Our group will soon be facing Illithids. Now, I think we are particularly weak to face them. This is our party composition:
- Clr8
- Ftr8
- Mnk1/Wiz5/Elem Savant2
- Rog5 (unsure)
Obviously, SR 25 and Mind Blast at will make us a little nervous. Also, as I understand Illithids surround themselves with thralls for protection. This make an encounter with one, let alone two, Illithids difficult for our level.
The wizard is more of a "utility" mage, and is very weak physically (the "nerd" type of mage). The combat spells he knows are mostly fire/evocation types (Fireball, Explosive Cascade, etc.) Here are relevant 3rd and 4th level spells:
3rd
Blink
Dispel Magic
Fireball
Gaseous Form
Haste
Invisibility Sphere
Scintillating Sphere (MoF)
Suggestion
4th
Charm Monster
Dimension Door
Explosive Cascade (MoF)
Greater Mark of Earth (BoEM)
Improved Invisibility
Minor Globe of Invulnerability
Zone of Speed (BoEM)
Very few spells do not allow SR, so direct or damaging spells will not be effective. The wizard needs to roll 18 or better to beat the Illithid's SR (the cleric 17 or better).
The only relevant feats the wizard has is Extend Spell and Energy Substitution (fire), so they are not directly useful.
The Zone of Speed spell is interesting, as it does not allow for saves nor SR. The wizard can "set" a movement speed within a 20' diameter sphere. This could be used to "pin" the Illithid in a spot for up to 10 rounds using a setting of "1 foot per round", if it is centered on it. Reach weapons could be used to attack it, without fear from it's Mind Blast and Extract abilities. Of course, any thralls would have to be dealt with.
The Will +9 save would make Charm Monster difficult, especially during combat, since it would get a +5 to save, and SR would have to be overcome.
As I see it, Illithids should be attacked at range. Closing with them would be difficult, considering fighters have poor will saves against Mind Blast. The Rogue should be effective at this.
I am not sure of how the Cleric may help. Perhaps bolstering the fighter against Mind Blast somehow? He is neutral, but does not animate dead. So undead tactics will probably not be used.
So, have any of you had experience dealing with Illithids at CL 8 with a 4 character party? What were the tactics used? We may encounter them at random, with very little preparation. Or there may be situations where we may prepare an assault. We are currently underground.
Lastly, would a Minor Globe of Invulnerability protect against a Mind Blast? What's the "spell level" of it? (We use the "psionics are the same as magic" rule).
Thanks for your input!
Andargor
- Clr8
- Ftr8
- Mnk1/Wiz5/Elem Savant2
- Rog5 (unsure)
Obviously, SR 25 and Mind Blast at will make us a little nervous. Also, as I understand Illithids surround themselves with thralls for protection. This make an encounter with one, let alone two, Illithids difficult for our level.
The wizard is more of a "utility" mage, and is very weak physically (the "nerd" type of mage). The combat spells he knows are mostly fire/evocation types (Fireball, Explosive Cascade, etc.) Here are relevant 3rd and 4th level spells:
3rd
Blink
Dispel Magic
Fireball
Gaseous Form
Haste
Invisibility Sphere
Scintillating Sphere (MoF)
Suggestion
4th
Charm Monster
Dimension Door
Explosive Cascade (MoF)
Greater Mark of Earth (BoEM)
Improved Invisibility
Minor Globe of Invulnerability
Zone of Speed (BoEM)
Very few spells do not allow SR, so direct or damaging spells will not be effective. The wizard needs to roll 18 or better to beat the Illithid's SR (the cleric 17 or better).
The only relevant feats the wizard has is Extend Spell and Energy Substitution (fire), so they are not directly useful.
The Zone of Speed spell is interesting, as it does not allow for saves nor SR. The wizard can "set" a movement speed within a 20' diameter sphere. This could be used to "pin" the Illithid in a spot for up to 10 rounds using a setting of "1 foot per round", if it is centered on it. Reach weapons could be used to attack it, without fear from it's Mind Blast and Extract abilities. Of course, any thralls would have to be dealt with.
The Will +9 save would make Charm Monster difficult, especially during combat, since it would get a +5 to save, and SR would have to be overcome.
As I see it, Illithids should be attacked at range. Closing with them would be difficult, considering fighters have poor will saves against Mind Blast. The Rogue should be effective at this.
I am not sure of how the Cleric may help. Perhaps bolstering the fighter against Mind Blast somehow? He is neutral, but does not animate dead. So undead tactics will probably not be used.
So, have any of you had experience dealing with Illithids at CL 8 with a 4 character party? What were the tactics used? We may encounter them at random, with very little preparation. Or there may be situations where we may prepare an assault. We are currently underground.
Lastly, would a Minor Globe of Invulnerability protect against a Mind Blast? What's the "spell level" of it? (We use the "psionics are the same as magic" rule).
Thanks for your input!
Andargor