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Mearls, please give the mind flayer a makeover!
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<blockquote data-quote="Plane Sailing" data-source="post: 3041355" data-attributes="member: 114"><p>What about suggestion? I would think that is one of the mind flayers most potent offensive abilities, especially since it delivers it via telepathy. You can stir up a lot of intra-party problems using suggestion.</p><p></p><p>My favourite allies for Mind Flayers are elementals - they are immune to stunning, so they can mix it up with his foes while ignoring psionic blasts going off. The mind flayers once attempted to invade my campaign world by using the elemental plane of air as a staging ground, and the party only just closed the gate before the army of thousands of air elementals arrived...</p><p></p><p>FWIW I think that one of the changes between 3.0 and 3.5 which was particularly detrimental to the 'mastermind' capability of the mindflayer was the removal of the 'astral projection' power. Needless to say all my mindflayers kept that power.</p><p></p><p>it was just SO useful for the mindflayers to be living on a different plane and astrally projecting to the prime material, because it meant that the party could never really kill them here, and the mindflayer once 'killed' could just project again later and start up his plans once more, knowing all the more about the techniques and capabilities of the party.</p><p></p><p>Bring back astral projection and your mindflayers will become a campaign shaking menace once more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- I agree about the 'no fun' aspect of being taken out by psionic blast though - 10 melee rounds might be an hour or two of the evening!</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3041355, member: 114"] What about suggestion? I would think that is one of the mind flayers most potent offensive abilities, especially since it delivers it via telepathy. You can stir up a lot of intra-party problems using suggestion. My favourite allies for Mind Flayers are elementals - they are immune to stunning, so they can mix it up with his foes while ignoring psionic blasts going off. The mind flayers once attempted to invade my campaign world by using the elemental plane of air as a staging ground, and the party only just closed the gate before the army of thousands of air elementals arrived... FWIW I think that one of the changes between 3.0 and 3.5 which was particularly detrimental to the 'mastermind' capability of the mindflayer was the removal of the 'astral projection' power. Needless to say all my mindflayers kept that power. it was just SO useful for the mindflayers to be living on a different plane and astrally projecting to the prime material, because it meant that the party could never really kill them here, and the mindflayer once 'killed' could just project again later and start up his plans once more, knowing all the more about the techniques and capabilities of the party. Bring back astral projection and your mindflayers will become a campaign shaking menace once more :) - I agree about the 'no fun' aspect of being taken out by psionic blast though - 10 melee rounds might be an hour or two of the evening! Cheers [/QUOTE]
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Mearls, please give the mind flayer a makeover!
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