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<blockquote data-quote="The Vorpal Tribble" data-source="post: 3536983" data-attributes="member: 9755"><p>Oh, had forgotten about this guy. I used the <a href="http://www.wizards.com/default.asp?x=dnd/we/20060630x" target="_blank">(Half)-Fiendish Variant</a> from Wizards.com. </p><p></p><p>-=-=-=--=-=- </p><p></p><p><span style="font-size: 18px"><span style="color: Sienna"><span style="font-family: 'Book Antiqua'">M<span style="color: Purple">a</span>ste<span style="color: Purple">r</span>m<span style="color: Purple">i</span>nd</span></span></span></p><p></p><p><img src="http://tn3-1.deviantart.com/fs14/300W/i/2007/080/e/6/Mastermind_by_Nny2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Drawn by request and permission granted to post by <a href="http://nny2.deviantart.com/" target="_blank">Nny2</a> of deviantART. All rights reserved. </p><p></p><p>Half-Cerebrilith Ulitharid</p><p>Large Outsider (psionic)</p><p>Hit Dice: 12d8+84 HD (138 hp)</p><p>Initiative: +6</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 23 (-1 size, +2 dex, +8 natural, +4 mental barrier), touch 15, falt-footed 21</p><p>Base Attack/Grapple: +9/+18</p><p>Attack: Long Tentacle +13 melee (1d8+5)</p><p>Full Attack: 2 long tentacles +13 melee (1d8+5), 4 short tentacles +11 melee (1d8+5), bite +6 melee (1d8+2), and 2 claws +6 melee (1d6+2)</p><p>Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)</p><p>Special Attacks: Extract, improved grab, mind blast, psi-like abilities, psionic powers, smite good, spell-like abilities</p><p>Special Qualities: Darkvision 60 ft., damage reduction 10/good, immunity to poison, power resistance 27, resistance to acid 10, cold 10, electricity 10, and fire 10, telepathy 200 ft.</p><p>Saves: Fort +11, Ref +6, Will +13</p><p>Abilities: Str 20 (+5), Dex 14, Con 24 (+7), Int 21 (+5), Wis 17, Cha 25 (+7)</p><p>Skills: Autohypnosis +13, Bluff +17, Concentration +22 (+26 manifesting defensively), Diplomacy +16, Disguise +7 (+9 acting in character), Hide +8, Intmidate +19, Knowledge (psionics) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18</p><p>Feats: Combat Manifestation, Improved Initiative, Improved Natural Attack, Iron Will, Power Penetration</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 15</p><p>Treasure: Double standard</p><p>Alignment: Neutral Evil</p><p>Advancement: By character class</p><p>Level Adjustment: +13</p><p></p><p>This appears as a hulking, spindly mindflayer, hunched over, with an enormously large skull that merges directly with an overly developed spine. Its skin is thick and leathery with large, bright purple veins. The head sweeps forward beastially into a maw filled with sharp teeth and ringed by four smaller tentacles and two much longer ones, all ending in wickedly curved claws. Two tiny, evil red eyes glitter with an intimidating intelligence from beneath pronounced bone ridges. Two long, thickly muscled arms hang almost to the floor with great, razor-sharp talons. A foul-smelling lqiuid coats this beast, causing it to gleam unwholesomely. </p><p></p><p><strong> Combat</strong></p><p>Mastermind, above all else, likes to 'play' with his opponents, testing them and infuriating until he has learnt all he needs to kno. He then attempst to set them upon one another and have them slowly torture each other to death. </p><p></p><p>Mastermind's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong> Extract (Ex)</strong>: See Monster Manual 3.5, p.187 or Lords of Madness, p. 159.</p><p></p><p><strong> Improved Grab (Ex): </strong>To use this ability, Mastermind must hit a Small, Medium, or Large creature with its tentacle attack It can then attempt to start a grapple as a free action without provoking attacks of opporunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. Mastermind can grab a Huge or larger creature only if it can somehow reach the foe's head. </p><p></p><p>If Mastermind begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but Mastermind gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent's turn. </p><p></p><p><strong> Mind Blast (Sp):</strong> As Lords of Madness, p. 159. DC 23 will save negates. Save DC's are Charisma-based. </p><p></p><p><strong> Psionics:</strong> Manifester level 13th. (<em>Power Points per day</em> = 179; Save DC 15 + power level): </p><p>1st - Detect Psionics, Mind Thrust, *Primal Fear, Psionic Charm, Vigor</p><p>2nd - Brain Lock, Cloud Mind, Id Insinuation, Read Thoughts</p><p>3rd - Hostile Empathic Transfer, Mental Barrier, *Mindfire, Mind Trap</p><p>4th - Aura Sight, Death Urge, *Implanted Suggestion, *Shadow Eft </p><p>5th - Psionic Plane Shift, Psionic True Seeing, Psychic Crush, *Psychotic Break</p><p>6th - Aura Alteration, Fuse Flesh, Mass Cloud Mind, Mind Switch</p><p>7th - *Planar Champion</p><p></p><p>* From Complete Psionic</p><p></p><p><strong>Psi-Like Abilities:</strong></p><p>3/day Ego Whip (DC 21), Psionic Dominate (3 targets, all except aberration, dragon, elemental and outsider, DC 23); 1/day Mindprobe (DC 24). Manifester level 12th. The save DC's are Charisma-based.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day Mastermind can make a normal melee attack to deal 12 extra damage against a good foe.</p><p></p><p><strong>Spell-like Abilities:</strong></p><p>1/day Blasphemy (DC 24), Desecrate , Unholy Blight (DC 21). Caster level 12. The save DC's are Charisma-based.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 3536983, member: 9755"] Oh, had forgotten about this guy. I used the [url=http://www.wizards.com/default.asp?x=dnd/we/20060630x](Half)-Fiendish Variant[/url] from Wizards.com. -=-=-=--=-=- [SIZE=5][COLOR=Sienna][FONT=Book Antiqua]M[COLOR=Purple]a[/COLOR]ste[COLOR=Purple]r[/COLOR]m[COLOR=Purple]i[/COLOR]nd[/FONT][/COLOR][/SIZE] [img]http://tn3-1.deviantart.com/fs14/300W/i/2007/080/e/6/Mastermind_by_Nny2.jpg[/img] Drawn by request and permission granted to post by [url=http://nny2.deviantart.com/]Nny2[/url] of deviantART. All rights reserved. Half-Cerebrilith Ulitharid Large Outsider (psionic) Hit Dice: 12d8+84 HD (138 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 23 (-1 size, +2 dex, +8 natural, +4 mental barrier), touch 15, falt-footed 21 Base Attack/Grapple: +9/+18 Attack: Long Tentacle +13 melee (1d8+5) Full Attack: 2 long tentacles +13 melee (1d8+5), 4 short tentacles +11 melee (1d8+5), bite +6 melee (1d8+2), and 2 claws +6 melee (1d6+2) Space/Reach: 10 ft./5 ft. (10 ft. with tentacles) Special Attacks: Extract, improved grab, mind blast, psi-like abilities, psionic powers, smite good, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 10/good, immunity to poison, power resistance 27, resistance to acid 10, cold 10, electricity 10, and fire 10, telepathy 200 ft. Saves: Fort +11, Ref +6, Will +13 Abilities: Str 20 (+5), Dex 14, Con 24 (+7), Int 21 (+5), Wis 17, Cha 25 (+7) Skills: Autohypnosis +13, Bluff +17, Concentration +22 (+26 manifesting defensively), Diplomacy +16, Disguise +7 (+9 acting in character), Hide +8, Intmidate +19, Knowledge (psionics) +15, Listen +8, Move Silently +12, Sense Motive +8, Spot +18 Feats: Combat Manifestation, Improved Initiative, Improved Natural Attack, Iron Will, Power Penetration Environment: Underground Organization: Solitary Challenge Rating: 15 Treasure: Double standard Alignment: Neutral Evil Advancement: By character class Level Adjustment: +13 This appears as a hulking, spindly mindflayer, hunched over, with an enormously large skull that merges directly with an overly developed spine. Its skin is thick and leathery with large, bright purple veins. The head sweeps forward beastially into a maw filled with sharp teeth and ringed by four smaller tentacles and two much longer ones, all ending in wickedly curved claws. Two tiny, evil red eyes glitter with an intimidating intelligence from beneath pronounced bone ridges. Two long, thickly muscled arms hang almost to the floor with great, razor-sharp talons. A foul-smelling lqiuid coats this beast, causing it to gleam unwholesomely. [B] Combat[/B] Mastermind, above all else, likes to 'play' with his opponents, testing them and infuriating until he has learnt all he needs to kno. He then attempst to set them upon one another and have them slowly torture each other to death. Mastermind's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [B] Extract (Ex)[/B]: See Monster Manual 3.5, p.187 or Lords of Madness, p. 159. [B] Improved Grab (Ex): [/B]To use this ability, Mastermind must hit a Small, Medium, or Large creature with its tentacle attack It can then attempt to start a grapple as a free action without provoking attacks of opporunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. Mastermind can grab a Huge or larger creature only if it can somehow reach the foe's head. If Mastermind begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but Mastermind gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent's turn. [B] Mind Blast (Sp):[/B] As Lords of Madness, p. 159. DC 23 will save negates. Save DC's are Charisma-based. [B] Psionics:[/B] Manifester level 13th. ([I]Power Points per day[/I] = 179; Save DC 15 + power level): 1st - Detect Psionics, Mind Thrust, *Primal Fear, Psionic Charm, Vigor 2nd - Brain Lock, Cloud Mind, Id Insinuation, Read Thoughts 3rd - Hostile Empathic Transfer, Mental Barrier, *Mindfire, Mind Trap 4th - Aura Sight, Death Urge, *Implanted Suggestion, *Shadow Eft 5th - Psionic Plane Shift, Psionic True Seeing, Psychic Crush, *Psychotic Break 6th - Aura Alteration, Fuse Flesh, Mass Cloud Mind, Mind Switch 7th - *Planar Champion * From Complete Psionic [B]Psi-Like Abilities:[/B] 3/day Ego Whip (DC 21), Psionic Dominate (3 targets, all except aberration, dragon, elemental and outsider, DC 23); 1/day Mindprobe (DC 24). Manifester level 12th. The save DC's are Charisma-based. [B]Smite Good (Su):[/B] Once per day Mastermind can make a normal melee attack to deal 12 extra damage against a good foe. [B]Spell-like Abilities:[/B] 1/day Blasphemy (DC 24), Desecrate , Unholy Blight (DC 21). Caster level 12. The save DC's are Charisma-based. [/QUOTE]
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