Abollar (from
Blackdirge's Dungeon Denizens)
Upon rare occassions, aboleths have been known to breed with their humanoid slaves in a mysterious process unknown to the surface world. An aboleth's motivation for doing this is also unknown, as the resulting offspring, known as an abollar, is often a pariah and is generally shunned by both its parent races. Most abollars become evil mercenaries with little loyalty to anyone.
The majority of abollar are hideous, slime-coated humanoids with long, thin tentacles hanging below each arm. The abollar's face possesses three enormous jelly-like eyes, very much like its aboleth parent. Abollar posses some of the traits of the aboleth.
"Abollar" is a template that can be added to any corporeal aliving creature, although it is far more common amongst giants, humanoids, and monstrous humanoids. An abollar uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to aberration, and it gains the aquatic subtype. Size is unchanged. Do not racalculate Hit Dice, base attack bonus, or saves.
Hit Dice: Same as the base creature.
Speed: The abollar's slime coating allows it to breathe and move effortlessly underwater. Unless the base creature has a better swim speed, an abollar gains a swim speed equal to the base creature's land speed.
Armor Class: Natural armor impoves by +1 (this stacks with any natural armor bonus that the base creature may have).
Attacks: An abollar has two tentacle attacks that can be used as natural weapons. If the base creature can use weapons, the abollar retains this ability. An abollar fighting without weapons uses a tentacle when making an attack action. When it has a weapon, most abollar prefer to use the weapon instead. An abollar fighting without weapons uses both trnacles when making a full attack. If armed with a weapon, it uses the weapon as its primary attack and the tentacles as a natural secondary attack.
Damage: Abollars have tentacle attacks. If the base creature does not have this attack form, use the damage values on the table to the right. Otherwise, use the base creature's damage values if they are greater.
Size | Tentacle Damage |
Fine
|
1
|
Diminutive
|
1d2
|
Tiny
|
1d3
|
Small
|
1d4
|
Medium
|
1d6
|
Large
|
1d8
|
Huge
|
2d6
|
Gargantuan
|
3d6
|
Colossal
|
4d6
|
Special Attacks: An abollar retains all the special abilities of the base creature and also gains the following ones:
- Slime (Ex): A creature struck by an abollar's tentacle must make a Fortitude save (DC = 10 + abollar's racial Hit Dice + abollar's Constitution modifier) or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.
Special Qualities: An abollar retains all the special qualities of the base creature, and also gains the following ones:
- Amphibious.
- Darkvision with a range of 60 feet.
- Immunity to poison.
- Acid resistance 5 and cold resistance 5.
- Vulnerability to fire
If the base creature already has one or more of these special qualities, use the better value.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +2, Constitution +2, Charisma +4.
Skills: An abollar gains skill points as an aberrations and has skill points equal to (2 + Intelligence modifier x (Hit Dice x 3). Do not include Hit Dice from class levels in this calculation - the abollar gains aberration 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 list as class skills, and other skills as cross class.
Abollars have a +2 racial bonus on Listen and Spot checks. An abollar has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1 (minimum 2)
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +2
Home Three Worlds Monsters
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