Lords of Madness - 3.5e

Page 145

NEW MONSTERS

CHAPTER 8

a DC 21 Will save or enter a trance, unable to attack or defend themselves until the moaning stops. Fear: Anyone within a 30-foot spread must succeed on a DC 21 Will save or become panicked for 2 rounds. Nausea: Anyone in a 30-foot cone must succeed on a DC 21 Fortitude save or fall prone and become nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet must succeed on a DC 21 Fortitude save or be affected as if by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the shadowcloak elder uses this effect again. Spells: This shadowcloak elder is a 7th-level sorcerer. Different shadowcloak elders might know different spells. Typical Sorcerer Spells Known (6/8/8/5 per day; caster level 7th): 0—daze (DC 16), detect magic, ghost sound (DC 17), mage hand, ray of frost (+11 ranged touch), read magic, touch of fatigue (+16 melee touch; DC 16); 1st—color spray (DC 18), mage armor*, magic missile, protection from good, ray of enfeeblement (+11 ranged touch); 2nd—minor image (DC 19), see invisibility, web (DC 18); 3rd—haste, lightning bolt (DC 19). * Already cast. Plane Shift (Sp): 1/day, caster level 17th. A shadowcloak elder can plane shift only to or from the Plane of Shadow. Save Bonus (Su): A shadowcloak elder gains a +2 luck bonus on all saving throws due to its shadow creature template. This is already included in the save modifiers given above. Shadow Blend (Su): In any conditions other than full daylight, a shadowcloak elder can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will. Shadow Shift (Su): A shadowcloak elder can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects. Obscure Vision: The shadowcloak elder gains concealment (20% miss chance) for 1d4 rounds. Normally, a shadowcloak elder uses this ability only if its shadow blend is negated. Dancing Images: This effect duplicates a mirror image spell (caster level 10th). Silent Image: This effect duplicates a silent image spell (DC 17, caster level 10th). The save DC is Charisma-based. Skills: The shadowcloak elder gains a +6 racial bonus on Move Silently checks.

ELDER BRAIN

144

Large Aberration Hit Dice: 26d8+364 plus 3 (484 hp) Initiative: +5 Speed: 10 ft. (2 squares), fly 30 ft. (good), swim 30 ft. (Elder brains use their base speed only when they are relocating themselves to a new pool.) Armor Class: 30 (–1 size, +1 Dex, +20 natural), touch 10, flat-footed 29 Base Attack/Grapple: +19/+24 Attack: Tendril +20 melee (1d6+1 plus extract)

Full Attack: 4 tendrils +20 melee (1d6+1 plus extract) Space/Reach: 10 ft./10 ft. Special Attacks: Extract, improved grab, mind blast, psionics, spells Special Qualities: Blindsight 240 ft., bud brain golem, damage reduction 15/adamantine, regeneration 10, resistance to cold 10 and fire 10, spell resistance 34, telepathic awareness Saves: Fort +24, Ref +11, Will +24 Abilities: Str 13, Dex 13, Con 38, Int 28, Wis 25, Cha 26 Skills: Bluff +37, Concentration +43, Diplomacy +41, Disguise +8 (+10 acting in character), Intimidate +41, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (the planes) +38, Listen +38, Sense Motive +36, Spellcraft +42, Spot +36, Survival +7 (+9 on other planes) Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (charm monster), Quicken Spell-Like Ability (mass suggestion), Toughness, Weapon Focus (tendril) Environment: Underground Organization: Solitary Challenge Rating: 25 Treasure: Standard Alignment: Always lawful evil Advancement: 27–38 HD (Large); 39–78 HD (Huge) Here lies a great, fibrous mass of fused brain tissue, covered in writhing tendrils. It pulsates and glows like an ember, releasing visible flares of psychic power.

An elder brain is the ultimate stage of the mind flayer life cycle. A malevolent being of godlike intellect, an elder brain serves as the center of any mind flayer city, guiding its host community toward the fulfillment of its dark dreams of illithid dominion. An elder brain spends most of its existence floating within the depths of a briny pool in a protected cavern at the heart of a mind flayer city. Its visible psychic energy is a side effect of the power that allows it to remain active long after the bodily deaths of the individual mind flayers whose brains compose its form. An elder brain can speak telepathically with any creature within 350 feet that has a language (see Telepathic Awareness, below).

COMBAT An elder brain uses its quickened spell-like abilities in the same round that it makes melee attacks with its tendrils, if possible. It begins a combat against multiple foes with a mind blast. Extract (Ex): An elder brain that begins its turn with a tendril attached to an opponent and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads. Improved Grab (Ex): To use this ability, an elder brain must hit a Small to Gargantuan creature with its tendril attack. If it gets a hold, it sinks the tendril into the opponent’s head


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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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