Campaign Bestiary

I:

Illithid CR 8 XP 9,600
CE / Medium Aberration
Init: + 6
Senses: Darkvision 90 ft, Blindsight 60 ft; Perception +14

DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 44 (8d8+8)
Fort + 3, Ref + 4, Will + 9
Defensive Abilities: Spell resistance 25, telepathy 100 ft

OFFENSE
Speed: 30 ft., (20 ft. in armor)
Melee: 4 tentacles + 9 (1d4+ 1) or by Weapon
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mind blast, psionics, improved grab, extract

STATISTICS
Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Base Atk + 8; CMB + 9; CMD 22
Feats: Improved Initiative, Weapon Finesse, Alertness, Weapon Focus (tentacle)
Skills: Bluff + 11, Diplomacy + 7, Disguise + 3 (+ 5 acting), Stealth + 11, Intimidate + 11, Knowledge (any) + 12, Perception + 11, Sense Motive + 7, Survival + 4 (+ 6 planes)
Languages: Telepathy 100ft

SPECIAL ABILITIES

Extract (Ex)
A Illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Improved Grab (Ex)
To use this ability, a Illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Mind Blast (Sp)
This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 17 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4thlevel spell.

Psionics (Sp)
At will—charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC16). Effective caster level 8th. The save DCs are Charisma-based.

Telepathy (Su)
The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

EQUIPMENT and MAGICAL ITEMS

Equipment:


Magical Items:

ECOLOGY

Environment: Underground

Organization: Solitary, pair, inquisition (3–5), or Solitary, inquisition (1 plus 2–4 Illithids), or cult (3–5 plus 6–10 grimlocks) cult (2 plus 2–4 Illithids and 6–10 grimlocks)

Treasure: Double standard

Illithids congregate in underground cities of 200 to 2,000 inhabitants, plus at least two slaves for each resident. Slaves obey their masters without question. The center of a community is its elder brain, a pool of briny fluid that contains the brains of the city’s deceased Illithids. Although they constantly vie for power, Illithids are quite willing to work together. A small group of these creatures, known as an inquisition, often forms to root out some dark and terrible secret.

In many ways, a Illithid inquisition is not unlike a party of adventurers, with each member contributing its own skills and knowledge to the group. When a task is too great for an inquisition to handle, Illithids generally form a cult. A pair of illithids commands the group, each struggling for supremacy.


N:


Neothelid CR 15 XP 51,200
CE Gargantuan aberration
Init + 2
Senses blindsight 100 ft., trace teleport 60 ft.; Perception + 25
DEFENSE
AC 30, touch 4, flat-footed 30 (–2 Dex, +26 natural, –4 size)
hp 230 (20d8+140)
Fort + 15, Ref + 4, Will + 16
DR 10/cold iron;
SR 26
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee bite + 4 tongues 21 (3d610/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23)
At will-detect thoughts (DC 17), charm monster (DC 19), clairvoyance/clairaudience , suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 18)
3/day—quickened suggestion (DC 18)_
STATISTICS
Str 30, Dex 7, Con 24, Int 16, Wis 15, Cha 21
Base Atk + 15; CMB + 29 (+ 33 grapple); CMD 37 (can’t be tripped)
Feats Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)
Skills Bluff + 25, Climb + 33, Diplomacy + 25, Fly – 4, Intimidate + 28, Knowledge (arcana) + 26, Perception + 25, Spellcraft + 26
Languages Aklo, Terran, Undercommon.;
telepathy 100 ft.
SPECIAL ABILITIES
Mind Thrust (Su)
As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based.
Psychic Crush (Su)
As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Trace Teleport (Ex)
A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.
ECOLOGY
Environment any underground
Organization solitary, pair, or cult (3–5 plus 4–12 charmed slaves of various races)
Treasure standard

Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature’s wrath in person and lived to tell about it.

Neothelids are served by all manner of strange worm-like creatures, minions they use to observe and wage war against their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange dimensions beyond the edge of known reality—the neothelids see themselves as the chosen agents of these malevolent forces, working to ready the world for their return.


Campaign Bestiary

A Manifestation of Chaos Leonidas300