypnolox can dazzle and confuse creatures in the presence of bright lights.Ifit is within the illumination radius ofa light source,all attacks against it have a 20 percent miss chance. This chance applies only to those who rely on normal sight.

Hypnolox Habits and Plans

The foul hypnoloxes see their current status as the fault of the humans,giants,and even the defeated dramojh.While they are aggressive and dangerous monsters,they have become largely forgotten by surface folk,consigned to mentions in fairy tales,legends,and superstitions.This ignorance is the hypnoloxes’ greatest asset,because few adventurers think to trace the actions ofthe creatures’ slaves to their source.In many cases,a person controlled by a hypnolox is judged to be mad or under the influence ofsome unknown spellcaster.Hypnoloxes use this state ofaffairs to their advantage.While they hate humanoid life and consider themselves patently superior,they are cunning enough to avoid lingering in one place too long.A hypnolox might capture an explorer,enslave him,send him on a mission to spread havoc on the surface,then flee the area long before investigators can track down the monster.

Despite their conceit about their abilities,hypnoloxes see no tenable method for reconquering the surface world.That attitude does not stop them from researching magical lore in a bid to find some method to regain their former glory.In the deepest regions ofthe underearth,small colonies gather slaves and develop new spells,weapons,and other methods for sparking a war ofconquest.These strange,hidden cities consist ofancient ruins crafted by the hypnoloxes’ forerunners.Here the creatures pore over stone tablets and other records in hopes offinding the key to victory.In some places,they have uncovered ancient artifacts but have yet to determine how to use them or identify their true function.

A hypnolox lair is a surreal landscape that reflects the alien minds that created it.The main cave or chamber features a tall,domed roofset with gems and crystals to reflect and enhance light.Here,hypnoloxes scribe accounts ofthe memories they have stolen,a grim monument to the knowledge forever denied the rest ofthe world.Tall,jagged spires of luminescent crystals shed a soft,blue light across the area.The rest ofthe lair consists oftubelike passages crafted out ofa thick,resinous substance that hypnoloxes secrete.These passages are designed for creatures that can climb sheer slopes; most ofthem twist and turn at odd angles or lead directly up or down.These passages’ interior surfaces are covered with frescoes and runes that record the settlement’s history.

Until the hypnoloxes discover an overpowering weapon, they continue to wage a guerrilla war against surface-dwellers. In many realms,famine,terrible accidents,and the like have their root in a single,scheming hypnolox that evades detection while its slaves carry out its fiendish plans.

Hypnolox Characters

Hypnoloxes usually gain levels in magister or akashic.They use spells to supplement their inherent abilities.

Hypnolox Encounter (EL 8)

While traveling,the characters come across a town celebrating a harvest festival.At the height ofthe dancing,song,and revelry,a fire breaks out in one ofthe tents erected to house the celebration.As the fire rages,a gang ofbrigands attacks the town in the confusion.After extinguishing the fire and fighting offthe bandits,the characters discover that a small child was responsible for the blaze.Ifthe PCs investigate, they find that the child sometimes plays near a cave just outside town.By exploring the cave,they can discover that a hypnolox colony has dwelled there for many years,manipulating criminal gangs and innocent commoners to orchestrate a series ofattacks and disasters in the region.

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