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<blockquote data-quote="(un)reason" data-source="post: 5741152" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 255: January 1999</u></strong></p><p></p><p></p><p>part 3/8</p><p></p><p></p><p>The new Illithid arsenal: The magazine continues to have a …… special relationship with the monster it spawned way back in the very first issue. And they got a whole book fairly recently (although that was incompatible in some ways with the ideas from issue 150) What's a few more items. Well, what really makes a difference is how many of them individual bad guys in your campaign have. And how many issues they cause players who get a hold of them. After all, they are pretty weird and smart creatures. They certainly ought to be able to make things a real bother for the average PC to utilise. </p><p></p><p>Void Spheres let illithids banish things back to their home plane and summon cranium rats. Since their biggest enemies are extraplanar, this allows them to shortcircuit a gith hunting party. (after all, plane shift is not the most precise spall at getting you to a place in the regular 3 dimensions. ) Sometimes, the simple tricks are the best. </p><p></p><p>Tessadyle Robes are tenticular fungal robes that respond to you psychically, giving you several useful psychometabolism powers. Of course, nonpsychics need not apply, and illithids will be pissed if they catch you wearing it, plus they look gross. The issues may outweigh the benefits. </p><p></p><p>Circlets of Venilkesk let illithids psychically detect undead and protect them from level drain. They're as scared of the dead as anyone, and this at least helps them feel a little safer in the dark. </p><p></p><p>Tendril rings of Illsensine teleport their wearer away automatically when their HP get low. After all, a race as smart as them would come up with contingency plans like this. Which just makes them a little harder to finish off for good. Muahahaha, etc. </p><p></p><p>Gauntlets of Tyla'zhus let them shoot laser beams from their hands and cause excruciating pain. They only have three fingers though, so unless you're playing a cartoon character, you may have problems after killing their owners. </p><p></p><p>Abductors let them do an x-files riff, and cast the illithids as the aliens inside the flying saucers, whipping things up for experimentation. Really, this shows that the writer has a sense of humour along with a twisted imagination. If you want to capture one of the players and make the others panic, this will help a lot. </p><p></p><p>Kezreth are giant preserved illithid heads, used as bizarre shock troops in mass battle. You can even pilot them by going in their mouth and up to where their brain used to be. Now why can't I be a necromancer driving a giant skull vehicle? I'm sure there's something out there, especially in Exalted. </p><p></p><p>Nyraala Golems are a particularly gross form of construct. Made from underdark fungus, and able to break themselves down into a moldy carpet or form a writhing tentacular mass, they're reasonably stealthy in an underdark environment, and capable of being given fairly complex programming. As usual, the flayers have the best plans, but may not have the resources to implement them often enough to win the war. </p><p></p><p>Tzakandi Ceremorphs are the result of fusing lizard men with illithid tadpoles. Instead of tentacles around their maw, they come out of the top of their heads. While smarter than regular lizard men, they're hardly geniuses, and so get used as enforcers and attack dogs by "proper" mind flayers. They seem happy enough with their fate. </p><p></p><p>Mozgriken Ceremorphs, on the other hand, are what happens when you implant Illithid tadpoles into gnomes. A fate worse than death for both parties, as the result is runty and doomed to eternal whipping boy status amongst flayerkin. Still, they are exceptionally good at stealth, so they have a reason to be kept alive. If their master has a sense of humour they may well call them Igor. This is a pretty fun collection. Just because they're tentacled monstrosities, doesn't mean they can't have a sense of humour.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5741152, member: 27780"] [B][U]Dragon Magazine Issue 255: January 1999[/U][/B] part 3/8 The new Illithid arsenal: The magazine continues to have a …… special relationship with the monster it spawned way back in the very first issue. And they got a whole book fairly recently (although that was incompatible in some ways with the ideas from issue 150) What's a few more items. Well, what really makes a difference is how many of them individual bad guys in your campaign have. And how many issues they cause players who get a hold of them. After all, they are pretty weird and smart creatures. They certainly ought to be able to make things a real bother for the average PC to utilise. Void Spheres let illithids banish things back to their home plane and summon cranium rats. Since their biggest enemies are extraplanar, this allows them to shortcircuit a gith hunting party. (after all, plane shift is not the most precise spall at getting you to a place in the regular 3 dimensions. ) Sometimes, the simple tricks are the best. Tessadyle Robes are tenticular fungal robes that respond to you psychically, giving you several useful psychometabolism powers. Of course, nonpsychics need not apply, and illithids will be pissed if they catch you wearing it, plus they look gross. The issues may outweigh the benefits. Circlets of Venilkesk let illithids psychically detect undead and protect them from level drain. They're as scared of the dead as anyone, and this at least helps them feel a little safer in the dark. Tendril rings of Illsensine teleport their wearer away automatically when their HP get low. After all, a race as smart as them would come up with contingency plans like this. Which just makes them a little harder to finish off for good. Muahahaha, etc. Gauntlets of Tyla'zhus let them shoot laser beams from their hands and cause excruciating pain. They only have three fingers though, so unless you're playing a cartoon character, you may have problems after killing their owners. Abductors let them do an x-files riff, and cast the illithids as the aliens inside the flying saucers, whipping things up for experimentation. Really, this shows that the writer has a sense of humour along with a twisted imagination. If you want to capture one of the players and make the others panic, this will help a lot. Kezreth are giant preserved illithid heads, used as bizarre shock troops in mass battle. You can even pilot them by going in their mouth and up to where their brain used to be. Now why can't I be a necromancer driving a giant skull vehicle? I'm sure there's something out there, especially in Exalted. Nyraala Golems are a particularly gross form of construct. Made from underdark fungus, and able to break themselves down into a moldy carpet or form a writhing tentacular mass, they're reasonably stealthy in an underdark environment, and capable of being given fairly complex programming. As usual, the flayers have the best plans, but may not have the resources to implement them often enough to win the war. Tzakandi Ceremorphs are the result of fusing lizard men with illithid tadpoles. Instead of tentacles around their maw, they come out of the top of their heads. While smarter than regular lizard men, they're hardly geniuses, and so get used as enforcers and attack dogs by "proper" mind flayers. They seem happy enough with their fate. Mozgriken Ceremorphs, on the other hand, are what happens when you implant Illithid tadpoles into gnomes. A fate worse than death for both parties, as the result is runty and doomed to eternal whipping boy status amongst flayerkin. Still, they are exceptionally good at stealth, so they have a reason to be kept alive. If their master has a sense of humour they may well call them Igor. This is a pretty fun collection. Just because they're tentacled monstrosities, doesn't mean they can't have a sense of humour. [/QUOTE]
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