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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3695642" data-attributes="member: 2795"><p><strong>The Abyssal Mind</strong></p><p></p><p><span style="color: lime">When I converted S4 to 3.5, I replaced Drelnza with the Abyssal Mind, a half-fiendish vampiric intellect devourer. The Abyssal Mind easily escaped from the PCs, thus leaving the party responsible for unleashing a terrible evil upon the world. Good job, guys.</span></p><p></p><p>[sblock=The Abyssal Mind; CR 11]</p><p>CE Small undead (evil, extraplanar, psionic)</p><p><strong>Init</strong> +13; <strong>Senses</strong> blindsight 60 ft., darkvision 60 ft., low-light vision, scent, Listen +21, Spot +21</p><p><strong>Languages</strong> Common, plus languages of body thief victim</p><p>-----</p><p><strong>AC</strong> 32 (+1 size, +9 Dex, +12 natural), touch 20, flat-footed 23; Dodge</p><p><strong>hp</strong> 42 (6 HD); <strong>DR</strong> 10/adamantine and silver and magic; <strong>fast healing</strong> 5; <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, fire, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Resist</strong> acid 10, cold 10, electricity 15</p><p><strong>PR</strong> 23</p><p><strong>Vulnerability</strong> <em>protection from evil</em></p><p><strong>Weakness</strong> as per vampire</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +13, <strong>Will</strong> +7</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares), fly 40 ft. (average); Up the Walls</p><p><strong>Melee</strong> 4 claws +11 (1d4+6 plus energy drain)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> blood drain, body thief, children of the night, Combat Reflexes (10 AoO/round), create spawn, <em>dominate</em>, energy drain, smite good 1/day (+6 damage)</p><p><strong>Special Actions</strong> alternate form, <em>gaseous form, spider climb</em></p><p><strong>Psi-Like Abilities (ML 7th):</strong></p><p>At will - <em>cloud mind, compression, detect psionics, ego whip</em> (Will DC 19), <em>empty mind, id insinuation</em> (Will DC 19)</p><p>3/day - <em>body adjustment, intellect fortress, painful strike</em></p><p><strong>Spell-Like Abilities (CL 6th):</strong></p><p>3/day - <em>darkness</em></p><p>1/day - <em>desecrate, unholy blight</em> (Will partial 19)</p><p>-----</p><p><strong>Abilities</strong> Str 23, Dex 29, Con --, Int 18, Wis 14, Cha 20</p><p><strong>Skills</strong> Bluff +22, Concentration +14 (+18 to manifest defensively), Hide +22, Knowledge (the planes) +13, Knowledge (psionics) +13, Listen +21, Move Silently +26, Search +21, Sense Motive +19, Spot +21</p><p><strong>Feats</strong> Alertness, Combat Manifestation, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Up the Walls, Wild Talent</p><p>-----</p><p><strong>Alternate Form (Su):</strong> The Abyssal Mind can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a <em>polymorph</em> spell cast by a 12th-level character, except that the Abyssal Mind does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the Abyssal Mind loses its natural claw attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.</p><p></p><p><strong>Blindsight (Ex):</strong> An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would. </p><p></p><p><strong>Blood Drain (Ex):</strong> The Abyssal Mind can suck blood from a living victim with its claws by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Abyssal Mind gains 5 temporary hit points.</p><p></p><p><strong>Body Thief (Su):</strong> When the Abyssal Mind overcomes a lone victim, it consumes the victim’s brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits.</p><p></p><p>When the Abyssal Mind completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim’s skull and resuming its normal form.</p><p></p><p>After consuming its victim’s brain, the Abyssal Mind can choose to animate the body for up to seven days as if it were the victim’s original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim’s form. As long as the Abyssal Mind occupies the body, it knows the languages spoken by the victim and very basic information about the victim’s identity and personality, but none of the victim’s specific memories or knowledge.</p><p></p><p><strong>Children of the Night (Su):</strong> The Abyssal Mind command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Abyssal Mind for up to 1 hour.</p><p></p><p><strong>Create Spawn (Su):</strong> A humanoid or monstrous humanoid slain by the Abyssal Mind's energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.</p><p></p><p><strong>Dominate (Su):</strong> The Abyssal Mind can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Abyssal Mind must use a standard action, and those merely looking at it are not affected. Anyone the Abyssal Mind targets must succeed on a DC 18 Will save or fall instantly under the Abyssal Mind’s influence as though by a <em>dominate person</em> spell (caster level 12th). The ability has a range of 30 feet.</p><p></p><p><strong>Energy Drain (Su):</strong> Living creatures hit by the Abyssal Mind's claws gain two negative levels. For each negative level bestowed, the Abyssal Mind gains 5 temporary hit points. The Abyssal Mind can use its energy drain ability once per round. The Fortitude save is DC 18.</p><p></p><p><strong>Gaseous Form (Su):</strong> As a standard action, the Abyssal Mind can assume <em>gaseous form</em> at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p><strong>Vulnerability to Protection from Evil (Ex):</strong> An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a <em>protection from evil spell</em>.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3695642, member: 2795"] [b]The Abyssal Mind[/b] [color=lime]When I converted S4 to 3.5, I replaced Drelnza with the Abyssal Mind, a half-fiendish vampiric intellect devourer. The Abyssal Mind easily escaped from the PCs, thus leaving the party responsible for unleashing a terrible evil upon the world. Good job, guys.[/color] [sblock=The Abyssal Mind; CR 11] CE Small undead (evil, extraplanar, psionic) [b]Init[/b] +13; [b]Senses[/b] blindsight 60 ft., darkvision 60 ft., low-light vision, scent, Listen +21, Spot +21 [b]Languages[/b] Common, plus languages of body thief victim ----- [b]AC[/b] 32 (+1 size, +9 Dex, +12 natural), touch 20, flat-footed 23; Dodge [b]hp[/b] 42 (6 HD); [b]DR[/b] 10/adamantine and silver and magic; [b]fast healing[/b] 5; [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, fire, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Resist[/b] acid 10, cold 10, electricity 15 [b]PR[/b] 23 [b]Vulnerability[/b] [i]protection from evil[/i] [b]Weakness[/b] as per vampire [b]Fort[/b] +2, [b]Ref[/b] +13, [b]Will[/b] +7 ----- [b]Spd[/b] 40 ft. (8 squares), fly 40 ft. (average); Up the Walls [b]Melee[/b] 4 claws +11 (1d4+6 plus energy drain) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Atk Options[/b] blood drain, body thief, children of the night, Combat Reflexes (10 AoO/round), create spawn, [i]dominate[/i], energy drain, smite good 1/day (+6 damage) [b]Special Actions[/b] alternate form, [i]gaseous form, spider climb[/i] [b]Psi-Like Abilities (ML 7th):[/b] At will - [i]cloud mind, compression, detect psionics, ego whip[/i] (Will DC 19), [i]empty mind, id insinuation[/i] (Will DC 19) 3/day - [i]body adjustment, intellect fortress, painful strike[/i] [b]Spell-Like Abilities (CL 6th):[/b] 3/day - [i]darkness[/i] 1/day - [i]desecrate, unholy blight[/i] (Will partial 19) ----- [b]Abilities[/b] Str 23, Dex 29, Con --, Int 18, Wis 14, Cha 20 [b]Skills[/b] Bluff +22, Concentration +14 (+18 to manifest defensively), Hide +22, Knowledge (the planes) +13, Knowledge (psionics) +13, Listen +21, Move Silently +26, Search +21, Sense Motive +19, Spot +21 [b]Feats[/b] Alertness, Combat Manifestation, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Up the Walls, Wild Talent ----- [b]Alternate Form (Su):[/b] The Abyssal Mind can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a [i]polymorph[/i] spell cast by a 12th-level character, except that the Abyssal Mind does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the Abyssal Mind loses its natural claw attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. [b]Blindsight (Ex):[/b] An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would. [b]Blood Drain (Ex):[/b] The Abyssal Mind can suck blood from a living victim with its claws by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Abyssal Mind gains 5 temporary hit points. [b]Body Thief (Su):[/b] When the Abyssal Mind overcomes a lone victim, it consumes the victim’s brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits. When the Abyssal Mind completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim’s skull and resuming its normal form. After consuming its victim’s brain, the Abyssal Mind can choose to animate the body for up to seven days as if it were the victim’s original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim’s form. As long as the Abyssal Mind occupies the body, it knows the languages spoken by the victim and very basic information about the victim’s identity and personality, but none of the victim’s specific memories or knowledge. [b]Children of the Night (Su):[/b] The Abyssal Mind command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Abyssal Mind for up to 1 hour. [b]Create Spawn (Su):[/b] A humanoid or monstrous humanoid slain by the Abyssal Mind's energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. [b]Dominate (Su):[/b] The Abyssal Mind can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Abyssal Mind must use a standard action, and those merely looking at it are not affected. Anyone the Abyssal Mind targets must succeed on a DC 18 Will save or fall instantly under the Abyssal Mind’s influence as though by a [i]dominate person[/i] spell (caster level 12th). The ability has a range of 30 feet. [b]Energy Drain (Su):[/b] Living creatures hit by the Abyssal Mind's claws gain two negative levels. For each negative level bestowed, the Abyssal Mind gains 5 temporary hit points. The Abyssal Mind can use its energy drain ability once per round. The Fortitude save is DC 18. [b]Gaseous Form (Su):[/b] As a standard action, the Abyssal Mind can assume [i]gaseous form[/i] at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. [b]Vulnerability to Protection from Evil (Ex):[/b] An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a [i]protection from evil spell[/i].[/sblock] [/QUOTE]
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