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Anti-Illithid tactics
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<blockquote data-quote="Dr_Rictus" data-source="post: 929531" data-attributes="member: 850"><p>The rogue with <em>improved invisibility</em> is indeed one of the best candidates for actually taking out an illithid. SR will get in the way of spells, and those damn tentacles get in the way of melee.</p><p></p><p>If the fighter finds himself in close, he might actually consider using a trip attack. The mind flayer's strength and dexterity are good, but not all that great, and a prone 'flayer is unlikely to be able to reach your skull with those damn tentacles. Sure, he can get up, but that loses him his full attack. When using this tactic, consider saving it for your second attack per round, since you can still probably make the touch attack with the -5 penalty.</p><p></p><p>Buffing up the Will saves of the rogue and the fighter, or giving them <em>spell immunity</em> to at least the thing's <em>charm monster</em> ability, will be important. If the fighter turns on you, you're dead if you stay and he's dead if you leave. <em>Suggestion</em> and <em>plane shift</em> are good choices for other things to be immune to. (Your DM may or may not have realized that <em>plane shift</em> is usable on others to just get rid of them, but mind flayers get it at will and it's a tough save). <em>Spell immunity</em> won't protect you from <em>plane shift</em>, but <em>dimensional anchor</em> will. Unfortunatly it will also keep you from being <em>dimension doored</em>.</p></blockquote><p></p>
[QUOTE="Dr_Rictus, post: 929531, member: 850"] The rogue with [i]improved invisibility[/i] is indeed one of the best candidates for actually taking out an illithid. SR will get in the way of spells, and those damn tentacles get in the way of melee. If the fighter finds himself in close, he might actually consider using a trip attack. The mind flayer's strength and dexterity are good, but not all that great, and a prone 'flayer is unlikely to be able to reach your skull with those damn tentacles. Sure, he can get up, but that loses him his full attack. When using this tactic, consider saving it for your second attack per round, since you can still probably make the touch attack with the -5 penalty. Buffing up the Will saves of the rogue and the fighter, or giving them [i]spell immunity[/i] to at least the thing's [i]charm monster[/i] ability, will be important. If the fighter turns on you, you're dead if you stay and he's dead if you leave. [i]Suggestion[/i] and [i]plane shift[/i] are good choices for other things to be immune to. (Your DM may or may not have realized that [i]plane shift[/i] is usable on others to just get rid of them, but mind flayers get it at will and it's a tough save). [i]Spell immunity[/i] won't protect you from [i]plane shift[/i], but [i]dimensional anchor[/i] will. Unfortunatly it will also keep you from being [i]dimension doored[/i]. [/QUOTE]
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