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Connor's Sorta Low CR Monster Thread- To be updated... eventually...
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<blockquote data-quote="ConnorSB" data-source="post: 1256694" data-attributes="member: 14273"><p>Here's the half-illithid kuo-toa. Mmm.... lighting and psionics...</p><p></p><p><strong>Tzakua, Half Illithid Kuo-toa</strong></p><p>Medium Size Aberration</p><p>Hit Dice: 2d8 +2 (11hp).</p><p>Initiative: + 0.</p><p>Speed: 20, swim 50.</p><p>AC: 19 (+7 natural, +2 large shield).</p><p>Base Attack/Grapple: + 2.</p><p>Attack: Spear +3(1d8+1), 1 Tentacle +3 (1d4).</p><p>Full Attack: Spear +3(1d8+1), 4 Tentacles +3 (1d4).</p><p>Face/Reach: 5ft by 5ft / 5ft.</p><p>Special Attacks: Lightning Bolt, Pincer Staff, Mind Blast, Improved Grab, Extract.</p><p>Special Qualities: Keen Sight, Slippery, Adhesive, Immunities, Electricity Resistance 30, Light Blindness, Amphibious, Darkvision, Spell Resistance, Telepathy.</p><p>Saves: Fort +3, Ref +3, Will +7.</p><p>Abilities: Str 13, Dex 10, Con 13, Int 17, Wis 18, Cha 12.</p><p>Skills: Escape Artist +18, Knowledge or Craft (any one) +8, Listen +11, Move Silently +3, Search +12, Spot +13.</p><p>Feats: Alertness, Great Fortitude.</p><p>CR: 5</p><p></p><p><strong>Lightning Bolt</strong>: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E</p><p></p><p><strong>Pincer Staff</strong>: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E</p><p></p><p><strong>Mind Blast</strong>: 1/day, A tzakua can fire a cone of psionics 40ft long. Anyone caught in this cone must succeed on a Will save (DC 16) or be stunned for 1d4 rounds.</p><p></p><p><strong>Improved Grab</strong>: A tzakua that hits an opponent medium size or smaller with its tentacle attack deals normal damage and attempts to start a grapple as a free action which does not provoke an attack of opportunity. If it gets a hold, attaches the tentacle to the opponent’s head. After a successful grab, the tzakua can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple or escape artist check, but the tzakua gets a +2 circumstance bonus for each attached tentacle.</p><p></p><p><strong>Extract</strong>: A tzakua that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the opponent’s brain at the beginning of its next turn, instantly killing the creature.</p><p></p><p><strong>Psionics</strong>: A tzakua can cast Detect Thoughts 3/day at a DC of 15.</p><p></p><p><strong>Keen Sight</strong>: Tzakua have excellent vision thanks to their independently focusing eyes. Theycan spot a moving object or creature even if it is invisible, ethereal, or astral. Only be remaining perfectly still can such things avoid their notice.</p><p></p><p><strong>Slippery</strong>: Tzakua secrete an oily film that makes them impossible to snare. Webs, magic or otherwise, don’t affect them in the least.</p><p></p><p><strong>Adhesive</strong>: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E</p><p></p><p><strong>Immunities</strong>: Tzakua are immune to poison and paralysis, and illusions hold no reality for them, as their eyes see right past them.</p><p></p><p><strong>Light Blindness</strong>: Upon encountering a bright light, tzakua are blinded for one round, and suffer a –1 circumstance penalty to all attacks, saves, and checks while operating in such light.</p><p></p><p><strong>Amphibious</strong>: Tzakuas have gills, but can operate on land indefinitely.</p><p></p><p><strong>Darkvision</strong>: A tzakua has darkvision with a range of 60ft.</p><p></p><p><strong>Spell Resistance</strong>: A tzakua has SR 12.</p><p></p><p><strong>Telepathy</strong>: A tzakua can communicate with any creature within 100 ft that has a language.</p><p></p><p><strong>Background</strong>:</p><p>As breeding pools function mostly the same way, it was no surprise that when the over-brain took the Kuo-taun city of Blindiglub, the mind flayers took the pool as their own. They left the kuo-toa spawn in it, figuring that their own spawn would quickly destroy the vile little wrigglers. But a few survived until maturation, at which point the illithid spawn injected themselves into the fledgling kuo-toa. Before they realized it, the mind flayers had a new set of servants.</p><p></p><p> Despite being an accident, Illithid-kin kuo-toas, or Tzakua as the mind flayers called them, were useful servants. They make excellent guards, due to their keen eyesight. Because of the kuo-toan motherly instinct, which was to guard the brood at all costs, they also make excellent tenders for the spawning pools. Truly, one wriggling mass of dripping flesh looks much like another.</p><p></p><p><strong>Tactics</strong>: Much like mind flayers, tzakua will open up a fight with their mind blast attack, before closing to melee and attempting as many extractions as possible.</p><p></p><p>[EDIT] I forgot to note what its SA and SQ's types were. I'll do that soon.</p></blockquote><p></p>
[QUOTE="ConnorSB, post: 1256694, member: 14273"] Here's the half-illithid kuo-toa. Mmm.... lighting and psionics... [B]Tzakua, Half Illithid Kuo-toa[/B] Medium Size Aberration Hit Dice: 2d8 +2 (11hp). Initiative: + 0. Speed: 20, swim 50. AC: 19 (+7 natural, +2 large shield). Base Attack/Grapple: + 2. Attack: Spear +3(1d8+1), 1 Tentacle +3 (1d4). Full Attack: Spear +3(1d8+1), 4 Tentacles +3 (1d4). Face/Reach: 5ft by 5ft / 5ft. Special Attacks: Lightning Bolt, Pincer Staff, Mind Blast, Improved Grab, Extract. Special Qualities: Keen Sight, Slippery, Adhesive, Immunities, Electricity Resistance 30, Light Blindness, Amphibious, Darkvision, Spell Resistance, Telepathy. Saves: Fort +3, Ref +3, Will +7. Abilities: Str 13, Dex 10, Con 13, Int 17, Wis 18, Cha 12. Skills: Escape Artist +18, Knowledge or Craft (any one) +8, Listen +11, Move Silently +3, Search +12, Spot +13. Feats: Alertness, Great Fortitude. CR: 5 [B]Lightning Bolt[/B]: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E [B]Pincer Staff[/B]: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E [B]Mind Blast[/B]: 1/day, A tzakua can fire a cone of psionics 40ft long. Anyone caught in this cone must succeed on a Will save (DC 16) or be stunned for 1d4 rounds. [B]Improved Grab[/B]: A tzakua that hits an opponent medium size or smaller with its tentacle attack deals normal damage and attempts to start a grapple as a free action which does not provoke an attack of opportunity. If it gets a hold, attaches the tentacle to the opponent’s head. After a successful grab, the tzakua can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple or escape artist check, but the tzakua gets a +2 circumstance bonus for each attached tentacle. [B]Extract[/B]: A tzakua that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the opponent’s brain at the beginning of its next turn, instantly killing the creature. [B]Psionics[/B]: A tzakua can cast Detect Thoughts 3/day at a DC of 15. [B]Keen Sight[/B]: Tzakua have excellent vision thanks to their independently focusing eyes. Theycan spot a moving object or creature even if it is invisible, ethereal, or astral. Only be remaining perfectly still can such things avoid their notice. [B]Slippery[/B]: Tzakua secrete an oily film that makes them impossible to snare. Webs, magic or otherwise, don’t affect them in the least. [B]Adhesive[/B]: This rule to complicated to reproduce here. As Kuo-toa, page 126 in MM3E [B]Immunities[/B]: Tzakua are immune to poison and paralysis, and illusions hold no reality for them, as their eyes see right past them. [B]Light Blindness[/B]: Upon encountering a bright light, tzakua are blinded for one round, and suffer a –1 circumstance penalty to all attacks, saves, and checks while operating in such light. [B]Amphibious[/B]: Tzakuas have gills, but can operate on land indefinitely. [B]Darkvision[/B]: A tzakua has darkvision with a range of 60ft. [B]Spell Resistance[/B]: A tzakua has SR 12. [B]Telepathy[/B]: A tzakua can communicate with any creature within 100 ft that has a language. [B]Background[/B]: As breeding pools function mostly the same way, it was no surprise that when the over-brain took the Kuo-taun city of Blindiglub, the mind flayers took the pool as their own. They left the kuo-toa spawn in it, figuring that their own spawn would quickly destroy the vile little wrigglers. But a few survived until maturation, at which point the illithid spawn injected themselves into the fledgling kuo-toa. Before they realized it, the mind flayers had a new set of servants. Despite being an accident, Illithid-kin kuo-toas, or Tzakua as the mind flayers called them, were useful servants. They make excellent guards, due to their keen eyesight. Because of the kuo-toan motherly instinct, which was to guard the brood at all costs, they also make excellent tenders for the spawning pools. Truly, one wriggling mass of dripping flesh looks much like another. [B]Tactics[/B]: Much like mind flayers, tzakua will open up a fight with their mind blast attack, before closing to melee and attempting as many extractions as possible. [EDIT] I forgot to note what its SA and SQ's types were. I'll do that soon. [/QUOTE]
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