Daeijine Illithid (3.5e Creature)
From D&D Wiki
Daeijine Illithid
Daeijine Illithid | Daeijine Illithid, Wizard | Daeijine Illithid, Assassin | |
---|---|---|---|
Size/Type: | Medium Aberration | Medium Aberration | Medium Aberration |
Hit Dice: | 3d8 (12 hp) | 10d4 (20 hp) | 6d6 plus 10d6 (48 hp) |
Initiative: | +4 | +4 | +7 |
Speed: | 30 ft. | 30 ft. | 30 ft. |
Armor Class: | 10, touch 10, flat-footed 10 | 12 (Armor 2), touch 10, flat-footed 12 | 21 (Dex 3, Armor 4, Deflection 4), touch 17, flat-footed 18 |
Base Attack/Grapple: | +1/-1 | +6/+1/+4 | +12/+7/+2/+12 |
Attack: | Masterwork Knife (1d4-2) +0, Tentacle (1d4-2) -1 | Tentacle (1d4-2) +4 | Vorpal Shortsword +1 (1d6+4) +15, Tentacle (1d4) +12 |
Full Attack: | Masterwork Knife (1d4-2) +1, Tentacle (1d4-2) -1 | Tentacles (1d4-2) +4/-1 | 3x Vorpal Shortsword +1 (1d6+4) +15/+10/+5, 3x Tentacles (1d4) +12/+7/+2 |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | Mind Blast, Eat Brain | Mind Blast, Eat Brain | Mind Blast, Eat Brain |
Special Qualities: | Darkvision 60ft, Telepathy, Breathe Underwater | Darkvision 60ft, Telepathy, Breathe Underwater | Darkvision 60ft, Telepathy, Breathe Underwater |
Saves: | Fort +0, Ref +0, Will +3 | Fort +3, Ref +5, Will +12 | Fort +5, Ref +12, Will +8 |
Abilities: | Str 6, Dex 11, Con 10, Int 12, Wis 9, Cha 15 | Str 6, Dex 10, Con 12, Int 18, Wis 12, Cha 16 | Str 10, Dex 16, Con 11, Int 14, Wis 8, Cha 16 |
Skills: | Intimidate +10, Spot +9 | Concentration +28, Decipher Script +19, Spellcraft +31, Knowledge (arcane) +19, Knowledge (Dungeoneering) +19, Knowledge (History) +13 | Disguise +30, Hide +30, Move Silently +30, Escape Artist +24, Tumble +24, Sleight of Hand +9, Open Locks +14 |
Feats: | Weapon Focus Knife, Improved Initiative | Improved Initiative, Spell Focus Enchantment, Greater Spell Focus Enchantment, Iron Will, Quicken Spell, Maximize Spell, Heighten Spell | Sneak Attack 8d6, Evasion, Improved Uncanny Dodge, Trap Sense +2, Trapfinding, Save Against Poison +5, Hide In Plain Sight, Improved Initiative, Run, Stealthy, Weapon Focus Shortsword, Weapon Specialization Shortsword, Greater Weapon Focus Shortsword, Greater Weapon Specialization Shortsword |
Environment: | Underground | Underground | Underground |
Organization: | Solitary or Group (2-10) | Solitary or Group (2-6) | Solitary or Group (2-3) |
Challenge Rating: | 2 | 12 | 18 |
Treasure: | Standard, Masterwork Knife | Standard, Robes +2 | Standard, Vorpal Shortsword +1, Improved Shadow Mithral Shirt, Ring of Protection +4 |
Alignment: | Lawful Evil | Lawful Evil | Lawful Evil |
Advancement: | |||
Level Adjustment: | 2 | 2 | 2 |
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it. |
The eldritch horror could be heard in the darkness, a horrid slurping noise foretelling it's approach. It slipped out of the shadows far closer than expected, it's warped mouth expanding and revealing a nightmare of teeth below. So terrified b its visage, the flash of a knife across the belly went unnoticed, until it was too late.
Illithids are disgusting purple skinned humanoids with squids for heads. They live underground and feast on the brains of others. To them all other races are food, although they are not above diplomacy when they see it fit. They speak with telepathy. They have had conflicts with drow many times and despise them.
Combat, Daeijine Illithid
Illithids prefer to start off with a Mind Blast to stun who they can by surprise, attack, disable, and drag the stunned victims away before the stun leaves off. They always try to disable an opponent by might or magic, then coup de grace them when they are helpless by eating their brain.
Mind Blast can be used 1/day, and stuns all within a 60ft cone for 1d4 rounds upon failing a will save. Treat as a 2nd level spell for determining the DC, using your Cha modifier.
Combat, Daeijine Illithid Wizard
Illithid wizards prefer to keep their distance, weakening the enemy and then influencing their mind to get what they want, be it moving the enemy into a favorable position or dominating then and using them as a slave.
- Typical Wizard Spells Prepared (4/5/5/4/4/2; save DC 14 + spell level)
0—mage hand (2), ghost sound, touch of fatigue; 1st—shield, magic missile (2), color spray, ray of enfeeblement (2); 2nd—detect thoughts, see invisibility, shatter, invisibility, spider climb; 3rd—dispel magic, hold person, suggestion, slow; 4th—stoneskin, black tentacles, charm monster, confusion; 5th—dominate person, mind fog.
Combat, Daeijine Illithid Assassin
Usually an agent sent when there are 'troublemakers', he stalks after his prey and strikes at then unexpectantly attempting to down them in one blow, retreating if unable to dispatch them quickly. Unlike others, they are usually driven by a job, not by food, so feeding is not an immediate concern.
As assassins they have their Death Attack, and use many poisons in their work.
Template:3.5e Creatures CR 2 Breadcrumb
Template:3.5e Creatures CR 12 Breadcrumb
Template:3.5e Creatures CR 18 Breadcrumb