KING
Neothelid

Neothelid

Aberration · Crown of Despair

T5d12Major

Bloated illithid mutants, neothelids unleash psychic blasts and tentacles, dominating minds in vast Underdark caverns.

Tier 5  ·  Role Major  ·  Pool Vigor 9 / Vitality 10  ·  AC 13  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC138 base + 5 Sense
Vigor9Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit20natural 20 only
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind22+6d12
Sense20+5d10
Heart18+4d8
Cunning8-1-d3
Fate16+3d6

Passives

Passive

Spellcasting (devouring psionics)

Its bloated mind reaches across a mile of stone, seizing lesser thoughts in coils of raw psychic force, and lesser magic breaks against it.

Passive

Massive Wormflesh

Fills a 20 ft space and pushes through the spaces of smaller creatures. Senses every thinking creature within 1 mile.

Maneuvers

Maneuver

Swallow

A creature its tentacles hit is also grabbed. The neothelid can swallow a grabbed creature: swallowed creatures are blinded, restrained, and take 1 Vigor damage at the start of each of their turns. If the neothelid takes 5 or more damage in one round it vomits them out.

Maneuver

Crushing Grip

It closes an unseen fist on one creature within 60 ft. The target makes a Body save (DC 19); on a failure it takes 5 damage and is restrained until the end of its next turn, on a success it takes 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Psychic Scream

Telegraph · disrupt d6 · Mind save

The worm's mind splits the air. Each creature within 60 ft makes a Mind save (DC 19); on a failure it takes 5 damage and is stunned 1 round, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Opens with Psychic Scream to stun groups. Uses Crushing Grip on dangerous ranged attackers. Swallows stunned victims. Fights to the death, too mindless to flee.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 20 only (Cunning 8 does not widen the range).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.