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A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)
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<blockquote data-quote="demiurge1138" data-source="post: 2498039" data-attributes="member: 7451"><p>And the great feyr, the bigger, meaner cousin to the feyr. Based on its size (7 foot diameter is really pushing Medium), I made them Large. </p><p></p><p><strong>Great Feyr</strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice:</strong> 16d8+96 (168 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed: </strong> 30ft (6 squares), fly 50ft (good)</p><p><strong>Armor Class:</strong> 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23</p><p><strong>Base Attack/Grapple:</strong> +12/+23</p><p><strong>Attack:</strong> Bite +18 melee (2d6+7)</p><p><strong>Full Attack: </strong> 4 bites +18 melee (2d6+7) and 4 tentacles +16 melee (1d8+3) </p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Emotion control, fear</p><p><strong>Special Qualities:</strong> Amorphous, darkvision 60ft, DR 10/magic, flight, immune to fear, invisibility, low-light vision, SR 24</p><p><strong>Saves:</strong> Fort +11, Ref +9, Will +13 </p><p><strong>Abilities:</strong> Str 24, Dex 14, Con 22, Int 15, Wis 17, Cha 20</p><p><strong>Skills: </strong> Hide +19, Move Silently +23, Open Lock +19 (+21 with tools), Spot +26</p><p><strong>Feats:</strong> Ability Focus (emotion control), Ability Focus (fear), Improved Initiative, Lightning Reflexes, Multiattack, Stealthy</p><p><strong>Environment:</strong> Any land and underground (usually urban)</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 17-32 HD (Large), 33-48 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>A massive lump of flesh flashes into view, its skin glistening with a rainbow of diseased colors. It glares hatefully at you with many golden eyes, gnashing four huge jaws filled with hundreds of serrated teeth. It floats off the ground, its many tentacles flailing as if propelling it forward.</em></p><p></p><p>Formed from the fusion of several normal feyrs, great feyrs are far more deadly and cunning than their lesser kin. Unharmed by sunlight, invisible and more intelligent than the average human, they can easily turn entire cities into their feeding grounds. Although they feed primarily on fear, they also gain sustenance from other negative emotions, and delight in inflicting random people with crippling emotions. </p><p></p><p>A great feyr is about seven feet in diameter and weighs 500 pounds. Unlike their lesser kin, they can speak Common, whispering threats in the ears of a victim before they attack.</p><p></p><p><strong>Combat</strong></p><p>Great feyrs enjoy combat more than ordinary feyrs do, preferring to tear apart foes than running and hiding. They always attack from invisibility, inflicting their target with emotion control before striking, and sometimes retreat to give foes a false sense of security before attacking again. If possible, they corner foes, cutting off any hope of escape.</p><p></p><p><strong>Emotion Control (Su):</strong> A great feyr can generate intense negative emotions at will at a range of 260ft, in all creatures in a 20ft radius. Targeted creatures can make a Will save (DC 25) to resist the effect. All effects last for 1 minute. A creature that succesfully saves against a great feyr's emotion control is immune to that feyr's emotion control ability for 24 hours. This is a mind-affecting effect, and the save DC is Charisma based. The great feyr can choose between the following options.</p><p></p><p><em>Despair:</em> Affected creatures take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the duration of the effect.</p><p></p><p><em>Hatred: </em> Affected creatures must attack the nearest creature for the duration of the effect. For the purposes of this effect, familiars, but not animal companions, are treated as “self”.</p><p></p><p><em>Sorrow:</em> Affected creatures can take no actions except for move actions, as if nauseated, for the duration of the effect.</p><p></p><p><strong>Fear (Ex):</strong> All creatures within 60ft of an attacking great feyr must make a Will save (DC 25) or be panicked for one minute. Creatures that save successfully are instead shaken for one round, and are immune to the fear effect of that feyr for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma based.</p><p></p><p><strong>Amorphous (Ex):</strong> A great feyr’s body does not have organs and vitals like most organisms, granting it a 50% chance to negate critical hits and sneak attacks.</p><p></p><p><strong>Flight (Ex): </strong> A great feyr’s body is naturally buoyant, allowing it to fly at a speed of 50ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with persona range.</p><p></p><p><strong>Invisibility (Su):</strong> A great feyr can become invisible at will, as if under the effects of an <em>invisibility</em> spell (caster level 16th). It can use its emotion control ability when invisible.</p><p></p><p><strong>Skills:</strong> The many eyes of a great feyr grant it a +4 racial bonus to Spot checks</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2498039, member: 7451"] And the great feyr, the bigger, meaner cousin to the feyr. Based on its size (7 foot diameter is really pushing Medium), I made them Large. [B]Great Feyr Large Aberration[/B] [B]Hit Dice:[/B] 16d8+96 (168 hp) [B]Initiative:[/B] +6 [B]Speed: [/B] 30ft (6 squares), fly 50ft (good) [B]Armor Class:[/B] 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23 [B]Base Attack/Grapple:[/B] +12/+23 [B]Attack:[/B] Bite +18 melee (2d6+7) [B]Full Attack: [/B] 4 bites +18 melee (2d6+7) and 4 tentacles +16 melee (1d8+3) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks:[/B] Emotion control, fear [B]Special Qualities:[/B] Amorphous, darkvision 60ft, DR 10/magic, flight, immune to fear, invisibility, low-light vision, SR 24 [B]Saves:[/B] Fort +11, Ref +9, Will +13 [B]Abilities:[/B] Str 24, Dex 14, Con 22, Int 15, Wis 17, Cha 20 [B]Skills: [/B] Hide +19, Move Silently +23, Open Lock +19 (+21 with tools), Spot +26 [B]Feats:[/B] Ability Focus (emotion control), Ability Focus (fear), Improved Initiative, Lightning Reflexes, Multiattack, Stealthy [B]Environment:[/B] Any land and underground (usually urban) [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 15 [B]Treasure:[/B] None [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 17-32 HD (Large), 33-48 HD (Huge) [B]Level Adjustment:[/B] - [I]A massive lump of flesh flashes into view, its skin glistening with a rainbow of diseased colors. It glares hatefully at you with many golden eyes, gnashing four huge jaws filled with hundreds of serrated teeth. It floats off the ground, its many tentacles flailing as if propelling it forward.[/I] Formed from the fusion of several normal feyrs, great feyrs are far more deadly and cunning than their lesser kin. Unharmed by sunlight, invisible and more intelligent than the average human, they can easily turn entire cities into their feeding grounds. Although they feed primarily on fear, they also gain sustenance from other negative emotions, and delight in inflicting random people with crippling emotions. A great feyr is about seven feet in diameter and weighs 500 pounds. Unlike their lesser kin, they can speak Common, whispering threats in the ears of a victim before they attack. [B]Combat[/B] Great feyrs enjoy combat more than ordinary feyrs do, preferring to tear apart foes than running and hiding. They always attack from invisibility, inflicting their target with emotion control before striking, and sometimes retreat to give foes a false sense of security before attacking again. If possible, they corner foes, cutting off any hope of escape. [B]Emotion Control (Su):[/B] A great feyr can generate intense negative emotions at will at a range of 260ft, in all creatures in a 20ft radius. Targeted creatures can make a Will save (DC 25) to resist the effect. All effects last for 1 minute. A creature that succesfully saves against a great feyr's emotion control is immune to that feyr's emotion control ability for 24 hours. This is a mind-affecting effect, and the save DC is Charisma based. The great feyr can choose between the following options. [I]Despair:[/I] Affected creatures take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the duration of the effect. [I]Hatred: [/I] Affected creatures must attack the nearest creature for the duration of the effect. For the purposes of this effect, familiars, but not animal companions, are treated as “self”. [I]Sorrow:[/I] Affected creatures can take no actions except for move actions, as if nauseated, for the duration of the effect. [B]Fear (Ex):[/B] All creatures within 60ft of an attacking great feyr must make a Will save (DC 25) or be panicked for one minute. Creatures that save successfully are instead shaken for one round, and are immune to the fear effect of that feyr for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma based. [B]Amorphous (Ex):[/B] A great feyr’s body does not have organs and vitals like most organisms, granting it a 50% chance to negate critical hits and sneak attacks. [B]Flight (Ex): [/B] A great feyr’s body is naturally buoyant, allowing it to fly at a speed of 50ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with persona range. [B]Invisibility (Su):[/B] A great feyr can become invisible at will, as if under the effects of an [I]invisibility[/I] spell (caster level 16th). It can use its emotion control ability when invisible. [B]Skills:[/B] The many eyes of a great feyr grant it a +4 racial bonus to Spot checks Demiurge out. [/QUOTE]
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