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Ilithid can-o-whoop-azz?

My current group is nearing epic proportions, and I'd like to know if anyone has any rules-legal (including rules from other WotC books and the Dragon) for 3.5 ways for a mind flayer to extract a near epic character's brain? I'm looking for no more than a CR 26 or 27 ilithid (or roughly the same EL encounter...elder brain pools are cool too.)

Thanks for your help.
 

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Gizzard

First Post
A recent Dragon magazine (#308) had all sorts of crazy Illithid items. I don't know how they'd fare against the near-epic, but they can't hurt. Some of them looked pretty strong.
 

Jhyrryl

First Post
Epic Level Handbook

The example creature in the ELH that had the Paragon template added to it was a mind flayer. If it's not enough, the CR 23 could probably be given a few levels of something that would help out your cause. :)
 

S'rurrus: Female mind flayer Enchanter 2/Illithid Savant 14; CR 24; Medium-size aberration; HD 8d8+8 plus 2d4+2 plus 14d4+14; hp 100; Init +6; Spd 30 ft.; AC 22, touch 17, flat-footed 20; Atk +19 melee (1d4+4, 4 tentacles); SA extract, improved grab, mind blast, psionics; SQ darkvision 60 ft., frightful presence, lore +24, regeneration 5, SR 25, telepathy, true seeing; AL LE; SV Fort +17, Ref +13, Will +27; Str 18, Dex 14, Con 12, Int 30, Wis 17, Cha 24.

Skills and Feats: Bluff +26, Concentration +21, Diplomacy +11, Hide +22, Intimidate +22, Knowledge (arcana) +37, Knowledge (religion) +26, Knowledge (the planes) +44, Listen +24, Move Silently +21, Search +17, Sense Motive +10, Spellcraft +37, Spot +24, Use Magic Device +26; Ability Focus (mind blast), Alertness, Combat Casting, Dodge, Expertise**, Heighten Spell, Improved Initiative, Improved Trip**, Iron Will, Mobility, Quicken Spell-Like Ability (mind blast), Scribe Scroll, Spell Focus** (Enchantment), Weapon Finesse (tentacle), Weapon Focus (tentacle).

Epic Feats: Epic Fortitude, Great Intelligence**, Improved Heighten Spell, Improved Spellcasting Capacity**.

*These skill modifiers include the following ranks stolen from victims: 11 ranks of Knowledge (arcana), 10 ranks of Knowledge (religion), 24 ranks of Knowledge (the planes), 25 ranks of Spellcraft, 16 ranks of Tumble, and 14 ranks of Use Magic Device.

**feat gained from victim.

Extract (Ex): If S'rurrus begins her turn with all four tentacles attached and successfully maintains her hold, she automatically extracts the opponent's brain, instantly killing that creature.

Frightful Presence (Ex): This ability takes effect automatically whenever S'rurrus attacks or charges. Each creature within a radius of 360 feet that has 37 or fewer Hit Dice must make a successful Will save (DC 36) or become panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A potentially affected creature that makes its saving throw is immune to S'rurrus's frightful presence for 24 hours.

Improved Grab (Ex): To use this ability, S'rurrus must hit a Small to Large creature with tentacle attack. After a successful grab, she can try to attach her remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check, but S'rurrus gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp): At will, S'rurrus can produce a 60-foot-long cone. Anyone caught in this area must make a successful Will save (DC 23) or be stunned for 3d4 rounds. S'rurrus can quicken this ability three times per day.

Psionics (Sp): At will -- astral projection, charm monster, detect thoughts, levitate, plane shift, suggestion. Caster level 8th; save DC 17 + spell level. The save DCs are Charisma-based.

Lore (Ex): At will, S'rurrus can make a special lore check to recall esoteric information from the brains of those she has consumed.

Regeneration (Ex): Damage dealt to S'rurrus is treated as subdual damge, which automatically heals at a rate of 5 hit points per round. Fire and acid deal normal damage to her, which doesn't go away. Attack forms that don't deal hit point damage ignore regeneration, and she does not regain hit points lost from starvation, thirst, or suffocation.

Telepathy (Su): S'rurrus can communicate telepathically with any creature within 100 feet that has a language.

True Seeing (Su): S'rurrus continuously uses true seeing as the spell cast by a 12th-level cleric.

Cleric Spells Prepared (1/2/2/2/1/1/1/1/1/1; save DC 13 + spell level, or 15 + spell level for Enchantment spells; caster level 17th): 0 -- cure minor wounds; 1st -- cure light wounds, divine favor; 2nd -- cure moderate wounds, silence; 3rd -- protection from elements, speak with dead; 4th -- divine power; 5th -- spell resistance; 6th -- heal; 7th -- greater restoration; 8th -- heightened harm; 9th -- heightened blasphemy.

Wizard Spells Prepared (8/9/6/5/5/5/5/4/3/3/3; save DC 20 + spell level, or 22 + spell level for Enchantment spells; prohibited school: Evocation): 0 -- arcane mark(1), daze(1), ghost sound(3), mage hand(2), mending(1), open/close(1), ray of frost(4), read magic(1); 1st -- alarm(2), expeditious retreat(3), identify(4), mage armor(4), obscuring mist(1), shield(4), sleep(1), spider climb(4), true strike(1); 2nd -- blur(3), cat's grace(4), endurance(4), invisibility(4), mirror image(2), Tasha's hideous laughter(4); 3rd -- dispel magic(2), fly(4), haste(4), hold person(4), vampiric touch(3); 4th -- charm monster(4), confusion(2), enervation(4), improved invisibility(4), stoneskin(3); 5th -- dominate person(3), feeblemind(4), hold monster(4), mind fog(4), wall of stone(2); 6th -- disintegrate(4), eyebite(4), greater dispelling(3), mass suggestion(4), mislead(2); 7th -- insanity(4), power word stun(3), spell turning(4), teleport without error(2); 8th -- horrid wilting(4), mind blank(3), Otto's irresistable dance(4); 9th -- dominate monster(4), energy drain(4), time stop(3); 10th -- heightened disintegrate(4),heightened feeblemind(4),heightened mind fog(4).

Spellbook: 0 -- arcane mark, daze, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, burning hands, expeditious retreat, identify, mage armor, obscuring mist, shield, sleep, spider climb, true strike, unseen servant; 2nd -- alter self, blur, cat's grace, endurance, invisibility, mirror image, resist elements, Tasha's hideous laughter, web; 3rd -- dispel magic, displacement, fly, haste, hold person, nondetection, vampiric touch; 4th -- charm monster, confusion, enervation, improved invisibility, lesser geas, polymorph self, stoneskin; 5th -- dominate person, feeblemind, hold monster, mind fog, teleport, wall of stone; 6th -- disintegrate, eyebite, greater dispelling, mass suggestion, mislead, Tenser's transformation; 7th -- finger of death, insanity, power word stun, reverse gravity, spell turning, teleport without error; 8th -- horrid wilting, maze, mind blank, Otto's irresistable dance, prismatic wall; 9th -- dominate monster, energy drain, imprisonment, time stop.

(1)prepared and casts as Wiz2
(2)prepared and casts as Wiz13
(3)prepared and casts as Wiz20
(4)prepared and casts as Wiz23

Spells Active:Cat's grace, endurance, mage armor (all included in stat block below).

Possessions: ring of protection +5, wand of cure critical wounds (30 charges), amulet of natural armor +5, belt of giant Strength +6, cloak of Charisma +6, vest of resistance +4 (as cloak), headband of intellect +6, pearl of power (9th-level spell).


===========================================

S'rurrus (Enhanced by Spells): Female mind flayer Enchanter 2/Illithid Savant 14; CR 24; Medium-size aberration; HD 8d8+24 plus 2d4+6 plus 14d4+42; hp 148; Init +8; Spd 30 ft.; AC 26, touch 19, flat-footed 22; Atk +19 melee (1d4+4, 4 tentacles); SA extract, improved grab, mind blast, psionics; SQ darkvision 60 ft., frightful presence, lore +24, regeneration 5, SR 25, telepathy, true seeing; AL LE; SV Fort +19, Ref +15, Will +27; Str 18, Dex 18, Con 16, Int 30, Wis 17, Cha 24.

Skills and Feats: Bluff +26, Concentration +23, Diplomacy +11, Hide +24, Intimidate +22, Knowledge (arcana) +37, Knowledge (religion) +26, Knowledge (the planes) +44, Listen +24, Move Silently +23, Search +17, Sense Motive +10, Spellcraft +37, Spot +24, Use Magic Device +26; Ability Focus (mind blast), Alertness, Combat Casting, Dodge, Expertise**, Heighten Spell, Improved Initiative, Improved Trip**, Iron Will, Mobility, Quicken Spell-Like Ability (mind blast), Scribe Scroll, Spell Focus** (Enchantment), Weapon Finesse (tentacle), Weapon Focus (tentacle).

Epic Feats: Epic Fortitude, Great Intelligence**, Improved Heighten Spell, Improved Spellcasting Capacity**.
 




Staffan

Legend
loviatarfrostbringer said:
what is the associated class system? must've missed that one?
Something along the lines of CR not increasing on a one-to-one ratio when adding class levels that aren't in line with the monster's main strengths - you increase CR by 1 per 2 levels instead. This applies to things like a Fire Giant 4th level sorcerer, who'd only get +2 to CR because fire giants in general are a fighting-type monster, and the sorcerer-levels won't help much with that. Of course, if you add enough levels they become primarily sorcerers which means you add to CR on a 1:1 basis from that point - I think that's when levels equals monster HD.
 

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