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Revision as of 19:19, 10 September 2022
Thought Eater Slayer (CR 13)
Pure Evil - Medium - Outsider |
---|
Lore: | Know (Planes) | ||
26 | 41 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
31 | +21 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
Movement Types:
- Hover 50 ft.
- Lesser Flight 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
336 | 168 | 25 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +10 |
Refl: | +10 |
Will: | +15 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Creepy Beak +20 (3d10+17/x2)
as slashing (physical, common)
Full Attack (Melee):
- 1x Creepy Beak +20 (3d10+17/x2)
as slashing (physical, common) - 2x Flipper Smash +20 (3d6+9/x2)
as Bludgeoning (physical, common)
Standard Attack (Ranged):
- 1x Psychic Vortex +24 vs. AC (always hits on a 17+ on the die) (3d10+17/x2)
as psychic (energy, uncommon)
(Increment: 60 ft.; Max Range: 60 ft.)
plus Absorb Aura
Full Attack (Ranged):
- 3x Psychic Vortex +24 vs. AC (always hits on a 17+ on the die) (3d10+17/x2)
as psychic (energy, uncommon)
(Increment: 60 ft.; Max Range: 60 ft.)
plus Absorb Aura
Siege Damage: Not siege capable
Statistics
16 |
STR |
18 |
DEX |
18 |
CON |
28 |
INT |
10 |
WIS |
10 |
CHA |
Special Abilities
Absorb Aura (Su) Auto upon making or receiving attack |
Up to once per round, a Thought Eater may Absorb Aura from an enemy creature. This power may be triggered if the Thought Eater makes a successful Psychic Vortex attack, or, it may be triggered if the Thought Eater is subject to any effects from an Arcane, Divine, or True Dweomer spell. When triggered, the Thought Eater absorbs up to three spells of its choice from the target of its attack, or, it absorbs the spell it was targeted with. The Thought Eater gains a number of temporary hit points equal to the level of the highest level spell absorbed. Thought Eaters cannot absorb cantrips (or powerful cantrips), since those are a renewing resource. All other spells absorbed by a Thought Eater are lost from the caster as if cast to no effect, and the spell slot is now emptied. In addition, the process of Absorbing the aura causes the caster or possessor of the spell to suffer Ability Damage to their Intelligence, making their INT score effectively 2 lower. This loss will stack, and the victim should keep track of their temporary Effective Intelligence Score to determine if the Thought Eater will continue to attack them. |
Starry Gaze (Su) Swift |
As a swift action, a Thought Slayer can turn its vast, weird, glimmering eyes upon a target it can see and to which it has line of effect, within 50 feet of its space. This is resolved as a ray attack, rolling a D20 +20 against the targets Armor Class, always hitting on a natural result of 17 or higher on the die. If this ray attack successfully hits, it inflicts 3d6+7 points of radiant (energy, uncommon) damage. Far worse, the target gains the Humbled condition against the Slayer that attacked it. If a Slayer hits a target that is already Humbled with Starry Gaze again, the condition is escalated to Slandered. |
Thought Eater Slayer
A Thought Eater is one of the oddest and most hated of all monsters. They appear out of nothing, surrounded by a wavy distortion in the air as if they are surrounded by massive heat-ripples (even though they are cold), and they hover a few feet above the ground. They appear emaciated, even skeletal, ribs and pelvis standing out against translucent ectoplasmic 'skin'. Their heads are ghastly, a large round skull with huge eye sockets that may or may not evidence eyes, and a vast jagged beak on the front. Their skeletal limbs are stunted, and they have a paddle-like tail and wide-flippered feet as if they are meant to swim.
It is speculated they live in the Ether, and after sensing prey in the Prime they force their way into our world to feed.
Their feeding is ghastly, as they create sucking vortexes that target spell casters and feed on their very minds, damaging their intellects, aura, and bodies in equal measure. Once they have fed upon a hapless caster enough, they will then switch their attacks around, leaving a ghastly mental numbness behind.
Thought Eaters are well-suited to feed on spellcasters, as they have defenses against the effects of spells and even destroy a caster's ability with spells at the same time. If you are attacked by these awful things, stab them. Spells are of little use.
'Slayer' is a grimly accurate term when applied to this large and dangerous breed of Thought Eaters. Thought Slayers, as they are often called, are much more solid and fleshy in appearance than their lesser cousins, and they hit a lot harder with their beaks and flappers because of it. Even worse are their huge, awful eyes, which are filled with motes of weird un-light they can use to injure and befuddle their enemies, as if their mind-destroying vortexes weren't bad enough....
Combat Tactics
Thought Eaters always strive to pop out of the Ether somewhere near, but not too near, their targets. They have a fairly good ambush chance due to this behavior, but that's where their normality ends.
Thought Eaters have some mysterious ability to know the exact Int score of all intelligent creatures they can see. Since they 'feed' by eating thoughts, they will always attack the member of their foes who has the highest Int score, that they can currently reach. If two or more foes have the same Int in range, they will share their attacks as evenly as they can between them.
However, since each successful attack lowers the victims Effective Intelligence Score by -2, Thought Eaters will often switch targets after they've pounded a high-int caster, and switch targets at seeming random as they use Psychic Vortex on the highest INT score that remains.
If they are attacked with spells, they simply use Absorb Aura on the spell, dispelling it to no effect and draining the caster. Even worse, every successful Absorb Aura they make as a consequence of their Psychic Vortex empties THREE memorized spell slots, if the target has them. Thought Eaters are not exceptionally deadly, but they are exceptionally damaging, as they can reduce a spellcaster to the use of cantrip and bloodline powers with frightening speed, before they switch to other, now smarter, victims.
The best way to deal with Thought Eaters is to mob them fast and hard with ranged or melee attacks, as the 'meat shields' try their best to drop the awful things before their casters are reduced to drooling husks. Thought Slayers, however, have their awful Starry Gaze power.
If a Slayer is attacked by a non-spell attack, they will almost always use Starry Gaze on their most dangerous non-spell-using foe. Inflicting the Humbled status makes their melee attacks much more effective, and if they are able to elevate a melee or ranged attacker to the Slandered status, they suddenly become outright dangerous in melee. Thought Slayers will sometimes start using their Starry Gaze power even before they suffer a weapon attack, but even after they start using Starry gaze, they usually stick to also using their Psychic Vortex as long as they can.
Thought Slayers are very intelligent, but they seem to go into a hunger daze when they are feeding. Once they have begun an attack, they press home fearlessly, hovering away from melee attackers if they can and relentlessly using their Psychic Vortex on the smartest remaining foes they can reach, until they are destroyed.
Out of Combat
Thought Eater Slayers are incredibly smart, despite their appearance, but they are also extremely alien and weird. They have been known to make common cause with many other kinds of monsters, such as orcs, trolls, giants, and the like, where they use the prime monsters as cannon fodder to keep the melee fighters off them. Unlike lesser Thought Eaters, Slayers are able to speak Common, although they seem to do so only rarely. When they are allied with other monsters, Thought Eater Slayers are able to coordinate much more easily, although, to be fair, Thought Eaters are usually the ones coming up with all the plans, tactics and schemes, given their high Intelligence.
Thought Eaters seem to have a weird affinity for souterrains as well, and have often been seen in areas where those other monsters infest. Why this is so is completely unknown, and might even be unknowable.
Rewards
XP: 25,600
Treasure: Sellable Goods worth 17,625 gp.
- Weight: 130 lbs. Volume: 5.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |