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View Full Version : DM Help Can you suggest me spells for dungeon looter Alhoon?



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 :)

sideswipe
2014-09-20, 12:59 PM
knock, detect magic are good ones.

a few divinations are great. detect secret doors, clairvoyance or clairaudience, arcane sight, scrying
if you had 5th level spells contact other plane and prying eyes

swift fly for pit traps
shatter because its always useful
misdirection or nondetection
rope trick
spider climb (but flight is better)
dispel magic
summon monster any (for trap fodder)
invisibility
dim door

all of these are phb and are useful.

Bluydee
2014-09-20, 01:29 PM
As undead, your class levels also get d12.

Balor01
2014-09-20, 03:17 PM
@sideswipe
Thanks man :)

@Bluydee
tnx also. Lol@ official modules.

HunterOfJello
2014-09-20, 03:25 PM
@sideswipe
Thanks man :)

@Bluydee
tnx also. Lol@ official modules.

An custom item of Detect Magic at-will is pretty much mandatory. I suggest a Bullseye Lantern of Detect Magic.

An at-will or at least a wand of unseen servant is also absolutely necessary. Why would you ever open a door or touch something inside a dungeon unless you've had an unseen servant do it first?



Other important dungeon spells include:
Silent Image (to hide yourself)
Comprehend Languages
Ghost Sound
Animate Rope