2 minute read

Hound of the Gloom

Next Article
The Topaz Order

The Topaz Order

Special Qualities: A half-farspawn has all the special qualities of the base creature, plus the following special qualities: — Blindsight out to 60 feet. — Immunity to poison. — Resistance to acid 10 and electricity 10. — Damage reduction 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). — A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. — Spell resistance equal to Hit Dice + 10 (up to a maximum of 25).

Change Shape (Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability (see page 306 of the Monster Manual), except as follows: — The creature’s movement modes do not change. — The creature retains the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle attacks when making a full attack. — The creature becomes amorphous. It cannot be fl anked, and is not subject to extra damage from critical hits. — Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous form.

Advertisement

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +6, Wis +4, Cha +2.

Skills: A half-farspawn gains skill points as an outsider and has skill points equal to (8 + Int modifi er) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the halffarspawn gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s entry as class skills, and other skills as cross-class skills.

Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always chaotic evil.

Level Adjustment: +4.

HALF-FARSPAWN CHAR ACTERS

Humanoid half-farspawn often have a character class, preferring cleric, fi ghter, or sorcerer. Half-farspawn clerics are devotees of terrible deities such as Tharizdun or Mak Thuum Ngatha, or simply choose to venerate cosmic forces such as destruction and madness.

HOUND OF T HE GLOOM

Large Aberration Hit Dice: 12d8+84 (156 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 24 (–1 size, +2 Dex, +13 natural), touch 11, fl at-footed 22 Base Attack/Grapple: +9/+19 Attack: Bite +14 melee (2d6+6) or tentacle rake +14 melee (1d6+6 plus poison) Full Attack: Bite +14 melee (2d6+6) and 2 claws +12 melee (1d6+3) and 2 tentacle rakes +12 melee (1d6+3 plus poison) Space/Reach: 10 ft./5 ft. (10 ft. with tentacles) Special Attacks: Improved grab, poison, pounce Special Qualities: Darkvision 60 ft., scent Saves: Fort +13, Ref +6, Will +11 Abilities: Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10 Skills: Balance +6, Climb +18, Jump +18, Listen +12, Move

Silently +6, Spot +12 Feats: Cleave, Combat Refl exes, Great Fortitude, Multiattack,

Power Attack Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral evil Advancement: 13–14 HD (Large); 15–36 HD (Huge) Level Adjustment: —

Hound of the gloom

Illus. by S. Ellis

This article is from: