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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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<blockquote data-quote="demiurge1138" data-source="post: 2196394" data-attributes="member: 7451"><p><strong>Aruskarth, Lifeleech Ulitharid</strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice:</strong> 15d8+120 (187 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> 50ft (10 squares)</p><p><strong>Armor Class: </strong> 20 (-1 size, +5 Dex, +2 natural, +4 deflection), touch 18, flat-footed 15</p><p><strong>Base Attack/Grapple: </strong> +11/+26</p><p><strong>Attack:</strong> Long tentacle +21 melee (1d8+11)</p><p><strong>Full Attack:</strong> 4 long tentacles +21 melee (1d8+11) and 4 short tentacles +21 melee (1d8+11)</p><p><strong>Space/Reach:</strong> 10ft/5ft (10ft with long tentacles)</p><p><strong>Special Attacks:</strong> Extract, improved grab, <em>mind blast</em>, psionics</p><p><strong>Special Qualities:</strong> Fast healing 5, lifeleech aura, spell strengthened hide, SR (and PR) 27, telepathy 200ft</p><p>Saves: Fort +13, Ref +10, Will +17</p><p><strong>Abilities: </strong> Str 32, Dex 20, Con 26, Int 23, Wis 23, Cha 23</p><p><strong>Skills:</strong> Autohypnosis +18, Bluff +18, Concentration +20 (+24 manifesting defensively), Diplomacy +22, Disguise +6 (+8 acting), Hide +13, Intimidate +20, Knowledge (dungeoneering, psionics) +18, Listen +18, Sense Motive +18, Spot +18</p><p><strong>Feats:</strong> Combat Manifestation, Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Power Penetration, Quicken Power</p><p><strong>Environment: </strong> Underground</p><p><strong>Organization: </strong> Solitary or court (Aruskarth plus 3-5 illithids and 6-10 grimlocks)</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +15</p><p></p><p><em>This towering humanoid-shaped being is both sinister and regal, standing over 9 feet tall. Its greenish skin drips with slime, and it wears long flowing robes. Its head is octopoid in form, with four long tentacles and four short ones surrounding where a mouth should be. Its eyes are a blank silver, and its hide seems to move of its own accord.</em></p><p></p><p>The illithid colony of Illivel was one of the strongest in the Underdark. Its elder brain was ancient and wise, its thralls powerful, and its illithids geniuses all. They were even blessed enough to discover in the spawning pool an ulitharid tadpole, ready to be implanted into a human host. The illithids selected a sturdy drow male, captured in one of the most recent raids, to play host to the creature, and the implantation ceremony commenced.</p><p></p><p>Unfortunately for Illivel, the elder brain did not forsee the activities of the cloaker hives many miles distant, who, for reasons known only to themselves, attacked Illivel in the thousands, teleporting in and summoning armies of fiends to fight for them. Once the elder brain died, the surviving illithids panicked (a very rare occurence indeed) and fled into the Underdark, taking the still-transforming ulitharid with them.</p><p></p><p>When the ceremorphosis completed, the ulitharid shocked the survivors by taking control of the remainder of the colony immediately; usually, ulitharids take years to mature once in a host. This mind flayer noble, who named itself Aruskarth, was forever changed by the Abyssal magic tainting his city at the time of his ceremorphosis, granting it great power. Fueled by a desire for revenge and a level of rage uncommon among the usually cool illithids, Aruskarth devoted his life to annihilating the cloakers, a goal which will require many, many surface slaves...</p><p></p><p><strong>Combat</strong></p><p>Aruskarth is a terror in combat, combining powerful psionic assaults with great strength. It prefers to allow its thralls and minions to do most of the direct fighting, but it loves the taste of humanoid brains, and will often devote a few rounds to feeding if in a position to do so in battle. Before battle, Aruskarth usually uses the powers <em>vigor</em> and <em>inertial armor</em> to increase its armor class and hit points.</p><p></p><p><strong>Extract (Ex): </strong> If Aruskarth begins its turn with at least four tentacles attached and makes a successful grapple check, it automatically extracts the grappled opponent's brain, instantly killing it. This power is useless against constructs, elementals, oozes, plants and undead. It is not instantly fatal against foes with multiple heads.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Aruskarth must hit a Small, Medium or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to its opponent's head. Aruskarth can grab a Huge or larger creature only if it can reach the head.</p><p>If Aruskarth 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 try to escape with a single successful grapple check or Escape Artist check, but Aruskarth gets a +2 circumstance bonus on the check for every tentacle that was attached on the beginning of the opponent's turn.</p><p></p><p><em><strong>Mind Blast (Ps):</strong></em> Aruskarth can discharge a devestating psionic attack in the form of a cone 60ft long. Anyone caught in this cone must succeed a DC 23 Will save or be stunned for 3d4 rounds. This is the equivalent of a 4th level power.</p><p></p><p><strong>Psionics: </strong> Aruskarth manifests powers as a 13th level telepath. The save DCs are Intelligence based. </p><p>Psionic Powers Known (power points 192): 1st - <em>detect psionics, inertial armor </em> (A), <em>mind thrust </em> (DC 17, A), <em>psionic charm </em> (DC 17, A), <em>vigor</em> (A); 2nd - <em>biofeedback</em> (A), <em>id insinuation </em> (DC 18, A), <em>psionic levitate, psionic suggestion </em> (DC 18, A), <em>recall agony </em> (DC 18, A), <em>read thoughts </em> (DC 18); 3rd - <em>body adjustment</em> (A), <em>crisis of breath </em> (DC 19, A), <em>dispel psionics </em> (A), <em>hostile empathic transfer </em> (DC 19, A); 4th - <em>death urge </em> (DC 20, A), <em>intellect fortress </em> (A), <em>personality parasite </em> (DC 20), <em>psionic dimension door</em>, <em>psionic dominate </em> (DC 20, A), <em>schism</em>; 5th- <em>mind probe</em> (DC 22) <em>psionic plane shift </em> (DC 21); 6th - <em>psionic disintegrate </em> (DC 22, A); 7th- <em>crisis of life </em> (DC 23, A).</p><p></p><p><strong>Lifeleech Aura (Su):</strong> Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60 feet of Aruskarth, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60 feet of Aruskarth would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Aruskarth can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.</p><p>This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items.</p><p></p><p><strong>Spell-strengthened Hide (Su):</strong> Aruskarth has a +4 deflection bonus to Armor Class.</p><p></p><p>Base Creature: Ulitharid (Lords of Madness) psionic variant. And yes, the tentacles' attack bonus may look off. But they're the same attack, just some have reach.</p><p>Template: Lifeleech (Krishnath's template on these boards).</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2196394, member: 7451"] [B]Aruskarth, Lifeleech Ulitharid Large Aberration[/B] [B]Hit Dice:[/B] 15d8+120 (187 hp) [B]Initiative:[/B] +9 [B]Speed:[/B] 50ft (10 squares) [B]Armor Class: [/B] 20 (-1 size, +5 Dex, +2 natural, +4 deflection), touch 18, flat-footed 15 [B]Base Attack/Grapple: [/B] +11/+26 [B]Attack:[/B] Long tentacle +21 melee (1d8+11) [B]Full Attack:[/B] 4 long tentacles +21 melee (1d8+11) and 4 short tentacles +21 melee (1d8+11) [B]Space/Reach:[/B] 10ft/5ft (10ft with long tentacles) [B]Special Attacks:[/B] Extract, improved grab, [I]mind blast[/I], psionics [B]Special Qualities:[/B] Fast healing 5, lifeleech aura, spell strengthened hide, SR (and PR) 27, telepathy 200ft Saves: Fort +13, Ref +10, Will +17 [B]Abilities: [/B] Str 32, Dex 20, Con 26, Int 23, Wis 23, Cha 23 [B]Skills:[/B] Autohypnosis +18, Bluff +18, Concentration +20 (+24 manifesting defensively), Diplomacy +22, Disguise +6 (+8 acting), Hide +13, Intimidate +20, Knowledge (dungeoneering, psionics) +18, Listen +18, Sense Motive +18, Spot +18 [B]Feats:[/B] Combat Manifestation, Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Power Penetration, Quicken Power [B]Environment: [/B] Underground [B]Organization: [/B] Solitary or court (Aruskarth plus 3-5 illithids and 6-10 grimlocks) [B]Challenge Rating:[/B] 15 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Neutral evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +15 [I]This towering humanoid-shaped being is both sinister and regal, standing over 9 feet tall. Its greenish skin drips with slime, and it wears long flowing robes. Its head is octopoid in form, with four long tentacles and four short ones surrounding where a mouth should be. Its eyes are a blank silver, and its hide seems to move of its own accord.[/I] The illithid colony of Illivel was one of the strongest in the Underdark. Its elder brain was ancient and wise, its thralls powerful, and its illithids geniuses all. They were even blessed enough to discover in the spawning pool an ulitharid tadpole, ready to be implanted into a human host. The illithids selected a sturdy drow male, captured in one of the most recent raids, to play host to the creature, and the implantation ceremony commenced. Unfortunately for Illivel, the elder brain did not forsee the activities of the cloaker hives many miles distant, who, for reasons known only to themselves, attacked Illivel in the thousands, teleporting in and summoning armies of fiends to fight for them. Once the elder brain died, the surviving illithids panicked (a very rare occurence indeed) and fled into the Underdark, taking the still-transforming ulitharid with them. When the ceremorphosis completed, the ulitharid shocked the survivors by taking control of the remainder of the colony immediately; usually, ulitharids take years to mature once in a host. This mind flayer noble, who named itself Aruskarth, was forever changed by the Abyssal magic tainting his city at the time of his ceremorphosis, granting it great power. Fueled by a desire for revenge and a level of rage uncommon among the usually cool illithids, Aruskarth devoted his life to annihilating the cloakers, a goal which will require many, many surface slaves... [B]Combat[/B] Aruskarth is a terror in combat, combining powerful psionic assaults with great strength. It prefers to allow its thralls and minions to do most of the direct fighting, but it loves the taste of humanoid brains, and will often devote a few rounds to feeding if in a position to do so in battle. Before battle, Aruskarth usually uses the powers [I]vigor[/I] and [I]inertial armor[/I] to increase its armor class and hit points. [B]Extract (Ex): [/B] If Aruskarth begins its turn with at least four tentacles attached and makes a successful grapple check, it automatically extracts the grappled opponent's brain, instantly killing it. This power is useless against constructs, elementals, oozes, plants and undead. It is not instantly fatal against foes with multiple heads. [B]Improved Grab (Ex):[/B] To use this ability, Aruskarth must hit a Small, Medium or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to its opponent's head. Aruskarth can grab a Huge or larger creature only if it can reach the head. If Aruskarth 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 try to escape with a single successful grapple check or Escape Artist check, but Aruskarth gets a +2 circumstance bonus on the check for every tentacle that was attached on the beginning of the opponent's turn. [I][B]Mind Blast (Ps):[/B][/I] Aruskarth can discharge a devestating psionic attack in the form of a cone 60ft long. Anyone caught in this cone must succeed a DC 23 Will save or be stunned for 3d4 rounds. This is the equivalent of a 4th level power. [B]Psionics: [/B] Aruskarth manifests powers as a 13th level telepath. The save DCs are Intelligence based. Psionic Powers Known (power points 192): 1st - [I]detect psionics, inertial armor [/I] (A), [I]mind thrust [/I] (DC 17, A), [I]psionic charm [/I] (DC 17, A), [I]vigor[/I] (A); 2nd - [I]biofeedback[/I] (A), [I]id insinuation [/I] (DC 18, A), [I]psionic levitate, psionic suggestion [/I] (DC 18, A), [I]recall agony [/I] (DC 18, A), [I]read thoughts [/I] (DC 18); 3rd - [I]body adjustment[/I] (A), [I]crisis of breath [/I] (DC 19, A), [I]dispel psionics [/I] (A), [I]hostile empathic transfer [/I] (DC 19, A); 4th - [I]death urge [/I] (DC 20, A), [I]intellect fortress [/I] (A), [I]personality parasite [/I] (DC 20), [I]psionic dimension door[/I], [I]psionic dominate [/I] (DC 20, A), [I]schism[/I]; 5th- [I]mind probe[/I] (DC 22) [I]psionic plane shift [/I] (DC 21); 6th - [I]psionic disintegrate [/I] (DC 22, A); 7th- [I]crisis of life [/I] (DC 23, A). [B]Lifeleech Aura (Su):[/B] Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60 feet of Aruskarth, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60 feet of Aruskarth would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Aruskarth can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour. This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items. [B]Spell-strengthened Hide (Su):[/B] Aruskarth has a +4 deflection bonus to Armor Class. Base Creature: Ulitharid (Lords of Madness) psionic variant. And yes, the tentacles' attack bonus may look off. But they're the same attack, just some have reach. Template: Lifeleech (Krishnath's template on these boards). Demiurge out. [/QUOTE]
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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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