Mindflayer (3.5e Monster)
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A forgotten horror, buried in the hallows of the earth. What might from a distance appear as a man in robes, grows ever more hideous on further inspection, its face twisted into an inhuman mask that makes a mockery of nature. A soft-bodied monster covered in slime. Although humanoid in appearance, it has no skeleton. It is said to have a grisly penchant for sucking out the brains of men, even as it fills them with an inexplicable sense of dread..
Mindflayer | |
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Size/Type: | Medium Outsider (Esper) |
Hit Dice: | 4d12 + 4 (52 hp) |
Initiative: | +2 |
Speed: | 30 ft |
Armor Class: | 14 (2 Natural armor, 2 Dex), touch 2, flat-footed 2 |
Base Attack/Grapple: | 4/+9 (+4 BAB, +1 Str, +4 Improved Grab) |
Attack: | Tentacle +5 melee (1d6 + 1) |
Full Attack: | Tentacle +5 melee (1d6 + 1) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Improved Grab, Tribulation, Spell-like Abilities, Mind Blast
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +5, Ref +6, Will +7 |
Abilities: | Str 12, Dex 14, Con 12, Int 18, Wis 16, Cha 16 |
Skills: | Bluff +10, Concentration +8, Diplomacy +10, Disguise +10, Hide +9, Intimidate +10, Knowledge (Arcana) +11, Knowledge (The Planes) +11, Listen +10, Move Silently +9, Sense Motive +10, Spot +10 |
Feats: | Combat Reflexes, Combat Casting |
Environment: | Underground |
Organization: | Solitary |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Lawful Evil |
Advancement: | — |
Level Adjustment: | — |
A terrible scourge from the far reaches of evil it is a wizard with a squid head. No, wait...is it a squid with a wizard's body? Anyway. A consummate connoisseur, the Mindflayer only pairs the finest beverages with the brains it devours. ...Okay, honestly, that's a pretty terrifying image.
It attacks by manipulating thought with its indomitable will. It is far eviler than its ancestors, and proud of its superior nature, loving above all else the sight of other sentient beings in pain. Few hunters have lived to tell the tale of this daemon, though perhaps it is in mankind’s best interests that he know naught of the terror lurking in the burrows of the earth.
Combat[edit]
The Mindflayer will attack an opponent with its tentacles attempting to grapple them. Once it has established a grapple with at least 2-3 tentacles it will start to constrict to deal more damage. If there are multiple enemies, the Mindflayer will attempt to charm either the largest or most imposing one to attack the rest of the group. Once available, he will use his Mind Blast to stun a target to allow him to get close and start grappling.
Special Attacks[edit]
Improved Grab: To use this ability, the Mindflayer 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. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent. If the Mindflayer begins a round with at least 1 tentacle attached, it can try to attach another tentacle with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Mindflayer gets a +2 circumstance bonus on all grapple checks against the target for every tentacle that is attached at that time.
Tribulation: A Mindflayer that begins its turn with at least one tentacle attached to an opponent can attempt to constrict and squeeze whatever body part it has to deal damage to the opponent. To do so, the Mindflayer must make a successful grapple attempt and deals 1d4 + strength damage per attached tentacle. So, for example, where the Mindflayer has a 12 strength, if he had 3 tentacles attached, he would deal 3d4 + 3 damage on a successful grapple check.
Spell-like Abilities: 1/day Detect Thoughts (DC 16), Charm Person Caster level is equal to the High Summoner's class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Mindflayer's Intelligence modifier. The save DC is Charisma based.
Overdrive[edit]
Mind Blast: As a full round action, a Mindflayer may target a single creature within 60 feet. The creature must make a DC 16 Will save or take 4d8 + (High Summoner's level x 3) damage and become stunned for 1d3 rounds. A creature with the "Mettle" ability takes only half damage on a failed save.
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Alignment | Lawful Evil + |
Author | The-Marksman + |
Challenge Rating | 4 + |
Environment | Underground + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Medium + |
Subtype | Esper + |
Title | Mindflayer + |
Type | Outsider + |