Balor01
2014-09-20, 12:38 PM
So, here are the fellas' stats as per module:
LE Alhoon Sor9; CR 19, Medium-size undead mind flayer; HD 8d12+9d4; hp 80; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 30;
AC 26;
Atk: +12 melee (1d4+1, 4 tentacles); SA Spells, mind blast, psionics, grab, extract; SQ Damage reduction 15/+1, undead immunities, spells, telepathy, immune to cold, electricity, polymorph, mind-affecting attacks; ,SR 25;
SV Fort +6, Ref +7, Will +19; Str 12, Dex 14, Con —, Int 21, Wis 19, Cha 19.
Skills and Feats: Alchemy +18, Concentration +22, Hide +10, Intimidate +18, Knowledge (arcana) +18, Listen +24, Spellcraft +18, Move Silently +10, Search +12, Sense Motive +13, Spot +24; Alertness, Combat Casting, Dodge, Heighten Spell, Improved Initiative, Iron Will, Spell Penetration,
Weapon Finesse (tentacle).
Special Attacks: Mind Blast: This psionic ability is a cone 60 feet long; anyone caught in this cone must make a Will save (DC 17) or be stunned for 3d4 rounds.
Psionics: Mind flayers can employ the following powers as 8th-level sorcerers: charm person, detect thoughts, levitate, suggestion, charm monster, ESP, astral projection, and plane shift. Save
DCs, where applicable, are 13 plus the spell level.
Grab: When mind flayer hits a foe of Small, Medium, or Large size with a tentacle, make a grappling check; a mind flayer that gets a hold attaches the tentacle to the foe’s head. Once a mind flayer has any tentacles attached to a foe, it can try to attach its remaining tentacles with a single grappling
check. The foe can escape from the mind flayer’s grasp with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 to its grapple check for every tentacle that was attached at the beginning of the foe’s action.
Extract: When a mind flayer begins its action with all four tentacles attached to a foe and successfully
maintains its hold, it automatically extracts the foe’s brain, instantly killing the foe.
Special Qualities: Telepathy: Mind flayers can communicate telepathically with any creature within 100 feet so long as the creature speaks a language.
Undead Immunities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease; not subject to critical hits, ability damage, energy drain, or death from massive damage.
Possessions: +4 bracers of armor.
Spells Known (cast 6/7/7/7/5):
0—arcane mark, detect magic, disrupt undead, flare, mage hand, ray of frost, read
magic, resistance;
1st—alarm, burning hands, change self, comprehend languages, magic missile;
2nd—continual flame, endurance, flaming sphere, web;
3rd—fireball, slow, stinking cloud;
4th—fear, summon monster IV.
His story is, that he is an experienced dungeon looter, maybe he even had a team of his along, but other guys have died/were were shut out of the dungeon that also prevents him from teleporting/plane shift out.
I'd like for his spells known to mirror this dungeonlooting career of his. But, there is one very important limitation: CORE ONLY. And when I say CORE ONLY i mean CORE ONLY.
thank you :)
LE Alhoon Sor9; CR 19, Medium-size undead mind flayer; HD 8d12+9d4; hp 80; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 30;
AC 26;
Atk: +12 melee (1d4+1, 4 tentacles); SA Spells, mind blast, psionics, grab, extract; SQ Damage reduction 15/+1, undead immunities, spells, telepathy, immune to cold, electricity, polymorph, mind-affecting attacks; ,SR 25;
SV Fort +6, Ref +7, Will +19; Str 12, Dex 14, Con —, Int 21, Wis 19, Cha 19.
Skills and Feats: Alchemy +18, Concentration +22, Hide +10, Intimidate +18, Knowledge (arcana) +18, Listen +24, Spellcraft +18, Move Silently +10, Search +12, Sense Motive +13, Spot +24; Alertness, Combat Casting, Dodge, Heighten Spell, Improved Initiative, Iron Will, Spell Penetration,
Weapon Finesse (tentacle).
Special Attacks: Mind Blast: This psionic ability is a cone 60 feet long; anyone caught in this cone must make a Will save (DC 17) or be stunned for 3d4 rounds.
Psionics: Mind flayers can employ the following powers as 8th-level sorcerers: charm person, detect thoughts, levitate, suggestion, charm monster, ESP, astral projection, and plane shift. Save
DCs, where applicable, are 13 plus the spell level.
Grab: When mind flayer hits a foe of Small, Medium, or Large size with a tentacle, make a grappling check; a mind flayer that gets a hold attaches the tentacle to the foe’s head. Once a mind flayer has any tentacles attached to a foe, it can try to attach its remaining tentacles with a single grappling
check. The foe can escape from the mind flayer’s grasp with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 to its grapple check for every tentacle that was attached at the beginning of the foe’s action.
Extract: When a mind flayer begins its action with all four tentacles attached to a foe and successfully
maintains its hold, it automatically extracts the foe’s brain, instantly killing the foe.
Special Qualities: Telepathy: Mind flayers can communicate telepathically with any creature within 100 feet so long as the creature speaks a language.
Undead Immunities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease; not subject to critical hits, ability damage, energy drain, or death from massive damage.
Possessions: +4 bracers of armor.
Spells Known (cast 6/7/7/7/5):
0—arcane mark, detect magic, disrupt undead, flare, mage hand, ray of frost, read
magic, resistance;
1st—alarm, burning hands, change self, comprehend languages, magic missile;
2nd—continual flame, endurance, flaming sphere, web;
3rd—fireball, slow, stinking cloud;
4th—fear, summon monster IV.
His story is, that he is an experienced dungeon looter, maybe he even had a team of his along, but other guys have died/were were shut out of the dungeon that also prevents him from teleporting/plane shift out.
I'd like for his spells known to mirror this dungeonlooting career of his. But, there is one very important limitation: CORE ONLY. And when I say CORE ONLY i mean CORE ONLY.
thank you :)