In adapting these monsters for Dragonslayer I looked back to Eldritch Wizardry for inspiration and include a few quotes from that supplement to set the mood - along with the iconic art from the 1ed Monster Manual and Fiend Folio by such greats as David Sutherland III, D.A. Trampier, Tom Wham, and Russ Nicholson. In a few cases I use the Hit Dice and other statistics from EW rather than the later Monster Manual version. Psionic monsters often save as Clerics rather than Fighters, to represent their mental (rather than physical) fortitude.
Brain Mole
No. Enc: 1d4 (1d4)
Alignment: N Movement: 5 Armour Class: 9 Hit Dice: 1 hit point Attacks: 0 (psionic only) Damage: 0 Save: F0 Morale: 7 Treasure: None XP: 7 |
“These small, rodent-like creatures inhabit most places above and below ground. They are attracted by psionic activity (including that of a magical sort).” If within 30 feet of an active psionicist, a brain mole begins ‘psionic burrowing’ into the victim’s mind: treat as a Mind Thrust (mode B) attack every round with permanent insanity as the defeat penalty. Brain moles cannot be attacked with psionics, so the psionicist must escape or kill the mole in melee. Non-psionicists using spells or magic items that involve ESP, clairaudience / clairvoyance, or mind control may also attract brain moles and psionic burrowing: they must save vs Wands each round or go insane.
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Cerebral Parasite
No. Enc: 1d4 (3d4)
Alignment: N Movement: 0 Armour Class: n/a Hit Dice: n/a Attacks: 0 Damage: 0 Save: F0 Morale: n/a Treasure: None XP: 7 |
“These creatures are not visible to the human eye and can only be detected psionically by means of careful examination of a person's aura.” They attach themselves to creatures using psionic powers within 10 feet. Whenever the host uses a psionic power, the parasite forces a Stress Die roll. Whenever the host gains a point of Psionic Stress, the parasite reproduces; multiple parasites force multiple stress rolls. If the host triggers a defeat penalty, their psionic powers are exhausted for 1d6 months. The parasite is only detected by aura reading powers and killed by cure disease. A parasite might attach to a character using spells or magic items that involve ESP, clairaudience / clairvoyance, or mind control: the parasite cannot harm such a host, but it may transfer itself from the carrier to an active psionicist within 10 feet.
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Coatl
XP: +700
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Coatl are minor psionicists (d6 Stress Die, 1 decoy) and possess attack modes B, C, D, E and defence modes H and J. Their polymorph ability is a psionic discipline and they are telepathic as well as being able to use probability travel to fly between dimensions.
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Demons & Devils
Demon Lords
Astaroth: d8/2 decoys per head (not defeated until both heads are defeated), each has all Attack/Defence Modes Liloth: d10/3 decoys, all Attack/Defence Modes Juiblex: d10/3 decoys, all Attack/Defence Modes Orcus: d12/4 decoys, all Attack/Defence Modes Upper Order Demons Glabrezu: d6/1 decoy; E/F, G Hezrou: d6/1 decoy; E/F, G Nalfeshnee: d8/2 decoys; A, C, E/F, G, H Middle Order Demons Babau: d8/1 decoy; A, C, E/F, G, H Balor: d8/2 decoys; A, B, C, E/F, G, H Marilith: d6/1 decoy; A, E/F, G, H Succubus: d10/3 decoys; D/G, I |
Arch-Devils
Amon: d10/2 decoys, all Attack/Defence Modes Asmodeus: d12/4 decoys, all Attack/Defence Modes Baalzebub: d12/3 decoys, all Attack/Defence Modes Bael: d10/2 decoys, all Attack/Defence Modes Dispater: d10/3 decoys, all Attack/Defence Modes Geryon: d10/2 decoys, all Attack/Defence Modes Mammon: d10/3 decoys, all Attack/Defence Modes Mephistopheles: d12/3 decoys, all Attack/Defence Modes Higher Devil Ice: d8/1 decoy; C, D/F, G, H Pit Fiend: d8/2 decoys; A, C, E/G, H, I Lower Devil Horned: d6/1 decoy; B, C/F, G, H |
Demonic or diabolic spell-like abilities involving clairaudience / clairvoyance, charm, detect invisibility, ESP, hold, levitate, phantasmal force, comprehend languages, projected image, suggestion, tongues, true sight, and telekinesis are all psionic disciplines. Weaker demons/devils can use the disciplines but cannot attack or be attacked psionically (except for Psionic Blast, of course).
Githian (Githyanki or Githzerai)
These aliens were a slave race of the Mind Flayers who successfully rebelled under a leader known as Gith. Two tribes claim descent from Gith: the gaunt militaristic Githyanki and the grim mystical Githzerai. The two groups hate each other, only uniting briefly to destroy Mind Flayers. They are powerful psionicists and make their homes in fortresses on the astral plane. They forge armour and weaponry out of a silver substance called orichalcum: these artifacts are magical in the physical world and if they are every captured in battle the Githians send raiding parties to retrieve them (05% chance a random encounter is a double sized raiding party).
Githyanki are level 1-10 fighters (50%), magic-users (20%), or fighter/magic-users of one level lower (20%); rarely they are anti-paladins known as Gith Knights (10%). Githzerai are level 1-10 monks (50%) or illusionists (30%) or monk/illusionists of one level lower (20%); githzerai monks can use orichalcum broadswords with the same abilities that ordinary monks have with staffs. Determine the level of the Githians encountered by rolling on this table for the leader; roll 1d10 for a random encounter, 1d10+5 for a raiding party (if Mind Flayers are nearby or to retrieve their lost orichalcum weapons), and 1d10+10 in a lair:
Githyanki are level 1-10 fighters (50%), magic-users (20%), or fighter/magic-users of one level lower (20%); rarely they are anti-paladins known as Gith Knights (10%). Githzerai are level 1-10 monks (50%) or illusionists (30%) or monk/illusionists of one level lower (20%); githzerai monks can use orichalcum broadswords with the same abilities that ordinary monks have with staffs. Determine the level of the Githians encountered by rolling on this table for the leader; roll 1d10 for a random encounter, 1d10+5 for a raiding party (if Mind Flayers are nearby or to retrieve their lost orichalcum weapons), and 1d10+10 in a lair:
Roll |
Level |
Equipment |
Psionics |
1-2 |
3 |
Fighter AC 4, Monk AC 7, normal Sword/Staff |
d8, A, B, F, G |
3-4 |
4 |
Fighter AC 3, Monk AC 6, normal Sword/Staff |
d8, 1 decoy, A, B, F, G |
5-6 |
5 |
Fighter AC 2, Monk AC 5, +1 Sword/Staff |
d8, 2 decoys, A, B, C, F, G |
7-10 |
6 |
Fighter AC 1, Monk AC 4, +1 Sword (Dancing) |
d10, 1 decoy, A, B, C, F, G |
11-14 |
7 |
Fighter AC 0, Monk AC 3, +2 Sword (Dancing) |
d10 , 2 decoys, A, B, C, D, F, G, H |
15-17 |
8 |
Fighter AC 0, Monk AC 2, +3 Sword (Sharpness) |
d10, 3 decoys, A, B, C, D, F, G, H, I |
18-19 |
9 |
Fighter AC 0, Monk AC 1, +3 Sword (Sharpness & Dancing) |
d12, 1 decoy, all modes except E and J |
20 |
10 |
AC 0, +4 Sword (vorpal) |
d12: 2 decoys, all modes except J |
The leader will be accompanied by lower level followers – so a group of 3 led by a 6th level Gith will include a 5th and a 4th level follower.
Githyanki wear ornate orichalcum armour and fight with two-handed orichalcum swords. Githzerai fight with their orichalcum staves and wear orichalcum robes. Orichalcum weapons will break the silver cord used by astral travellers if they succeed in a critical hit; orichalcum armour/robes removes the need for a silver cord when travelling astrally.
Githians are psionicists; they have all attack modes and defence modes except J (Tower of Iron Will). They have the psionic power of probability travel that lets them enter and leave the astral plane as well as other disciplines that enable them to communicate telepathically, as well as locate and forge their orichalcum weaponry.
Githyanki wear ornate orichalcum armour and fight with two-handed orichalcum swords. Githzerai fight with their orichalcum staves and wear orichalcum robes. Orichalcum weapons will break the silver cord used by astral travellers if they succeed in a critical hit; orichalcum armour/robes removes the need for a silver cord when travelling astrally.
Githians are psionicists; they have all attack modes and defence modes except J (Tower of Iron Will). They have the psionic power of probability travel that lets them enter and leave the astral plane as well as other disciplines that enable them to communicate telepathically, as well as locate and forge their orichalcum weaponry.
Githians are skilled at battling Mind Flayers and their magic overcomes anti-magic, only failing on a 6 on a d6.
Grey Ooze
XP: 276
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Large grey (or ‘gray’) oozes have 18+ hit points and latent psionic power. If psionic abilities are used within 60 feet, the ooze will perceive the psionicist and deliver a Psychic Crush (mode E) with a bonus of +1 to hit (18-20hp), +2 to hit (21-23hp), or +3 to hit (24+hp); the ooze immediately exhausts its psionic power and cannot be counter-attacked.
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Intellect Devourer
No. Enc: 1d4
Alignment: CE Movement: 50 Armour Class: 4 Hit Dice: 6+6 Attacks: 4 (Claws) Damage: 1d4 each Save: C7 Morale: 9 Treasure: W XP: 681 |
These monsters resemble throbbing brains on four clawed feet. They roam deep caverns, trackless wilderness, and also the astral and ethereal planes. They feed on psychic pain. They hide in shadows on a 1-5 on a d6 and track victims like a Ranger. Only +3 or better magic weapons harm them and these only do minimum damage – but they are driven off by magical light and repelled by protection from evil. They take minimum damage from spells (but fireball affects them like a light spell).
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If intellect devourers can detect psionic activity or spells that perform ESP, clairaudience / clairvoyance, or mind control, within 60 feet, they will stalk the user until they can attack them alone and with surprise. They have d8 psionic stress die, 1 psychic decoy, attack modes A and C and defence modes F and G. If they defeat an opponent in psionic combat, they consume the psyche (irreversible death) and possess the body in order to impersonate their victim and lead other characters to their doom.
Intellect devourers can communicate telepathically with any creatures, although they rarely have much to say other than hateful curses.
Intellect devourers can communicate telepathically with any creatures, although they rarely have much to say other than hateful curses.
Mind Flayer
No. Enc: 1d4
Alignment: CE Movement: 40 Armour Class: 5 Hit Dice: 8+3 Attacks: 4 (Tentacles) Damage: special Save: C9 Morale: 9 Treasure: L, M, V XP: 1821 |
“These are super-intelligent, man-shaped creatures of great (and lawful) evil. Their heads most resemble a small octopus, with four tentacles which are used to strike their prey.” They rule underground empires and long to dominate and devour all life. Although they may wield weapons, they prefer to attack with their tentacles: on a hit, they begin reaching inside the target’s skull to draw out the brain, killing their victim; this occurs 1d4 melee rounds after the initial hit unless the victim can escape the Mind Flayer’s reach
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Optionally, allow victims caught by a tentacle to roll to hit against the Mind Flayer and, if they hit, to choose to deal no damage but force the tentacle to release its hold.
Mind Flayers are psionicists, typically d8 stress die, 1 decoy, attack mode A and B and defence modes F, G, and H. Their Psionic Blast (mode A) is unusual as it attacks everyone in a cone extending 60 feet from the mind flayer, 20 feet wide at the furthest extent. Mind Flayers have psionic abilities, typically domination (charm monster, but control is instantaneous and absolute), levitation, ESP, and astral projection.
Mind Flayers are strongly anti-magical; spells are likely to fail when cast on them or including them in the area of effect: roll d6 and the spell only takes effect on a 6. Optionally, allow PC magic-users and illusionists to acquire a Feat 'Astral Magic' that reduces the power of anti-magic so that spells are only cancelled on a 6, rather than on 1-5.
Mind Flayers are strongly anti-magical; spells are likely to fail when cast on them or including them in the area of effect: roll d6 and the spell only takes effect on a 6. Optionally, allow PC magic-users and illusionists to acquire a Feat 'Astral Magic' that reduces the power of anti-magic so that spells are only cancelled on a 6, rather than on 1-5.
Su-monster
No. Enc: 1d6 (1d12)
Alignment: CN Movement: 30 Armour Class: 6 Hit Dice: 4+2 Attacks: 4 (Claws) + 1 (Bite) Damage: 1d4 + 1d8 Save: C6 Morale: 8 Treasure: N, X XP: 216 |
“These evil and chaotic things are found both underground and outdoors. Their bodies somewhat resemble a wasp-waisted, great chested hound. Their heads appear much like gorillas'.” They have prehensile tails which they use to swing or hang from branches and crags. They can perceive psionic powers and, once per day, each Su-monster may deliver a random psionic attack (roll d6: 1-2 psionic blast A, 3-4 mind thrust B, 5-6 psychic crush E); the monster cannot be counter-attacked.
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Thought Eater
No. Enc: 1d3
Alignment: N Movement: 20 Armour Class: 9 Hit Dice: 3 Attacks: thought eating Damage: special Save: C3 Morale: 8 Treasure: None XP: 66 |
“These monsters are basically unintelligent dwellers in the ether.” They perceive psionic activity or spells or magic items that involve ESP, clairaudience /clairvoyance, or mind control in the physical world. If they approach within 10 feet, they feed: a psionicist gains a point of stress and rolls their Psionic Stress Die every round; spell-users lose a memorised spell every round, starting with the lowest level spells; users of magic items lose a point of Intelligence every round (permanently). A mind blank spell or a Tower of Iron Will (Defence Mode J) allows protected characters a save vs Wands to resist the effects. Ethereal characters can attack these monsters normally.
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Yellow Mold Colony
XP: 60
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When yellow mold grows to cover a large area, it has a 1 in 6 chance of developing alien sentience and psionic power. Such a mold can release its spore cloud deliberately when victims pass within 1d6 x 10 feet.
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It also senses psionic activity up to twice that distance and launches Id Insurgency (mode D); it cannot be counter-attacked, but it gains 1 stress with each attack and must roll its d8 stress die, becoming exhausted if it suffers a penalty. Victims who are dominated by the attack are made to approach the mold (ideally bringing friends) to inhale the spores.