Mind Flayer Slavelord: Hot or Not!

This is a lesser villian from my new Oathbound campaign- a mind-flayer with 'elite' stats (Savage Species) and the alien template from Monsters Handbook applied, and some minor tweaks put in (I gave him a psionic feat that he technically doesn't meet the requirements for, but it seems like he should have.) I applied the template and put him at CR 10, but for some reason, I think my players (CR 7 group) can take him down as a final battle in the first session. I want them to be able to take him down, anyhow. Is he too powerful?

Silurian
Silurian was a mind flayer captured by a strange psionic vortex from one of the lowest pits of the undercity of Penance, a place called the 'Deep Graves'. After his capture, he spent nearly a century as a scattered energy being, trapped in the psychic displacement chamber of an alien intelligence called 'Overmind' and used as living fuel. After a group of adventurers defeated Overmind, Silurian was eventually able to gather enough psychic energy to reconsitute his physical form, and break out, sapping the Overmind's ruined crystal complex of all of its remaining energy. He emerged changed, with a massively enlarged head, the ability to fly, and a withered, dessicated body. His tentacles developed cruel hooks and talons along their length, and his entire form seemed to crackle continuously with excess psychic energy.


Silurian, Alien Mind Flayer
CR: 10
Fly Speed 40’
Hooked Alien Tentacles (+2 damage)
DR: 15/+1
SA: Mind Blast (Sp) DC: 19

Psionics: Astral projection, charm monster, detect thoughts, levitate, plane shift, suggestion (DC 13+spell level)
Immunities: Immune to all mind-influencing effects except for psionics, immune to enchantments
SR 25

Silurian:CR 10;Medium Aberration ; HD 8d8+8 (Aberration); hp 44; Init +2; Spd 30, 40‘ fly; AC 18 (+3 natural armor, +1 bracers, +4 Inertial Armor); Atk +4 base melee, +8 base ranged; +7 (1d4-1, 4 Tentacles); SA: Mind blast (Sp), Improved grab (Ex), Extract (Ex), Psionics (Sp); SQ: Resistance: Spell (Ex), Telepathy (Su); AL LE; SV Fort +3, Ref +4, Will +15; STR 4, DEX 10, CON 12, INT 29, WIS 25, CHA 21.
Skills: +16 Bluff, +12 Concentration, +11 Hide, +16 Intimidate, +20 Knowledge: Psionics, +20 Knowledge: Local Area, +18 Listen, +18 Spot, +11 Move Silent, +12 Appraise, +14 Search, +11 Spellcraft
Feats: Inertial Armor, Expertise, Dodge, Iron Will, Lightning Reflexes

Mind Blast (Cha) DC 19 stun: 3d4

Dorje (Will Save 15) 50 charges: Inflict Pain Range: 520’, D: 3d6, each charge can last up to 5 rounds)
Quaal’s Feather Token (Whip)
Bracers of Armor +1
100 gp
 

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I like the backstory and what you've done with him.

Dodge is the "technically illegal" feat, eh?
My first thought is that Dodge probably won't help him beat your players too much and you can probably scare up a nastier feat - particularly a psionic one.

I applied the template and put him at CR 10, but for some reason, I think my players (CR 7 group) can take him down as a final battle in the first session. I want them to be able to take him down, anyhow. Is he too powerful?

Well, a lot depends on his positioning and such (as well as your characters).
Does your group have plenty of +1 weapons? If not, they're going to be in trouble.
Will Silurian be able to take them unawares, and get that dorje and eventually Mind Blast?
Your PCs without a good Will save are going to be hurting with that blast. Since the average 7th level fighter has a Will save of +2 or +3 he's going to be in trouble making a DC19. Even the good-save folks in your group I would guess to be at (2+(lvl/2) [good save] +2 [iron will] +3 [high attrib] = +10) so they're still only going to have a 50/50 chance of not being stunned.

If Silurian can get two or three blasts in, they'll be ripe for the brain-eating...

John
 

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