3 minute read
Urophion
Illus. by W. Reynolds
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critical hits or fl anking. A swarm composed of Fine creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specifi c number of Urophion creatures (including single-target spells such as disintegrate), with the exception of mind-affecting spells and abilities if the swarm has an intelligence score and a hive mind. A swarm takes half again as much damage (+50 %) from spells or effects that affect an area, such as splash weapons and many evocation spells. Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For the purpose of determi ni ng the effect of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
SILTHIL AR CHAR ACTERS
Many silthilar gain class levels (often as wizards). A silthilar gains the benefi ts of increased Hit Dice, base attack bonuses, saving throw bonuses, and skill points from its class levels in both of its forms. It can use class features and spellcasting abilities only in its coalesced form; these abilities are suppressed while the creature is in swarm form.
UROPHION
Large Aberration Hit Dice: 12d8 +36 (90 hp) Initiative: +5 Speed: 10 ft. (2 squares) Armor Class: 24 (–1 size, +1 Dex, +14 natural), touch 10, fl at-footed 23 Base Attack/Grapple: +9/+17 Attack: Strand +9 ranged touch (drag) or bite +12 melee (2d6+6) Full Attack: 6 strands +9 ranged touch (drag) and bite +12 melee (2d6+6) Space/Reach: 10 ft./10 ft. (50 ft. with strand) Special Attacks: Drag, extraction, mind blast, psionics, strands, weakness Sp ecial Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, telepathy 100 ft., vulnerability to fi re Saves: Fort +9, Ref +5, Will +13 Abilities: Str 19, Dex 13, Con 16, Int 17, Wis 16, Cha 15 Skills: Climb +14, Concentration +18 (+22 casting defensively), Hide +12 (+20 in stony or icy areas), Knowledge (dungeoneering) +8, Listen +20, Spot +20 Fe ats: Alertness, Combat Casting, Great F o r t i t u d e , I m p r o v e d Initiative, Iron Will Env ironment: Underground Organization: Solitary, pair, or cluster (3–6) Ch allenge Rating: 13 Tr easure: No coins; 50% goods (stone only); no items Alignment: Usually lawful evil Advancement: 13–24 HD (Large); 25–36 HD (Huge) Level Adjustment: —
This creature strongly resembles a natural stalagmite almost 10 feet tall. A single red eye glares above a huge maw fi lled with jagged teeth, and thin, fl exible strands or tendrils whip around its rocky body.
A urophion is the result when an illithid tadpole is implanted into a roper’s brain. These miserable creatures are nearly as intelligent as their mind fl ayer kin, but they are treated as no