| Post/Author/DateTime | Post |
|---|---|
| Slad Chaos01-09-04, 09:39 AM | what is the appearence of an half-illthid ? He/she has 4 tentacules only ? Or the fingers and the skin change also ? Thanks to answer me. |
| ieattrollsforbreakfast01-09-04, 11:30 AM | I would think that the skin becomes oily and the body would be somewhat guant. Also, they will have the 4 tentacles and strange mouthparts in place of their old mouths. Just think of it as an illithid with some aspects of the old race. Such as a minotaur half-illithid probably wouldnt have fur, but still have horns and hooves for feet and a small hairless tail. |
| RhoxandRoll01-09-04, 04:25 PM | Definetly have the 4 tentacles...Prpbab;y getting gaunter in the process. |
| Kaardomos01-09-04, 06:49 PM | A half-illithid beholder would look like this: http://wizards.com/dnd/images/ud_gallery/52098_CN.jpg |
| psychodemigod01-09-04, 11:04 PM | thats a beholderkin, you*****!!! A half ithilid has rubbery skin that is most probably a light-green to light-purple and yessss, they have the extract ability so obviously they have four tenticles |
| DarkestDragonofHell01-09-04, 11:19 PM | How do you go about getting a half-illithid? Don't illithids procreate by inserting a tadpole into the brain cavity of someone who's brain they ate? All I could think of would be some sort of freak genetic experiment. |
| The_Dark_One01-09-04, 11:25 PM | An ilithid tadpole inserted into a human brain will create a new ilithid as the tadpole slwoly devours the host from the inside. This only works on a human. If the tadpole is put into another type of creature, it produces the strange beings called half ilithids. |
| DarkestDragonofHell01-09-04, 11:35 PM | Ahh, I see. |
| Edymnion01-10-04, 12:06 AM | Check the Monster Manual II, its got a good picture of a Half-Illithid in it you can use as a base referance.Originally posted by psychodemigod thats a beholderkin, you*****!!! Btw, that was rude and completly uncalled for. You should apologize... |
| Kaardomos01-10-04, 11:30 AM | Originally posted by psychodemigod thats a beholderkin, you*****!!! No, that's a half-illithid beholder. (http://wizards.com/default.asp?x=dnd/iw/20030914a) Sample Half-Illithid (Mindwitness) This nightmare of eyes and lashing tentacles flies across the ground without apparent support. This sample half-illithid (called a mindwitness) uses a beholder as the base creature. Large Aberration Hit Dice: 11d8+44 (93 hp) Initiative: +4 Speed: 5 ft. (1 square), fly 20 ft. (good) Armor Class: 27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 24 Base Attack/Grapple: +8/+12 Attack: Eye rays +9 ranged touch and tentacle +3 melee (1d6) Full Attack: Eye rays +9 ranged touch and four tentacles +3 melee (1d6) Space/Reach: 10 ft./5 ft. Special Attacks: Extract, eye rays, improved grab, mind blast, psionics Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight, spell resistance 21, telepathy Saves: Fort +9, Ref +5, Will +13 Abilities: Str 10, Dex 14, Con 18, Int 21, Wis 19, Cha 19 Skills: Hide +12, Knowledge (arcana) +19, Listen +20, Move Silently +16, Search +19, Spellcraft +21, Spot +20, Survival +2 (+4 following tracks) Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will Environment: Underground Organization: Solitary, pair, or cluster (3-6) Challenge Rating: 16 Treasure: Double standard Alignment: Usually lawful evil Advancement: 12-16 HD (Large); 17-33 HD (Huge) Level Adjustment: -- A mindwitness is a 6-foot-diameter orb dominated by a central eye and a small, lampreylike maw. Ten smaller eyes on stalks sprout from the top of the orb, as do four waving tentacles. Mindwitnesses speak their own language and the Common tongue, plus they can communicate telepathically with any creature within 100 feet that has a language. Combat Mindwitnesses begin combat by using mind blast on their foes, then follow up with their devastating eye rays. They usually refrain from attempting to extract the brains of creatures that have not been stunned or otherwise befuddled. Extract (Ex): A mindwitness that begins its turn with all four tentacles attached and wins a 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, such as ettins and hydras. Eye Rays (Su): Each of a mindwitness's ten small eyes can produce a magical ray once per round as a free action. During a single round, the creature can aim only three eye rays at targets in any one 90-degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A mindwitness can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each eye's effect resembles a spell (caster level 13th), but follows the rules for a ray (see Aiming a Spell in the Player's Handbook). Each ray has a range of 150 feet and a save DC of 19. The save DC is Charisma-based. The ten rays are charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, and telekinesis. See the Beholder entry in the Monster Manual for more information. Improved Grab (Ex): To use this ability, a mindwitness must hit a Small, Medium, or Large creature with its 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 attaches the tentacle to the opponent's head. A mindwitness can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mindwitness begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mindwitness gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Mind Blast (Sp): Once per day, a mindwitness can produce a mind blast in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 19) or be stunned for 1d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell. Psionics (Sp): 3/day -- charm monster, detect thoughts, levitate, suggestion. Caster level 8th; save DC 14 + spell level. The save DCs are Charisma-based. All-Around Vision (Ex): A mindwitness's many eyes give it a +4 racial bonus of Search and Spot checks, and it can't be flanked. Flight (Ex): A mindwitness's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it a permanent feather fall effect (as the spell) with personal range. Telepathy (Su): A mindwitness can communicate telepathically with any creature within 100 feet that has a language. And back on the main topic, a half-illithid lizardfolk would look like this: http://www.wizards.com/dnd/images/ff_gallery/50164.jpg |
| hiryuu01-10-04, 11:39 AM | Originally posted by The_Dark_One An ilithid tadpole inserted into a human brain will create a new ilithid as the tadpole slwoly devours the host from the inside. This only works on a human. If the tadpole is put into another type of creature, it produces the strange beings called half ilithids. Well, humans, elves, and the like. |