1) It's pretty much a dedicated anti-squid force, so I see no reason to hold something back from the one front where that war is actively fought.

Indeed, it's the Iron Isles. If there's any place in the world where the Illithids have any major significant presence, it is that place.
 
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1) It's pretty much a dedicated anti-squid force, so I see no reason to hold something back from the one front where that war is actively fought.
2) A Flesh Forge doesn't have to explain shit. :V

Edit: If you want something nice for Sothoryos or Valyria, I can stat up a few dinosaurs. Something land based makes more sense there.
I don't have much trouble imagining Qyburn keeping a blinged out personal Undead Dinosaur mount in Gogossos, something large and roomy, with a nice comfortable chest cavity where he can keep his stuff and just relax after a long day of perverting nature.
 
I don't have much trouble imagining Qyburn keeping a blinged out personal Undead Dinosaur mount in Gogossos, something large and roomy, with a nice comfortable chest cavity where he can keep his stuff and just relax after a long day of perverting nature.

:wtf: ... Say, what's the market on Undead Dinosaur Trailer-Construct?
 
@Goldfish, here is my proposal.

-[] Undead Contigent for the Iron Isles
--[] 10x Area Denial Units
---[] These units are put together to deny the Illithid certain areas, most importantly beaches, which can't be blocked off entirely, yet do need constant protection. To this end, living guards spread the Spitters over the whole area and will keep watch together with the two Black Knights. If any enemies show themselves, the Spitters are alerted and will attack anything trying to move into the area. While this can't stop a dedicated assault and is unlikely to work more then a few times as an ambush, it does force the Illithid to either increase the strength of their parties or use other routes. Furthermore, the portability of the arrangement means that the Spitters can be used as static defenses in other places or disposable attack drones whenever necessary.
---[] Per Unit: 40x Spitter (30 IM each); 2x Black Knight (500 IM each)
---[] Total: 400x Spitter; 20x Black Knight; 22,000 IM

--[] 20x Defense Units
---[] These are mostly meant to bolster the regular troops of a valuable vassal with undead to prevent Illithid bio- or mind-attacks. Due to this, they contain both hidden Spitters and regular Black Knights, to be used as the lord sees fit.
---[] Per Unit: 10x Spitter (30 IM each), 5x Black Knight (500 IM each)
---[] Total: 200x Spitter; 40x Black Knight; 26,000 IM

--[] Heavy Assault Unit "Squidbuster"
---[] Who you gonna call?
---[] 12x Advanced Skeletal Narwhal; 180 IM each; Total 2,160 IM
---[] 6x Swarmhost Hetkoshou; 2,175 IM; Total 13,050 IM
----[] 48x Aquatic Spitter Swarm; 60 IM each; 2,880 IM
---[] 16x Bloodshark; 945 IM each; Total 15,120 IM
---[] 2x Greater Bloodshark; 2,175 IM each; Total 4,350 IM
---[] 3x Swarmhost Titanoboa; 2,320 IM each; Total 6,960 IM
----[] 16x Paralyzing Snatcher; 720 IM each; Total 11,520 IM
----[] 8x Snatching Terror; 3,560 IM each; Total 28,480 IM
---[] 2x Necro-Kraken; 4,880 IM each; Total 9,760 IM
---[] Total: 94,280 IM

--[] Grand Total: 142,280 IM

Edit: The assault group has a total of 712 points of CR in between everything. It's definitely not a nice encounter.

Spitter, CR 1
Soulforged, Belching Severed Head
Corpsecrafted, Bolstered Resistance
NE Tiny undead
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 23, touch 14, flat-footed 21 (+2 Dex, +2 size, +9 Platemail)
hp 6(1d8 + 2)
Fort +0, Ref +2, Will +2
Resistance Turning Resistance 5
Immune undead traits

OFFENSE
Speed fly 40 ft. (perfect)
Melee slam +3; 1d2 + 2
Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire])
Special Attacks belching

STATISTICS
Str 15, Dex 15, Con –, Int –, Wis 11, Cha 10
Base Atk +0;

SPECIAL ABILITIES
Belching (Ex)
A belching beheaded gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of the beheaded's animation
Aquatic Spitter Swarm, CR 2
Aquatic, Belching Severed Head Swarm
Corpsecrafted, Bolstered Resistance
Cost 60 IM
NE Tiny undead (swarm)
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 13 (2d8 + 4)
Fort +0, Ref +2, Will +3
Resistances Turning Resistance 6
Immune swarm traits; undead traits, weapon damage

OFFENSE
Speed Swim 40 ft.
Melee swarm (1d6)
Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire])
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 9, Dex 15, Con –, Int –, Wis 10, Cha 10
Base Atk +1;
Advanced Skeletal Narwhal, CR 4
Advanced, Soulforged Narwhal Skeleton
Corpsecrafted, Bolstered Resistance
Cost 180 IM
NE Large undead
Init +9; Senses blindsight 120 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size)
hp 34 (4d8 + 8 + 8)
Fort +1, Ref +3, Will +6
Resistances Turning Resistance 8
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed swim 80 ft.
Melee bite +11 (1d8 + 11); Tusk +11 (2d6 + 22; 20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks tusk

STATISTICS
Str 29, Dex 21, Con -, Int -, Wis 14, Cha 14
Base Atk +3
Feats Improved Initiative

SPECIAL ABILITIES
Tusk (Ex)
A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.
Black Knight, CR 6
(Large Necrocraft CR 5, Soulforged Undead CR +1, Corpsecrafted, Bolstered Resistance)
Cost: 500 IM
NE Large undead
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 28, touch 9, flat-footed 28 (-1 Size, +10 natural, +9 Armor)
hp 59 (7d8 + 14 + 7 + 7)
Fort +3, Ref +3, Will +7
Immune undead traits
Resistance cold 5
DR 5/Bludgeoning
Turn Resistance 11

OFFENSE
Speed 30 ft.
Melee Greatsword +13; 3d6 + 8; 19-20/x2

STATISTICS
Str 27, Dex 11, Con —, Int —, Wis 10, Cha 13
Base Atk +5
Feats Toughness B
Paralyzing Snatcher, CR 8
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 720 IM
NE Medium Undead
Init +3; Senses darkvision 60 ft.

DEFENSE
AC 21, touch 13, flat-footed 20 (+3 Dex, +4 natural, +4 Lamellar Leather Armor)
HP 84 (8d8 + 16 + 8 + 24)
Fort +5, Ref +6, Will +8
Resistance Turning Resistance 12
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft.
Melee 2x claws +12; 1d4 + 6 + Paralysis + Poison

STATISTICS
Str 23, Dex 17, Con —, Int —, Wis 14, Cha 17
Base Atk +6
Feats Toughness B
SQ Construction Points (additional movement [Swim], Faster, Paralysis, Rotting Flesh)

Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 17).
Rotting Flesh (Ex): Poison - injury; save Fort DC 19; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.
Bloodshark, CR 10
Soulforged, Mighty, Bloody Great White Shark Skeleton
Corpsecrafted, Bolstered Resistance
Cost 945 IM
N Huge Undead (aquatic)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision

DEFENSE
AC 28, touch 16, flat-footed 20 (+3 Dex, +12 natural, –2 size, + 5 Dodge)
hp 166 (9d8 + 18 + 18 + 90)
Fort +6, Ref +9, Will +9
Resistance Turning Resistance 17
Immune undead traits, Cold
DR 3/-; 5/Bludgeoning
Fast Healing 4
SR 16

OFFENSE
Speed swim 90 ft.
Melee bite +22 (2d8 + 17)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 29, Dex 16, Con -, Int -, Wis 10, Cha 14
Base Atk +4
Feats Improved Initiative
SQ Deathless
Snatching Terror, CR 12
Advanced, Commando Construct, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 3,560 IM
NE Medium Undead
Init +9; Senses darkvision 60 ft.

DEFENSE
AC 27, touch 15, flat-footed 24 (+5 Dex, +8 natural, +4 Segmented Lamellar Leather Armor)
HP 180 (12d12 + 24 + 12 + 36 + 30)
Fort +4, Ref +9, Will +10
Resistance Turning Resistance 16
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft., Fly 40 ft. (Clumsy)
Melee 2x claws +17; 1d4 + 8 + 1d4 Bleed + Paralysis + Poison
Sneak Attack +6d6
Reach 10 ft.

STATISTICS
Str 27, Dex 21, Con —, Int —, Wis 14, Cha 17
Base Atk +9
Feats Toughness B, Flensing Strike, Fly-By Attack, Ability Focus (Paralysis), Death From Above
SQ Construction Points (additional movement [Swim, Fly], Blade Fists, Faster, Paralysis, Rotting Flesh), Sneak Attack +6d6, Reach

Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 21).
Rotting Flesh (Ex): Poison - injury; save Fort DC 21; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.

Energized Alacrity (Su)
Once per minute as a swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Tactical Awareness (Ex)
A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.
Swarmhost Hetkoshou, CR 14
Advanced, Soulforged, Swarmhost Hetkoshu Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,175 IM
N Gargantuan Undead
Init +7; Senses low-light vision

DEFENSE
AC 36, touch 9, flat-footed 33 (+3 DEX, +27 natural, –4 size)
hp 127 (15d8 + 30 + 30)
Fort +5, Ref +8, Will +11
Resistance Turning Resistance 19
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +26 (3d6 + 19), tail slap +20 (4d8 + 11)
Space 20 ft.; Reach 15 ft.

STATISTICS
Str 48, Dex 16, Con -, Int -, Wis 14, Cha 14
Base Atk +11;
Feats Improved Initiative
SQ Host Corpse (8x Aquatic Spitter Swarm)
Greater Bloodshark; CR 14
Soulforged, Mighty, Bloody Dire Shark (Megalodon) Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,175
NE Gargantuan Undead (aquatic)
Init +12; Senses blindsense 30 ft., keen scent;

DEFENSE
AC 35, touch 14, flat-footed 27 (+3 Dex, +21 natural, –4 size, +5 Dodge)
hp 277 (15d8 + 30 + 30 + 150)
Fort +10, Ref +13, Will +14
Resistance Turning Resistance 23
Immune undead traits, Cold
DR 5/-
Fast Healing 7
SR 21

OFFENSE
Speed swim 90 ft.
Melee bite +29 (4d10 + 22)
Space 20 ft.; Reach 20 ft.

STATISTICS
Str 34, Dex 17, Con -, Int -, Wis 10, Cha 14
Base Atk +11
Feats Improved Initiative
SQ Deathless

Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Swarmhost Titanoboa, CR 14
Soulforged, Swarmhost Titanoboa Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,320 IM
NE Colossal Undead
Init +7; Senses low-light vision, scent

DEFENSE
AC 39, touch 5, flat-footed 36 (+3 Dex, +34 natural, –8 size)
hp 184 (16d8 + 32)
Fort +5, Ref +8, Will +10
Resistance Turning Resistance 20
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +23 (6d6 + 28)
Space 30 ft.; Reach 30 ft.

STATISTICS
Str 48, Dex 16, Con -, Int -, Wis 10, Cha 10
Base Atk +12;
Feats Improved Initiative
SQ Host Corpse (8x Snatching Terror; or 8x Paralyzing Snatcher )
Necro-Kraken, CR 15
Soulforged Commando-Construct Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 4,880 IM
NE Colossal Undead
Init +6; Senses darkvision 60 ft.

DEFENSE
AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, -8 Size)
hp 309 (18d12 + 120 + 36 + 18 + 18)
Fort +6, Ref +7, Will +11
Resistance Turning Resistance 22
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft.
Melee 8 clawed tentacles (claws) +27; 60 ft.; 4d6 + 22; 19-20/x2

STATISTICS
Str 55, Dex 13, Con —, Int —, Wis 10, Cha 13
Base Atk +13;
Feats Toughness B, Power Attack, Improved Natural Attack, Snatch, Improved Critical (Claws), Combat Reflexes
SQ Construction Points (additional movement [Swim], Faster, Grab, Constrict, 6x extra attack [claw]), Reach, Brutal Attacks, Energized Alacrity, Tactical Awareness, Tenacious Grapple
Nice monsters there, the Greater Bloodshark is particularly nice and well rounded. Pity Megalodon corpses are so rare, we might want to start hunting and/or breeding them to get corpses of them if we are going to go heavy on the aquatic necromancy.

Beyond that am I correct in assuming that the basic battle strategy of the task force is that:
  • The Kraken is to close in on any big HP Blob's or else use all of those attacks to help clear chaff;
  • the Greater Bloodshark tanks major threats;
  • the Swarmhost Titanoboa serves as a reserve force that can walk, swim, climb, and serve as an IFV for our light infantry equivalent (useful given the primarily aquatic nature of our force, though maybe they should be an independent reserve force instead of part of the main task force);
  • the Swarmhost Hetkoshou's Aquatic Spitter's provide range support in a tougher and more mobile form that the Spitters by themselves;
  • the Snatching Terror flanks and takes down priority targets under the cover of the frontal attack;
  • normal Bloodsharks serve as highly durable chaff that screens our other assets;
  • Paralyzing Snatcher's do the same thing as Snatching Terror's (their just much worse at it so I imagine the Paralyzer focus on lower tier targets with the Terror's only going in if a serious threat is present, unsure if this is optimal or if going all in on the Terror's or the Paralyzer's would be better);
  • the Narwhalls cycle charge the enemy (potentially useful if we fight in an area with plenty of room to maneuver otherwise they simply serve as chaff); and
  • the Aquatic Spitter's provide more ranged firepower (always good to have due to the difference between Lanchester's Square and Linear Law).
 
Don't forget to vote, ya'll.
Adhoc vote count started by Goldfish on Jan 10, 2020 at 10:16 PM, finished with 83 posts and 12 votes.
 
@Smartphone, that's pretty much it. The Snatchers are primarily meant to target casters / psions and take VIP prisoners, so the goal would be to have the Titanoboas break through the enemies lines, let the small guys take a few prisoners, cram those into the boa and then skedaddle.

Mind you, anything not immune against poison and precision damage could be taken apart by the snatchers with enough time. Between decent poison, paralysis and Flensing Strike, they can literally tear a giant HP bag apart once they found the first opening.
 
Wait a second.
They only burned the Illithids, haven't they?

Will anyone mind if I add the following to the plan, then?
[] After all else is done - restore the bodies of the Illithids with consecutive Miracle and a Bloodwish - teleport with the bodies into a safe, divination-proof environment, question them via "Speak to Dead"-spell.

Fuck all else, Miracle is magnificent.
We are objectively overusing it, but hey, free Illithid brains are worth it!
:V

...and the rest of the Divination may not really be needed with it.
*sigh*
 
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Wait a second.
They only burned the Illithids, haven't they?

Will anyone mind if I add the following to the plan, then?
[] After all else is done - restore the bodies of the Illithids with consecutive Miracle and a Bloodwish - teleport with the bodies into a safe, divination-proof environment, question them via "Speak to Dead"-spell.

Fuck all else, Miracle is magnificent.
We are objectively overusing it, but hey, free Illithid brains are worth it!
:V

...and the rest of the Divination may not really be needed with it.
*sigh*
I am fine with this, on the condition that this use of Miracle does not cost us XP.
 
...We probably should include stuff like "if you see someone interacting with an oily stone, shit's fucked" and various other "cultist behavior tells"-article into Imperial Times next month.
Who knows, maybe some Westerosi asshats actually listen to that and be a bit more careful.
Also denouncing Drowned God (while not crying about us being at war with Illithids just yet) may be a good idea - we have a precedent of "false deities" being uncovered by us, what with Moonpale Maiden in Tyrosh-
They even have somewhat similar MOs to an uneducated observer, really.

@Crake, @TalonofAnathrax, thoughts?
on the condition that this use of Miracle does not cost us XP.
No worries, our Draconic Bullshit™ allows us to cast XP-less version freely enough.

Sure, it makes me feel like there's some very angery attention from Ineviatables awaiting us for that...
But we're not really mangling the reality (yet) either, because it's not "nigh all-powerful" XP-version.

Retrocognition is a good idea regardless, because Illithid wouldn't have had time to cleanse away psychic echoes and stuff -
And the brains may just be loaded with misinformation, specifically for us.
...eh, I'm getting too sleepy now, to think whether it's worth being paranoid or not at this point. I'm adding this.
 
[X] Use the Retrocognition spell on the ritual chamber - applying some much necessary willsave buffs beforehand (Surge of Fortune, Grand Destiny, Moment of Greatness, Ruin Delver's Fortune, Moment of Prescience, Bestow Grace, Owl's Insight for a Total of 110+1d6 willsave)
-[X] Also use the gloves of Object Reading and cast Touch of History on the shoe afterwards.
-[X] Finally, cast Legend lore on the whole keep.
-[X] In the meanwhile, have Tyene Brain Spider the recollections of the event from the survivors - we want to see if anything doesn't align between the version we'll see, and what the people saw then.
-[X] After everything else is done - take care to "restore" the burnt bodies of Illithids - using Miracle and Bloodwish to gather the scattered ashes - and quickly move into a divination/teleportation-secure location to thoroughly question those using Speak with Dead.
--[X] The bodies could be restored in full - including the brains the illithids are so particular about not falling into enemy hands - if a bit later, since that would invite direct action from them.
 
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Warn the city prior to an invasion? We already do that as a matter of course through daily Divinations at the House of Mirrors. Beyond that, though, I don't see any reasonable way to do it, as anything that could defeat the House of Mirrors Divinations would also defeat other methods of foretelling an invasion.

Makes sense. We are prepared for now, much better than most of the planet at least.
 
No worries, our Draconic Bullshit™ allows us to cast XP-less version freely enough.

Sure, it makes me feel like there's some very angery attention from Ineviatables awaiting us for that...
But we're not really mangling the reality (yet) either, because it's not "nigh all-powerful" XP-version.
Let's be honest, what Inevitable could stop us at this point?
 
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