CG vs. LE: Chaotic Good is Victorious!

Round 391

Pyrex bites, claws and wing buffets once each (best missing roll 30+1=31; worst hitting roll 38+1=39) for 31 points of damage. Livox has 58 HP remaining.

Pyrex falls prone at 105N65E, taking 5 points of damage in the fall. Pyrex has 105 HP remaining.
 

log in or register to remove this ad




OOC: Yes, Pyrex is prone.

Livox hits all six times (worst roll 30-5=25) for a total of 101 points of damage. Pyrex has 4 hit points remaining.

Round 392

Pyrex connects with bite (rolled 50-4=46; best missing roll 37-4=33) for 19 points of damage. Livox has 39 HP remaining.
 


Just a bit harder, and you would have missed at least once.

Livox bites Pyrex (rolled 42) for 21 points of damage, then flies to 50N40E20Z. Pyrex is dead.

First in round 393 for Lawful Evil is an overseer, beholderkin (Lords of Madness). I will need an E-mail (and Ugulu also, I believe) to continue moderating (and running) the first CR 15 combatant for Lawful Evil.

If the fog disappears, does it disappear completely because the center is at the edge of the Victory Zone?
 
Last edited by a moderator:


One overseer coming right up...for the mods and ugulu only:
[sblock] This creature resembles a black, rubbery tree of undulant flesh. Thick, matted sheets of wiry fungus grow all over its surface. The tree's thirteen gnarled branches each end in a single large eye. Three fanged maws gurgle lower on the tree's trunk, and it supports itself with a thick, coiling mass of eight long tentacles.

It is 15ft tall and weighs 4,000 pounds. It speaks beholder and common.

large aberration named Spangler
HD 14d8+84 (147 hp)
init +5 like this matters
spd 5ft (ha ha, no 5ft-steps for you)
AC 30 (-1 size, +1 dex, +6 fungus armor, +14 nat) touch 10, FF 29 -- ewww, fungus armor
BAB +10, Grapple +20
Atk eye rays +10 ranged touch and tentacle +15 melee 1d6+6
Full Atk eye rays +10 ranged touch and 8 tentacles +15 melee 1d6+6 and 3 bites +10 melee 1d8+3
Space 10, Reach 10
SA command beholder, constrict 1d6+6, eye rays, improved grab
SQ all-around vision, darkvision 60ft, fungus, spell resistance 23 (darn, no fire resistance)
Fort +12, Ref +5, Will +13
Str 22 Dex 13 Con 22 Int 20 wis 18 Cha 22
Knowledge (any four) +22, Listen +21, Search +22, Spot +21, Survival +4 (+6 following tracks, thank God for that synergy)
Feats: Alertness, enlarge spell*, great fortitude, improved initiative, metaray*, maximize spell*
And, he gets Double standard treasure!

* The metaray feat allows him to apply the metamagic feats to his eye rays. This, however, requires a standard action (normally an eye ray is a free action). Personally, I think that would be a huge disadvantage, but it gets worse. This usages makes that eye stalk unusable for a number of rounds equal to the metamagic spell slot increase. It might not be so bad, though, if the beholder has only a move action it wants to otherwise take.

Command beholder (Sp): affects only beholders so who cares?

Constrict (Ex): 1d6+6, as normal
Improved Grab (Ex): surprisingly, with its bite attack

Fungus (Ex): +6 armor bonus as a thick layer of wiry fungus that changes colors according to the overseer's moods

Eye Rays (Su): oh man, very complicated, so pay attention
Each of a director's (sic) 13 small eyes can produce a magical ray 1/round as a free action (except for major creation). An overseer's long brances allow it to aim up to 5 eye rays at targets in any given 90-degree arc. It typically attacks with only 4 rays in any round, leaving it with the option to use reactive spell turning or reactive spell immunity as needed.

Each ray has a range of 180ft, save DC of 23, and a CL of 14th. The save DCs are Cha-based.

1. chain lightning - as spell but if initial target is missed, the effect is wasted
2. crushing despair - as spell, but single target (will negates)
3. dominate person - as spell but will negates
4. greater dispel magic - as spell but not area dispel. If it wishes, it can prepare an action (I assume they mean ready an action) to use this eye to perform a counterspell, but if it does so, it must successfully hit the spellcaster in question
5. hold monster - as spell, will negates
6. major creation - creates misc. gear and equip. for itself or minions (as spell) as it deems necessary. This has no offensive function This eye ray requires a full round action.
7. polar ray - the target takes 14d6 cold (oh, I can see using this with maximize, vs. a Fire dragon, you do the math)
8. reactive spell immunity - 1/round this eye can be used to negate a single spell that affects the overseer as the spell is being cast. The overseer must successfully hit the creature that cast the spell in question; if successful, it is immune to that casting of that particular spell.
9. reactive spell turning - 1/round reflect a single-target spell that targets the overseer back to its source as an eye ray, which must hit otherwise the spell dissipates harmlessly.
10. stunning - the target must succeed on a Fort save or be stunned for 1d4 rounds
11. suggestion - as spell, will negates
12. telekinesis - can move objects or creatures that weigh up to 350 pounds, as though with a telekinesis spell, will negates
and last, but certainly not least. . .
13. temporal stasis - as spell, fort negates
[/sblock] Enjoy! :]


:eek:
 

Infiniti,.Gansk, and Ugulu[sblock]First of all, thank you, Infiniti, for all the work involved in writing this up.

Are the eye rays like the standar beholder's rays in that the rays for any particular 90 degree arc are set? It sounds like the eye branches are long enough that the overseer can choose which eye rays it can use in any arc on a round by round basis. That would make it easier, but maybe too good for the overseer.

Also, with the metaray feat turning a ray use into a standard action; does that mean that only one ray can be used that round, or can the other non-meterayed eye rays be used as free actions?

One more thing - I am guesssing that the polar ray has no save, just like the spell.[/sblock]
 

Remove ads

Top