Realm as an honored emissary, most others loathe and detest half-farspawn. They might find refuge in the alien dimensions from which their farspawn progenitor came, but in the Material Plane, they are viewed as madness incarnate. Only alienists and insane cultists regard half-farspawn as allies and knowingly aid them.
SAMPLE HALF-FARSPAWN CHAPTER 8
HALFFARSPAWN
Illus. by S. Ellis
Half-Farspawn Gray Render Large Outsider (Native) Hit Dice: 10d10+100 (155 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22 Base Attack/Grapple: +10/ +21 Attack: Bite +16 melee (2d6+7); in amorphous form, tentacle +16 melee (1d6+7) Full Attack: Bite +16 melee (2d6+7) and 2 claws +11 melee (1d6+3) and 2 tentacles +11 melee (1d6+3); in amorphous form, 4 tentacles Much as fiends produce ter+16 melee (1d6+7) rible mortal progeny, certain Space/Reach: 10 ft./10 ft. entities of the Far Realm Special Attacks: Improved occasionally venture to grab, rend 2d6+10, spellthe Material Plane to like abilities, true strike; in procreate. Sometimes the amorphous form, spell-like mortal parent is willabilities, true strike ing, a fanatical cultist or Special Qualities: Blindsight creature so debased in evil 60 ft., change shape, damage that he or she deliberately reduction 5/magic, darkvision invites the union. Other times, 60 ft., immunity to poison, lowHalf-farspawn light vision, resistance to acid the Far Realm being visits its horrible gray render 10, resistance to electricity 10, scent, spell taint on whatever mortal creature best suits resistance 20; in amorphous form, also can’t be flanked and its abhorrent purpose. In any event, the half-farspawn is a not subject to extra damage from critical hits creature in which the fantastically abnormal is cloaked in a Saves: Fort +17, Ref +8, Will +6 guise of mundane flesh and blood. Abilities: Str 25, Dex 12, Con 30, Int 3, Wis 16, Cha 10 Half-farspawn are horrible in appearance. By the capriSkills: Concentration +15, Hide +10, Jump +12, Spot +16, ciousness of fate and heritage, they might appear largely Survival +9 normal, strongly favoring the mortal parent, but always Feats: Cleave, Improved Bull Rush, Power Attack, Track prominently bear abnormal features: extra limbs, writhing Environment: Temperate marshes cilia, tentacles, translucent flesh, variable coloration, or slavering maws or alien eyes embedded in otherwise normal Organization: Solitary flesh. With heavy clothing, a humanoid half-farspawn might Challenge Rating: 10 conceal its true nature for a time, but anyone viewing the Treasure: None half-farspawn without its coverings could not possibly miss Alignment: Always chaotic evil its differences. Advancement: 11–15 HD (Large); 16–30 HD (Huge) Half-farspawn are shunned by most other creatures. While Level Adjustment: — some aberrations regard a creature descended from the Far
NEW MONSTERS
use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures. Amorphous (Ex): A gibbering mouther is not subject to extra damage from critical hits. It cannot be flanked. Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Note: The gibbering mouther first appeared in the Monster Manual. This version incorporates errata to that creature and should be considered the official version.
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