Lords of Madness - 3.5e

Page 163

NEW MONSTERS

CHAPTER 8

Combat A pseudonatural hippogriff dives at its prey and strikes with its clawed forelegs. When it cannot dive, it slashes with claws and beak. Alternate Form (Su): As a standard action, a pseudonatural hippogriff can take the form of a grotesque, tentacled mass (though this alien appearance has no effect on the creature’s abilities). Other creatures receive a –1 morale penalty on their attack rolls against the creature when it is in this alternate form. True Strike (Su): Once per day, a pseudonatural hippogriff can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. Skills: Hippogriffs have a +4 racial bonus on Spot checks.

CREATING A PSEUDONATURAL CREATURE “Pseudonatural” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). A pseudonatural creature uses all the base creature’s statistics and abilities except as noted here. Even though the creature’s type changes, do not recalculate Hit Dice, base attack bonus, or skill points. Size and Type: The creature’s type changes to outsider. Size is unchanged. Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following attack. True Strike (Su): Once per day, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following special qualities. Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the base creature’s Hit Dice (see the table below). Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature’s Hit Dice (see the table below).

Hit Dice 1–3 4–7 8–11 12 or more

162

Acid, Electricity Resistance 5 5 10 15

Damage Reduction — 5/magic 5/magic 10/magic

Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a –1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature’s HD (maximum 25). Abilities: Same as the base creature, but Intelligence is at least 3. Environment: Any land and underground. Challenge Rating: Up to 3 HD, as base creature; 4 HD to 11 HD, as base creature +1; 12 or more HD, as base creature +2.

PSURLON Psurlons are wormlike creatures with formidable mental powers. They dwell in the deep desert and pose a considerable threat to passing travelers or nearby settlements. Psurlons detest humanoids of any sort, and go to considerable lengths to kill or drive off any they come across. From time to time, they seek to foment trouble by manipulating leaders, dealing with evil folk who are willing to accommodate the psurlons’ wishes in exchange for psurlon assistance, or duping weak-minded creatures such as goblinoids or gnolls into fighting for them. A psurlon has a long, tubular, pink body divided into subtle rings or segments, just like an earthworm’s body. It also has two arms and two legs, also segmented. The psurlon’s head is little more than a blunt end to its tubular body. Its only facial feature is a large, circular mouth filled with gnashing teeth. It has visual organs (for darkvision) spaced evenly around the head. The typical psurlon wears a decorative or utilitarian belt fitted with straps and hooks to carry items, but no other clothing or armor. Psurlons are clever, malicious, and deceitful. While their psionic powers are telekinetic in nature and offer little ability to directly control an enemy’s mind, they are skillful liars that inveigle the unwary. They always seek to misinform and mislead their enemies, and delight in arranging for their foes to fight one another. Psurlons choose to live solitary lives, but sometimes form small communities called clusters. The most powerful elder in a psurlon cluster leads the group, although elders are frequently replaced by younger, more ambitious psurlons when their plans go awry. Psurlons can speak Undercommon but rarely do so. Instead, they rely on their natural telepathic powers.

COMBAT Psurlons never use melee weapons. They can fight with their bare claws and teeth, but they are not particularly formidable in melee combat. Instead, they attack with their psionic powers, battering foes with telekinetic blasts or immobilizing them with mental energy. Blindsight (Ex): A psurlon can ascertain its surroundings by sensing sound, scent, heat, and vibration. This ability enables it to discern objects and creatures within 60 feet. The psurlon does not need to make Spot or Listen checks to notice creatures within range of its blindsight.


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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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