The Sealed Mindflayer, (PEACH, copied when I misplaced it) [Archive] - Wizards Community

Post/Author/DateTimePost
Yeliv

08-11-07, 01:31 AM
As creatures hailing from a dystopian future, the Mind Flayer empire has seen its own downfall and has headed back in time to attempt their rise and dominance once again. Their empire has always been run by command, suppression, and outright domination of lesser races, all other races. Yet, this very aspect of their society, a racial trait almost, would be their downfall. Using their great intellect, the Mind Flayers realized that if they lost their thralls they would lose the war. With this revelation the created a new caste of mind flayers, the Sealed.

With this variant I hoped to create a curveball for any party of PC's. The normal expectation of Mind Flayers is a physically weak but mentally powerful creature that will stun from range and turn the part against one another. This was created to be a counter to the stereotype.

Mind Flayer (Sealed)
Medium Aberration
HD: 8d8+24 (70)
Speed: 30ft (6 squares)
Armor Class: 16 (+3 dex, +3 natural)
Base Attack Bonus: +6
Attack: slam (1d6+4)
Full Attack: 2 slams (1d6+4) +6/+1
Space/Reach: 5/5
Special Attacks: psionic immune, burst of movement, improved grab, extract, Jarring Blow, Thunderous Force, Masterful Pin
Saves: Fort +6, Reflex +5, Will +7
Abilities: Str 18, Dex 16, Con 16, Int 15, Wis 13, Cha 13
Feats: Improved Initiative, Weapon Focus (mind blade), Dodge
CR: 8
Alignment: LE
Advancement: By class
LA: +7


and now, for the advanced one, with 9 Levels of Soulknife

Mind Flayer (Sealed), 9th level Soulknife
Medium Aberration
HD: 8d8+24 plus 9d10+27 (157 hp)
Speed: 30ft (6 squares)
Armor Class: 24 (+4 dex ,+3 natural, +5 +1 mithral chain shirt, +2 ring of protection)
Base Attack Bonus: +15
Attack: Mind Blade, 1d6+6
Full Attack: Mind blade 1d6+6 +17/+12/+7
Space/Reach: 5/5
Special Attacks: psionic immune, burst of movement, Throw mind blade, free draw, shape mind blade, speed of thought, improved grab, extract, blade wind, Psychic strike +2d8, Jarring Blow, Thunderous Force, Masterful Pin
Saves: Fort +9, Reflex +11, Will +13
Abilities: Str 18, Dex 18, Con 16, Int 15, Wis 13, Cha 13
Feats: Improved Initiative, Greater Weapon Focus (mind blade), Dodge, Mobility, Combat Reflexes, Combat Expertise
CR: 17
Alignment: LE
Advancement: By class
LA: +7

Finally, for the PC's

Most Sealed Mind Flayers are Soulknives or maybe even Fighters.

+8 Strength, +6 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
Darkvision out to 100 Feet
Racial Hit Dice: As mind flayers
Racial Skills: As mind flayer
Racial Feats: As mind flayer
+3 Natural Armor
Natural Weapons: Tentacles and Slam (1d8)
Special Attacks:
-Psionic Immunity, no powers of the psionic origin can harm or affect the Sealed Flayer, as its brain is completely locked from outside influence, save for the Elder Brain.
-Burst of Movement, three times a day the Sealed Flayer can explode into a burst of movement and a whirlwind of attack, it is treated as having haste for as many rounds as it has hit dice.
-Jarring Blow, once per every four hit dice, the Sealed Flayer can strike a target with such force that its body reels with the impact, stunning it for 3d4 rounds, DC 15 Will Save.
-Thunderous Force, the Sealed Flayer ignores hardness when striking inanimate objects except for walls, floors, roofs, and the like. Doors are vulnerable to his abilities.
-Masterful Pin, the Sealed Flayer recieves a +6 bonus to grappling, allowing it to better secure a victim for its superior mind flayers, or to allow itself to wreak havoc upon the helpless creature. This bonus vanishes when fighting Huge or larger creatures.
Special Qualities: Spell Resistance 25+class levels, telepathy 100 ft.
Automatic Languages: Common, Undercommon, Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.
Favored Class: Soulknife


((PEACH? How did I do? Think you'd ever use this?))
ImABanana

08-11-07, 02:36 AM
maybe if the LA was a bit lower, but I do like the idea.
Yeliv

08-11-07, 03:03 AM
Thanks a lot mate. But I was going to make the Jarring Blow at will, like the usual stunning cone. Maybe drop the LA to +6?
locustechpriest

08-11-07, 03:10 PM
-Jarring Blow, once per every four hit dice, the Sealed Flayer can strike a target with such force that its body reels with the impact, stunning it for 3d4 rounds, DC 15 Will Save.

Is that perhaps "once per day per four hit dice"? I am assuming that it isn't a handful of times per life... ;)

Feats: Improved Initiative, Weapon Focus (mind blade), Dodge

Why does the first incarnation have Weapon Focus (mindblade) when it cannot manifest one? Even if it's "preparing" for the day when it can, how does it train? :P

That's all I see at the moment. They are certainly physically sound, but the expense to their psyche would be almost unnoticed to the average human... perk of being an illitid, I suppose.
Yeliv

08-11-07, 03:27 PM
Thanks for those corrections. :D I wanted to change Jarring Blow to at will, actually, like the normal Illithid. As for the feat, you are also correct, should have made that Mobility. Anything else?