Lords of Madness - 3.5e

Page 143

Illus. by S. Ellis

NEW MONSTERS

CHAPTER 8

Cildabrins are subterranean hunters that prefer temperate or warm underground regions. Incapable of spinning normal webs, cildabrins roam their territory like great wolves, looking for any prey they can catch and tear to shreds with their powerful pincers. Once they catch their food, it is poisoned into submission or killed. The cildabrin then retreats to its lair—a warm, dark cave—to eat at its leisure. It devours its prey like a scorpion rather than a spider; its pincers tear off shreds of flesh small enough for the creature to chew with its mandibles. A cildabrin has no interest in any gear or valuables its prey carries, beyond the possibility that scattering such items around its territory might attract more prey. Sages speculate that cildabrins might be a created race, not one that evolved naturally. Those who espouse this theory point to the aberration’s remarkable similarities to two other natural kinds of arachnid creatures: hunting spiders (such as tarantulas) and scorpions. Cildabrins seem incapable of true speech but can communicate with other arachnids. They are sentient; they merely lack the means to vocalize sounds. When roaming underground, cildabrins sometimes stray perilously close to dungeons, sewers, crypts, and other subterranean elements of civilization. Despite legends to the contrary, it does not seem that cildabrins are tools of the drow. The dark elves fear these terrible beasts at least as much as other humanoids do. In fact, some religious sects among the drow consider the appearance of a cildabrin to be a dire omen. For their own part, these aberrations seem to prefer dwarf flesh above all else.

COMBAT As a solitary hunter, a cildabrin prefers to stalk its prey. It slowly closes the distance to the quarry after using its spell-like silence ability, and then leaps to the attack. If hunting a lone figure or a small group, a cildabrin remains in melee, trying to kill or incapacitate as many targets as possible. If engaging a large or powerful group of prey, a cildabrin uses its Spring Attack feat to snatch up one or two targets, tries to trap any remaining foes in its spike stones, casts darkness to cover its escape, and then flees to kill and consume its prey later in safety. Its long claws and segmented, scorpionlike tail give it exceptional reach in combat. Constrict (Ex): A cildabrin deals an extra 1d6+10 points of damage with a successful grapple check. Improved Grab (Ex): To use this ability, a cildabrin must successfully attack with a pincer. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, the cildabrin establishes a hold and deals constrict damage. Cildabrins gain a +4 racial bonus on grapple checks.

142

Cildabrin

A cildabrin might choose to grapple with one pincer only (grapple bonus +3), especially against Small opponents or opponents that have been weakened by its poison. This tactic leaves the monster free to move or use its other attacks against different opponents. Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Spell-Like Abilities: 3/day—darkness, silence (DC 16), spike stones (DC 16). Caster level 11th. The save DCs are Charismabased. Skills: Cildabrins have a +8 racial bonus on Climb checks and a +4 racial bonus on Spot checks. A cildabrin can always choose to take 10 on Climb checks, even if rushed or threatened.

CLOAKER, SHADOWCLOAK ELDER Advanced 7th-level Shadow Cloaker Sorcerer Huge Aberration (Extraplanar) Hit Dice: 10d8+70 plus 7d4+49 (181 hp) Initiative: +7 Speed: 15 ft. (3 squares), fly 60 ft. (average)


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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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