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Converting Psionic Creatures
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<blockquote data-quote="Cleon" data-source="post: 6105194" data-attributes="member: 57383"><p><strong>Illithidae, Cessirid Update to 3.5 Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Illithidae, Cessirid</strong></span></p><p>Medium Aberration (Psionic)</p><p><strong>Hit Dice: </strong>8d8+32 (68 hp)</p><p><strong>Initiative: </strong>+3 (Dex)</p><p><strong>Speed:</strong> 50 ft, swim 40 ft</p><p><strong>Armor Class:</strong> 19 (+3 Dex, +6 natural), touch 13, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +6/+10 [<em>plus slime</em>]</p><p><strong>Attack:</strong> Bite +10 melee (10d10+6 and poison)</p><p><strong>Full Attack:</strong> Bite +10 melee (10d10+6 and poison) and tentacles +5 melee touch (improved grab plus poison)</p><p><strong>Space/Reach: </strong>5 ft./5 ft.</p><p><strong>Special Attacks: </strong>Improved grab, poison, psi-like abilities, trip</p><p><strong>Special Qualities: </strong>Amphibious, light vulnerability, slime, power resistance 12, telepathy</p><p><strong>Saves: </strong>Fort +6, Ref +4, Will +8 </p><p><strong>Abilities: </strong>Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 15</p><p><strong>Skills:</strong> Concentration +9, Hide +9, Jump +12, Listen +9, Move Silently +9, Spot +9, Swim +12</p><p><strong>Feats: </strong>Alertness, Open Minded, Psionic Weapon</p><p><strong>Environment: </strong>Any underground</p><p><strong>Organization: </strong>Solitary or pack (2-20)</p><p><strong>Challenge Rating: </strong>6</p><p><strong>Treasure: </strong>None</p><p><strong>Alignment: </strong>Usually lawful neutral (with evil tendencies)</p><p><strong>Advancement: </strong>9-16 HD (Medium-Size); 17-24 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p> </p><p><em>A pale gray creature shaped like a canine, but its beak and smooth slimy skin show it's no dog. Its large head has oversized eyes as black as pools of ink. Four short tentacles surround its toothless, rending jaws. There are short spines jutting from its back. Its paws are webbed for swimming</em>.</p><p></p><p>Cessirids are a form of illithidae analogous to pack hunting canines like wolves or hyenas. Cessirids live in tight-knit packs that use telepathy to cooperate with silent efficiency. The mind flayers have used them as "hounds" for thousands of years.</p><p></p><p>A cessirid stands roughly 2 feet high at the shoulder and weighs up to 150 pounds.</p><p></p><p>Cessirids can communicate telepathically with any illithid-kin (illithids and illithidae). Their telepathy can not "speak" to non-illithids, but it does allow them to understand the languages of any intelligent creature. Cessirids can speak Undercommon in a growling, yapping voice.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>Cessirids like to leap at their opponents and bite with their beaks. The tentacles around the mouth hit automatically on every successful bite attack, and sting with poison that disorients foes. They use their psionic powers to locate and pursue prey, or to escape if outmatched. </p><p></p><p><strong>Amphibious (Ex)</strong>: Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a cessirid must hit with its tentacles 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 affects its opponent with its poison.</p><p></p><p><strong>Light Vulnerability (Ex)</strong>: The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.</p><p></p><p><strong>Psi-Like Abilities (Ps)</strong>: At will—<em>body equilibrium</em>, <em>read thoughts</em>, <em>psionic dimension door</em>, <em>empty mind</em>, <em>mind thrust</em>, <em>psychic crush</em> and<em> thought shield</em>. These abilities are as the powers manifested by a 6th-level psion. The save DCs are Charisma-based.</p><p></p><p><strong>Poison (Ex)</strong>: A cessirid's mouth-tentacles constantly ooze poison. Any creature hit by a cessirid's bite or tentacle attacks must save against this venomous slime. An opponent must also save against a cessirid's poison every time the illithidae makes an opposed grapple check against them. The cessirid does not need to win the grapple check, since mere contact is enough to poison its foe.</p><p></p><p><em>Cessirid Slime:</em> Contact or injury, Fortitude save (DC 18); initial damage sickened for 1d10 minutes; secondary damage 1d6 Dex and sickened for 1d2 hours.</p><p></p><p><strong>Slime (Ex)</strong>: The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.</p><p></p><p><strong>Telepathy (Su):</strong> Cessirids can communicate telepathically with any illithid-kin within 300 feet.</p><p></p><p><strong>Trip (Ex)</strong>: A cessirid that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cessirid. </p><p></p><p><span style="font-size: 12px"><strong>Non-Psionic Cessirids</strong></span></p><p>If you wish to use cessirids in a campaign without psionic powers or the <em>Expanded Psionics Handbook</em>, remove the cessirid's Psionic subtype, substitute spell resistance for power resistance, and give them psionics as spell-like abilities.</p><p></p><p><strong>Psionics (Sp)</strong>: At will—<em>dimension door</em>, <em>detect thoughts</em>, <em>magic missile</em>, <em>owl's wisdom</em>, <em>phantasmal killer</em> (DC 16), <em>shield</em> and <em>water walk</em>. Effective caster level 6th. The save DCs are Charisma-based. These abilities replace the cessirid's psi-like psionics.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6105194, member: 57383"] [b]Illithidae, Cessirid Update to 3.5 Working Draft[/b] [SIZE=4][B]Illithidae, Cessirid[/B][/SIZE] Medium Aberration (Psionic) [B]Hit Dice: [/B]8d8+32 (68 hp) [B]Initiative: [/B]+3 (Dex) [B]Speed:[/B] 50 ft, swim 40 ft [B]Armor Class:[/B] 19 (+3 Dex, +6 natural), touch 13, flat-footed 16 [B]Base Attack/Grapple:[/B] +6/+10 [[I]plus slime[/I]] [B]Attack:[/B] Bite +10 melee (10d10+6 and poison) [B]Full Attack:[/B] Bite +10 melee (10d10+6 and poison) and tentacles +5 melee touch (improved grab plus poison) [B]Space/Reach: [/B]5 ft./5 ft. [B]Special Attacks: [/B]Improved grab, poison, psi-like abilities, trip [B]Special Qualities: [/B]Amphibious, light vulnerability, slime, power resistance 12, telepathy [B]Saves: [/B]Fort +6, Ref +4, Will +8 [B]Abilities: [/B]Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 15 [B]Skills:[/B] Concentration +9, Hide +9, Jump +12, Listen +9, Move Silently +9, Spot +9, Swim +12 [B]Feats: [/B]Alertness, Open Minded, Psionic Weapon [B]Environment: [/B]Any underground [B]Organization: [/B]Solitary or pack (2-20) [B]Challenge Rating: [/B]6 [B]Treasure: [/B]None [B]Alignment: [/B]Usually lawful neutral (with evil tendencies) [B]Advancement: [/B]9-16 HD (Medium-Size); 17-24 HD (Large) [B]Level Adjustment:[/B] — [I]A pale gray creature shaped like a canine, but its beak and smooth slimy skin show it's no dog. Its large head has oversized eyes as black as pools of ink. Four short tentacles surround its toothless, rending jaws. There are short spines jutting from its back. Its paws are webbed for swimming[/I]. Cessirids are a form of illithidae analogous to pack hunting canines like wolves or hyenas. Cessirids live in tight-knit packs that use telepathy to cooperate with silent efficiency. The mind flayers have used them as "hounds" for thousands of years. A cessirid stands roughly 2 feet high at the shoulder and weighs up to 150 pounds. Cessirids can communicate telepathically with any illithid-kin (illithids and illithidae). Their telepathy can not "speak" to non-illithids, but it does allow them to understand the languages of any intelligent creature. Cessirids can speak Undercommon in a growling, yapping voice. [SIZE=3][B]Combat[/B][/SIZE] Cessirids like to leap at their opponents and bite with their beaks. The tentacles around the mouth hit automatically on every successful bite attack, and sting with poison that disorients foes. They use their psionic powers to locate and pursue prey, or to escape if outmatched. [B]Amphibious (Ex)[/B]: Illithidae possess both lungs and gills, and can survive indefinitely on land and in water. [B]Improved Grab (Ex):[/B] To use this ability, a cessirid must hit with its tentacles 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 affects its opponent with its poison. [B]Light Vulnerability (Ex)[/B]: The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae. [B]Psi-Like Abilities (Ps)[/B]: At will—[I]body equilibrium[/I], [I]read thoughts[/I], [I]psionic dimension door[/I], [I]empty mind[/I], [I]mind thrust[/I], [I]psychic crush[/I] and[I] thought shield[/I]. These abilities are as the powers manifested by a 6th-level psion. The save DCs are Charisma-based. [B]Poison (Ex)[/B]: A cessirid's mouth-tentacles constantly ooze poison. Any creature hit by a cessirid's bite or tentacle attacks must save against this venomous slime. An opponent must also save against a cessirid's poison every time the illithidae makes an opposed grapple check against them. The cessirid does not need to win the grapple check, since mere contact is enough to poison its foe. [I]Cessirid Slime:[/I] Contact or injury, Fortitude save (DC 18); initial damage sickened for 1d10 minutes; secondary damage 1d6 Dex and sickened for 1d2 hours. [B]Slime (Ex)[/B]: The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them. [B]Telepathy (Su):[/B] Cessirids can communicate telepathically with any illithid-kin within 300 feet. [B]Trip (Ex)[/B]: A cessirid that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cessirid. [SIZE=3][B]Non-Psionic Cessirids[/B][/SIZE] If you wish to use cessirids in a campaign without psionic powers or the [I]Expanded Psionics Handbook[/I], remove the cessirid's Psionic subtype, substitute spell resistance for power resistance, and give them psionics as spell-like abilities. [B]Psionics (Sp)[/B]: At will—[I]dimension door[/I], [I]detect thoughts[/I], [I]magic missile[/I], [I]owl's wisdom[/I], [I]phantasmal killer[/I] (DC 16), [I]shield[/I] and [I]water walk[/I]. Effective caster level 6th. The save DCs are Charisma-based. These abilities replace the cessirid's psi-like psionics. [/QUOTE]
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