Updated, and moving on...
Ceremorph, Tzakandi
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Conununity
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: D
ALIGNMENT: Neutral Evil
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVEMENT: 8, Swim 12
HIT DICE: 6
THAC0: 15
NO. ATTACKS: 3 or 1 by weapon
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Spit acid, psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 30%
SIZE: M (7')
MORALE: Fanatic (17-18)
XPVALUE: 1,400
Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/3/10
Att/Def: II, PH, PsC/IF, TW, MB
Score: =Int
PSPs: 4d6+50
Player's Option: #AT 1; MTHAC0 14; MAC 8
Psychokinesis-Sciences: detonate, telekinesis; Devotions: control light, inertial barrier, levitation, molecular agitation, molecular manipulation
Psychometabolism-Sciences: complete healing; Devotions: adrenaline control, body control, heightened senses, chameleon power, cell adjustment
A popular area of illithid research involves larval implantation in a variety of host species. Many humanoid races serve as good candidates for implantation, undergoing normal ceremorphosis and developing into typical mind £layers. Quite a few humanoid races reject larval implantation or become new forms known collectively as "flayer-kin." The tzakandi are one such breed, created by the ceremorphosis of lizard men. Tzakandi resemble lizard men with more intelligence in their eyes and more deeply green skin. Their heads are longer than those of normal lizard men, tapering at the top into two long tentacles that fall down their backs like writhing ponytails. Tzakandi are always on edge, ready to pounce on any threat to their illithid masters. In addition to being able to converse with the illithids mentally, tzakandi speak the language of lizard men.
Combat: Illithids value tzakandi ceremorphs for one reasonthey are extremely vicious. The illithids provide their prize enforcers with large training halls in which to hone their abilities with live captives to practice on. Preferring to work in pairs, one of the ceremorphs focuses its attention on spellcasters and psionicists while the other engages any fighters present. They attack with a claw/claw/bite routine. Intelligent enough to use their psionic powers effectively, tzakandi often activate sensory and defensive powers and use offensive powers to soften up the competition before engaging in melee. When set against powerful opposition, the ceremorphs employ hit-and-run tactics, with one on the offensive as the other seeks cover. If they are acting as bodyguards, however, they do not retreat until the threat has passed or until they are dead. Once per day, each tzakandi may spit a glob of acid, a form of the substance illithid tentacles exude when burrowing through the cranium, that causes 2d8 points of damage (save vs. poison for half) on contact before becoming inert. Their aim is good enough to allow them to hit the eyes of their opponents on an attack roll at least three points better than needed. If successful, the victim not only suffers damage but is also effectively blinded for 1d6 rounds.
Habitat/Society: Tzakandi are valued as personal guards in illithid communities but are still treated as inferiors. Still, they are happy with their lot in life. Tzakandi are housed near their master's chambers, they are kept well fed, and they frequently are called on to do what they love most: fight and kill.
Ecology: The larvae chosen for lizard man implantation are usually larger and more aggressive than most, but they seem less intelligent according to some inscrutable illifhid standard. Normally these specimens would be devoured by the elder brain, as they are unsuitable for regular implantation. They bond to the first illithid they see after the completion of their ceremorphosis and serve it without question or hesitation.
Originally appeared in Dragon Magazine #255 (1999).