Showing posts with label Aberraton. Show all posts
Showing posts with label Aberraton. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Abollar Skum

Abollar Skum (from Blackdirge's Dungeon Denizens)
Medium Aberration (Aquatic)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +1
Speed: 20 feet, swim 40 feet
Armor Class: 14 (+3 natural, +1 Dexterity); touch 11, flat-footed 13
BAB/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (2d6+5, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +1 melee (1d4+2, piercing and slashing, 20 x2) and 2 tentacles (1d6+2 plus slime, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Rake 1d6+2, slime
Special Qualities: Darkvision 60 feet, amphibious, immunity to poison, acid resistance 5, cold resistance 5, vulnerability to fire
Saves: Fortitude +2, Reflex +1, Will +3
Abilities: Str 21, Int 10, Wis 10, Dex 13, Con 15, Cha 10
Skills: Hide +4 (+8 when underwater), Listen +4 (+6 when underwater), Move Silently +3, Spot +4 (+6 when underwater), Swim +13
Feats: Skill Augmentation (Listen and Spot)
Environment: Underground
Organization: Solitary, brood (2 - 5) or pack (6 - 15)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful evil
Advancement: 3 - 4 Hit Dice (Medium), 5 - 6 Hit Dice (Large)
Level Adjustment: +5

This fish-like humanoid is covered in a thin membrane of glistening slime. Its ichthyoid head features three oblong eyes stacked one above the other in the center of its forehead. It is armed with long, serrated talons, a mouthful of needle-like teeth, and two whip-like tentacles growing from beneath each arm.

The skum is by far the most common of the aboleth slave races to be born as abollar, and one of the few abollar to find some acceptance from its parent race. Abollar skum are seen by aboleths as a potent tool against the other races of the underdark. Their ability to make forays onto dry land makes them an invaluable resource, especially since the abollar skum can use its slime attack to secure even more slaves for its abolar master.

An abollar skum is about the same height and weight as a human.

Abollar skum speak Aquan.

Combat
Brutally efficient melee combatants, both in an out of the water, abollar skum prefer to wade into combat with their impressive array of natural attacks. They attempt to disable as many foes as possible with their slime attack, and then drag these unfortunates back to the watery lair of their aboleth master.

Rake (Ex): An abollar skum gains two rake attacks when it attacks while swimming. Attack bonus +1, damage 1d6+2.

Slime (Ex): A creature struck by an abollar skum's tentacle must make a DC 13 Fortitude save 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.

Skills (Ex): Abollar skum have a +2 racial bonus on Listen and Spot checks. Underwater, the abollar skum gains a +4 racial bonus on Hide checks and their racial Spot and Listen checks is increased to +4.

An abollar skum 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.

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General Rules: Monsters - Athasi

Athasi (from Blackdirge's Dungeon Denizens)
Medium Aberration

Hit Dice: 4d8+4 (22 hit points)
Initiative: +6
Speed: 30 feet
Armor Class: 16 (+2 Dexterity, +1 dodge, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +3/+3
Attack: Tentacle +5 melee (1d6 plus 1d3 Intelligence damage, bludgeoning, 20 x2)
Full Attack: Tentacle +5 melee (1d6 plus 1d3 Intelligence damage, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Intelligence drain, spell-like abilities
Special Qualities: Darkvision 120 feet, cloak of concealment, spell resistance 18
Saves: Fortitude +2, Reflex +1, Will +3
Abilities: Str 10, Int 18, Wis 15, Dex 15, Con 12, Cha 16
Skills: Balance +4, Bluff +10, Diplomacy +14, Disguise +3 (+5 when acting), Intimidate +8, Jump +2, Listen +9, Sense Motive +9, Spot +9, Tumble +9
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4

This tall, gray-skinned humanoid has a single tentacle growing from the base of its skull.

In the ancient days, the athasi were the first intelligent species to walk the underdark's shadowy caverns. Perhaps they existed before the gods created humanity and other species, or perhaps they were the first race to be given sentience. In any case, the athasi grew ambitious. Jealous of the power of the gods, they schemed to elevate themselve to divine levels. They crafted many of the strange underdark races as servitors, most notably the eye tyrants and mind flayers. Other strange races may also bear their mark. In time, the athasi grew too arrogant. They planned to destroy all life the gods created and then, once their conquest of the world was complete, they would turn their power against the gods. For a time, their plan met with success, but eventually they were defeated. Even the mighty athasi could not match the gods. In the final days of the struggle, the athasi fled to the deepest reaches of the underdark. Few suvived the destruction of their underworld cities.

Thousands of years later, the athasi continue on in small numbers. it is surmised that no more than three hundred of these creatures exist. The gods have long since forgotten the athasi, as they are too weak to ever again threaten the world. The athasi have not forgotten or firgiven their losses. To this day, they plot to destroy the gods' creature and what they consider to be the servitor races that betrayed them. If the athasi cannot avenge themselves against the gods, they will take the next best target.

Athasi travel the underdark, seeking to ignite wars between settlements. They hate good and evil creatures with equal vigor, and gleefully murder drow, svirfneblin, and other creatures they encounter. In isolated workshops and deep caverns, they produce deadly constructs known as bronze reapers, and continue their arcane studies.

Usually an athasi plants false evidence of any imepnding attack, makes attacks to increase tensionin an area, or uses its spell-like abilities and control a noble or other leader. The athasi dream of an underdark purged of all other humanoid and intelligent races, hoping that when that day arrived, they can once again rebuild their cities.

All athasi have unique appearances. Some resemble gray-skinned, hairless humans. Others look like ming flayers that lack facial tentacles. As the first intelligent race, they were given a wide range of forms. The one constant is that all athasi have humanoid faces, mouths capable of forming speech, hands to manipulate items, and a single, long tentacle that they use to batter opponents and drain their minds. The athasi's preferred character class is sorcerer, although many gain levels as rogues or wizards. Athasi cannot become clerics or druids, as the gods refuse to hear their prayers.

Combat
Athasi usually try to avoid combat, except to use their tentacle to rob a creature of its memories and learn of its surroundings. Ususally they strike from ambush, using their spell-like abilities and greater invisibility to approach a target from hiding and leap upon it before it can prepare a defense. Athasi prefer to attack sleeping or otherwise helpless foes. They slip into settlements or sneak into camps and pick out what looks like and important or powerful figure.

Athasi also use these tactics when they must defend themselves. They use hit and run attacks, preferably by sneaking into an area, to turn their enemies into mindless vegetables. Over time, the attackers either give up and leave or are finally whittled down to such small numbers that they can be overwhelmed in battle.

Intelligence Drain (Ex): A creature struck by an athasi's tentacle attack must succeed at a DC 15 Will save or suffer 1d3 points of Intelligence damage. Furthermore, the athasi immediately gains knowledge of the last last settlement the creature visited or the location of its lair, and how to travel there. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will - burning hands, charm monster, fly, suggestion. Caster level 10th; save DC 13 + spell level. The save DCs are Chairsma-based.

Cloak of Concealment (Su): All athasi have the ability to bend and fold space around them, granting them the equivalent of a greater invisibility spell as if cast by a 20th level caster. An athasi can activate or dismiss this ability as a free action.

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