Netbook: The Book of Forbidden Lore

kevin_video

Explorer
Got a question about the Eyeball and the Eyeball Tyrant. What exactly is different about them other than size and CR? Is the Eyeball the lesser version of the Tyrant?

Also, why the heck do both of them have such low attack numbers? Where's the -2 attack come from with the Eyeball's bite? It's got +4 BAB. It should be +3 from the strength penalty. Instead it's -2? These aren't animals who weren't trained for war. I never understood that for the original creature either.
 
Last edited:

log in or register to remove this ad


CobraCommander

First Post
Fixed

EYE TYRANT CR 13
XP 25,600
LE Large Aberration
Init +6; Senses All-around vision, darkvision 120 ft, Perception +30
Defense
AC 28; touch 12, flat-footed 25 (–1 size, +2 Dex, +16 natural, +1 Dodge)
Hp 180 (19d8+76 +19 Toughness)
Fort +12, Ref +8, Will +15
Defensive Abilities: antimagic cone
Spd: 5 ft., fly 20 ft. (good)
Ranged Eye rays +15 ranged touch
Melee bite +9 (2d4)
Space 10 ft. Reach: 5 ft.
Special Atks: Eye rays
Statistics
Str 10, Dex 14, Con 18, Int 17, Wis15, Cha 19
Feats Dodge, Flyby Attack, Hover, Great Fortitude, Improved Initiative, Iron Will, Skill Focus: Perception, Improved Natural Armor, Deepsight, Toughness
Base Atk +14, CMB +15 CMD 28 (cannot be tripped)
Skills Fly +26, Intimidate +26, Knowledge (arcana) +25,
Perception +30, Spellcraft +25, Stealth +20, Survival +24; Racial Mod +4 Perception
Languages Aklo, Common, Undercommon, Dwarven, Goblin
SQ: flight
Ecology
Environment: Cold hills
Organization: Solitary, pair, or cluster (3–6)
Treasure: Double
Special Abilities
Eye Rays (Su): Each of an Eye Tyrant’s small eyes can produce a magical ray once per round as a free action. During a single round, a creature can aim only three eye rays (Eye Tyrant) at targets in any one 90-degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, or not at all. An Eye Tyrant can tilt and pan its body each round to change which rays it can bring to bear in any given arc.
Each of an Eye Tyrant’s ten eye rays resembles a spell cast by a 13th-level caster but follows the rules for a ray. Each eye ray has a range of 150 feet the save DCs are Charisma based. The ten eye rays include:
Charm Monster:(DC 18)The target must succeed on a Will save or be affected as though by the spell. Eye Tyrants use this ray to confuse the opposition, usually employing it early in a fight. The Eye Tyrant generally instructs a charmed target to either restrain a comrade or stand aside.
Suggestion, Mass Cone:(DC 20) This eye produces a 150- foot cone of Suggestion. This functions just like the spell Suggestion, mass (caster level 13th). The targets must succeed on a Will save or be affected as though by the spell. Eye Tyrants use this cone in the same manner as the charm monster ray.
Disintegrate:(DC 20)The target must succeed on a Fortitude save or be affected as though by the spell (26d6). The Eye Tyrant likes to use this ray on any foe it considers a real threat.
Fear: (DC 18) This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Eye Tyrants like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
Finger of Death: (DC 21)The target must succeed on a Fortitude save or be affected as though by the spell (130 hp). The target takes 3d6+13 points of damage if its saving throw succeeds. Eye Tyrants use this ray to eliminate dangerous foes quickly.
Flesh to Stone:(DC 20)The target must succeed on a Fortitude save or be affected as though by the spell. Eye Tyrants like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the Eye Tyrant takes the statue to its lair as a decoration.)
Ray of Enfeeblement:(DC 15)This works like the spell, causing 1d6+5 Strength damage (Fort half).
Sleep:(DC 15)This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Eye Tyrants like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.
Slow:(DC 17)This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Eye Tyrants often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
Telekinesis:(DC 19)An Eye Tyrant can move objects or
creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
Antimagic Cone (Su):An Eye Tyrant’s central eye continually produces a 150- foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the Eye Tyrant’s own eye rays. Once each round, during its turn, the Eye Tyrant decides whether the antimagic cone is active or not (the Eye Tyrant deactivates the cone by shutting its central eye).
All-Around Vision (Ex): Eye Tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can’t be flanked.
Flight (Ex): An Eye Tyrant’s body is naturally buoyant. This
buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.



THULID CR 8
XP 4,800
LE Medium Aberration
Init +6; Senses darkvision 60 ft, Perception +18
Defense
AC 15; touch 12, flat-footed 13 (+2 Dex, +3 natural)
Hp 78 (12d8+12 +12 Toughness)
Fort +5, Ref +6, Will +13
SR 25
Offense
Speed: 30 ft.
Melee: 4 tentacles +10 (1d4+1 plus grab)
Special Attacks: extract
Spell-Like Abilities (CL 12th)
At will— plane shift (DC 21), mind blast, charm monster (DC 18), suggestion (DC 17), detect thoughts, levitate (DC 16)
Statistics
Str 12, Dex 14, Con 12, Int 19, Wis17, Cha 18
Base Atk +9; CMB +11 (+15 grapple); CMD 22
Feats Agile Maneuvers, Combat Casting, Improved Initiative, Weapon Finesse, Toughness, Iron Will, Persuasive
Skills Bluff +16, Diplomacy +20, Intimidate +23, Knowledge: dungeoneering +19, Perception +18, Sense Motive +15, Spellcraft+19, Stealth +17
Languages Aklo, Undercommon, telepathy 100 ft., Draconic, Infernal, Common, Dwarven
Ecology
Environment Underground
Organization Solitary, pair, inquisition (3–5) cult (3–5 plus 6–10 morlocks)
Treasure Double standard
Special Abilities
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability.
If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack.
If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks.
Extract (Ex): To use this ability, a Thulid must start a grab with a Small, Medium, or Large creature with its tentacle attack. A Thulid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a Thulid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Thulid gets a +2 circumstance bonus to his CMD for every tentacle that was attached at the beginning of the opponent’s turn. A Thulid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Telepathy (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Format: telepathy 100 ft.; Location: Languages.
 
Last edited:

MatBrown

Villager
If a Book of Forbidden Lore did exist, and if it listed a Bewildering Beast as having +14 CMB, would anyone be able to help me figure out why?
I figure +6 from BAB, +6 from Strength, +1 Size bonus, and that only gets me to +13. Am I missing another +1 somewhere?
 

sisima70

First Post
The DCs for the Eye Tyrant's eye rays should be inversely proportional to their spell levels, like warlock invocations.

Also, the guys over at Dreamscarred Press made the Phrenic Scourge that while similar to the mindflayrer shouldn't count as a copyright violation. (After all, cthulhu-like monsters are a trope)
 

Remove ads

Top