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The Demented One
2008-07-25, 07:23 PM
Icthallid
Huge Aberration (Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 24 (-2 size, -2 Dex, +18 natural), touch 6, flatfooted 24
Base Attack/Grapple: +13/+35
Attack: Bite +25 melee (3d6+14)
Full Attack: Bite +25 melee (3d6+14) and Four Tentacles +20 melee (1d12+7)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacles)
Special Attacks: Constrict, improved grab, spell genesis
Special Qualities: Blindsight 60 ft., damage reduction 15/byeshk, fast healing 3, immunity to acid and sonic, resistance to cold 10, electricity 10, and fire 10, spell resistance 35
Saves: Fort +15, Ref +6, Will +8
Abilities: Str 38, Dex 6, Con 24, Int 6, Wis 1, Cha 16
Skills: Climb +21, Intimidate +10, Listen +2
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Lightning Reflexes, Iron Will
Environment: Xoriat
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 19-26 HD (Huge), 27-32 HD (Gargantuan), 33-40 HD (Colossal)
Level Adjustment: —

Icthallids are creations of the Daelkyr, aberrations designed for the sole purpose of slaying spellcasters. They are massive, amorphous beings, their body a shapeless mass of protoplasm with thick plates of chitin slowly drifting across the surface. An Icthallid can extend tentacle-like pseudopods, perfect for grabbing and grappling spellcasters, preventing them from casting their spells. But their greatest defense is their resistance to magic. Not only can they repel spells cast on them, but they can absorb and animate them, spawning forth a living spell to combat the mage who originally cast it.

Constrict (Ex)
On a successful grapple check, an Icthallid deals 1d12+7 points of damage.

Improved Grab (Ex)
To use this ability, an Icthallid must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell Genesis (Su) (Su)
Whenever an Icthallid successfully resists a spell with its spell resistance, it spawns a living spell of that spell, assuming that spell can have the template applied to it. The living spell appears adjacent to the Icthallid. The Icthallid has no control over the living spell, but the living spell will not attack it. Once an Icthallid has spawned a living spell, it cannot spawn any more for 5 rounds.

Stycotl
2008-07-26, 12:01 AM
very cool. love the idea of living spells, and this incorporates them in a very nifty way.

is the spell genesis an instantaneous effect, or is it more like a summoning?

The Demented One
2008-07-26, 09:26 AM
It's instantaneous.

dyslexicfaser
2008-07-26, 12:10 PM
I'm not really familiar with living spells, except that they're sort of what the name implies.

The Icthalid seems a pretty standard aberration besides that.

Gwyn chan 'r Gwyll
2008-07-26, 12:47 PM
Living spells are awesome, but by RAW, not all spells can be made into Living Spells, only Area or Effect spells, whatever that means. There's a thread bout them in the Gaming forum at the moment.