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Echohawk

Shirokinukatsukami fan
Chaos sentinels

Cavern of Firebirth
This cavern contains a vent that extends through the bedrock of Krynn right into the realms of Chaos. Through this aperture, the chaos minions reach into this cave.
The vent lies at the back of the cavern. Any characters looking into the cavern see a shimmering, fiery glow, and feel intense heat against their skins. If they move closer, they become subject to savage attacks by fiery beings -- sentinels of chaos that swarm out of the vent and attack until they are killed.

Chaos sentinels (7): AC 4; MV 12; HD 3; hp 15; THAC0 16; #AT 1; Dmg 1–8 fire; SA each wound continues to burn (1–6 dmg/round until doused by water or magic; SZ M (5’); ML fanatic (18); Int semi (3); AL CE; XP 175 each.

Ash elemental

The Ashen Wastes also hunger for the life energy which was stolen from it. Because of this, the use of any spell from the sphere of healing can be very dangerous. When such magic is unleashed, it is instantly absorbed by the powdery landscape -- apparently having no effect. Roughly a minute later, however, a flowing, amoebaelike mass of powdery residue rises up and attempts to consume the person who cast the spell.

Ash elemental: AC 2, MV 6; HD 12; hp 60; THAC0 9; #AT 1; Dmg 4d8; SD +2 weapon or better to hit; SW –2 points per die penalty to damage against air- or waterborne targets; SZ L (12' tall); ML champion (16); Int low (6); AL N; XP 6,000.

This creature menaces the party until it has suffered damage equal to the number of spell points used (unwittingly) in its creation. Once this total is exceeded,the thing collapses under its own weight, creating a cloud which may, of course, be ignited. (The use of any healing spell automatically fails and causes the formation of an ash-creature, as above. The creature is the equivalent of an earth elemental with Hit Dice equal to the level of the spell cast.)
 

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Echohawk

Shirokinukatsukami fan
Flame Roper

A five-foot-tall pillar of orange-red fire stands between low-lying shrubs flickering with dull blue flames. Flares of yellow gas shoot out from the pillar and dissipate in the air.

There are three flame ropers in the efreeti's garden. Trained not to leave the confines, they keep down the population of animentals and troublesome fire bats. PCs are not likely to recognize this creature as a roper. Regarded by Marshud as a captive, semi-sentient ornamental plant, the flame roper gladly ensnares anyone foolish enough to walk within its grasp. Like its mundane counterpart, it can disguise itself as a tree of fire, grabbing victims with the yellow flares of gas it can release. Ropers move within attack range of characters on a roll of 1 in 6, checked once per turn.
Flame roper (3); AC 0; MV 3"; HD 5; hp 30 ech; #AT 1; Dmg 2-12; THAC0 15; MR 50%; SA rope-like flares shoot out to a range of 20 feet; disguise as fire tree; hit causes weakness (-50% strength in 1-3 rounds); prey is drawn in, 10" per round; SD unaffected by lightning, very susceptible to water (-4 on saving throws); AL CE; XP 1,615 each.
 

Echohawk

Shirokinukatsukami fan
The Ice Fiend

(MAw; Az, major, 32; CE)
This awnshegh has begun terrorizing the isolated province of Rjutaffel in Jankaping. So far, no one has seen the creature and lived; it largely exists ar rumor.
The Ice Fiend was once a Rjurik ranger named Holm Sturmajallik. Holm began to manifest strange abilities in his twentieth year when he froze an attacking orog solid with a single glance. Holm tried to use his powers to aid his tribe, but he gradually felt more isolated from them. He grew in stature and his skin began to turn a shiny blue-white color. Several years after his original manifestation, Holm completely transformed into a 10-foot-tall statue of solid, living, ice, and totally accepted life as an evil awnshegh.
The Ice Fiend's powers wax and wane with the seasons. During the spring and summer, it hides, vulnerable to normal weapons. As the weather grows colder in the fall, the Fiend grows in strnegth. In the depths of winter, it emerges, all but invulnerable to attack.
During the months of Haelynir, Anarire, and Deismir, the following statistics apply:
Ice Fiend, Awnshegh: AC 8; MV 12; HD 5; hp 25; THAC0 15; #AT 1; Dmg 1d6; SZ L (10' tall); ML elite (13); AL CE
During the months of Erntenir, Sehnir, Emmanir, Sarimiere, Talienir, and Roelir, the Ice Fiend has the following statistics:
Ice Fiend, Awnshegh: AC 4; MV 12; HD 8; hp 40; THAC0 13; #AT 1; Dmg 2d8; SA breath weapon; SD +1 or better weapon to hit; SZ L (10' tall); ML elite (13); AL CE
In this condition, the Ice Fiend slashes with its claws for 2d8 points of damage and can deliver an icy breath equivalent to the breath weapon of an age 5 white dragon, 3x/day. The Ice Fiend is immune to normal weapons and can be hit only by magical weapons of +1 or greater enchantment.
The rest of the year, the Ice Fiend uses the following statistics:
Ice Fiend, Awnshegh: AC 0; MV 12; HD 10; hp 50; THAC0 11; #AT 1; Dmg 3d8; SA breath weapon; SD +3 or better weapon to hit; SZ L (10' tall); ML elite (13); AL CE
The Ice Fiend 's breath weapon functions as that of an age 8 white dragon. The Fiend is immune to normal weapons and can be hit only by magical weapons of +3 or greater.
 

Echohawk

Shirokinukatsukami fan
Elemental, Smoke

CLIMATE/TERRAIN: Any smoke
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Smoke
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1-4
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: + 1 weapon or better to hit
MAGIC RESISTANCE: See below
SIZE: S (4' tall)
MORALE: Elite (14)
XP VALUE: 1,400

Smoke elementals are hybrid creatures, a strange combination of the elements of Fire and Earth. These swirling clouds of hot soot, ash, and smoke are conjured from large amounts of nonmagical smoke. Sometimes this cloud contains glowing red sparks. It can assume any shape, but its edges tend to be hazy and ill-defined. If adopting a form with eyes, it will concentrate a cluster of soot and ash particles into swirling balls that resemble eyes, but this is for the sake of appearance only. A smoke elemental "sees" by sensing the lower temperatures of the creatures and objects around it.

Combat: Smoke elementals are unfettered by gravity. Because they have no solid form, they can slip through thin cracks and tiny holes, but they then must spend one round reforming into their chosen shape.
A smoke elemental attacks by engulfing an opponent's head. Once it has done this, the victim suffers 2d4 hit points of damage from heat, plus 2d4 hit points of damage from suffocation, per round. Victims choke to death as their lungs fill with hot smoke. A smoke elemental continues to engulf a single opponent until that victim is dead or unconscious. It then moves on to its next target. If a victim flees, the smoke elemental follows it, moving so that the victim's head remains inside the damaging cloud of smoke.
Smoke elementals have the unusual ability to divide themselves into four parts, each of which can act on its own initiative. These smaller clouds seek to enter a creature's lungs, where they inflict 1d4 points of damage each round. Once one of these smaller smoke elementals has lodged itself inside a creature's lungs, it remains there until its victim is unconscious or dead. Until then, it can only be removed by magical means (see below). Each of these tiny smoke elementals has 1 Hit Die.
Smoke elementals are immune to fire-based attacks, but they are vulnerable to cold-based attacks and suffer twice normal damage from them. They are also vulnerable to large gusts of wind, which do not harm the monsters, but can be successfully used to drive them away or keep them at bay. Because they are magical constructs, they can be magically dispelled.

Habitat: Smoke elementals are magical constructs whose constituents are drawn both from the Elemental Plane of Fire (heat) and the Elemental Plane of Earth (soot or ash). Although they are sentient, they have no form on any plane but the Prime Material and Ethereal Planes. They cannot be banished or dismissed back to a home plane, since they don't have one, but such spells will drive them from a victim's lungs.

Ecology: Smoke elementals are typically created by a team of three priests who simultaneously cast the magical spells conjure fire elemental, conjure earth elemental, and combine. They are often used by priests as magical guardians of temples, and they are typically created out of sweet-smelling incense smoke, although they can be formed from the smoke of mundane fires.
There have also been reports of tiny (1-HD) smoke elementals conjured from tobacco smoke, but most sages insist these reports are merely attempts by tobacconists to falsely attribute a magical cause to deaths that are caused by the tobacco smoke itself.
 

Echohawk

Shirokinukatsukami fan
Flame Swallow

CLIMATE/TERRAIN: Any (fire worlds only)
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVE TIME: Any
DIET: Special
INTEllIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4 (3-12)
ARMOR CLASS: 3
MOVEMENT: 6, Fl 30
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Fire
SPECIAL DEFENSES: Fire resistance
MAGIC RESISTANCE: None
SIZE: S (5' wingspan)
MORALE: Unsteady (5)
XP VALUE: 75

Flame swallows are magnificent, graceful birds similar in appearance to terrestrial swallows, except that their wingspan is often five feet or more. They have the same forked tail as swallows. Their color is bright red on the back of the head and down the back, shading to brilliant orange on the upper surfaces of the wings and on the tail. Their bellies and the undersides of their wings are bright yellow. Their beaks are short, but sharply-pointed, and can deliver a nasty bite.
Flame swallows are always surrounded by a nimbus of bright orange fire. This nimbus extends to a range of about three feet from the body of the bird, and is hot enough to ignite inflammable materials on contact. Flame swallows love fire in all its forms, and enjoy darting through flames and playing in the hot, turbulent air above the surface of fire worlds. They can live equally as well in the superheated atmosphere or in the fiery body of such a world. They are exceptionally curious creatures, and will investigate anything out of the ordinary. If danger - or apparent danger - appears, however, they usually flee. The creatures enjoy starting fires so that they can then play in them, and are thus highly dangerous to spelljamming vessels approaching fire worlds. Such a ship will often attract several of the beautiful creatures who approach to investigate... and then probably ignite the ship's rigging.
Flame swallows are thought to have arisen on the Elemental Plane of Fire, but are extremely rare there. Some sages think that the creatures find fire worlds on the Prime Material Plane as more attractive homes than their native plane. Flame swallows can't survive in an environment colder than the environs of a fire world. If the ambient temperature drops below that of boiling water (212° F), a flame swallow suffers 1d6 points of damage each round that it's exposed to this "frigid" environment.

Combat: Flame swallows will almost never enter combat unless there's no alternative. If combat is necessary, they can deliver a damaging bite, but their main danger is the flame aura that surrounds them. This aura causes 1-8 points of damage to any creature not somehow immune to fire (save vs. breath weapon for half damage), and immediately ignites any flammable clothing or equipment exposed to it.
Flame swallows are totally immune to all fire- or heat-based attacks. Electrical attacks do normal damage, while cold-based attacks do triple damage.

Habitat/Society: Flame swallows congregate in small family-based flocks. Occasionally multiple flocks can be encountered, although this is very rare. Next to nothing is known about the reproductive behavior of flame swallows. Presumably they lay eggs, and - judging by the size of family flocks - presumably these eggs are few in number, or few are viable. Nobody knows, however, where the eggs are laid; no flame swallow nest has ever been discovered. The question is even more interesting because flame swallows have been reported on fire worlds with absolutely no solid surfaces on which those nests could be built. Some sages theorize that the creatures return to the Elemental Plane of Fire to lay and hatch their eggs, but this has yet to be confirmed. Further adding to the confusion, no obviously immature flame swallow has ever been seen.
Although not overly intelligent, flame swallows are amenable to training by creatures that can survive in the environment flame swallows need. Efreet on Ignia keep trained flame swallows as pets.

Ecology: Although flame swallows seem to prey on other fire-dwelling creatures such as fire bats when these other creatures are available, this seems to represent a preference rather than a necessity. Flame swallows seem to be able to survive without any such source of food. Sages theorize that they draw the energy they need to survive directly from their environment. This has yet to be confirmed, however.
Flame swallows in turn are preyed upon by other firedwelling creatures. (Fire bats and flame swallows seem particularly inimical, and generally attack each other on sight.)
Because of their ability to subsist on no food, there is much controversy over just what position flame swallows hold in the food chain.
 

Echohawk

Shirokinukatsukami fan
Spiders, Vodoni Space

Space
CLIMATE/TERRAIN: Space
FREQUENCY: Very rare
ORGANIZATION: Cell, or colony
ACTIVITY CYCLE: Any
DIET: Minerals
INTELLIGENCE: Exceptional (15-16)
TREASURE: See below
ALIGNMENT: Lawful neutral
NO. APPEARING: 1-10, or 30+
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/1-10
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (10' diameter body)
MORALE: Elite (13-14)
XP VALUE: 2000

Spinner
CLIMATE/TERRAIN: Space
FREQUENCY: Very rare
ORGANIZATION: Nest
ACTIVITY CYCLE: Any
DIET: Minerals
INTELLIGENCE: Exceptional (15-16)
TREASURE: See below
ALIGNMENT: Lawful neutral
NO. APPEARING: 2-20
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/1-12
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (10' diameter body)
MORALE: Elite (13-14)
XP VALUE: 4000

These large crystal spiders are very rare throughout the universe, as they are known to be both intelligent and shy. They most resemble large glass spiders, with strange, multi-colored internal organs. They appear to be more mineral than organic. How they communicate is a mystery, but they occasionally produce a high-pitched tinkling sound.

Combat: The crystal pincers and razor bite of the typical space spider is enough to chew through even a metal hull, given time. Anyone bitten by the spider must save vs. poison or die in 2-5 rounds (1d4+1). They do take damage from the second level mage spell, shatter.

Habitat/Society: These creatures are not evil, but are generally so secretive about their lairs that anyone or anything that wanders into their lair, even accidentally, is immediately killed to protect the secret location of the nest. A typical nest will 30-180 spiders, 3-18 diamond spinners, and one master spinner.
Vulkaran has a nest of these creatures guarding the entrance to his palace, but only a few Vodoni citizens outside the palace know what lies just within the great gate. The rest of the populace knows only legends and rumors.

Ecology: Space spiders are a combination of organic and mineral life. Their origin, whether on the Elemental Plane of Earth or as the result of some ancient magical experiment, is unclear, but most scholars believe the spiders are distant relatives of the xorn, xaren, and most probably crysmals. In fact, the resemblance of the space spiders to the latter has led many to suppose that space spiders are actually a more advanced space-based form of the crysmal.
The eggs of the space spiders are known to have diamonds in them worth 10-100 gp each. It is not known whether the gems are produced naturally within the mother spider and then laid with the egg, or whether the egg-laying process requires the location of a suitable supply of diamonds. Sages tend to believe the latter is true, due the immense rarity of the creatures, and of the diamond-laden asteroids they are known to inhabit. It is known for certain, however, that the young hatchlings devour the diamond enclosed in their crystalline shell as they grow, much as a young chicken feeds off the yolk of an egg before it is ready to hatch. The young mature fully within twenty days.

Diamond Spinners
These are the mother spiders of the race, and are the most able to defend the precious eggs of their young so treasured by adventurers the universe over.
In addition to the powers of the common space spider, the spinner can jump a full 150 feet horizontally or vertically. This is usually used to ambush intruders to the lair or pursue those lucky enough to have evaded the spinners on the way in.

Master Spider
This is simply the oldest, wisest diamond spinner of the lair. As such, it has maximum hit points and the ability to communicate telepathically with all its offspring. The master spider guides the construction of the lair, a bubble-like maze, through mental commands.
 

Echohawk

Shirokinukatsukami fan
Golem, Nyraala

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special (See Below)
INTELLIGENCE: Non-(O)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 8
HIT DICE: 10
THACO: 11
NO. ATTACKS: 3
DAMAGE/ATTACK: 2d8/2d8/1d10
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Golem Immunities, +1 or better weapons to hit, tentacle parry
MAGIC RESISTANCE: 70%
SIZE: L (10')
MORALE: Fearless (20)
XP VALUE: 9,000

Nyraala golems are a melding of humanoid flesh, psionically active illithid mucous; and a special form of Underdark fungus that can be harvested only once every ten years. From the waist up, the creature has a purple humanoid torso with two powerful humanoid arms. The skin is moist and gives off a faint odor of spoiled meat. In place of a neck and head is a very long, thick tentacle. Below the waist, these psionic creations are supported by three large tentacles in place of legs. Nyraala golems also have a second form; they can break down into mounds of seemingly inactive fungal growth. These mounds cannot move except to assume their golem form.
Nyraala golems never speak but can understand the mental commands of their mind flayer creators. When moving, their bodies make a sickening, liquid squishing sound.

Combat: Nyraala golems are effectively mindless, like other, lesser golems. However, the illithids' psionic engineering allows them to program the constructs to execute efficient, preset tactics in the heat of battle. When an enemy is detected, nyraala golems reanimate their bodies in a gory implosion of mucous and flailing limbs, imposing a -3 penalty to their opponents' surprise rolls. Opponents who survive this first encounter may recognize the distinctive appearance of nyraala fungal mounds in the future (with an Intelligence check at a -2 penalty). Much like brain golems, nyraala golems instinctively sense and focus their attacks on opponent spellcasters. They may strike each round with their fists to deliver two smashing punches and then whip their head-tentacles around for a powerful strike. When facing opponents with superior melee abilities, the nyraala golems are programmed to attempt to foil damaging close range attacks. They may forfeit the next rounds' tentacle strike and use their head-tentacles to parry anyone melee attack. To do so, the golem must make an attack roll against their opponent. The roll is made after their attacker makes their own attack roll. If successful, no damage is done to the golem from that attack. If the golem's attack roll falls short by no more than four, only half damage is done.
Nyraala golems are immune to poison, death magic, and all forms of mental attacks.

Habitat/Society: These automatons are popular with illithid communities for two reasons. One, they provide a level of protection almost equal to the enormously powerful brain golems (q.v.) without making it necessary to petition the elder brain for one and having it available for only one task. Two, nyraala golems can break their bodies down into a peculiar mound of fungal growth, providing them with a very effective form of camouflage. It is in this form that they are usually set to guard the dwellings and treasure chambers of their illithid masters. Nyraala golems have also been programmed to retrieve items from hostile areas, protect travelling mind flayers and the bodies of astral projecting ones, and capture specific targets. Programming any action into a particular golem takes at least a day, and each may be set to perform only one task at a time. The psionic programming process allows for only very specific actions to be set, and it is not unknown for a nyraala golem to stop and remain motionless when unforeseen circumstances complicate its currently assigned task.

Ecology: Nyraala golems are artificial lifeforms. They neither contribute to nor expend the resources of their environment. They do, however, provide a measure of status to their illithid owners as the cost in resources to create them is usually quite high and must be provided to a member the Creative Creed by their potential owner.

Ceremorph, Tzakandi

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Conununity
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: D
ALIGNMENT: Neutral Evil
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVEMENT: 8, Swim 12
HIT DICE: 6
THAC0: 15
NO. ATTACKS: 3 or 1 by weapon
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Spit acid, psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 30%
SIZE: M (7')
MORALE: Fanatic (17-18)
XPVALUE: 1,400

Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/3/10
Att/Def: II, PH, PsC/IF, TW, MB
Score: =Int
PSPs: 4d6+50

Player's Option: #AT 1; MTHAC0 14; MAC 8

Psychokinesis-Sciences: detonate, telekinesis; Devotions: control light, inertial barrier, levitation, molecular agitation, molecular manipulation
Psychometabolism-Sciences: complete healing; Devotions: adrenaline control, body control, heightened senses, chameleon power, cell adjustment

A popular area of illithid research involves larval implantation in a variety of host species. Many humanoid races serve as good candidates for implantation, undergoing normal ceremorphosis and developing into typical mind £layers. Quite a few humanoid races reject larval implantation or become new forms known collectively as "flayer-kin." The tzakandi are one such breed, created by the ceremorphosis of lizard men. Tzakandi resemble lizard men with more intelligence in their eyes and more deeply green skin. Their heads are longer than those of normal lizard men, tapering at the top into two long tentacles that fall down their backs like writhing ponytails. Tzakandi are always on edge, ready to pounce on any threat to their illithid masters. In addition to being able to converse with the illithids mentally, tzakandi speak the language of lizard men.

Combat: Illithids value tzakandi ceremorphs for one reasonthey are extremely vicious. The illithids provide their prize enforcers with large training halls in which to hone their abilities with live captives to practice on. Preferring to work in pairs, one of the ceremorphs focuses its attention on spellcasters and psionicists while the other engages any fighters present. They attack with a claw/claw/bite routine. Intelligent enough to use their psionic powers effectively, tzakandi often activate sensory and defensive powers and use offensive powers to soften up the competition before engaging in melee. When set against powerful opposition, the ceremorphs employ hit-and-run tactics, with one on the offensive as the other seeks cover. If they are acting as bodyguards, however, they do not retreat until the threat has passed or until they are dead. Once per day, each tzakandi may spit a glob of acid, a form of the substance illithid tentacles exude when burrowing through the cranium, that causes 2d8 points of damage (save vs. poison for half) on contact before becoming inert. Their aim is good enough to allow them to hit the eyes of their opponents on an attack roll at least three points better than needed. If successful, the victim not only suffers damage but is also effectively blinded for 1d6 rounds.

Habitat/Society: Tzakandi are valued as personal guards in illithid communities but are still treated as inferiors. Still, they are happy with their lot in life. Tzakandi are housed near their master's chambers, they are kept well fed, and they frequently are called on to do what they love most: fight and kill.

Ecology: The larvae chosen for lizard man implantation are usually larger and more aggressive than most, but they seem less intelligent according to some inscrutable illifhid standard. Normally these specimens would be devoured by the elder brain, as they are unsuitable for regular implantation. They bond to the first illithid they see after the completion of their ceremorphosis and serve it without question or hesitation.

Ceremorph, Mozgriken

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very Rare
ORGANIZATION: Community
ACTIVITY CYCLE: Any
DIET: Carnivore (Brain Fluids)
INTELLIGENCE: High (13-14)
TREASURE: None
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 4
THAC0: 19
NO. ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 50%
SIZE: S (3')
MORALE: Unsteady (5-7)
XPVALUE: 650

Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/2/9
Att/Def: EW, MT/MB, TC
Score: =Int
PSPs: 3d6+30

Player's Option: #AT 1; MTHAC0 14; MAC 8

Telepathy-Sciences: probe; Devotions: conceal thoughts, invisibility, sight link, life detection, ESP
Psychometabolism-Sciences: metamorphosis, shadow form (bonus power, does not take up a slot); Devotions: cannibalize, chameleon, heightened senses, body weaponry

The hideous, diminutive ceremorphs known as mozgriken are the targets of constant scorn despite their usefulness. Although they can often infiltrate an enemy's camp, they are treated poorly because of their origin: they were once deep gnomes. Mozgriken are as small as their gnomish precursors. They have hunched backs and twisted limbs. Their heads resemble those of normal mind flayers save that they have only three tendrils and no mouth. This is a serious deformity to illithids, as mozgriken cannot ingest brains in the normal manner. Their skin is pitch black, and their tendrils appear to be nothing more than wisps of shadow, fading into nothingness at the tips. The mozgriken are tied to the Demiplane of Shadow and draw their formidable stealth from it.

Combat: Made meek by the harsh rule of their creators, mozgriken avoid combat whenever possible. They use their psionic powers of shadow form, invisibility, chameleon, and metamorphosis to hide among their foes and glean bits of vital information through the use of their other abilities, most notably sight link and probe. They are sent into enemy encampments for any number of tasks, such as estimating the size and strength of the foe, discovering their battle plans, and estimating the treasure that can be captured. If detected, mozgriken do everything in their power to escape, but if pressed into battle they can use their psionic attack forms and the body weaponry power. Even when they gain momentary advantage over their foes, mozgriken are more likely to seek escape over anything else.

Habitat/Society: Because of the hatred between illithids and svirfneblin, mozgriken find little respect within an illithid community. Compounding the bias against them is the fact that they've only three tentacles, a sign of imperfection, and can draw sustenance only from the fluids of the brain. They've eventually come to accept illithid rule because they know there is no other race in the Underdark that would take them in. Even if they all united, they would be too weak to survive.

Ecology: Gnomish body chemistry normally rejects attempts at larval implantation, often killing both illithid larva and the potential host. However, the Creative Breed has discovered that by using the very rare psychoportive science, summon planar energy (see The Will and The Way) to channel the essence of the Derniplane of Shadow along with a complicated process of psychic surgery and various psionic enhancement techniques, a gnome implantation can be stabilized and the ceremorph can gain a measure of power directly from the demiplane. The larvae chosen for gnomish implantation are usually the smallest, most timid specimens in the brine pool, fodder for the elder brain. Many gnomes and larvae die during the ceremorphosis, but since both are seen as inferior and expendable to the Illithid Empire, mozgriken transformation is seen as a nice alternative to simple extermination due to the effective servants the process creates.
 



Shade

Monster Junkie
We're coverting the ochimo now, and the question arose whether Opawang has a creature writeup. If so, would you mind posting it?

Thanks!
 

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