non-psionics Mind-Flayer for Delving Deeper
Posted: Fri Apr 10, 2015 3:18 am
Initially written to the DD G+ page, I figured I should add it here
Here is my take on the insidious Mind-Flayer; A non-psionic version, for your Delving Deeper game.
Mind-Flayer
# Appearing: 1-4
# in Lair: 2-12
Armor Class: 6
Movement: 12"
Hit Dice: 7+4
Lair nearby: 50%
Treasure: E
Alignment: Chaotic
Thankfully only found in the deepest recesses underground, the terrifying Mind-Flayers abhor sunlight.
Thoroughly evil, these creatures appear as bi-pedal humanoids excepting for their grotesque, squid-like head with a number of small tentacles that enshroud their mouth.
They think nothing of other intelligent creatures other than sources of food... As they feed on the very brains of such in horrific fashion.
They can attack physically, usually eschewing weaponry but sometimes grappling or pummeling, or by lashing with their face tentacles which burn through the skin of their victims.
These are infrequent attacks, however; A Mind-Flayer's most oft-used and devastating attack are it's terrible and alien-like mental abilities.
Primary of these is a "mind blast"; Essentially an invisible, mentally-generated 'lightning bolt' of sorts. This attack is cone-shaped; starting at 1/2" wide, and ending 6" away with a final width of 2". Any foe so attacked must be faced by the Mind-Flayer, and in order for a target to shake off the intense mental trauma must make a Save vs Spells. The "mind blast" does 1-11 damage, or none with a successful save, to "Normal types"; "Heroic types" are instead held as the " Hold Person" spell (unless saved against), and "Superheroic types" are confused as the spell of the same name (again, a Save negates). The non-damaging affects of this attack last for 1-6 turns if the attack succeeds.
Furthermore, the insidious mental powers of Mind-Flayers enable them the use of the following abilities, each as the corresponding spell:
-Charm Person (4 times/day)
-Sixth Sense (3 times/day)
-Levitation (3 times/day)
-Charm Monster (1 time/day)
-Project Image (1 time/week)
The above abilities otherwise function at the 7th level of ability; A Mind-Flayer's "mind blast" has no usage limit.
Mind-Flayers feed by enveloping the head of a victim with it's face tentacles, which burn/bore to the brain, and then extract it... to be devoured by it's tiny razor-teeth infested mouth hidden by those tentacles. This process takes 1-4 turns, and requires that the victim either be unwilling, or unable, to move or otherwise act in opposition to this happening.
Mind-Flayer's are brilliantly intelligent. The instant they realize an encounter isn't going to end in their favor, they flee, absolutely sacrificing any endangered treasures, slaves or allies that might be lost without so much as an afterthought (even other Mind-Flayers).
Discussion is of course welcome!
Fight On!
Here is my take on the insidious Mind-Flayer; A non-psionic version, for your Delving Deeper game.
Mind-Flayer
# Appearing: 1-4
# in Lair: 2-12
Armor Class: 6
Movement: 12"
Hit Dice: 7+4
Lair nearby: 50%
Treasure: E
Alignment: Chaotic
Thankfully only found in the deepest recesses underground, the terrifying Mind-Flayers abhor sunlight.
Thoroughly evil, these creatures appear as bi-pedal humanoids excepting for their grotesque, squid-like head with a number of small tentacles that enshroud their mouth.
They think nothing of other intelligent creatures other than sources of food... As they feed on the very brains of such in horrific fashion.
They can attack physically, usually eschewing weaponry but sometimes grappling or pummeling, or by lashing with their face tentacles which burn through the skin of their victims.
These are infrequent attacks, however; A Mind-Flayer's most oft-used and devastating attack are it's terrible and alien-like mental abilities.
Primary of these is a "mind blast"; Essentially an invisible, mentally-generated 'lightning bolt' of sorts. This attack is cone-shaped; starting at 1/2" wide, and ending 6" away with a final width of 2". Any foe so attacked must be faced by the Mind-Flayer, and in order for a target to shake off the intense mental trauma must make a Save vs Spells. The "mind blast" does 1-11 damage, or none with a successful save, to "Normal types"; "Heroic types" are instead held as the " Hold Person" spell (unless saved against), and "Superheroic types" are confused as the spell of the same name (again, a Save negates). The non-damaging affects of this attack last for 1-6 turns if the attack succeeds.
Furthermore, the insidious mental powers of Mind-Flayers enable them the use of the following abilities, each as the corresponding spell:
-Charm Person (4 times/day)
-Sixth Sense (3 times/day)
-Levitation (3 times/day)
-Charm Monster (1 time/day)
-Project Image (1 time/week)
The above abilities otherwise function at the 7th level of ability; A Mind-Flayer's "mind blast" has no usage limit.
Mind-Flayers feed by enveloping the head of a victim with it's face tentacles, which burn/bore to the brain, and then extract it... to be devoured by it's tiny razor-teeth infested mouth hidden by those tentacles. This process takes 1-4 turns, and requires that the victim either be unwilling, or unable, to move or otherwise act in opposition to this happening.
Mind-Flayer's are brilliantly intelligent. The instant they realize an encounter isn't going to end in their favor, they flee, absolutely sacrificing any endangered treasures, slaves or allies that might be lost without so much as an afterthought (even other Mind-Flayers).
Discussion is of course welcome!
Fight On!