Lords of Madness - 3.5e

Page 114

Grell respect strength and offer little deference to social superiors unless those superiors are stronger, more clever, and more powerful. Rather surprisingly, grell govern themselves through consensus and debate. Unlike many other evil races, which debase and disenfranchise weaker specimens, grell view each member of their race as a colleague and an example of a superior being. They are perfectly willing to assassinate rivals or plot against a superior, but they do not seek to deny any grell the opportunity to advance as far as its talents and cunning can take it. While grell are inclined to be egalitarian, it is certainly true that some grell are more equal than others. Grell respect magical ability and physical strength, so individuals with more Hit Dice, or philosophers with superior intelligence and spellcasting ability, carry more weight in the debates and arguments by which the colony governs itself. It’s not unusual for colonies to split into factions or cliques, each adhering to the influential arguments of a particular philosopher or strong elder grell. Even a patriarch is not guaranteed unanimous support from its lesser fellows. A patriarch leads only as long as the colony agrees that the creature is still fit to do so. If the colony’s judgment turns against a patriarch, it is killed or driven into exile. Grell Patriarch: Grell wizard 7; CR 10; Large aberration; HD 12d8+48 plus 7d4+28; hp 147; Init +6; Spd 5 ft., fly 30 ft. (perfect); AC 24, touch 13, flat-footed 22; Base Atk +12; Grp

THE EATERS

LEADERS

+30; Atk +16 melee (1d6+4 plus paralyzation, tentacle) or +13 ranged touch (5d6 electricity, greater lightning lance); Full Atk +16 melee (1d6+4 plus paralyzation, 10 tentacles) and +10 melee (1d8+2, bite), or +13 ranged touch (5d6 electricity, greater lightning lance); SA constrict, expert grappler, improved grab, paralysis, spells; SQ blindsight 60 ft., fl ight, immunity to electricity, immunity to paralyzation, sightless; AL NE; SV Fort +10, Ref +8, Will +14; Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 12. Skills and Feats: Concentration +16 (+20 casting defensively), Hide +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +10, Listen +16, Move Silently +19, Search +6, Sense Motive +4, Spellcraft +15, Spot +11, Survival +1 (+3 underground); Brew PotionB, Combat Casting, Combat Reflexes, Flyby Attack, Grell Alchemy†, Improved Initiative, Improved Natural Armor, Scribe ScrollB, Weapon Focus (tentacle). † New feat described on page 114. Languages: Grell, Undercommon, Common, Draconic, Elven. Constrict (Ex): On a successful grapple check, a grell patriarch deals 1d8+4 points of damage. Expert Grappler (Ex): A grell that chooses to grapple with one tentacle and remain ungrappled itself takes a –10 penalty on its grapple checks instead of the normal –20 penalty (see Improved Grab, page 310 of the Monster Manual, for details). Grell patriarchs have a +10 racial bonus on grapple checks. (Paralyzed foes automatically lose grapple checks.) Improved Grab (Ex): To use this ability, a grell must hit an opponent of its size or smaller with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Paralysis (Ex): Any creature hit by a grell patriarch’s tentacle must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. Each additional tentacle that hits the same creature that round increases the save DC by 1. Sightless (Ex): A grell patriarch is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Wizard Spells Prepared (caster level 7th): 0—detect magic, mage hand, ray of frost (+13 ranged touch), read magic; 1st—charm person (DC 15), grease (DC 15), mage armor*, obscuring mist, ray of enfeeblement (+13 ranged touch); 2nd—invisibility, protection from arrows, touch of idiocy (+15 melee touch), web (DC 16); 3rd—dispel magic, protection from energy, slow (DC 17); 4th—greater invisibility, summon monster IV. *Already cast. Spellbook: as above plus: 0—acid splash, daze, flare, resistance; 1st—color spray, detect secret doors, magic missile, protection from good; 2nd—blur, daze monster, scorching ray, summon monster II; 3rd—blink, hold person, lightning bolt, nondetection, summon monster III; 4th—confusion, polymorph, solid fog. Possessions: Brooch of shielding, ring of protection +2, greater lightning lance.

CHAPTER 6

(although a few rare grell philosophers explore the possibility of undeath, as their talents and opportunities permit). While grell do not give any being their worship, they do hold a certain admiration for the greatest of the eaters, creatures whose dark hunger and destructive tendencies could encompass entire worlds given a chance. Deities such as Tharizdun or the Patient One are thus worthy of grell respect, and deserve to be honored (or placated) from time to time. The exact nature of this admiration varies from colony to colony, depending on what each grell patriarch regards as suitable. Some patriarchs direct their minions to offer sacrifices after a successful hunt, others offer sacrifices during difficult times, and still others never offer any sort of veneration at all, concluding that the great eaters take what they want when they choose to do so. Rarely, a grell philosopher turns to these dark and hungry powers, becoming a cleric of Tharizdun or the Patient One. A grell priest is an unusual creature, and chooses to follow its path not out of any desire to venerate a divine being, but instead to gain the power it needs to ascend to patriarchy. Grell priests regard their relationship with their patron deity as a simple bargain; they gain access to a source of magic most of their fellows cannot reach in exchange for offerings and sacrifices. Information about Tharizdun and the Patient One is presented in Chapter 9: The Aberration Hunter.

113


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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