• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


log in or register to remove this ad

The blindsight ability does not necessarily make the creature blind. Here's how they handled blindness for grimlocks...

"Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.

Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight."
 

Shade said:
The blindsight ability does not necessarily make the creature blind.
Hmm.. must have confused that, then.
I don't see any immediate problems with the writeup, though we could talk about the dust to water ability.
 




as promised...


Ulitharid (Noble Illithid)

--------------------------------------------------------------------------------

Medium-size Aberration
Hit Dice: 11d8+33 (82 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: 6 tentacles +10 melee
Damage: Tentacle 1d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Psionics, mind blast, improved grab, extract
Special Qualities: Telepathy, SR 26, recover
Saves: Fort +6 Ref +6 Will +14
Abilities: Str 16 Dex 16 Con 17 Int 22 Wis 20 Chr 25
Skills: Bluff +10, Concentration +14, Diplomacy +11, Hide +9, Intimidate +15, Knowledge (any two) +12, Listen +14, Move Silently +9, Spot +14
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility

--------------------------------------------------------------------------------

Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)`
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Ulitharids are noble class of mind flayer, superior to normal illithids. They are the favored children of the elder brain and are given free reign over normal mind flayers and thrall creatures. Ulitharids account for 1/25th of the population of a mind flayer community. They spend twice as much time as tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of illithids.

Ulitharids are much taller and more physically powerful than normal mind flayers, being 7 1/2 tall. Their slimy skin is the same as other illithids, but darker. These noble illithid have six tentacles instead of four, surrounding a maw of jagged, saw-like teeth. They wear the same sort of robes as other mind flayers, but many also wear high-crowned headdresses to accentuate their importance.

Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are not meant for speech.

COMBAT
Ulitharids tend to fight in the same way as other mind flayers. They take charge and act as leaders when in a mixed group with normal illithids.

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 22) or be feebleminded for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will - astral projection, body equilibrium, control body, demoralize, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

Improved Grab (Ex): To use this ability, the ulitharid must hit a creature of Small to Large size with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.
After a successful grab, the ulitharid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A ulitharid that begins its turn with at least three tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

Telepathy (Su): Ulitharids can communicate telepathically with any creature within 100 feet that has a language.

Recover (Sp): A ulitharid can heal up to 25 points of damage done to it per day. It can recover some or all of these hit points at once. This is a full-round action and requires concentration.


Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One (1994).



and here is another conversion of the ulitharid:
http://66.34.111.89/Eric/conversions/ulitharid_psionic.rtf
 

A quick comparison of the 3E and 3.5 mind flayer shows minimal changes, so this guy should be a quick conversion.

Here's a rewrite of the special abilities to match the 3.5 mind flayer wording, where applicable.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 22 Will save or be feebleminded (as the spell) for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their feebleminded victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 5th-level spell.

Psionics (Sp): At will - astral projection, body equilibrium, control body, demoralize, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

or for non Psionics Handbook users:

Psionics (Sp): At will-astral projection, charm monster (DC 21), detect thoughts (DC 19), levitate, plane shift, suggestion (DC 20), teleport. Effective caster level 10th. The save DCs are Charisma-based.

Does anyone with the Psionics Handbook know of comparable spells to the other psionic powers?

Improved Grab (Ex): To use this ability, the ulitharid must hit a Small, Medium, or Large creature with its tentacle attack. It can 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 attaches the tentacle to the opponent's head. An ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

If an ulitharid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): An ulitharid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
 

Here are the original stats: this should help with the dilemna of knowing which spell-like abilities to give it. ;)

frankthedm was kind enough to scan the original writeup from Dungeon mag for us:

attachment.php



and MCA1:

Ulitharid (Noble Illithid)

CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Community
ACTIVITY CYCLE: Any
DIET: Brain tissue
INTELLIGENCE: Supra-genius (19-20)
TREASURE: S, T, Z (D)
ALIGNMENT: Lawful evil

NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 11+8
THAC0: 9
NO. OF ATTACKS: 6
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Spells, mind blast
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: 95%
SIZE: L (7 ½' tall)
MORALE: Champion (15- 16)
XP VALUE: 11,000

Ulitharids are the elite of mind flayers, favored by their god the elder brain and free to exercise their will upon lower illithids and all other humanoids that fall under their power.

Ulitharids tower over their lesser kin by more than a foot, standing 7 ½ feet tall. They are colored similarly to other illithids, but they are darker than normal mind flayers. They have six writhing tentacles surrounding their mouths, not four like their common underlings, which are filled with sawlike teeth. Like most mind flayers, ulitharids dress in robes that cover their grotesque bodies from the ground to the neck, and high-crowned headdresses are not uncommon

With their incredible intellect ulitharids can understand the spoken languages of many races, but their mouths are ill-suited for speech. Of course, they can communicate freely with any creature through the use of their innate telepathy.

Combat: The ulitharid's six faceted tentacles are much stronger than those of normal illithids, so the monster requires only 1d3 rounds to reach a victim's brain, once the tentacles have taken hold of the victim's head. Each tentacle inflicts 1d4 points of damage upon a successful hit (at which point tile tentacle has seized the victim's head unless the DM rules otherwise), and only three tentacles are needed to establish a grip that allows the creature to begin boring into the opponent's head in quest of his brains.

A ulitharid's mind blast is much more deadly than its common counterpart. It has the same area of effect as a normal mind blast - a cone 60 feet long, 5 feet wide at its point of origin, and 20 feet wide at its terminus - but those who fail to save vs. spell with a -4 penalty become feebleminded (as per the 5th-level wizard spell). Ulitharids also have the following spell-like powers which they can employ, one at a time, once per round, as a 10th-level wizard: astral projection, charm person, charm monster, ESP, eyebite, forget, legend lore, levitate, plane shift, telekinesis, and true seeing. All saving throws vs. these powers are rolled with -4 penalties. Ulitharids can also heal up to 25 points of personal damage per day. This process requires a full round to occur, during which the ulitharid must pause and concentrate fully upon healing.

Habitat/Society: Ulitharids are the noble folk of illithid society. About one in every 25 illithid tadpoles matures into a ulitharid, The ulitharids become caretakers for the community elder brain, ambassadors to other illithid cities, and leaders of small illithid villages or outposts. A few sages believe that they answer to even more powerful illithids, although none of these beings have ever been seen by surface dwellers.

Ecology: Ulitharids live twice as long as normal illithids, or about 250 years. They also spend twice as much time in the tadpole state, Ulitharids are among the most feared creatures of tile subterranean world, and few creatures will challenge them.
 

MCA1 said:
only three tentacles are needed to establish a grip that allows the creature to begin boring into the opponent's head in quest of his brains

should we use this? that's three of six.

MCA1 said:
Ulitharids can also heal up to 25 points of personal damage per day. This process requires a full round to occur, during which the ulitharid must pause and concentrate fully upon healing.

i originally converted this as:

Recover (Sp): A ulitharid can heal up to 25 points of damage done to it per day. It can recover some or all of these hit points at once. This is a full-round action and requires concentration.

is that something we should keep? if so, should it be altered at all?


and then, of course, there's skills and feats - and you're right, we're just about done. :)

Skills: Bluff +10, Concentration +14, Diplomacy +11, Hide +9, Intimidate +15, Knowledge (any two) +12, Listen +14, Move Silently +9, Spot +14 (112 ranks)
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility (only 4 – lose 4 or some become bonus)
 
Last edited:

Into the Woods

Remove ads

Top