inuyasha
2013-03-26, 07:23 PM
Mind howler
Size/Type:
Medium Undead (Extraplanar)
Hit Dice:
12d12 (72 hp)
Initiative:
+6
Speed:
30 ft (6 squares)
Armor Class:
19 (+2 dex, ++3 natural, +4 insight), touch 16, flat-footed 17
Base Attack/Grapple:
+6/+9
Attack:
tentacles +10 melee (1d4+3 plus 1d6 sonic)
Full Attack:
4 tentacles +10 melee (1d4+3 plus 1d6 sonic)
Space/Reach:
5ft/5ft
Special Attacks:
mind blast,psionics,improved grab,extract
Special Qualities:
Saves:
Fort +4, Ref +6, Will +9
Abilities:
Str 16, Dex 15, Con -, Int 20, Wis 9, Cha 17
Skills:
Bluff +18, Climb +18, Concentration +15, Intimidate +18, Jump +18, Listen +14, Sense Motive +14, Spellcraft +20, Spot +14
Feats:
combat casting, improved initiative, weapon focus (tentacles), Alertness, Iron will
Environment:
underground
Organization:
solitary, pair, or trio
challenge Rating:
10
Advancement:
by character class
Level Adjustment:
--
Every so often, a mind flayer dies on the howling plane of pandemonium. When this happens, they do not just die. They return as horrible undead monstrosities known as mind howlers. They retain their intelligence and charisma, their speed and strength increases as negative energy corrupts and strengthens their bodies, they however have decreased in sanity as the howling winds of pandemonium remain in their heads for the rest of their undead existance. A mind howler appears as a grey, white eyed, smooth skinned mind flayer. Sonic energy and howling shrieks surround a mind howler, and their tentacles are sharpened to stab into heads and inject chaotic shrieking noise, while removing precious grey matter.
Mind howlers speak undercommon, and up to 5 more languages, unlike their living kin, they cannot telepathically communicate.
Combat
Mind howlers always try to stun opponents with its mind blast before doing anything else. But if that works, they go into melee to remove brains, if it doesnt...they still go into melee to remove brains...because the whispers tell them too.
Mind blast (Sp)
This attack is a cone 60ft. long. Anyone caught in this cone must succeed at a will save (DC 19) or be stunned for 3d4 rounds.
Psionics (Sp)
At will-- Blasphemy, Charm monster, Detect thoughts, Suggestion.
Save DCs are intelligence based
Improved Grab (Ex)
To use this ability, the mind howler must hit a small to large creature with its tentacle attack. If it gets a hold, it it attaches the tentacle to the opponents head. A mind howler can grab a huge or larger creature, but only if it can somehow reach the creatures head.
After a successful grab, the mind howler can try to attach its remaining tentacles with a successful grapple check. The opponent can escape with a single successful grapple check or escape artist check, but the mind howler gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Extract (Ex)
A mind howler that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponents brain, instantly killing them.
Pandemonious Wail (Su)
Once used this supernatural ability can't be activated again for 3 rounds but no more than 3 times a day. Activating it is a standard action.
All creatures, other than undead, within 30ft must make a will, at a DC of 10 + 1/2 it's HD + it's charisma, save or become confused, as the spell, for 10 rounds and must make a further will save, with a reduced by -6 DC, each round they remain confused or become permanently inflicted with insanity.
Size/Type:
Medium Undead (Extraplanar)
Hit Dice:
12d12 (72 hp)
Initiative:
+6
Speed:
30 ft (6 squares)
Armor Class:
19 (+2 dex, ++3 natural, +4 insight), touch 16, flat-footed 17
Base Attack/Grapple:
+6/+9
Attack:
tentacles +10 melee (1d4+3 plus 1d6 sonic)
Full Attack:
4 tentacles +10 melee (1d4+3 plus 1d6 sonic)
Space/Reach:
5ft/5ft
Special Attacks:
mind blast,psionics,improved grab,extract
Special Qualities:
Saves:
Fort +4, Ref +6, Will +9
Abilities:
Str 16, Dex 15, Con -, Int 20, Wis 9, Cha 17
Skills:
Bluff +18, Climb +18, Concentration +15, Intimidate +18, Jump +18, Listen +14, Sense Motive +14, Spellcraft +20, Spot +14
Feats:
combat casting, improved initiative, weapon focus (tentacles), Alertness, Iron will
Environment:
underground
Organization:
solitary, pair, or trio
challenge Rating:
10
Advancement:
by character class
Level Adjustment:
--
Every so often, a mind flayer dies on the howling plane of pandemonium. When this happens, they do not just die. They return as horrible undead monstrosities known as mind howlers. They retain their intelligence and charisma, their speed and strength increases as negative energy corrupts and strengthens their bodies, they however have decreased in sanity as the howling winds of pandemonium remain in their heads for the rest of their undead existance. A mind howler appears as a grey, white eyed, smooth skinned mind flayer. Sonic energy and howling shrieks surround a mind howler, and their tentacles are sharpened to stab into heads and inject chaotic shrieking noise, while removing precious grey matter.
Mind howlers speak undercommon, and up to 5 more languages, unlike their living kin, they cannot telepathically communicate.
Combat
Mind howlers always try to stun opponents with its mind blast before doing anything else. But if that works, they go into melee to remove brains, if it doesnt...they still go into melee to remove brains...because the whispers tell them too.
Mind blast (Sp)
This attack is a cone 60ft. long. Anyone caught in this cone must succeed at a will save (DC 19) or be stunned for 3d4 rounds.
Psionics (Sp)
At will-- Blasphemy, Charm monster, Detect thoughts, Suggestion.
Save DCs are intelligence based
Improved Grab (Ex)
To use this ability, the mind howler must hit a small to large creature with its tentacle attack. If it gets a hold, it it attaches the tentacle to the opponents head. A mind howler can grab a huge or larger creature, but only if it can somehow reach the creatures head.
After a successful grab, the mind howler can try to attach its remaining tentacles with a successful grapple check. The opponent can escape with a single successful grapple check or escape artist check, but the mind howler gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn.
Extract (Ex)
A mind howler that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponents brain, instantly killing them.
Pandemonious Wail (Su)
Once used this supernatural ability can't be activated again for 3 rounds but no more than 3 times a day. Activating it is a standard action.
All creatures, other than undead, within 30ft must make a will, at a DC of 10 + 1/2 it's HD + it's charisma, save or become confused, as the spell, for 10 rounds and must make a further will save, with a reduced by -6 DC, each round they remain confused or become permanently inflicted with insanity.