Creature for Any Setting (5e) -Thelidu

The Thelidu are one of my favorite monsters from +Matt Finch‘s 0e Reloaded Monster Book for the Core Version of Swords & Wizardry. They make some pretty big appearances in Tomb of the Past Revealed and in Assault on the Southern Horn.

Since I’m currently converting Assault on the Southern Horn to 5e I had to update the Thelidu to 5e rules are well. In the spirit of the OGL and the Thelidu’s original source of the 0e Reloaded Monster Book I present to you for all to use the 5e Thelidu!

+Matt Finch and to all those who worked on the 0e Reloaded book, I once more thank you and a praise the efforts of that book!

Thelidu
Medium Aberration, Lawful Evil


Armor Class 15
Hit Points 68 (12d8)
Speed 30 ft

Skills Perception +6, Persuasion +6
Senses Passive Perception 13
Languages Common, Outsider
Challenge 6/2,300


Magic Tolerance The Thelidu has advantage on all saving throws against divine and arcane magics.
Telpathic Thelidu can communicate in one direction with any creature with 500 yards of it and in two directions with one of its own race as long as the target speaks or understands the Thelidu’s language.


Actions


Pseuodpod: Melee attack + 5 to hit, reach 10, one target. Hit 8(1d10+2) bludgeoning damage and a small to medium creature is grappled. If target Is successfully grappled they receive an additional 1d4 psychic damage at the beginning of the Thelidu’s next turn until the grapple is ended. The Thelidu can grapple up to two targets at a time.
Extract Brain: +7 to hit, reach 5, one grappled target. Hit: The Thelidu devours the target’s brain regaining one HD of health and boosting it’s Intelligence modifier by 1 for a number of rounds equal to the target’s HD. Brain extraction takes one full round to accomplish and during this time any attacks against the Thelidu have advantage.
Psychic Rend (Recharge 3): The Thelidu releases a concentrated storm of psychic power over a 60 ft radius. All targets in that area must succeed a DC 16 Intelligence saving throw or suffer 18 (2d8 + 4) damage and be considered stunned until its next turn.

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