150 The Dragons Bestiary
150 The Dragons Bestiary
150 The Dragons Bestiary
by Stephen Inniss
The homeworlds of the Illithids (mind flayers) and the depths of the
Earth most thoroughly colonized by the Illithids, as described by the sages
in "The Sunset World," share a number of common features. There are three
major classes of creatures always associated with Illithid activity: amorphs
(jellies, oozes, trappers, ropers, and company); fungi; and Illithidae
(alien beings of which the Illithids themselves are the most notable
examples). Some of these creatures are well known to adventurers in the
Underdark; others are known only from areas fully colonized by Illithids.
Table 1 shows some life forms typically associated with Illithid lairs.
Amorphs
Most of the amorphs are found in the same regions of Illithid homeworlds
as the Illithids themselves, with the exception of a few such as the dun
pudding of the Sunside deserts and the white pudding of the Nightland
glaciers. Their ranges seldom overlap. Of the intelligent amorphs, most
avoid and are avoided by Illithids. Illithids do not prey on amorphs, which
seem to be unpalatable to them. Because amorphs are so commonly distributed
across the known worlds, it is likely that Illithids allow them to breed
where found or else transport them from world to world for reasons unknown
to others.
Fungi
Gas spore. Gas spores were apparently developed as part of the Illithid
defensive array. Domestic forms, though mindless, ignore Illithids but
approach other life forms. The resemblance to the beholder is too close to
be coincidental, particularly since beholders are notorious allies of
Illithids in the Underearth. Despite this, gas spores are found on Illithid
homeworlds while beholders are not. Possibly beholders have been eliminated
from the homeworlds by the Illithids because of their potential for danger,
or possibly the Illithid worlds are simply too windy for beholders. Other
hypotheses have been advanced as well: that gas spores were developed in the
Underearth and have spread to other Illithid habitations, or that beholders
and gas spores were both developed by Illithids. This last is considered
unlikely.
Mold, brown: Brown mold is unaffected by the reddish light of the suns
under which the Illithids live, and is common in the warmer regions. The
forms encountered there, however, do not drain heat from living creatures
(Illithids apparently eliminate such varieties) and are often used to cool
Illithid towers in the hotter part of the year.
Illithidae
All of the Illithidae have four limbs with four digits each if they are
terrestrial; all have tentacles arranged around a beaked mouth in some
multiple of four; all possess both gills and lungs (though airbreathing
forms use the gills only during periods of great exertion); and all have a
tough skin typically covered with a slime that is proof against the glues of
such amorphs as the mimic and roper. All Illithidae have a larval form that
lives for a period inside some other organism, typically a creature killed
by its parent.
The "frequency" values given for the following four Illithidae apply only
to Illithid homeworlds or subterranean lands. These creatures are not
encountered elsewhere.
Table 1
Monsters Associated With Illithids
Cessirid
FREQUENCY: Rare (common near Illithids)
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVE: 18"/15"
HIT DICE: 8 +16
% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Poisonous bite, psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 5%
INTELLIGENCE: Average
ALIGNMENT: Lawful neutral (evil tendencies)
SIZE: M (2' at shoulder)
PSIONIC ABILITY: 90
Attack/Defense Modes: B,E/F,G
Cessirids may use the following psionic disciplines at the 6th level of
mastery: body equilibrium, ESP, and dimension door. They use these in the
pursuit and detection of prey, or to escape if attacked by a superior force.
These creatures live in tightly knit packs, working together silently and
efficiently to bring down prey of any sort (they can communicate with others
of their kind telepathically over distances of up to 24' at no cost to
psionic strength). Though they are willing at times to negotiate with other
intelligent creatures, they have little desire for anything but food and
reproduction. In general, they are wily and treacherous. On occasion, if
they are not hungry, cessirids will harry and torment prey for hours before
killing it. Rivalry between cessirid packs is sharp, but they will
generally band together against other creatures.
Embrac
FREQUENCY: Uncommon (common near Illithids)
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 3"
HIT DICE: 11 +22
% IN LAIR: Nil
TREASURE TYPE: C
NO. OF ATTACKS: 8
DAMAGE/ATTACK: 2-8 each (tentacles)
SPECIAL ATTACKS: Paralysis, constriction, surprise on, 1-3, psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 20%
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L (10' body, 20' tentacles)
PSIONIC ABILITY: 80 +1d20
Attack/Defense Modes: A/F
Embracs are solitary predators that lie in wait for prey. They are slow
and trouble to move themselves only when the supply of game in an area has
been exhausted. An embrac's body is short, stocky, and rather sacklike in
shape. It has stout limbs that are heavily clawed at the tips. These are
used to anchor the embrac while it wrestles with prey. The head is large
and bears a saw-edged beak. An embrac's feeding tentacles are as thick as a
man's waist at their base, and taper to three separate points that serve as
fingers. The tentacles bear numerous spikes and hooks on their undersides.
The body color and pattern of an embrac are variable: usually spots and
stripes in shades of black, gray, white, or dull red that conceal the
outlines of the embrac. The skin is slimy and bears bony plates just under
the surface.
Embracs may employ the following psionic disciplines at the 5th level of
mastery: empathy, ESP, invisibility, and mind bar. They may also produce
illusions that are like a spectral force at the 5th level of casting in all
respects except that the illusion has no potential to cause direct damage.
The cost of this latter psionic discipline is two strength points per round.
Embracs are occasionally known to use some of the few manufactured items
that their body forms allow, and they have been known to stockpile precious
goods for use as bargaining tools. They generally lair in caves or similar
dwellings, and close the entrances with boulders if they detect formidable
enemies. Embracs hold all other life in low regard. They reproduce in the
same manner as cessirids. Like cessirids, embracs are occasionally seen as
servitors among Illithid communities.
Kigrid
FREQUENCY: Rare (common in Illithid areas)
NO. APPEARING: 1-3
ARMOR CLASS: 3
MOVE: 12"/15"
HIT DICE: 9 +27
% IN LAIR: 20%
TREASURE TYPE: C
NO. OF ATTACKS: 2 claws and 1 bite
DAMAGE/ATTACK: 2-8/2-8/2-16
SPECIAL ATTACKS: Poisonous bite, psionics, rear claws, for 2-12/2-12
SPECIAL DEFENSES: Surprised only on a 1 in 10, psionics
MAGIC RESISTANCE: 35%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M (5' long)
PSIONIC ABILITY: 90 +2d20
Attack/Defense Modes: A,E/F,G,H
Kigrids may be found singly or in small groups. They are always hungry
and will attack and eat any vulnerable creature. A kigrid is a stocky,
four-legged creature with a short tail, powerfully built legs, a short neck,
and broad head. It has sharp claws, and there are four tough, spiky
tentacles around the broad, beaked mouth. The skin is black and the eyes a
dull red. These beasts are cunning and malicious, and generally unreliable.
In combat, a kigrid will strike with claws and teeth. If the forepaws
both score hits, the rear claws may be used for additional attacks. If the
beak hits the opponent, a saving throw vs. poison is necessary. A failed
saving throw means the poison causes swelling and pain that lasts for 2-5
rounds (penalty of -2 to armor class, saving throws, and rolls to hit).
Kigrids generally avoid one another unless they are closely related; the
more powerful individuals generally regard the less powerful as food. They
reproduce in the same manner as cessirids and embracs. On occasion, large
kigrids are used by Illithids as beasts of burden; how this is accomplished
without constant supervision is unknown.
Saltor
FREQUENCY: Rare (common in Illithid areas)
NO. APPEARING: 10-40
ARMOR CLASS: 4
MOVE: 12"@12" (argid) or 15"@9" (jendrid)
HIT DICE: See Table 2
% IN LAIR: 50%
TREASURE TYPE: C in lair, M, L
NO. OF ATTACKS: 5 (four tentacles plus bite or weapon)
DAMAGE/ATTACK: See Table 2
SPECIAL ATTACKS: Tentacles
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 40%
INTELLIGENCE: Low or average
ALIGNMENT: Neutral
SIZE: S to M (see Table 2)
PSIONIC ABILITY: Nil or 130 +2d20
Attack/Defense Modes: Nil or A/F,G
Within each size class there are two distinct physical forms. The more
common of the two is of typical baboonlike build: the argid. The other
sort, the jendrids, is longer limbed (a foot taller than the statistics
indicate for size). Argids and jendrids are both agile climbers, but
jendrids are faster on the ground and slower in the branches.
A saltor may attack with its tentacles and bite, or it may attack with
tentacles and use a weapon. The tentacles have the same effect as Illithid
tentacles (q.v.), but the time between implantation and death is 2-5 rounds.
A saltor makes tentacle attacks at -3 against creatures whose heads are
more than 3' higher or lower than its own and cannot use tentacle attacks at
all against creatures whose heads are more than 5' higher or lower. Saltors
use crude spears that do damage as per the thrower's bite (the variation is
due to size). Spears are typically used either before melee or against
opponents that cannot be touched. Unarmed saltors may throw rocks (range
1"/2"/3", short/medium/long) for damage equal to the bite minus 1 hp, at the
rate of one rock per round.
Saltors are bold if they outnumber their opponents, and they are
unswervingly obedient when ordered by superiors. Their actions are always
orderly and well coordinated. Though they may be bred for almost any manual
task and have diverse talents, they are universally cruel, take delight in
tormenting and coercing lesser creatures, and consider underlings to be the
greatest delicacy. They reproduce, as Illithids do, by destroying the
brains of other creatures and planting their larvae to grow in the empty
skulls.
1d6 Discipline
1 Domination
2 Hypnosis
3 Dimension door
4 Dimension walk
5 Mind Bar
6 Astral projection
Table 2
Saltoris Statistics