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Illithid Article Creatures

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BOZ

Creature Cataloguer
hello! :) this thread will be like the ones in the homebrews forum, and will serve the purpose of hosting the writeups for the creatures we will be using in the article we send to Dragon. each of these creatures has its own thread in this forum, which is the proper place to discuss the monster.

this thread will exist only until the article is ready to be submitted; at which point it will go bye-bye. :)
 

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BOZ

Creature Cataloguer
Draknor

Draknor
Gargantuan Aberration (Extraplanar, Fire)
Hit Dice: 22d8+110 (209 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 27 (-4 size, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +15/+39
Attack: Claw +24 melee (3d6+12/19-20) or tentacle +23 melee (2d4+6) or heat ray +12 ranged touch (5d12 fire)
Full Attack: 2 claws +24 melee (3d6+12/19-20) and 4 tentacles +21 melee (2d4+6) or heat ray +12 ranged touch (5d12 fire)
Space/Reach: 20 ft./20 ft. (60 ft. with tentacles)
Special Attacks: Constrict 2d4+18, earthquake strike, heat ray, improved grab, swallow whole
Special Qualities: Damage reduction 5/epic, darkvision 60 ft., healing flames, immoveable, immune to mind-affecting effects, immunity to fire, electricity, and poison, reflect mind blast, resistance to acid 20, spell resistance 30, tendrils, tremorsense 120 ft., vulnerability to cold
Saves: Fort +14, Ref +7, Will +16
Abilities: Str 35, Dex 10, Con 21, Int 14, Wis 16, Cha 12
Skills: Diplomacy +3, Knowledge (dungeoneering) +22, Knowledge (the planes) +22, Listen +18, Search +22, Sense Motive +13, Spot +18, Survival +3 (+5 on other planes, +5 underground, +5 following tracks)
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (heat ray)

Environment: Elemental Plane of Earth or Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 23-32 HD (Gargantuan)
Level Adjustment: —

This creature stands over two stories tall, tethered to the cavern walls by a dozen long, rocklike appendages. Its wide clamlike body consists of two shells, with dozens of eyestalks and other sensory organs peering through the gap between these shells. A pair of reptilian claws protrudes from its front, and four large dorsal tentacles stretch out from its back. Several dozen tendrils trail beneath, each seemingly endlessly long.

The draknor is the larval form of an extraplanar monstrosity of unbelievable power. For reasons that remain an enigma, draknor eggs are deposited on the Material Plane, deep underground in secluded caverns near sources of great heat. When these eggs have incubated for a year, the larval draknor hatches and feeds on the heat until it reaches maturity, when it migrates back to the elemental planes. Adult draknors are never encountered on the Material plane, and no encounter with one on the elemental planes has yet been documented.

While it subsists solely on heat, a draknor can consume and digest nearly anything. Along with its preferred habitat, this makes it a particular threat to illithids and other Underdark races. The draknor's immunities render illithids nearly powerless against them.

Although draknor are highly intelligent, their thought processes are totally alien. They cannot (or choose not to) communicate with other creatures.

A larval draknor is 55 feet wide, 40 feet long, and about 25 feet high, and weighs 100 tons.

Combat
Though still larval on the Material Plane, a draknor is a behemoth and a terror in combat. Draknors are usually hunted down and destroyed when their presence is discovered. A draknor is intelligent enough to coordinate its many attacks between several different foes, and uses its tendrils to cause an earthquake before any creatures get anywhere near its lair.

An opponent can attack a draknor’s tentacles with a sunder attempt as if they were weapons. A draknor’s tentacles have 30 hit points each. If a draknor is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a draknor’s tentacles deals 15 points of damage to the creature. The creature regrows severed limbs in 1d6 days.

A draknor’s natural weapons, as well as any weapons it wields, are treated as epic weapons for the purpose of overcoming damage reduction.

Constrict (Ex): A draknor deals automatic tentacle damage with a successful grapple check.

Earthquake Strike (Ex): A draknor can cause a minor, localized earthquake from the end of any of its tendrils as a standard action, once per round. This affects all creatures in a 30-foot radius directly above the tendril, on the ground level. Targets will be knocked prone if not secured, and must succeed on a DC 26 Fortitude save or be stunned for 1d4+1 rounds. The save DC is Constitution-based.

Heat Ray (Ex): A draknor may spew the heat that it channels through its tendrils into a ruby-red ray. This ray comes from its mouth, and has a maximum range of 200 feet with no range increments. A draknor cannot be struck with its own heat ray.

Improved Grab (Ex): To use this ability, a draknor must hit with a claw or tentacle 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 constrict if grappling with a tentacle. If grappling with either a claw or tentacle, the draknor can transfer the opponent to its mouth and attempt to swallow the foe in the following round.

Swallow Whole (Ex): A draknor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. The swallowed creature takes 4d6+6 points of crushing damage plus 4d8 points of acid damage and 4d8 points of fire damage per round from the draknor’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the draknor’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Healing Flames (Su): Any attack that deals fire damage heals a draknor for 1 point of damage for each point of damage the attack would otherwise deal. A draknor cannot exceed its full normal hit points as a result of this healing. A draknor gets no saving throw against fire effects.

Immoveable (Ex): A draknor anchors itself to the walls of its lair using 12 rock-hard extensions. This renders a draknor immune to bull rush and trip attacks.

Reflect Mind Blast (Su): If a draknor is hit by a mind blast ability, it can turn the mind blast back upon the creature attacking it. Instead of a 60-foot cone, this attack manifests as a focused beam that strikes only the creature that attacked with the mind blast. The DC is the same as that of the creature that attacked with the mind blast.

Tendrils (Ex): A draknor has 30 tendrils that it uses to feed on heat sources. These snaky tendrils move independently of the draknor’s body, at a speed of 40 feet per round, and burrow through solid rock at a speed of 30 feet per round. The ends of these tendrils can reach up to a mile away from the draknor’s main body. If one or more of a draknor’s tendrils taps into a source of continual heat (such as magma), the draknor heals 3 points of damage per round (as fast healing). A draknor does not benefit from its fast healing in any round in which it uses its heat ray.

An opponent can attack a draknor’s tendrils with a sunder attempt as if they were weapons. A draknor’s tendrils have 10 hit points each. Severing one of a draknor’s tendrils deals 5 points of damage to the creature. If 10 or more tentacles are severed, its fast healing is reduced to 2 points per round, and if 20 or more are severed, it is reduced to 1 point per round. These tendrils do not regrow without magical healing, and if all are severed, the draknor dies of starvation in two weeks.
 

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BOZ

Creature Cataloguer
Illithocyte

Featured in "Monsters of the Mind," Dragon #337.
 

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BOZ

Creature Cataloguer
Nerve Swimmers

Featured in "Monsters of the Mind," Dragon #337.
 
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BOZ

Creature Cataloguer
Gohlbrorn

Gohlbrorn
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +8
Speed: 20 ft. (4 squares), burrow 50 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (2d6+1) or stone +9 ranged (1d8+1)
Full Attack: Claw +6 melee (2d6+1) and bite +1 melee (3d6+1) and stone +4 ranged (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leap, spit stones
Special Qualities: Darkvision 60 ft., immunity to blinding, low-light vision, scent, tremorsense 60 ft.
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 12, Dex 19, Con 14, Int 9, Wis 13, Cha 11
Skills: Hide +7*, Listen +6, Move Silently +7, Spot +2
Feats: Improved Initiative, Stealthy

Environment: Underground
Organization: School (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 (Large)
Level Adjustment: —

A distant rumbling fills your ears as a short, bullet-shaped creature comes into view.
Its snapping jaw takes up most of its dark gray head. The quadruped’s thick armor plates reflect the color of its stony surroundings.


The gohlbrorn is a smaller, more intelligent relative of the bulette that hunts in packs. A gohlbrorn pack roams the Underdark, preferring areas near large populations of easy prey. The strongest member of the pack acts as leader, though all pack members are valued equally. The whole pack will band together to defend new eggs, and young gohlbrorn will support elder members when they grow too frail to hunt.

Like the bulette, gohlbrorn will eat any prey they can catch, but are more cautious as to what prey they will go after. Illithids and svirfneblin have powers that make them hard to kill; lone grimlocks and drow are much easier victims.

A gohlbrorn is 5-7 feet long and 5 feet high, and weighs 450-500 pounds.

Gohlbrorn have a complicated language of incomprehensible muffled sounds. They don’t appear to have the capacity to mimic other languages, but can probably learn to understand them.

Combat
Gohlbrorns' intelligence, cunning, and ability to coordinate attacks makes a pack very dangerous. They often tunnel ahead and conceal themselves using their natural camouflage to observe prey. These highly organized combatants attack the most powerful foe first, then dive back into their tunnels to regroup while their opponents are disoriented. They do not fight to the death, and will flee when faced with overwhelming odds.

Leap (Ex): A gohlbrorn can jump into the air during combat. This allows it to make two claw attacks instead of one, each with a +6 attack bonus, but it cannot bite.

Spit Stones (Ex): A gohlbrorn swallows large rocks as it burrows through the earth, and stores them in its gullet. A gohlbrorn can spew these rocks with tremendous force at opponents up to 50 feet as a standard action. This is a ranged attack with no range increment. A gohlbrorn’s gullet may hold up to 8 stones, which are launched one at a time. A gohlbrorn that runs out of stones during combat continues the battle fighting with teeth and claws; it does not stop to "reload" until after combat.

Immunity to Blinding (Ex): A gohlbrorn has an inner eyelid that filters light brighter than candlelight, preventing it from being blinded by magical or natural light.

Skills: *A gohlbrorn has a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus increases to +8 when the gohlbrorn is immobile.
 

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BOZ

Creature Cataloguer
Voor Larva

Voor Larva
Large Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Base Attack/Grapple: +9/+20
Attack: Claw +16 melee (1d6+7/19-20)
Full Attack: 4 claws +16 melee (1d6+7/19-20) and bite +10 melee (2d6+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, trill, voor dust
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to mind-affecting effects, spell resistance 21
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 24, Dex 15, Con 20, Int 6, Wis 13, Cha 11
Skills: Jump +11, Listen +10, Spot +11
Feats: Ability Focus (trill), Alertness, Diehard B , Improved Critical (claw), Power Attack, Weapon Focus (claw)

Environment: Any land and underground
Organization: Hive (1-10)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 (Huge)
Level Adjustment: +7

This creature has the appearance of a gigantic skeletal insect, with a set of bare, forward-swept wings. Mixed in with its organic structure are a number of unlikely elements such as stone, metal, glass, and mineral.

The murderous voor were once the ancient racial enemies of the illithids. The two races warred for centuries, until the illithids began to win, and the voor retreated to the Astral plane. Eventually, the illithids found the last of the voor and managed to annihilate all of them. No record of their existence remains.

Before they were destroyed, the voor formed huge clouds of mist on the Astral plane to store their dormant seed. Githyanki and other creatures of the Astral know to avoid these greenish clouds. These ancient mists store voor dust, which can infest anything that moves through it. These instruments of the voors’ vengeance will attach spores to any creature or object, which will grow into new larvae. Since the elimination of the voor so many centuries ago, no known voor larva has yet reached the adult stage.

A voor larva is 8 feet long, and weighs 500 pounds.

Combat
A voor larva’s wings don’t allow the creature to fly, but their tips are razor sharp and used as claws instead. Usually, a single larva will produce a trill while the others in its group press the attack. Hatred of illithids remains in the voor’s racial memory, and larvae will try to destroy any they find. Newly hatched voor larvae will search meticulously for life forms before securing that area and moving on, destroying any organic creatures on the chance that they may be mind flayer thralls.

Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Trill (Su): A voor larva can rub its wings together quickly to produce a grating, piercing buzz that unnerves other creatures. This sonic mind-affecting effect affects all creatures other than voor larva within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be sickened for as long as the voor larva trills and for 1d4 rounds thereafter. Once a creature has resisted or broken the effect, it cannot be affected again by that same voor larva's trill for 24 hours. The effect’s caster level is 12th. The save DC is Charisma-based.

Voor Dust (Ex): A creature that passes through a cloud of voor dust while on the Astral Plane must succeed on a DC 21 Reflex save or several specks of the dust adhere to it. These specks are very difficult to notice (requiring a DC 30 Spot check), and even if noticed, will most likely be considered normal dust. A DC 30 Knowledge (the planes) checks reveals the true nature of the dust. While on the Astral Plane, the dust has no effect. If the creature leaves the Astral Plane, the affected creature must succeed on a DC 21 Fortitude save to avoid infestation. The save DCs are Constitution-based.

If the save fails, the speck begins to rapidly grow, forming a chrysalis inside the creature in 1d4 hours. This is an extremely painful process, dealing 1d4 points of Constitution damage each hour. The chrysalis gestates for 1d6 more hours before hatching into a voor larva that eats its way out, killing the host. Twenty-four hours before the chrysalis fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the spores and chrysalis, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

The dust can also infect objects. The object must be of at least Small size, allowing enough room for the chrysalis to form. If an unattended object passes through a voor dust cloud, it is entitled to a DC 21 Reflex save as if it were a creature. If removed from the Astral Plane, the voor chrysalis immediately forms in the object. The object takes 3d6 points of damage per hour (which bypasses hardness). If the chrysalis is allowed to hatch, the object suffers an additional 3d6 points of damage. A make whole spell removes the chrysalis from an object, as does a DC 25 Craft check of the appropriate type (such as metalworking for a steel object). If the check fails, the Craft check can be tried again, but each attempt requires additional costs (see Repairing Items in the Craft skill description).

Since voor dust can affect objects, constructs and undead are not immune to its effects, suffering damage as an object (damage reduction does not apply).
 

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BOZ

Creature Cataloguer
Mind Worm

Featured in "Monsters of the Mind," Dragon #337.
 
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BOZ

Creature Cataloguer
Brainstealer Dragon

Featured in "Monsters of the Mind," Dragon #337.
 

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BOZ

Creature Cataloguer
Ustilagor

Featured in "Monsters of the Mind," Dragon #337.
 

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BOZ

Creature Cataloguer
Sources
The ustilagor first appeared in Dragon Magazine #69 in Gary Gygax's January 1983 "Featured Creatures" column (reprinted in the first edition Monster Manual II), and reappeared in the second edition Complete Psionics Handbook and also the Monstrous Manual. The draknor appeared in Dungeon Magazine #24 in the adventure "Thunder Under Needlespire," (Jul/Aug 1990, James Jacobs). The gohlbrorn first appeared in Dragon Magazine Annual #1 ("Predators of the Underdark," 1996, Keith Strohm), and reappeared in The Illithiad, and Monstrous Compendium Annual Four. The illithocyte and voor larva appeared in the Monstrous Arcana series module Dawn of the Overmind (1998, Bruce R. Cordell). The brainstealer dragon, mind worm, and nerve swimmers are original creations by Oliver Frank.
 
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