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CG vs. LE: Chaotic Good is Victorious!
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<blockquote data-quote="Infiniti2000" data-source="post: 3223919" data-attributes="member: 31734"><p>One overseer coming right up...for the mods and ugulu only:</p><p>[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.</p><p></p><p>It is 15ft tall and weighs 4,000 pounds. It speaks beholder and common.</p><p></p><p>large aberration named Spangler</p><p>HD 14d8+84 (147 hp)</p><p>init +5 like this matters</p><p>spd 5ft (ha ha, no 5ft-steps for you)</p><p>AC 30 (-1 size, +1 dex, +6 fungus armor, +14 nat) touch 10, FF 29 -- ewww, fungus armor</p><p>BAB +10, Grapple +20</p><p>Atk eye rays +10 ranged touch and tentacle +15 melee 1d6+6</p><p>Full Atk eye rays +10 ranged touch and 8 tentacles +15 melee 1d6+6 and 3 bites +10 melee 1d8+3</p><p>Space 10, Reach 10</p><p>SA command beholder, constrict 1d6+6, eye rays, improved grab</p><p>SQ all-around vision, darkvision 60ft, fungus, spell resistance 23 (darn, no fire resistance)</p><p>Fort +12, Ref +5, Will +13</p><p>Str 22 Dex 13 Con 22 Int 20 wis 18 Cha 22</p><p>Knowledge (any four) +22, Listen +21, Search +22, Spot +21, Survival +4 (+6 following tracks, thank God for that synergy)</p><p>Feats: Alertness, enlarge spell*, great fortitude, improved initiative, metaray*, maximize spell*</p><p>And, he gets Double standard treasure!</p><p></p><p>* 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.</p><p></p><p>Command beholder (Sp): affects only beholders so who cares?</p><p></p><p>Constrict (Ex): 1d6+6, as normal</p><p>Improved Grab (Ex): surprisingly, with its bite attack</p><p></p><p>Fungus (Ex): +6 armor bonus as a thick layer of wiry fungus that changes colors according to the overseer's moods</p><p></p><p>Eye Rays (Su): oh man, very complicated, so pay attention</p><p>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.</p><p></p><p>Each ray has a range of 180ft, save DC of 23, and a CL of 14th. The save DCs are Cha-based.</p><p></p><p>1. chain lightning - as spell but if initial target is missed, the effect is wasted</p><p>2. crushing despair - as spell, but single target (will negates)</p><p>3. dominate person - as spell but will negates</p><p>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</p><p>5. hold monster - as spell, will negates</p><p>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.</p><p>7. polar ray - the target takes 14d6 cold (oh, I can see using this with maximize, vs. a Fire dragon, you do the math)</p><p>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.</p><p>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.</p><p>10. stunning - the target must succeed on a Fort save or be stunned for 1d4 rounds</p><p>11. suggestion - as spell, will negates</p><p>12. telekinesis - can move objects or creatures that weigh up to 350 pounds, as though with a telekinesis spell, will negates</p><p>and last, but certainly not least. . .</p><p>13. temporal stasis - as spell, fort negates</p><p>[/sblock] Enjoy! <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 3223919, member: 31734"] 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: [/QUOTE]
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