Mind Flayers and Related Beasties?

I have finally digested all the details of the Mind Worm and I like this one very much. My party is quite canny and a sneaky, skulkign horror like this thing is just what I need to get the drop on them.

Thanks,
 

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Some Homebrewed baddies

Ulitharid
Medium-Size Aberration

Hit Dice: 11d8+22 (66 hp)
Initiative: +8
Speed: 30ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: 6 tentacles +12 melee
Damage: Tentacle 1d4+1
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: SR 30, telepathy
Saves: Fort +6 Ref +8 Will +12
Abilities: Str 13, Dex 18, Con 14, Int 21, Wis 17, Cha 21
Skill: Bluff +11, Concentration +14, Hide +11, Intimidate +14, Knowledge (any two) +11, Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Leadership

Climate/Terrain: Solitary, pair, inquisition (1-2 plus 1-4 illithid), cult (1-2 plus 1-4 illithid and 6-10 thrall), or council (6-8)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Ulitharids are the privileged noble leaders of mind flayers. They are smarter, more physically adroit, and even more ruthless than typical illithid and are naturally revered by tham. Ulitharids are slightly taller than common mind flayers and sport six, rather than just four, tentacles.
Like all mind flayers, ulitharids do not speak, but instead can communicate telepathically with any creature that has a language to a range of 150 feet.

Combat
Even more so than lesser illithids, ultharids stay out of melee as long as possible, attacking with their psionic powers and sending their servitors to fight in their stead. Ulitharid extract and devour the brains of living victims just as other illithid do.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 1d20+9) or be stunned for 3d4 rounds. Psionic characters who fail their saves are not stunned, but instead take 3d4 Charisma damage.
Psionics (Sp): At will – astral projection, charm monster (8), detect thoughts (7), domination (9), glide, graft weapon, intrusive sense link (7), levitate, plane shift, sense link (6), and suggestion (7). These abilities are as the powers manifested by an 11th level psion (save DC 1d20+ the number which follows the power listed above).
Improved Grab (Ex): To use this ability, the ulitharid must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches a tentacle to the opponent’s head. An ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.
After a successful grab, the ulitharid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): An ulitharid that begins its turn with four or more tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Telepathy (Su): Ulitharids can communicate telepathically with any creature that has a language, to a range of 150 feet.
Mind Flayer Society
Ulitharids are the acme of mind flayer society. They invariably assume positions of power and influence over other illithid and rule over larger groups of thrall than do their lesser brethren.
Ulitharid characters
Ulitharids preferred class is Psion, with telepathy being the usual focus of their studies. Those ultra-rare ulitharid who pursue clerical devotion over union with their elder brain worship Ilsensine or Maanzecorian, the Illithid gods of magic and knowledge, respectively, and choose from the domains of knowledge, magic, evil, and law.

Urophion (Illithid Roper)
Large Aberration
Hit Dice: 10d8+30 (74 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 25 (+1 Dex, -1 size, +15 natural)
Base Attack/ Grapple: +7 / +15
Attack: Strand +12 melee (1d6+4)
Full Attack: 6 Strands +12 melee (1d6+4)
Face/Reach: 5 ft. x 5 ft./ 50 ft.
Special Attacks: Extract, Improved Grab, Mindblast (DC 1d20+2), Strands, Weakness,
Special Qualities: Darkvision 60 ft., Electricity Immunity, Low light vision, Cold Resistance 10, Spell Resistance 30, Fire Vulnerability, Telepathy
Saves: Fort +6, Ref +4, Will +14
Abilities: Str 19, Dex 13, Con 17, Int 16, Wis 20, Cha 14
Skills: Climb +12, Hide +10*, Listen +15, Spot +15
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (Strand)
Challenge Rating: 13
Treasure: No coins; 50% goods (stone only); no items
Alignment: Usually (Lawful) Evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: -


Skills: Urophion have a +8 racial bonus to Hide checks underground, and in stony or icy areas.
 

The draknor from Dungeon #24 is another little-known illithid-related creature. It came from the same adventure that introduced the ulitharid.

Essentially, it is a gargantuan aberration that is highly-intelligent, attacks six times per round, is immune to mind blast, and has a 5d12 heat ray. No wonder illithids fear it, eh? ;)

Hopefully we can tackle it in the Dungeon conversion thread soon.
 
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BOZ said:
i don't think the brain collectors are related to illithids in any way other than superficial (at least, i don't think so).

what about the... pthisic? isn't that a mind-flayer relative?

Yeah, the neh-thalggu isn't related to illithids, aside from a suggested origin for both in the Far Realm and roots in stuff like HP Lovecraft and Clark Ashton Smith. It actually predates the ulitharid, appearing in Castle Amber back in OD&D.

And the phthisic, I think, is a creation of the illithids, yeah. It first appeared in Dawn of the Overmind, I believe, which was a tie-in adventure for The Illithiad.
 
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