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


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There’s only one that we need to do first to complete the batch of 10… the Lythlyx!

Lythlyx

Large Aberration
Hit Dice: 5d8+20 (42 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 15 ft, fly 30 ft (perfect), swim 20 ft
AC: 19 (-1 size, +4 Dex, +6 natural)
Attacks: Body whip +8 melee; or 20 bites +8 melee
Damage: Body whip 2d6+-; or bite 0 and blood drain
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Improved grab, constrict, blood drain, psionics
Special Qualities: Immunities, darkvision 90 ft
Saves: Fort +5 Ref +5 Will +5
Abilities: Str 23 Dex 19 Con 19 Int 10 Wis 13 Cha 13
Skills: Listen +11, Swim +22, Spot +11
Feats: Improved Initiative

Climate: Any aquatic and underground
Organization: Solitary, patrol (2-5), or clan (6-11)
Challenge Rating: 07
Treasure: None
Alignment: Always lawful neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

Lythlyx are bizarre creatures of unknown origin, which seem to have no purpose in life but to continue their strange dance. These eel-like creatures, also known as "spirals", are always seen dancing in mid-air or underwater. This dance makes them look like spinning, rotating corkscrews or springs. This dance continues for years on end in one spot, almost always in a remote area.

Lythlyx have long, worm-like bodies, between 14 - 21 feet in length, and about as thick as a human thigh. Their rubbery skin is flexible, as it needs to flatten and twist to permit the creature's movement through air and water. This flesh is mottled green and black, and excretes an oil that is useful to make certain magical inks. They do not seem to have a distinct head or eyes, but are able to see with normal darkvision from numerous sensitive areas located all over their bodies.

Lythlyx do not speak, or attempt to communicate with other intelligent creatures. They seem to live for centuries, spending most of that time spinning in the same spot in an unending dance.

COMBAT
These creatures are decidedly aggressive, but appear to attack at whim. When they choose an appropriate target, they attack by whipping with the length of their bodies. They can move with lightning speed, dropping their coils around one or more victims, either to constrict or drain blood. It can only use one or the other of these attacks per round on a grappled victim, but the same attack can be used on multiple victims. They will usually only use psionics if badly wounded, if facing considerably more powerful opponents, or if anything else is using psionics within 90 feet of them. They fight to the death if cornered.

Lythlyx are never grounded by choice, and will thrash about violently if forced to the ground. As they spin in the air, they can revolve a full 360 turn about 50 times in a normal round and can hover with no effort. They can dive at twice their normal flight speed, gaining momentum and steering with almost perfect accuracy. Lythlyx can only be stopped from spinning if paralyzed, which will cause them to fall to the ground, helpless. Air resistance will turn and thereby slow the creature, so that it takes only 1 hit point of damage for every 10 feet fallen when it hits the ground.

Improved Grab (Ex): To use this ability, the lythlyx must hit with its body whip attack. If it gets a hold, it can either constrict or drain blood, but not both. The lythlyx may grab up to two Large, four Medium-Size, or eight Small or smaller creatures, once per round. The lythlyx has a grapple bonus of +13.

Constrict (Ex): A lythlyx deals 2d6+9 points of damage with a successful grapple check against all creatures held in its body each round the hold is maintained.

Blood Drain (Ex): A lythlyx may use any or all of its 20 mouths to try to drain blood from living creatures trapped in its coils. Up to six mouths may attack a single victim (four mouths for Small or smaller creatures), dealing 1d2 points of temporary Constitution damage each round a mouth remains attached. An attached lythyx has an AC of 15.

When a lythlyx has drained 10 points of Constitution, it becomes satiated and moves away from its victim. Within two rounds, this drained blood is converted into energy with which the lythlyx may heal itself. This energy allows the lythlyx to regain 1 hit point per 2 points of Constitution, though it does not permit bonus hit points. Once the blood has been converted into energy, the lythlyx may resume draining blood.

Psionics (Sp): At will--body equilibrium, control flames, control object, control sound, create sound, major creation, matter agitation, suspend life, telempathic projection, teleport, and teleport trigger. These abilities are as the powers manifested by a 9th level psion.

Attack/Defense Modes (Sp): At will ? id insinuation, mind blast, mind thrust, psychic crush/empty mind, intellect fortress, tower of iron will.

Immunities (Ex): A lythlyx is immune to mind-influencing effects, sleep, and hold spells. They are also not subject to critical hits or subdual damage. Lythlyx are not affected by changes in pressure, such as those found in ocean depths, or at high altitudes.


1980 Wizards of the Coast, Inc.
Originally found in Dragon #43
 

BOZ said:
There’s only one that we need to do first to complete the batch of 10… the Lythlyx!

Was there a theme to this batch? Just curious.

Add the usual 3.5 stuff:

Speed: 15 ft (3 squares), fly 30 ft (perfect), swim 20 ft
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+15
Space/Reach: 10 ft/5 ft

Add aquatic subtype and amphibious quality.

Add the "take 10 on swim checks" stuff to skills entry.
 


Shade said:
Was there a theme to this batch? Just curious.

it’s been so long, almost a year, it’s not surprising that you’ve forgotten. :D

see post 616 of this here thread. :D (page 16 if you’re set up the same way I am)

Shade said:
Add aquatic subtype and amphibious quality.

not too sure about that subtype, but amphibious or water breathing is not a half bad idea.

here, let me post the original texts so you can get a better feel of this strange critter…

Dragon Magazine #43 ("Dragon's Bestiary," November 1980, Ed Greenwood):

Lythlyx
FREQUENCY: Rare
NO. APPEARING: 1-18
ARMOR CLASS: 1
MOVE: 6”/8”//9”
HIT DICE: 5+6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12, 3-18 (constriction), or 1-4 per mouth
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (14-21’ long)
PSIONIC ABILITY: 21-120
Attack Defense Modes: A, B, D, E/F, I, J

Also known as “spirals,” these strange creatures are found underwater or “dancing” in mid-air. When moving, they resemble spinning, rotating springs or corkscrews. Unless underwater, Lythlyx usually dance in a particular place for years at a time. It is not known what attracts them to such locations, but they are found only in remote areas, and seem to favor hilltop cairns, rocky islets, and secluded forest or jungle pools. Solitary Lythlyx are always of maximum strength.
Lythlyx are aggressive, but attack apparently at whim, sometimes ignoring easy prey and then going after far stronger or more numerous creatures. They attack by using their bodies as whips, dropping their coils about prey with lightning speed and constricting, or by draining blood. A Lythlyx may employ only one of these attack modes per round, although (size and circumstances permitting) it may attack more than one opponent.
There are 20 sucker mouths along the body of a Lythlyx, and each can drain 1-4 HP of blood per round. When using these, the Lythlyx wraps itself around its victim(s), and all of the mouths may not make contact. Lythlyx reach satiation when they have absorbed double their HP worth of blood. Blood taken in is converted to energy within 2 rounds, and Lythlyx can use this at will to heal themselves, regaining lost HP at the ratio of 1 per 4 HP worth of blood. (More blood can then be taken in.) Lythlyx often explode when killed, spraying blood about in a 1” radius area. They cannot be subdued.
Lythlyx do not speak, and will use their psionic abilities only if psionic powers are used within 9” of them, or if they lose over half their hit points. (Roll d100 and add 20 to find the psionic ability of a Lythlyx.) They are immune to Charm, Command, Fear, Hold Monster, and Sleep. Lythlyx have no distinct head or eyes, but see (9” infravision) from numerous sensitive areas about their bodies. They seem unaffected by pressure extremes (such as those found at great ocean depths or high in the atmosphere).
Not found on the ground by choice, Lythlyx will thrash about constantly when forced to earth. In the air, they are approximately Flight Class A, turning 360° as much as 50 times per round as they rotate. Horizontal movement of the spinning creature is slow (8”) for Class A, but Lythlyx can fall (dive) at twice this speed. They can hold a steady position in mid-air, but will keep spinning. If this movement is ever entirely stopped (i.e. Paralyzation), Lythlyx fall to the ground helpless. Air resistance will turn them and slow their descent, so that upon striking the ground they will suffer only 1 HP of damage per 1” fallen.
Lythlyx have long, worm-like bodies about as thick as a human thigh. Their skin is rubbery and flexible (it flattens and twists constantly so as to move the creature through air or water), and is mottled green and black. The flesh of Lythlyx is oily, and this oil is useful in the manufacture of certain magical inks.


The Ruins of Myth Drannor boxed set (1993):

Lythlyx
CLIMATE/TERRAIN: Any/any remote
FREQUENCY: Rare
ORGANIZATION: Solitary or group
ACTIVE TIME: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful neutral

NO. APPEARING: 1 or 3-18 (3d6)
ARMOR CLASS: 1
MOVEMENT: 6, Fl 12 (A), Sw 8
HIT DICE: 5+6
THACO: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (14'-21' long)
MORALE: Elite (15-16)
XP VALUE: 2,000

These strange, eel-like creatures are sometimes called "spirals" because of their appearance. They are almost always found in remote areas, dancing in midair or underwater. When moving, they resemble spinning corkscrews, and often dance in a particular place for years at a time.

Lythlyx have long, worm-like bodies about as thick as a human thigh. Their skin is rubbery, oily, and flexible, and is mottled green and black.

Combat: Lythlyx are aggressive, but attack apparently at whim, sometimes ignoring easy prey and then going after far stronger or more numerous creatures. They attack by using their bodies as whips (2d6 flailing damage), dropping their coils about prey with lightning speed and then constricting (3d6 damage per round), or by draining blood (1d4 hp/round/mouth). A lythlyx may use only one of these three attack modes in a round, although (size and situation permitting) it may use its chosen attack mode against more than one opponent.

There are 20 sucker mouths along the body of a lythlyx; when it is wrapped around a victim, not all may make contact. Lythlyx reach satiation when they have absorbed double their maximum hp-worth of blood, and then pull away from a victim.

Blood taken in is converted to energy within 2 rounds, and lythlyx can use this at will to heal themselves, regaining lost hit points at the rate of 1 per 4-hp-worth of blood ingested. A lythlyx that heals itself can immediately feed up to satiation level again. Lythlyx killed violently often explode, spraying blood about.

Lythlyx will flee more powerful foes if an opportunity exists, but will fight to the death if cornered. They use their psionics only if they lose over half their total hit points, or if psionics are used within 90' of them (note that their psionics can whisk them away from most dangers). Lythlyx are immune to charm, command, fear, hold monster, and sleep.

Lythlyx are not found on the ground by choice, and thrash about constantly if forced to earth. In the air, they spin 50 times or more per round, and can hover at a fixed position while spinning. They can also dive (fall) at twice their listed speed (MV 24), spinning to steer with great accuracy. If the spinning of a lythlyx is ever stopped, it falls helplessly to the ground, Air resistance turns and slows a frozen lythlyx so it suffers only 1 hp of damage per 10' fallen, when it hits the ground.

Lythlyx have no distinct head or eyes, but can see with 90'-range infravision through numerous sensitive areas scattered over their body surface. They seem unaffected by pressure extremes.

Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
9 4/4/12 PsC,II,MT,PB/M,IF,TW 10 210

All lythlyx have:
Psychokinesis-Sciences: create object. Devotions: animate object, control flames, control sound, create sound, molecular agitation.
Psychometabolism-Devotions: body equilibrium, suspend animation.
Psychoportation-Sciences: summon planar creature, teleport. Devotions: teleport trigger.
Telepathy-Sciences: psychic crush. Devotions: id insinuation, mind thrust, psionic blast, telempathic projection.

Habitat/Society. LythIyx cannot speak, and seem to be bisexual, giving live birth to young who swarm with the parents, feeding voraciously until full-grown, whereupon they usually go their own way. Lythlyx seem to live for hundreds of years. Some sages believe that they are a stage in the life cycle of tentacled monsters such as tentamorts, ropers, or gibbering mouthers, and others believe them to be related to couatl, or to be part of the cyclical existence of certain dragons.

Ecology: A lythlyx absorbs sunlight and moisture through its skin, and seems able to go without a blood men) for very long periods of time. The oil distilled from its flesh is used in the manufacture of certain magical inks and oils. The taste or odor of lythlyx seem to make them a last-resort meal for most predators.


Monstrous Compendium Annual One (1994):

Lythlyx
CLIMATE/TERRAIN: Any remote land or water
FREQUENCY: Rare
ORGANIZATION: Solitary or group
ACTIVE TIME: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful neutral

NO. APPEARING: 1 or 3d6
ARMOR CLASS: 1
MOVEMENT: 6, Fl 12 (A), Sw 8
HIT DICE: 5+6
THACO: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (14'-21' long)
MORALE: Elite (13-14)
XP VALUE: 2,000

PSIONIC SUMMARY:
Level Dis/Sci/Dev Att/Def Score PSPs
9 4/4/12 PsC,II,MT,PB/M,IF,TW 10 210

Psychokinesis-Sciences: create object; Devotions: animate object, control flames, control sound, create sound, molecular agitation.

Psychometabolism-Devotions: body equilibrium, suspend animation.

Psychoportation-Sciences: summon plant creature, teleport; Devotions: teleport trigger.

Telepathy-Sciences: psychic crush; Devotions: id insinuation, mind thrust, psionic blast, telepathic, projection.

These strange, eel-like creatures are sometimes called “spirals” because of their appearance. They are almost always found in remote areas, dancing in midair or underwater. When moving they resemble spinning corkscrews, and they often dance in a particular place for years at a time. Lythlyx have long, worm-like bodies about as thick as a human thigh. Their skin is rubbery, oily, and flexible, and is a mottled green and black.

Combat: Lythlyx are aggressive, but attack apparently at whim, sometimes ignoring easy prey and going after stronger or more numerous creatures. They use their bodies as whips (2d6 flailing damage), or drop their coils about prey with lightning speed and constrict (3d6 damage per round), or drain blood (1d4 damage per round per mouth). A lythlyx may use only one of these attack modes in a round, although (size and situation permitting) it may use its chosen attack mode against several opponents. There are 20 sucker mouths along the body of a lythlyx. It reaches satiation when it has absorbed double its maximum hp-worth of blood, at which time it pulls away from a victim.

Blood taken in is converted to energy within two rounds, which is used to heal and regain lost hit points at the rate of 1 per 4-hp worth of blood ingested, A lythlyx that heals itself

diately feed up to satiation level again. Lythlyx killed violently often explode, spraying blood about.

Lythlyx will flee more powerful foes if an opportunity exists, but will fight to the death if cornered. They use their psionics only if they lose over half their total hit points, or if psionics are used within 90 feet of them (note that their powers can whisk them away from most dangers). Lythlyx are immune to charm, command, fear, hold monster, and sleep.

Lythlyx are not found on the ground by choice, and they thrash about if forced to earth. In the air they spin 50 or more times per round and can hover while spinning. They can also dive (fall) at twice their listed speed (MV 24'), spinning to steer with great accuracy. If the spinning of a lythlyx is ever stopped, it falls helplessly to the ground. Air resistance turns and slows a frozen lythlyx so it suffers only 1 point of damage per 10 feet fallen when it hits the ground.

Lythlyx have no distinct head or eyes, but can see with 90-foot-range infravision through sensitive areas scattered over their body surface. They seem unaffected by pressure extremes.

Habitat/Society: Lythlyx cannot speak and seem to be bisexual, giving live birth to young who swarm with the parents, feeding voraciously until full grown, whereupon they usually their own way. Lythlyx seem to live for hundreds of years. Some sages believe that they are a stage in the life cycle of tentacled monsters such as tentamorts, ropers, or gibbering mouthers, and others believe them to be related to couatl, or to be part of the cyclical existence of certain dragons.

Ecology: A lythlyx absorbs sunlight and moisture through its skin and is able to go without a blood meal for long periods of time. The oil distilled from its flesh is used in the manufacture of certain magical inks and oils. The taste and odor of lythlyx seem to make them a last-resort meal for most predators.
 

Wow, that was a long time ago! I do remember this now.

I'll have to get back to you on comments. I'm getting sleepy. :)
 


I've finally taken the time to begin reading the Expanded Psionics Handbook, so hopefully soon I can provide some insight on the psionic abilities. :)

Immunities (Ex): A lythlyx is immune to mind-influencing effects, sleep, and hold spells. They are also not subject to critical hits or subdual damage. Lythlyx are not affected by changes in pressure, such as those found in ocean depths, or at high altitudes.

I'd move immunity to mind-affecting effects and sleep to the SQ line as separate entries, like other creatures. Since hold spells are mind-affecting, stating them again is unnecessary.
 

Shade said:
I've finally taken the time to begin reading the Expanded Psionics Handbook, so hopefully soon I can provide some insight on the psionic abilities. :)

we can always cast summon Knight Otu as well. ;)

do you want to do psionics the way we did with the illithid article? That is, put spell-like psionics in the description and a note about “real” psionics at the end?
 

Into the Woods

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