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<blockquote data-quote="Kitsunekaboom" data-source="post: 945366" data-attributes="member: 8301"><p>I came up with something much scarier than the chokers.</p><p></p><p>Ekrelidae (Mind Flayer + Alien Entity + Half-Troll + Lesser Pseudonatural)</p><p>Large Outsider </p><p>Hit Dice: 8d10+32 (76)</p><p>Initiative: +6 (+2 Dex, +4 Improved Initiative)</p><p>Speed: 40 Ft, Fly 70 Ft. (Average)</p><p>AC: 25 (-1 Size, +1 Dex, +11 Natural, +4 deflection)</p><p>Attacks: 4 tentacles +10 melee, claw +4 melee</p><p>Damage: Tentacle 1d6+4, claw 1d8+2</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Mind blast, psionics, improved grab, extract, rend 2d8+6, true strike</p><p>Special Qualities: Damage Reduction 25/+1, Spell Immunity, SR: 25, Telepathy, regeneration: 3, alternate form, energy resistance</p><p>Saves: Fort: +9, Ref: +4, Will: +10</p><p>Abilities: Str:20, Dex:12, Con:18, Int:23, Wis:19, Cha:15</p><p>Skills: Bluff +9, Concentration +15, Hide +6, Intimidate +9, </p><p>Knowledge (any five) +11, Listen +11, Move Silently +10, Spot +11</p><p>Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Inertial Armor%, </p><p>Speed of Thought%, Weapon Focus (tentacle)</p><p>Climate/Terrain: Any</p><p>Organization: Solitary, Pair, inquisition (3-5), or cult (3-5 plus 6-10 grimlocks)</p><p>Challenge Rating: 14</p><p>Treasure: Double Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p>The Ekrelidae (singular Ekrelid) are a result of Mindflayer tampering with both genetics and planar energy, creating an abomination that is nearly unstoppable. It has a troll’s strength and regenerative capabilities, a mind flayers psionic power and strength, and powers beyond the scope of both of them. </p><p></p><p>There aren’t many of these creatures thankfully, and they breed slowly. Unfortunately they are also recreating the experiments that brought them into being in the first place. </p><p></p><p>Conservative Illithidae look at these creatures as horrific abominations, that are forever barred from merging with the Elder Brain toward the end of their life cycle. However, some theorize that the Ekrelidae are researching a way to create their own Elder Brains. If this was possible the entire world could very well feel the repercussions.</p><p></p><p>In their normal form, that they use only around other Illithidae, Ekrelidae look like Mind Flayers that stand at 8 to 10 feet tall, with long clawed arms. Their skin is slightly greenish with their tentacles ending purplish and drips with slime. They are not given to dry out as easily as regular illithidae and therefore can journey on the surface for longer bouts of time. </p><p></p><p>In their alternate form they are a mass of tentacles and teeth, with greenish slime oozing flesh and clawed tentacles. </p><p></p><p>Combat</p><p></p><p>Far from stupid, the Ekrelidae usually use minions to attack, trolls and grimlocks are favored slaves. An Ekrelid will rarely step into combat itself, but when it does it is a horrifying engine of destruction. It usually starts combat with a Mind Blast, then goes on to try to suck the brains out of an enemy while rending others.</p><p></p><p>Alternate Form (Su): At will an Ekrelid can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Ekrelidae in this alternate form.</p><p></p><p>Energy Resistance (Ex): An Ekrelid ignores the first 15 points of acid and electrical damage dealt to it each round.</p><p></p><p>Extract (Ex): An Ekrelid that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.</p><p></p><p>Improved Grab (Ex): To use this ability, the Ekrelid must hit an opponent of small or smaller size with its tentacle attack. If it gets a hold it attaches the tentacle to the opponent’s head. An Ekrelid 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 mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p></p><p>Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.</p><p></p><p>Psionics (Sp): At will – astral projection, charm monster, detect thoughts, levitate, planeshift, and suggestion; as an 8th-level sorcerer.</p><p></p><p>Regeneration (Ex): Fire and acid deal normal damage to an Ekrelid.</p><p>If an Ekrelid loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p>Rend (Ex): If an Ekrelid hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage.</p><p></p><p>Telepathy (Su): An Ekrelid can communicate telepathically with any creature witin 100 feet that has a language.</p><p></p><p>True Strike (Su): An Ekrelid may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 945366, member: 8301"] I came up with something much scarier than the chokers. Ekrelidae (Mind Flayer + Alien Entity + Half-Troll + Lesser Pseudonatural) Large Outsider Hit Dice: 8d10+32 (76) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 Ft, Fly 70 Ft. (Average) AC: 25 (-1 Size, +1 Dex, +11 Natural, +4 deflection) Attacks: 4 tentacles +10 melee, claw +4 melee Damage: Tentacle 1d6+4, claw 1d8+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Mind blast, psionics, improved grab, extract, rend 2d8+6, true strike Special Qualities: Damage Reduction 25/+1, Spell Immunity, SR: 25, Telepathy, regeneration: 3, alternate form, energy resistance Saves: Fort: +9, Ref: +4, Will: +10 Abilities: Str:20, Dex:12, Con:18, Int:23, Wis:19, Cha:15 Skills: Bluff +9, Concentration +15, Hide +6, Intimidate +9, Knowledge (any five) +11, Listen +11, Move Silently +10, Spot +11 Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Inertial Armor%, Speed of Thought%, Weapon Focus (tentacle) Climate/Terrain: Any Organization: Solitary, Pair, inquisition (3-5), or cult (3-5 plus 6-10 grimlocks) Challenge Rating: 14 Treasure: Double Standard Alignment: Usually lawful evil Advancement: By character class The Ekrelidae (singular Ekrelid) are a result of Mindflayer tampering with both genetics and planar energy, creating an abomination that is nearly unstoppable. It has a troll’s strength and regenerative capabilities, a mind flayers psionic power and strength, and powers beyond the scope of both of them. There aren’t many of these creatures thankfully, and they breed slowly. Unfortunately they are also recreating the experiments that brought them into being in the first place. Conservative Illithidae look at these creatures as horrific abominations, that are forever barred from merging with the Elder Brain toward the end of their life cycle. However, some theorize that the Ekrelidae are researching a way to create their own Elder Brains. If this was possible the entire world could very well feel the repercussions. In their normal form, that they use only around other Illithidae, Ekrelidae look like Mind Flayers that stand at 8 to 10 feet tall, with long clawed arms. Their skin is slightly greenish with their tentacles ending purplish and drips with slime. They are not given to dry out as easily as regular illithidae and therefore can journey on the surface for longer bouts of time. In their alternate form they are a mass of tentacles and teeth, with greenish slime oozing flesh and clawed tentacles. Combat Far from stupid, the Ekrelidae usually use minions to attack, trolls and grimlocks are favored slaves. An Ekrelid will rarely step into combat itself, but when it does it is a horrifying engine of destruction. It usually starts combat with a Mind Blast, then goes on to try to suck the brains out of an enemy while rending others. Alternate Form (Su): At will an Ekrelid can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Ekrelidae in this alternate form. Energy Resistance (Ex): An Ekrelid ignores the first 15 points of acid and electrical damage dealt to it each round. Extract (Ex): An Ekrelid that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature. Improved Grab (Ex): To use this ability, the Ekrelid must hit an opponent of small or smaller size with its tentacle attack. If it gets a hold it attaches the tentacle to the opponent’s head. An Ekrelid 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 mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers 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, charm monster, detect thoughts, levitate, planeshift, and suggestion; as an 8th-level sorcerer. Regeneration (Ex): Fire and acid deal normal damage to an Ekrelid. If an Ekrelid loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Rend (Ex): If an Ekrelid hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage. Telepathy (Su): An Ekrelid can communicate telepathically with any creature witin 100 feet that has a language. True Strike (Su): An Ekrelid may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets. [/QUOTE]
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