NEW MONSTERS
CHAPTER 8
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Improved Grab (Ex): To use this ability, an alhoon must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. If an alhoon begins its turn with at least one tentacle attached, it can attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the alhoon gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent’s turn. Mind Blast (Sp): An alhoon can discharge a devastating psionic attack in the form of a cone 60 feet long. Anyone caught in this cone must succeed on a DC 22 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. Negative Energy Touch (Su): An alhoon has a melee touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 28) halves the damage. An alhoon can use this in place of its tentacle attacks (in which case the negative energy touch is a melee touch attack), or instead make a normal tentacle attack and add the negative energy damage (in which case it is a melee attack, not a melee touch attack). A creature struck by the negative energy touch when used as a melee touch attack is also subject to an alhoon’s paralyzing touch (see below). Paralyzing Touch (Su): Any living creature hit by an alhoon’s touch attack must succeed on a DC 28 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by an alhoon seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. The save DC is Charisma-based. Psionics (Sp): At will—charm monster (DC 22), detect thoughts (DC 20), levitate, plane shift, suggestion (DC 21). Effective caster level 8th. The save DCs are Charisma-based. If you are using the Expanded Psionics Handbook, the alhoon has the same psionic ability as a normal psionic mind flayer (see page 204, Expanded Psionic Handbook). Undead Traits: An alhoon is immune to mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. Skills: Like other liches, alhoons have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Typical Sorcerer Spells Known: (6/8/8/8/8/6/4 per day; caster level 12th): 0—arcane mark, daze (DC 18), detect magic, disrupt undead (+18 ranged touch), flare (DC 18), ghost sound (DC 18), light,
message, read magic; 1st—chill touch (+18 melee touch; DC 19), mage armor*, magic missile, ray of enfeeblement (+18 ranged touch), shocking grasp (+18 melee touch); 2nd—command undead (DC 20), minor image (DC 20), resist energy, see invisibility, touch of idiocy (+18 melee touch); 3rd—fly, haste, lightning bolt (DC 21), nondetection; 4th—dimension door, Evard’s black tentacles, greater invisibility; 5th—cone of cold (DC 23), teleport; 6th—globe of invulnerability. *Already cast. Possessions: gloves of Dexterity +4, ring of protection +4, ring of evasion, cloak of resistance +4, wand of scorching ray, green ioun stone, lavender ioun stone.
CREATING AN ALHOON An alhoon conforms to all the normal rules for adding the lich template to a humanoid, except as noted below. Size and Type: The creature’s type changes to undead (augmented aberration). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Armor Class: An alhoon’s natural armor bonus improves from +3 to +5.
MIND FLAYER, ULITHARID Large Aberration Hit Dice: 12d8+36 (90 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 20 (–1 size, +2 Dex, +5 natural, +4 mage armor), touch 11, flat-footed 18 Base Attack/Grapple: +9/+16 Attack: Long tentacle +11 melee (1d8+3) Full Attack: 2 long tentacles +11 melee (1d8+3) and 4 short tentacles +11 melee (1d8+3) Space/Reach: 10 ft./5 ft. (10 ft. with 2 long tentacles) Special Attacks: Extract, improved grab, mind blast, psionics Special Qualities: Spell resistance 27, telepathy 200 ft. Saves: Fort +7, Ref +6, Will +13 Abilities: Str 16, Dex 14, Con 16, Int 21, Wis 17, Cha 21 Skills: Bluff +15, Concentration +18 (+22 casting defensively), Diplomacy +14, Disguise +5 (+7 acting in character), Hide +8, Intimidate +17, Knowledge (any) +15, Knowledge (any) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18 Feats: Combat Casting, Improved Initiative, Improved Natural Attack, Iron Will, Spell Penetration Environment: Underground Organization: Solitary or court (1 ulitharid, 3–5 mind flayers, and 6–10 grimlocks) Challenge Rating: 12 Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +9 Sinister and regal, this towering humanoid-shaped being stands almost 9 feet tall. Its flesh is rubbery and mauve in color, glistening with slime. It wears ornate robes that sweep the ground. Its