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x PT he a - \ 7 esa HAIL eT tsa nl aa The el Ti. ab LA pane > ee 18 — was! ai ALi) | ae el ISSUE 337 NOVEMBER 2005 DrFasSoni contents aa} 24 MONSTERS OF THE MIND by Kevin Baase, Eric Jansing, and Oliver Frank, with Bill Halliar : DEMONOMICON: ZUGGTMOY by James Jacobs The «growth of fed on decay heralds t 6 LORDS OF DUST th Baker 2 ECOLOGY OF THE SHADAR-KAI FROM THE EDITOR Erik talks aboutt the new D&D movi SCALE MAIL Dead cats, Clas : FIRST WATCH Previews, news, and gear for gar WORMFOOD Psst! Hey, buddy. Wanna buy an amule BAZAAR OF THE BIZARRE Face paints aren't just for clow GAMER GUIDE SAGE ADVICE The Sage answers your rules questio CLASS ACTS >ptions and insights for your favorit comics OW THE COVER: (Gini Stevens¥éZaggtmoy cover shows stistinfinngis et. girl she is 1c in issue #324, then-Editor-in-Chief Matthew Ser nett took a bold stand when he said “The D&D movie -quel represents the best thing to happen to D&D since the release of third edition.” Like many of you, 1 remember chortling at this suggestion, shaking my head and saying something like “That Matt, he sure is a goof.” Here's something you've got to understand about Matt Sernett. He has amazingly good taste when it comes to buying D&D articles, writing stuff for the magazines, and member R&D department. He's a snappy 1 taste in women, and is a hell of a lot of fim around a D&D table. But he's got a huge weak spot when comes to fantasy movies. Namely, he likes pretty much all of them. Hawk the Slayer? He's got it. Krull? I think it’s one of his favorites, The only fantasy movie I can remember him poo-pooing is Barbarians, starring (I kid you not) “Barbarian Brothers” Peter and David Paul, bodybuilders who spend most of the movie mangling dialogue and flexing their oiled-up muscles. Barbarians belongs squarely in the mid-80s fam- tasy film subgenre of “movies where the bad guy gets killed designing RPG products in his new capacity as of Wizards of the Coast’ dresser, has fi by a thrown sword.” There are really a lot of those movies, including the wretched Conan the Destrayer, which many fantasy fans list among their favorite films. It was a difficult time for all of us. Aside from Barbarians, so far as 1 know Matt likes pretty much any fantasy movie in existence. As far as character flaws go, this one is pretty endearing, but its a trait that pulls him some distance from many D&D fans in that he has a lot of nice things to say about the first DUNGEONS & Deacons movie. I do not. So it was with some chagrin that I learned there would be a sequel, due in part to strong international distribution and excellent DVD sales of the original. Suggestions that the new movie might star Paris Hilton did little to encourage me, In fact, just about the only thing that made me anticipate the movie was Matt’s bold editorial, because I knew in my soul that the D&D sequel would be absolutely awful, especially since (unlike the first movie) we all had the complete Lord of the Rings tril- to serve asa mental map of what a perfect fantasy movie ought to look and sound like PIR 02601 557 sorter 2005 Shortly after Matt's editorial, I started hearing rumors from within Wizards of the Coast. The Paris Hilton thing turned out to be false, but the news that really shook my ‘worldview was that alot of the folks at the company had seen the sequel, and said it was actually pretty good 1 excellent D&D movie could do wonders for the hobby, but s of Jeremy Trons and blue lipstick still haunted n the original. I jumped at the opportunity to sneak peek ofthe movie at Gen Con Indy, eager to get a glimpse of what I had been told would be a major improvement ied it to be good. It goes without saying that an nightn me fro It’s a major improvement. I've read the full script, and I've seen about a half-hour of clips and behind-the-scenes, footage. I've spoken to the writer, Brian Rudnick, who incorporated elements from his own D&D campaigns into the story, which is much stronger than the original. By the time you read this, DuNCEONS & DRAcONS: Wrath of the Dragon God has already made its network debut on the Sei- Fi Channel, and the movie comes out on DVD this month. haven't seen the whole thing, but [ know enough to con- firm that I'll be buying it I think I'l invite Sernett to watch it with me. That kid's WRN Erik Mona Editor-in-Chief Tell us what you think of this issue. Send an email to sealemail@paizo.com. Please include your name, city, and state. Conmnt Inaunox Tam loving your monthly entries for each class, what with the little tidbits that make the ordinary easily extraor- inary or unusual. However, le’s not forget that there are 12 more official Wizards of the Coast standard classes (from the Complete series} favoured soul, hexblade, ninja, samurai, scout, shugenja, spell thief, spirit shaman, swashbuckler, warlock, ‘war mage, and wa jen. What I would suggest is that you cither incorporate one of these classes into every month, taking a fll year to swing through the entire set. Or, you could dedicate a single issue of the Class Acts to express ideas regarding these new core classes. Heck, surely ifyou can doa page on the “Flaws for Commoners” you can do cone page a year on each of the above? What say you? Are you up to the challenge? ‘Trevor Chapman Brampton, Ontario Indeed we are. Look fora revamped, slightly less rigid format for Class Acts starting in the January issue. The new ‘approach will be patterned off the Com. plete book lass breakdowns, providing tips _for warriors arcaniss, divine splleasters, ‘and “adventurers,” which will allow us to _get.a little more creative and cover some of the oddballs now and again. ‘Sew Spear Thave been an avid reader of both your magazines since the onset of third edition, and have loved your content from the beginning, Since Erik Mona has taken the helm, I have ORACONSST Nove 2005 ‘Many members ofthe gaming community were hit hard when the American Gulf coast was devastated by Hurricane Katrina. Naturally, the most important need is for humanitarian aid forall of our fellow citizens affected by the storm. We encourage everyone in the gaming community to contribute to aid organizations such as the Red Cross (1-B00-HELP-NOW) and to consider ‘volunteering in whatever capacity each of us is able. ‘Beyond this, Paizo has decided that we can help in our own small way by creating a care package for our subscribers whose belongings were likely di or destroyed in the storm. These packages will consist of a collection of Paizo products and other gaming products donated by other gaming com- Panies and will be sent to our subscribers who live in the hardest-hit areas. Ifyou would like to contribute toward this effort, you may purchase a Katrina Care Package Donation at paizo.com. All money collected will be used ‘to purchase additional supplies and help get the packages to our friends in ‘the gaming commurity. seen a constant improvement of both ‘magazines. | applaud the directions both have taken, and I am looking forward to anything more you might throw our way On that note, I would like to com- ment on Erik Mona’s recent editorial in Deacon #335 regarding the inclu- sion of setting specific content. I agree wholeheartedly, but would like to mention a couple more things, espe- cially since I know there will be quite an uproar about it This whole “setting specific controversy has always boggled my mind, since adaptation has always been an easy thing to do. Just because a selection of spells has FORGOTTEN REALMS or EnFRRON in the title does not mean it cannot be used in your personal homebrew campaign, | don't see people clam: oring and whining just because there is a “fire mage” prestige class that they absolutely cannot alter for their own ice-encased world. They will likely simply replace the same abilities with the [cold] descriptor if they like the class concept. Set- ting specific material, in my view, is no different, and for the most part requires as much effort Hopefully other readers might real- ize that the whole debate should really be a non-issue. I Jove reading about the worlds of Grevaws, EBeRRox, and ForGorreN REALMS, because I love stories and ideas. [love those same articles because I know that there will almost always be a way can weave that rule or mechanic into my own stories. Bring on the settings! I'm looking forward to it, with a vengeance. Jeremy Tollefon Sacramento, CA This issue contains 2 special poster ‘map compatible with DUNGEONS ‘& Dracons and the D&D Min- al {atures game, The Drow Outpost fits between maps in the first two Fantastic Locations products (Fane of the Drow and Hellspike Prison). The map was designed by the Wiz- ards of the Coast R&D department, with cartography by Jason Engle. Designer Stephen Schubert provides the following tips to help you get the most from this tournament legal map. ‘Drow Outpost in the D&D Miniatures Game: This map focuses on the con- cept of a single choke point, the central bridge, and the deep rift through the center of the map helps direct the flow of battle while stil allowing ranged units to be involved. Making the bridge a victory area for both sides reinforces the site sa battle location, while the other victory areas are close enough to the middle ‘of the map to be relevant. The inclusion of pit terrain. makes minis with push «effects, such as pushback, slide, or telekinesis, more interesting, as well ‘When playing a D&O Miniatures game on this map, all squares ofthe rift are treated as pts, Pits do not block line of sight or line of effect, but only creatures with Flight can enter a pit square. Any creature that ends its turn in 2 pt square is eliminated. (A routing creature with flight might fly over a pit \while moving toward its exit, bt if it ends its turn on a pit square, its el nated, scoring victory points for the opponent as usual.) Ifa creature 's moved onto 2 pit square during another creature's turn, it can make 2 DC 15 save at the end of that turn. If the save succeeds, the creature moves off the pit to the nearest legal space, without taking attacks of opportunity. Ifthe save falls, the creatures eliminated. and sprawling out on our maps, oF just sitting on our laps as we played ‘and tossing in the occasional meow. Our group's Enexon DM, Billi, always welcomed a little help from Riley, especially when he ran off with a key miniature just before a big battle. Please join us in bidding farewell to ‘our friend, and family member. My wife and I are now mourning the Ray passing of Riley, our cat and fellow Austell, GA Riley was quite fond of helping me Thanks for leting us know about yo prepare for my games by ying on my cat, Ray! A game is never quit the sara ‘open books, knocking my dice about, without a little critter running around and pushing my writing utensils on under the table, so here's hoping Riley the floor. He was especially fond of made his resurrection survival check. Er, dition, he doesn't ‘ome back! lying on the cool pages of my Dzacon wait. Thanks to or Dunceon magazines. even need to make a re He also enjoyed taking part in our bi-weekly Friday night games by jumping in the middle of the table “Ziiacs, JASTELAND http://chaos-wasteland.dyndns.org:6969: RPG BI+-TORREN+ TRACKER Scar REQUESTS Official D&D § Heroes of Horror § Hellspike Prison ¥ Spell Compendium ¥ Dungeon Magazine #126 420 Sword & Sorcery ¥ Advanced Player's Guide 420 Sovereign Press § Towers of High Sorcery ¥ War of the Lance ¥ Holy Orders of the Stars ¥ Legends of the Twins F Spectre of Sorrows PREVIEWS NOTE AND NEWS FOR GAMERS CHAMPIONS Of VALOR ReALMs game designers Thomas M. Reid and Sear K Reynolds bring you the companion to Lords of Darkness: Cham pions of Valor This guide to Faertinian aign-specific o ies—like Selfinite Foun tial-Attended Birth. Cele and a heavy helping of new feats and spells. Details on some of the most heroic organiza- ons in the Realms, as well as benefits variety of puilds and orders to life. For erything you need to become a true ofthe Realms, Valor. -S.B. heck out Cham: All out devilry starts in Ma Keep, the first of three f ps h D&D and equally suited to D&D Miniatures includ Hellspike Prison. rom th temple awash with lava, travel to the smoking depths of the infamou Hellspike, the deadly Mushroc Cavern, and finally the Templ the Prismatic Flame, in this 16-page adventure by designer and former DRacon editor-in-chief Matth: Sernett. The three maps included in Hellspike Prison will used as official D&D minis tour ment maps once Set 49, War Drums, fool ta Lana (oles) The deity of magic reveal Cee ene the inner working of Boccob’s faithful an Pea eee ay holy texts, holidays, and GTR} ah an truly havi my Aenea cae th a powerful staff and explore the eet Dragon God, the direct-to DunGEows ® Deacons movie, this month. From Juiblex to the Bi Peaks, ref abound as a band of heroes strives to thwart a nefarious attempt to awaken the Night Dragon, Previewe applause and excitement at this year's Gen Con, screenwriter and long-time gamer Brain Rudnick said that his own DA&D characters and experiences were movie. Each DVD also inclu DUNGEON magazine, which weaves c fully into the films plot. JS. Rarer toa cla Ser ee a your alma mater carefully as that decision IMPS OF ILL HUMOR Pe ata Ctr ofthe Spell Weaver, Class Act zaar of the Bizare, First Wateh, Sc reported by Shelly Baur, Jason Bulmahn, Joshua Cole, Allan Grohe, Mike L. Fiegel, Mike MeArtor, and James Sutter MORE HUMANTHAN | DRAGON COMPENDIUM | IRONCLADADVENTURE | HONOR AMONG HUMAN Revisit some of your favor- The Witehfire Trilogy Col- | THIEVES Dwarves getting dull? Had / ite classic Daacon articles lected Faition unites and; Revisit Lynn Abbey's itup to here with just with Paizo Publishing's updates Privateer Press's | Thieves’ World with Shad plain halflings? The new | (paizo.com) Dzacon Com- | award-winning Witehfire owspawn's Guide to Sanctu- ‘Advanced Race Codex from pendium, Volume 1, releasing | Trilogy adventures inone ary and the Thieves’ World Green Ronin is just what this month. With all rules tome. Farmore than just | Gazetter, both from youneed to jazz up your | updated for use with D&D reprints, the compila- Ronin Publishing. Sh fantasy dao games. Drawn 35, this 256-page tome tion includes two never- | owspawn's Guide offers the from the best of the Races { offers you the perfect com- | before-printed adventures, definitive sourcebook for of Renown series—favor- | bination of the old flavor Fools Ernd(previously running and playing games, ites like Hammer & Helm | you love with today’s bal- available only as a PDF) within Thieves World's pri and Bow & Blade—this _{ anced game system. Along __ placed between the first mary city, Sanctuary, while new sourcebook makes __ with favorites like the death and second episodes, and | the Gazetteer covers the rest races more than just a master base class, orange, | The Umbral Spiral, an all ofthe continent beyond list of skills and abilities. yellow, and purple dragons, newadventure spanning Sanctuary’s borders, Chief Inside, you'll find revised _ and the “Good Hits and the final episodes. These | designer Robert Schwalb information on all your Bad Misses” critical hits modules launched the Iron worked closely with Lynn favorite races, new feats, charts, this compilation Kingdoms campaign set- Abbey to pull together spells, prestige classes, includes whole chapters _ ting, which won the 2005 _the most accurate mate and subraces,as well as | on races, prestige classes, Gold ENnie Awards for Best rial covering all aspects of new details never included ! magic items,and more, all _ Campaign Settingand for. Thieves World canon while in the original works. For | which originally appeared Best Writing. Check out prt making their new rules more, visit greenronin. com. -M.LE within the prestigious vateerpress.com for more _useful in any D&D cam. pages of Dracon. -M.M. full metal fimtasy.-ATG. _ paign. ~SB. BRING THE UNDERDARK HOME Underdark, the eighth set of Dunceon your favorite local game store right now, demanding to be unleashed on your Deacons Miniatures, waits for you at ‘unwitting players, Aside from well-known names, like Elminster, Artemis Entreri, and Guenhwyvar, this set also features a number of other classic monsters, including a horde of Mounted Drow, a feisty Xorn, and a massive Marut Inevitable with both a regular and a Epic version—a new convention so far unique to Underdark. ~].B. s Xorn Marut Inevitable November 206 A world of intrigue industry, and imperial: sm awaits you in the new Cyberpunk Victoriana setting Etherscope. Good- man Games releases this 2go-page rulebook, which takes read 's back toa 1984 that never was. Steam engines and cyber- naughtics abound as Punk Scope riders fight crazed ndustrialists and occult investigators war against demons in the new fron- tier of Etherspace. With a introduction to the char- acters, world, and rules, Etherscope prov hing you need to roleplay n this alternate past. Jack n online at goodman games.com. —M.L.F Pah Esra Palladium’s Rifts Mega most venerable and po} lar pen-and-paper rol playing games ever. Yet it has never lent its setting mechanics to an electror Enter Rifis: Pr ° for the N N-Gage (n-gage.com) Explore the post-apo lyptic world of m technology, and psionics, or deploy all three in mu! tiplayer mode Catan, based popular Settlers of Ca board game, al a i) Take a break from role- New additions playing with Seaborn best-loved series in fa Games's (seaborngames. gaming release this mont com) new adventure Dragon Quest VIII: J boardgame, Hunting Party, | of the Cursed King and C Each player starts as a evania: Curse of Darkness heroic leader intent on In the new and grap hiring a variety of skilled ally red Dragon allies in an attempt to Quest for Playstatio: jolve a eryptic prophecy. a Explore a variety of locales, | ancient curse com from the darkwoods tothe | young guar bar mystic vale, smite various 2 est to save dark agents who impede his kingdom and your quest, and level-up royal family using gold earned from the latest entry encounters, Ultimately Castlevania series for t replayable, the prophecy, stal nd X-E chosen heroes, and even the , (konami.com), follow He game board change from —_ tor, a Devil Forgemast game to game,making the _trained by Dracula himself adventure justas surprising | in an attempt to escaps the ne as it wa the vampire ervice the first. SB alive Se ea pie oe mt Th Pee tar ean ners Ree, ve eee eed eee feud. The third and final a eet eri ten te et le FIRST W ARM YOURSELF MAGIC FIGURES QUEST Who says gaming isn't athletic At long last, so the players would head for re, rolling dice to resolve co four filly mapped-out dungeon, but so is picki f instead they've taken an unexpected tur P psten aken an unexp night be fan, b a foam sword and taki First 4 Figures (first4figures.com) into a bustling village. Time t nl riends one-on-one! Whether ne folks who broug] the graph paper. Orisit LARPing, competing in organized he Gathering JM can never have too mi: cents, or simply settling some old maps, and to that end Paizo Publishing cores, Edhellen Armoury (edhel- fa paizo.com) has created the Ien.com) produces a complete line hie feapons and armor made fr illustrations an map tiles cre ard-winning and fiberglass, as well a lectible r ON cartographers, perfect fr .d leather, ¢ tuettes is and miniatures games alike mor, beautiful latex weapons, | master-crafted figurines Mage the first in the series, details a nd prosthetic costume Angel's wingspan a fantasy hamle in ts (elf ears, anyone?). Fron 1 inches and the Hypn kip tedious mapping and foc claymores to polearms, axes to flai 6-inch-tall dragon ting innovative stories. At only $10 p Edhellen brings combat to life in orget ab pack, Campaign Map Packs are an i and safety. ~J real di addition to any DM's arsenal. -J RPGA REPORT ty Stephen Radney-MacFa ee ee ee Re Oren een aot at Gen Con Indy, the RPGA unleashes eye ke cee year’s adventure, Crown of Winter magazine's own Jason Bulmahn with the aid of Christopher Lindsay Crown of Winter Flame designer Jason Champions: Fed & Mat Cappel, Even Jefe and yours truly. The adventure—a __Bulmahn smiles as players fall one by one. Joe Altepeter, Evan Graves, Mica Stoutimee sequel to last year’s Shards of Ener PC ae ng Pe Ran een to} oa ee Ce cen ee eonie Pee ae ea ee ke eke er st the dangers of Xen‘drik other players. The top three teams Tes sence emer in search of a strange glacier hidden walked away with special Players he RPGA website (rpga.com) and come at the heart of a deadly jungle Sete ta Per necteup asst] pce Sa eee Eos a ee MONSTERS OF THE MIND minions of the mind flayers BY KEVIN BAASE, ERIC JANSING, AND OLIVER FRANK WITH BILL HALLIAR eRe UES eis NBEO LS he iithids, or mind flayers as they ae better known, are one of the most powerful forces ofthe Underdark. eee Eee an surface, knows the mind flayers as deadly foes, bent on agetidas as depraved as they are alien. Mlithids are also ‘responsible for the creation or transformation of more ‘reatures than perhaps any other race. Whether the results ‘oftheir unique breeding process, magical and psionic ‘experimentation, or specially created thralls of their elder Sites a eee hel ee fleshwarpers and perverse progenitors. Presented here is a variety of ereatures created by the Gente ean es SUNT Dragon (Earth) meter Re a a ue ecg fr ee eea oceans itaesanny treo) j Co a ea ee Prcermtet eee era reed Crt eer toc ueee pears) eee oer SrA oe ao ec Ree ee cee srrnr ec ers 21 HD; adult 23-24 HD; mature adult 26-27 HD; old PRR Ee neuer aos 38-39 HD; great wyrm 41+ HD. Level Adjustment: Wyrmling +5; very young +5; young, eo Sen nn a a) «even a brief glance shows iis not—or maybe is more than—a dragon. ts tiny, pale purple scales might be the dragon-thing’s Ce ta ae of skin, and four long tentacles grow out of the neck where ee a Ce ee ltd Poe erica aso Se eect a Cee oe ted Se UMS neo etn ed Fn eo leads some sages to speculate that their alien appear- Preteen mires ‘occasionally create terrors even elder brains cannot ‘control. Brainstealer dragons seem to be among those Se naa ‘Noveriber 2005 DRAGON 337 25 Peo a MONSTERS OF THE MIND Wyrmling Mature adult a0 f 17 (1 Dex fly 50 f. (poo! Young adult 40 ft fly 100 Mature adult 40 f. fly 100 ft. (poor 40% fly 150 ft Wyrm 40 fly 150 A Po eee grab attack. A tentacle has a reach Ar a Ce te Pee that maintains a hold with a tentacle Cet ee es Cee ar Cee een Coeur mencs Pema eoese ean Dror eee Improved Grab (Fx}To use this Poe eee ene ai Pei ono ioe Dean eee Dace Ere eee eens Perera Tc eee Deer ue ee) ice mee ucts cry Pees Sg Seta Ce Lc stealer dragon can hold one crea- SES Cea od Po eee ated Tene ce eo meen escape with a single successfull grap- pile check or an Escape Artist check. Ren at ier ce eee ec ec eta cred Pca nec) Ne et Petes ene ees Bro est nano ocd Cetera mea ed is Charisma-based. Once the dragon Pee ene ee! aCe oe DC Sea tion (very young or older), levitate (juvenile or older} charm monster {adult of older), detect thoughts (old Ree mend Caen fo Ca ee Stee egestas Pes ‘Skills: Bluff, Gather Information, ‘and Survival are considered class skills forbrainstealer dragons in addition to sor ae Brainstealer Dragons CD Be cee ‘target of attacks by a strange-looking. Oe ead De ene ey ‘of Khyber, the Deagon Below. How Rar Seana een Mien neers epee hycmnnrrertss =) interest in the Draconic Prophecy. PT eed eee) oa Speed: 20 ft (4 squares) Armor Class: 14 (+1 size, +1 Dex, +2 Pere eee er) Dry ee er eet ere a ee otra Fall Attack: 4 tentacles +5 melee (cr) Dee Special Attacks: Swarmfighting Seo ea eee fen ee spell resistance 13, telepathic link, reed ee ee een ey Abilities: Str 8, Dex x3, Con m1, nt 2, Were Skills: Escape Artist +2, Hide 45, Lise eer Feats: Blind-Fight, Weapon Finesse Su ce) for oes Ce A en rere en) OS ae This squirming mass of ft, mottled en ena Se re een ann ‘mucous flick and lash back and forth Sram every conceivable opening the ae Te ee Red Caan nr De LES Le oe cece Pe us Senn ty ec Dee ees eects nrc Pee eroeonias lithocytes were once illithid tadpoles that survived the fall of a oon Onc) bodies to inhabit, the tadpoles were forced toadapt ot die. Those that Soc nares contained species. Ilithocytes now Reena es rites Rennie eres and weighs 20 pounds, CE Tes eee ce aac Pee rer eo oem Penonet cette! against a single target, maximizing their ability to fightin close PT ee es aed Cee eens pretation ted emesis een OM toe Per ett ns ‘Swarmfighting (Ex): lithocytes can coordinate melee attacks against a single target and are adept at fighting side by side in close quar- eee Onin td See rue) any other illithocyte at no penalty ‘When an illithocyte engages a Neng eee eed Peete ord threatens the target, it gains a +1 De ee oer Ree ee eect) additional illithocyte beyond the Pe ce pater ra) Unni Ce cmt octet ence omer ee ier the location of living creatiires, en cea Tad against concealment, invisibility, Pane kents Soreness share a communal consciousness, Pe Ronee telepathically with other creatures Soe reer tes Pentre eters tg aera eee pee ey aro Pe err es NUCL Cee eed from the ruins of the illithid city fonent erm rhe arid Pe eee UU Pens U ee a ok) Or Rue aie their hunger, these tadpoles ventured peer na et ts rien SA Huge Aberration (Aquatic) cee eet a) ee! ee ae ea Armor Class: 24 (-1 Dex,=2 size, +17 natural), touch 7, flat-footed 24 Base Attack/Grapple: +18/+30 eee ee eer) Full Attack: Bite +30 melee (2d8+13) and 4 probe worms +28 melee (1 force plus Constitution drain) Soir eee Special Attacks: Constitution drain, en eae Pocket nut Reece ee er ae Pe See eee Perce ccna toes Redeem ceema ects Abilities: Str 36, Dex 9, Con 21, Int ener eect es crate pcp ceo eee ec eeons acess Ree ct ee Co oa ese ene Aa eM OY (°) =i) a |A |) Feats: Ability Focus (far swallow), Ability Focus (ear), Ability Focus (mind blast), Alertness, Improved Initiative, Multiattack, Skill ON eee een ee ee Ree ere merely some of the creatures and prestige classes with connections to ilithids. ere cem react + Alhoon (ithilch) (Lords of Madness, page as7; Monsters of Faern, page 86) Doe acer Seer cacr at ee) eer ee a + Duergar, Psionic (Expanded Psionjgs Handbook, page 295) Se ee ert + Elder brain (Lords of Madness, page 144; Underdark, page 84) Be ca ee eee) Cee Bren ee (sear a ete) emer rey ee ceca Seen Skea iat teen) Py ere eee arent el tere) Pe eee tay a tee cere 51-75 HD (Gargantuan) Scoot eso ee nr eee) Peet ee ae een eo) SO ae eg creature, sickly pale purple in color. Even out of the water its upper body cree + Phthsie (Expanded Psonics Handbook, page 206) aes ney ee ey area rere teeter rer ey Mind worms are beings that can ete et eee er a) attack and swallow ereatures through any reflective surface. PT SITE ETSY ese ets Pee eer Seren are) SR cae sr cc ae Barns Sen! Deed et ec) layer (Epic Level Handbook, page 208) ae are eect oe) ST eae aoa eo) fot ee Oey acca) experimental creation of the mind | Soul Eater (Book of Vile Darkness, page 68) flayers, mind worms have great mental capabilities and some Poe ee ere eee OO ea an eee Pee a eee another swallowed opponent must can attack opponents near any pe nee eae ‘reflective surface, even across great tion drain. Peete ce or distances or on a different plane. Far Swallow (Su Ifa mind worm 1 Large, 4 Medium, 16 Small, or 64 Illithids often use mind worms.as scores a critical hit with a probe ‘Tiny or smaller creatures. cee tas worm attack, the victim must sue- Fear (Su: Living creatures struck Mind worms average 5 feet in diam- ceed on a DC 28 Will save or be Da en erred Be Ee CS ee A od UCU n Ce CO ere oe ee eu ceCeaes ‘mon in gurgling, sputtering voices, _ to automatically swallow the oppo- _ on the saving throw is immune to Pett CSR oreo cs nT PAPOT Ey Oe eee Seem aes ett ere eee es DC eto oes fore e Mind Blast (Sp): This psionic See rere [A swallowed creature takes 2d643 attack is a cone 60 feet long. Creamer te Puen Coc eT eS rel eee ntere oo points of acid damage per round succeed on a DC 28 Will save or een ee ae ee ee Te Ae OS eee ee eee Te Soca eee ea ee td ability is the equivalent ofa 4th- physically, a mind worm tries to Pere ae ee aS a Jure its opponent into the water of damage to the worm’s gizeard Be CC a Ry ‘where it has the advantage. (AC 18). Once the ereature exits, isa tiny wormlike thing constructed ECE ae ed 4 of crackling red energy. As a free action each round, the mind worm can create up to ireyiemey mei tetomelee) om Tr eee h imi LteTe or reflective surface the mind Seen) MCUs Lae ne Leo ae mei a eh sd (although this is more difficult to accomplish). A probe worm TEE coro reece opponents up to 15 feet away ite eRe tue Cee ery) ee el dealing force damage and Con- stitution drain, and on a suc- ime yates bed ie CMae UL La meh alae eo cessful critic worm has an AC of 20 and go hit points, and when destroyed can- Mees nese Cae Mitt ct a PMR eect imam co than four probe worms at one taut Ra oni a! iar (ano To create a probe worm UCU eg yh erm Coleen must first view the location and then succeed on a DC 20 caster level check. If the surface is on another plane, the DC in by 10. The DC also increases by 2 if the surface is smaller than 20 feet in radius. To be the target of this ability, a sur- face must be a flat mirror, clear glass, a still pool of liquid, or a flat piece of shiny metal. Once created, disturbing the surface does not affect the probe worm. Psionics (Sp): At will—greater scrying (DC 21), plane shift (DC 21). Caster level asth. The save DCs are Qe irene Immersion Awareness (Ex): A mind worm immersed in water is nol subject to critical hits and can- nol be flanked. A) t] Ceara modele ee eared racial bonus on any Swim check to perform some special action Preece Meru ir Rene Coote) wiimastca a CTBier (atc @uMmoe iT tac ee It can use the run action while ST ae aCe aE eti| See ttia ttt NERVE SWIMMERS Pi aec Ce rey) Hit Dice: 12d8+12 (66 hp) POL teed Speed: 20 ft. (4 squares), burrow 20 ft., climb 20 ft. Vena O ECC ee aCe coe meg y touch 23, flat-footed 18 Base Attack/Grapple: +9/— Attack: Swarm (3d6 plus flesh burrow) Full Attack: Swarm (3d6 plus flesh burrow) Aydin en Le Special Attacks: Distraction, domi- nation, flesh burrow, nerve strike, Berita arate er tte) Special Qualities; Darkvision 60 ft., Ciasu rem Cnr emmaE nue Tat emir tee c emer Ted calgon lir niece ie CeCe cdma mee maT Mec) Abilities: Str 1, Dex 21, Con 12, Int 12, Wis 13, Cha 14 Skills: Bluff +15, Climb +13, Diplo- macy +19, Hide +21, Intimidate SOBA CH bh ycae SL ye S mmole eR CCE LEC Eis mc ne omer y ma yea Cesta ent meee Cotons tiator, Persuasive Environment: Any land and under- ground Organization: Solitary or inquisi- On Pens] Challenge Rating: 10 Treasure: None PN aC ene h MARC aay Beet ta Leah Cele ao RC tat He Eee Ue rem cag Per AM Ca tia Me ey November 2005 DRAGON 337 31 KEVIN BAASE, ERIC JANSING, AND OLIVER FRANK WITH BILL HALLIAR MONSTERS OF THE MIND hard to discern any details of these De an tee innumerable bodies are each parity Preys Nerve swimmers are horrors ere- ated by unscrupulous entities as instruments of torture and inter- CSU Seer ec Pe eet oem Sea eee Le Pn eee burrow into the flesh and nerves of eee eee control a host to do the bidding of Cc DOr ay Deere ay Sn ae ey te ican et Peat cn a ace ably intelligent, they have taken to enslaving other creatures or simply ert enn ne et Sen Carn ees are drow wizards, who usually lack eee era es tortures but have enough author- Pree ee ea swimmers’ plans in motion. Sa eee long-lived, regularly outliving th ec hibernate for long periods. ‘They might be placed in a lange urn, Dn nc Tc Seed Crum Crary Sr ee een ee a en ee cas See nuG aerated telepathy allows them to communi- cate with most ere UTE ee eee ee eee) attack any living preyit encounters, De eto Secs Er Oe eee ac ‘occupies at the end of its move. The Sen RE prey, using them as puppets or fonts Cree eee das or the plans of their masters, cl ES cued Distraction (Ex): Any living eee ese swarm in its square must succeed ona DC 17 Fortitude save or be nau- seated for 1 round. The save DC is ea en eet Del eee ea er ey Sean ao a host can force the host to obey its Seco See on tad Breeton na spell (caster level 6th) This control OS mn aad swimmers control the vietim’s body directly instead of the mind; there- Canes ‘The save DC is Constitution-based. Flesh Burrow (Ex): Any living crea Ren een swarm must sueceed on a DC 19 For Cee ecu any Poet erect Cot this attack is considered to inhabit its host; it ean use its domination, nerve racking pain, and discern s, but not its distraction or Seo CU ed eects Cored A osmY roe ee cea eee ey Bieeee ea ead DC is Constitution-based. Dn a ae Por ae) that inhabits a host can stop the OMe ny cee tert Don Sarees ae eee EE eng Fortitude save or be affected as if by a hold monster spell (caster level Caen ttn) the victim's body directly instead Onn eee eng is not mind-affecting. ‘The victim can attempta saving throw every CR ee cen the nerve strike. The save DC is one een Reon erty ann Poe cn inhabits a host ean cause its host to suffer wracking pain. The host must Sr TED ern eos or take 2 points of Strength and Dexterity damage, and must sueceed CC sen et take 4 points of Constitution dam- age (half damage on a successful save). The save DCs are Constitue oes Discern Lies (Su): Three times Poe ey ead ea eT Bre ed SC n rea Rear certs pe eee cae Pere Hive Mind (Fx): Any nerve See eT point per Hit Die (or 12 hit points ec Marts Se ee Cet treated as a single monster for the purposes of mind-affecting effects. Rete is reduced below this hit point threshold, it cannot burrow into PESO Dorn ees SUR eras cally with any creature within 160 feet that has an Intelligence score. ‘The creature can respond to the pena ery Sey eae ee eee Intimidate checks as though they Reseed Ree een Ponte eer tend Sete re ted to take 16 on Climb checks, even if eg ec eee ene No mans fier instead of its Strength modifier for Climb checks. PNR ean ara DES UCL ential Poison Dusk clan in Q'barra rec r e ee oes oe Sn Rn agree eee ee Peete Malet nny ‘New Galifar. The chieftain submit- Coen ACh eet ee Tae oa eee ing in his body, unknowing which of the various groups in Q’barra—if Ee eect DTS ROR kerr coe Pes eoke CCT Pretsn ece tanta t every epee Errore int Serr To OTE a occu OCR Rec Rt ono eRe eee Re Daca SUT Pee er reece ent) ceed es ean) Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 17 Dorota ee ed PU ee Reno een (Ca) ear Full Attack: Tendril +4 melee touch (idg acid) Se eee eco er Special Attacks: Acidic tendril, aversion, telempathic projection ene ee ner ce oan eee eee Pe ea ee nemny Uo) Skills: Hide +19, Jump +5 oo Peet a ‘Organization: Solitary or pod (2-3) Cr eres ered Preemie CV sre eseeiey Advancement: 4~5 HD (Diminutive) Pee eee SU ea oe ed Ce eee Peer ee eee Po cr eee Cee nt ec the front of this brain-thing is a pair me nae eh era cee eae) ‘The ustilagor is the larval form of the deadly intellect devourer (see the Expanded Psionics Hand- eee ed but endowed with psionic powers Sue ee cet ace Piece i eno psicrystals, and attacks any creature carrying gems or jewelry. RECs cue ecu viewing their soft, moist bodies as TTR Cem sgt ted Set cece ns PRO ests oem ati ee Combat ROMO ec om i te sn tat aos cay CTL EN cen Cons od Oa one Oy ue es cameos CCC ss wot ald attack of an ustilagor deals 1dg points of acid damage with a suc- cessfitl melee touch attack. The Pecan ent BS eC Ena acid stick to it; unless somehow DSC Ru ne Leos 144 points of damage in the following round. The save DC is Constitution-based. eC URE aey psionically create a compulsion effet Coercion ‘The target must succeed ona DC 13 Siete eee ed for minutes. Affected creatures must stayat least 20 feet from any fungi oem ears Peer eee aU Pea eee sd Rao orae ce) Peter ci with revulsion. This revulsion reduces eee eae points until the effect wears offor the subject is no longer within 20 feet of Corres arenes ree enc) Mune e eres poe aul ustilagor can psionically alter a target's mood, affecting one crea- ture within 3o feet. The target must succeed on a DC 13 Will save or the ustilagor can adjust the creature's attitude toward the ustilagor or Sees ea) 2 SAMPLE OLD BRAINSTEALER DRAGON: CR 17; Gargantuan Dragon (Earth): HD 28d12+168 (350 hp): Init + Spd 40 ft, fly. 150 ft. (clumsy): AC 34 (-4 size, +1 Dex. +: Si AUIS Aus Atk Claw +34 melee ( ); Full Atk 2 claws +34 melee (3d8+10/19 3 22/+17/+12 melee (348+10/19-20) and 4 tentacles (2d6+5) and 1 tail slap +32 melee (2d8+-15); SA cr ightful presence, improved grab, mind blas spelis, tail sweep; SQ Darkvision 120 0. low-light Vision, blindsense 60 fi, immune to sleep and paralysis, acid immunity, telepathy, SR27. Ref+17, Will +22; Str 31, Dex 12, Con 23, Int 23, Wis 22. Cha 24. Skills & Feats: Bluff +38, Concentration +27, Diplomacy +36, Hide +4, Intimidate +35, Knowledge (arcana) +26, Listen Scarch +37. Sense Motive +37, Spellcraft +23, Spot +37, Survival +16, Tumble +16. Use Magie Device +30: Ability Focus (mind blast), Blind-Fight, Improved Initiative, Improved Critical (claw), Improved Natural Attack (claw), Improved Rapid Strike (claw), Multiattack, Power Attack, Practiced Spelicaster, Rapid Strike (claw). Crush (Ex): Medium or smaller creatures are pinned and take 4d6+15 bludgeoning damage per round, DC32 Reflex negates. Frightful Presence (Ex): 240 RL, creatures with SHAD shaken for 4d6 rounds, DC31 Will negates. Mind Blast (Sp): 60 ft. cone, stun for 1d4*8 rounds, DC33 Will negates. Psionies (Sp): 3/day — charm monster (DC21), detect thoughts (DC19), levitate tion (DC20). level 11th, Spells (6/8/8/6): Caster level 11th, DC17 + spell level. Known Spells: 0 - acid splash, detect magic, detect poison, ghost sound, d, openclose: \st— expeditious retreat, mage armor, magic missile, protection from good, shield isibitity: 3rd — displacement, fireball Tail Sweep (Fx): 30 f., Small or smaller creatures only, 246+15 bludgeoning damage, DC32 Reflex half \d Improved Rapid Strike feats are from Draconomicon; Practiced Spelleaster feat is from Complete SBS ay Demonomicon of Igqwilv: Queen of Fungi BY JAMES ‘JACOBS ILLUSTRATED BY KEIRAN YANNER aerate its For now you must sleep In Zuggimoys Cradle your body shall steep. Your flesh a fine banquet COROT Your gift to the Lady shall nourish Cane Ushat births From your leavings Bedsanie | A PAU Cent “0 heit fecundity fo the forgatten « Shall feed from your ruins and fat i eas Traditional lullaby sung to those ‘ 3 5 ome uifider er Pye ea er if eaders ond ees sree eR Novernber 2005 DRAGON37 37 n Queen of Fung! ng fat and est of cities or of Fung Large aoe (Chaotic, Evil, ‘Tanar'sl) Hit Dive: 35484385 (542 hp) Initiative: +6 Speed: 20 fi, climb 20 ft ‘Armor Class: 41 (-1 size, +2 Dex, +30 natural), touch 11, flat-footed 39 Base Attack/Grapple: +35/+52 Attack: Pseudopod +37 melee (2d6+23/19-20)* Fall Attack 4 pseudopods +37 melee (2d6+23)19-20)* and 2 claws +35 melee (1d8+16)* and tail scythe +35 melee (2d4en6 plus 1 Con/x4)* ‘Space/Reach: 10 ft/s ft. Special Attacks: Constrict ad6+13, engulf, improved grab, spell-like~ abilities, summon fungi, summon tanar'i, transformation, wounding Special Qualities: Damage reduc- tion 20/epic, darkvision 120 ft, fast healing 5 (10 when on loose soil), fiangal body, intmunity to acid and electricity, low-light vision, outsider traits, resist cold 10, resist fire 10, spell resistance 33, sporegate, telep- athy 200 ft, tremorsense 120 ft ‘Saves: Fort +32, Ref +22, Will +28 “Abilities: Str 36; Dex 14, Con 33, Int 26, Wis 24, Cha 20 Skills; Bluff +43, Climb +39, Con- centration +49, Diplomacy +9, Hide +36, Intimidate +47, Knowl- ‘edge (arcana) +46, Knowledge (dungeoneering) +46, Knowledge (nature) +46, Knowledge (religion) +446, Knowledge (fhe planes) +46, Listen +45, Move Silently +40, Search +46, Spellcraft +48, Spot +445, Use Magie Device +43 Feats: Awesome Blow, Comibat Exper- tise, Dark Speechi9Great Forti tude, Improved (pseudo- pod), Improved 5 Initiative, Improve Multiattack, Power Att ‘Treasure: Quadruple standard Alignment: Chastic evil ‘Advancement: “includes adjustments for 1o-point Power Attack **Dark Speech is 4 feat from the Book of Vile Darkness (mature audiences only). you don't have access to-this book, replace this feat with Improved Sunder. ‘This oul creature Pooks somewhat hurnian ftom the torso up. Her body is made of fungus, slime, and thick fibrous cords and tendrils that look as if they just happened to grow naturally into the form of what wuld otherwise be an attractive woman. Four large fibrous ntlerike horns grow from her head ‘and her hands bear exaggeratedly large talons. Her lower torso isa coiling pillar ‘of fungous tendrils, lashing ropey ten tacles, and other growths braided into a snakelike lower torso. The end of her sail {sang and sinuous, arching behind her into a cruel scythe blade. Her eyes are pale like white pufballs. Hr skin is 0 nauseating swirl of grays, blues, purples, cand blacks, the color of unhealthy mold ‘and slime. Fluid and moisture drips and spurts om her body in odd places. “The Demon Queen of Fungi is often content to spend her time on the ‘aaand layer of the Abyss, allowing her firngoid children to tend to her every need and desire. Her realm is popu- lated by the cursed souls of those who have been claimed by her cults ‘on the Material Plane, and when these idle playthings grow sparse she turns her attentions to that plane, seeking to increase the power and influence of her vile worshipers. Zuggtmoy's petsonal symbol is a broken jawless skull with a sickly miishroom growing from a hole in the crown, although her cults often * ‘adopt other symbols that more Closely correspond to their particu- Jar ethos. The cults of Elemental Evil for example, use a burning ~~ ey€ oF the symbols of their chosen elemental focus instead. Zuggtmoy has no Tear of combat. IF given the opportunity to smash and ruin living flesh, she rarely backs down, She is never encountered. without full complement of fun- gus creatures and typically arrays these minions around herselfin a defensive circle. Her fibrous, flex ible body gives her surprisingly good teach for a creature of her size, She takes advantage of this by keeping her allies close by, pre- venting her enemies from engaging ~ her in melee while she attacks. Against ground:borne foes she pre- fersto make use of the Improved ‘Trip feat. She only uses Improved ‘Disarm against weapons that can penetrate her damage reduction. ‘Typically, Zuggtmoy puts 10 points of her attack bonus into Power ; Attack. If she's hitting foes easily (oriftheyte hitting her too oe) | she also utilizes Combat Exper- tise, She uses a quickened conta~ gion once per round for the first ‘grounds of combat, and typically won't resort to spell-like abilities unless her physicalattacks prove ineffective, Iffoes come within reach of her, she uses Awesome ‘Blow to knock them back. Although not particularly fast; she makes quick use of her sporegate ability in combat, except when she has a creature engulfed or grappled. Constric (Ex): Zugetmoy deals __ 206413 points of damage on a success- ful grapple check with a pseudopod, | Engulf (Ex): Zuggtmoy can absorb a grappled creature into her body as long as that creature is atleast one size category smaller than her. She can absorb 1 Medium, 2 Small, 4 Tiny, 8 Diminutive, 0r36 Fine creatures at once. Tn order to engulf a creature, Zuggtmoy need only win a grapple check against an already grappled foe. Once a creature is engulfed, Zuggtmoy ean begin her transformation attack. “An en ae

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