Intellect Devourer Enslaver: Difference between revisions

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| Ability-3-Description = Enslavement is a power that is almost identical to 'Body Thief' (see above), except that it can be used upon living creatures, as long as their CR is equal to or less than the Intellect Devourer's.  Any damage inflicted upon a non-allied, non-player, Enslaved creature while it is occupied by a Devourer counts only against the Devourer's hitpoints, and forces the Devourer out of the body, teleporting to a space within 6 squares at their normal size. If used against a non-allied monster or NPC, the GM can consider Enslavement to automatically succeed, allowing the Intellect Devourer to teleport from creature to creature as a standard action, up to 120 feet per leap, leaving numbed slaves in its wake. Even more terribly, the Intellect Devourer may roll a Stealth roll as part of this action to conceal their movement from the heroes, and thus attempt escape, or launch a surprise attack. When an Intellect Devourer leaves a monster or NPC, that monster is considered to have had it's Intelligence and will sapped by the experience, and is operating under a strong status condition called Enslaved:  
| Ability-3-Description = Enslavement is a power that is almost identical to 'Body Thief' (see above), except that it can be used upon living creatures, as long as their CR is equal to or less than the Intellect Devourer's.  Any damage inflicted upon a non-allied, non-player, Enslaved creature while it is occupied by a Devourer counts only against the Devourer's hit points, and forces the Devourer out of the body, teleporting to a space within 6 squares at their normal size. If used against a non-allied monster or NPC, the GM can consider Enslavement to automatically succeed, allowing the Intellect Devourer to teleport from creature to creature as a standard action, up to 120 feet per leap, leaving numbed slaves in its wake. Even more terribly, the Intellect Devourer may roll a Stealth roll as part of this action to conceal their movement from the heroes, and thus attempt escape, or launch a surprise attack. When an Intellect Devourer leaves a monster or NPC, that monster is considered to have had it's Intelligence and will sapped by the experience, and is operating under a strong status condition called Enslaved:  


'''Enslaved:''' This is a strong status condition that applies only to monsters with an INT score.  The monster becomes subservient to the Devourer and will do whatever it is told by the Devourer. This condition lasts for a day, and Devourers will frequently sell creatures in this state to a slave trader for money or favors.
'''Enslaved:''' This is a strong status condition that applies only to monsters with an INT score.  The monster becomes subservient to the Devourer and will do whatever it is told by the Devourer. This condition lasts for a day, and Devourers will frequently sell creatures in this state to a slave trader for money or favors.
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If an Intellect Devourer uses Enslavement upon a player character, or any NPC or Monster that is allied to the players, then the victim is allowed a Will saving throw against a DC of {{Save-DC}} to resist. If they make this saving throw, then the Enslavement is nullified, the Intellect Devour returns to their normal size in their original space, and there is no further ill effect. If the saving throw is failed, then the player or allied creature suffers the [[Dominated]] condition, with the horrific addition that the Intellect Devourer is removed from the field of play and is considered to be 'inside' the players or allied creature's space, meaning it is extremely difficult to remove the Devourer. While in this state, the Intellect Devourer can only be harmed by attacks that inflict psychic damage on the space of their victim. Such attacks automatically do no harm to the victim, and damage only the Devourer. Although they are highly resistant to such attacks, they will usually still force the monster to leave their victim.
If an Intellect Devourer uses Enslavement upon a player character, or any NPC or Monster that is allied to the players, then the victim is allowed a Will saving throw against a DC of {{Save-DC}} to resist. If they make this saving throw, then the Enslavement is nullified, the Intellect Devour returns to their normal size in their original space, and there is no further ill effect. If the saving throw is failed, then the player or allied creature suffers the [[Dominated]] condition, with the horrific addition that the Intellect Devourer is removed from the field of play and is considered to be 'inside' the players or allied creature's space, meaning it is extremely difficult to remove the Devourer. While in this state, the Intellect Devourer can only be harmed by attacks that inflict psychic damage on the space of their victim. Such attacks automatically do no harm to the victim, and damage only the Devourer. Although they are highly resistant to such attacks, they will usually still force the monster to leave their victim.


Luckily, in the absense of Psychic damage, the Enslaved victim, if they are a player or allied monster or NPC, is allowed a followup save each round during their turn as a swift action, and succeeding on any of these forces the Devourer to return to full size and exit their body, although the Devourer may teleport to any safe space within 6 squares of their victims space when they are thus evicted. Once evicted, the victim may then use their remaining actions to act normally.
Luckily, in the absence of Psychic damage, the Enslaved victim, if they are a player or allied monster or NPC, is allowed a follow up save each round during their turn as a swift action, and succeeding on any of these forces the Devourer to return to full size and exit their body, although the Devourer may teleport to any safe space within 6 squares of their victims space when they are thus evicted. Once evicted, the victim may then use their remaining actions to act normally.


Tactically, this is tremendously more powerful than Body Thief even if the Devourer limits itself to only jumping to non-allied creatures, especially if there are no convenient dead bodies nearby. Given that is many environments, the living are much easier to lacate than the dead, Enslavement often gets used much more than Body Thief.
Tactically, this is tremendously more powerful than Body Thief even if the Devourer limits itself to only jumping to non-allied creatures, especially if there are no convenient dead bodies nearby. Given that in many environments, the living are much easier to locate than the dead, Enslavement often gets used much more than Body Thief.


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| CombatTactics =  Intellect Devourer Enslavers are not exactly graceful, but they are far more adroit than lesser examples of their awful clan. They are capable of astonishing leaps, due to their powerfully clawed legs, but due to their awful Enslavement power, in crowded settings they are more likely to teleport from creature to creature, leaving glassy-eyed stuporous victims behind.
| CombatTactics =  Intellect Devourer Enslavers are not exactly graceful, but they are far more adroit than lesser examples of their awful clan. They are capable of astonishing leaps, due to their powerfully clawed legs, but due to their awful Enslavement power, in crowded settings they are more likely to teleport from creature to creature, leaving glassy-eyed, stuporous victims behind.


They will bound about in combat, either via teleports or vaulting leaps, staying out of melee if at all possible, if they are caught outside of a thefted or enslaved body. They are far better at ranged attacks than melee, and will do their best to begin combat at range, and will strive to keep enemies at bay by using their Controlled Flesh charming power to make the closest attackers run away, drop their weapons, or attack their friends. They can use Controlled Flesh only once each round, so they will often begin an attack with one or several of them using their terrible 'Selfless Scourge' power to gain as many Charms as they can manage as early as they can.  They will seek to 'spread around' their Mind Rays to the Un-Charmed, making close attackers move away, and distant attackers drop their weapons or attack their friends. That's about the limits of their combat prowess.
They will bound about in combat, either via teleports or vaulting leaps, staying out of melee if at all possible, if they are caught outside of a thefted or enslaved body. They are far better at ranged attacks than melee, and will do their best to begin combat at range, and will strive to keep enemies at bay by using their Controlled Flesh charming power to make the closest attackers run away, drop their weapons, or attack their friends. They can use Controlled Flesh only once each round, so they will often begin an attack with one or several of them using their terrible 'Selfless Scourge' power to gain as many Charms as they can manage as early as they can.  They will seek to 'spread around' their Mind Rays to the Un-Charmed, making close attackers move away, and distant attackers drop their weapons or attack their friends. That's about the limits of their combat prowess.


However, if they begin a fight inside the body of another creature, all bets are off as regards tactics, except, they always work to stay at range. They will recklessly use up their most potent abilities and often will seek to flee immediately, as they have no wish to take damage and thus, lose their ride. The variety of encounters that can be made with Intellect Devourer Enslavers is almost without limit, and GM's are encouraged to be creative, always with an eye to fun and challenge. Note that Intellect Devourers gain no defensive advantage from either Body Thief or Enslavementwhen used against a monster: All damage they take is suffered upon their normal base hit points, and any damage whatsoever ends that ability immediately.  Enslavement against a player or player ally is a gamble, but if it works, all sorts of tense moments can be expected!
However, if they begin a fight inside the body of another creature, all bets are off as regards tactics, except, they always work to stay at range. They will recklessly use up their most potent abilities and often will seek to flee immediately, as they have no wish to take damage and thus, lose their ride. The variety of encounters that can be made with Intellect Devourer Enslavers is almost without limit, and GM's are encouraged to be creative, always with an eye to fun and challenge. Note that Intellect Devourers gain no defensive advantage from either Body Thief or Enslavement when used against a monster: All damage they take is suffered upon their normal base hit points, and any damage whatsoever ends that ability immediately.  Enslavement against a player or player ally is a gamble, but if it works, all sorts of tense moments can be expected!




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Intellect Devourers are, frankly, bad at pretending they are something else. In a meat ride, they act in an utterly alien fashion, and their behavior, honestly, is revolting, as they indulge their every urge with little in the way of limits or boundaries. The horrors they inflict upon themselves and all around them do not bear mention in polite company.
Intellect Devourers are, frankly, bad at pretending they are something else. In a meat ride, they act in an utterly alien fashion, and their behavior, honestly, is revolting, as they indulge their every urge with little in the way of limits or boundaries. The horrors they inflict upon themselves and all around them do not bear mention in polite company.


Intellect Devourers, as a result of their bad habits with the flesh of others, are hard-pressed to find much in the way of allies. They have been known to work with Aboleths, as far as outsiders can determine what those fiends are up to. Doppelgangers and Intellect Devourers have some commonality, but they seem to be both hostile to each other and allies of convenience, and Devourers have been known to hijack the bodies of victims of Doppelgangers, which Doppelgangers seem to find very irritating.  Hobgoblins and Aranea, unsurprisingly, often find Intellect Devourers arriving with slaves for sale, and occasionally even among their customers for purchases, and those fiends take their coin just as they take everyone elses.
Intellect Devourers, as a result of their bad habits with the flesh of others, are hard-pressed to find much in the way of allies. They have been known to work with Aboleths, as far as outsiders can determine what those fiends are up to. Doppelgangers and Intellect Devourers have some commonality, but they seem to be both hostile to each other and allies of convenience, and Devourers have been known to hijack the bodies of victims of Doppelgangers, which Doppelgangers seem to find very irritating.  Hobgoblins and Aranea, unsurprisingly, often find Intellect Devourers arriving with slaves for sale, and occasionally they are even among their customers for purchases, and those fiends take their coin just as they take everyone else's.





Revision as of 14:38, 14 December 2021