My Zyrxog


Age of Worms Adventure Path


I, along with several people here it seems, found Zyrxog wanting as he appears on HoHR. I do want to open a door to psionics in my campaign, but I do want them to be the exception as opposed to a common ability of either villains or heroes in my Greyhawk.

Setting my evil DM mind to work I recreated him as a 1/2 Illithid-Drow elf with 7 levels of Psion (Telepath) so he's still CR11. My players are still a week or more from possibly bumping into him, so I thought I'd drop him here for comments and feedback.

I'm not a Psionics rules guru, so suggestions or tweaks there would be appreciated.

Apologies for my crude statblock - -can't seem to get the hang of them.

~Richard

Zyrzog, male 1/2 illithid drow Psi7: CR 1/2; ECL 11; Medium-size Aberration (1/2 illithid drow); HD 7d4+28+6; hp 57; Init +7; Spd 30 ft; AC 24 (+3 Dex,+4 psi armour, +4 psi shield +3 natural); Melee: tentacles +6 (1d4-1); AL NE; SV Fort +8, Ref +7, Will +9; Str 8, Dex 16, Con 18, Int 24, Wis 14, Cha 16.

Skills and Feats: Concentration +14; Diplomacy +14; Knowledge: Nobility +12; Knowledge: Psionics +12; Knowledge: Local +12; Knowledge: Arcana +17; Knowledge: Dungeoneering +12; Psicraft +17; Improved Initiative; Narrow Focus; Psionic Body; Psionic Meditation; Weapon Finesse: Tentacles.

Psi Points:74
Psionic Powers: 1st: Force Screen, Vigot, Inertial Armour, Psionic Charm, Mind Thrust; 2nd Biofeedback, Energy Adaptation- Specified, Brain Lock, Swarm of Crystals; 3rd Body Adjustment, Energy Burst, Psionic Blast, Crisis of Breath; 4th Psionic Dominate, Psionic Dimension Door.

Drow Traits: 120' darkvision, SR 18, Spell-like Abilities: 1/day: dancing lights, darkness and faerie fire (at 7th level); Weapon Proficiency: hand crossbow, rapier and short sword; Light Blindness

Half-Illithid Traits: +1 natural armour, +4 tentacle attacks (1d4 damage each), Special Attacks: Mind Blast (Sp)1/day. 40' cone, DC 16 Will or stunned for 1d4 rounds. Improved Grab, Extract: if 4 tentacles are attached for a full round, the target's brain is automatically extracted. Psionics: detect thoughts, levitate, and suggestion 3/day, Charm Monster 1/day. Telepathy 100'.

Languages: Common, Elven, Undercommon, Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.

Equipment: Headband of Intellect +2; Periapt of Health +4; Vest of Natural Armour +2.


I put up a fuss about a non-psionic Mind Flayer a while back. After a bunch of posts someone by the name of Airwalkrr posted the following conversion:
================================================================
Behold, the mighty psionic Zyrxyg, in all his glory. I stayed as true as I possibly could to the original concept.

Zyrxog, male psionic mind flayer telepath 3: CR 11; Medium aberration (psionic); HD 8d8+16 plus 3d4+6; hp 76; Init +8; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +7; Grp +7; Atk +11 melee (1d4, tentacle); Full Atk +11/+11/+11/+11 melee (1d4, 4 tentacles); SA extract, improved grab, mind blast (DC 22); SQ darkvision 60 ft., power resistance 28, telepathy 100 ft.; AL LE; SV Fort +7, Ref +9, Will +15; Str 10, Dex 18, Con 14, Int 19, Wis 19, Cha 21.
Skills and Feats: Bluff +16, Concentration +15, Hide +12, Knowledge (psionics) +15, Listen +12, Move Silently +17, Psicraft +15, Sense Motive +8, Spot +12, Use Psionic Device +9; Combat Manifestation, Craft Universal Item, Improved Initiative, Improved Toughness, Weapon Finesse.
Languages: Common, Drow, Dwarf, Elven, Undercommon.
Powers Known (power points 150): 1st—defensive precognition, detect psionics, energy ray, mind thrust (DC 16*), psionic charm (DC 16*), vigor; 2nd—body equilibrium, ego whip (DC 17*), id insinuation (DC 17*), psionic levitate, psionic suggestion (DC 17*), read thoughts (DC 17*); 3rd—body adjustment, dispel psionics, energy bolt (DC 17*), mental barrier; 4th—energy adaptation, intellect fortress, psionic dimension door, psionic dominate (DC 19*); 5th—mind probe (DC 20*), psionic plane shift; 6th—mind switch (DC 21*), psionic disintegrate (DC 20).
*Power can be augmented.
Possessions: boots of elvenkind, cloak of resistance +2, ring of counterspells (dispel magic), 2 tattoos of body purification, psionatrix of telepathy, necklace of fireballs type III.

I took a couple of liberties since there are some discrepansies that simply don't work with psionics. Below are design notes, including discrepansies.
- I kept Zyrxog's ability scores exactly the same. Since he is missing an ability boost due to fewer HD, his Charisma score is only a 21.
- It appears Zyrxog was a pretty typical mind flayer until he was given class levels. So rather than use the MM mind flayer as a starting point, I used the EPH as a starting point. This means, among other things, his skills are basically the same, except he has a few ranks in Use Psionic Device. I tried to maintain skill point:hit dice rations.
- I tried to select equivalent powers to compare with Zyrxog's spell list. Not all spells have an elligible psionic equivalent however. lightning bolt = energy bolt, false life = vigor, resist energy = energy adaption, scorching ray = energy ray, shield = mental barrier, detect magic = detect magic = detect psionics.
- Potions of cure serious wounds really aren't as good as body adjustment so I swapped them for tattoos of body purification.
- Since he can't benefit from a lesser rod of empower, he instead gets a psionatrix of telepathy. Very loose analogy but the closest one possible.
- You may wish to swap psionic disintegrate for mass cloud mind or temporal acceleration since those powers preserve the character a bit better. The party could be fighting an 11th-level sorcerer with disintegrate though so the challenge is equivalent.
- I suggest either playing him conservatively (the fools, I think I'll toy with them for a while) or cutting back his power point reserve to 80 (having already use some today) by the time the PCs get to him. If he is fully powered and you unload everything he has on them, he WILL TPK your party. I have no doubt about that.
Tactics: If given time he manifests vigor (augmented to 35 hp) and energy adaptation instead of false life and energy resistance. If given time he manifests defensive precognition (augmented to +4) instead of shield and displacement.

Have fun killing your parties.
--------------------------------------------------------------

I'm not much of psionics guru but I do prefer a mind flayer that actually does what he was designed to do. I guess I'm a purist that way.

Anyway, I know this is not much help with you half-drow but there you have it.


The reason I just didn't swap Zyrxog's sorcerer levels for psion,is that he would TPK a party of 7-9th levels. Without major rewrites starting from the beginning of the campaign to prepare for a CR11 'flayer manifesting at 11th level it's a TPK.

I'd rather run the errata'd Zyrxog (Mind Blast DC 20) than a straight psion one.

~richard


Thank you, johnnype & Airwalkrr!

I have a psion in my AoW group, and thus couldn't use Zyrxog as written. This write-up is a great boon.

I did notice something weird about the EPH mind flayer's CR, though. A 9th-level human psion (telepath) would have a CR of 9, but a mind flayer has the same psionic powers, better hp, natural armor, better BAB, natural attacks, mind blast, power resistance, darkvision, telepathy, great stat modifiers (that synch with his psionics), yet is only CR 8. I guess it's because it loses bonus feats for being human and a psion as well as having 1 lower Fort and Ref saves. :)


Here is my version of Zyrxog (named Ilserv because the campaign is based in Forgotten Realms). Please correct anything you see wrong or give me advice on running Zyrxog as I have him written below.

Ilserv CR11
Mind flayer sorcerer 5/cerebremancer 1
LE Medium aberration
Init +8; Senses darkvision 60 ft.; Spot +12, Listen +12
Languages Chondathan, Drow, Dwarf, Elven, Undercommon, Telepathy 100 ft.
AC 17, touch 14, flat-footed 13
hp 85 (14 HD)
PR 31
Fort +7, Ref +9, Will +18
Spd 30 ft.
Melee 4 tentacles +12 melee (1d4)
Base Atk +8; Grp +8
Atk Options improved grab
Special Atk extract, mind blast (DC 19)
Combat Gear potion of cure serious wounds (2), necklace of fireballs type III, empower metamagic rod
Spells Known (CL 5th, DC 15+level, ranged touch +10):
3rd (3/day)—displacement
2nd (5/day)—false life, resist energy
1st (6/day)—alarm, magic missile, ray of enfeeblement, shield
0 (6/day)—acid splash, arcane mark, detect magic, flare (DC 15), mage hand, read magic, touch of fatigue (DC 15)
Psionics (CL 10th, DC 15+level, 113 power points):
5th—mind probe (DC 20), psionic plane shift, psionic true seeing, psychic crush (DC 16)
4th—intellect fortress, psionic dimension door, psionic dominate (DC 19)
3rd—body adjustment, dispel psionics, mental barrier
2nd—body equilibrium, ego whip (DC 17), id insinuation (DC 17), psionic levitate, psionic suggestion (DC 17), read thoughts (DC 17)
1st—defensive precognition, detect psionics, mind thrust (DC 16), psionic charm (DC 16), vigor
Abilities Str 10, Dex 18, Con 14, Int 21, Wis 19, Cha 20
Feats Combat Manifestation, Improved Initiative, Weapon Finesse, Improved Toughness
Skills Bluff +21, Concentration +19 (+23 when casting defensively), Disguise +4 (+6 when acting), Hide +12, Knowledge (arcane) +15, Knowledge (psionics) +13, Listen +12, Move Silently +17, Sense Motive +8, Spellcraft +13, Spot +12, Use Psionic Device +8
Possessions combat gear, boots of elvenkind, cloak of resistance +2, ring of counterspells (dispel magic), key to chest in area M14


I have a question regarding the psion (telepath 3) version of Zyrxog - is the mind blast DC (22) calculated correctly? The DC is charisma based, so it should be Cha bonus (5) plus 1/2 HD (0.5*(8+3)=5), which gives the DC of 20. Am i right in my calculations? Or are psion levels not cut in half for calculation of mind blast DC?

Liberty's Edge

My Zyrxog is a Yuan-ti Abomination Wizard and his minions are Yuan-ti Halfboods and Purebloods. I kept the Octopins just 'cuz they're cool.


I like making him half-drow. It adds some flavor to his connection with the drow thralls in his company.


gös wrote:

Thank you, johnnype & Airwalkrr!

I have a psion in my AoW group, and thus couldn't use Zyrxog as written. This write-up is a great boon.

I did notice something weird about the EPH mind flayer's CR, though. A 9th-level human psion (telepath) would have a CR of 9, but a mind flayer has the same psionic powers, better hp, natural armor, better BAB, natural attacks, mind blast, power resistance, darkvision, telepathy, great stat modifiers (that synch with his psionics), yet is only CR 8. I guess it's because it loses bonus feats for being human and a psion as well as having 1 lower Fort and Ref saves. :)

Its actually more about the magic items. Your players (and NPCs in general) get a lot of mileage out of their magic items. Creatures usually don't have much in the way of magic items thus their CR is generally reduced.

The other factor is that calling a human fighter 9th a CR 9 creature is technically true by te rules but its a really weak CR 9 creature right near the bottom of the list in terms of power. 9th level rogues are even worse and in truth 9th level clerics and mages are pretty iffy for CR 9. Possibly they can earn their keep but more likely the players take them down fast or they run away after a single fireball or some such.


First, let me say why I am doing this.
They players I am going to be running in Age of Worms are, for the most part, extremely clever. I also am a DM who likes to do something other than the same old stuff.

Zyrxog, whether as posted here, The Telepath 3 Zyrxog, the Cerebremancer Zyrxog, or the standard sorcerer version, all three are similar encounters. Pretty much a beefed up standard Mind Flayer.

To my way of thinking, since this is the only encounter these PCs are likely to ever have with an Illithid, I want it to be memorable.
I am going to do a full rebuild of Zyrxog as an Illithid Body Tamer, all the better for feasting on PCs.

When I have time to put it together at least...


Okay, maybe I shouldn't do this...it looks like instant TPK despite correct CR...


Here goes...

Any suggestions anyone has for this I would appreciate. Mechanically it works just fine, however I have yet to playtest this. The attack bonuses are in particular what worry me. I might just reduce the number of Octopins in the fight to allow more PCs the chance to fight Zyrxog, instead of being distracted by fodder.

I've been wanting to try out a Body Tamer for some time, so heres a look at an underused prestige class.

the dread Zyrxog

Race: Illithid (Psionic)
Class: Illithid 8HD/Illithid Body Tamer 6
CR: 11 Type: Medium Aberration
Init: +4
Spd: 30ft base
HD: 14
Hp: 141 (85% of max)
AC: 25 (+3 natural, +6 armor, +2 insight, +3 dex, +2 shield, -1 warmace)
Touch: 16 Flat-Footed: 20
BAB: +12/+7/+2 Grapple: +18
Atk: +19 melee +1 Impact Warmace 1d12+9/19-20 or
+19 melee Tentacle 1d6+8, Improved Grab, Extract, Trip, Disarm
+13 ranged Javelin 1d6+6/x2

Full Atk: +19/+14/+9 melee +1 Impact Warmace 1d12+9/19-20 and x4 Tentacles at +17 melee 1d6+8 or

+13/+8/+3 ranged Javelin 1d6+6/x2

Attack Options: Disarm, Trip, Grab/Extract
Combat Gear: 2 Potions of Cure Serious Wounds

Racial/Class Features: Psionics, Extract, Improved Grab, Mind Blast, SR 31, Code of Mental Abstinence (+34 Temporary Hp, +2 insight bonus to damage in melee), Strength of Arms (Tentacle/Weapon Multiattack basically), Tentacle of Fate (Tentacles do 1d6), Reaching Tentacle (+5ft reach with tentacles), Telepathy 100ft, Darkvision 60ft.

AL: LE
Fort: +12 Ref: +10 Will: +11
Str: 20/22 Dex: 17 Con: 16
Int: 16 Wis: 16 Cha: 18
App: umm...Ugly

Skills: Bluff +15, Climb +10 (*7), Concentration +10, Hide +11 (*8), Intimidate +12, Jump +11 (*8), Knowledge: Psionics +6, Listen +12, Move Silently +11 (*8), Spot +9, Tumble +12 (*9).
*Factored for armor check penalty

Feats: Great Fortitude (1), Power Attack (3), Weapon Focus: Tentacles (6), Cleave (9), Up the Walls (12), Improved Trip (BT4), Improved Disarm (BT5).

Weapon Groups
Illithid: Basic, Maces and Clubs
Body Tamer (2): Exotic Maces and Clubs, Spears and Lances

Possessions: Belt of Ogre Power +2, +1 Impact Warmace, +1 Illithidwrought Mithral Breastplate, Masterwork Heavy Steel Shield, 4 Javelins.

Magic/Psionic Abilities: as a standard Psionic Illithid,


Yasha,

Your critterlithid is a formidable foe to be sure. Examing the beastie more closely, what I would be most concerned would be with his attack bonuses relative to the characters' overall AC, especially for his tentacles(+17 ... yeouch).

Granted, this will depend on the encounter itself as well as what comprises your party. I've found sometimes I need to tack on an innate attack bonus of some stripe to make an 'as written' bad guy more formidable - in essence, able to tag my PCs reliably enough to scare the crap out of them and burn off as many charges of those accursed cure wounds wands of thiers as I can.

In general, however, the most horrifying aspect of your villain is the SR of 31. (The default SR is generally in the nieghborhood of HD+10 to 15 IIRC, although that might well be CR instead...) Granted, let us say you want the spellchuckers in the party to miss thier CL checks more than they make ... what that SR does is effectively completely shut down most of the typical offensive spell casting that will get thrown at them, unless they are somehow able to ramp up thier caster level checks to beat SR by twice thier probable caster level. Since the critter should fairly easily grease the fighter/rogue types (or at least mind blast them into quivering mounds of flesh for an extended time), it seems likely that he will then be able to readily annihilate the high-Will save characters (the spell casters) in melee. In short, the SR strikes me as far too high for even his CR of 11. What party level are you expecting to encounter him ? And, as important, how much use to they make of ignore-SR spells ? If they predominantly use 'normal' spells, you are assuredly going to get a TPK with any luck on the initiative roll and, of course, barring some kind of horrifying damage-dealers that are not spell casters some how resisting the mind blast.

More on this when I have no cobwebs on da brain...


Thanks Turin. I know, the SR was bugging me too. I built this version of Zyrxog using the MM rules as is. I followed the basic Illithid advancements just to see what would turn out, then posted it so that everyone could chime in on what was most wrong and needed changing.

Here are the things I want to change...
-SR, Illithids get an SR of 25 base at 8HD +1 per character level, too nasty, especially with non-specific class advancement. Even if I only increased it by +1 per CR increase (i.e. +3 = SR 28) that still is well beyond what I could expect even a lucky 8-9th level character to hit sometimes. Bear in mind, I want this fight to be difficult, not impossible.
-I am going to reduce his strength, probably change out the Belt for something else, he doesn't need that good of a bonus to hit.
-I like his AC, Hp, etc..
-Do bear in mind, he can't open up battle with a mind blast without losing the benefits of his Code. If he uses Mind Blast it won't be until late in the fight after the Temporary HP has already been expended.

heres another take with some moving around of bonuses to reduce his sheer ruthlessness.


Here are the changes made,
-No more strength item (result -1 all attacks)
-+1 point of level bonus to attributes moved from strength to Dex
(Result, +1 AC, -1 all attacks)
-Skills and AC adjusted
-SR placed at a static SR 25. He doesn't need it higher than that.

Anyone posting, please look at this one before you claim I am too death happy. I want death for the party, but not the insta-TPK

Zyrxog
Race: Illithid (Psionic)
Class: Illithid 8 HD/Illithid Body Tamer 6
CR: 11 Type: Medium Aberration
Init: +4
Spd: 30ft base
HD: 14
Hp: 141 (85% of max)
AC: 26 (+3 natural, +6 armor, +2 insight, +4 dex, +2 shield, -1 warmace)
Touch: 17 Flat-Footed: 20
BAB: +12/+7/+2 Grapple: +16
Atk: +17 melee +1 Impact Warmace 1d12+7/19-20 or
+17 melee Tentacle 1d6+6, Improved Grab, Extract, Trip, Disarm
+16 ranged Javelin 1d6+4/x2
Full Atk: +17/+12/+7 melee +1 Impact Warmace 1d12+7/19-20 and
x4 Tentacles at +15 melee 1d6+6 or
+16/+11/+6 ranged Javelin 1d6+4/x2

Attack Options: Disarm, Trip, Grab/Extract
Combat Gear: 2 Potions of Cure Serious Wounds
Racial/Class Features: Psionics, Extract, Improved Grab, Mind Blast, SR 25, Code of Mental Abstinence (+34 Temporary Hp, +2 insight bonus to damage in melee), Strength of Arms (Tentacle/Weapon Multiattack basically), Tentacle of Fate (Tentacles do 1d6), Reaching Tentacle (+5ft reach with tentacles), Telepathy 100ft, Darkvision 60ft, Cannot be Bullrushed or Tripped (boots).

AL: LE
Fort: +12 Ref: +11 Will: +11
Str: 19 Dex: 18 Con: 16
Int: 16 Wis: 16 Cha: 18
App: ugh...ugly

Skills: Bluff +15, Climb +9 (*7), Concentration +10, Hide +12 (*10), Intimidate +12, Jump +10 (*8), Knowledge: Psionics +6, Listen +12, Move Silently +12 (*10), Spot +9, Tumble +13 (*11).
*Factored for armor check penalty
Feats: Great Fortitude (1), Power Attack (3), Weapon Focus: Tentacles (6), Cleave (9), Up the Walls (12), Improved Trip (BT4), Improved Disarm (BT5).
Weapon Groups
Illithid: Basic, Maces and Clubs
Body Tamer (2): Exotic Maces and Clubs, Spears and Lances

Possessions: +1 Impact Warmace, +1 Illithidwrought Mithral Breastplate, Steadfast Boots, Combat Gear, Masterwork Heavy Steel Shield, 4 Javelins.
Magic/Psionics: as a standard Psionic Illithid,


Hrm ... I thought mind flayers had a base SR of 18 or so (10+CR)...

However, before canning the SR 31, see if the spell lobbers have Assay Spell Resistance (Spell Compendium), which tacks on a hefty +10 bonus to beat SR.

Again, my point would mainly be in how the villainous brain-muncher stacks up against your specific party. Raw numbers can spell the difference, and without the mind blast he has to squish them all the old-fashioned way ... with a big stick.

If they are 9th level going up against him, they will probably have a very hard time of it indeed.

And when calculating HD/CR, doesn't CR increase at a flat rate of 1/1 for prestige class levels ? (I am assuming the Body Tamer is a prestige class.)


You know what, I hadn't even considered that. And yes, it is a Prestige Class.

I was starting to wonder, but unless I haven't come across it in all my reading, I don't think there is a specific ruling on that.

If there is, let me know where it is. I have too many books.
If that is the case then he should be very easy to scale properly. Let me know and then I will try Take 3.

MM states Mind Flayers have a SR of 25+class levels. Its like its not even based off of Hit Dice (or is there an errata I missed?)


Yasha0006 wrote:

You know what, I hadn't even considered that. And yes, it is a Prestige Class.

I was starting to wonder, but unless I haven't come across it in all my reading, I don't think there is a specific ruling on that.

If there is, let me know where it is. I have too many books.
If that is the case then he should be very easy to scale properly. Let me know and then I will try Take 3.

MM states Mind Flayers have a SR of 25+class levels. Its like its not even based off of Hit Dice (or is there an errata I missed?)

Wow, it's been a loooong time since I statted up a mind flayer. I believe CR increases by HD alone ("advancing" a monster, generally increasing size categories at certain HD thresholds) uses that chart in the MM. Otherwise, I do believe the MM is fairly clear on advancing critters by class levels, although past a certain point for certain critters that might be more often done via a fraction of class levels or something. More on that whenever I stumble across it Yasha.

Scarab Sages

I've always wondered how the Mind Flayer in the EPH is still a CR 8. Don't get me wrong, I'd love to use him, but he's a 9th level manifester, with mind blast, tentacles, and that other stuff, and a CR 8? A vanilla 9th level Psion would be a CR 9, so why does this guy get to be lower?

Doesn't make much sense to me. :( I'd almost say the EPH Mind Flayer should be a CR 10, or at the very least a CR 9. That would mean he'd need only one (or two) levels of psion telepath to bump him up to the CR in the book.


Mr. Zyrxog. Hmm... interesting name.


Might as well post the update. Still nasty, but now CRed correctly factoring for the Prestige Class. Shows how much I care about the FAQs put out by Wizards of the Coast.

Zyrxog CR 11
Hermaphroditic Illithid Body Tamer 3
LE Aberration
Init: +4
Senses: Darkvision 60ft, Listen +8, Spot +9
Languages: Common, Undercommon, Drow, Elvish, Dwarven.
Combat Gear: 2 Potions of Cure Serious Wounds

AC: 26 Touch: 17 Flat-Footed: 20
Hp: 118 (140 w/Abstinence) (11 HD)
Immune:
Resist:
Fort: +10 Ref: +9 Will: +10
Weakness: A fondness for brains...

Spd: 30ft
Melee: +14 melee +1 Impact Warmace 1d12+7/19-20 or
+14 melee Tentacle 1d6+6, Improved Grab, Extract,
+13 ranged Javelin 1d6+4/x2
Full Atk: +14/+9 +1 Impact Warmace 1d12+7/19-20 and
x4 Tentacles at +11 melee 1d6+6 or
+13/+8 ranged Javelin 1d6+4/x2
Base Atk: +9/+4 Grapple: +13
Attack Options: Improved Grab/Extract

Str: 18 Dex: 18 Con: 16 Int: 16 Wis: 16 Cha: 18
SQ: Psionics, Extract, Improved Grab, Mind Blast (WDC 19), SR 28, Code of Mental Abstinence (+22 Temporary Hp, +2 insight bonus to damage in melee), Strength of Arms (Tentacle/Weapon Multiattack basically), Tentacle of Fate (tentacle does 1d6), Telepathy 100ft, Darkvision 60ft, Cannot be Bullrushed or Tripped (boots).
Feats: Great Fortitude (1), Power Attack (3), Weapon Focus: Tentacles (6), Up the Walls (9).
Skills: Bluff +10, Climb +9 (*7), Concentration +7, Hide +12 (*10), Intimidate +12, Jump +10 (*8), Knowledge: Psionics +6, Listen +8, Move Silently +12 (*10), Spot +9, Tumble +10 (*8).
Weapon Groups
Illithid: Basic, Maces and Clubs
Body Tamer (2): Exotic Maces and Clubs, Spears and Lances
Possessions: +1 Impact Warmace, +1 Illithidwrought Mithral Breastplate, Steadfast Boots, Combat Gear, Masterwork Heavy Steel Shield, 4 javelins.


Karui Kage wrote:

I've always wondered how the Mind Flayer in the EPH is still a CR 8. Don't get me wrong, I'd love to use him, but he's a 9th level manifester, with mind blast, tentacles, and that other stuff, and a CR 8? A vanilla 9th level Psion would be a CR 9, so why does this guy get to be lower?

Doesn't make much sense to me. :( I'd almost say the EPH Mind Flayer should be a CR 10, or at the very least a CR 9. That would mean he'd need only one (or two) levels of psion telepath to bump him up to the CR in the book.

The 9th level Psion would come with about 12 grand worth of magical gear.

Scarab Sages

Jeremy Mac Donald wrote:
Karui Kage wrote:

I've always wondered how the Mind Flayer in the EPH is still a CR 8. Don't get me wrong, I'd love to use him, but he's a 9th level manifester, with mind blast, tentacles, and that other stuff, and a CR 8? A vanilla 9th level Psion would be a CR 9, so why does this guy get to be lower?

Doesn't make much sense to me. :( I'd almost say the EPH Mind Flayer should be a CR 10, or at the very least a CR 9. That would mean he'd need only one (or two) levels of psion telepath to bump him up to the CR in the book.

The 9th level Psion would come with about 12 grand worth of magical gear.

I was more referencing a translated Zyrxog, who did have a great deal of magical gear. Him aside though, the standard mind flayer does get double standard loot for a CR 8 baddy, so that's about 6,800 on average GP loot (3,400 average for a CR 8 times 2). Still though, the extra abilities should help compensate for that and at least make him an EL 9. Making him one less when he still has that Mind Blast doesn't seem right.


Karui Kage wrote:


I was more referencing a translated Zyrxog, who did have a great deal of magical gear. Him aside though, the standard mind flayer does get double standard loot for a CR 8 baddy, so that's about 6,800 on average GP loot (3,400 average for a CR 8 times 2).

Yeah - not so sure that loot should be converted into magic items cherry picked for him as opposed to making it platinum pieces and random magic treasure. At least not without possibly adjusting his CR.

Actually this is a good topic for a thread - so I have gone and made one.

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