BOZ
Creature Cataloguer
first question - should these guys have a --- Int score?
Stats from the MM2 (1983 version):
USTILAGOR
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3+3
% IN LAIR: 90%
TREASURE TYPE: Q (x 1 -20)
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 2-5 (+ poisoning)
SPECIAL ATTACK: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: See below
INTELLIGENCE: Unratable
ALIGNMENT: Neutral (evil)
SIZE-, S (1'-1 1/2' d.)
PSIONIC ABILITY: 150 + 5 to 30
Attack/ Defense Modes: D/F
LEVEL/X.P. VALUE: III/ 135 + 4/hp
Ustilagor fungi appear to be brain-like growths with coral-like appendages. Although soft and not fast by normal standards, they can scuttle and dart, and this accounts for their relatively high armor class. Their attack consists of flicking out ribbon-like tendrils about 3 feet long. A hit inflicts damage due to alkaline fluids and causes the victim to save vs. poison or suffer additional like damage (2-5 hp) on the following round as the caustic substance affects its body.
Ustilagors have no intelligence or mind as defined by human standards, so mental attacks do not affect them. (Cf., PLAYERS HANDBOOK, p. 1, Wisdom Table, asterisked paragraph regarding magical attack adjustment.) These monsters do, however, have some form of brain, for they have psionic powers. Ustilagors can employ telempathic projection to project the following emotions on an individual during a round: hate for associate, distrust of associate, fear of fungi, loathing of area, or uncertainty. These projected emotions cause attack, bickering, desertion, or dithering, accordingly. Ustilagors also use energy control to protect themselves from spell attacks and the like. They attack psionic individuals only by id insinuation (as related to the strongest basic emotions.) Only a psionic blast will affect them in turn.
stats from the Monstrous Manual (i left in the info on Intellect Devourers, but no the stats, as it overlaps a bit)
Intellect Devourer
Larva
CLIMATE/TERRAIN: Dark, moist areas
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: During darkness
DIET: Emotions
INTELLIGENCE: Not ratable
TREASURE: Qx1d20
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5 (1d4+1)
SPECIAL ATTACKS: Psionics, poison
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: Nil
SIZE: T (6" long)
MORALE: Unsteady (5-7)
XP VALUE: 650
The term "intellect devourer" refers only to this creature's adult form; its larva is an ustilagor. Both resemble a brain on four legs. The body of the intellect devourer has a crusty protective covering, and its legs are bestial, jointed, and clawed. The ustilagor's body is soft and moist and usually covered with a gray fungus; it has a 3-foot-long tendril at the front, and its legs are spindly and coral-like. Though both forms are about brain-sized, the adult can use psionics to alter its size.
Combat: The ustilagor attacks by striking with its flexible tendril. The tendril secretes an alkaline substance which causes 1d4+1 damage on a successful hit, as well as another 1d4+1 damage the following round, unless the victim makes a successful saving throw vs. poison. The creature is quite agile, and can jump and dart quickly.
The ustilagor can also attack psionically, first making contact with a victim's mind. It uses aversion to give a victim an aversion to fungus or to a certain area; id insinuation to effectively paralyze the victim; or telempathic projection to increase an opponent's dislike or distrust of companions.
Despite its psionic prowess, the ustilagor cannot be attacked mentally (magically or psionically) except by psionic blast. Its fungal growth interferes with and prevents mental attacks, protects the ustilagor from drying out, prevents cerebral parasites from attacking, and makes the creature immune to fungal attacks and any power that reads or affects an aura.
The adult form also prefers to attack with psionics, though its three-taloned paws can all be used in the same round, as the creature jumps on an opponent and rakes.
Aside from its regular psionic powers (see below), the adult intellect devourer has specialized forms of three psionic powers; these are constantly in effect and cost no PSPs, but they do count as psionic activity for detection purposes. Through a special form of energy containment, the intellect devourer is immune to damage from normal and magical fires, and takes only one hit point per die of electrical damage; a form of split personality is always in effect, allowing the creature to attack with psionics and claws in the same round; and it has psionic sense with a 60 foot range.
The intellect devourer is immune to weapons with less than a +3 enchantment, and takes only 1 point of damage per hit from those weapons which can harm them. A death spell has only a 25% chance of success, but power word: kill is effective. A protection from evil keeps the intellect devourer at bay, and bright light (including that caused by fire) drives it away.
An intellect devourer hunts and stalks psionic creatures. After killing a psionic victim, it sometimes uses reduction to enter the body, devour the brain, and occupy its place. It reads the victim's mind as it devours it, then animates the body from within, using it to find other minds to attack and devour.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
Larva 2 2/1/5 II/M- 10 150
Adult 6 3/3/11 EW,II/M-,TS,IF = Int 200
Intellect devourers have the following psionic powers; ustilagor have only those powers marked by asterisks:
Psychometabolism - Sciences: ectoplasmic form*. Devotions: body equilibrium*, chameleon power, expansion, reduction.
Psychoportation - Devotions: astral projection.
Telepathy - Sciences: domination, mindlink. Devotions: aversion*, contact*, ego whip, ESP, id insinuation*, telempathic projection*.
Habitat/Society: Intellect devourers dwell beneath the ground or in dismal wilderness areas. Their reproductive method is unknown. The intellect devourer rarely protects its young, and may even devour them. Ustilagor develop a symbiotic relationship with a bizarre fungus which feeds on residual thought emanations from the ustilagor's victims. An ustilagor becomes an adult by consuming the brain of a psionic creature.
Ecology: Mind flayers raise intellect devourers, treating the ustilagor as culinary delights, and using adults as watch dogs. Both forms of the creature can be used as components in items and potions related to ESP and mind control.
some preliminary stats for the ustilagor:
Ustilagor
Diminutive Aberration
Hit Dice: 3d8+X (X hp)
Initiative: +X
Speed: 20 ft. (4 squares)
Armor Class: X (+4 size, +X Dex), touch X, flat-footed X
Base Attack/Grapple: +2/+X
Attack: Tendril +X melee (1d4+X plus)
Full Attack: Tendril +X melee (1d4+X plus)
Space/Reach: 1 ft./0 ft. (5 ft. with tendril)
Special Attacks: poison/acid, psionics
Special Qualities: blindsight 60 ft.
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con 12?, Int ?, Wis X, Cha X
Skills: ?
Feats: ?
Environment: Underground
Organization: Solitary or (2-3)
Challenge Rating: X
Treasure: No coins; standard goods (gems only); no items
Alignment: Always neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: —
An ustliagor is 6 inches in diameter, and weighs X pounds.
COMBAT
Monster Manual II (1983), Monstrous Manual
Stats from the MM2 (1983 version):
USTILAGOR
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3+3
% IN LAIR: 90%
TREASURE TYPE: Q (x 1 -20)
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 2-5 (+ poisoning)
SPECIAL ATTACK: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: See below
INTELLIGENCE: Unratable
ALIGNMENT: Neutral (evil)
SIZE-, S (1'-1 1/2' d.)
PSIONIC ABILITY: 150 + 5 to 30
Attack/ Defense Modes: D/F
LEVEL/X.P. VALUE: III/ 135 + 4/hp
Ustilagor fungi appear to be brain-like growths with coral-like appendages. Although soft and not fast by normal standards, they can scuttle and dart, and this accounts for their relatively high armor class. Their attack consists of flicking out ribbon-like tendrils about 3 feet long. A hit inflicts damage due to alkaline fluids and causes the victim to save vs. poison or suffer additional like damage (2-5 hp) on the following round as the caustic substance affects its body.
Ustilagors have no intelligence or mind as defined by human standards, so mental attacks do not affect them. (Cf., PLAYERS HANDBOOK, p. 1, Wisdom Table, asterisked paragraph regarding magical attack adjustment.) These monsters do, however, have some form of brain, for they have psionic powers. Ustilagors can employ telempathic projection to project the following emotions on an individual during a round: hate for associate, distrust of associate, fear of fungi, loathing of area, or uncertainty. These projected emotions cause attack, bickering, desertion, or dithering, accordingly. Ustilagors also use energy control to protect themselves from spell attacks and the like. They attack psionic individuals only by id insinuation (as related to the strongest basic emotions.) Only a psionic blast will affect them in turn.
stats from the Monstrous Manual (i left in the info on Intellect Devourers, but no the stats, as it overlaps a bit)
Intellect Devourer
Larva
CLIMATE/TERRAIN: Dark, moist areas
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: During darkness
DIET: Emotions
INTELLIGENCE: Not ratable
TREASURE: Qx1d20
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5 (1d4+1)
SPECIAL ATTACKS: Psionics, poison
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: Nil
SIZE: T (6" long)
MORALE: Unsteady (5-7)
XP VALUE: 650
The term "intellect devourer" refers only to this creature's adult form; its larva is an ustilagor. Both resemble a brain on four legs. The body of the intellect devourer has a crusty protective covering, and its legs are bestial, jointed, and clawed. The ustilagor's body is soft and moist and usually covered with a gray fungus; it has a 3-foot-long tendril at the front, and its legs are spindly and coral-like. Though both forms are about brain-sized, the adult can use psionics to alter its size.
Combat: The ustilagor attacks by striking with its flexible tendril. The tendril secretes an alkaline substance which causes 1d4+1 damage on a successful hit, as well as another 1d4+1 damage the following round, unless the victim makes a successful saving throw vs. poison. The creature is quite agile, and can jump and dart quickly.
The ustilagor can also attack psionically, first making contact with a victim's mind. It uses aversion to give a victim an aversion to fungus or to a certain area; id insinuation to effectively paralyze the victim; or telempathic projection to increase an opponent's dislike or distrust of companions.
Despite its psionic prowess, the ustilagor cannot be attacked mentally (magically or psionically) except by psionic blast. Its fungal growth interferes with and prevents mental attacks, protects the ustilagor from drying out, prevents cerebral parasites from attacking, and makes the creature immune to fungal attacks and any power that reads or affects an aura.
The adult form also prefers to attack with psionics, though its three-taloned paws can all be used in the same round, as the creature jumps on an opponent and rakes.
Aside from its regular psionic powers (see below), the adult intellect devourer has specialized forms of three psionic powers; these are constantly in effect and cost no PSPs, but they do count as psionic activity for detection purposes. Through a special form of energy containment, the intellect devourer is immune to damage from normal and magical fires, and takes only one hit point per die of electrical damage; a form of split personality is always in effect, allowing the creature to attack with psionics and claws in the same round; and it has psionic sense with a 60 foot range.
The intellect devourer is immune to weapons with less than a +3 enchantment, and takes only 1 point of damage per hit from those weapons which can harm them. A death spell has only a 25% chance of success, but power word: kill is effective. A protection from evil keeps the intellect devourer at bay, and bright light (including that caused by fire) drives it away.
An intellect devourer hunts and stalks psionic creatures. After killing a psionic victim, it sometimes uses reduction to enter the body, devour the brain, and occupy its place. It reads the victim's mind as it devours it, then animates the body from within, using it to find other minds to attack and devour.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
Larva 2 2/1/5 II/M- 10 150
Adult 6 3/3/11 EW,II/M-,TS,IF = Int 200
Intellect devourers have the following psionic powers; ustilagor have only those powers marked by asterisks:
Psychometabolism - Sciences: ectoplasmic form*. Devotions: body equilibrium*, chameleon power, expansion, reduction.
Psychoportation - Devotions: astral projection.
Telepathy - Sciences: domination, mindlink. Devotions: aversion*, contact*, ego whip, ESP, id insinuation*, telempathic projection*.
Habitat/Society: Intellect devourers dwell beneath the ground or in dismal wilderness areas. Their reproductive method is unknown. The intellect devourer rarely protects its young, and may even devour them. Ustilagor develop a symbiotic relationship with a bizarre fungus which feeds on residual thought emanations from the ustilagor's victims. An ustilagor becomes an adult by consuming the brain of a psionic creature.
Ecology: Mind flayers raise intellect devourers, treating the ustilagor as culinary delights, and using adults as watch dogs. Both forms of the creature can be used as components in items and potions related to ESP and mind control.
some preliminary stats for the ustilagor:
Ustilagor
Diminutive Aberration
Hit Dice: 3d8+X (X hp)
Initiative: +X
Speed: 20 ft. (4 squares)
Armor Class: X (+4 size, +X Dex), touch X, flat-footed X
Base Attack/Grapple: +2/+X
Attack: Tendril +X melee (1d4+X plus)
Full Attack: Tendril +X melee (1d4+X plus)
Space/Reach: 1 ft./0 ft. (5 ft. with tendril)
Special Attacks: poison/acid, psionics
Special Qualities: blindsight 60 ft.
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con 12?, Int ?, Wis X, Cha X
Skills: ?
Feats: ?
Environment: Underground
Organization: Solitary or (2-3)
Challenge Rating: X
Treasure: No coins; standard goods (gems only); no items
Alignment: Always neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: —
An ustliagor is 6 inches in diameter, and weighs X pounds.
COMBAT
Monster Manual II (1983), Monstrous Manual