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ae elISSUE 337 NOVEMBER 2005
DrFasSoni contents
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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-KAIFROM 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 is1c 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-ChiefTell 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, CAThis 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 SorrowsPREVIEWS 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, Screported 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 206A 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
leFIRST 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 eeeEos a eeMONSTERS
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 25Peo
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 APo 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 Leoe 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
eeCo 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
4of 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 31KEVIN 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 whichof 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 CompleteSBS ayDemonomicon
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 orof 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