LR's Mind Flayer Campaign (Temp RG)

Lord_Raven88

First Post
This is the temporary RG for my Mind Flayer Campaign

Submissions
  • Wrahn: Paladin(Tyranny) 2 / Soul Eater 1
  • Hero4hire: Thule Illithid Body Tamer 3
  • Inconsequenti-AL : Kelederen Psion 1 / Elocator 2
  • Voidrazor: Laevictus Dark Illithid (ToM Template)/ Assassin1 / Psychic Assassin1
  • Thamzorean: Czytsakllae Psion 1 / Illithid Slayer 2
 
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Wrahn

First Post
Here is my submission:

Aclaum

Class: Aberration 8/Soul Eater 1/Paladin of Tyranny 2

Str 26 (16 Base +2 Race +2 Level +6 Enhancement)
Dex 16 (12 Base +4 Race)
Con 20 (14 Base +2 Race +4 Enhancement)
Int 20 (12 Base +8 Race)
Wis 14 (8 Base +6 Race)
Cha 16 (10 Base +6 Race)

Race:
-Land Speed 30 (20 in armor)
-Darkvision 60ft
-Natural Armor +3
-Natural Weapons: 4 tentacles (1d6)
-Mind Blast (sp) DC 17
-Psioinics (sp) Cast Spells as a 9th level Psion (telepath)
-Improved grab: a creature (S, M, or L) hit with a tentacle may start a grab attempt as a free action
-Extract: If the mind flayer begins it’s turn with 4 tentacles attached it can extract the brain and kill the opponent instantly
-Spell Resistance 28 (25 + Class level)
-Telepathy 100ft

Class:
-Aura of Evil
-Detect Good (at Will)
-Smite Good 1/day
-Divine Grace
-Deadly Touch
-Energy Drain 1

Saves:
Fort +20 (7 Class + 5 Con +3 Cha +5 Resistance)
Refl +15 (4 Class + 3 Dex +3 Cha +5 Resistance)
Will +18 (8 Class + 2 Wis +3 Cha +5 Resistance)

AC 39 (10 Base + 3 Dex +3 Natural +13 Armor +6 Shield +4 Defection)
HP 121 (8d8 + 2d10 + 1d8 + 55 Con + 11 Feat)
BAB/grapple +9/+17

Tentacle +20 (9 BAB +8 Str +2 Enhancement +1 feat) damage 1d6 + 10 + energy drain 20/x2

Feats:
1. Alertness
3. Weapon Focus (Tentacle)
6. Improved Natural Weapon (Tentacle)
9. Improved Toughness

Skills:

Bluff +13 (11 Ranks + 3 Cha)
Concentration +18 (13 Ranks + 5 Con)
Hide +13 (13 Ranks + 3 Dex -3 Armor)
Knowledge +7 (Arcana) (2 Ranks + 5 Int)
Knowledge +14 (Local) (9 Ranks +5 Int)
Listen +17 (13 Ranks + 2 Wis + 2 feat)
Move Silently +18 (13 Ranks +3 Dex +5 Competence -3 Armor)
Sense Motive +14 (12 Ranks +2 Wis)
Spot +18 (14 Ranks + 2 Wis +2 Feat)

Psionics:
Power Points: 94
1. Defensive Precognition, Offensive Precognition, Offensive Prescience, Mind Thrust, Charm (psionic)
2. Biofeedback, Concealing Amorpha, Read Thoughts, Suggestion (psionic)
3. Body Adjustment, Body Purification, Hostile Empathic Transfer, Energy Burst
4. Schism, Psionic Dominate, Psionic Freedom of Movement, Psionic Dimension Door
5. Psioinic Planeshift, Psionic Trueseeing


Items:
16,000 Belt of Constitution +4
36,000 Gloves of Strength +6
25,000 Vest of Resistance +5
32,000 Ring of Protection +4
39,250 +5 Silent Moves Mithral Full Plate
16,170 +4 Large Steel Shield
24,000 Amulet of Mighty Fists +2
11,015 Adamantine Undead Bane Long Sword +1
65 unspent

Background:

The church of Ilsensine lies shrouded in mystery, even to other mind flayers. On occasion the church will take a newly "born" illithid and raise them in the folds of the church. Most of those taken in are never seen again, but a few, like Aclaum, emerge with terrible power, the ability to consume the very souls of their victims.

Usually these beings are used to break the will of the strongest captives. A few minutes with a even the strongest willed god-slave depletes their will to allow their thoughts to be read, secrets to be taken and will to be subverted.
 
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hero4hire

Explorer
Thule the Tamer

flayerblackguard.jpg


Class: Aberration 8/Illithid Body Tamer 3

Str 24 (14 Base +2 Race +2 Level +6 Enhancement)
Dex 16 (12 Base +4 Race)
Con 20 (14 Base +2 Race +4 Enhancement)
Int 22 (14 Base +8 Race)
Wis 18 (12 Base +6 Race)
Cha 14 (8 Base +6 Race)

Race:
-Land Speed 30 (20 in armor)
-Darkvision 60ft
-Natural Armor +3
-Natural Weapons: 4 tentacles (1d6)
-Mind Blast (sp) DC 16
-Psionics (sp) Manifests as a 9th level Psion (telepath)
-Improved grab: a creature (S, M, or L) hit with a tentacle may start a grab attempt as a free action
-Extract: If the mind flayer begins it’s turn with 4 tentacles attached it can extract the brain and kill the opponent instantly
-Spell Resistance 28 (25 + Class level)
-Telepathy 100ft

Class:
-Code of Mental Abstinence (Ex): Gains 22 Temporary HP and +2 Insight Damage to Melee, if refrains from using Psionic for 24 hours.
-Strength of Arms (Ex): When making a Full Attack may use a Manufactured weapon or Tentacles as Primary attack and the other as a Secondary Attack. Secondary Attack Suffers -2 Penalty to Attack Roll.
-Tentacle of Fate (Ex): Tentacle Damage raises one die type (1d4 to 1d6)

Saves:
Fort +14 (5 Class + 5 Con +2 Resistance +2 Feat)
Refl +10 (5 Class + 3 Dex +2 Resistance)
Will +13 (7 Class + 4 Wis +2 Resistance)

AC 34 (10 Base + 3 Dex +3 Natural +9 Armor +4 Shield +3 Defection +2 Insight)
HP 111/133 (8d8 + 3d10/temp)
BAB/grapple +9/+16

Attacks:
Tentacle +19 (9 BAB +7 Str +2 Enhancement +1 feat) damage 1d8+11 /x2
Full: 4 Tentacles +19, damage 1d8 + 11/x2, Guisarme +17 damage 2d4+15 /x3
~OR~
Guisarme +19 (9 BAB +7 Str +3 Enhancement) damage 2d4+15 /x3
Full: Guisarme +19/+14, damage 2d4+15 /x3, 4 Tentacles +17, damage 1d8+11 /x2
~OR~
Composite Longbow +13 (9 BAB +3 Dex +1 Enhancement) damage 1d8+8 /x3
Full: Composite Longbow +13/+8, damage 1d8+8 /x3


Feats:
1. Great Fortitude
3. Weapon Focus (Tentacle)
6. Power Attack
9. Craft Psionic Arms and Armor

Skills:
Bluff +13 (11 Ranks + 2 Cha)
Craft +10 (Armorer) (4 Ranks + 6 Int)
Craft +10 (Weaponsmith) (4 Ranks + 6 Int)
Concentration +16 (11 Ranks + 5 Con)
Hide +5 (5 Ranks + 3 Dex - 3 Armor)
Intimidate +15 (11 Ranks +2 Cha +2 Synergy)
Knowledge +7 (Dungeoneering) (1 Ranks + 6 Int)
Knowledge +17 (History) (11 Ranks + 6 Int)
Knowledge +17 (Local) (11 Ranks +6 Int)
Jump +7 (5 Ranks +3 Dex -3 Armor +2 Synergy)
Listen +18 (14 Ranks + 4 Wis)
Move Silently +5 (5 Ranks + 3 Dex - 3 Armor)
Spot +18 (14 Ranks + 4 Wis)
Tumble +7 (5 Ranks +3 Dex -3 Armor +2 Synergy)

Psionics: DC= 16+ Power Level
Power Points: 99
1. Defensive Precognition, Detect Psionics, Mind Thrust, Psionic Charm, Vigor
2. Body Equilibrium, Ego Whip, ID Insinuation, Psionic Levitate, Psionic Suggestion, Read Thoughts
3. Body Adjustment, Dispel Psionics, Mental Barrier
4. Intellect Fortress, Psionic Dimension Door, Psionic Dominate
5. Mind Probe, Psionic Planeshift


Items: *Crafted
64,000 Tentacle Extensions (x4)*
15,200 Mithral Illithidwrought Full Plate +1 w/ Armor Razors*
4,665 Buckler +3*
9,309 Guisarme +3*
16,000 Amulet of Health +4
36,000 Belt of Giant Strength +6
4,000 Cloak of Resistance +2
18,000 Ring of Protection +3
19,100 Metalline Composite (Str 24) Longbow +1
8,350 Bane vs. Elementals Arrows +1 (x50)
1,800 Quiver of Elhonna
3,576 unspent

History:
As a hatchling Thule was taken under the watchful eye of the High Praetor Hivemaster Cthuln (Something of a 'General' in Illithid Society.) He was taught the arts of the Tamer and took the sacred vow of Abstinence that allowed him to Hone his Body into a Deadly killing Machine. Cthuln had taught him that only through Martial Supremacy can the Ilithid-Kind conquer and more importantly HOLD DOMINION over the world. All of this has made Thule an outcast among his peers. His weird fascination with his Body, his reluctance to use his Psionic Gifts, his odd philosophies, and most important, the "special attentions" he recieved from Cthuln have made him something of a pariah in Flayer Social Circles.

None of this bothers Thule in the least. It gives him time to Temper his Body and Spirit and to Forge Weapons of War to Aid him in his Conquests.

Soon he may even be powerful enough to deal with his "Mentor" and become High Praetor himself. THEN Thule will lead his people to Victory over all the lesser races.

Code:
Note: Just made up names of postions..etc. If there is some in-game info that contradicts this please let me know and I will edit.
 
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Inconsequenti-AL

Breaks Games
Kelderen is something of an eccentric in the mindflayer world.

To understand this properly, we need to look at the root cause: An odd obsession with physical form and capabilities... As opposed to a more 'healthy appetite' for brains and mental processes.

This interest began with the interogation of a prisoner. Kelderen had been selected for this duty partly due to its curiousity and partly because of its farily impressive psionic abilities. The human in question was called Daricus, an adherant of Hextor, who had led an ill fated incursion into Lagurno. Kelderen's initial curiousity was raised by the Tyranical teachings of Hextor. It felt these could be interesting to one of the elder brain's long term goals - of building an empire to stand the test of time. Over the course of the interogations, it stumbled across another part of Hextors portfolio - fitness. The teachings held that extreme levels of personal fitness could enhance mental fortitude and endow the student with superhuman abilities.

Kelderen threw itself into these ideas in the typical Mind Flayer way. It gathered as much knowledge as it could, rigorously mind probed thralls and then sliced a lot of sentient creatures into very small pieces.

From these researches, it designed itself a series of daily physical exercises. It converted a large portion of it's living area into a gym. It even took to walking whenever possible, instead of floating.

These efforts have bourne fruit. It has discovered ways of improving physical performance through psionics. Levitation has melded with walking - allowing it to surf several inches above ground. It has found ways of manipulating the flesh of others, including fusing it together into a horrible pile of goo - it favours this as a method of punishing disobediant thralls. Most recently, through an understanding of mind and body, Kelderen has found itself able to manipulate time and motion in novel ways - The Path of the Elocator.

Kelderen is a tall, athletic Mind Flayer. Standing just over 6' tall with a healthy looking head of above average sized tentacles. While in Lagurno, it tends to favor loose fitting clothes that don't impede movement. Outside it wears a modified dampsuit and a chameleon skin, so is usually not seen at all! Kelderen is rarely far from his twin blades - Veinsplitter and Second Death - a rapier and dagger, constructed of psionically attuned crystal and strongly enchanted.

In combat Kelderen shares the typical mindflayer aversion to physical danger. It prefers suprise. And working from behind a line of solidly build combat thralls. Like most others, it employs psionic attacks. Where it differs is mixing in physical enhancements and making devastating hit and run melee attacks. It tends to use a Schism'd slave mind to handle the enhancements, leaving the main mind free to focus on the battlefield.



Name: Kelderen
Race: Mind Flayer
Class: Psion 1: Elocator 2
Gender: None
Height: 6'1"
Weight: 130 lbs.
Alignment: LE

Str - 14 +2 (4 points + 2 racial)
Dex - 24 +7 (10 points + 2 advances + 4 racial + 2 gloves)
Con - 16 +3 (4 points + 2 racial + 2 ioun stone)
Int - 26 +8 (6 points + 8 racial + 4 circlet)
Wis - 14 +2 (0 points + 6 racial)
Chr - 16 +3 (2 points + 6 racial)
Note: +1 to all ability checks from stone of good luck.

HP: 82 (8 + 7D8 + D4 + 2D6 + 33)
BAB/Grapple: +7/+9
Attacks(1)
Veinslitter (+1 Deep Crystal Collision Rapier) - +15/+10 D6+8 (+extra effects) 18-20
Second Death (+1 Deep Crystal Undead Bane Dagger) - +15/+10 D4+3 19-20
Tentacle +14 D6+2 or 4 Tentacles +14 D6+2

AC
Normal: 31 (10 + 3 natural + 6 Dex + 7 Armour + 3 Shield + 2 Deflection)
Touch: 18
Flat Footed: 25
Initiative: +7
Speed: 40 (30 base + 10 Enhancement)
Saves
Fort: +9 (2 Class + 3 Con + 3 Resistance + 1 Luck)
Ref : +16 (5 Class + 7 Dex + 3 Resistance + 1 Luck)
Will: +17 (11 Class + 2 Wis + 3 Resistance + 1 Luck)


Racial abilities:
Psionics - see below
Darkvision 60'
+3 Natural Armour
Natural Weapon: 4 Tentacles (D6)
SA: Improved Grab, Extract, Mind Blast DC: 18 (10 + 1/2HD + Chr).
SQ: PR/SR 28, Telepathy 100'.


Skills: (2)
+17 Spot
+8 Listen
+9 Sense Motvie

+15 Balance
+16 Bluff
+18 Concentration
+32 Hide
+17 Intimidate
+15 Knowledge: Religion
+15 Knowledge: Psionics
+15 Knowledge: Arcana
+22 Move Silent
+15 Tumble
+11 Jump
From Brainmate - both skills are focused on the area of underdark near Lagurno
+19 Knowledge: Nature
+19 Knowledge: Geography


Languages: Common, Undercommon, Dwarven (duregar), Elven (Drow), Infernal, Abyssal, Terran, Draconic.

Feats: (3) Dodge, Mobility, Spring attack, Weapon finesse, Psionic Weapon(p), Sidestep Charge(e)
(p) - Psion bonus feat, (e) - elocator bonus feat


Class abilities:
Psion Discipline: Telepath
Scorn Earth (4)
Opportunistic Strike +2 (5)


Psionics:
Manifester Level 11 (9 Mind Flayer + 1 Psion + 1 Elocator)
Power Points: 150 (106 base + 44 bonus)
Save DC 18 + Power Level + Augmentation
Powers known
Level 1 - 5 - Deceleration, Precognition - Defensive, Precognition - Offensive, Mind Link, Vigor
Level 2 - 4 - Psionic Suggestion, Concealing Amorpha, Share Pain, ID insinuation
Level 3 - 4 - False Sensory Input, Dispel Psionics, Touchsight, Body Adjustment
Level 4 - 5 - Psionic Dominate, Schism, Energy Adaption, Psionic Dimension Door, Psionic Freedom of Movement
Level 5 - 3 - Mind Probe, Psionic True seeing, Metaconcert
Level 6 - 1 - Fuse Flesh


Gear:
19320 Veinsplitter - +1 Deep Crystal Collision Rapier
9302 Deep Crystal Dagger - +1 Undead Bane Dagger
30910 Modified Dampsuit (+1 > +5 AC bonus)
4165 Buckler +2
8000 Ring of Protection +2
9000 Cloak of Resistance +3
20000 Stone of good luck
9000 Necklace of Adaption
10000 Brainmate - Knowledge: Nature, Geography
18000 Skin of the Chameleon
2500 Type 1 bag of holding
16000 Headband of intellect +4
5500 Boots of springing and striding
4000 Gloves of Dexterity +2
8000 Pink Ioun Stone
25000 Ring of X-Ray vision

1303 in mundane gear/unspent favors.

Effects not included in statline:
Immunity to gas attacks, can breath anywhere - including vacuum/underwater. (Necklace of Adaptation)
X-Ray vision 10 mins/day, range 20'. (Ring of X-Ray vision)

[sblock=Details/Rules stuff]
(1) - Weapon Notes
Deep Crystal (XPH page 182) - Can charge a Deep crystal weapon as a free action. Costs 2 power points. Lasts 1 minute or until a hit occurs. Increases damage by +2D6.
Collision (XPH page 165) - Weapon mass increases at the end of each swing. +5 damage on a sucessful hit.
Undead Bane (Phb) - +2 Enhancement bonus and +2D6 damage vs the undead.


(2) - Skill breakdown
88 (Illithid) + (8) Psion + (24) Elocator
+15 Balance (5 Ranks + 7 Dex + 2 Synergy + 1 luck)
+16 Bluff (12 Ranks + 3 Chr + 1 luck)
+18 Concentration (14 Ranks + 3 Con + 1 luck)
+32 Hide (14 Ranks + 7 Dex + 10 Enhancement + 1 luck)
+17 Intimidate (11 Ranks + 3 Chr + 2 Synergy + 1 luck)
+15 Knowledge: Religion (6 Ranks + 8 Int + 1 luck)
+15 Knowledge: Psionics (6 Ranks + 8 Int + 1 luck)
+15 Knowledge: Arcana (6 Ranks + 8 Int + 1 luck)
+8 Listen (5 Ranks + 2 Wis + 1 luck)
+22 Move Silent (14 ranks + 7 Dex + 1 luck)
+17 Spot (14 ranks + 2 Wis + 1 luck)
+9 Sense Motvie (6 ranks + 2 wis + 1 luck)
+15 Tumble (7 Ranks + 7 Dex + 1 luck)
+11 Jump (0 Ranks + 4 speed + 5 enhancement + 2 synergy)

(3) - Feats
Psionic Weapon (XPH page 50) - expend focus to increase weapon damage by +2D6.
Sidestep Charge (XPH page 51) - +4 dodge bonus to AC vs charge. If charging opponent misses a strike then get a free attack of opportunity.

(4) - Scorn Earth (XPH page 143) - floats 1 foot from ground/liquid surface with no penalties. Can move higher with penalties.

(5) - Opportunistic Strike +2 (XPH page 143) - +2 to hit or damage for first strike against an opponent that has been hit in melee since elocators last action.[/sblock]
 
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Voidrazor

First Post
Laevictus, Shadowkissed Assassin
laevictuscopygw2.jpg
Code:
Class: Aberration 8 / Assassin 1 / [url=http://www.wizards.com/default.asp?x=dnd/psm/20040723b]Psychic Rogue 1[/url]
Race: Dark (LA +1) Mind Flayer , Psionic (LA +7), (Extraplanar)

Str 10  +0  (8 Base +2 Race)
Dex 20  +5 (12 Base +4 Race +4 Enhancement)
Con 16  +3 (12 Base +2 Race +2 Enhancement)
Int 34  +12 (18 Base +8 Race +2 Level +6 Enhancement)
Wis 16  +3 (10 Base +6 Race)
Cha 14  +2 (8 Base +6 Race)

Saves:
Fort +10 (2 Class +3 Con +5 Resistance)
Refl +16 (6 Class +5 Dex +5 Resistance)
Will +14 (6 Class +3 Wis +5 Resistance)

AC 27 (10 Base +5 Dex +3 Natural +8 Armor +2 Defection -1 Flaw)
HP 77 (8d8 + 1d6 + 1d8 + 30 Con)
BAB/grapple +6/+6

Vicious Assassin’s Rapier +8 (+6 BAB +1 W. Focus +1 Enchancement) 
Damage 3d6+poison 18-20/x2 (1d6 to self)
Tentacle +6 Damage 1d4 20/x2

Racial abilities:
Psionics - see below
Darkvision 60'
+3 Natural Armour
Natural Weapon: 4 Tentacles (D4)
SA: Improved Grab, Extract, Mind Blast DC: 17 (10 + 1/2HD + Chr).
SQ: PR/SR 28, Telepathy 100'

Dark Template:
+10ft Speed
Darkvision 60'
Resistance to Cold 10
Superion Low-Light vision
+8 Hide +6 Move Silently

Assassin:
+1d6 Sneak Attack
Death Attack DC 26
Poison Use

Psychic Rogue:
+1d6 Sneak Attack
Trapfinding

Feats:
1: Flaw: Vulnerable, Darkstalker, Overchannel
3: Quicken Power
6: Psionic Meditation
9: Ability Focus: Death Attack

Skills:
Concentration +16 (13 Ranks + 3 Con) 
Craft +13 (Poison) (1 Rank +12 Int)
Disable Device +25 (13 Ranks +12 Int)
Hide +38 (13 Ranks +5 Dex +8 Dark Template +8 Competence +2 Circumstance)
Knowledge +17 (Arcana) (5 Ranks + 12 Int)
Knowledge +17 (Dungeoneering) (5 Ranks +12 Int) 
Knowledge +13 (Geography) (1 Ranks +12 Int)
Knowledge +13 (Local) (1 Ranks +12 Int)
Knowledge +17 (Nature) (5 Ranks +12 Int)
Knowledge +17 (Planes) (5 Ranks +12 Int)
Knowledge +13 (Psionics) (1 Ranks +12 Int)
Listen +16 (13 Ranks +3 Wis)
Move Silently +36 (13 Ranks +5 Dex +6 Dark Template +8 Competence +2 Circumstance)
Search +26 (10 Ranks +12 Int +4 Insight)
Spot +20 (13 Ranks +3 Wis +4 Insight)
Use Magic Device +13 (11 Ranks +2 Cha)

Power Points: 126 (72 Psion + 49 Int + 5 Psi Rogue Int)

Psion Powers:
1st [url=http://www.wizards.com/default.asp?x=dnd/pse/20031219a]Dimension Slip[/url], Force Screen, Psionic Charm, Psionic Grease, Synchronicity (Complete Psionic p.103)
2nd Psionic Levitate, Larval Flayers, Psionic Knock, Zone of Alertness (Complete Psionic p.104)
3rd Dispel Psionics, Hostile Empathic Tranfer, Telekinetic Thrust, Touchsight
4th Dominate, [url=http://www.wizards.com/default.asp?x=dnd/psm/20030829a]Greater Skill Knowledge[/url], Psychic Reformation, Schism
5th Anticipatory Strike, Plane Shift

Psychic Rogue Powers:
1st Skate

Assassin Spells (3/day)
1st Sniper's Shot, True Strike

Equipment:
Head - Headband of Intellect +6 36,000
Neck - Amulet of Health +2 4,000
Torso - Vest of Resistance +4 16,000
Body - Mithral Underground Camoflage Muffled Chain Shirt 10,700
Shoulders - Cloak of Night (+8 Hide) 6,400
Hands - Gloves of Dexterity +4 16,000
Feet - Nightstalker Boots (+8 Move Silently) 6,400
Ring of Protection +2 8,000
Ring of Invisibility 20,000
Starmetal Vicious Finder (Underdark p.69) Assassin's Rapier 28,120
Bag of Holding type II 5,000
Wand of Deathsight (Complete Mage p.102) 21,000
Lesser Rod of Quicken 35,000
5 doses Deathblade poison (crafted) 3,000
9 50lb lead shotputs ?
380gp

Even amongst a race as cautious as the illithids Laevictus was considered a coward. It skulked where it was perfectly safe to walk openly, and rarely 'spoke' fearing that its communications might bring unwanted attention. But while such an approach to life might seem prudent, eventually it brought about the greatest danger of all, the displeasure of Lagurno's elder brain. It had no use for a timid mind flayer hiding about town, but it did have need of scouts, for there were caverns far below that had not yet been mapped out and ignorance of what lay below invited disaster.

So, in terror, Laevictus plumbed the farthest depths and discovering unspeakable horrors. Perhaps worse than the chthonic denizens before the you mind flayer was the 'mentor' who remained a constant eighty feet behind. Shologosh, an illithid with a long history of losing its pupils had been selected to lead the scouting expedition. The third member of the ill-fated inquisition, Vulgesh, fell afoul of a faerzress-infused Lith guarding the passage to a nearby drow encampment. The other two mind flayers were eventually able to enthrall the creature but not before their companion had fallen. Shologosh consoled itself for the loss of yet another pupil by feasting on Vulgesh's still fresh brain, and on they went. It was before an unguarded, rune-carved gate that Laevictus almost turned back. Such was the sense of foreboding exuded by the mysterious passage, impenetrable even to darkvision, that the craven flayer nearly decided to face both Shologosh's and the elder brain's wrath rather than continue within. Stepping through, Laevictus was transported to a pocket of the plane of shadow. And it was not alone.

Ancient when the prime material was young, Vorussca, the dweller there, effortlessly rendered Laevictus insensate. The inscrutable potentate then consumed the illithid's dark passions, its fear, pride and any hope of satisfaction. In their place Vorussca left some of the essence of the plane of shadow. Done with its meal, the ancient expelled the now transformed mind flayer.

Shologosh decided to return to Lagurno rather than go farther into the bowels of the earth with the shadowy thing that Laevictus had become. On the way back the older illithid found itself leading the way as often as not, as it could no longer keep track of its dark charge's position. Upon their return, the elder brain didn't quite trust whatever transformation had occurred within the shadow-touched illithid, but its subject was, if anything, more pliable and had become considerably more useful. For now, Laevictus was both fearless and deadly, perfect for removing the sort of enemies that best not dealt with openly. And if the enigmatic Vorussca had planted any surprises the young mind flayer, it itself was not aware of them.
 
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Thramzorean

First Post
Czystakllae
Huntmaster


Mind Flayer
Psion 1, Illithid Slayer 2
Lawful Evil

Str 22 (15 Base +2 Race +1 Level +4 Enhancement)
Dex 14 (11 Base +4 Race -1 Symbiot)
Con 20 (14 Base +2 Race +4 Enhancement)
Int 24 (15 Base +8 Race +1 Level)
Wis 14 (9 Base +6 Race - 1Symbiot)
Cha 14 (8 Base +6 Race)

Hit Points: 108 8+4+5+4+5+4+5+4 +3 +5+6=53 +55 Con
AC: 30 (+12 Armor, +1 Feat, +2 Dex +3 Natural +2 Deflection), Touch 27, Flat-footed 28
Init: +3
BAB: +8, Grapple +24
Speed 20 ft.
Fort: +12 Ref: +9 Will: +15[sblock=save calculations]Fort +2MF+4resistance+1luck+5Con=12; Ref +2MF+4resistance+1luck+2Dex=9; Will +6MF+2psion+3IS+4resistance+1luck+2Wis-3Flaw=15[/sblock]

Combat:[sblock]
Melee
+16/+11 Luckblade shortsword 1d6+8 19-20/x2
+15/+10 MW Adamantine Heavy Mace 1d8+6 x2
+14 /x4 FRA Illithid tentacle attack 1d4+6 x2
+15 Tentacle whip 1d4+6 x2 +DC12 Fort Poison 1d4 Dex 2.5'-15' reach+12 bonus trip, +12 bonus disarm No AoO
When weilding itself the tentacle whip is:
+6 Tentacle whip 1d4-1 x2 +DC12 Fort Poison 1d4 Dex 2.5'-15' reach +3 bonus trip, +3 bonus disarm No AoO

Ranged
+10 Ranged base (for Crystal Shard or similar)[/sblock]
Feats:
- Track
- Extra Power: Astral Construct
- Leadership
- Heavy Armor Optimization RoS
- Deflective Armor RoS Psion 1
Flaw: Weak Willed
- Reckless Offense

Skills: Total 124
+11 Bluff
+23 Concentration
+6 Diplomacy
+10 Hide
+9 Intimidate
+10 Knowledge: Arcana
+12 Knowledge: Dungeoneering
+12 Knowledge: Geography
+8 Knowledge: Religion
+12 Knowledge: Architecture and Engineering
+15 Knowledge: Psionics
+10 Knowledge: Planes
+14 Knowledge: Nature
+9 Move Silently
+13 Listen
+15 Psicraft
+3 Ride
+6 Sense Motive
+25 Spot
+11 Survival

Racial Traits (Mind Flayer):
-Land Speed 30 (20 in armor)
-Darkvision 60ft
-Natural Armor +3
-Natural Weapons: 4 tentacles (1d4)
-Mind Blast (sp) DC 17
-Psioinics (sp) Cast Spells as a 9th level Psion (telepath)
-Improved grab: a creature (S, M, or L) hit with a tentacle may start a grab attempt as a free action
-Extract: If the mind flayer begins it’s turn with 4 tentacles attached it can extract the brain and kill the opponent instantly
-Spell Resistance 28 (25 + Class level)
-Telepathy 100ft
-Medium


Class Traits (Illithid Slayer):
Favoured Enemy Illithid +2
Illithid Sense (detect illithids in 60')
Brain Nausea


Class Traits (Psion):
Telepath
Manifester Level: 11
Power Points: 144 106 base +38 bonus
Powers Known:
1. Vigor, Force Screen, Precognition Offensive, Crystal Shard, Empty Mind, Astral Construct
2. Ego Whip, Energy Push, Damp Power, Brain Lock
3. Dispel Psionics, Energy Wall, Body Adjustment, Touchsight
4. Dimension Door, Schism, Ectoplasmic Swarm, Energy Adjustment
5. True Seeing, Mind Probe, Plane Shift, Adapt Body
6. Energy Barrage

DC: 17 + power level

Equipment
Handy Haversack 2,000
Keohtoms Ointment 5 applications 4,000
Belt of Giant Strength +4 16,000
Armbands of Might 4,100 Com Adv
Mithral Heavy Plate Armor +3 18,000 RoS
Tentacle Whip 8,000 ECG
Shadow Sibling 8,000 MoE
Cloak of Resistance +4 16,000
Deep Crystal Luckblade: no wishes 12,030
Adamantine Heavy Mace MW 3,012
Evader Psicrown (400 ppts) 28,500
Aware Third Eye 10,000
Tunic of Steady Spell Casting 2,500 Com Adv (vest slot)
Gloves of the Titans Grip 14,000
Ring of Protection +2 8,000
Amulet of Health +4 16,000
Pads of the Zephyr 6,000
Eversmoking bottle 5,400
Ring of Sustenance 2,500
Sonic Weapon Oil x3 900
Tattoo of Psionic Scent x1 300
Tattoo Strength of My Enemy x1 300
Tattoo Animal Affinity x 6 1,800
Tattoo of Concealing Amorpha 300
Tattoo Expansion x 4 400
Tattoo Chameleon x 2 200
Tattoo of Sensitivity to Psychic Impressions x 2 600
Dorje of Know Direction and Location (50 Charges) 750
Dorje of Sense Link (50 Charges) 750
Dorje of Clairvoyant Sense (50 Charges) 4,500
Dorje of Detect Psionics 750
Potions of Bless Weapon x2 200
Potion of Prot Good 50
Potion of Prot Evil 50
Potion of Lesser Restoration x3 900
Potions of Invisibility x2 600

Mundane Equipment of Note:
Caltrops x6 6gps
Tanglefoot bag x2 100gps
Thunderstone x2 60gps
Manacles MW 50gps
4 Flasks of oil 4sp
8 x Tindertwigs 4gps
2 x Sunrods 4gps

199,816 gps spent.

[sblock=Symbiot Notes]Tentacle whip: Attack stats provided in the combat section. @: has blindsight out to 60' and can operate and strike independently of its host. Ref Pg 300 ECS
Shadow Sibling: Czystakllae gains 5 uses of the 50% miss chance per attack per day as an immediate action. Provides +4 circumstance check to hide included in skill stats.
Ref Pg 153 Magic of Eberron for notes on running symbiots. Pg 155 for the Shadow Sibling. [/sblock]
[sblock=Evader Psicrown]400ppts
Catfall, Hustle, Fly, Freedom of Movement, Wall Walker
Power trigger activation method (no AoO)
Manifester Level:11 (as user) or 8 (if manifested by schismed mind)[/sblock]
Special Cohort
Phren
Advanced Runehound



Czystakllae 'Huntmaster'

Knowledge... power... fear. I know them, I have gained power, they fear me. The hunt, the prey, knowledge, power, and fear. Food. Then more knowledge, more power, and more fear. Craven cowards, I act, I do the elder's brain bidding, I hunt beyond the shelter of our minions. So I am rewarded by the elder brain. Knowledge… power… fear. Coinage of the superior race. I hoard every drop, unafraid of my peers. Who will risk the slave assassin? The dominated thrall assault? They cannot with the elder behind my shoulder. I nurture my knowledge, my power grows and so does their fear. HAH! Who will step out with me into the wide world and pluck the treasures before them with their bare hands. They would not want to soil their appendages. Not for them the thrill of the cunning chase, the outwitted pawn, the final kill. More fools they. Second hand knowledge comes with a price, which I am not prepared to pay. So be it. What does the elder brain have for me today?

The elder brain commands, the sept follows. When it says fetch, mind flayer Inquisitors are sent forth to personally complete the elder's brains demands. For the self serving illithids, slave overlords and herders of human cattle, putting their own selves at risk for a cause not dear to their cold hearts there is no other more onerous or odious task. The elder brain in its turn risks the non-return of the flayers to the eventual racial pool, and the loss of its uniquely trained tools. It takes special members of the mind flayer race to be an Inquisitor. And the supra-genius elder brain seldom makes mistakes in selecting its weapons.

Czystakllae is such a mind flayer. Groomed from inseption to become an enforcer of the elder brain's will. Powerful, ruthless, beyond mercy or even the concept of it, Czystakllae is the whip of the elder brain, to reach out off its pool and punish those who transgress against the illithids. Illithids that stray, outsiders who interfere, escaped slaves and rebellious thralls; all are brought to heel by the 'Huntmaster'. A virtually untranslatable term those that bear it are held in no love by the mind flayer community. Praised and feted to their face, detested and feared by all, for they carry the authority of the elder brain with them.

Patient, cold, calculating, implacable, a master tactician. Czystakllae enters battle dispassionately, analyzing every move and prepared for a dozen contingencies. Few escape it when it hunts, even fewer escape it when brought to bay. With its special hunting companion and personal gifts of abberant power it passes across the world and to those beyond to complete its vengeful tasks.

Secrets. Knowledge denied, power hidden, unguessed fear. The foil of our race. You may be greater than I, but you do not know my secrets: you may still fear, you respect my power, you desire my knowledge. If only they did know what the elder brain has taught me, they would truly fear. But I keep my secrets close. They will not know why or how I perceive them, guessing my hound or symbiots have informed me. They think I am merely expanding the powers of my mind. They will not know that my path is one of domination, of might. It will take time, but my time will come. Until then I undertake the elder brain's wishes... my deepest designs buried behind barred iron doors in my soul.

Appearance
To an outsider there is little that distinguishes Czystakllae from any other mind flayer. Wiry, slightly broader of shoulder, a faint tracey of scars that would usually pass unnoticed around the tentacles, and with little ornament adorning its grey slimey skin. Once encased in its pale gleaming mirror-smooth thick plated armor it could pass for any humanoid with its tentacles retracted behind the visor. Indeed it is a favourite ploy of Czystakllae's where for some reason the purity of his armor seems to endear false trust as to the purity of the creature inside it. Were it not for the strange shadows that play across the clean mithral, and the corded flesh wire that creeps out of the forearm bracier, wraping and unwraping itself of its own violition around its host's left wrist, anyone might think some paladin of Pelor had arrived, the sunburst on the breastplate the final reminder of its previous owner.

To the flocks of ignorant lesser beings Czystakllae is known as 'Tak' as being simpler for their feeble minds and typing thumbs to manage. Or you may simply refer to it as Huntmaster. :lol:
 
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mseds99

First Post
Yoinked...

If you guys don't mind, I'm going to be yoinking these flayers as powerful NPC's. Got a heavy illithid themed section of the campaign coming up and can use all the bada**es I can get. Plus I hate writing NPC stats.

BTW...still looking for Githzerai and Githyanki NPC stats if you have any....
 

Thramzorean

First Post
Phren
Advanced Phrenic Runehound
Medium Aberration
Hit Dice: 12d8+72 (126)
Initiative: +1
Speed: 50ft (10squares)
Armor Class: 19 (+5 Armor, +1 Dex, –1 Size, +4 natural)
Base Attack/Grapple: +9/+18
Attack: Bite +17 (3d6+9) or vile spew +7 ranged touch attack
Full Attack: Bite +17 (3d6+9) or vile spew +7 ranged touch attack
Space/Reach: 10ft/15ft
Special Attacks: Vile spew, Psi-like abilities
Special Qualities: Damage reduction 5/silver, extended reach, fast healing 3, psychic scent, uncanny blindsight, power resistance 22
Saves: Fort +10, Ref +7, Will +12
Abilities: Str 28, Dex 12, Con 22, Int 8, Wis 14, Cha 12
Skills: Hide +1, Move Silently +4, Knowledge Psionics 0, Psi-craft 0, Spot +6, Survival +2 (+22 when tracking), Swim +8
Feats: Combat Reflexes, Lightning Reflexes, Track, Light Armor Prof, Large and In Charge Dracominium, Dive for Cover Com Adv
Environment: Gore
Organization: Solitary
Challenge Rating: 8
Treasure: Worn
Alignment: Neutral Evil


Extended Reach (Ex): 15’ and can attack adjacent foes without penalty
Psychic Scent: +20 bonus on track (not useable against mindless creatures or those with mental shield)
Uncanny Blindsight: 500’ blindsight
Vile Spew
- 12d6 acid stream: ranged touch attack to hit
DC 22 reflex save for half damage
or
- Glob of Goo: Web ranged touch attack to hit
DC 22 reflex save to negate
Range 100ft
Use 1/1d4 rounds
Save is Con based.

Phrenic Template:
+2 Int, +2 Wis, Cha +4 (included in above stats)
Manifester Level 12
Power DC = Level + 1 (Cha based)
12 HD template powers:
3/day – defensive precognition; 1/day-force screen; 3/day empty mind, mind thrust; 1/day body adjustment, brain lock; 1/day aversion, concussion blast; 3/day intellect fortress; 1/day psychic crush; 1/day psionic dominate.
Naturally Psionic: gains 1 bonus power point.
Power Resistance: 22
ECL:+2
(XPH Pg 205)

Equipment
Pads of the Zephyr
Tattoo of Animal Affinity x 2
+1 Chain Shirt 1550gps 50wt (priced as large mount barding) ACP-1
Exotic Military Saddle 60gps
Dorje of Detect Psionics 750 gps


Background
Phren is a runehound selected and ‘trained’ (read: mutated) by the elder brain for its servants. It is happy with its current lot. Czystakllae is too intelligent to treat it cruelly, being far above cruelty for cruelty’s sake, and like any valued piece of equipment maintains and protects Phren to the best of the illithid’s not inconsiderable ability. When hunting Czystakllae takes the brains, Phren gets the rest and the arrangement works well.

Runehound Pg 145 MMIII
 
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