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No. 9837
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Sureiya: Sureiya knows a fair amount about the stygian guards. Like the mind flayers, they are illithids, however, they have been captured by more powerful or more clever illithids and experimented upon endlessly in the most deadly regions of the Far Realms. These aberrations typically have reduced intelligence, but great physical strength, and are often persuaded to serve other, more intelligent illithids. After a time, such a creature in the service of a mind flayer will lose almost all of its free will and become an obedient slave to its master's will. They are basically the lesser variants of "thoon hulks," great illithid beasts that are results of similar experimentation.
Unlike the thoon hulks, the stygian guards remain intelligent enough to wield weapons, and their bastard sword serves as their primary method of attack. However, they can quickly slam their opponents with their over-sized shoulder for minor damage (as a minor action), which usually knocks all but the sturdiest warrior off his or her feet. The guards often make use of a quick one-two attack in this method (when a stygian guard hits an enemy with its bastard sword, it can immediately make a slam attack against the same target as a free action, but it can only use slam once per round). An enemy attempting to carefully flee the stygian guard may find itself instead wrapped in its tentacles, and in a very bad position (the guard's threatening tentacles can be used as an immediate interrupt when an adjacent enemy shifts, and grabs the target on a hit and pull it 2 squares to a square adjacent to the guard). They are aberrant humanoids, and possesses the aquatic trait and a swim speed. It is a level 8 soldier.
The speaker, on the other hand, is an illithid mastermind. Usually serving as an envoy of what is basically equivalent to a god of the Far Realms, the appearance of a speaker on the material plane is a herald of much worse things to come. A speaker serves no one other than its master, one of the many Overlords of the Far Realms.
The speaker uses its tentacles in melee range, and an enemy caught in the tentacles should be wary to not fall unconscious, less it be transformed into a permanent thrall of the mind flayer. The speaker is less affected by mind-affecting attacks than others as well (its one with madness trait allows it to take an extra minor action on its turn when it is dazed). The speaker's primary method of ranged attack is gaze into nothingness, which deals psychic damage to the target and renders them unable to see the speaker. Even when this effect wears off, a sudden surge of psychic energy will overwhelm the target as it regains its sight, clouding its senses for a time (aftereffect: dazed until start of next turn). The speaker, like most illithids present in this locale, is specially tuned to the water, and can summon spectral tentacles, which continually grasp at creatures near the water (this is basically a massive conjuration that attacks all enemies adjacent to water, round after round, as long as the speaker can sustain it as a minor action, the tentacles will grab you, and if you are already grabbed by the tentacles when the attack happens, they instead pull you into the water). It can also escape from attack quickly, teleporting a short distance when damaged (aberrant escape allows the speaker to teleport 6 squares as a free action when it is hit, recharges when first bloodied). Finally, the speaker knows magic that can grant it and all of its allies water walking. The speaker is a level 9 elite controller, and an aberrant humanoid.
Myn: Myn knows that these archers are similar to the thralls you fought before--there's not much of their psyche left, such that they will die in short order after the speaker is slain (though they will be berserk for a short time, dealing more damage for 1 turn before dying). They attack with their longbows, and deal extra damage if the speaker is bloodied. They are level 8 minion artillery, and fey humanoids.
The lunatics are eladrin that, rather than being enthralled by the mind flayers, served as subjects for their experiments. Like the stygian guards, their physical characteristics were enhanced, but their mental slate slowly decayed until it became almost nothing. Unfortunately, the mind of an eladrin is far more fragile than that of an illithid, and there is nothing left in these fey other than madness and rage. Only powerful illithids like the speaker can direct their fury, keeping the lunatics pointed towards their enemies.
The lunatics wield heavy flails, which deal hefty damage and knock enemies prone on a hit. The damage drastically increases if the lunatic is bloodied. When the lunatic is bloodied, it also flies into a berserk state, becoming more vulnerable to attack but also becoming more accurate (-2 AC and +2 to attack rolls). When the lunatic is heavily wounded, it lashes out at the nearest foe with great fury (as an immediate reaction, the lunatic can charge or attack an enemy using blood frenzy when it first becomes bloodied). The lunatics are fey humanoids, and level 8 brutes.
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