Sunday, 8 December 2019

Monster: Alhoon (Illithilich)

Monster: Alhoon (Illithilich)

The alhoon, also known as the illithilich, is a vile combination of a mind flayer and a lich. A threat both in terms of magic and psionics. Reviled by the normal mind flayers. I don't think there's a point in making it a lens if it can only be applied to a single type of creature.

Alhoon (Illithilich) [Lords of Madness, page 157]

1,028 points
Attribute Modifiers: DX+2 [40]; IQ+3 [60]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Speed+1 [20]; HP+3 [6]; Per-2 [-10]; Will+1 [5].
Advantages: DR 3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 20 (Magic) [60]; Extra Attack 2 [50]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Immunity to Transformations [10]; Infravision [10]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Resistant to Turning (+3) [1]; Resistant to Psionics (+3) [10]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Extract: Impaling Attack 4d (Accessibility, Must have the skull or face grappled with all four tentacles, -20%; Accessibility, Only on living creatures with a brain, -10%; Cosmic, Irresistible, Only natural DR, +250%; Cosmic, No active defenses allowed, +300%; Cosmic, No roll required, +100%; Melee Attack, Reach C, Cannot Parry, -35%) [220].
Tentacles [57]: Extra Arms 4 (Extra-Flexible, +50%; Short, -50%; Temporary Disadvantage, Ham-Fisted 1, -5%; Weak, 1/4 ST, -50%) [48] + Good Grip 2 (Accessibility, Only tentacles, -10%) [9].
Elemental Resistance (C,E) [45]: DR 20 (Limited, Cold, Electricity, -35%; Tough Skin, -40%) [25] + Immunity to Electrical Conduction [5] + Immunity to Noxious Cold and Electrical Effects [15].
Fear Aura: Terror (-1) (Sight; Always On, -20%; Magical, -10%; Selective Effect, +20%) [36].
Lich’s Touch [48]: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Paralysis, +150%) [42] + Toxic Attack 2d (Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%) [6].
Phylactery: Unkillable 3 (Can be stolen by stealth or trickery, Will not work for the thief, -10%; Unique, -25%) [98].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Fragile (Brittle) [-15]; Hard of Hearing [-10]; No Sense of Smell/Taste [-4]; Skinny [-5]; Social Stigma (Dead) [-20]; Vulnerability (Crushing Attacks, x2) [-30].
Quirks: Cannot Float [-1]; Sexless [-1].
Features: Has no FP; Skull doesn’t have extra DR.
Racial Psionic Abilities: Mental Blow 4 [28]; Mental Surgery 1 [10]; Suggestion 3 [30]; Telereceive 1 [21]; Telespeak 3 [39].
Racial Psionic Skills: Mental Blow (H) Will-2 [1]; Mental Surgery (H) IQ-2 [1]; Suggestion (H) IQ-2 [1]; Telereceive (H) IQ-2 [1]; Telesend (H) IQ-2 [1].
Creature Type: Undead.


Typical Stats
ST:
10
HP:
13
Speed:
7
DX:
12
Will:
17
Move:
7
IQ:
16
Per:
14


HT:
12
FP:
N/A
SM:
+0
Dodge:
10
Parry:
N/A
DR:
3, 2 (ring of protection +2), 20 (vs. cold and electricity)
Punch (11): 1d-3 crushing. Reach C.
Tentacles (11): The alhoon has four weak tentacles that encircle its mouth. Each tentacle has 1/4 ST of the body (ST 2, in this case). These tentacles can always reach and work with other limbs, regardless of body positioning, general layout, or “right” and “left.” The tentacles have reach C, and lack the leverage to use any weapon that must be swung. Subtract one yard from the reach of any melee weapon wielded by the tentacles. Each tentacle deals 1d-7 crushing (KYOS: 1d-11 crushing) damage. The tentacles give +4 with tasks that require a firm grip (including climbing).
Extract: If the alhoon has a victim grappled by his skull or face with all four tentacles, it can attempt to extract his brain. If the head is not protected by Sealed (i.e. the tentacles can reach the ears, mouth, nose, etc.), then the victim automatically takes 4d impaling damage to the skull, ignoring DR.
Lich’s Touch (12): The alhoon can touch another creature, infusing it with necromantic energies. This touch deals 2d toxic damage. In addition, the victim must make an HT roll. Should he fail, he becomes permanently paralyzed. This condition cannot be dispelled by Dispel Magic, but is susceptible to Relieve Paralysis, Stop Paralysis, Remove Curse, or a similar effect.
Fear Aura: When a creature sees the alhoon’s horrifying visage, it must roll a Fright Check at -1. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour. The alhoon can exclude any creatures from this effect.
Phylactery: An integral part of becoming an alhoon is creating a magic phylactery in which the alhoon stores its life force. As a rule, the only way to get rid of an alhoon for sure is to destroy its phylactery. When the alhoon reaches -10xHP, it does not die, unless its phylactery is located and destroyed. After this apparent death, the alhoon falls unconscious and heals normally. Once it is at full HP, its fully intact body coalesces at its phylactery’s location.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box has SM-6, DR 3, HP 10. Other forms of phylacteries can exist, such as rings, amulets, or similar items. Regardless of its form, the point value of the ability does not change – the phylactery can be hidden in a remote place, and it will still work, so its vulnerability in combat is not an appropriate limitation. Note that this is not a magical ability – an alhoon will still return to unlife even in a no-mana zone.

                Traits: Appearance (Monstrous; Universal); Callous; Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 20 (Magic); Extra Attack 2; Fragile (Brittle); Hard of Hearing; High Pain Threshold; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold and Electrical Effects; Immunity to Transformations; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Resistant to Turning (+3); Resistant to Psionics (+3); Sadism (12); Sexless; Skinny; Skull doesn’t have extra DR; Social Stigma (Dead); Sorcerous Empowerment (Wizardry) 20; Sorcery Talent (Wizardry) 3; Temperature Tolerance 10; Unaging; Unfazeable; Vacuum Support; Vulnerability (Crushing Attacks, x2).
Psionic Abilities: Mental Blow 4; Mental Surgery 1; Suggestion 3; Telereceive 1; Telespeak 3.
Skills: Brainwashing/TL3-17; Expert Skill (Psionics)-17; Expert Skill (Thanatology)-17; Innate Attack (Beam)-17; Innate Attack (Gaze)-17; Innate Attack (Projectile)-17; Interrogation-17; Intimidation-17; Occultism-17; Research/TL3-17; Thaumatology-17.
Psionic Skills: Mental Blow-17; Mental Surgery-17; Suggestion-17; Telereceive-17; Telesend-17.
Spells: Acid Ball 3-17; Control Zombie-17; Detect Magic-17; Disintegrate-17; Dispel Magic 1-17; Enervation-17; Haste 2-17; Mass Zombie 1-17; Mirror Image 1-17; Ray of Frost 2-17; Remove Curse-17; Teleport-17; True Seeing-17.
Creature Type: Undead.

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