Lords of Madness - 3.5e

Page 169

NEW MONSTERS

CHAPTER 8

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Shadow creatures encountered on the Material Plane have the extraplanar subtype and are native to the Plane of Shadow. Speed: As base creature × 1-1/2. Special Qualities: A shadow creature retains all the special qualities of the base creature, and also gains the following: — Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15. — Darkvision out to 60 feet. — Low-light vision. — Shadow Blend (Su): In any conditions other than full daylight, a shadow creature 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 creatures also have one additional special ability for every 4 Hit Dice they possess (minimum of one additional ability) chosen from the following list: — +2 luck bonus on all saving throws. —Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based. —Damage reduction 5/magic. —Evasion, as the rogue class feature. —Fast healing 2. —Mirror Image (Sp): 1/day. Caster level 5th. —Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th. If the base creature already has one or more of these special qualities, use the better value. Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks. Feats: Same as the base creature. Environment: Plane of Shadow. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature. Alignment: Usually neutral evil. Advancement: Same as the base creature. Level Adjustment: Same as base creature +2.

SILTHILAR Fine Aberration (Shapechanger, Swarm) Hit Dice: 9d8+27 (67 hp) Initiative: +9 Speed: 20 ft. (4 squares), fly 40 ft. (perfect) Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18; or 23 (+5 Dex, +8 natural) in coalesced form Base Attack/Grapple: +6/–10 in coalesced form Attack: Swarm (2d6 plus infestation); in coalesced form, kukri +11 melee (1d4/18–20) or spine +11 melee (1d4 plus infestation)

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Full Attack: Swarm (2d6 plus infestation); in coalesced form, 4 kukris +11 melee (1d4/18–20) or 4 spines +11 melee (1d4 plus infestation) Space/Reach: 10 ft./—; or 5 ft./5 ft. in coalesced form Special Attacks: Distraction, infestation, warp flesh Special Qualities: Coalesced form, immortality, immunity to disease, immunity to weapon damage, low-light vision, swarm traits Saves: Fort +6, Ref +8, Will +9 Abilities: Str 1 (10 in coalesced form), Dex 20, Con 16, Int 20, Wis 12, Cha 17 Skills: Concentration +15, Diplomacy +5, Heal +13, Knowledge (arcana) +17, Knowledge (any one) +17, Listen +13, Sense Motive +13, Spot +13 Feats: Ability Focus (warp flesh), Graft FleshB†, Improved Initiative, Iron Will, Weapon Finesse † New feat described on page 216. Environment: Temperate forests Organization: Solitary, gang (2–4 swarms), or colony (5–12 swarms) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +8 This cloud of pale green mist defies the laws of nature, coiling and roiling almost with a mind of its own. Long, dark green spines the size of a rapier blade, up to four at a time, constantly form and dissolve within the cloud. Suddenly, it collapses in on itself to take on the crude form of a flying eight-limbed creature. The four upper limbs end in long spines, and the four lower limbs end in tiny, four-fingered hands. Its roughly humanoid torso is covered with dark green plates, and its head is a writhing mass of tendrils.

The silthilar are an unusual form of colonial intelligence found only in the most tangled and remote forests of the world. They are all that remains of a proud and ancient race of sylvan creatures that had mastered the art of grafting and shaping living flesh to suit their own needs. Their world crumbled eons ago when their research unleashed a terrible magic plague. Silthilar wizards, in an act of desperation, worked a powerful spell that separated their minds from their failing bodies. The spell shattered their minds into millions of tiny motes of flesh and bone, each of which served as a vessel for a single piece of silthilar lore. Alone, a single piece of flesh or bone was nothing more than quiescent lore, but together, the particles formed a powerful hive mind capable of organizing thousands upon thousands of similar particles into a single entity. Today, the silthilar exist as these hive-mind swarms. In their new form, the silthilar are free to pursue their research and experiments without fear of disease or old age. Fortunately, their curiosity about the flesh is tempered by their respect for life. With the notable exception of rogue swarms, most silthilar


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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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