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[URBIS] Illithid template
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<blockquote data-quote="Jürgen Hubert" data-source="post: 425302" data-attributes="member: 7177"><p>Well, thanks for the praise! And if you use this in a campaign, please do tell me about the results! I love such stories... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>And here's something based on the same template that I came up with today:</p><p></p><p>"Illithid Cat</p><p></p><p>Tiny Aberration</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +4 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 17 (+3 natural, +2 size, +2 Dex)</p><p>Attacks: 4 tentacles +5, 2 claws -2</p><p>Damage: Tentacle 1d2-3, claw 1d3-3</p><p>Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.</p><p>Special Attacks: Mind blast, psionics, improved grab, extract</p><p>Special Qualities: SR 25, telepathy</p><p>Saves: Fort +1, Ref +4, Will +5</p><p>Abilities: Str 5, Dex 19, Con 12, Int 15, Wis 17, Cha 13</p><p>Skills: Balance +5, Climb +5, Concentration +2, Hide +9*, Listen +3, Move Silently +9, Spot +4, Swim -2</p><p>Feats: Weapon Finesse (tentacle)</p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks)</p><p>Treasure: Double standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p> Illithid cats are usually near the bottom of the mind flayer social order, since their small brain cases makes them less intellectually capable than other illithids. On the other hand, they excel as scouts thanks to their small size and low food requirements. They can usually survive on rat brains. Sometimes they are able to control a small group of humanoids with their mental abilities, but since they are less intimidating than other mind flayers, they usually resort to trickery and deception to achieve their goals.</p><p></p><p>Combat</p><p></p><p> Illithid cats are even more reluctant than other mind flayers in entering combat, and will usually flee rather than fight. Sometimes they ambush lone individuals by climbing or levitating above them, and then dropping on their heads and boring into their skulls, but only if they are sure of their success.</p><p> Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 12) or be stunned for 3d4 rounds. Illithid cats often hunt using this power and then feed upon their stunned victim.</p><p> Psionics (Sp): At will - astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level).</p><p> Improved Grab (Ex): To use this ability, the illithid dire bears must hit a Diminuitive to Small creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. An illithid dire bears can grab a Medium or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the illithid dire bears can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid dire bears gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p> Extract (Ex):An illithid dire bears that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.</p><p> Telepathy (Su): Illithid dire bears can communicate telepathically with any creature within 100 feet that has a language.</p><p> Skills: Illithid cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8."</p><p></p><p>Incidentally, if you liked this, would you consider voting on <a href="http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis" target="_blank">my setting</a> in the Download Section on ENWorld (you have to register in that section to vote there)? I wrote up the Illithid template for this, and I am rather proud of several other ideas featured in there as well... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 425302, member: 7177"] Well, thanks for the praise! And if you use this in a campaign, please do tell me about the results! I love such stories... ;) And here's something based on the same template that I came up with today: "Illithid Cat Tiny Aberration Hit Dice: 2d8+2 (11 hp) Initiative: +4 (Dex) Speed: 30 ft. AC: 17 (+3 natural, +2 size, +2 Dex) Attacks: 4 tentacles +5, 2 claws -2 Damage: Tentacle 1d2-3, claw 1d3-3 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Mind blast, psionics, improved grab, extract Special Qualities: SR 25, telepathy Saves: Fort +1, Ref +4, Will +5 Abilities: Str 5, Dex 19, Con 12, Int 15, Wis 17, Cha 13 Skills: Balance +5, Climb +5, Concentration +2, Hide +9*, Listen +3, Move Silently +9, Spot +4, Swim -2 Feats: Weapon Finesse (tentacle) Climate/Terrain: Any underground Organization: Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks) Treasure: Double standard Alignment: Usually lawful evil Advancement: By character class Illithid cats are usually near the bottom of the mind flayer social order, since their small brain cases makes them less intellectually capable than other illithids. On the other hand, they excel as scouts thanks to their small size and low food requirements. They can usually survive on rat brains. Sometimes they are able to control a small group of humanoids with their mental abilities, but since they are less intimidating than other mind flayers, they usually resort to trickery and deception to achieve their goals. Combat Illithid cats are even more reluctant than other mind flayers in entering combat, and will usually flee rather than fight. Sometimes they ambush lone individuals by climbing or levitating above them, and then dropping on their heads and boring into their skulls, but only if they are sure of their success. Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 12) or be stunned for 3d4 rounds. Illithid cats often hunt using this power and then feed upon their stunned victim. Psionics (Sp): At will - astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). Improved Grab (Ex): To use this ability, the illithid dire bears must hit a Diminuitive to Small creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. An illithid dire bears can grab a Medium or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the illithid dire bears can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid dire bears gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex):An illithid dire bears that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature. Telepathy (Su): Illithid dire bears can communicate telepathically with any creature within 100 feet that has a language. Skills: Illithid cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8." Incidentally, if you liked this, would you consider voting on [URL=http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis]my setting[/URL] in the Download Section on ENWorld (you have to register in that section to vote there)? I wrote up the Illithid template for this, and I am rather proud of several other ideas featured in there as well... ;) [/QUOTE]
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