Author Topic: Mindflayers  (Read 22172 times)

Offline bhu

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Re: Mindflayers
« Reply #40 on: December 31, 2012, 01:26:14 AM »
Except for the description the fluff is done, and most of the crunch is up.  Any thoughts?

Offline bhu

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Re: Mindflayers
« Reply #41 on: January 29, 2013, 11:12:39 PM »
Base Carnal Illithid awaits review Amechra  :D

Offline Amechra

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Re: Mindflayers
« Reply #42 on: January 29, 2013, 11:49:34 PM »
You are a gent. A saint. A scholar! The angels themselves sing noisomely in your praise! Bast herself has truly blessed you in this endevour,  teaching you the dark and sainted arts of craftmanship and tactful construction of wonders! Michaelangelo turns within his crypt and hurls aspersions from the heavens, cursing the day your father and mother decided to bring forth the wonder that is yourself.

And, in the throws of his insulting, slandering tirade, he is silenced by the glory of what you have wrought, the beauty brought forth by your skittering keyboard, the inevitability of your dominance in the realm of Art! You have, through processes unbeknownst to mortals, brought forth upon this nation a glorious thing, a terrible thing.

There is but one flaw that this humble, no, valueless peon has noticed...

bhu, you misspelled "is" in the brains drug entry. You put down "id" instead.

But, yeah, I kinda like it. Sorta. Maybe.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: Mindflayers
« Reply #43 on: January 30, 2013, 01:25:26 AM »
what would you like changed :D

Offline bhu

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Re: Mindflayers
« Reply #44 on: February 19, 2013, 12:17:00 AM »
Brute is done beginning work on the brain

Offline bhu

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Re: Mindflayers
« Reply #45 on: March 01, 2013, 08:29:19 PM »
Brain is done.  Bimbo up shortly.

Offline Amechra

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Re: Mindflayers
« Reply #46 on: March 01, 2013, 11:23:52 PM »
Sweetness! The fact is, I'm going to actually use them a bit in about a week if all goes as planned (HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA), but if it works out, a review will be given!
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: Mindflayers
« Reply #47 on: March 05, 2013, 09:36:37 PM »
Bimbos are up.  Need anymore done?

Offline Amechra

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Re: Mindflayers
« Reply #48 on: March 06, 2013, 06:45:47 AM »
Nope, I think those should be good.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: Mindflayers
« Reply #49 on: April 12, 2013, 09:29:28 PM »
                 Yaggol (Dragonlance)
                      Medium Aberration
Hit Dice:             9d8+18 (58 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +6/+10
Attack:               Slam +10 melee (1d6+4)
Full Attack:          2 Slams +10 melee (1d6+4) and 4 Tentacles +5 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Mind Blast, Improved Grab, Extract
Special Qualities:    SR 18, Camouflage
Saves:                Fort +5, Ref +5, Will +10
Abilities:            Str 18, Dex 14, Con 14, Int 6, Wis 14, Cha 14
Skills:               Bluff +2, Hide +8, Intimidate +4, Listen +2, Move Silently +8, Spot +2, Survival +5
Feats:                Closed Mind, Force of Will, Iron Will, Stealthy
Environment:          Warm Forest
Organization:         Gang (2-4), squad (11-20 plus 2 3rd-level sub-chiefs and 1 chief of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sub-chief per 10 adults, 5 5th-level chiefs, and 3 7th-level war-chiefs)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class
Level Adjustment:     +5

Yaggol are Mindflayers that have regressed culturally and lost the use of most of their mental abilities.  Psionically blind they have no access to psychic powers other than a pitiful remnant of their once powerful Mind Blast.  They resemble taller more robust Mindflayers with three fingered hands whose fingers are jointed in a manner that allows each one to oppose the other two.  Their skin often shifts colors in a chameleon like display, and because of this they wear little more than loincloths (except for the robed elders).  They speak Yaggol, and the language of any nearby race.  Yaggol are asexual, and spend the first 5 years of their lives as tadpoles, hoping not to be cannibalized.  Their lack of access to the Mindflayers secrets mean they can no longer create Illithidae, Kezreth, Mind Worms, Nerve Swimmers, Nyrala Golems, Octopin, Voidmind Creatures and other servitors.  The truly lucky ones may have some Oortlings left.  Optional Illithid breeds using non-standard humanoids, such as the Brainstealer Dragon, Mindwitness, Mozgriken, Tzakandi, Uchuulon, and Urophion are now beyond their abilities as they no longer are viable enough to mix with them.

Degenerate Mind Blast (Su): Once per hour as a Standard Action the Yaggol may Mind Blast all beings within 10' of it's location.  Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power.  Opponents within the Area of Effect must make a DC 16 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check.  This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.

Combat: Yaggol ambush from hiding, swarming around prey and immediately going for the grapple.


Alhoons Yaggol who become casters use the usual Alhoon Template in Lords of Madness.  Most are Sorcerers as opposed to Wizards.

YAGGOL RACIAL TRAITS
· +2 Strength, +4 Dex, +4 Constitution, +4 Wisdom, +4 Charisma, -4 Intelligence (minimum 3).
· Size Class: Medium
· Aberration, giving them Low Light Vision
· Base land speed 30 ft.
· Degenerate Mind Blast (Su): Once per hour as a Standard Action the Yaggol may Mind Blast all beings within 10' of it's location.  Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power.  Opponents within the Area of Effect must make a DC 16 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.
· Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).
· Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check.  This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.
· Spell Resistance (Ex): The Yaggol has Spell Resistance equal to x + CR.
· Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.
· +4 Natural Armor Bonus.
· Racial Hit Dice: A Yaggol begins with nine levels of Aberration, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +3, Ref +3, and Will +6. A Yaggol's Aberration levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. It's class skills are Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Survival.
· Yaggols have a Primary Slam attack doing 1d6 plus Strength Bonus, and a Secondary Tentacle Attack doing 1d4 plus half Str Bonus. They get 2 Slam and 4 Tentacle attacks with a Full Attack.
· Automatic Languages: Yaggol. Bonus Languages: Common, any nearby race.
· Level Adjustment: +5
· Favored Class: Barbarian or Cleric
« Last Edit: July 28, 2015, 08:29:51 PM by bhu »

Offline bhu

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Re: Mindflayers
« Reply #50 on: May 24, 2013, 01:23:02 AM »
                    Carnal Mindflayer, Queen
                      Large Aberration
Hit Dice:             15d8+60 (127 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +11/+16
Attack:               Tentacle +11 melee (1d4+1) or Baby Cannon +12 ranged (see below)
Full Attack:          4 Tentacles +11 melee (1d4+1) or Baby Cannon +12 ranged (see below)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Mind Blast, Psionic Powers, Improved Grab, Extract, Baby Cannon, Mesmerize, Queen
Special Qualities:    Telepathy 100', Power Resistance 25, Regeneration 5, Extreme Fertility
Saves:                Fort +9, Ref +7, Will +13
Abilities:            Str 12, Dex 14, Con 18, Int 20, Wis 20, Cha 24
Skills:               Autohypnosis +17, Bluff +17, Concentration +19, Diplomacy +17, Knowledge (Psionics) +17, Listen +19, Psicraft +17, Sense Motive +17, Spot +19, Use Psionic Device +18
Feats:                Alertness, Combat Manifestation, Improved Initiative
Environment:          Underground
Organization:         Solitary, plus 1-4 Mindflayer Childer Mobs and 4-20 adults or Half-Illithids
Challenge Rating:     
Treasure:             Triple Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +

Mindflayer Queens are incredibly rare mutations of the more common Bimbo mutation.  They are normally killed on sight as even the other Illithids find them dangerous.  Along with being the usually lascivious seductress, the Queens are mind numbingly fertile, becoming pregnant by so much as touching sperm from virtually any species.  It is absorbed through the skin and stored for later use ensuring the Queen is nearly permanently pregnant.  She can give birth to thousands upon thousands of Illithids in her lifetime.  Why then, do the others hate her?  Because all of her progeny are directly under her control.  If a Queen is allowed to escape and set up shop somewhere long enough to raise a brood she could become unstoppable and end up purging the other Illithids.  Queens appear as even more statuesque Bimbo Flayers, usually with swollen bellies.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Queen manifests psionic powers as an 15th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 24 Willpower Save or be Charmed (as the Charm Monster spell) for 3d4 minutes. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Mesmerize (Ps): The Queen may cast Implanted Suggestion at will as a Psilike ability. Manifester level is equal to the Queens Hit Dice. Save DC gains a +2 Racial Bonus.  Queens use this to attract mates so they can keep the living forcefield created from their progeny surrounding them.

Queen (Ex): The Queen has absolute mental control over her children.  This is identical to a Dominate Monster spell, except that the child gains no Saving Throw and can be ordered to do anything.

Baby Cannon (Ex): The Queen can summon a Mindflayer Childer at will as a Standard Action by violently expelling it through an opening in her stomach which has altered itself due to her need for constant birth.  She has 2d4 uses of this ability at any given time.  They are projected with such force that she can aim them at others, shooting the baby onto them if she makes a successful Ranged attack roll and the victim is within 30 ft.  If the Childer hits the target it gets a Full Attack this round.

Regeneration (Ex): The Queen's Regeneration doesn't work against Fire or Acid damage.

Extreme Fertility (Ex): Queens always become pregnant after intercourse, or merely by touching sperm which is absorbed through their skin and used to power the Baby Cannon.  If she runs out of ammo it takes her 1d6 days to generate more after she collects the appropriate genetic material. 

Combat:  Queens direct their pawns and back them up with psionic powers, occasionally firing out babies as distractions when in desperate need of escape.  In dire moments they allow themselves to be taken prisoner so as to seduce their guards when no one is looking.
« Last Edit: November 25, 2013, 10:30:59 PM by bhu »

Offline Braininthejar

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Re: Mindflayers
« Reply #51 on: May 24, 2013, 09:12:40 AM »
In bimbo description "the winner gets to lobotomize the user." I think, you meant "loser".

Also the pics don't show up on my end.

...and now I'm stuck with a mental image of an illithid stripper...

Offline bhu

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Re: Mindflayers
« Reply #52 on: May 24, 2013, 08:05:31 PM »
Fixed.  You don't see pics cause I haven't added them.  I'd need someone to draw one for most of these.

Offline Braininthejar

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Re: Mindflayers
« Reply #53 on: May 24, 2013, 08:18:51 PM »
I searched the web and found this


Offline bhu

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Re: Mindflayers
« Reply #54 on: May 24, 2013, 08:28:09 PM »
Plus most of the carnal illithids dont wear much in the way of clothes since they have no nudity taboo, so I might cheese off the owners if i used pics.  After three hours of searching i did find one of the bimbo mindflayer, but since she's blowing someone I decided against posting...

Offline bhu

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Re: Mindflayers
« Reply #55 on: May 28, 2013, 01:26:29 AM »
                      Phthisic, Carnal
                      Large Aberration (Psionic)
Hit Dice:             12d8+72 (126 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          23 (-1 Size, +14 Natural), touch 9, flat-footed 23
Base Attack/Grapple:  +9/+20
Attack:               Tentacle +15 melee (1d6+7 plus Int Drain)
Full Attack:          6 Tentacles +15 melee (1d6+7 plus Int Drain) and 2 Claws +10 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Mind Feed, Psi-Like Abilities, Mindblast
Special Qualities:    Telepathy 50 ft., Damage Reduction 15/Magic, Darkvision 60 ft., Regeneration 5, Resistance to Cold 10, Power Resistance 18
Saves:                Fort +12, Ref +4, Will +12
Abilities:            Str 25, Dex 10, Con 23, Int 12, Wis 18, Cha 18
Skills:                   Hide +10, Listen +16, Move Silently +11, Spot +16
Feats:                Ability Focus (Mindblast), Alertness, Great Fortitude, Improved Initiative
Environment:          Any (usually underground)
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          13-24 HD (Large), 25-36 HD (Huge)
Level Adjustment:     ---

Unlike normal Phthisic, the Carnal Phthisic is created by a Carnal Illithid attempting psionic surgery to rid itself of unwanted and embarrassing emotions and desires.  The Phthisic appears as a large, distorted, horrifying representation of the Illithid's secret personality, the darker side it hides from even it's own kind now that they have gained emotional instability.  Normally attempts are made to immediately destroy the creature so as to prevent it from doing any damage to it's 'parents' social reputation, as the Phthisic knows all his/her secrets. 

Mind Feed (Ex): Opponents successfully struck by the Phthisic's Tentacles take 1 point of Intelligence Drain.

Psi-Like Abilities (Ps): 3/day—Brain Lock, Dimension Slide, Ego Whip, Mental Barrier, Mind Thrust, Telempathic Projection
1/day—Body Adjustment, Catapsi (DC 18).
Manifester level 12th. The save DCs are Charisma-based.

Mindblast (Su):  This Psionic attack is a 60' Cone.  Anything in it must make a DC 20 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based.  This power is the equivalent of a 4th level spell.

Regeneration (Ex): The Phthisic takes normal damage from Acid and Fire.

Combat: Pthisic's open with their Mindblast or Psionic powers before closing in to melee.
« Last Edit: March 21, 2015, 10:19:50 PM by bhu »

Offline bhu

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Re: Mindflayers
« Reply #56 on: February 04, 2015, 02:41:57 PM »
And now, what will hopefully be a nifty present for our dear moderator Prime 32!





Carnal Mindflayer, Touhou
                      Medium Aberration
Hit Dice:             8d8+8 (44 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +6/+6
Attack:               Tentacle +6 melee (1d3)
Full Attack:          4 Tentacles +6 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Mind Blast, Improved Grab, Psionics, Extract, Danmaku
Special Qualities:    Telepathy 100', Power Resistance 25
Saves:                Fort +3, Ref +5, Will +9
Abilities:            Str 10, Dex 16, Con 12, Int 19, Wis 17, Cha 15
Skills:               Bluff +10, Concentration +10, Intimidate +11, Knowledge (Psionics) +10, Listen +9, Move Silently +10, Psicraft +10, Spot +10, Use Psionic Device +10
Feats:                Combat Manifestation, Extend Power, Widen Power
Environment:          Underground
Organization:         Solitary
Challenge Rating:    8
Treasure:             Double Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +7

"Did you just hit me with a psychic log?"

"Yuppers.  Boys like violent girls."

"You've been hanging around the wrong sorts of boys..."

"Yer gunna hate the rest of da night's plans then." *bats eyes coquettishly*

"When the hell did Mindflayers evolve eyelashes?"

Touhous are a truly odd and rare genetic manifestation among the female Carnal Mindflayers.  They seem to have an affinity for lolita style fashion dresses, particularly frilly ones in a tartan pattern.  Touhous love squabbling over available single males, and their feuds are legendary for the burned out wastelands they leave afterward.  The origin of the term "Touhou" is uncertain, as is it's meaning (though some Illithid scholars swear it means "crazy bitch"). 

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Bimbo manifests psionic powers as an 8th level Psion. Save DC's are Intelligence based.

Mind Blast (Su): This Psionic attack is a 60' Line. Anything in it's area of effect takes 6d6 Force damage (DC 18 Willpower Save for half damage) and is automatically knocked Prone and Stunned for 1d4 rounds. The Save DC is Intelligence Based. This power is the equivalent of a 4th level spell.  In appearance the Illithid seems to psionically manifest what appears to be a caber of pure Force, which is then launched at the intended victim while screaming colorful phrases like "Yer arse and parsley!"

Danmaku (Su):  A Touhou may make any Power doing some form of Energy damage, and that has an Area of Effect (Line, Cone, etc) last a full round by expending an additional power point when Manifesting the Power (meaning anything entering that area until the beginning of the Touhou's next turn can take damage).  This may then further be extended by the Extend Power Feat if the individual Mindflayer has it.  Additionally, most area of effect powers that do energy damage have the following augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.  For the Touhou this should be changed to the following: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra three dice of damage, this power’s save DC increases by 2.

Combat: Touhous usually open with their Mind Blast, and then move on to using Danmaku to carpet the area around them in energy blasts.  Trying to frontally charge one is usually not so good an idea.
« Last Edit: March 03, 2022, 12:10:17 AM by bhu »

Offline bhu

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Re: Mindflayers
« Reply #57 on: March 21, 2015, 10:56:52 PM »
Ulitharid, Yaggol (Dragonlance)
                      Large Aberration
Hit Dice:             13d8+52 (110 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +9/+19
Attack:               Slam +14 melee (1d8+6)
Full Attack:          2 Slams +14 melee (1d8+6) and 4 Tentacles +9 melee (1d6+3) and 2 Long Tentacles +9 melee (1d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Mind Blast, Improved Grab, Extract
Special Qualities:    SR 20, Camouflage
Saves:                Fort +8, Ref +6, Will +12
Abilities:            Str 22, Dex 14, Con 18, Int 8, Wis 14, Cha 18
Skills:               Bluff +8, Diplomacy +8, Hide +4, Intimidate +8, Knowledge (any 1) +3, Listen +2, Move Silently +4, Sense Motive +2, Spot +2, Survival +2
Feats:                Closed Mind, Force of Will, Improved Initiative, Iron Will, Stealthy
Environment:          Warm Forest
Organization:          Solitary or court (30-100 Yaggol plus 150% noncombatants plus 1 3rd-level sub-chief per 10 adults, 5 5th-level chiefs, and 3 7th-level war-chiefs)
Challenge Rating:     8
Treasure:             Double Standard
Alignment:            Lawful Evil
Advancement:          By Character Class
Level Adjustment:     ---

Ulitharids are much rare among the degenerate Yaggol, numbering perhaps as much as 1 in a thousand.  As usual they are a larger version of the standard Illithid with excess Tentacles. 

Degenerate  Mind Blast (Su): Once per hour the Yaggol may Mind Blast all beings within 10' of it's location as a Standard Action.  Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power.  Opponents within the Area of Effect must make a DC 20 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Yaggol begins it's turn with a single tentacle attached, it may then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check.  This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

Camouflage (Ex): This is identical to the Ranger Ability of the same name listed in the PHB.

Combat:  Yaggol have their underlings attack for them, using ambush tactics or ranged weapons if they must fight themselves.
« Last Edit: July 28, 2015, 08:30:58 PM by bhu »

Offline bhu

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Re: Mindflayers
« Reply #58 on: April 17, 2015, 08:51:44 PM »
Elder Brain, Yaggol (Dragonlance)
                      Large Aberration
Hit Dice:             28d8+420 (546 hp)
Initiative:           +5
Speed:                 10 ft. (2 squares), fl y 30 ft. (good), swim 30 ft. (Elder brains use their base speed only when they are relocating
themselves to a new pool.)
Armor Class:          32 (-1 Size, +1 Dex, +22 Natural), touch 10, flat-footed 31
Base Attack/Grapple:  +21/+30
Attack:               Tendril +25 melee (1d6+5 plus Extract)
Full Attack:          4 Tendrils +25 melee (1d6+5 plus Extract)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Extract, Improved Grab, Mind Blast, Spells
Special Qualities:     Blindsight 240 ft., Bud Brain Golem, Damage Reduction 15/Adamantine, Regeneration 10, Resistance to Cold 10 and Fire 10, Spell Resistance 34, Telepathic Awareness
Saves:                Fort +28, Ref +14, Will +27
Abilities:            Str 21, Dex 13, Con 40, Int 16, Wis 22, Cha 24
Skills:                Bluff +17, Concentration +25, Diplomacy +17, Intimidate +20, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (the planes) +15, Listen +18, Sense Motive +16, Spellcraft +19, Spot +18, Survival +16
Feats:                 Alertness, Epic Spell Focus (Enchantment), Epic Spell Penetration, Greater Spell Focus (Enchantment), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (Enchantment), Weapon Focus (Tendril)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     24
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          29-42 HD (Large), 43-84 HD (Huge)
Level Adjustment:     ---

Very, very few of the Yaggol communities still remember the processes for creating an Elder Brain, and their efforts are somewhat flawed.  This hardly makes the Elder Brain a less vicious opponent.  It just relies on Sorcery instead of psionics.

Extract (Ex):  An elder brain that begins its turn with a tendril attached to an opponent and makes a successful grapple check
automatically extracts the opponent’s  brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads.

Improved Grab (Ex):   To use this ability, an elder brain must hit a Small to Gargantuan creature with its tendril attack.  If it gets a hold, it sinks the tendril into the opponent’s head and can try to extract in the next round. The opponent can escape with a single successful  grapple  check  or  Escape Artist check, but the elder brain gets a +2 circumstance bonus for the deep attachment,  and  the  opponent  takes 1d6 points of damage from ripping the tendril free.

Degenerate Mind Blast (Sp): Once per Minute the elder brain may Mind Blast all beings within 50' of it's location as a Standard Action.  Other Yaggol and Illithids are immune to this, and the elder brain is Stunned for 1 round after using this power.  Opponents within the Area of Effect must make a DC x Willpower Save (Save DC is Charisma Based) or take 6d6 damage.

Spells: The Elder Brain may cast spells as a Sorcerer equal to it's Hit Dice.

Bud Brain Golem (Ex): Once per day, an elder brain can bud a portion of its flesh, forming a golemlike creature composed of fused and
hardened brains. An elder brain can  never  have  more  than  three active brain golems at a time.

Regeneration (Ex):  An elder brain takes normal damage from sonic- and acid-based attacks.

Telepathic Awareness (Su): Within a radius of 350 feet, the elder brain detects all creatures whose minds are not shielded with an effect such  as mind  blank, even through solid rock. Within this same range, it can communicate with any creature that has a language.

Combat: Unlike most Elder Brains, the Yaggol rarely uses it's mind blast as it is flawed.  It relies on it's spells and Golem protectors until victims get within range of it's tendrils
« Last Edit: July 28, 2015, 08:33:49 PM by bhu »

Offline bhu

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Re: Mindflayers
« Reply #59 on: May 03, 2015, 02:48:17 AM »
 The God of the Black Pyramid (Dragonlance)
                      Large Undead
Hit Dice:             13d12 (156 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), climb 20 ft.
Armor Class:          22 (-1 Size, +6 Dex, +7 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  +6/+18
Attack:               Slam +12 melee (1d8+8 plus energy drain)
Full Attack:          2 Slams +12 melee (1d8+8 plus energy drain) and 4 Tentacles +7 melee (1d6+4 plus energy drain) and 2 Long Tentacles +7 melee (1d8+4 plus energy drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Mind Blast, Improved Grab, Extract, Blood Drain, Energy Drain
Special Qualities:    SR 25, Invisibility, Damage reduction 10/magic and silver, darkvision 60  ft., fast healing 5, resistance to cold 10,   resistance to electricity 10, Turn Resistance +4, Mindless, Unholy Endurance, undead traits
Saves:                Fort +4, Ref +10, Will +12
Abilities:            Str 26, Dex 22, Con -, Int -, Wis 18, Cha 18
Skills:               -
Feats:                -
Environment:          Warm Forest, Underground
Organization:         Unique
Challenge Rating:     10
Treasure:             None, but presumably the pyramid holds something
Alignment:            Chaotic Evil
Advancement:          14+ HD (Large)
Level Adjustment:     ---


Deep within the Jungles of the Yaggol is a crumbling pyramid of black stone.  It predates their arrival, and they hold it in superstitious terror.  Dwelling within it is a lone Yaggol, who has somehow fallen to vampirism.  How is unknown, as there are no other known Illithid vampires in all the world.  The pyramid is given a wide berth, with occasional sacrifices made when the "God" gets so hungry that it ventures forth hunting.  Most of the time it is comatose, but every so often, perhaps due to some celestial event it re-awakens and terrorizes the jungle, only to eventually fall quiet again.  No Yaggol venturing into the pyramid return, and legends among their people claim the God is the first among them to walk inside to seek it's secrets.

Degenerate Mind Blast (Su): Once per hour the Yaggol may Mind Blast all beings within 10' of it's location as a Standard Action.  Other Yaggol and Illithids are immune to this, and the Yaggol is Stunned for 1 round after using this power.  Opponents within the Area of Effect must make a DC 20 Willpower Save (Save DC is Charisma Based) or take 3d6 damage.

Improved Grab (Ex): If the Yaggol hits a Small, Medium, or Large Opponent with it's Tentacle Attack, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Yaggol begins it's turn with a single tentacle attached, it may drain blood and then try to attach the other three with a successful Grapple Check (made with a +2 Bonus for each tentacle that was attached at the beginning of the turn).

Extract (Ex): A Yaggol that begins it's turn with all 4 tentacles attached to an opponent may kill it with a successful Grapple Check.  This does not work on Constructs, Elementals, Oozes, and Undead; nor is it immediately fatal to creatures with multiple heads.

Blood  Drain  (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached. 

Energy Drain (Su): Living creatures hit by a vampiric mind flayer’s tentacles or slam attack gain two negative  levels. For each negative  level bestowed, the vampiric illithid gains 5 temporary hit points. This energy drain ability can be used once per round.

Invisibility (Su): The vampiric illithid may cast Invisibility at will as a Supernatural Ability.  While inside the Black Pyramid it may cast it as a Swift Action.

Unholy Endurance (Su): The vampiric illithid is sustained by the Black Pyramid, and gains maximum hit points per Hit Die.  While inside the Black Pyramid it gains a +2 Enhancement Bonus on Saving Throws, and cannot be permanently killed.  No matter ow much damage it takes, even if it is Disintegrated, the Pyramid will reform it within 1d6 days.  To be permanently destroyed it must be slain outside the Pyramid, which it will never voluntarily do in combat.

Combat:  The vampiric illithid prefers to stalk prey invisibly and pick them off one by one.  Not that it gets much prey in it's pyramid.  It spends much of it's time comatose, and discoverers may initially believe it to be a sculpture.  If it revives it can wait perhaps several weeks before hunger drives it from the Pyramid in search of prey, which it will take quickly so as to return as soon as possible.
« Last Edit: July 28, 2015, 08:31:37 PM by bhu »