D&D 3E/3.5 Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)

After The Flesh

First Post
Hi everybody! I've just joined this board, but i already like it a lot! Especially the Homebrews forum ;)

But back on the topic, here's a verrrrrrrrrrrrry special beholder modified with the multiheaded template from savage species (maybe this breaks the rules... the beholder is a head...)

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Three-Headed Beholder
Large Aberration
Hit Dice: 15d8+60 (128 hp)
Initiative: 6
Speed: 5 ft (1 square), fly 20 ft (good)
Armor Class: 28 (-1 size, +2 Dex, +17 natural), touch 11, flat-footed 26
Base Attack/Grapple: +11/+15
Attack: Eye Rays +14 ranged touch, 3 bites +5 melee
Full Attack: Eye Rays +14 ranged touch, bite +5 melee (2d4)
Space/Reach: 10 ft/5 ft
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 90 ft, flight
Saves: Fort +11, Ref +7, Will +11,
Abilities: Str 10, Dex 14, Con 22, Int 18, Wis 15, Cha 15,
Skills: Hide +12, Knowledge (arcana) +20, Listen +19, Search +25, Spot +26, Survival +2 (Follow tracks +4)
Feats: Alertness, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Myltiattack, Iron Will, Weapon Finesse (eye rays)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually Lawful evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: -

What looks like a conglomeration of three spheres slowly fly toward you. On a more close examination, you realize that the three spheres are three beholders conjoined to each other.

The Three-Headed Beholders are an extremely rare sub-species of beholders, believed by someone to have hydra ancestors.


Combat:
Like their lesser kins, the Three-Headed Beholders use their multiple eye rays to deal with their enemies
Eye Rays (Su): Each of the thirty small eyes can produce a magical ray once a round, even when the Three-Headed Beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18.
- Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.
- Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray.
- Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders 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.
- Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)
- Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.
- Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
- Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
- Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half).
- Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Three-Headed Beholders use this ray to eliminate dangerous foes quickly.
- Telekinesis: The beholder 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.
All-Around Vision (Ex): Three-Headed Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial
bonus to Spot and Search checks, and they can’t be flanked.
Antimagic Cone (Su): Each of the Three-Headed Beholder’s central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed -even the Three-Headed Beholder’s own eye rays. Once each round, during its turn, the Three-Headed Beholder decides which way it will face, and whether the antimagic cone is active or not (the Three-Headed Beholder deactivates the cone by shutting its central eyes). Note that a Three-Headed Beholder can bite only creatures to its front.
Flight (Ex): A Three-Headed Beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.


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so, what do you think? (oh, and 100 bonus points to both Krishnath and Knightfall for the very nice job :D )
 

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Krishnath

First Post
After The Flesh said:
Hi everybody! I've just joined this board, but i already like it a lot! Especially the Homebrews forum ;)

But back on the topic, here's a verrrrrrrrrrrrry special beholder modified with the multiheaded template from savage species (maybe this breaks the rules... the beholder is a head...)

-

so, what do you think? (oh, and 100 bonus points to both Krishnath and Knightfall for the very nice job :D )

Well, technically it does break the rules. However, the description makes it work, also you get the LOL factor. The mental image I get of that thing is friggin' hilarious! :lol:
 



Knightfall

World of Kulan DM
Krishnath said:
Nice horrors. :D

It's quite interresting actually, there are only four templates that change the base creature to aberrations so far (not counting any in Lords of Madness, as I do not have that book yet). They are:

Corrupted Creature (Book of Vile Darkness)
Gelatinous Creature (Savage Species)
Half-Illithid (Fiend Folio)
Insectile Creature (Savage Species)

So, if the base creature for this challenge thread is not an aberration, the last template added needs to be one of those. I find this kinda sad, so I created a new template based on an aberration from MM3, I'll post it later today. :D

Don't forget the Spellwarped Creature from Monster Manual III.
 



Knightfall

World of Kulan DM
Heh! Heh!

Frozen Orb
Medium Elemental (Cold, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +4/+3
Attack: Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold)
Full Attack: Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Eye rays, chill, stunning gaze
Special Qualities: All-around vision, cold immunity, darkvision 60 ft., elemental traits, flight, icewalking
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 8 (-1), Dex 14 (+2), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 13 (+1)
Skills: Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks)
Feats: Alertness B, Flyby Attack, Improved Initiative, Iron Will

Environment: Any land and underground
Organization: Solitary, pair, or cluster (3–6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:

Frozen orbs are elemental creatures, similar in form and shape to beholders, which are native to either the Elemental Plane of Cold or the Paraelemental Plane of Ice, depending on the DM’s individual cosmology.

However, the frozen orb is obviously an elemental, as its body is made up of snow, rime, and ice. Its central eye, as well as the eyes on its six eyestalks, is made of glittering reddish slabs of ice, and their large mouth is lined with steel-like, icicle-like teeth.

Frozen orbs do have all the powers of beholders and are thought to have evolved from a cluster of gauths that become trapped on the Inner Planes and were then changed by one of the Elemental Princes. The truth is not known, however.

Frozen orbs speak their own language, as well as Auran and Common.

Combat
Frozen orbs fight like beholders but aren’t evil, thus, they will only attack if they feel provoked. Frozen orbs are immune to cold-based attacks but take 1-1/2 as much damage from fire-based attacks. They are very careful when using their Scorching Ray eye ray attack, as it can be deadly to other frozen orbs, as well as to their enemies.

Frozen orb clusters often band together to fight off attacks from gauths and other beholders who find them to be a perversion of the beholder race. Since different clusters of beholders hate each other based on visual differences they never work together, which gives the frozen orbs an advantage of solidarity, in any fight.

Eye Rays (Su): Each of a frozen orb’s six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 14. The save DCs are Charisma-based. The six eye rays include: Sleep, Inflict Moderate Wounds, Dispel Magic, Scorching Ray, Paralysis, and Exhaustion. (See pages 25 & 26 of the D&D Monster Manual v.3.5 for more details on standard gauth’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file.

Chill (Ex): In addition to the damage from their attacks, frozen orbs deal additional 1d4 points of cold damage with their bite attack.

Stunning Gaze (Su): Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the frozen orb’s central eye is subject to its stunning gaze attack. Since the frozen orb can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.

All-Around Vision (Ex): Frozen orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.

Flight (Ex): A frozen orb’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.

Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the frozen orb may move normally.

Base Creature: Beholder, Gauth
Template: Cold Element Creature (D&D Manual of the Planes), updated to v.3.5
 
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Knightfall

World of Kulan DM
Axiomatic Beholder (True Orb)
Large Aberration (Extraplanar)
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
AC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: +9 ranged touch (special, eye rays) and +7 melee (2d4, bite)
Full Attack: +9 ranged touch (special, eye rays) and +7 melee (2d4, bite)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Eye rays, smite chaos
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight, linked minds, spell resistance 16, resistance to cold 5, electricity 5, fire 5, and sonic 5
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2)
Skills: Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
Feats: Alertness B, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will

Environment: Nine Hells of Baator or any other lawful-aligned plane
Organization: Solitary, pair, or cluster (3–6)
Challenge Rating: 15
Treasure: Double standard
Alignment: Always lawful (80% evil; 15% neutral; or 5% good)
Advancement: 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment:

Axiomatic beholders are perfect creatures, at least in their own minds. They believe that all other types of beholders are flawed, regardless of their numbers or perceived strengths. They take the “true ideal of beholderhood” to a new level of arrogance. Axiomatic beholders are indeed perfect creatures of law (of that there is no doubt).

However, they are still tainted by evil and believe that all other types of beholders must be wiped out in order for order to be achieved amongst the True Orbs, as they call themselves. Axiomatic beholders are native to the Nine Hells of Baator and are only rarely encountered living on one of the other lawfully aligned planes. Those living on Baator consider such “rogue” axiomatic beholders to be fallen members of the True Orbs and work to wipe them out before all other types of beholders.

It is rumored that there is a powerful cluster of good-aligned axiomatic beholders living somewhere on the Seven Mounting Heavens of Celestia. They are said to be allies to lawful-aligned angels and other powerful servants of law and good. The True Orbs of Baator become insanely violent at the very mention of this rumor.

True Orbs speak the language of beholders, as well as Common. True Orbs in the World of Kulan Cosmology also speak the Axiomatic language.

Combat
True Orbs, regardless, of the other part of their alignment, always follow a strict code of warfare, even against other types of beholders). They allow enemies a chance to parlay and bargain for their freedom and/or lives.

However, evil axiomatic beholders are as cunning and treacherous as devils, while neutral-aligned ones take into account every strategy and use parley as an excuse to study opponents’ strengths and weaknesses. Only good-aligned axiomatic beholders don’t try to twist parley into an exercise in deceit. However, good-aligned True Orbs are less likely to offer parley to evil opponents.

Eye Rays (Su): Each of an axiomatic beholder’s ten eye rays resembles a spell cast by an 13th-level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. The ten eye rays include: Charm Monster, Charm Person, Disintegrate, Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep, Slow, and Telekinesis. (See pages 25 to 27 of the D&D Monster Manual v.3.5 for more details on standard beholder’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file.

Smite Chaos (Su): Once per day, an axiomatic beholder can make a normal attack to deal 11 extra points of damage against a chaotic opponent.

All-Around Vision (Ex): Axiomatic beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.

Antimagic Cone (Su): An axiomatic beholder’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 axiomatic beholder’s own eye rays. Once each round, during its turn, the axiomatic beholder decides whether the antimagic cone is active or not (the axiomatic beholder deactivates the cone by shutting its central eye).

Flight (Ex): An axiomatic beholder’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.

Linked Minds (Ex): Axiomatic beholders within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. Because beholders can never be flanked, due to their all-around vision, axiomatic beholders don’t gain any additional benefit from this ability.

Base Creature: Beholder
Template: Axiomatic Creature (D&D Planar Handbook)
 

demiurge1138

Inventor of Super-Toast
Cool. I always thought that the axiomatic perfect appearance was a good match for the beholders... and I like the idea of beholders with hive-minds. Especially once they reach the hive mother.

Demiurge out.
 

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