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Mind Flayers and Related Beasties?
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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 1851554" data-attributes="member: 18021"><p><strong>Some Homebrewed baddies</strong></p><p></p><p>Ulitharid</p><p>Medium-Size Aberration</p><p></p><p>Hit Dice: 11d8+22 (66 hp)</p><p>Initiative: +8</p><p>Speed: 30ft.</p><p>AC: 17 (+4 Dex, +3 natural)</p><p>Attacks: 6 tentacles +12 melee</p><p>Damage: Tentacle 1d4+1</p><p>Face/Reach: 5ft. by 5ft./5ft.</p><p>Special Attacks: Mind blast, psionics, improved grab, extract</p><p>Special Qualities: SR 30, telepathy</p><p>Saves: Fort +6 Ref +8 Will +12</p><p>Abilities: Str 13, Dex 18, Con 14, Int 21, Wis 17, Cha 21</p><p>Skill: Bluff +11, Concentration +14, Hide +11, Intimidate +14, Knowledge (any two) +11, Listen +11, Move Silently +10, Spot +11</p><p>Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Leadership</p><p></p><p>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)</p><p>Challenge Rating: 10</p><p>Treasure: Double standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p>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. </p><p> 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.</p><p></p><p>Combat</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p> 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.</p><p>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.</p><p>Telepathy (Su): Ulitharids can communicate telepathically with any creature that has a language, to a range of 150 feet.</p><p>Mind Flayer Society</p><p>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.</p><p>Ulitharid characters</p><p>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.</p><p></p><p>Urophion (Illithid Roper)</p><p>Large Aberration</p><p>Hit Dice: 10d8+30 (74 hp)</p><p>Initiative: +5</p><p>Speed: 10 ft. (2 squares)</p><p>Armor Class: 25 (+1 Dex, -1 size, +15 natural)</p><p>Base Attack/ Grapple: +7 / +15</p><p>Attack: Strand +12 melee (1d6+4)</p><p>Full Attack: 6 Strands +12 melee (1d6+4)</p><p>Face/Reach: 5 ft. x 5 ft./ 50 ft.</p><p>Special Attacks: Extract, Improved Grab, Mindblast (DC 1d20+2), Strands, Weakness, </p><p>Special Qualities: Darkvision 60 ft., Electricity Immunity, Low light vision, Cold Resistance 10, Spell Resistance 30, Fire Vulnerability, Telepathy</p><p>Saves: Fort +6, Ref +4, Will +14</p><p>Abilities: Str 19, Dex 13, Con 17, Int 16, Wis 20, Cha 14</p><p>Skills: Climb +12, Hide +10*, Listen +15, Spot +15</p><p>Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (Strand)</p><p>Challenge Rating: 13</p><p>Treasure: No coins; 50% goods (stone only); no items</p><p>Alignment: Usually (Lawful) Evil</p><p>Advancement: 11-15 HD (Large); 16-30 HD (Huge)</p><p>Level Adjustment: -</p><p></p><p></p><p>Skills: Urophion have a +8 racial bonus to Hide checks underground, and in stony or icy areas.</p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 1851554, member: 18021"] [b]Some Homebrewed baddies[/b] 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. [/QUOTE]
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