Ilthandian Imperial (3.5e Creature)

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During the time shortly after the attacks at Ezotos, many people and things where strangely drawn toward the city. There were reports about mass sacrifices, and transmutaions into strange and unimaginable beings. These are both true, and the latter produced a long line of Ilthandian creatures. These are the Ilthandian Scourge, the Ilthandian Scoundrel, the Ilthandian Sentnel, and the Ilthandian Imperial. These are regimented into a strictly organized caste society. One type of Ilthandian does not willingly go within 40 ft of another that is from more than one caste catergories away. Thus, the Imperials are never seen with anything less than a Sentnel, and so forth. Their numbers are somewhat small, because they only occupy one quadrant of the city, Ezotos. The other residents of the city know that if they control the entire city, they easily could reproduce and become a major threat to anything else on the Island of Ilyon, and seek to destroy them wherever they are spotted. Even the long-time rival Factions set aside differences to fight the common threat.

Ilthandian Imperial
Size/Type: Huge Aberration
Hit Dice: 20d8 + 160 (230 hp)
Initiative: +7
Speed: 40ft
Armor Class: 37 (+7 Dex, +22 Natural, -2 Size, touch 17, flat-footed 30
Base Attack/Grapple: +15/+10/+5/+37
Attack: +29 (15ft) Tentacle (2d6 + 14 + Poison) or Force Lance
Full Attack: +29/+29/+29/+29/+24/+19 (15ft) 4 Tentacles (2d6 + 14 + Poison) or 4 Force Lances (10d6 +14)
Space/Reach: 15 x 15/15ft
Special Attacks: Poison, Force Lance
Special Qualities: Spell-like abilities, DR 15/+4 or better
Saves: Fort +17, Ref +16, Will +19
Abilities: Str 37, Dex 23, Con 25, Int 25, Wis 20, Cha 28
Skills: Move Silently +30, Listen +28, Hide +22, Swim +37, Jump +37, Climb +37, Balance +30, Spot +28, Bluff +32, Diplomacy +32
Feats: Combat Reflexes, Improved Natural Attack (tentacles), Power Attack, Sunder, Empower Spell-like Ability (Cure Critical Wounds), Improved Unarmed Attack, Deflect Arrows
Environment: Ezotos, Dense Forest
Organization: Solitary or party (1 + 1d4 Ilthandian Sentnel (3.5e Creature)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Advancement: 21HD-29HD Gargantuan
Level Adjustment:
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More information...

Stepping down the great stone stairs, you feel and hear a rumble beneath you and barely have enough time to leap the last five steps as the upper part of the stairs explodes in a mass of red tentacles and a vaugely humaniod shape.

The Ilthandian Imperial is the largest and most deadly of all of the Ilthandian race. They are roughly as tall as a frost giant and have 4 15 foot long red tentacles. Their eyes are a deep shade of black, and they have oily black skin that has whole humaniod bodies swirling about in side of it. Their mouths are located on the bottom of the central body. Their eyes are beneath their skin with the bodies.

Combat[edit]

Ilthandian Imperials prefer to attack from beneath something so they can reach their tentacles up and grab at the feet of the victims. They prefer to open combat with their force lance abilities, normally targeting a obvious spellcaster or healer. They then try to grapple the nearest fighter and target him or her with all of their force lances.

Force Lance (Su): Once every 1d4 rounds, the Ilthandian Imperial can fire up to four Force Lances as a standard action. These resemble clear javelins, and speed toward their target like an arrow shot out of a bow. They create a 20 foot diameter blast area when they land, and force any creatures in that area to make a DC (1/2 HD + Dex modifier + 10) Reflex save for half damage. Damage is equal to ((1/2 HD)d6 +Str Modifier).

Poison: 2d4 wisdom damage, 2d4 wisdom DC is Constitution based. (DC = 10 + 1/2HD + Con modifier) any creature that reduced to zero wisom by this poison starts to transform into a Ilthandian Sentnel, Scourge, or Scoundrel. If the Creature's HD is 5 or less, they become a Ilthandian Scourge, if they have 5 to 10 HD they become a Ilthandian Scoundrel, if they have 10 to 15 HD, they become an Ilthandian Sentnel, if they have more than 15 HD, then they become a Ilthandian Imperial.

Spell-like Abilities:2/day-Heal,Harm 3/day-Cure Critical Wounds,Inflict Critical Wounds 5/day-Cure Moderate Wounds, Inflict Moderate Wounds.



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