Neothelids are Pathfinder’s heirs to the throne vacated by
the world’s oldest role-playing game’s mind flayer elder brains. (And I mean “heir” literally—the name
has been used in D&D for part of the illithid family tree.)
So let’s review: Psychic abilities turned up to 11 (or, more
accurately, 15d10). Gargantuan
bodies. A range of useful
spell-like abilities, including constant fly. They’ve also got a Lovecraftian
heritage—they worship the usual array of Dark Things Beyond the Stars—and their
seugathi servants act as their proxies in the cities of the Realms Below.
All in all you have the makings of proper campaign-spanning
villainy that will take players to the deepest ends of the earth…or blackness
between the stars.
But here’s what your players need to worry about: Neothelids
can trace teleports and they can teleport at will. So if they do happen to rouse one…good luck running.
The worm-king Del
Havroth Mem has lost control of its seugathi minions, who seem to have been
corrupted by their time in the Naga District of the derro city of Kartoul. It seeks proxies to retrieve them, so
it can crush its errant spawn personally.
A cult leader wants
to take his flock down the Underworld’s twisting tunnels. He and his worshippers are answering the
summons to prayer from the Caller from the Stars—never mind the illogic of
finding a celestial being below the earth—and he needs guides and guards. The local magistrates want him stopped
but also fear reprisals from zealots if they prevent the pilgrimage. A nomadic tribe of urdefhan reavers also
frequents the planed route, and will surely seek to slay innocents and harvest
souls. And there is the little
matter of the Caller itself—a neothelid tended by seugathi spawn and legions of
slaves in its toxic hive city home.
Inside the world’s
core is a lost world: The World Within. It is populated by extinct tribes and species from
throughout the planet’s history, as if locked in time. This seems like a gift of the gods, but
it is actually the work of neothelids—they hide the existence of the World
Within, limit the various civilizations’ technological progress, and subtly
experiment on its peoples. At
first glance, it appears they treat the World Within as some kind of lab
experiment or big game park…but the presence of certain dark temples and
manufactured portents indicate that they are trying to recreate certain
conditions…and perhaps even retroactively change the history of the world.
—Into the Darkness
48–49 & Pathfinder Bestiary 214
Note the Hollow World homage above, but given a Lovecraftian
twist. Speaking of which, I’m
really enjoying Anthony Horowitz’s The Gatekeepers
series on audiobook. The last book better come out soon…
Also, regarding the Super Bowl: GO RIDDLEPORT DIRE CORBIES!!!
The Super Bowl was not the only
event this weekend plagued with technical difficulties. Crossed wires and
jacked-up slider volumes in the studio sabotaged the opening of my show.
Nevertheless, can you really say no to new Tegan and Sara and “The Super Bowl Shuffle”?
(For best results—the feed skips on some computers—let load
in Firefox or Chrome, Save As an mp3, and enjoy in iTunes. Link good till
Friday, 2/8, at midnight.)
Neothelids, like the Neh-Thalggu, are some of my favorites. I definitely love how Pathfinder co-opted them. Illithids are a classic, but 3.5 got really weird by expanding on them too much. Elder Brains and Alhoon were enough! No need for so many weird variants (illithid-ropers, illithid-chuuls! illithid-everything!).
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