INTELLECT DEVOURER
Highly intelligent, four-legged, brain-shaped monsters that feed on brains. Dwell deep underground or in dismal lairs.
AC 3 [16], HD 6** (27hp), Att 1 × mental power (see below), 4 × claw (1d4), THAC0 14 [+5], MV 150’ (50’), SV D10 W11 P12 B13 S14 (6), ML 9, AL Chaotic, XP 725, NA 1d2 (1d2), TT E
▶ Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
▶ Detect: Mental-based activity (e.g. ESP, charm, detect) within 60’.
▶ Mental powers: May use each of the following powers three times per day:
a. Ego whip: A target within 30’ must save versus paralysis or become paralysed for 1 turn.
b. Id insinuation: Creatures within 60’ must save versus spells or behave randomly for 3d4 rounds; roll 1d8 each round. 1: move randomly, 2–5: no action, 6–7: attack nearest creature, 8: flee.
▶ Body steal: Will attempt to kill a PC, housing itself within the mindless body. It will take on their role, then attack the party by surprise.
▶ Mundane damage immunity: Can only be harmed by magical attacks.
▶ Hate light: In bright light (daylight, continual light, etc.) morale reduced to 6.
Note: Adapted from Monster Manual (AD&D 1e).
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