Elder brains and illithid-kin!


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ELDER BRAIN

Large Aberration
Hit Dice: 20d8+200 (290 hp)
Initiative: -1 (Dex, Improved Initiative)
Speed: 0 ft
AC: 10 (-1 size, -5 Dex, +6 natural)
Attacks: None
Damage: None
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Psionics
Special Qualities: Create brain golem, detect living, telepathy, scry, SR 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: Combat Casting, Great Fortitude, Improved Initiative, Iron Will - (Psionic feats) - Body Fuel, Disarm Mind, Inertial Armor, Inner Strength, 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: 24
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 which 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, 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 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):
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 withing 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.
Scry (Su): An elder brain can scry through the eyes of any sentient creature within range if the creature is willing, or psionically dominated.

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

UROPHION

Large Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 10 ft
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 6 tendrils +15 melee
Damage: Tendril 1d4+6
Face/Reach: 5 ft by 5 ft/10 ft (50 ft with tendril)
Special Attacks: Psionics, mind blast, attach, extract
Special Qualities: SR 20, immune to electricity, cold resistance 30, fire vulnerability
Saves: Fort +9, Ref +8, Will +14
Abilities: Str 22, Dex 15, Con 20, Int 19, Wis 18, Cha 12
Skills: Climb +10, Concentration +10, Hide +10 *, Intimidate +11, Knowledge (any one) +9, Listen +16, Move Silently +10, Spot +16
Feats: Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (tendril)

Climate/Terrain: Any underground
Organization: Solitary or cluster (1-3)
Challenge Rating: 12
Treasure: None
Alignment: Usually lawful evil
Advancement: 13-24 HD (Large); 25-48 HD (Huge)

The urophion is the hideous result of hybridization between mind flayers and ropers. The urophion has a more than passing resemblance to the creature from which it was created. To the unwary, the urophion appears as a rocky outcropping about 9 feet in height, with a 3-foot diameter base tapering off to a 1-foot diameter at the apex. What appears to be ridges carved into the rock are actually the creature's thick tendrils, which it can wrap tightly around its mauve pillar. This creature has a single eye near the top, above a round lamprey-like maw.
The six tendrils are 50 feet long and spaced equidistantly around the mouth. They are very strong and can be used to attack, or help it to stand upright. The urophion has a solid but malleable body, which allows it to resemble a stalagmite or a boulder, and it can even climb and hang from ceilings like a stalactite. The urophion can adjust its body temperature to match its surroundings, but is unable to change its purplish-gray hue.
Urophions were created by mind flayers, through a process known as ceremorphosis, which involves implanting immature illithid tadpoles into other beings. This creature has only a second-class status in illithid society, and are rarely more than guards.

COMBAT
Urophions hunt sentient creatures by hiding and impersonating rock formations. When enough victims are in range, it lets loose with a mind blast, then begins to devour brains. If any victims are left conscious, the urophion will attack with its tendrils, attempting to remove their brains by force. Once it removes the brain, it eats it immediately while its remaining tentacles attack surviving victims.
Psionics (Sp):
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds.
Attach (Ex): If a urophion hits with a tendril attack, the tendril grasps the opponent's body. This tendril holds onto the victim until it breaks free, which requires a successful Escape Artist check (DC 26) or Strength check (DC 22). For every tendril attached to a victim, remaining tentacles gain a cumulative +1 to the attack roll.
A single attack with a slashing weapon that deals at least 6 points of damage severs a tendril (AC 20).
Extract (Ex): A urophion that begins its turn with at least four tendrils attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
Fire Vulnerability (Ex): A urophion takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Skills: *Urophions receive a +8 racial bonus to Hide checks in stony or icy areas.

The urophion first appeared in The Illithiad (1998).
 

ULITHARID

ULITHARID (Noble Illithid)
Large Aberration
Hit Dice: 11d8+33 (82 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: 6 tentacles +10 melee
Damage: Tentacle 1d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Psionics, spells ?, mind blast, improved grab, extract
Special Qualities: Telepathy, SR 26, recover
Saves: Fort +6, Ref +6, Will +14
Abilities: Str 16, Dex 16, Con 17, Int 22, Wis 20, Cha 25
Skills: Bluff +10, Concentration +14, Diplomacy +11, Hide +9, Intimidate +15, Knowledge (any two) +12, Listen +14, Move Silently +9, Spot +14
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iton Will, Lightning Reflexes, Mobility

Climate/Terrain: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Ulitharids are noble class of mind flayer, superior to normal illithids. They are the favored children of the elder brain and are given free reign over normal mind flayers and thrall creatures. Ulitharids account for 1/25th of the population of a mind flayer community. They spend twice as much time as tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of illithids.
Ulitharids are much taller and more physically powerful than normal mind flayers, being 7 1/2 tall. Their slimy skin is the same as other illithids, but darker. These noble illithid have six tentacles instead of four, surrounding a maw of jagged, saw-like teeth. They wear the same sort of robes as other mind flayers, but many also wear high-crowned headdresses to accentuate their importance.
Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are ill-suited for speech.

COMBAT
Ulitharids tend to fight in the same way as other mind flayers. They take charge and act as leaders when in a mixed group with normal illithids.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 22) or be feebleminded for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp):
Improved Grab (Ex): To use this ability, the ulitharid must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.
After a successful grab, the ulitharid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A ulitharid that begins its turn with at least three tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
Telepathy (Su): Ulitharids can communicate telepathically with any creature within 100 feet that has a language.
Recover (Sp): A ulitharid can heal up to 25 points of damage done to it per day. This is a full-round action and requires concentration.

The ulitharid first appeared in the Monstrous Compendium Annual One (1994).


NOTE - did these guys appear in Dungeon magazine first, circa #35?
 

Will you be making a ceremorph (you know, those non-illithids that have been stuck with an illithid larva) as a template? That'd be fun to see. Very useful, too.
Dragon 255, I think, had lizardfolk and svirfneblin ceremorphs, and the nyraala golem.
 

Hello,
I really like these conversions. For more brain eating goodness you might want to check out an article in Dragon issue 150 (CD 3 for you CD archive folks), the article was called "The Sunset World" and details the homeworld of the Illithids, or at least a world which they still dominate. There are stats and interesting details of several creatures native to illithid worlds, and posessing variations of the illithid life-cycle.
 

Thanks boz! yet another Great job. I really hope all of your great conversions are saved somewhere! :)

I don't have the Psi. Handbook. if its not too much problem as another poster pointed out perhaps you can give psionics and then the abilities as spell like abilities.

Mike
 

Bloodstone de Troll said:
Hello,
I really like these conversions. For more brain eating goodness you might want to check out an article in Dragon issue 150 (CD 3 for you CD archive folks), the article was called "The Sunset World" and details the homeworld of the Illithids, or at least a world which they still dominate. There are stats and interesting details of several creatures native to illithid worlds, and posessing variations of the illithid life-cycle.

way ahead of you dude. ;) i started working on them last week. see the general monster talk forum for more on that. as for the ceremorph template, i think someone already did that didn't they? i was actually going to make an illithidae template, based on the Dragon 150 article. (which, by the way, i remember from back in the day, but using the CD's is more convenient). i did a poll like a month or 2 ago about what people would like to see me convert, and the illithidae was at the top, so they're definitely in the works. :)
as for presenting the psionics stats, again that's on the general monster talk forum. take a look there and give me some suggestions. when the details are hammered out, i will update the entries right here. :)
 

here's a bit more info on the illithidae, before i get to posting them:

the original article is reprinted here, although it's not quite indented properly (look at the chart where creatures are listed by type to see what i mean).

also, this fellow worked up some 2E stats for the illithidae here with illustrations! :)
 


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