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  New Monsters 
   
  Lrean, With Carapace 
  Lrean, Unarmored 
  Medium-Size Aberration 
  Small Aberration 
  Hit Dice:10d8 (45 hp) 
  Hit Dice: 1d8-3 (1 hp) 
  Initiative: +4 (Dex) 
  Initiative: -3 (Dex) 
  Speed: 30 ft 
  Speed: 5 ft 
  AC: 14 (+0 Size, +2 Dex, +12 Natural) 
  AC: 3 (+1 Size, -3 Dex, -5 Natural) 
  Base Attack/Grapple: +13/+19 
  Base Attack/Grapple: -/- 
  Attack: 2 tentacles +13 melee (1d6) or ‘Bite’ (1d10) 
  Attack: - 
  Full Attack: 8 tentacles +13 melee (1d6), Natural 
  Attack Forms +7, Weapon +2 (by type), 1 Special 
  Attack Form from all available or 4 Special Attack 
  Forms 
  Full Attack: -  
  Space/Reach: 5 ft/10 ft 
  Space/Reach: 5 ft/0  
  Special Attacks: Special 
  Special Attacks: - 
  Special Qualities: Fast Healing, Devour Essence, 
  Magical Form 
  Special Qualities: Organ Redundancy, Devour Essence 
  Saves: Fort +3, Ref +6, Will +10 
  Saves: Fort +0, Ref +0, Will +10 
  Abilities: Str 22,Dex 16 ,Con 10, Int 26, Wis 17, Cha 18   Abilities: Str 2 ,Dex 3,Con 3,Int 26, Wis 17, Cha 18   
  Skills: Appraise +10, Balance +7, Bluff +6, Climb +7, 
  Craft +10, Decipher Script +9, Diplomacy +8, Disable 
  Device +8, Disguise +5, Escape Artist +11, Gather 
  Information +6, Handle Animal +6, Hide +14, 
  Intimidate +6, Knowledge (Arcana) +10, Knowledge 
  (dungeoneering) +2,  Knowledge (geography) +9, 
  Knowledge (history) +9, Knowledge (nobility and 
  royalty) +10, Listen +5, Move Silently +10, Ride +5, 
  Search +10, Sense Motive +7, Spellcraft +10, Spot +5, 
  Survival +5, Swim +10, Tumble +5, Use Magic Device 
  +6 
  Skills: Appraise +10, Balance +1, Bluff +6, Climb -2, 
  Craft +10, Decipher Script +9, Diplomacy +8, Disable 
  Device +8, Disguise +5, Escape Artist +6, Gather 
  Information +6, Handle Animal +6, Hide +4, Intimidate 
  +6, Knowledge (Arcana) +10, Knowledge 
  (dungeoneering) +2,  Knowledge (geography) +9, 
  Knowledge (history) +9, Knowledge (nobility and 
  royalty) +10, Listen +5, Move Silently +5, Ride -1, 
  Search +10, Sense Motive +7, Spellcraft +10, Spot +5, 
  Survival +5, Swim +0, Tumble -1, Use Magic Device +6 
  Feats: Cleave, Combat Reflexes, Great Cleave, 
  Negotiator, Power Attack, Skill Focus: Escape Artist, 
  Skill focus: Hide, Stealthy 
  Feats: Cleave*, Combat Reflexes*, Great Cleave*, 
  Negotiator, Power Attack*, Skill Focus: Escape Artist, 
  Skill focus: Hide, Stealthy 
  Environment: Any  
  Environment: Underground or Aquatic 
  Organization: Solitary, Covey (2-5), Cloister (6-10) 
  Organization: Solitary 
  Challenge Rating: 8 (Special-see below) 
  Challenge Rating: 1/4 
  Treasure: Triple Standard 
  Treasure: Rings Only (Up to four) 
  Alignment: Always Lawful Evil 
  Alignment: Always Lawful Evil 
  Advancement: Large (11d8-15d8), Huge (16d8-20d8) 
  Advancement: None 
  *This ability cannot be used in this form.  
   
  Lreans are gifted artificers, who create bio-magical armor to protect their frail, wormlike bodies.  The 
  Lreans are the masterminds behind Hrum Vaat, powerful beings that disguise themselves as humans or 
  other creatures to deceive their prey. Lreans are inefficient excuses for doppelgangers, but they nonetheless 
  are known for such endeavors, usually over the short term.  
  Within their mind-animated carapaces, they are crippled, boneless things that resemble long 
  worms, with thousands of membranous nerve filaments branching off of the core, no eyes, and bulbous 
  exposed brains, with three divisions instead of two, as is found in a human. They can only take in 
  
  predigested or liquefied foods, a service provided by their carapace, under most circumstances. Despite 
  their inherent weakness, or perhaps because of it, they enjoy causing pain in others, glorying in power and 
  strength that they do not truly possess.  
  COMBAT 
  Craft Carapace (Ex):  Lreans can extrude a fibrous mucous that they can shape any way they like by 
  mental command before it hardens, and which becomes a living chitinous material of great strength that can 
  be any color. Shortly thereafter, the living chitin gives rise to the independent muscles, tentacles, and 
  sinews that will later animate the carapace under the mental command of the Lrean. This exoskeleton is a 
  separate living entity, devoid of intellect, but able to survive without its parasite (The Lrean) so long as it is 
  force-fed nutrients. Alone it is immobile, but might twitch on it’s own on occasion, or spasm if injured.   
  Any Lrean can control a carapace, even if it did not create it. Creating a new two-layered carapace 
  takes one day, and such carapaces begin with no special abilities beyond the standard 8 tentacles and 
  snapping fangs where their ribs should be.  
   
  Inside the carapace, lreans reside in a gooey mantel surrounded by two shells, an inner and an 
  outer. Their outer shell allows them to pass at first glance for human or even as some animal they have 
  devoured. Their face masks are always exceedingly beautiful, and never possess jaws, giving their faces the 
  appearance of being paralyzed, and in the cases of their human forms, a deceptively gentle smile. These 
  face masks fetch a high price (upwards of 5000 gp) among the elite socialites of Brendir.  
   
  Specially cultivated fungi give the appearance and superficial texture of skin, hair, or fur to 
  complete the illusion. Underneath this covering is a chitinous and precisely segmented armor. If close 
  contact is necessary to their goals, many spellcasting Lreans can improve their disguise with a handy 
  figment or three.    
   
  A Lrean's inner shell is where it hides its weaponry.  When combat begins, the outer shell flies 
  apart on ‘hinges’ as a free action on the part of the Lrean. Their face masks fly up, over, and behind their 
  heads, their torsos split down the center, and arms may fold back or split themselves, revealing the inner 
  shell. This inner shell is contains an arsenal of teeth, tentacles and other nasty surprises (See the Devour 
  Essence ability below).  
   
  A Lrean may have several of these armored vessels hidden away in their lairs, since when they are 
  defeated within a suit of armor, it falls to dust, leaving them vulnerable. They will do whatever is necessary 
  to hedge their bet when they are unarmored, using up to four rings, which they wear on their pulpy bodies. 
  A Lrean leaves his extra shells in a pool of salty brine and nutrients when they are not being used. Vacating 
  one shell and inhabiting another are each full round actions. A carapace counts as a vessel suitable for 
  animation by an artificer’s numinus, no skills, but all physical traits of the Lrean with a carapace   
   
  Every Lrean has the following basic abilities when inside a carapace: 
   
  Fast Healing (Ex): A lrean’s shell, but not the lrean himself has fast healing 1.  
  Lash (Ex): A lrean may lash out up to 15 ft away with their eight tentacles for 1d6 damage per hit. They 
  may attack up to 8 separate targets within a 90 degree arc of the square they are facing.  
  Envelop (Ex): If two or more of their tentacles hit the same target in a given round, they may set 
  themselves in position with hidden spikes under their feet, and attempt to grapple with the target, pulling 
  him into the waiting fangs on the next round.  
  Devour Essence (Su): Upon disabling a creature, a lrean may devour the body of that being incorporating 
  this power into their current shell, by taking on the physical features that exhibit the power.   
   
   
  After devouring a creature while within its carapace, it may take on the following qualities from its prey:  
   
  ¼ of its HD, converted to d8s 
  any one of its supernatural abilities or special qualities 
  any one of its extraordinary abilities,  
  any one natural attack form 
  Natural AC- does not stack, but best of all devoured creatures is taken. 
     
  In addition, the Lrean may take one Subtype, if desired, and one additional mode of movement from any of 
  its devoured creatures, such as flight, or swimming.  
  
   
  The lrean may draw from a number of creatures equaling its intelligence bonus (usually 8) into its inner 
  shell's abilities. At any point, or when its carapace contains its maximum number of powers, the lrean may 
  begin work on another, if it so wishes. The stat block above assumes a lrean with no powers. This ability 
  may not be used to gain the abilities of constructs, undead, fey, or outsiders. All abilities work exactly as 
  they did on the creature they came from.  
  Magical Form (Su): The lrean may infuse his shell with spell like abilities as if enchanting an item; 
  requiring the Craft Wondrous Item ability.  This is rarely done to a great degree, because a lrean’s shells are 
  usually considered nigh disposable. While the example above assumes no such abilities, a particularly 
  wealthy or powerful Lrean may design a battle-suit with such powers.  
  Natural Attack Forms (Ex): A Lrean can recreate the natural attacks of up to 4 creatures it has devoured. 
  These may not be supernatural or spell-like abilities, but things like a  
  Special Attack Forms (Su):  
  When encountered, a random lrean will have 1d6 special attacks that they have gained through their devour 
  essence ability.  These special abilities manifest in an identical manner to the way they did on the creature 
  that was devoured with all of the same benefits, power levels and drawbacks. In other words, if the special 
  ability was a gaze attack, the lrean would grow appropriate eyes and would have to "meet the gaze" of its 
  target to use this ability. CR should be modified as appropriate for the abilities the lrean has acquired.  
   
  Lrean Society:  
  Lreans are slavers, murderers, and torturers with a subtle appreciation for beauty. They are the organizing 
  principle behind Hrum Vaat's success, and it is they who do all the major planning for the empire. They live 
  in immense subterranean societies every bit as complex as the Nine Empires, lording over other aberrations 
  and lesser beings.  In Hrum Vaat society, they are grudgingly acknowledged as superior to all other 
  aberrations, able to possess the psionics, eye rays, or other powers of their lesser brethren. Still, a schism 
  may be in the works as those who are born with such abilities grow weary of seeing their kind killed  stolen.  
  Lrean Characters: 
  Lreans can freely become artificers, and many also become wizards, sorcerers, or psions.   
   
   
   
    
  Mogrekh 
  Huge Animal 
  Hit Dice: 16d8 (79 hp) 
  Initiative: +0 
  Speed: 35 ft. 
  AC: 15 (-2 size ,+7 natural) 
  Base Attack/Grapple: +12/+24 
  Attack: +12 Stomp 
  Full Attack: Bite +12 melee (1d10), Bite +7, Ram +2 
  Space/Reach: 15 ft. /10 ft 
  Determining CR for Lreans 
   
  Add up the CRs for all creatures a Lrean devours. For every 5 pts of CR, add +1 to 
  the Lrean’s CR while wearing that carapace.  Thus if a CR 2 and a CR 3 creature 
  were infused into a lrean’s carapace, its CR would be 9 while wearing that 
  carapace.  
   
  Spell-like abilities, if present, will modify the CR of the encounter as well, but 
  these effect must necessarily be calculated on a case by case basis.   
  
  Special Attacks: Trample, Toss  
  Special Qualities: low-light vision, sure-footed 
  Saves: Fort +10, Ref +5, Will +3 
  Abilities: Str 34,Dex 10,Con 25,Int 2,Wis 8,Cha 14   
  Skills: Balance +4, Climb +13, Intimidate +6, Spot +2 
  Feats: Improved Bull Rush 
  Environment: Cold Mountains 
  Organization: Ride (5-20) 
  Challenge Rating:10 
  Treasure: Standard  
  Alignment: Always neutral 
  Advancement: Huge (17d8-24d8 ), Gargantuan (25d8-
  32d8)  
   
  Mogrekhs are massive ruminant beasts, with a taste for blood. They resemble immense, shaggy white rams, 
  of the same relative proportions to their herbivorous cousins, as a dwarf has to a human., and possess 
  oversized hooves and heads.  
  The Rams of the species are favored as war mounts by the Dwarves of Kharkon, and are capable 
  of carrying small troops into battle. Dwarves will often outfit them with howdahs, armor, and weaponry.   
  Like mountain sheep, they have the preternatural ability to balance on the most precarious surfaces. Their 
  cloven hooves are terrible weapons that can shatter a man's spine with the most casual step. They are the 
  size of mammoths, with curving horns and a thick skull.  
  COMBAT 
  Mogrekhs possess sharp interlocking teeth which they use to great effect and mighty hooves which are 
  formidable weapons.   They will most often try to trample smaller foes, and generally stomp around the 
  battlefield.  
  Sure-Footed (Su): Mogrekh cannot be knocked down, or even pushed back. They need never make a 
  balance check unless the ground gives way below them, or the space they are trying to occupy is less than 5 
  ft. square. They can move as freely on a 60 degree surface as on a horizontal one. They must somehow be 
  lifted off the ground in order to fall.   
  Trample (Ex): As a standard action, mogrekhs can trample foes within a 10 ft radius for 4d10 damage. 
  Victims can attempt a reflex save for ½ at DC 22.  Trampled foes can attempt attacks of opportunity at -4 
  during the attack.  
  Toss (Ex): Mogrekh can sometimes throw an enemy that is medium size or smaller high in the air, or even 
  to another mogrekh. On a successful ram attack, the mogrekh may attempt to grapple with its horns. If 
  successful, he grabs the target and throws him 1d6 x10 feet in any direction. The target may try to hold on 
  with a strength check (DC 18) each round, but otherwise is thrown and takes damage as if it had fallen the 
  same distance.   
   
  A  16 HD mogrekh can carry 2000 lbs, and drag 10,000 lbs. Each HD over 16 increases the maximum carry 
  load by 200 lbs, and the drag load by 1,000 lbs. 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/Goodman/Goodman - The Weekly Delver, Volume 43, Issue #3.pdf