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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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<blockquote data-quote="law" data-source="post: 2262200" data-attributes="member: 15740"><p>This is what happens when Mind Flares get even more into there lovely little friends.</p><p></p><p><strong>Ses’Rithed (half-illithid**** Ses’Rin)</strong></p><p><strong>Large Aberration (Fire, Psionic)</strong></p><p><strong>Hit Dice:</strong> 16d8+112 (184 hp)</p><p><strong>Initiative:</strong> +3 (+3 Dex)</p><p><strong>Speed:</strong> 50 ft. (10 squares) (60 ft. When psionically focused)</p><p><strong>AC:</strong> 29 (+3 Dex, -1 size, +17 natural), touch 12, flat-footed 26</p><p><strong>Base Attack/Grapple:</strong> +12/+23</p><p><strong>Attack:</strong> <em>+3 Psychokinetic* Burst Salamander Longspear**</em> +23 melee (2d8+10 plus 1d4 plus 1d8 fire) or tentacle +17 melee (1d6+7)</p><p><strong>Full Attack:</strong> <em>+3 Psychokinetic* Burst Salamander Longspear**</em> +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire) or 4 tentacles +17 melee (1d6+7)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Extract, Heat, Improved Grab, Mind Blast, Psi-like abilities, Psionics</p><p><strong>Special Qualities:</strong> Damage reduction 10/byeshk and magic, Darkvision 60 feet, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity</p><p><strong>Saves:</strong> Fort +12, Ref +8, Will +14</p><p><strong>Abilities:</strong> Str 25, Dex 16, Con 25, Int 14, Wis 22, Cha 17</p><p><strong>Skills:</strong> Climb +16, Concentration +21, Jump +16, Spot +15</p><p><strong>Feats:</strong> Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary, cell (2-10), cult (6-10 plus 3-5 mind flayers)</p><p><strong>Challenge Rating:</strong> 20</p><p><strong>Treasure:</strong> Double standard (nonflammables only) and <em>+3 Psychokinetic* Burst Salamander Longspear**</em></p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +12</p><p></p><p><em>You see a large deep green scaled lizard man with a large tail a Dark Blue Ridge running from the top of its head to the tip of its tail, its mouth seams to have for tentacles. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air. </em></p><p></p><p><strong>Combat </strong></p><p>The ses’rithed are the strong armed body guards of the mind-flares and are willing to die fighting for there new kin.</p><p> <strong>Extract (Ex):</strong> A ses’rithed that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads, such as ettins and hydras.</p><p> <strong>Heat (Ex):</strong> A ses’rithed generates so much heat that its mere touch deal additional fire damage. Ses’tihed’s metallic weapons also conduct this heat.</p><p> <strong>Improved Grab (Ex):</strong> To use this ability, a ses’rithed must hit a creature of its size category or smaller with its tentacle attack. It can then 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 tentacles to the opponent’s head. A ses’rithed can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a ses’rithed 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 an Escape Artist check, but the ses’rithed gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p> <strong>Mind Blast (Sp):</strong> Once per day, a ses’rithed can produce a <em>mind blast</em> in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 21) or be stunned for 1d4 rounds. This ability is the equivalent of a 4th-level spell.</p><p> <strong>Psi-Like Abilities:</strong> At will—<em>Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 22*), Psychofeedback, Weapon of Energy</em>. Manifester level 16th. The save DCs are Wisdom-based.</p><p> *Includes augmentation for the ses’rithed’s manifester level.</p><p> <strong>Psionics (Sp):</strong> 3/day-<em>detect thoughts, levitate, suggestion</em> (DC 16); 1/day-<em>charm monster</em> (DC 17). Caster level 8th. The save DCs are Charisma-based.</p><p> <strong>Hold Breath:</strong> A ses’rithed can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).</p><p> <strong>Weapon Familiarity:</strong> Ses’rithed treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.</p><p></p><p>*See the Expanded Psionics handbook for this feat, weapon ability, ect..</p><p>**See Savage Species for this feat, special ability, ect..</p><p>***See the Eberron Campaign Setting for this feat, ability, ect..</p><p>****See the Fiend Folio or the Underdark book for this template.</p></blockquote><p></p>
[QUOTE="law, post: 2262200, member: 15740"] This is what happens when Mind Flares get even more into there lovely little friends. [b]Ses’Rithed (half-illithid**** Ses’Rin) Large Aberration (Fire, Psionic) Hit Dice:[/b] 16d8+112 (184 hp) [b]Initiative:[/b] +3 (+3 Dex) [b]Speed:[/b] 50 ft. (10 squares) (60 ft. When psionically focused) [b]AC:[/b] 29 (+3 Dex, -1 size, +17 natural), touch 12, flat-footed 26 [b]Base Attack/Grapple:[/b] +12/+23 [b]Attack:[/b] [i]+3 Psychokinetic* Burst Salamander Longspear**[/i] +23 melee (2d8+10 plus 1d4 plus 1d8 fire) or tentacle +17 melee (1d6+7) [b]Full Attack:[/b] [i]+3 Psychokinetic* Burst Salamander Longspear**[/i] +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire) or 4 tentacles +17 melee (1d6+7) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Extract, Heat, Improved Grab, Mind Blast, Psi-like abilities, Psionics [b]Special Qualities:[/b] Damage reduction 10/byeshk and magic, Darkvision 60 feet, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity [b]Saves:[/b] Fort +12, Ref +8, Will +14 [b]Abilities:[/b] Str 25, Dex 16, Con 25, Int 14, Wis 22, Cha 17 [b]Skills:[/b] Climb +16, Concentration +21, Jump +16, Spot +15 [b]Feats:[/b] Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear) [b]Environment:[/b] Underground [b]Organization:[/b] Solitary, cell (2-10), cult (6-10 plus 3-5 mind flayers) [b]Challenge Rating:[/b] 20 [b]Treasure:[/b] Double standard (nonflammables only) and [i]+3 Psychokinetic* Burst Salamander Longspear**[/i] [b]Alignment:[/b] Usually neutral evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +12 [i]You see a large deep green scaled lizard man with a large tail a Dark Blue Ridge running from the top of its head to the tip of its tail, its mouth seams to have for tentacles. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air. [/i] [b]Combat [/b] The ses’rithed are the strong armed body guards of the mind-flares and are willing to die fighting for there new kin. [b]Extract (Ex):[/b] A ses’rithed that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads, such as ettins and hydras. [b]Heat (Ex):[/b] A ses’rithed generates so much heat that its mere touch deal additional fire damage. Ses’tihed’s metallic weapons also conduct this heat. [b]Improved Grab (Ex):[/b] To use this ability, a ses’rithed must hit a creature of its size category or smaller with its tentacle attack. It can then 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 tentacles to the opponent’s head. A ses’rithed can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a ses’rithed 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 an Escape Artist check, but the ses’rithed gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. [b]Mind Blast (Sp):[/b] Once per day, a ses’rithed can produce a [i]mind blast[/i] in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 21) or be stunned for 1d4 rounds. This ability is the equivalent of a 4th-level spell. [b]Psi-Like Abilities:[/b] At will—[i]Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 22*), Psychofeedback, Weapon of Energy[/i]. Manifester level 16th. The save DCs are Wisdom-based. *Includes augmentation for the ses’rithed’s manifester level. [b]Psionics (Sp):[/b] 3/day-[i]detect thoughts, levitate, suggestion[/i] (DC 16); 1/day-[i]charm monster[/i] (DC 17). Caster level 8th. The save DCs are Charisma-based. [b]Hold Breath:[/b] A ses’rithed can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide). [b]Weapon Familiarity:[/b] Ses’rithed treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon. *See the Expanded Psionics handbook for this feat, weapon ability, ect.. **See Savage Species for this feat, special ability, ect.. ***See the Eberron Campaign Setting for this feat, ability, ect.. ****See the Fiend Folio or the Underdark book for this template. [/QUOTE]
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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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