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| R.M.G.C.L.F.04-11-06, 01:25 AM | Note: I do not use transparency rules for psionics. Green Flayer Medium Undead (Incorporeal, Psionic) HD:8d12(52hp) Init:+6 Speed; Fly 30ft (perfect) AC:14 Attacks: 4 incorporeal touches+7 melee Damage: Incorporeal touch 1d4 neg energy damage plus mind drain Face/Reach: 5ft by 5ft/10ft Special Attacks: Mind Blast, psi-like abilities, frightful presence, mind drain, possess, create spawn Special Qualities: SR20, PR25, Telepathy 100ft, Undead traits, insatiable craving, weaknesses, Turn Resitance+2, Green Glow, darkvision 90ft Saves:Fort+2, Ref+4, Will+8 Abilities:Str-,Dex14,Con-,Int19,Wis15,Cha15 Skills: Bluff+10, Concentration+10, Diplomacy+6, Disguise+10, Hide+10, Knowledge(any)+12, Listen+11, Search+12, Sense Motive+6, Spot+10 Feats: Combat Casting, Improved Initiative, Weapon Focus(incorporeal touch) ________________________________________ ___ Environment: Underground Organization: Solitary or Haunt (1 plus 2-6 zombies) CR:10? Alignment: Usually Lawful Evil Treasure: None Advancement: by character class A green flayer is a spectral visage that stings the eyes. The vague outline of a mind flayer, with arms melted to the side and legs trailing whisp-like, bearing swirls of darkness for eyes and its exaggerated tentacles stretching out to over seven feet in length. The entire body glows an unnatural eye-searing green. Green flayers are the disembodied conciousnesses of mind flayers slain by a death urge or other psychic trauma. The green flayer's traumatic ressurection and the dream-like mental state of undeath have altered its psionic powers in a gruesome new way. The green flayer feeds on minds as it did in life, but with a purity uninhibited by the clumsy intermediary of brain matter. Green flayers terrify mind flayers as much as a vampire terrifies a level 1 bulgarian peasant. Nearly all mind flayers are familiar with the ways of defending against one, and creatures who work with mind flayers are bound to pick up some of the appropriate lore. So great is ther empathetic terror and inborn hatred of the green flayers that an ithillid will take it upon itself to warn any non-ithillids (adventurers and whatnot) of the danger and how to evade it if their is a green flayer nearby. Green flayers speak undercommon and infernal, but prefer to use telepathy to communicate. Combat: Green flayers begin the round with a mind blast, and then dive after the most physically formidible mortal opponent. They will use zombie minions (if they possess any) to keep other party members occupied while they concentrate on their target. Once they possess a body they batter any allies with telekinetic assaults and go off with their prize. Frightful Presence(ex): save dc:18 (+2 racial bonus) negates, range 60ft, creatures with equal or fewer hit dice become shaken for 5d6 rounds. Those with 4hd or less are frightened, those with 2HD or less panicked. Mind Blast(pi): Usable once per day as a swift action, this stuns all creatures within a 60ft cone for 3d4 rounds (will save dc:17 negates). Psi-like abilities(ps): at will telekinetic thrust(dc:17), telekinetic force(dc:17), telekinetic manuver(dc18), energy stun (dc:16). Save dc:14 plus power level (intelligence-based). Plane Shift once per day (ethereal, shadow, or material plane only). Insatiable Craving: a green flayer has an insatiable craving for mental energy (see libris mortis for rules on Insatiable Craving) which it satifies by using its mind drain ability. Mind Drain(pi): a green flayer's incorporeal touch deals one point of wisdom drain and one point of intelligence drain [i](Should I add a will save to negate?) Once a creature is reduced to 0wisdom and 0intelligence by this, a mind flayer may possess it. Each time it successfully drains this energy, it gains 1 effective power point that can be spent to augment any of its psi-like abilities. Int-based spellcasters lose their highest memorized spell (choose randomly) and psions lose 1d6 power points. It instantly analyzes the subjects surface thoughts as if by read thoughts (no save). When a green flayer is slain, all the ability damage dealt by its mind drain is healed. Possession(pi): a green flayer that possesses a creature has full control of its body and faculties as if by a magic jar spell. In addition, they can cast spells or manifest psionic powers of the host and use spell-like or psi-like abilities with a successful opposed charisma check and a full-round action. While in the body, only two tentacles can be used for mind drain attacks. Create Spawn(su): a creature slain by a green flayer's incorporeal touch rises in the next 1d4 rounds as a zombie under the green flayer's control. The green flayer cannot control more than twice its hit dice worth of zombies. Green Glow(su): a green flayer gives off a green light of strength equal to a torch. Creatures within this light fall under a passive and dream-like trance, suffering a -2 morale penalty to charisma, wisdom, and AC. Weakness(su):: a green flayer, like a vampire, has certain restrictions upon it. It cannot cross an underground stream within the open cavern it occupies and an equal area below, nor walk/swim/boat over it in a possessed body. It is repeled by the holy symbol of any god of strength or the sun as would be a vampire. Any creature that is colored or wearing bright red is protected from a green flayer as if by a protection from evil spell, and it cannot pass through any barrier or object of a bright red color or move it telekinetically. The cry of a shreiker forcibly ejects a green flayer from whatever body it is possessing and restores that body's mental abilities lost by mind drain. A green flayer takes triple damage from holy water and light spells and attacks (searing light, lantern archon's light rays, etc.). If a green flayer is caught in full sunlight or moonlight for a round it dissolves and is destroyed. A green flayer cannot leave a private home unless given permission or sent out by somebody with the authority to do so. Any zombies under its control are also incapable of crossing running water, but no other special restrictions apply to them. |
| Return of the Flumph04-11-06, 03:24 AM | Finally, something to put the squid-faces in their place. |
| R.M.G.C.L.F.04-11-06, 11:09 AM | :) thank you |
| The Almighty Dru04-11-06, 11:19 AM | Green flayers terrify mind flayers as much as a vampire terrifies a level 1 bulgarian peasant. Überlol. |
| pileobone04-11-06, 11:20 AM | omfg cool! Also, I would say that it's drain ability is ok without a save. Makes it more scary...plus it's not Con damage or anything. |
| R.M.G.C.L.F.04-11-06, 08:33 PM | Thanky ^^ |
| Talisman04-12-06, 11:11 AM | Way cool. :thumbsup: You make da best monsters, man. |
| Koji04-12-06, 01:20 PM | Try pairing this guy up with some Gravetouched Ghoul Mind Flayer companions. They start with a mind blast, then charge to melee hoping for a paralyzing claw hit. |
| R.M.G.C.L.F.04-12-06, 02:27 PM | Do gravetouched ghouls retain the special attacks of the base creature? |