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<blockquote data-quote="frankthedm" data-source="post: 3110592" data-attributes="member: 1164"><p><strong>Mind flayer Vampires.</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px">The Vampiric Illithid</span></p><p>One of the least pleasant creatures to be birthed in the domains of dread, these horrors unite the worst traits of vampires and mind flayers. Mind blasts, energy drains, improved grabing, blood sucking and brain removal all combine to make a deadly threat. “Thankfully”, most are continually overcome by maddening hunger for lifeforce, blood and brains. </p><p></p><p>Without further delay, here is a Inquisition into undeath, advanced from the Pages of Lords of Madness.</p><p>[sblock=Universal ability descriptions]A vampiric illithid’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Blood ‘Drain’ (Ex): </strong>A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution <u>damage</u> and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached. <em><strong>Note</strong>: HP gain normally requires permanent drain, also the HP gain by this ability is greater than normal</em></p><p></p><p><strong>Energy Drain (Su): </strong>Living creatures hit by a vampiric illithid’s tentacles or slam attack gain two negative levels. For each negative level bestowed the vampiric illithid from space gains 5 temporary hit points. This energy drain ability can be used once per round. The fortitude save to remove these negative levels 24 hours later is DC [1/2HD + CHA mod]. Because these undead do not spawn, victims slain by these negative levels rise as wights the next night. <em><strong>Note</strong>: The creature typically drains the first creature it strikes in a combat round.</em> </p><p></p><p><strong>Extract (Ex):</strong> A vampiric illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads.</p><p></p><p><strong>Fast Healing (Ex): </strong> A vampiric illithid heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 or fewer hit points, it is usually destroyed…</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a vampiric illithid from space must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, attaches the tentacle to the opponent’s head, and drains blood (see below). A vampiric illithid can grab a Huge or larger creature only if it can somehow reach the foe’s head.</p><p></p><p>If a vampiric illithid begins its turn with at least one tentacle attached, it drains blood and can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the vampiric illithid gets a +2 circumstance bonus on the grapple check for every tentacle that was attached at the beginning of the opponent’s turn. <em><strong>Note</strong>:Using improved grab is a free action, this prevents it from being used on AoO's and readied attacks.</em> </p><p></p><p><strong>Mind Blast (Sp): </strong> A vampiric illithid can discharge a devastating psionic attack in the form of a 60-foot cone. Anyone caught in this cone must succeed on a DC [1/2HD + CHA mod] Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. <em><strong>Note</strong>: In the original 2nd edition source for this creature, the mind blast only had a 1d6 round duration.</em> </p><p></p><p></p><p><strong>Unholy skills(Eratta):</strong> A vampiric illithid has skill bonuses that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses. Stats block are adjusted for ability score changes and Hit Die advancement unless otherwise noted.</p><p></p><p><span style="font-size: 9px"><strong>Undead Traits: </strong> An vampiric illithid is immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. [size][/sblock][sblock=Vampiric Illithid from space!] <a href="http://www.wizards.com/d20/files/msrd/FutureXenobiology.rtf" target="_blank">http://www.wizards.com/d20/files/msrd/FutureXenobiology.rtf</a></span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 8d12 (52 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +11</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft. Flight{ zero-gravity only] 30ft (perfect).</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 24 (+7 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +4/+8</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +11 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +11 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast, True strike</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>damage reduction 10/magic and silver, darkvision 120 ft., fast healing 5, Radiation Resistance, resistance to cold 20, resistance to fire 20, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits, vacuum survival </span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +2, Ref +9, Will +8</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong><em>Non-Elite Array</em> Str 18, Dex 25, Con —, Int 7, Wis 15, Cha 14</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +21, Concentration +17, Diplomacy +8, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +19, Move Silently +23, Search +8, Sense Motive +15, Spot +21</span></p><p><span style="font-size: 9px"><strong>Feats: </strong>Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus), Zero-G Training.(bonus).</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>10</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>9–24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 16.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Eratta):</strong> A vampiric illithid from space has had its skill bonuses modified for ability score adjustments that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Radiation Resistance (Ex):</strong> A vampiric illithid from space gains a +8 species bonus on saves to resist any kind of radiation poisoning.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Vacuum Survival (Ex):</strong> A vampiric illithid from space doesn’t need to breathe at all. It can exist in zero-atmosphere environments.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>ZERO-G TRAINING</strong></span></p><p><span style="font-size: 9px"><span style="font-size: 9px">You can function normally in low gravity or zero gravity.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 9px">Prerequisites: Dexterity 13, Tumble 4 ranks.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 9px">Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 9px">Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.</span>[/sblock] [sblock=Pseudonatural Vampiric Illithid]<em>Note: The Pseudonatural vampiric illithid gains far less from the pseudonatural template than most creatures due to overlaping DR, SR and Energy resists. </em> </span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 8d12 (52 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +10</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +4/+8</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +10 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +10 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast, True strike</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Alternate form, damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, resistance to acid 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +2, Ref +8, Will +9</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 15</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +21, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22</span></p><p><span style="font-size: 9px"><strong>Feats: </strong>Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>10</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>9–24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Alternate Form (Su):</strong> Due to the grotesque form of the a pseudonatural vampiric illithid, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the pseudonatural vampiric illithid can assume the form of a mundane vampiric illithid. Despite the slightly more terrestrial appearance, its abilities remain unchanged. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 16.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>True Strike (Su):</strong> Once per day, a pseudonatural vampiric illithid can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. [/sblock][sblock=Elite Vampire Illithid]</span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 8d12 (52 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +12</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 25 (+8 Dex, +7 natural), touch 18, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +4/+8</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +12 melee (1d4+6[magic] and 2 negative levels) or slam +12 melee (1d6+9[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +12 melee (1d4+6[magic] and 2 negative levels) and 3 tentacles +12 melee (1d4+6[magic]) and slam +10 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +2, Ref +10, Will +10</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 22, Dex 27, Con —, Int 6, Wis 18, Cha 17</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +23, Intimidate +14, Knowledge (any) +14, Listen +24, Move Silently +24, Search +8, Sense Motive +17, Spot +23</span></p><p><span style="font-size: 9px"><strong>Feats: </strong>Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>10</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>9–24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 17.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds. [/sblock][sblock=12HD Vampire Illithid, Soul Render]<em><strong>Note:</strong> This creature has a feat from Libris Mortis; if you are not using this source, use Mindbreaker, the 12HD Vampiric Illithid below.</em></span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 12d12 (78 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +10</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +6/+10</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +3, Ref +9, Will +11</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16*</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Improved Energy Drain (Libris Mortis)(12HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>10</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>9–24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p> <span style="font-size: 9px"></span></p><p> <span style="font-size: 9px"><strong>Energy Drain (Su): </strong>For each negative level bestowed, the vampiric illithid gains 8 temporary hit points due to its Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 19. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Life Drain (Libris Mortis):</strong> Pre; energy drain &13+ Charisma[Su]: Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [8HP instead of 5 HP in this case]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)</span>[/sblock][sblock=12HD Vampire Illithid, Mindbreaker]</span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 12d12 (78 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +10</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +6/+10</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +3, Ref +9, Will +11</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16*</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Ability focus(mindblast) (12HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>10</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>9–24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong>The fortitude save to remove these negative levels 24 hours later is DC 19. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 18 Will save or be stunned for 3d4 rounds.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)</span>[/sblock][sblock= Brainstriker, 16HD Vampire Illithid] This one goes for the soft spot of the party, using mobility to reach weaker party members and spring attack to make sure it does not suffer a full attack if it does not get a hold. Due to it having 5+ ranks in tumble, if it fights defensively, it receives +3 to AC rather than +2, which it often does.</span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 16d12 (104 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +11</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 24 (+7 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +8/+12</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +15 melee (1d4+4[magic] and 2 negative levels) or slam +15 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +15 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +15 melee (1d4+4[magic]) and slam +13 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +5, Ref +12, Will +13</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 15</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22, Tumble +15.</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Dodge(9HD), Mobility(12HD), Spring attack(15HD) </span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>11</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>17-24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong>The fortitude save to remove these negative levels 24 hours later is DC 20. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px">Ability score increases have been accounted for. The 16 skill points that were accrued advancing from 8HD to 16HD were invested in tumble</span>[/sblock] [sblock=Cruel Hunger, 20HD Vampire Illithid]Nothing too fancy about this one, just pure mean. The improved grapple feat does help it hold on a little better, but chances are the party will slice it to ribbons. Though don’t forget, if a tentacle does crit, 4 negative levels are inflicted.</span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 20d12 (130 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +10</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +10/+18 [+4 due to improved grapple feat]</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +6, Ref +12, Will +15</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 18***</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Improved unarmed strike(6HD), Weapon focus (Tentacle)(9HD), Improved Grapple(12HD), Ability Focus(mindblast)(15HD) Improved Critical (Tentacle)(18HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>12</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>21-24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 24.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)</span>[/sblock][sblock= error-error Boneskin, 20HD Vampire Illithid ]</span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 20d12 +20 (150 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +7</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 29 (+7 Dex, +12 natural), touch 17, flat-footed 22</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +10/+14</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20) or slam +17 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +8, Ref +13, Will +15</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 16*</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +22, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), <span style="color: Red">Improved natural armor(1HD), (3HD), (6HD), (9HD) & (12HD),</span> Great Fortitude(15HD) Improved Toughness(18HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>12</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>21-24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p> <span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 23. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)</span>[/sblock]</span></p><p><span style="font-size: 9px">I’ve held off applying the quicken spell like ability to the mind blast, It is legal at higher HD, but it is brutal. These last few pull out the stops though so here it goes…[sblock=Soulflayer, 24HD Vampiric Illithid ---3 feats from non core material] </span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 24d12+24 (180 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +6</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +12/+20 [+4 due to improved grapple feat]</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast.</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +8, Ref +14, Will +18</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18***</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(mind Blast)(24HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>13</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Improved toughness (Libris Mortis and others):</strong> Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack</span></p><p> <span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Life Drain (Libris Mortis):</strong> Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Lifesence (Libris Mortis):</strong> Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Quickened Mind blast [3 per day]</span></p><p><span style="font-size: 9px">{ } { } { }</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> For each negative level bestowed, the vampiric illithid gains 9 temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px">Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)</span>[/sblock] [sblock=Soulflayer, 24HD Vampiric Illithid - all core material, other than base creature] </span></p><p><span style="font-size: 9px"><strong>Medium Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 24d12+24 (180 hp)</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +10</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+6 Dex, +7 natural), touch 16, flat-footed 17</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +12/+20 [+4 due to improved grapple feat]</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 5 ft./5 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast.</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +10, Ref +14, Will +18</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18***</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Blindfight(12HD), Improved initiative(15HD) Improved Critical (Tentacle)(18HD), Great fortitude(21HD) Quicken spell like ability(mind Blast)(24HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>13</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>24 HD (Medium)</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Quickened Mind blast [3 per day]</span></p><p><span style="font-size: 9px">{ } { } { }</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 26</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone.DC 20 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px">Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)</span></span></p><p> <span style="font-size: 9px">[/sblock][sblock=Great Hunger, elite 24HD Vampiric Ulitharid – 3 Libris Mortis feats] </span></p><p><span style="font-size: 9px">This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Also if the DM wishes to follow the precedent set by the <a href="http://www.wizards.com/dnd/images/lom_gallery/88147.jpg" target="_blank">Lords of Madness entry Ulitharid</a>, Only two of the creatures tentacles benefit from the creatures 10’ reach. </span></p><p><span style="font-size: 9px"><a href="http://paizo.com/image/product/magazine_issue/dungeon/24/cover_500.jpg" target="_blank">The creature’s original illustration is presented here.</a></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Large Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 24d12+24 (180 hp) [192 high average]</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +5</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +12/+30 [+26 without improved grapple feat]</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) or slam +21 melee (1d8+15[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) and 5 tentacles +21 melee (1d6+10[magic] 19-20 x2 crit) and slam +16 melee (1d8+5[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 10 ft./10 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast.</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +10, Ref +13, Will +18</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18*</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(Mind Blast)(24HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>15</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>Special</span></p><p><span style="font-size: 9px"><strong>Level Adjustment</strong>: —</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Quickened Mind blast [3 per day]</span></p><p><span style="font-size: 9px">{ } { } { }</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Improved toughness (Libris Mortis and others):</strong> Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack</span></p><p> <span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Life Drain (Libris Mortis):</strong> Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Lifesence (Libris Mortis):</strong> Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong>For each negative level bestowed, the vampiric ulitharid gains 9] temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Extract (Ex):</strong> An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points.</span>[/sblock] [sblock=Great Hunger, elite 24HD Vampiric Ulitharid – Core rules] </span></p><p><span style="font-size: 9px">This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Also if the DM wishes to follow the precedent set by the <a href="http://www.wizards.com/dnd/images/lom_gallery/88147.jpg" target="_blank">Lords of Madness entry Ulitharid</a>, Only two of the creatures tentacles benefit from the creatures 10’ reach. </span></p><p><span style="font-size: 9px"><a href="http://paizo.com/image/product/magazine_issue/dungeon/24/cover_500.jpg" target="_blank">The creature’s original illustration is presented here.</a></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Large Undead</strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: </strong> 24d12 (156 hp) [168 high average]</span></p><p><span style="font-size: 9px"><strong>Initiative: </strong> +5</span></p><p><span style="font-size: 9px"><strong>Speed: </strong> 30 ft. (6 squares), climb 20 ft.</span></p><p><span style="font-size: 9px"><strong>Armor Class: </strong> 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18</span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: </strong> +12/+30 [+26 without improved grapple feat]</span></p><p><span style="font-size: 9px"><strong>Attack: </strong> Tentacle +22 melee (1d6+10[magic] and 2 negative levels) or slam +21 melee (1d8+15[magic] and 2 negative levels)</span></p><p><span style="font-size: 9px"><strong>Full Attack: </strong> Tentacle +22 melee (1d6+10[magic] and 2 negative levels) and 5 tentacles +22 melee (1d6+10[magic]) and slam +16 melee (1d8+5[magic])</span></p><p><span style="font-size: 9px"><strong>Space/Reach</strong>: 10 ft./10 ft.</span></p><p><span style="font-size: 9px"><strong>Special Attacks</strong>: Blood drain, energy drain, extract, improved grab, mind blast.</span></p><p><span style="font-size: 9px"><strong>Special Qualities</strong>: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits</span></p><p><span style="font-size: 9px"><strong>Saves</strong>: Fort +10, Ref +13, Will +18</span></p><p><span style="font-size: 9px"><strong>Abilities: </strong>Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18*</span></p><p><span style="font-size: 9px"><strong>Skills</strong>: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21</span></p><p><span style="font-size: 9px"><strong>Feats: </strong> Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mind blast)(9HD), Weapon Focus Tentacle(12HD), Combat Reflexes(15HD) Combat expertise(18HD), Improved trip(21HD) Quicken spell like ability(Mind Blast)( (24HD)</span></p><p><span style="font-size: 9px"><strong>Environment: </strong>Underground</span></p><p><span style="font-size: 9px"><strong>Organization:</strong> Solitary or Court (1 Vampiric Ulitharid, 3-5 Vampiric illithid and 6-10 grimlock wights)</span></p><p><span style="font-size: 9px"><strong>Challenge Rating: </strong>15</span></p><p><span style="font-size: 9px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 9px"><strong>Alignment: </strong>Always chaotic evil</span></p><p><span style="font-size: 9px"><strong>Advancement: </strong>Special</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Quickened Mind blast [3 per day]</span></p><p><span style="font-size: 9px">{ } { } { }</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Energy Drain (Su): </strong> The fortitude save to remove these negative levels 24 hours later is DC 26</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Extract (Ex):</strong> An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mind Blast (Sp): </strong> 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Unholy skills(Errata):</strong><span style="font-size: 9px"> If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points.</span> [/sblock]</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3110592, member: 1164"] [b]Mind flayer Vampires.[/b] [CENTER][SIZE=4]The Vampiric Illithid[/SIZE][/CENTER]One of the least pleasant creatures to be birthed in the domains of dread, these horrors unite the worst traits of vampires and mind flayers. Mind blasts, energy drains, improved grabing, blood sucking and brain removal all combine to make a deadly threat. “Thankfully”, most are continually overcome by maddening hunger for lifeforce, blood and brains. Without further delay, here is a Inquisition into undeath, advanced from the Pages of Lords of Madness. [sblock=Universal ability descriptions]A vampiric illithid’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. [B]Blood ‘Drain’ (Ex): [/B]A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution [u]damage[/u] and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached. [i][b]Note[/b]: HP gain normally requires permanent drain, also the HP gain by this ability is greater than normal[/i] [B]Energy Drain (Su): [/B]Living creatures hit by a vampiric illithid’s tentacles or slam attack gain two negative levels. For each negative level bestowed the vampiric illithid from space gains 5 temporary hit points. This energy drain ability can be used once per round. The fortitude save to remove these negative levels 24 hours later is DC [1/2HD + CHA mod]. Because these undead do not spawn, victims slain by these negative levels rise as wights the next night. [i][b]Note[/b]: The creature typically drains the first creature it strikes in a combat round.[/i] [B]Extract (Ex):[/B] A vampiric illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads. [B]Fast Healing (Ex): [/B] A vampiric illithid heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 or fewer hit points, it is usually destroyed… [B]Improved Grab (Ex):[/B] To use this ability, a vampiric illithid from space must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, attaches the tentacle to the opponent’s head, and drains blood (see below). A vampiric illithid can grab a Huge or larger creature only if it can somehow reach the foe’s head. If a vampiric illithid begins its turn with at least one tentacle attached, it drains blood and can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the vampiric illithid gets a +2 circumstance bonus on the grapple check for every tentacle that was attached at the beginning of the opponent’s turn. [i][b]Note[/b]:Using improved grab is a free action, this prevents it from being used on AoO's and readied attacks.[/i] [B]Mind Blast (Sp): [/B] A vampiric illithid can discharge a devastating psionic attack in the form of a 60-foot cone. Anyone caught in this cone must succeed on a DC [1/2HD + CHA mod] Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. [i][b]Note[/b]: In the original 2nd edition source for this creature, the mind blast only had a 1d6 round duration.[/i] [b]Unholy skills(Eratta):[/b] A vampiric illithid has skill bonuses that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses. Stats block are adjusted for ability score changes and Hit Die advancement unless otherwise noted. [SIZE=1][B]Undead Traits: [/B] An vampiric illithid is immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. [size][/sblock][sblock=Vampiric Illithid from space!] [url]http://www.wizards.com/d20/files/msrd/FutureXenobiology.rtf[/url] [B]Medium Undead[/B] [B]Hit Dice: [/B] 8d12 (52 hp) [B]Initiative: [/B] +11 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. Flight{ zero-gravity only] 30ft (perfect). [B]Armor Class: [/B] 24 (+7 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +4/+8 [B]Attack: [/B] Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +11 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +11 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast, True strike [B]Special Qualities[/B]damage reduction 10/magic and silver, darkvision 120 ft., fast healing 5, Radiation Resistance, resistance to cold 20, resistance to fire 20, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits, vacuum survival [B]Saves[/B]: Fort +2, Ref +9, Will +8 [B]Abilities: [/B][i]Non-Elite Array[/i] Str 18, Dex 25, Con —, Int 7, Wis 15, Cha 14 [B]Skills[/B]: Bluff +21, Concentration +17, Diplomacy +8, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +19, Move Silently +23, Search +8, Sense Motive +15, Spot +21 [B]Feats: [/B]Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus), Zero-G Training.(bonus). [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]10 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]9–24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 16. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Eratta):[/b] A vampiric illithid from space has had its skill bonuses modified for ability score adjustments that cannot be deciphered based on it’s stats. Possibly the skill bonuses arise from heavy racial bonuses [b]Radiation Resistance (Ex):[/b] A vampiric illithid from space gains a +8 species bonus on saves to resist any kind of radiation poisoning. [b]Vacuum Survival (Ex):[/b] A vampiric illithid from space doesn’t need to breathe at all. It can exist in zero-atmosphere environments. [b]ZERO-G TRAINING[/b] [size=1]You can function normally in low gravity or zero gravity. Prerequisites: Dexterity 13, Tumble 4 ranks. Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness. Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.[/size][/sblock] [sblock=Pseudonatural Vampiric Illithid][I]Note: The Pseudonatural vampiric illithid gains far less from the pseudonatural template than most creatures due to overlaping DR, SR and Energy resists. [/I] [B]Medium Undead[/B] [B]Hit Dice: [/B] 8d12 (52 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +4/+8 [B]Attack: [/B] Tentacle +10 melee (1d4+4[magic] and 2 negative levels) or slam +10 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +10 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +10 melee (1d4+4[magic]) and slam +8 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast, True strike [B]Special Qualities[/B]: Alternate form, damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, resistance to acid 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +2, Ref +8, Will +9 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 15 [B]Skills[/B]: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +21, Intimidate +13, Knowledge (Cthulhu mythos) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22 [B]Feats: [/B]Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]10 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]9–24 HD (Medium) [B]Level Adjustment[/B]: — [b]Alternate Form (Su):[/b] Due to the grotesque form of the a pseudonatural vampiric illithid, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the pseudonatural vampiric illithid can assume the form of a mundane vampiric illithid. Despite the slightly more terrestrial appearance, its abilities remain unchanged. [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 16. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. [b]True Strike (Su):[/b] Once per day, a pseudonatural vampiric illithid can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. [/sblock][sblock=Elite Vampire Illithid] [B]Medium Undead[/B] [B]Hit Dice: [/B] 8d12 (52 hp) [B]Initiative: [/B] +12 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 25 (+8 Dex, +7 natural), touch 18, flat-footed 17 [B]Base Attack/Grapple: [/B] +4/+8 [B]Attack: [/B] Tentacle +12 melee (1d4+6[magic] and 2 negative levels) or slam +12 melee (1d6+9[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +12 melee (1d4+6[magic] and 2 negative levels) and 3 tentacles +12 melee (1d4+6[magic]) and slam +10 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +2, Ref +10, Will +10 [B]Abilities: [/B]Str 22, Dex 27, Con —, Int 6, Wis 18, Cha 17 [B]Skills[/B]: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +23, Intimidate +14, Knowledge (any) +14, Listen +24, Move Silently +24, Search +8, Sense Motive +17, Spot +23 [B]Feats: [/B]Alertness, Improved Initiative, Multiattack, Weapon Finesse(bonus) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]10 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]9–24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 17. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds. [/sblock][sblock=12HD Vampire Illithid, Soul Render][i][b]Note:[/b] This creature has a feat from Libris Mortis; if you are not using this source, use Mindbreaker, the 12HD Vampiric Illithid below.[/i] [B]Medium Undead[/B] [B]Hit Dice: [/B] 12d12 (78 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +6/+10 [B]Attack: [/B] Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +3, Ref +9, Will +11 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16* [B]Skills[/B]: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22 [B]Feats: [/B] Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Improved Energy Drain (Libris Mortis)(12HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]10 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]9–24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B]For each negative level bestowed, the vampiric illithid gains 8 temporary hit points due to its Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 19. [b]Life Drain (Libris Mortis):[/b] Pre; energy drain &13+ Charisma[Su]: Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [8HP instead of 5 HP in this case] [B]Mind Blast (Sp): [/B] 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)[/size][/sblock][sblock=12HD Vampire Illithid, Mindbreaker] [B]Medium Undead[/B] [B]Hit Dice: [/B] 12d12 (78 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +6/+10 [B]Attack: [/B] Tentacle +13 melee (1d4+4[magic] and 2 negative levels) or slam +12 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +13 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +13 melee (1d4+4[magic]) and slam +10 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +3, Ref +9, Will +11 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 16* [B]Skills[/B]: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +21, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22 [B]Feats: [/B] Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Weapon focus (Tentacle) (9HD), Ability focus(mindblast) (12HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]10 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]9–24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B]The fortitude save to remove these negative levels 24 hours later is DC 19. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 18 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [8 skill points were accrued advancing from 8HD to 12HD; skills in the stat block are “class skills”)[/size][/sblock][sblock= Brainstriker, 16HD Vampire Illithid] This one goes for the soft spot of the party, using mobility to reach weaker party members and spring attack to make sure it does not suffer a full attack if it does not get a hold. Due to it having 5+ ranks in tumble, if it fights defensively, it receives +3 to AC rather than +2, which it often does. [B]Medium Undead[/B] [B]Hit Dice: [/B] 16d12 (104 hp) [B]Initiative: [/B] +11 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 24 (+7 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +8/+12 [B]Attack: [/B] Tentacle +15 melee (1d4+4[magic] and 2 negative levels) or slam +15 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +15 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +15 melee (1d4+4[magic]) and slam +13 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +5, Ref +12, Will +13 [B]Abilities: [/B]Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 15 [B]Skills[/B]: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +22, Intimidate +13, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22, Tumble +15. [B]Feats: [/B] Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Multiattack(6HD), Dodge(9HD), Mobility(12HD), Spring attack(15HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]11 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]17-24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B]The fortitude save to remove these negative levels 24 hours later is DC 20. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 16 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1]Ability score increases have been accounted for. The 16 skill points that were accrued advancing from 8HD to 16HD were invested in tumble[/size][/sblock] [sblock=Cruel Hunger, 20HD Vampire Illithid]Nothing too fancy about this one, just pure mean. The improved grapple feat does help it hold on a little better, but chances are the party will slice it to ribbons. Though don’t forget, if a tentacle does crit, 4 negative levels are inflicted. [B]Medium Undead[/B] [B]Hit Dice: [/B] 20d12 (130 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +10/+18 [+4 due to improved grapple feat] [B]Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +6, Ref +12, Will +15 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 18*** [B]Skills[/B]: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, Spot +22 [B]Feats: [/B] Weapon Finesse(bonus), Alertness(1HD), Improved Initiative(3HD), Improved unarmed strike(6HD), Weapon focus (Tentacle)(9HD), Improved Grapple(12HD), Ability Focus(mindblast)(15HD) Improved Critical (Tentacle)(18HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]12 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]21-24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 24. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)[/size][/sblock][sblock= error-error Boneskin, 20HD Vampire Illithid ] [B]Medium Undead[/B] [B]Hit Dice: [/B] 20d12 +20 (150 hp) [B]Initiative: [/B] +7 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 29 (+7 Dex, +12 natural), touch 17, flat-footed 22 [B]Base Attack/Grapple: [/B] +10/+14 [B]Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20) or slam +17 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +8, Ref +13, Will +15 [B]Abilities: [/B]Str 18, Dex 24**, Con —, Int 7, Wis 17, Cha 16* [B]Skills[/B]: Bluff +22, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting in character), Hide +22, Intimidate +14, Knowledge (any) +14, Listen +20, Move Silently +23, Search +8, Sense Motive +16, Spot +22 [B]Feats: [/B] Weapon Finesse(bonus), [COLOR=Red]Improved natural armor(1HD), (3HD), (6HD), (9HD) & (12HD),[/COLOR] Great Fortitude(15HD) Improved Toughness(18HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]12 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]21-24 HD (Medium) [B]Level Adjustment[/B]: — [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 23. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 17 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 4 ranks to both Hide and Move silently (or other skills at DM’s discretion [24 skill points were accrued advancing from 8HD to 20HD; skills in the stat block are “class skills”)[/size][/sblock] I’ve held off applying the quicken spell like ability to the mind blast, It is legal at higher HD, but it is brutal. These last few pull out the stops though so here it goes…[sblock=Soulflayer, 24HD Vampiric Illithid ---3 feats from non core material] [B]Medium Undead[/B] [B]Hit Dice: [/B] 24d12+24 (180 hp) [B]Initiative: [/B] +6 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +12/+20 [+4 due to improved grapple feat] [B]Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast. [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +8, Ref +14, Will +18 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18*** [B]Skills[/B]: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21 [B]Feats: [/B] Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(mind Blast)(24HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]13 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]24 HD (Medium) [B]Level Adjustment[/B]: — [b]Improved toughness (Libris Mortis and others):[/b] Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack [b]Life Drain (Libris Mortis):[/b] Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case] [b]Lifesence (Libris Mortis):[/b] Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well. Quickened Mind blast [3 per day] { } { } { } [B]Energy Drain (Su): [/B] For each negative level bestowed, the vampiric illithid gains 9 temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26 [B]Mind Blast (Sp): [/B] 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1]Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)[/size][/sblock] [sblock=Soulflayer, 24HD Vampiric Illithid - all core material, other than base creature] [B]Medium Undead[/B] [B]Hit Dice: [/B] 24d12+24 (180 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+6 Dex, +7 natural), touch 16, flat-footed 17 [B]Base Attack/Grapple: [/B] +12/+20 [+4 due to improved grapple feat] [B]Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) or slam +17 melee (1d6+6[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +17 melee (1d4+4[magic] and 2 negative levels 19-20 x crit) and 3 tentacles +17 melee (1d4+4[magic] 19-20 x crit) and slam +12 melee (1d6+2[magic]) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast. [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +10, Ref +14, Will +18 [B]Abilities: [/B]Str 18, Dex 22, Con —, Int 7, Wis 18*, Cha 18*** [B]Skills[/B]: Bluff +23, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +21, Intimidate +15, Knowledge (any) +14, Listen +19, Move Silently +22, Search +8, Sense Motive +17, Spot +21 [B]Feats: [/B] Weapon Finesse(bonus), Improved unarmed strike (1HD), Weapon focus(Tentacle) (3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Blindfight(12HD), Improved initiative(15HD) Improved Critical (Tentacle)(18HD), Great fortitude(21HD) Quicken spell like ability(mind Blast)(24HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]13 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]24 HD (Medium) [B]Level Adjustment[/B]: — Quickened Mind blast [3 per day] { } { } { } [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 26 [B]Mind Blast (Sp): [/B] 60-foot cone.DC 20 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1]Only ability score increases have been accounted for. If the DM wishes to treat these high skill bonuses as resulting from ‘racial bonuses” add 16 ranks to both Hide and Move silently (or other skills at DM’s discretion [32 skill points were accrued advancing from 8HD to 24HD; skills in the stat block are “class skills”)[/size] [/sblock][sblock=Great Hunger, elite 24HD Vampiric Ulitharid – 3 Libris Mortis feats] This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics. Also if the DM wishes to follow the precedent set by the [URL=http://www.wizards.com/dnd/images/lom_gallery/88147.jpg]Lords of Madness entry Ulitharid[/URL], Only two of the creatures tentacles benefit from the creatures 10’ reach. [url=http://paizo.com/image/product/magazine_issue/dungeon/24/cover_500.jpg]The creature’s original illustration is presented here.[/url] [B]Large Undead[/B] [B]Hit Dice: [/B] 24d12+24 (180 hp) [192 high average] [B]Initiative: [/B] +5 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18 [B]Base Attack/Grapple: [/B] +12/+30 [+26 without improved grapple feat] [B]Attack: [/B] Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) or slam +21 melee (1d8+15[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +21 melee (1d6+10[magic] and 2 negative levels 19-20 x2 crit) and 5 tentacles +21 melee (1d6+10[magic] 19-20 x2 crit) and slam +16 melee (1d8+5[magic]) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast. [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +10, Ref +13, Will +18 [B]Abilities: [/B]Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18* [B]Skills[/B]: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21 [B]Feats: [/B] Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mindblast)(9HD), Lifesight(12HD), Life Drain(15HD) Improved Critical (Tentacle)(18HD), Improved toughness(21HD) Quicken spell like ability(Mind Blast)(24HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary [B]Challenge Rating: [/B]15 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]Special [B]Level Adjustment[/B]: — Quickened Mind blast [3 per day] { } { } { } [b]Improved toughness (Libris Mortis and others):[/b] Pre; Base Fort save +2]: Gain 1 Hit point per hit die. Does not stack [b]Life Drain (Libris Mortis):[/b] Pre; Energy drain[Su] & 13+ Charisma; Add Charisma bonus to the amount of HP lost by victim for each negative level. Add Charisma bonus to the amount of HP gained by you for each negative level inflicted. [9HP instead of 5 HP in this case] [b]Lifesence (Libris Mortis):[/b] Pre; No con score & 13+ Charisma[Su]: This creature can see by the spiritual light emanated by living creatures. This light is the equivalent of 60’ bright illumination centered on each living creature of up to medium size. Large=120’, Huge=240’, Garg.=480’, Collosal=960’. Any barrier that would block normal light blocks this as well. [B]Energy Drain (Su): [/B]For each negative level bestowed, the vampiric ulitharid gains 9] temporary hit points due to Life Drain feat. The fortitude save to remove these negative levels 24 hours later is DC 26 [B]Extract (Ex):[/B] An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points.[/size][/sblock] [sblock=Great Hunger, elite 24HD Vampiric Ulitharid – Core rules] This one was given elite stats, had 2 more tentacles added and advanced one size category in exchange for 2 points of CR. If the DM feels the 2 extra tentacles are too much as a package deal, just drop them off the statistic block. They were added more for appearance than mechanics. Also if the DM wishes to follow the precedent set by the [URL=http://www.wizards.com/dnd/images/lom_gallery/88147.jpg]Lords of Madness entry Ulitharid[/URL], Only two of the creatures tentacles benefit from the creatures 10’ reach. [url=http://paizo.com/image/product/magazine_issue/dungeon/24/cover_500.jpg]The creature’s original illustration is presented here.[/url] [B]Large Undead[/B] [B]Hit Dice: [/B] 24d12 (156 hp) [168 high average] [B]Initiative: [/B] +5 [B]Speed: [/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class: [/B] 23 (+5 Dex, +9 natural, -1 size), touch 14, flat-footed 18 [B]Base Attack/Grapple: [/B] +12/+30 [+26 without improved grapple feat] [B]Attack: [/B] Tentacle +22 melee (1d6+10[magic] and 2 negative levels) or slam +21 melee (1d8+15[magic] and 2 negative levels) [B]Full Attack: [/B] Tentacle +22 melee (1d6+10[magic] and 2 negative levels) and 5 tentacles +22 melee (1d6+10[magic]) and slam +16 melee (1d8+5[magic]) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Blood drain, energy drain, extract, improved grab, mind blast. [B]Special Qualities[/B]: Damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits [B]Saves[/B]: Fort +10, Ref +13, Will +18 [B]Abilities: [/B]Str 30, Dex 20, Con —, Int 14***, Wis 18, Cha 18* [B]Skills[/B]: Bluff +23, Concentration +35, Diplomacy +27, Disguise +23 (+25 acting in character), Hide +32, Intimidate +15, Knowledge (Dungeoneering) +18, Listen +19, Move Silently +33, Search +28, Sense Motive +33, Spot +21 [B]Feats: [/B] Weapon Finesse(bonus), Improved unarmed strike (1HD), Great fortitude(3HD), Improved Grapple(6HD), Ability Focus(mind blast)(9HD), Weapon Focus Tentacle(12HD), Combat Reflexes(15HD) Combat expertise(18HD), Improved trip(21HD) Quicken spell like ability(Mind Blast)( (24HD) [B]Environment: [/B]Underground [B]Organization:[/B] Solitary or Court (1 Vampiric Ulitharid, 3-5 Vampiric illithid and 6-10 grimlock wights) [B]Challenge Rating: [/B]15 [B]Treasure: [/B]None [B]Alignment: [/B]Always chaotic evil [B]Advancement: [/B]Special Quickened Mind blast [3 per day] { } { } { } [B]Energy Drain (Su): [/B] The fortitude save to remove these negative levels 24 hours later is DC 26 [B]Extract (Ex):[/B] An ulitharid vampire that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. [B]Mind Blast (Sp): [/B] 60-foot cone. DC 20 Will save or be stunned for 3d4 rounds. [b]Unholy skills(Errata):[/b][size=1] If the DM does not wish to treat these high skill bonuses as resulting from ‘racial bonuses”, it has 130 skill points to work with. This accounts for Int increases [1 ability score per 4 levels] not grating retroactive skill points. If level based Int increases do grant retroactive skill points, the creature’s total skill points should be 162. (skills in the stat block are “class skills”) In the stat block above ability score increases have been accounted for along with 108 skill points that were accrued advancing from 8HD to 24HD. Concentration [16], Diplomacy [16], Disguise [16], Hide [16], Move Silently [12], Search [16], Sense Motive [16]. 32 more skill points should be assigned if the campaign does permit level based Int increases to grant retroactive skill points.[/size] [/sblock][/SIZE] [/QUOTE]
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