The Illithidae

BOZ

Creature Cataloguer
I will let the template speak for itself. :) Still working on the psionics though...
any critiques and help are welcome. :)
 
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ILLITHIDAE (template)

The illithidae are a bizarre form of alien life related to mind flayers and other illithid-kin. These creatures come in a variety of forms, and all live in and around the same areas as the mind flayers. It is not entirely clear how these creatures came to be. Perhaps they were created by ceremorphosis, the same process that creates mind flayers, but with a different type of tadpole. They may have evolved naturally from mind flayers, or alongside them. Regardless, they do spend time in a larval tadpole form, living in another creature's body, which eventually transforms into that type of illithidae.
Within the world of the illithids, illthidae typically fill the roles of mammals, reptiles, and others. These creatures all survive at least partially by preying on the brain matter of living creatures, particularly sentients, but they are often omnivorous. They all have feeding tentacles in multiples of four (4, 8, 12, 16...), though not all have the capacity to draw out the brain in the manner of mind flayers, but may have a different power to incapacitate or kill their foes before feeding.
Landbound illithidae typically have four limbs with four digits on each, though all are amphibious. The feeding tentacles surround a beaked mouth that allows the creature to break through skulls when the tentacles are not strong enough. All illithidae have the same sort of tough, slimy skin as illithids, but come in a variety of purple, red, black, gray, or even white in cold lands.

CREATING AN ILLITHIDAE
"Illithidae" is a template that can be added to any animal, beast, plant, or vermin (referred to hereafter as the "base creature"). The creature's type changes to "aberration." It uses all the base creature's statistics and special abilities except as noted here.

(NOTE: This template will NOT make a cessirid, embrac, kigrid, or saltor. It is to be used as a guideline only to create new types of illithidae.)

Hit Dice: Increase total Hit Dice by 6. If the base creature has 2 Hit Dice or less, multiply total Hit Dice by 4 instead.
Speed: Same as the base creature. The creature may gain a swim speed and/or climb speed.
AC: Natural Armor improves by +4.
Damage: Illithidae may gain a tentacle attack in addition to other attacks. In addition to other effects (see Special Attacks), the tentacles cause damage as this table below.

Size Tentacle Damage
Fine ---
Diminutive 1
Tiny 1d2
Small 1d3
Medium-Size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: An illithidae retains all the special attacks of the base creature and those listed below.
Psionics (Sp): All illithidae with an Intelligence score of at least 7 have psionic powers. Illithidae generally have three or four psionic powers appropriate to their body form.
Tentacles (Ex): All illithidae have tentacles that function as formidable attack forms and allow them to feed on brain matter. Some cause poison damage or paralysis, some constrict like snakes, and some can extract brains in the same manner as illithid tentacles.
Special Qualities: An illithidae retains all the special qualities of the base creature and those listed below.
Spell Resistance (Su): The Spell Resistance of an illithidae is 10 + 1/2 creature's Hit Dice + Intelligence modifier.
Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.
Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.
Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.
Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +4, Wis +2, Cha +4
Skills: Same as the base creature
Feats: Same as the base creature

Climate/Terrain: Any underground
Organization: Same as the base creature
Challenge Rating: Same as the base creature +2
Treasure: Same as the base creature
Alignment: Any non-good
Advancement: Same as the base creature

The illithidae first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).
 

CESSIRID

Medium-Size Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +3 (Dex)
Speed: 50 ft, swim 40 ft
AC: 19 (+3 Dex, +6 natural)
Attacks: Bite +8 melee
Damage: Bite 2d8+3 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Psionics, poison, trip
Special Qualities: Telepathy, SR 12, amphibious, slime, light vulnerability
Saves: Fort +4, Ref +5, Will +8
Abilities: Str 15, Dex 16, Con 15, Int 10, Wis 14, Cha 10
Skills: Hide +9, Jump +7, Listen +8, Move Silently +9, Spot +8, Swim +7
Feats: Alertness, Weapon Finesse (bite)

Climate/Terrain: Any underground
Organization: Solitary or pack (1-20)
Challenge Rating: 7
Treasure: None
Alignment: Usually lawful neutral (with evil tendencies)
Advancement: 9-16 HD (Medium-Size); 17-24 HD (Large)

The cessirid is a small pack hunter, similar to canines. This monster has a large head and oversized eyes, and a fearsome jaw with a spiked beak at the end. This creature's horrible mouth has four feeding tentacles surrounding it, two on each side of the face. Its canine body is 2 feet high at the shoulder, and has smooth, slimy skin of a pale gray color. Its webbed feet help it to swim as well as run. Jutting out from its back are a series of short spines. These creatures live and work together in silent, tightly-knit, efficient packs. They are often used as hounds by illithids.

COMBAT
Cessirids like to leap at their opponents and bite with their beaks. The tentacles around the mouth hit automatically on every successful bite attack, and sting with poison that disorients foes. They use their psionic powers to locate and pursue prey, or to escape if outmatched.
Psionics (Sp):
Poison (Ex): Contact, Fortitude save (DC 16); initial damage 1d6 temporary Dexterity; secondary damage 1d4 temporary Dexterity.
Trip (Ex): A cessirid that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cessirid.
Telepathy (Su): Cessirids can communicate telepathically with any illithid-kin within 24 feet.
Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.
Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.
Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.

The cessirid first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).
 

EMBRAC

Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: 10 ft
AC: 18 (-1 size, -1 Dex, +10 natural)
Attacks: 8 tentacles +13 melee
Damage: Tentacle 2d4+6 and paralysis
Face/Reach: 5 ft by 10 ft/5 ft (20 ft with tentacles)
Special Attacks: Psionics, paralysis, improved grab, constriction
Special Qualities: SR 15, amphibious, slime, light vulnerability
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 22, Dex 9, Con 19, Int 7, Wis 10, Cha 8
Skills: Hide +5, Listen +10, Move Silently +7, Spot +10
Feats: Improved Initative, Power Attack

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-22 HD (Large); 23-33 HD (Huge)

The embrac is a solitary predator that resembles carnivorous plantlife as much as animal life. These beasts are large and slow-moving, with short, stocky, sack-like bodies about 10 feet in length. Its stout limbs are tipped with heavy claws that allow it to anchor itself in place. The large head has a saw-edged beak to the front, surrounded by the creature's eight feeding tentacles, which have spikes and hooks on their undersides. These tentacles are about one foot diameter in thickness at the base, and taper off to three finger-like points. There are bony armor plates just under the surface of the embrac's slimy skin, which is usually spotted or striped in shades of black, gray, white, or dull red.
Embracs are practical bargainers, and stockpile goods and manufactured items that can be used with their body forms. Embracs live in dark places such as caves, and close off the entrances with boulders to ward off strong enemies. Though they are haughty and arrogant towards all other life forms, they are often servants of the illithids.

COMBAT
An embrac likes to like in wait, concealing itself from prey to surprise its opponents. It will use psionics to create an illusionary lure as prey approaches. It attacks opponents within 20 feet with its tentacles, which it uses to paralyze and crush its victims.
Psionics (Sp): *Embracs are also capable of creating psionic illusions which function excatly like the spectral force spell, except that they cause no damage. This psionic power is as a 5th-level psion.
Paralysis (Ex): The spikes of an embrac's tentacles exude a paralyzing poison. Any creature hit by a tentacle attack must succeed at a Fortitude save (DC 19) or be paralyzed for 2-12 minutes.
Improved Grab (Ex): To use this ability, the embrac must hit with a tentacle attack. If it gets a hold, it constricts.
Constriction (Ex): Embracs wrap their hooked tentacles around their victims, dealing 2d4+6 points of damage per tentacle, per round. Held victims lose all Dexterity bonuses to AC and saves, and have a -2 penatly to attack rolls. Victims can break free from the constriction with a successful Strength check (DC 21).
Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.
Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.
Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.
Skills: Embracs receive a +4 racial bonus to Hide checks in underground settings.

The embrac first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).
 

KIGRID

Medium-Size Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft, swim 40 ft
AC: 18 (+1 Dex, +7 natural)
Attacks: 2 claws +10 melee, bite +5 melee
Damage: Claw 2d4+4, bite 2d8+2 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Psionics, poison, improved grab, rake 2d6+2
Special Qualities: SR 18, amphibious, slime, light vulnerability
Saves: Fort +6, Ref +4, Will +8
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 15, Cha 13
Skills: Climb +10, Craft (trapmaking) +7, Listen +11, Perform (mimic) +9, Spot +11, Swim +11
Feats: Alertness, Dodge, Improved Initiative

Climate/Terrain: Any underground
Organization: Solitary or family (1-3)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-18 HD (Medium-Size); 19-27 HD (Large)

The kigrid is a bizarre form of illithidae, resembling something like a cross between a bear, swine, and hyena. These ravenous beasts are pure carnivores, and will eat anything if it is vulnerable. The kigrid has a wide beaked mouth, surrounded by four tough, spiked feeding tentacles. These beasts have short, stocky bodies about 5 feet long, with short tails like a pig, but have claws and arms like a bear. Their skin is a deep black, and their eyes take on a dull red color in the light.
Kigrids are especially cunning and malicious, and do not work well with other creatures. They even tend to avoid one another, as more powerful kigrids tend to attack and eat the weaker ones. They are only likely to cooperate with one another if they are closely related. Somehow, illithids occasionally manage to tame a kigrid, forcing it into servitude as a beast of burden.
Kigrids have excellent vocal capability, and can mimic speech and sounds almost perfectly. They are also skilled at making traps, as their tentacles make up for their forepaws' lack of manual dexterity.

COMBAT
Kigrids attack ferociously with claws and bite, and can rake with their rear claws like a cat though they cannot pounce. Their spittle contains a painful poison that causes muscles to swell.
Psionics (Sp):
Poison (Ex): Bite, Fortitude save (DC 17); initial damage 1d6 temporary Dexterity; secondary damage 1d4 temporary Constitution and 1d6 Strength.
Improved Grab (Ex): To use this ability, the kigrid must hit with both claw attacks. If it gets a hold, it can rake.
Rake (Ex): A kigrid that gets a hold can make two rake attacks (+ melee) with its hind legs for 2d6+2 damage each.
Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.
Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.
Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.
Skills: Kigrids receive a +4 racial bonus to Listen and Spot checks.

The kigrid first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).
 

SALTOR

SALTOR
Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 30 ft (argid);
40 ft, climb 20 ft (jendrid)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attacks: 4 tentacles +6 melee, bite +1 melee; or 4 tentacles +6 melee, halfspear +1 ranged; or rock +6 ranged
Damage: Tentacle 1, bite 1d3; halfspear 1d6; rock 1d3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Psionics, improved grab, extract
Special Qualities: SR 19, amphibious, slime, light vulnerability
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 10, Dex 17, Con 14, Int 8, Wis 12, Cha 9
Skills: Climb +5, Hide +8, Listen +7, Spot +7
Feats: Weapon Finesse (tentacles)

Climate/Terrain: Any underground
Organization: Band (1-6) or tribe (10-40)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-Size)

Saltors are small baboon-like creatures that are more like the mind flayers than any other illithidae. Saltors stand upright and have three-fingered hands with opposable thumbs, making them nearly humanoid in form. Like illithids, they possess four feeding tentacles that can draw out the brains of opponents. Saltors have slimy skin of white or black color, but sometimes variations such as gray, violet, and red occur.
Saltors vary in size and build depending on how they are engineered by the illithids. There are two distinct physical forms of saltor, the argid and jendrid. They are basically identical, except for their build. Argids are two feet tall and shaped much like baboons, and are fast climbers. Jendrids are about a foot taller, with longer limbs that make them faster on the ground while sacrificing climbing speed. Both types seem to occur with about the same frequency within any group of saltors.
Saltors that are ruled by illithids are always orderly and well coordinated. They are carefully bred for a nearly endless variety of manual tasks and skills. Some saltors live in the wild, independent of the mind flayers, living in primitive lairs. Such groups of wild saltors often have a few exceptional individuals with greater intelligence and extra psionic powers. Saltors are excessively cruel and love to torment other creatures, and consider lesser creatures a delicacy.

COMBAT
Saltors usually attack with tentacles and bite, but some may use a weapon instead of biting. They carry spears to throw at opponents before melee, and to use against creatures whose heads cannot be reached with their tentacles. Saltors tend to be bold in numbers, but will attack even large groups if ordered to by their illithid masters.
Psionics (Sp):
Improved Grab (Ex): To use this ability, the saltor must hit a Small or smaller creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A saltor can grab a Medium-size or larger creature, but only if it can somehow reach the foe's head.
After a successful grab, the saltor 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 saltor gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A saltor that begins its turn with all four of its tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.
Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.
Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.

The saltor first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).
 

I don't comment much on conversion, but very nice work BOZ.

But then again, nothing else is expected from one of the trio.

Take care,
Justin Sluder
 



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