Ilthandian Scoundrel (3.5e Creature)

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Note: The title should be Ilthandian Scoundrel.

If you haven't read this on other pages by now, read this, if you have, skip it and go to the stat block:

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 Scoundrel
Size/Type: Medium Aberration
Hit Dice: 7d8 + 35 (60 hp)
Initiative: +5
Speed: 40ft
Armor Class: 20 (+5 natural, +5 dex), touch 15, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: +6 Tentacle (1d8 + 1 + Poison), or + 10 (50 ft) Spit Poison (No damage + Poison)
Full Attack: 4 +6 Tentacles (1d8 + 1 + Poison), or + 10 (50 ft) Spit Poison (No damage + Poison)
Space/Reach: 5 x 5/5 ft
Special Attacks: Spit Poison, Poison
Special Qualities: None
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 13, Dex 20, Con 20, Int 16, Wis 16, Cha 14
Skills: Jump +11, Move Silently +15, Hide +15, Spot +13, Listen +13
Feats: Endurance, Diehard, Stand Still
Environment: Ezotos, Dense Forest
Organization: solitary, group (1d4+3), or party (1d4 + 1d4 Ilthandian Scourge
Challenge Rating: 10
Treasure: None
Alignment: Neutral Evil
Advancement: 8HD- 12HD Large
Level Adjustment:
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More information...

Going into the tunnel was probably a bad idea. You feel like there are millions of eyes watching you. You also feel a slippery black something on your right shoulder. As you turn around, you barely have enough time to shield your eyes with your hand. You feel a wet liquid on the back of your hand and lower it to see a strange shape coming out of the shadows.

Ilthandian Scoundrels are roughly the same hieght and biuld as a human. They have oliy, black, semi-translucent skin, and blood red tentacles coming out of their shoulderblades. They appear to have human-like organs swimming below their skin.


They prefer to spit their poison at their prey before they actually attack them.

Spit Poison (Ex): Once every 1d4 rounds, they can spit poison as a move action. The poison goes in a 50ft line and hits only the first thing in the way. If the object is a creature, they must save agaist the poison as if they had been hit by the Scoundrels' tentacle attack.

Poison: 1d4 wisdom damage, 1d4 wisdom DC is Constitution based. (DC = 10 + 1/2HD + Con modifier) any creature that is reduced to zero wisdom by this poison and has under five HD starts to transform into a Ilthandian Scourge. Otherwise, the affected creature is transformed into a Ilthandian Scoundrel.

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