Elder Brain - final thread!

BOZ

Creature Cataloguer
OK, this is it. You have maybe a week to post your final comments on this thing. I will have done with it. We’ve been working on this for almost a year off and on, and I am tired of going over the same old ground! LOL Ultimately, I have decided to go with Psi-Severed Head’s idea of just giving the elder brain psionic levels for its powers, instead of trying to come up with some definitive list. So, I’m done with that. Look it over, pick a few “innate” psionics for it, and please, with god as my witness, LET’S CALL IT A DAY! :)


ELDER BRAIN
Large Aberration
Hit Dice: 20d8+200 (290 hp)
Initiative: +4 (Improved Initiative)
Speed: 0 ft
AC: 14 (-1 size, -5 Dex, +6 natural, +4 Inertial armor)
Attacks: None
Damage: None
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Psionics
Special Qualities: Create brain golem, detect living, telepathy, SR/PR 25
Saves: Fort +18, Ref +1, Will +22
Abilities: Str ---, Dex ---, Con 30, Int 24, Wis 27, Cha 28
Skills: Bluff +15, Concentration +16, Diplomacy +15, Gather Information +15, Intimidate +16, Knowledge (any five) +14, Search +13, Scry +14, Sense Motive +15
Feats: Body Fuel, Combat Manifesting, Disarm Mind, Great Fortitude, Improved Initiative, Inertial Armor, Inner Strength, Iron Will, Mental Adversary, Power Penetration, Psychic Bastion, Talented

Climate/Terrain: Any underground
Organization: Solitary or community (5-30 mind flayers, 2-12 ulitharids, and 1-6 brain golems)
Challenge Rating: (undetermined - suggestions? 14 too low? 24 too high?)
Treasure: None
Alignment: Always lawful evil
Advancement: 21-60 HD (Large)

An elder brain is a colossal monstrosity of brain matter that rules as well as serves the purposes of a mind flayer community. Most of its immeasurable mass is stored in an Astral node psionically maintained by the elder brain, leaving only a 10-foot diameter mass of this brain tissue on the material plane. What is left of this being is a fibrous mass of cognizant tissue that floats in the mineral pool at the center of an illithid community. This brain pulses and glows from the sheer power of the psychic energy flowing through it. The brain resides in a briny basin that is 30 feet wide and 30 feet deep, where it floats about 10 feet below the surface, surrounded by illithid tadpoles.
Elder brains serve as their community's repository of all knowledge and psionic power, being the result of generations of merged illithids. Every member of an illithid community has both a right and obligation to join with the elder brain after physical death, so that its mind may live on. Individual personalities and whims become one with the gestalt formed by the elder brain's consciousness, although illithids would like to think otherwise.
Elder brains are continually growing, though they never appear any larger than the 10-foot diameter brain in the community's brine pool. All excess mass gained from feeding off the psionic energy of tadpoles and illithid brains is shunted into the elder brain's Astral storage. Though the bulk of the elder brain's mass is stored on the Astral Plane, no Astral traveler has ever claimed to find an elder brain in part or in whole.

COMBAT
Elder brains are far from defenseless, but all the same they are useless in physical combat and prefer to allow illithids and servant creatures to fight for them. Elder brains can unleash the full arsenal of their psionic might on aggressors who threaten it, at twice the normal range. Anything capable of surviving this onslaught must deal with its defenders, and melee and ranged combat with the elder brain is inhibited by its submersion in the brine pool.
If the elder brain is aware that its massive psionic ability may be inadequate to stop intruders, it will grow brain golems in advance of combat. The elder brain needs sufficient warning for this, and this is a very rare occurrence. Despite all of these defenses, the elder brain has one last ditch ability if death is imminent. The elder brain can use astral projection to withdraw its mass entirely into the Astral Plane, permanently relinquishing its hold on the Material plane. Such rogue elder brains go on to an unknown fate, usually leaving their former community to quickly fall to pieces.
In addition to its psionics, the elder brain has a series of other innate mental powers. These mind powers all have a range of 2-5 miles, depending on the elder brain's age and size, and even work through solid rock.
Psionics (Sp): Elder brains can manifest psionic powers (except Psychometabolic powers) as 20th-level psions with primary discipline Telepathy.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.
Innate Psionics (Sp): at will – remote viewing*. These abilities are as the powers manifested by a 20th-level psion.
Create Brain Golem (Su): An elder brain can grow brain golems by budding. These golems serve as avatars to the elder brain, extensions of its consciousness. The elder brain can grow up to three brain golems at a time, needing one full hour to create each one. During this time, its psionic resources are tapped out, and the elder brain cannot use its psionics for more than communication.
Detect Living (Su): An elder brain can sense all sentient beings within range, unless they are psionically shielded.
Telepathy (Su): An elder brain can communicate telepathically with any creature within range that has a language. The elder brain is in constant mental contact with all illithids in its community.

The elder brain first appeared in The Illithiad (1998).


* We’ll need maybe a dozen or so additional powers to give the elder brain, which it can use at any time. Pick out some of the ones you think will work best, preferably from the list below.

adapt body, astral projection, attraction, baleful teleport, banishment, biofeedback, body adjustment, body equilibrium, brain lock, catapsi, clairaudience/clairvoyance, control body, control light, create sound, demoralize, detect thoughts, dimensional anchor, domination, energy barrier, expanded vision, fabricate, false sensory input, greater concussion, inflict pain, know location, levitate, major creation, mass domination, matter rearrangement, metamorphosis, mind probe, mindwipe, probability travel, psychic chirurgery, psychic vampire (close range), sense link (taste only), suggestion, suspend life, telekinesis, teleport, teleport circle, temporal acceleration, temporal velocity, thrall, time hop, time regression, true domination, true healing, ubiquitous vision, and ultrablast.


Now, some of the powers above have been suggested to be essentially useless to an elder brain, as it would never use it or never be able to. Perhaps you have an argument to defend or reject some of the following opinions: Ubiquitous Vision (because of Remote Viewing), Know Location (because it is stationary), Levitate (because it floats in water), Metamorphosis, Body Equilibrium, Suspend Life, Astral Projection, Detect Thoughts, Psychic Chirurgery, Adapt Body, Catapsi, Psychic Vampire, and Teleport. I can imagine several scenarios in which some of these powers would be useful (mage casts fireball in the brine pool, elder brain uses Teleport to escape, Levitate to float, and if necessary Astral Projection to escape completely).


Stole this line from WotC’s version of Sardior, can we use this format somehow?:
Psionic Powers Known: Power points 343; base DC = d20 + key ability modifier + power level +8. Sardior knows all psionic powers.
 

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While I’m at it, I might as well post my final versions for the psionics for the lesser illithid-kin. Don’t ask me to convert any more psionic monsters any time soon! LOL :) A few quick comments will suffice, and I can finally post these things at long last.

Urophions and Ulitharids

UROPHION
At will - awe*, body equilibrium, control body, detect thoughts, domination, levitate, sense link (taste only), and suggestion. These abilities are as the powes manifested by a 9th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

ULITHARID
At will - astral projection, awe*, body equilibrium, control body, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powes manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

*Awe, a psionic power is unique to illithids, appears in The Illithiad. Some say this would best be replaced with Demoralize. That’s what I will do, unless you give a better argument. :)



The Illithidae

CESSIRID
At will - body equilibrium, detect thoughts, and dimension door. These abilities are as the powers manifested by a 6th-level psion.
Attack/Defense Modes (Sp): At will - mind thrust, psychic crush/empty mind, thought shield

EMBRAC
3/day - detect thoughts, empathy, invisibility, and mind blank. These abilities are as the powers manifested by a 5th-level psion.
Attack/Defense Modes (Sp): At will - mind blast/empty mind

KIGRID
3/day - body equilibrium, detect thoughts, invisibility, and levitate. These abilities are as the powers manifested by a 7th-level psion.
Attack/Defense Modes (Sp): At will - mind blast, psychic crush/empty mind, thought shield, mental barrier

SALTOR
At will - body equilibrium, detect thoughts, and levitate. These abilities are as the powers manifested by a 5th-level psion. Saltors of exceptional intelligence will also have 1-3 of the following powers: astral projection, dimension door, dimension walk*, domination, hypnosis*, and mind blank.
Attack/Defense Modes (Sp): At will - mind blast/empty mind, thought shield

* These powers are 1st edition powers. Suggest an appropriate conversion or replacement for them, or I will probably just drop it altogether - they're not all that seriously important.
Also, embracs were listed with the following psionic power, which I will also drop without appropriate suggestions for conversion or replacement: "They may also produce illusions that are like a spectral force at the 5th level of casting in all respects except that the illusion has no potential to cause direct damage." Would Major Image work?
 

Powers for the Elder Brain (IMHO) should include: Astral Projection, Charm Monster, Detect Thoughts, Levitate, Planeshift, and Suggestion. As these powers are innate to the common illithid, of whose brains the Elder Brain is composed. Also I strongly suggest the Metaconcert and Ultrablast powers.

Later,
 

BOZ, I'm a GREAT Illithid fan and I always look after anything I can find about them. So I swa thing and I just had to donate my 2 cents! Well I took a first look at it and I think it's a tad weak, I always imagined them at something like demigod status when you think of it that they are tens of thousands to maybe even millions of years old and with all that knowledge of thousands of illithid in them...

So I dug up a few Elder Brain make ups or conversions to see if there's some interesting stuff for you among it to maybe add to your concept!

But alot is in second edition draft but it's just about the idea behind some stuff.... hope it's some help. Your concept is way to weak in my own opinion. But that's just me :)

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Elder Brain

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(Artwork by Mike Moon)
Climate/Terrain: Illithid Colony Hive only
Frequency: Unique (1 per colony)
Organization: Tyrant
Activity Cycle: Constant (Always awake, always active)
Diet: Exclusive (feeds off of "royal jelly" supplied by specialized worker Spawn)
Intelligence: Genius - Godlike
Treasure: Varies
Alignment: LE
No. Appearing: 1 per Hive
AC: -10 (outer covering) or -8
Mv: 0" + special
HD: 5 (outer covering) or 11
THACO: NA (attacks only by innates or psionics
# Att: Operate up to 4 abilities per round (see below)
Dmg/Att: See below
SA: See below
SD: See below
MR: Special
Size: L (10'+ diameter)
Ml: Fearless (20)
XPV:

Description: The Elder Brain is the master of the Illithid Colony. It is the height of Illithid evolution, receiving the full benefits of any adapted traits the colony has acquired. It appears only in the central chambers of the Illithid hive, surrounded by vast, deep pools of digestive enzymes and other chemicals it uses to feed. It will always be accompanied by swarms of Spawn. The outer covering of the Elder Brain is a hard, ceramic-metallic, coral-like growth (AC -10) with millions of tiny, clear filamentous tentacles leading out into the enzymatic pools. Once this protective shell is breached (after taking 30-40hp damage to one particular area), the actual creature itself is exposed.

The Elder Brain looks exactly like what its name implies: A mass of pink and grey, pulsating cerebral tissue. Physically, the Elder Brain is quite helpless - it depends on the hundreds of thousands of Hive servitors to provide a living barrier between itself and any possible harm. As far as psionic or, if the creature has survived long enough to develop them, magical powers go, it is the most dangerous opponent of all Illithid creatures.

Combat: A newly born Elder Brain has all of the following abilities:


Regeneration (3hp/rnd, automatic)

Immunity to Fire, Cold, Electricity, Acid, and Poison (automatic)

Telekinesis (max 3,000lbs, divided up as it sees fit among multiple targets. In the War, the Elder Brain used this power to throw opponents into the enzyme pools surrounding it.)

Telepathy (permanently in contact with all Illithid, Spawn, and any other Elder Brains on a given world)

Domination (Dominate any number of sentient creatures whose total HD/Levels do not exceed 30. Treat this as a willpower contest with a magical sword, with an Ego score of 80.)

Chemical Fabrication (Ability to produce up to 10lbs/rnd of most chemicals - basically anything the Elder Brain has encountered before. In the Illithid War, the Elder Brain produced poisons and other toxins, then used its Telekinesis to hurl globules at the party.)

Heal any Illithid lifeform, including itself, of up to 30hp/rnd by touch. While doing this, the Elder Brain cannot perform any other non-automatic activities.

Generate Clone (Initial clones had all memories of the original entity, but were entirely under the control of the Elder Brain. As it became more skilled at this particular ability, it began giving the clones missions to accomplish and would not maintain continuous telepathic contact - our Heroes wised up and began checking for mental communication. Instead, the Elder Brain would let the clone contact it. Also, until the Elder Brain had appropriated the original's magical abilities (if any), the clone didn't have them either. This ability was used primarily to replace key government figures, or to "subvert" spies. Later, after the Elder Brain captured the Drow wizard Lizarren, it began using its more complete clones as assassins and saboteurs. The more accurate a duplicate, the longer it took to produce. A basically "generic" duplicate could be grown in 1-2 months. The more advanced, magically empowered Lizarren breed took 3-4 months. Each Hive could grow only 2-3 clones at a time.)



Its psionic abilities are as follows (ref. The Complete Psionics Handbook and The Will and the Way). Please note that this is only a general guideline, to show what the Desert of Dreams Hive developed. This list includes most of my DM notes, but I purposely left some abilities unlisted to account for changes during the campaign. Other Hives are perfectly capable of evolving different abilities.

Psionicist Level: 20
PSPs: 228-440 (Wis, Con, Cha increased as the Elder Brain matured. In theory, a fully functioning Hive, with its Receptacle spawn, would have virtually unlimited PSPs.)
Disciplines: All
Sciences: 10 - Aura Sight, Detonate, Disintegrate, Life Draining, Domination, Ejection, Mindlink, Mindwipe, Probe, Psychic Surgery.
Devotions: 25 - Combat Mind, Spirit Sense, Control Body, Adrenalin Control, Body Control, Mind Over Body, Share Strength, Empathy, ESP, False Sensory Input, Life Detection, Mind Bar, Post-Hypnotic Suggestion, Sight Link, Sound Link, Synaptic Static, Telempathic Projection, Inertial Barrier, Molecular Manipulation, Chemical Simulation, Astral Projection, Contact, Cannibalize, Enhancement, Gird, Magnify, Psionic Sense
Defense Modes: All
Attack Modes: All


Unique Ability: Drain Magic (IC: 10, MC: 4 per spell point drained, Range: 100yds, Prep: 3, AoE: 1 magical effect). Permanent items affected by Drain Magic are treated as if they were successfully hit with a Dispel Magic. Charged Items could be drained of charges, using the most expensive spell point cost doubled. Because of the way magic works on Avamor, it was possible for a spellcaster to dump extra spell points into his own spells in order to maintain them. At this point, it becomes a contest between how much the Illithid can drain and how much the wizard can put into his spell. The Drain Magic ability does not tell the user how many spell points he or she is going to have to absorb. If the user attempts to drain more magic than he has PSPs, he loses hit points in place of PSPs. If the user dies in the attempt, all of the drained spell points detonate as a fireball of magical energy (no fire damage). The user is, of course, unresurrectable at this point.

Drain Magic can affect spells that are still in the process of being cast. In effect, the Illithid could drain away all the magic powering a spell before its casting was complete.

Note that certain Artefacts and Relics are immune to this power. In fact, any attempt to Drain Magic from an Artefact, or magical node, is likely to result in the immediate and spectacular death of the creature making the attempt.

Note: Specialized forms were grown to act as organic Receptacles for use by the Elder Brain and certain other Illithid forms. Normally, these biological creations held between 20 and 130 PSPs. They had no combat abilities to speak of, though they could run fairly fast at 15" ("Not fast enough for a Fireball!" - Archimage Zenki). The Desert of Dreams Elder Brain sent most of these Receptacles along with the Illithid Elders to the Karanukese and Empire of the Hartland front lines to act as reservoirs for Illithid and Elders draining magical spells - which proved to be a mistake. There were very few Receptacle-spawn left in the Hive when the Seven and several hundred thousand Plainsriders knocked a big hole in the outer Hive walls.

Also, the Desert of Dreams Elder Brain developed the ability to lend its own PSPs to Illithid and Illithid Elders over great distances (at an exchange of 1:1 to 10:1, depending on range) as well as drain PSPs from its servitors.

Primarily, the Elder Brain oversees the incorporation of new life forms, and modifies existing Spawn to instill new abilities in them, as it keeps track of its various minions and their tasks.

Over the course of the campaign, the Elder Brain also gained access to the following magical abilities. Also shown are those abilities it would have gained, if it had survived long enough. Players reading this section should hope and pray their DM isn't so cruel as to give a Hive an Archimage to play with.

Magic Resistance (10-70%)

Damaged only by magical weapons (+1 to +2. It would have gained immunity to +3 weapons in another 2-3 days)

Death gaze (as the Beholder attack)

Flesh to Stone (as the Beholder attack)

Call Lightning (as Storm Giant)

Gate (As Lizarren was subverted, the Elder Brain gained knowledge of various creatures it could summon and control from other planes. It would have taken another 4-5 months to develope this ability as an innate.)

Access to wizard spell levels 1-9, as 23rd level caster (The Elder Brain was only a few hours from gaining this ability).

Ecology: The Elder Brain cannot survive environmental exposure for more than a few weeks (less in a desert environment). It is essentially helpless without its servants, unless it can reach out through its telepathy and domination to take control of other beings. The Elder Brain is a tyrant. Its one driving goal is to convert an entire world's ecology over to the Illithids'. It will do whatever it takes to accomplish this goal, even sacrificing itself to preserve a fellow Elder Brain and give its "brother" a better chance.




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Another little exerpt:

The center of a community is its elder-brain, a pool of briny fluid that contains the brains of the city's dead mind flayers. Due to the mental powers of illithids, the elder-brain is still sentient, and the telepathic union of its brains rules the community. The elder-brain has a telepathic range of 2 to 5 miles, depending on its age and size. It does not attack, but telepathically warns the mind flayers of the presence of thinking creatures, so a mind flayer within its telepathic radius can be surprised only by non-intelligent creatures. The range of the elder-brain determines the territory claimed and defended by the community, though raiding parties are sent far beyond this limit.





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Can't find the two sites I was really looking for.. I have them in my favorites back at home.. I'm at my University room now so... if interested it'll just have to wait!

Sorry for pushing my opinions on this :p But always nice to see the worl you do around here. I use it alot and can apprechiate it! So thanks m8!
 

I don't have the book in front of me, but most of the divination-based spells would work well. I think Know Location is a gimme. Your other thoughts on moving like levitate, teleport, offer a needed means of transportation in case of emergency. Unless it has the means of a physical route into the brain of another creature, I'd drop Psychic Chirurgery, just for taste reasons. Maybe it's me, but I'd do the same for any creature who didn't. (even PC's)

Everything listed looks very good. Lots of power options would be a bonus.

2 things to nit pick: without appendages, would this have a 0 reach? and,
Isn't Sardior a diety of some sort? I think Elder Brains are powerful, but I wouldn't go past Epic scales. Knowing all psionic powers seems too powerful somehow.

Now knowing powers never before seen by non-illithids...
 






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