Illithi Ooze

muhcashin

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Tell me what you think.


Illithi Ooze
Gargantuan ooze
Hit Dice: 16d10+126 (206 hp)
Initiative: -5
Speed: 20 ft.
AC: 1, touch 1, flatfooted 1
Base Attack/grapple: Slam +23/ +35
Full Attack: 2 slams +23
Damage: slam 2d8+11
Face/reach: 30 ft. by 30 ft./ 15ft.
Special attacks: mindblast, psionics, engulf, confusing telepathy
Special Qualities: blindsight, ooze traits
Saving throws: fort +10, Ref +0, Will +0
Abilities: Str 32, Dex 1, Con 22, Int -, Wis1, Cha 1
Climate/terrain: Any underground
Organization: Solitary
CR: 22
Treasure: None
Alignment: Neutral
Advancement: 17-30 HD (gargantuan); 31-60 (colossal)

During the fall of the Mindflayer metropolis of Zssixellar, great magic tore the stalactite filled city cavern as the Illithids battled the Phaerimm. There were no victors because all were slain when the cavern collapsed. The intensity of the magic used during the battle made the city ruins magically unstable and during a millennia it slowly mutated the pool of mindflayers tadpoles into a horrific monster. The pools transformed into a living thing, the Illithi Ooze.


Combat
Typically, the Illithi Ooze uses its spell-like abilities to stop its opponents and then enfulfs them. When in a large cavern, it levitate to the ceiling and drops onto its victim.

Mindblast (Sp): This attack is 25 ft. spread centered on the Illithi Ooze. Anyone caught in this radius must succeed at a Will save (DC 25) or be stunned for 4d4 rounds.

Psionics (Sp): At Will – astral projection, charm monster, levitate, planeshift

Confusing telepathy (Su): Just like a mindflayer, the Illithi Ooze can communicate telepathically with any creature that has language within a 100 ft. radius. However, being an ooze, the Illithi Ooze has nothing to communicate. It randomly contacts creatures telepathically. A contacted creature hears nothing but loud gibberish that, unless it succeeds at a Will save (DC 25), renders it confused. A confused creature’s actions are determined by a 1d10 roll, rerolled each round.
1: Wanders away
2-6: Does nothing for one round
7-9: Attack the nearest creature
10: Act normally
The confusion lasts 3d4 rounds.

Engulf (Ex): An Illithi Ooze can simply roll over Huge or smaller creatures as a standard action. This attacks affects as many opponents its body can cover. Each target can either make an attack of opportunity or a Reflex save (DC 35) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the ooze moves forward. An engulfed creature is considered grappled and trapped within the Illithi Ooze’s body. Such a creature takes automatically slam damage upon being engulfed and each succeeding round that it remains trapped.

Blindsight (Ex): An Illithi Ooze is blind, but blindsight allows it to maneuver and fight as well as a sighted creatures. Through this ability, it can discern objects and creature within 60 ft. The Illithi Ooze usually does not need to make a Spot or Listen check to notice creatures within the range of its blindsight.

Ooze traits: An Illithi Ooze is immune to mind-affecting effects, poison, paralysis, stunning and polymorphing. It is also not subject to flanking and critical hits.
 
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I just noticed that no one's posting any responses, probably for the same reason I didn't when I saw this earlier - it looks good, no changes suggested, I may steal this later, but I don't have much to say.

So... I like it! That is all!
 


Just one question: How did you figure out the saves for the abilities?
There is no clear rule mentioned in the Dungeons Master Guide, but I think I figured out the basic concept:

Spellikeability: 10+spell level + ability modifier (usually Charisma)
Supernatural and Extraordinary Abilities: Basis 10 + 1/2 HD. add a fitting ability modifier (Constitution for Breath Weapons, Charisma for mimicing spells, Strength for Trample like abilities)

So, the DC will probably become much weaker ( at least with Charisma and Wisdom of 1). So the Challenge Rating is probably to high, also. (But this is always difficult to adjucate)
Maybe you should bump up the HD, but I do not know if it is really appropriate - I don`t have the Monster Manual 2 here (there is a list that explains what the usual size for given hit dice and type is)

This aside: I like it, especially the "Confusing Telepathy" idea...

Mustrum Ridcully
 
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Looks cool. Not too good with epic levels, myself, but I could see this being a good opponent for a fairly large group of high level PCs in the core level range.

For the spell-like Mindblast: it's effectivly a 5th level spell / psionic power going by the PsiHB. Save DC would be 10.

Mind if I stat up a psionic version using the PsiHB template?
 

DCs et al.

The DCs for the abilities are completely arbitrary. I don't really know what they should be. Yeah, Mindblast according to the PsiHB is a charisma power, and oozes don't have much charisma. But DC 10 is a bit ridiculous don't you think?

As for Hit Dice, the minimum HD for a gargantuan ooze is 16d10. I could boost it a bit, but considering its powers, I think the additionnal HD would be superfluous.

And, yeah, you can make stats for a psionic version.
 
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Re: DCs et al.

muhcashin said:
The DCs for the abilities are completely arbitrary. I don't really know what they should be.

For spell-like abilities, 10 + Cha modifier + spell/power level.

For supernatural and extraordinary abilities, 10 + 1/2 Hit Dice + appropriate ability modifier (varies with ability).

You might be better served with making the mind blast Supernatural, then. ;) (can't currently check what it is for the mind flayer, sadly :()
 


A sneaky way to increase the save DC: give it the save DC you want, and say that this number includes a racial bonus to the save DC. :D

That has been done before, actually - One of the constructs in the MMII has an ability enhanced this way.

And it seems that the Mind Flayer's mind blast, despite being spell-like in nature, uses the formula for supernatural abilities.
 

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