Slaiyith
Huge Aberration (Aquatic)
Hit Dice: 16d8+64 (136 hp)
Initiative: +2
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +12/+28
Attack: Bite +18 melee (1d8+8)
Full Attack: 4 bites +18 melee (1d8+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blood drain, improved grab, quickness, spells
Special Qualities: All-around vision, damage reduction 10/magic, darkvision 60 ft., fast healing 3, immunities (acid, cold & fire), spell resistance 16, telepathy 100 ft.
Saves: Fort +9, Ref +9, Will +14
Abilities: Str 27, Dex 15, Con 19, Int 18, Wis 18, Cha 18
Skills: Concentration +23, Knowledge (any two) +23, Listen +23, Search +8, Spot +27, Spellcraft +23
Feats: Blind-Fight, Combat Reflexes, Eschew Materialsᴮ, Lightning Reflexes, Power Attack, Spell Focus (Enchantment), Spell Penetration
Environment: Temperate aquatic
Organization: Solitary or consensus (2–8)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 17–23 HD (Huge); 24–48 HD (Gargantuan); or by character class
Level Adjustment: —
A bulbous grey mass the size of an elephant, encircled by a ring of wide-spaced reddish eyes. Two armlike tentacles writhe from its body, each ending in a maw full of chomping teeth. Its gelatinous flesh bulges and shapes itself into a third such pseudopod, then a fourth limb forms beside it.
Slaiyiths live in the vast swamps of Maelost, an obscure demiplane. These mysterious and powerful creatures inhabit the bottom of ponds or lakes, feeding on the tiniest of vermin. They are rarely seen; passersby to a slaiyith pool seldom glimpse more than ripples from a limb breaking the surface. A slaiyith has six eyes equally spaced a massive globular body from which it can extend tentacle-like pseudopods at will, each tipped with a vicious looking mouth. Slaiyiths normally employ two pseudopods for everyday activities but can form up to four at the same time.
The slaiyiths are telepathic beings of vast and alien intelligence who revere tiny wormlike creatures called valgoss. The valgoss, or "Worms of Maelost," have a telepathic hivemind that spans the entire plane. Only humanoids with a valgoss symbiont can communicate with a slaiyith (see
Valgoss Host for details). Otherwise, slaiyiths and valgoss do not consider humanoids as being worth noticing: a humanoid that poses no threat to a slaiyith, valgoss or the swamp will be ignored completely, as if they didn't exist; a menacing humanoid will be fled from or battled to the death.
The most powerful slaiyiths are the Master Slaiyiths, ancient beings with powers far beyond a normal slaiyith. An average master slaiyith has advanced to 24 HD with six levels of sorcerer, but some masters are far mightier or study different classes. A master slaiyith can grant special powers to creatures bonded with a valgoss symbiont, the so-called
Slaiyith Gift. Master slaiyiths lair at the base of an immense obelisk made of an unknown reddish stone and covered in indecipherable serpentine runes. This obelisk is some kind of magical artifact, but its only known power is automatically casting
water breathing (CL 5th) on creatures who host a valgoss symbiont whenever they touch it. The existence of this obelisk has led to the theory that slaiyiths were originally some other form of creature whose bodies were better suited for constructing such an edifice.
A typical slaiyith is about 30 feet across (pseudopod-tip to pseudopod-tip) but the largest individuals can grow up to 50 feet across.
Combat
An opponent can attack a slaiyith's pseudopods with a sunder attempt as if they were weapons. If a slaiyith is currently grappling a target with the pseudopod that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. The damage from the sunder attack is dealt to the slaiyith's total hit points, but if the sunder does at least 10 hit points of damage (15 for Gargantuan slaiyith) the pseudopod is severed or crushed, which releases any opponent it is grappling. The slaiyith can form a replacement pseudopod as a free action on its next turn.
Slaiyiths prefer to avoid confrontations by diving underwater or disappearing via
dimension door or
invisibility. If forced into combat they will fight to the death, never willingly surrendering to a foe. A slaiyith's supernatural quickness allows it to make multiple actions on its turn, and its genius intelligence helps it choose its actions to best effect. Their quickness allows a slaiyith to make a standard action (usually cast a spell) and make a full attack in one round, or make a move action and two standard attacks (usually two spells or a spell and a bite). They can also run or charge and still make a standard attack.
A slaiyith that's prepared for a fight will have cast
eagle's splendor,
shield,
expeditious retreat, and
resistance on itself, usually in that order. They prefer to use
charm,
fear hold or
web to immobilize or repel opponents while attacking them with their bites, but will use
acid arrow and
magic missile to engage opponents at range. A fighting slaiyith is more likely to use
dimension door to close with opponents than its natural movement, since they do not move exceptionally fast even with
expeditious retreat. They like to use
true strike and Power Attack against concealed opponents.
All-Around Vision (Ex): A slaiyith’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A slaiyith can’t be flanked.
Blood Drain (Ex): A slaiyith can drain blood from a grabbed opponent, dealing 1d6 point of Constitution damage each round it maintains the hold.
Improved Grab (Ex): To use this ability, a slaiyith must hit an opponent of any size with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can drain blood.
Quickness (Su): Although not particularly dexterous, a slaiyith is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Spells: A slaiyith casts spells as a 9th-level sorcerer.
Typical Spells Known (6/7/7/7/5; save DC 14 + spell level, 15 + spell level for Enchantment spells)
0—
arcane mark,
detect poison,
dancing lights,
detect magic,
ghost sound (DC 14),
mage hand,
read magic,
resistance;
1st—
charm person (DC 16),
expeditious retreat,
magic missile,
shield;
true strike;
2nd—
acid arrow,
eagle's splendor,
invisibility,
web (DC 16);
3rd—
dispel magic,
hold person (DC 18),
major image (DC 17);
4th—
dimension door,
fear (DC 18).
Skills: A slaiyith has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Slaiyith, Master
Gargantuan Aberration (Aquatic)
Hit Dice: 24d8+6d4+180 (303 hp)
Initiative: +3
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 21 (–4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +21/+44
Attack: Bite +18 melee (1d8+8)
Full Attack: 4 bites +18 melee (1d8+8)
Space/Reach: 20 ft./15 ft.
Special Attacks: Blood drain [
1d8 Con damage per round], improved grab, quickness, spells
Special Qualities: All-around vision, damage reduction 10/magic, darkvision 60 ft., fast healing 3, immunities (acid, cold & fire), spell resistance 16, telepathy 100 ft.
Saves: Fort +16, Ref +15, Will +26
Abilities: Str 33, Dex 17, Con 23, Int 21, Wis 24, Cha 24
Skills: Concentration +39, Craft (any one) +35, Knowledge (arcana plus any two) +32, Listen +34, Search +9, Spot +38, Spellcraft +38
Feats: Blind-Fight, Combat Reflexes, Eschew Materialsᴮ, Great Fortitude, Greater Spell Focus (Enchantment, Illusion), Greater Spell Penetration, Lightning Reflexes, Power Attack, Spell Focus (Enchantment, Illusion), Spell Penetration
Environment: Temperate aquatic
Organization: Solitary or consensus (2–8)
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 25–48 HD (Gargantuan); or by character class
Level Adjustment: —
A sample master slaiyith.
Blood Drain (Ex): A master slaiyith's blood drain deals 1d8 Constitution damage each round it maintains its hold on a grabbed opponent.
Spells: This master slaiyith casts spells as a 15th-level sorcerer.
Typical Spells Known (6/8/8/8/7/7/7/5; save DC 17 + spell level, 19 + spell level for Enchantment and Illusion spells)
0—
arcane mark,
detect poison,
dancing lights,
detect magic,
ghost sound (DC 19),
mage hand,
message,
read magic,
resistance;
1st—
charm person (DC 19),
expeditious retreat,
magic missile,
shield;
true strike;
2nd—
acid arrow,
eagle's splendor,
invisibility,
touch of idiocy (DC 21),
web (DC 19);
3rd—
dispel magic,
hold person (DC 21),
major image (DC 22),
suggestion (DC 22);
4th—
dimension door,
fear (DC 21),
charm monster (DC 23),
black tentacles (grapple +23);
5th—
dream,
feeblemind (DC 24),
mind fog (DC 24),
shadow evocation;
6th—
antimagic field,
contingency,
control water;
7th—
greater shadow conjuration (DC 26),
limited wish (DC 24).
Slaiyith, Psionic
A psionic slaiyith differs from the standard Slaiyith in the following ways:
Huge Aberration (Aquatic, Psionic)
Special Attacks: Blood drain, improved grab, quickness, psionics
Special Qualities: All-around vision, damage reduction 10/magic, darkvision 60 ft., fast healing 3, immunities (acid, cold & fire), power resistance 16, telepathy 100 ft.
Combat
The psionic slaiyith does not possess the spells of the standard slaiyith. Instead, it has psionic powers.
Psionic Powers: A psionic slaiyith manifests powers as a psion of 9th level but is able to choose powers from any discipline as well as psychic warrior powers. The save DCs are Intelligence-based.
Typical Psionic Powers Known (power points 90; save DC 14 + power level)
1st—
burst,
defensive precognitionᴬ,
detect psionics,
far handᴬ,
force screenᴬ,
mind thrustᴬ,
offensive precognitionᴬ,
psionic charmᴬ;
2nd—
animal affinityᴬ,
aversionᴬ,
energy rayᴬ;
3rd—
greater concealing amorpha,
dispel psionicsᴬ,
ectoplasmic cocoonᴬ,
false sensory input;
4th—
psionic dimension doorᴬ,
psionic dominateᴬ;
5th—
psionic true seeing,
psychic crushᴬ.
ᴬ power can be Augmented.
Originally appeared in Tales From the Infinite Staircase (1998) in Tale 3: Lord of the Worms
Master Slaiyith Notes
Abilities
Base: Str 27, Dex 15, Con 19, Int 18, Wis 18, Cha 18
Elite: Str –2, Dex +2, Con +0, Int +3, Wis +4, Cha +5
Size: Str +8, Dex +0, Con +4
Adv +3: Wis +2, Cha +1
Saves:
Fort 8+2+6, Ref 8+2+3+2, Will 14+5+7
Skills:
Base Slaiyith (19×6): Concentration 19SP Con+4, Knowledge (any two) 19SP Int+4, Listen 19SP Wis+4, Search Int+4 R+4, Spot 19SP Wis+4 R+4, Spellcraft 19 SP Int+4
Master Slaiyith 231 SPs: Concentration 33 SP Con+6, Craft 30 SP Int+5, Knowledge (arcana plus any two) 27 SP Int+5, Listen 27 SP Wis+7, Search Int+5 R+4, Spot 27 SP Wis+7 R+4, Spellcraft 33 SP Int+5
Aberration 189 SPs (27×7): Concentration 27 SP, Knowledge (arcana plus any two) 27 SP, Listen 27 SP, Spot 27 SP, Spellcraft 27 SP
Sorcerer 42 SPs (6×7): Concentration 6 SP, Craft 30 SP, Spellcraft 6 SP