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[Bal, Monster] Cybrahisk
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<blockquote data-quote="Clay_More" data-source="post: 4446453" data-attributes="member: 9813"><p><span style="font-size: 12px">Cybrahisk Descriptions</span></p><p></p><p><span style="font-size: 12px">Seed Hive (Young)</span></p><p><em>Huge Aberration</em> (Extraplanar)</p><p><strong>Hit Dice:</strong> 13d8+78 (137 hp) </p><p><strong>Initiative:</strong> –2</p><p><strong>Speed:</strong> None (0 squares) </p><p><strong>Armor Class:</strong> 21 (–2 size, –2 Dex, +15 natural), touch 6, flat-footed 21 </p><p><strong>Base Attack/Grapple:</strong> +9/+37</p><p><strong>Attack:</strong> Spike +20 melee (2d6+12/19-20) </p><p><strong>Full Attack:</strong> 2 Spikes +20 melee (2d6+12/19-20) </p><p><strong>Space/Reach:</strong> 15 ft./30 ft. </p><p><strong>Special Attacks:</strong> Sentinel Bloom, Spell-Like Abilities</p><p><strong>Special Qualities:</strong> Cybrahisk Traits, Faction Specific Traits, Hive Memory, Immobile, Spawn Servitors, Tremorsense 120 ft.</p><p><strong>Saves:</strong> Fort +10, Ref +2, Will +11</p><p><strong>Abilities:</strong> Str 31, Dex 6, Con 22, Int 18, Wis 17, Cha 12 </p><p><strong>Skills:</strong> Bluff +9, Concentration +22, Diplomacy +9, Intimidate +17, Listen +21, Search +20, Sense Motive +19, Spot +22</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Improved Critical (Spike), Weapon Focus (Spike), Weapon Specialization (Spike)</p><p><strong>Environment:</strong> Warm forests</p><p><strong>Organization: </strong>Hive (One young Seed Hive plus 1-4 Defenders, 1-4 Recreaters, 2-8 Gatherers and 1-4 Trackers)</p><p><strong>Challenge Rating:</strong> 10 </p><p><strong>Treasure:</strong> Standard</p><p><strong>Standard Alignment:</strong> Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore)</p><p><strong>Advancement: </strong>10–18 HD (Huge) </p><p><strong>Level Adjustment:</strong> -</p><p></p><p><span style="font-size: 12px">Seed Hive (Adult)</span></p><p><em>Huge Aberration</em> (Extraplanar)</p><p><strong>Hit Dice:</strong> 19d8+152 (238 hp) </p><p><strong>Initiative:</strong> +1</p><p><strong>Speed: </strong>None (0 squares) </p><p><strong>Armor Class:</strong> 25 (–2 size, –3 Dex, +20 natural), touch 5, flat-footed 25 </p><p><strong>Base Attack/Grapple:</strong> +14/+45</p><p><strong>Attack:</strong> Spike +28 melee (2d8+15/19-20) </p><p><strong>Full Attack:</strong> 2 Spikes +28 melee (2d8+15/19-20) </p><p><strong>Space/Reach:</strong> 20 ft./40 ft. </p><p><strong>Special Attacks:</strong> Sentinel Bloom, Spell-Like Abilities</p><p><strong>Special Qualities:</strong> Cybrahisk Traits, Damage Reduction 5/Force, Faction Specific Traits, Hive Memory, Immobile, Spawn Servitors, Tremorsense 240 ft.</p><p><strong>Saves: </strong>Fort +14, Ref +3, Will +15</p><p><strong>Abilities:</strong> Str 37, Dex 4, Con 26, Int 20, Wis 19, Cha 14 </p><p><strong>Skills:</strong> Bluff +24, Concentration +30, Diplomacy +24, Intimidate +24, Listen +28, Search +27, Sense Motive +26, Spot +28</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (Spike), Improved Initiative, Power Attack, Weapon Focus (Spike), Weapon Specialization (Spike)</p><p><strong>Environment:</strong> Warm forests</p><p><strong>Organization:</strong> Hive (One adult Seed Hive plus 2-8 Defenders, 3-12 Recreaters, 3-12 Gatherers, 2-8 Trackers and 3-30 Invaders)</p><p><strong>Challenge Rating:</strong> 13</p><p><strong>Treasure:</strong> Standard</p><p><strong>Standard Alignment: </strong>Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore)</p><p><strong>Advancement:</strong> 20–26 HD (Huge) </p><p><strong>Level Adjustment:</strong> -</p><p></p><p><span style="font-size: 12px">Seed Hive (Venerable)</span></p><p><em>Gargantuan Aberration</em> (Extraplanar)</p><p><strong>Hit Dice:</strong> 27d8+270 (412 hp) </p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> None (0 squares) </p><p><strong>Armor Class:</strong> 34 (–4 size, –3 Dex, +6 deflection, +25 natural), touch 9, flat-footed 34 </p><p><strong>Base Attack/Grapple:</strong> +19/+57</p><p><strong>Attack: </strong>Spike +37 melee (3d8+18/19-20) </p><p><strong>Full Attack:</strong> 2 Spikes +37 melee (3d8+18/19-20) </p><p><strong>Space/Reach:</strong> 25 ft./60 ft. </p><p><strong>Special Attacks:</strong> Sentinel Bloom, Spell-Like Abilities</p><p><strong>Special Qualities:</strong> Cybrahisk Traits, Damage Reduction 7/Force, Faction Specific Traits, Hibernate, Hive Memory, Immobile, Matter Control, Spawn Servitors, Tremorsense 360 ft.</p><p><strong>Saves:</strong> Fort +19, Ref +6, Will +24</p><p><strong>Abilities:</strong> Str 43, Dex 4, Con 30, Int 22, Wis 21, Cha 16</p><p><strong>Skills:</strong> Bluff +33, Concentration +40, Craft (one variant, chosen by DM) +36, Diplomacy +33, Intimidate +33, Listen +37, Search +36, Sense Motive +35, Spot +37</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Cleave, Combat ReflexesGreat Cleave, Improved Critical (Spike), Improved Initiative, Power Attack, Weapon Focus (Spike), Weapon Specialization (Spike)</p><p><strong>Epic Feats:</strong> Epic Toughness, Epic Weapon Focus (Spike), Epic Will</p><p><strong>Environment: </strong>Warm forests</p><p><strong>Organization:</strong> Hive (One venerable Seed Hive plus 2-8 Defenders, 4-16 Recreaters, 4-16 Gatherers, 3-12 Trackers, 5-50 Invaders, 1-2 Behemoths, 1-2 Seers)</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> Standard</p><p><strong>Standard Alignment: </strong>Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore)</p><p><strong>Advancement:</strong> 28–39 HD (Gargantuan) </p><p><strong>Level Adjustment:</strong> -</p><p></p><p><span style="font-size: 12px">Seed Hive (Ancient)</span></p><p><em>Gargantuan Aberration</em> (Extraplanar)</p><p><strong>Hit Dice:</strong> 40d8+600 (820 hp) </p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> None (0 squares) </p><p><strong>Armor Class:</strong> 46 (–4 size, –3 Dex, +8 deflection, +35 natural), touch 11, flat-footed 46 </p><p><strong>Base Attack/Grapple:</strong> +25/+76</p><p><strong>Attack:</strong> Spike +46 melee (3d10+21/19-20) </p><p><strong>Full Attack: </strong>2 Spikes +46 melee (3d10+21/19-20) </p><p><strong>Space/Reach:</strong> 30 ft./90 ft. </p><p><strong>Special Attacks:</strong> Sentinel Bloom, Spell-Like Abilities</p><p><strong>Special Qualities:</strong> Cybrahisk Traits, Damage Reduction 10/Force, Faction Specific Traits, Fast Healing 15, Hibernate, Hive Memory, Immobile, Matter Control, Spawn Servitors, Telepathy, Tremorsense 480 ft.</p><p><strong>Saves:</strong> Fort +31, Ref +13, Will +33</p><p><strong>Abilities:</strong> Str 49, Dex 4, Con 40, Int 26, Wis 25, Cha 20</p><p><strong>Skills:</strong> Bluff +48, Concentration +58, Craft (three variants, chosen by DM) +51, Diplomacy +48, Intimidate +48, Listen +52, Search +51, Sense Motive +50, Spot +52</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Greater Spell Penetration, Improved Critical (Spike), Improved Initiative, Power Attack, Spell Penetration, Weapon Focus (Spike), Weapon Specialization (Spike)</p><p><strong>Epic Feats:</strong> Epic Spell Penetration, Epic Toughness (x2), Epic Weapon Focus (Spike), Epic Will, Spell Stowaway (Haste and Time Stop), Tenacious Magic (Dimensional Anchor and Globe of Invulnerability)</p><p><strong>Environment:</strong> Warm forests</p><p><strong>Organization:</strong> Hive (One ancient Seed Hive plus 3-12 Defenders, 3-30 Recreaters, 3-30 Gatherers, 2-20 Trackers, 10-100 Invaders, 1-4 Behemoths, 1-4 Seers, 1-2 Cantankor)</p><p><strong>Challenge Rating:</strong> 20</p><p><strong>Treasure:</strong> Standard</p><p><strong>Standard Alignment:</strong> Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore)</p><p><strong>Advancement:</strong> 41–50 HD (Gargantuan), 51-70 HD (Colossal)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><span style="font-size: 12px">Seed Hive (Progenitor)</span></p><p><em>Colossal Aberration</em> (Extraplanar)</p><p><strong>Hit Dice: </strong>80d8+1600 (2060 hp) </p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> None (0 squares) </p><p><strong>Armor Class:</strong> 67 (–8 size, –3 Dex, +13 deflection, +55 natural), touch 16, flat-footed 67 </p><p>Base Attack/Grapple: +45/+90</p><p><strong>Attack:</strong> Spike +76 melee (5d10+31/19-20) </p><p><strong>Full Attack:</strong> 4 Spikes +76 melee (5d10+31/19-20) </p><p><strong>Space/Reach:</strong> 40 ft./120 ft. </p><p><strong>Special Attacks:</strong> Sentinel Bloom, Spell-Like Abilities</p><p><strong>Special Qualities:</strong> Cybrahisk Traits, Damage Reduction 20/Force, Fast Healing 30, Hibernate, Hive Memory, Immobile, Matter Control, Progenitor, Spawn Servitors, Telepathy, Tremorsense 600 ft.</p><p><strong>Saves:</strong> Fort +56, Ref +33, Will +56</p><p><strong>Abilities:</strong> Str 69, Dex 4, Con 50, Int 36, Wis 35, Cha 30</p><p><strong>Skills:</strong> Bluff +93, Concentration +103, Craft (Alchemy, Armorsmithing, Bowmaking, Weaponsmithing, Trapmaking) +96, Diplomacy +93, Intimidate +93, Listen +97, Search +96, Sense Motive +95, Spot +97</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Greater Spell Penetration, Improved Critical (Spike), Improved Initiative, Power Attack, Spell Penetration, Weapon Focus (Spike), Weapon Specialization (Spike)</p><p><strong>Epic Feats:</strong> Epic Spell Penetration, Epic Toughness (x5), Epic Weapon Focus (Spike), Epic Will, Improved Combat Casting, Improved Combat Reflexes, Penetrate Damage Reduction (Adamantine, Cold Iron and Silver), Spell Stowaway (Haste and Time Stop), Spellcasting Harrier, Superior Initiative, Tenacious Magic (Dimensional Anchor and Globe of Invulnerability)</p><p><strong>Environment:</strong> Warm forests</p><p><strong>Organization:</strong> Mother Hive (Progenitor Seed Hive plus 2-20 Defenders, 5-50 Recreaters, 5-50 Gatherers, 3-30 Trackers, 20-200 Invaders, 2-8 Behemoths, 2-8 Seers, 2-12 Cantankor. 50% chance of the Cantankor Sirius being there)</p><p><strong>Challenge Rating:</strong> 35</p><p><strong>Treasure:</strong> Standard</p><p><strong>Standard Alignment:</strong> Lawful neutral</p><p><strong>Advancement:</strong> -</p><p><strong>Level Adjustment:</strong> -</p><p></p><p>The Seed Hives are the core of the Cybrahisk society. Not only are the Seed Hives the brains of the race, they are also the only creature of the race capable of not only reproducing themselves, but also of producing the other variants of Cybrahisks. A Seed Hive consists of three enormous, black, scaled spikes protruding from the ground. The central spike contains the digestion system and brain of the Seed Hive, while the two flanking spikes are pure muscle with a tough chitin spike in the end, used by the Seed Hive for manipulating nearby objects and for self defence. Beneath the ground rests the roots of the Seed Hive, roots that can extend out as far as 300 ft. around the oldest Seed Hives, absorbing nutrients from the ground. The roots are connected to the spawn pods, also located beneath ground, that allows a Seed Hive to procreate. The central spike of the Seed Hive will be from 50 ft. tall in the young hives, to 300 ft. tall in the Progenitor. There seems to be no appearant eyes or ears located on the spikes, yet the Seed Hives have both visual and auditory senses at least as finely tuned as those of humans. It even appears that the hives are capable of hearing sounds outside the auditory range of humans, such as the high-pitch noises emitted by bats.</p><p></p><p>While the Seed Hives all constitute a hive mind, it seems as if though they still develop individual personalities. A Seed Hive will sometimes even come up with a name for itself to set itself apart from others of its kind. While all Seed Hives work towards the good of the Cybrahisk race, they are still capable of having their own opinions, motives and agendas. The different factions have all evolved to reflect the different viewpoints of the Seed Hives and their hopes for the destiny of the race. All decisions of the race are made by a council of the oldest Seed Hives, the Ghaer council, led by the extremely powerful Progenitor, the archaic Seed Hive that was the first Cybrahisk in Balmortis, the creator of all Cybrahisk that dwells in Balmortis today. </p><p></p><p>Initially, when the race was first encountered by the goblins, it was thought that the Seed Hives were completely uniform in mindset, as well as asexual due to their special form of reproduction. While this is partially true, many hives have since been encountered that possess traits different from the norm. Some are curious, even playful, when they encounter strangers, whereas others are hostile and aggressive. Some of the young hives have even been known to show something resembling surprise when they encounter creatures unfamiliar to them. This goes against most theory of how a hive-mind works, as surprise should be an emotion unknown to the omnipotent hive-mind. Yet it appears that younger hives do not gain full access to the lore stored in the Cybrahisk hive-mind, and as such are left to figure out many things on their own. It has been speculated that this is a conscious decision made by the race, so that the individual hives can develop on their own, adding to the diversity of the hive-mind as a whole. This is also the reason why the Cybrahisk are able to hide some of their memory and experiences from the hive-mind as a whole, as a means to create individualized progress throughout the network. The race has learnt from bitter experience that while uniformity has some advantages, flexibility and creativity are also admirable traits.</p><p></p><p>At the core of the Cybrahisk network stands the enormous Seed Hive Progenitor, a creature more than fifty thousand years old. The Progenitor has not only seen all that Balmortis has to offer, it has also seen countless other planes before it settled on this plane. The motives of the Progenitor itself are unknown, but it is known that the Cybrahisk all revere a principle called Ghaer, which roughly translates into the word "destiny". The Progenitor sends out commands across the hive-mind, making sure that all of the individual Seed Hives work towards the same goal. While the Progenitor initially had a desire for total domination over all of Balmortis, it seems that it has now evolved to aspire for a slightly altered version of the original Ghaer. While many have speculated on the goal of the Cybrahisks, it is clear that they have changed their pursuit of domination, having adopted a defensive doctrine in combination with a pursuit of scholarly development. The rising power of the Innovatore faction along with their cooperation with the Order of a Thousand Eyes only seems to support this theory.</p><p></p><p><strong>Combat</strong></p><p>While powerful creatures, the Seed Hives are ill-suited for combat, mostly due to their lack of mobility. If engaged, they will rely on their servitors to do the fighting. Most Seed Hives will use the first round of combat to create a Sentinel Bloom, while it orders any mobile Cybrahisks in its vicinity to come to its aid. The Sentinel Bloom will be created so that it blocks the path between the intruders and the hive itself, as spread out as possible to avoid having the Sentinels destroyed by area attacks. The Seed Hives are highly intelligent creatures with access to almost infinite information, information they will utilize in combat. As soon as the initial barrier of Sentinels has been created, the Seed Hives will order the stronger Cybrahisks it commands to circle around its foe in the hope of reaching enemy spellcasters. While this happens, the weaker servitors will stay away while the hive utilizes its Sentinels for defence. Usually, the Recreators and Defenders will be ordered to either assist the Sentinels or guard the hive, depending on what the intruders do. A hive will always prefer to keep at least one Recreator and one Defender close for protection. As soon as the stronger Cybrahisks have engaged enemy spellcaster or ranged attackers, the hive will order the weaker servitors to attack in the hope that the stronger servitors will keep spellcasters capable of area attacks occupied. While leading the attack, the hive will use its spellcasting powers primarily to negate enemy spellcasters and to try and control the opponents through the use of such spells as <em>Charm Monster</em>, <em>Deep Slumber</em> or <em>Forcecage</em>.</p><p></p><p><strong>Sentinel Bloom (Ex):</strong> As a standard action, a Seed Hive that is under attack is capable of quickly spawning a myriad of defensive drones to aid it. These Sentinels are immobile creatures, just as the Seed Hive itself. The area in which a Sentinel Bloom can be created depends on the age of the Seed Hive. A young Seed Hive can create in an area of 30 ft. around it, an adult Seed Hive can create in an area of 45 ft, a venerable can create within 60 ft, an ancient can create within 90 ft and the Progenitor can create a Sentinel Bloom within 150 ft. When a Sentinel Bloom is created, 1d4+4 Sentinels will spawn in an area of 10 ft. around the target location. Emerging from the ground, the Sentinels are under the complete command of the Seed Hive. After a Sentinel Bloom has been created, it will take a number of rounds before the Seed Hive can utilize the ability again, depending on the age of the Seed Hive. A young Seed Hive can create a Sentinel Bloom every 20 rounds, an adult Seed Hive can do it every 10 rounds, a venerable can do it every 7 rounds, an ancient Seed Hive can do it every 5 rounds and the Progenitor can do it every second round. The Sentinels created by the Progenitor will have the Ghaer template applied to them. After a threat has been neutralized, the Seed Hive will usually let the Sentinels die so it can recycle them. There is no upper limit to the amounts of Sentinels one Seed Hive can command at any given time, but no Seed Hives will have Sentinels standing around unless there is an immediate threat present.</p><p></p><p><strong>Spell-Like Abilities:</strong> Caster level equal to the Hit Dice of the Seed Hive. The save DCs are Intelligence based. The spells available depends on the age of the Seed Hive.</p><p></p><p><u>Young</u></p><p>At Will - Alarm, Cause Fear, Detect Thoughts</p><p>3 / day - Arcane Sight, Deep Slumber, Dispel Magic</p><p></p><p><u>Adult</u></p><p>At Will - Alarm, Arcane Sight, Cause Fear, Detect Thoughts, Dispel Magic</p><p>3 / day - Arcane Eye, Charm Monster, Deep Slumber, Dimensional Anchor, Lightning Bolt</p><p></p><p>Venerable</p><p>At Will - <em>Alarm, Arcane Eye, Arcane Sight, Cause Fear, Charm Monster, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dispel Magic, Lightning Bolt</em></p><p>3 / day - <em>Chain Lightning, Dismissal, Mind Fog, Sending, Wall of Force</em></p><p></p><p><u>Ancient</u></p><p>At Will - <em>Alarm, Arcane Eye, Arcane Sight, Cause Fear, Chain Lightning, Charm Monster, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dismissal, Dispel Magic, Lightning Bolt, Mind Fog, Sending, Wall of Force</em></p><p>3 / day - <em>Globe of Invulnerability, Greater Dispel Magic, Repulsion, True Seeing</em></p><p>1 / day - <em>Banishment, Control Weather, Forcecage, Sequester, Symbol of Fear, Symbol of Weakness</em></p><p><em></em></p><p><u>Progenitor</u></p><p>At Will - <em>Alarm, Antipathy, Arcane Eye, Arcane Sight, Banishment, Cause Fear, Chain Lightning, Charm Monster, Control Weather, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dimensional Lock, Dismissal, Dispel Magic, Forcecage, Gate, Globe of Invulnerability, Greater Dispel Magic, Lightning Bolt, Limited Wish, Mage's Disjunction, Maze, Mind Blank, Mind Fog, Repulsion, Screen, Sending, Sequester, Symbol of Death, Symbol of Fear, Symbol of Weakness, Teleportation Circle, Time Stop, True Seeing, Wall of Force, Weird</em></p><p></p><p><strong>Hibernate (Ex):</strong> Seed Hives of age venerable or older have the ability to go into hibernation for prolonged periods of time when they're not needed. It takes 24 hours for a Seed Hive to fully enter hibernation mode once it is initiated. The Seed Hive will burrow deeper into the ground so its spikes are not as exposed as usual. It will cover its spikes with a thick layer of chitin to protect as it lies dormant, granting it a +5 bonus to Natural Armor and Damage Resistance. All servitors of the Seed Hive will burrow around the hive. It takes 1d4+4 rounds for a Seed Hive to leave hibernation, during which it is unable to take any actions.</p><p></p><p><strong>Hive Memory (Ex):</strong> All Seed Hives are connected through a mesh network that gives each individual Seed Hive access to the majority of the memory of all other Seed Hives. This, in effect, gives each Seed Hive max rank in all Knowledge skills for free. A Seed Hive is required to spend 1 full round in meditation to find the relevant information when using the Hive Memory to gain access to a Knowledge skill. The Progenitor, being at the core of this network, does not require to spend any time in meditation to access the information.</p><p></p><p><strong>Matter Control (Su):</strong> Seed Hives of age venerable or above have gained control of any matter in their immediate vicinity, granting them a Deflection bonus to their AC equal to their Intelligence modifier.</p><p></p><p><strong>Progenitor (Ex):</strong> The Progenitor is a special creature, not restricted by the factions of the lower Seed Hives. The Progenitor has the special qualities of all four factions.</p><p></p><p><strong>Immobile (Ex):</strong> The Seed Hive is completely immobile, having spent years burrowing its roots deep into the ground. Not only is the creature incapable of moving by itself, it is also completely immune to any effect or spell that would move it. Even spells such as <em>Teleport Other</em> are incapable of affecting a Seed Hive. The Seed Hive also gains a +10 bonus to all Grapple attempts and it is immune to Bull Rush and Trip attacks.</p><p></p><p><strong>Spawn Servitors (Ex):</strong> A Seed Hive has a number of spawn pods buried beneath the ground in the area around it. These spawn pods have the capacity to create servitor Cybrahisks. The number of pods and the time required to spawn servitors depends on the age of the Seed Hive. </p><p></p><p><u>Age Spawn pods</u></p><p>Young 4</p><p>Adult 6</p><p>Venerable 9</p><p>Ancient 12</p><p>Progenitor 20</p><p></p><p><u>Spawn Time</u></p><p>Age Defender Recreator Gatherer Tracker Invader Behemoth Seer Cantankor Hive Pod</p><p>Young 1 hour 1 hour 2 hours 3 hours Unavailable Unavailable Unavailable Unavailable Unavailable</p><p>Adult 45 minutes 45 minutes 90 minutes 2 hours 6 hours Unavailable Unavailable Unavailable Unavailable</p><p>Venerable 30 minutes 30 minutes 60 minutes 90 minutes 4 hours 12 hours 12 hours Unavailable 7 days</p><p>Ancient 15 minutes 15 minutes 30 minutes 45 minutes 2 hours 6 hours 6 hours 24 hours 7 days</p><p>Progenitor 5 minutes 5 minutes 10 minutes 15 minutes 45 minutes 2 hours 2 hours 12 hours 3 days</p><p></p><p>While a servitor is being created, it will be located five to ten feet beneath the ground in the spawn pod. It is possible to attack the spawn pods if you are able to penetrate the ground, but otherwise the spawn pods are immune to attacks. If the Seed Hive is destroyed, all on-going spawn processes will also be stopped. A Seed Hive will rarely be producing servitors at its full capacity when it is not under attack, as such behavior would expend the natural resources of its surroundings too rapidly. A Seed Hive will usually have enough nutrients available to spawn servitors at full capacity for a week, possibly two, before it runs out of nutrients, depending on the richness of the soil around it and the effort of the Gatherers. </p><p></p><p><strong>Telepathy (Su):</strong> Seed Hives of age ancient and the Progenitor can communicate telepathically with any creature that has a language within 1000 ft.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4446453, member: 9813"] [size=3]Cybrahisk Descriptions[/size] [size=3]Seed Hive (Young)[/size] [i]Huge Aberration[/i] (Extraplanar) [b]Hit Dice:[/b] 13d8+78 (137 hp) [b]Initiative:[/b] –2 [b]Speed:[/b] None (0 squares) [b]Armor Class:[/b] 21 (–2 size, –2 Dex, +15 natural), touch 6, flat-footed 21 [b]Base Attack/Grapple:[/b] +9/+37 [b]Attack:[/b] Spike +20 melee (2d6+12/19-20) [b]Full Attack:[/b] 2 Spikes +20 melee (2d6+12/19-20) [b]Space/Reach:[/b] 15 ft./30 ft. [b]Special Attacks:[/b] Sentinel Bloom, Spell-Like Abilities [b]Special Qualities:[/b] Cybrahisk Traits, Faction Specific Traits, Hive Memory, Immobile, Spawn Servitors, Tremorsense 120 ft. [b]Saves:[/b] Fort +10, Ref +2, Will +11 [b]Abilities:[/b] Str 31, Dex 6, Con 22, Int 18, Wis 17, Cha 12 [b]Skills:[/b] Bluff +9, Concentration +22, Diplomacy +9, Intimidate +17, Listen +21, Search +20, Sense Motive +19, Spot +22 [b]Feats:[/b] Alertness, Blind-Fight, Improved Critical (Spike), Weapon Focus (Spike), Weapon Specialization (Spike) [b]Environment:[/b] Warm forests [b]Organization: [/b]Hive (One young Seed Hive plus 1-4 Defenders, 1-4 Recreaters, 2-8 Gatherers and 1-4 Trackers) [b]Challenge Rating:[/b] 10 [b]Treasure:[/b] Standard [b]Standard Alignment:[/b] Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore) [b]Advancement: [/b]10–18 HD (Huge) [b]Level Adjustment:[/b] - [size=3]Seed Hive (Adult)[/size] [i]Huge Aberration[/i] (Extraplanar) [b]Hit Dice:[/b] 19d8+152 (238 hp) [b]Initiative:[/b] +1 [b]Speed: [/b]None (0 squares) [b]Armor Class:[/b] 25 (–2 size, –3 Dex, +20 natural), touch 5, flat-footed 25 [b]Base Attack/Grapple:[/b] +14/+45 [b]Attack:[/b] Spike +28 melee (2d8+15/19-20) [b]Full Attack:[/b] 2 Spikes +28 melee (2d8+15/19-20) [b]Space/Reach:[/b] 20 ft./40 ft. [b]Special Attacks:[/b] Sentinel Bloom, Spell-Like Abilities [b]Special Qualities:[/b] Cybrahisk Traits, Damage Reduction 5/Force, Faction Specific Traits, Hive Memory, Immobile, Spawn Servitors, Tremorsense 240 ft. [b]Saves: [/b]Fort +14, Ref +3, Will +15 [b]Abilities:[/b] Str 37, Dex 4, Con 26, Int 20, Wis 19, Cha 14 [b]Skills:[/b] Bluff +24, Concentration +30, Diplomacy +24, Intimidate +24, Listen +28, Search +27, Sense Motive +26, Spot +28 [b]Feats:[/b] Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (Spike), Improved Initiative, Power Attack, Weapon Focus (Spike), Weapon Specialization (Spike) [b]Environment:[/b] Warm forests [b]Organization:[/b] Hive (One adult Seed Hive plus 2-8 Defenders, 3-12 Recreaters, 3-12 Gatherers, 2-8 Trackers and 3-30 Invaders) [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] Standard [b]Standard Alignment: [/b]Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore) [b]Advancement:[/b] 20–26 HD (Huge) [b]Level Adjustment:[/b] - [size=3]Seed Hive (Venerable)[/size] [i]Gargantuan Aberration[/i] (Extraplanar) [b]Hit Dice:[/b] 27d8+270 (412 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] None (0 squares) [b]Armor Class:[/b] 34 (–4 size, –3 Dex, +6 deflection, +25 natural), touch 9, flat-footed 34 [b]Base Attack/Grapple:[/b] +19/+57 [b]Attack: [/b]Spike +37 melee (3d8+18/19-20) [b]Full Attack:[/b] 2 Spikes +37 melee (3d8+18/19-20) [b]Space/Reach:[/b] 25 ft./60 ft. [b]Special Attacks:[/b] Sentinel Bloom, Spell-Like Abilities [b]Special Qualities:[/b] Cybrahisk Traits, Damage Reduction 7/Force, Faction Specific Traits, Hibernate, Hive Memory, Immobile, Matter Control, Spawn Servitors, Tremorsense 360 ft. [b]Saves:[/b] Fort +19, Ref +6, Will +24 [b]Abilities:[/b] Str 43, Dex 4, Con 30, Int 22, Wis 21, Cha 16 [b]Skills:[/b] Bluff +33, Concentration +40, Craft (one variant, chosen by DM) +36, Diplomacy +33, Intimidate +33, Listen +37, Search +36, Sense Motive +35, Spot +37 [b]Feats:[/b] Alertness, Blind-Fight, Cleave, Combat ReflexesGreat Cleave, Improved Critical (Spike), Improved Initiative, Power Attack, Weapon Focus (Spike), Weapon Specialization (Spike) [b]Epic Feats:[/b] Epic Toughness, Epic Weapon Focus (Spike), Epic Will [b]Environment: [/b]Warm forests [b]Organization:[/b] Hive (One venerable Seed Hive plus 2-8 Defenders, 4-16 Recreaters, 4-16 Gatherers, 3-12 Trackers, 5-50 Invaders, 1-2 Behemoths, 1-2 Seers) [b]Challenge Rating:[/b] 16 [b]Treasure:[/b] Standard [b]Standard Alignment: [/b]Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore) [b]Advancement:[/b] 28–39 HD (Gargantuan) [b]Level Adjustment:[/b] - [size=3]Seed Hive (Ancient)[/size] [i]Gargantuan Aberration[/i] (Extraplanar) [b]Hit Dice:[/b] 40d8+600 (820 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] None (0 squares) [b]Armor Class:[/b] 46 (–4 size, –3 Dex, +8 deflection, +35 natural), touch 11, flat-footed 46 [b]Base Attack/Grapple:[/b] +25/+76 [b]Attack:[/b] Spike +46 melee (3d10+21/19-20) [b]Full Attack: [/b]2 Spikes +46 melee (3d10+21/19-20) [b]Space/Reach:[/b] 30 ft./90 ft. [b]Special Attacks:[/b] Sentinel Bloom, Spell-Like Abilities [b]Special Qualities:[/b] Cybrahisk Traits, Damage Reduction 10/Force, Faction Specific Traits, Fast Healing 15, Hibernate, Hive Memory, Immobile, Matter Control, Spawn Servitors, Telepathy, Tremorsense 480 ft. [b]Saves:[/b] Fort +31, Ref +13, Will +33 [b]Abilities:[/b] Str 49, Dex 4, Con 40, Int 26, Wis 25, Cha 20 [b]Skills:[/b] Bluff +48, Concentration +58, Craft (three variants, chosen by DM) +51, Diplomacy +48, Intimidate +48, Listen +52, Search +51, Sense Motive +50, Spot +52 [b]Feats:[/b] Alertness, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Greater Spell Penetration, Improved Critical (Spike), Improved Initiative, Power Attack, Spell Penetration, Weapon Focus (Spike), Weapon Specialization (Spike) [b]Epic Feats:[/b] Epic Spell Penetration, Epic Toughness (x2), Epic Weapon Focus (Spike), Epic Will, Spell Stowaway (Haste and Time Stop), Tenacious Magic (Dimensional Anchor and Globe of Invulnerability) [b]Environment:[/b] Warm forests [b]Organization:[/b] Hive (One ancient Seed Hive plus 3-12 Defenders, 3-30 Recreaters, 3-30 Gatherers, 2-20 Trackers, 10-100 Invaders, 1-4 Behemoths, 1-4 Seers, 1-2 Cantankor) [b]Challenge Rating:[/b] 20 [b]Treasure:[/b] Standard [b]Standard Alignment:[/b] Usually lawful neutral (Agoratore and Innovatore) or lawful evil (Crimeatore and Scoratore) [b]Advancement:[/b] 41–50 HD (Gargantuan), 51-70 HD (Colossal) [b]Level Adjustment:[/b] - [size=3]Seed Hive (Progenitor)[/size] [i]Colossal Aberration[/i] (Extraplanar) [b]Hit Dice: [/b]80d8+1600 (2060 hp) [b]Initiative:[/b] +5 [b]Speed:[/b] None (0 squares) [b]Armor Class:[/b] 67 (–8 size, –3 Dex, +13 deflection, +55 natural), touch 16, flat-footed 67 Base Attack/Grapple: +45/+90 [b]Attack:[/b] Spike +76 melee (5d10+31/19-20) [b]Full Attack:[/b] 4 Spikes +76 melee (5d10+31/19-20) [b]Space/Reach:[/b] 40 ft./120 ft. [b]Special Attacks:[/b] Sentinel Bloom, Spell-Like Abilities [b]Special Qualities:[/b] Cybrahisk Traits, Damage Reduction 20/Force, Fast Healing 30, Hibernate, Hive Memory, Immobile, Matter Control, Progenitor, Spawn Servitors, Telepathy, Tremorsense 600 ft. [b]Saves:[/b] Fort +56, Ref +33, Will +56 [b]Abilities:[/b] Str 69, Dex 4, Con 50, Int 36, Wis 35, Cha 30 [b]Skills:[/b] Bluff +93, Concentration +103, Craft (Alchemy, Armorsmithing, Bowmaking, Weaponsmithing, Trapmaking) +96, Diplomacy +93, Intimidate +93, Listen +97, Search +96, Sense Motive +95, Spot +97 [b]Feats:[/b] Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Greater Spell Penetration, Improved Critical (Spike), Improved Initiative, Power Attack, Spell Penetration, Weapon Focus (Spike), Weapon Specialization (Spike) [b]Epic Feats:[/b] Epic Spell Penetration, Epic Toughness (x5), Epic Weapon Focus (Spike), Epic Will, Improved Combat Casting, Improved Combat Reflexes, Penetrate Damage Reduction (Adamantine, Cold Iron and Silver), Spell Stowaway (Haste and Time Stop), Spellcasting Harrier, Superior Initiative, Tenacious Magic (Dimensional Anchor and Globe of Invulnerability) [b]Environment:[/b] Warm forests [b]Organization:[/b] Mother Hive (Progenitor Seed Hive plus 2-20 Defenders, 5-50 Recreaters, 5-50 Gatherers, 3-30 Trackers, 20-200 Invaders, 2-8 Behemoths, 2-8 Seers, 2-12 Cantankor. 50% chance of the Cantankor Sirius being there) [b]Challenge Rating:[/b] 35 [b]Treasure:[/b] Standard [b]Standard Alignment:[/b] Lawful neutral [b]Advancement:[/b] - [b]Level Adjustment:[/b] - The Seed Hives are the core of the Cybrahisk society. Not only are the Seed Hives the brains of the race, they are also the only creature of the race capable of not only reproducing themselves, but also of producing the other variants of Cybrahisks. A Seed Hive consists of three enormous, black, scaled spikes protruding from the ground. The central spike contains the digestion system and brain of the Seed Hive, while the two flanking spikes are pure muscle with a tough chitin spike in the end, used by the Seed Hive for manipulating nearby objects and for self defence. Beneath the ground rests the roots of the Seed Hive, roots that can extend out as far as 300 ft. around the oldest Seed Hives, absorbing nutrients from the ground. The roots are connected to the spawn pods, also located beneath ground, that allows a Seed Hive to procreate. The central spike of the Seed Hive will be from 50 ft. tall in the young hives, to 300 ft. tall in the Progenitor. There seems to be no appearant eyes or ears located on the spikes, yet the Seed Hives have both visual and auditory senses at least as finely tuned as those of humans. It even appears that the hives are capable of hearing sounds outside the auditory range of humans, such as the high-pitch noises emitted by bats. While the Seed Hives all constitute a hive mind, it seems as if though they still develop individual personalities. A Seed Hive will sometimes even come up with a name for itself to set itself apart from others of its kind. While all Seed Hives work towards the good of the Cybrahisk race, they are still capable of having their own opinions, motives and agendas. The different factions have all evolved to reflect the different viewpoints of the Seed Hives and their hopes for the destiny of the race. All decisions of the race are made by a council of the oldest Seed Hives, the Ghaer council, led by the extremely powerful Progenitor, the archaic Seed Hive that was the first Cybrahisk in Balmortis, the creator of all Cybrahisk that dwells in Balmortis today. Initially, when the race was first encountered by the goblins, it was thought that the Seed Hives were completely uniform in mindset, as well as asexual due to their special form of reproduction. While this is partially true, many hives have since been encountered that possess traits different from the norm. Some are curious, even playful, when they encounter strangers, whereas others are hostile and aggressive. Some of the young hives have even been known to show something resembling surprise when they encounter creatures unfamiliar to them. This goes against most theory of how a hive-mind works, as surprise should be an emotion unknown to the omnipotent hive-mind. Yet it appears that younger hives do not gain full access to the lore stored in the Cybrahisk hive-mind, and as such are left to figure out many things on their own. It has been speculated that this is a conscious decision made by the race, so that the individual hives can develop on their own, adding to the diversity of the hive-mind as a whole. This is also the reason why the Cybrahisk are able to hide some of their memory and experiences from the hive-mind as a whole, as a means to create individualized progress throughout the network. The race has learnt from bitter experience that while uniformity has some advantages, flexibility and creativity are also admirable traits. At the core of the Cybrahisk network stands the enormous Seed Hive Progenitor, a creature more than fifty thousand years old. The Progenitor has not only seen all that Balmortis has to offer, it has also seen countless other planes before it settled on this plane. The motives of the Progenitor itself are unknown, but it is known that the Cybrahisk all revere a principle called Ghaer, which roughly translates into the word "destiny". The Progenitor sends out commands across the hive-mind, making sure that all of the individual Seed Hives work towards the same goal. While the Progenitor initially had a desire for total domination over all of Balmortis, it seems that it has now evolved to aspire for a slightly altered version of the original Ghaer. While many have speculated on the goal of the Cybrahisks, it is clear that they have changed their pursuit of domination, having adopted a defensive doctrine in combination with a pursuit of scholarly development. The rising power of the Innovatore faction along with their cooperation with the Order of a Thousand Eyes only seems to support this theory. [b]Combat[/b] While powerful creatures, the Seed Hives are ill-suited for combat, mostly due to their lack of mobility. If engaged, they will rely on their servitors to do the fighting. Most Seed Hives will use the first round of combat to create a Sentinel Bloom, while it orders any mobile Cybrahisks in its vicinity to come to its aid. The Sentinel Bloom will be created so that it blocks the path between the intruders and the hive itself, as spread out as possible to avoid having the Sentinels destroyed by area attacks. The Seed Hives are highly intelligent creatures with access to almost infinite information, information they will utilize in combat. As soon as the initial barrier of Sentinels has been created, the Seed Hives will order the stronger Cybrahisks it commands to circle around its foe in the hope of reaching enemy spellcasters. While this happens, the weaker servitors will stay away while the hive utilizes its Sentinels for defence. Usually, the Recreators and Defenders will be ordered to either assist the Sentinels or guard the hive, depending on what the intruders do. A hive will always prefer to keep at least one Recreator and one Defender close for protection. As soon as the stronger Cybrahisks have engaged enemy spellcaster or ranged attackers, the hive will order the weaker servitors to attack in the hope that the stronger servitors will keep spellcasters capable of area attacks occupied. While leading the attack, the hive will use its spellcasting powers primarily to negate enemy spellcasters and to try and control the opponents through the use of such spells as [i]Charm Monster[/i], [i]Deep Slumber[/i] or [i]Forcecage[/i]. [b]Sentinel Bloom (Ex):[/b] As a standard action, a Seed Hive that is under attack is capable of quickly spawning a myriad of defensive drones to aid it. These Sentinels are immobile creatures, just as the Seed Hive itself. The area in which a Sentinel Bloom can be created depends on the age of the Seed Hive. A young Seed Hive can create in an area of 30 ft. around it, an adult Seed Hive can create in an area of 45 ft, a venerable can create within 60 ft, an ancient can create within 90 ft and the Progenitor can create a Sentinel Bloom within 150 ft. When a Sentinel Bloom is created, 1d4+4 Sentinels will spawn in an area of 10 ft. around the target location. Emerging from the ground, the Sentinels are under the complete command of the Seed Hive. After a Sentinel Bloom has been created, it will take a number of rounds before the Seed Hive can utilize the ability again, depending on the age of the Seed Hive. A young Seed Hive can create a Sentinel Bloom every 20 rounds, an adult Seed Hive can do it every 10 rounds, a venerable can do it every 7 rounds, an ancient Seed Hive can do it every 5 rounds and the Progenitor can do it every second round. The Sentinels created by the Progenitor will have the Ghaer template applied to them. After a threat has been neutralized, the Seed Hive will usually let the Sentinels die so it can recycle them. There is no upper limit to the amounts of Sentinels one Seed Hive can command at any given time, but no Seed Hives will have Sentinels standing around unless there is an immediate threat present. [b]Spell-Like Abilities:[/b] Caster level equal to the Hit Dice of the Seed Hive. The save DCs are Intelligence based. The spells available depends on the age of the Seed Hive. [u]Young[/u] At Will - Alarm, Cause Fear, Detect Thoughts 3 / day - Arcane Sight, Deep Slumber, Dispel Magic [u]Adult[/u] At Will - Alarm, Arcane Sight, Cause Fear, Detect Thoughts, Dispel Magic 3 / day - Arcane Eye, Charm Monster, Deep Slumber, Dimensional Anchor, Lightning Bolt Venerable At Will - [i]Alarm, Arcane Eye, Arcane Sight, Cause Fear, Charm Monster, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dispel Magic, Lightning Bolt[/i] 3 / day - [i]Chain Lightning, Dismissal, Mind Fog, Sending, Wall of Force[/i] [u]Ancient[/u] At Will - [i]Alarm, Arcane Eye, Arcane Sight, Cause Fear, Chain Lightning, Charm Monster, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dismissal, Dispel Magic, Lightning Bolt, Mind Fog, Sending, Wall of Force[/i] 3 / day - [i]Globe of Invulnerability, Greater Dispel Magic, Repulsion, True Seeing[/i] 1 / day - [i]Banishment, Control Weather, Forcecage, Sequester, Symbol of Fear, Symbol of Weakness [/i] [u]Progenitor[/u] At Will - [i]Alarm, Antipathy, Arcane Eye, Arcane Sight, Banishment, Cause Fear, Chain Lightning, Charm Monster, Control Weather, Deep Slumber, Detect Thoughts, Dimensional Anchor, Dimensional Lock, Dismissal, Dispel Magic, Forcecage, Gate, Globe of Invulnerability, Greater Dispel Magic, Lightning Bolt, Limited Wish, Mage's Disjunction, Maze, Mind Blank, Mind Fog, Repulsion, Screen, Sending, Sequester, Symbol of Death, Symbol of Fear, Symbol of Weakness, Teleportation Circle, Time Stop, True Seeing, Wall of Force, Weird[/i] [b]Hibernate (Ex):[/b] Seed Hives of age venerable or older have the ability to go into hibernation for prolonged periods of time when they're not needed. It takes 24 hours for a Seed Hive to fully enter hibernation mode once it is initiated. The Seed Hive will burrow deeper into the ground so its spikes are not as exposed as usual. It will cover its spikes with a thick layer of chitin to protect as it lies dormant, granting it a +5 bonus to Natural Armor and Damage Resistance. All servitors of the Seed Hive will burrow around the hive. It takes 1d4+4 rounds for a Seed Hive to leave hibernation, during which it is unable to take any actions. [b]Hive Memory (Ex):[/b] All Seed Hives are connected through a mesh network that gives each individual Seed Hive access to the majority of the memory of all other Seed Hives. This, in effect, gives each Seed Hive max rank in all Knowledge skills for free. A Seed Hive is required to spend 1 full round in meditation to find the relevant information when using the Hive Memory to gain access to a Knowledge skill. The Progenitor, being at the core of this network, does not require to spend any time in meditation to access the information. [b]Matter Control (Su):[/b] Seed Hives of age venerable or above have gained control of any matter in their immediate vicinity, granting them a Deflection bonus to their AC equal to their Intelligence modifier. [b]Progenitor (Ex):[/b] The Progenitor is a special creature, not restricted by the factions of the lower Seed Hives. The Progenitor has the special qualities of all four factions. [b]Immobile (Ex):[/b] The Seed Hive is completely immobile, having spent years burrowing its roots deep into the ground. Not only is the creature incapable of moving by itself, it is also completely immune to any effect or spell that would move it. Even spells such as [i]Teleport Other[/i] are incapable of affecting a Seed Hive. The Seed Hive also gains a +10 bonus to all Grapple attempts and it is immune to Bull Rush and Trip attacks. [b]Spawn Servitors (Ex):[/b] A Seed Hive has a number of spawn pods buried beneath the ground in the area around it. These spawn pods have the capacity to create servitor Cybrahisks. The number of pods and the time required to spawn servitors depends on the age of the Seed Hive. [u]Age Spawn pods[/u] Young 4 Adult 6 Venerable 9 Ancient 12 Progenitor 20 [u]Spawn Time[/u] Age Defender Recreator Gatherer Tracker Invader Behemoth Seer Cantankor Hive Pod Young 1 hour 1 hour 2 hours 3 hours Unavailable Unavailable Unavailable Unavailable Unavailable Adult 45 minutes 45 minutes 90 minutes 2 hours 6 hours Unavailable Unavailable Unavailable Unavailable Venerable 30 minutes 30 minutes 60 minutes 90 minutes 4 hours 12 hours 12 hours Unavailable 7 days Ancient 15 minutes 15 minutes 30 minutes 45 minutes 2 hours 6 hours 6 hours 24 hours 7 days Progenitor 5 minutes 5 minutes 10 minutes 15 minutes 45 minutes 2 hours 2 hours 12 hours 3 days While a servitor is being created, it will be located five to ten feet beneath the ground in the spawn pod. It is possible to attack the spawn pods if you are able to penetrate the ground, but otherwise the spawn pods are immune to attacks. If the Seed Hive is destroyed, all on-going spawn processes will also be stopped. A Seed Hive will rarely be producing servitors at its full capacity when it is not under attack, as such behavior would expend the natural resources of its surroundings too rapidly. A Seed Hive will usually have enough nutrients available to spawn servitors at full capacity for a week, possibly two, before it runs out of nutrients, depending on the richness of the soil around it and the effort of the Gatherers. [b]Telepathy (Su):[/b] Seed Hives of age ancient and the Progenitor can communicate telepathically with any creature that has a language within 1000 ft. [/QUOTE]
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[Bal, Monster] Cybrahisk
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