Hive Mother
[sblock]
This massive sphere-shaped monstrosity is cover with spiny razor-sharp plates of chitin and bone. The creature has a cavernous maw filled with multiple rows of swordlike teeth. A single huge eye protrudes from above the mouth and above this eye ten smaller eyes, each recessed in a bony hood, are scattered across the upper surface of the sphere in a radial pattern.
It is 12ft in diameter and weighs 15,000 pounds. It speaks beholder and common and numerous other local languages. Despite the name, the creature is actually asexual and genderless.
huge aberration
HD 20d8+120 (210 hp)
init +6
spd 5ft, fly 20ft
AC 35 (-2 size, +2 dex, +25 nat) touch 10, FF 33
BAB +15, Grapple +30
Atk eye rays +15 ranged touch and bite +20 melee 2d6+10
Space 15, Reach 10
SA command beholder, eye rays, improved grab, swallow whole
SQ all-around vision, antimagic cone, darkvision 60ft, flight
Fort +14, Ref +8, Will +17
Str 24 Dex 14 Con 22 Int 21 wis 17 Cha 25
Hide +17, Intimidate +30, Knowledge (any two) +28, Listen +28, Search +32, Spot +32, Survival +3 (+5 following tracks, thank God for that synergy)
Feats: Alertness, disjunction ray, flyby attack, focused antimagic, great fortitude, improved init, improved nat. atk (bite), iron will
And, she gets Triple standard treasure!
disjunction ray - as a std action, the creature can reduce the cone-shaped area of effect of its central eye to a ray. If this hits a magical effect or magic item it disjoins the effect as with mage's disjunction
focused antimagic - it can focus the antimagic to a single creature with 150ft
Command beholder (Sp): affects only beholders so who cares?
Improved Grab (Ex), Swallow Whole - If you ever need this . . .
eye rays (su) - they are much better than normal beholders and can aim up to 6 rays in any 90 degree arc. Range 120ft, save DC 27 (cha-based)
1. charm monster (will negates, as spell)
2. charm person (will negates, as spell)
3. disintegrate (fort negates, as spell)
4. fear (will negates, as spell but one creature)
5. finger of death (as spell, still take 3d6+20 damage on save)
6. flesh to stone (fort negates, as spell)
7. inflict critical wounds (as spell, will save half)
8. sleep (will negates, as spell but not limited by hit dice)
9. slow (will negates, as spell but one creature)
10. telekinesis (will negates, as spell but move up to 375 pounds)
[/sblock] To the forces of chaotic good:
