Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)

Ok this is the secret tell all thread. So spill the beans.

Why ARE the Modrons marching? ;)

If you tell I promise to be nice to all Paladins for the rest of the month.
 

log in or register to remove this ad


Putting in a request to find out exactly what those creatures are from your latest update, please!

If not now, at least when the DoD have finished the fight...go on, please...please...
 

The golem-things are our very own Gidien's soul Stitched. They were great fun! Thanks again, Gidien; they'll see more use as well.


As for the others, please meet the happy couple...

Klobros & Thulzik, true ghoul Beholders

Large Undead Aberration
Hit Dice: 21d12 +25 temp hp (161 hp)
Initiative: +6 (Dex +2, Improved Initiative)
Speed: 5 ft., fly 20 ft. (clumsy)
AC: 24 (-2 size, +16 natural)
Attacks: Eye rays +12 ranged touch, bite +16/+11/+6 melee
Damage: Bite 2d8+6
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Eye rays, paralysis DC 25, grave rot, 1 pt strength damage

Special Qualities: All-around vision, antimagic cone, fly, resistant to blows, turn resistance +4, summon 1d3 shadows

Saves: Fort +6, Ref +6, Will +15
Abilities: Str 22, Dex 14, Con 12, Int 20, Wis 19, Cha 21
Skills: Hide +13, Knowledge (arcana) +10, Listen +18, Move silently +6, Search +18, Spot +24

Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil

Combat

Eye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by a 17th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 25.

• Enervation: Fort save half, 1d4 negative levels

• Vampiric Touch: Fort save half, 10d6 damage, beholder gets temp hit points (max +10)

• Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures.

• Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters.

• Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell.

• Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors early in a fight.

• Polymorph Other: This works like the spell. The target must make a fortitude save to resist. Beholders often use this ray to neutralize enemies it might want to torture, turning them into cat-sized snails.

• Inflict Critical Wounds: This works just like the spell, causing 4d8+20 points of damage (Will half).

• Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.

• Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.

Antimagic Cone (Su): A beholder’s central eye continually produces a 210-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 17th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even the beholder’s own eye rays. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not. A beholder can bite only creatures to its front.

Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
 
Last edited:

So....since the beholders are undead, and can use all of their eyes every round (with the limitation that there must be targets in that direction)......

That means the beholder should be able to aim a ray of "cause critical wounds" on itself every round and heal itself for that amount, every round.

Did they?

Addendum: the other option, of course, is to say the stalks can't twist around enough to aim at the beholder itself....

-Skaros
 
Last edited:

The really nasty thing in this combat will likely be the Spellstiched.

They get a 10d6 Negative Energy Burst. Thats a 10d6 HEAL for all of the Undead involved as well as 10d6 Non-Elemental Damage for all the living guys (you know, those Defender chaps)

Nasty.
 

The Grim Parody

Since you are in the business of torturing Sagiro with his own demented ideas, and you are brining back old enemies, friends and casual playmates (*smirk*), why don't you go for a ghoulish party of the Defenders of Daybreak? The Grim Parody. I think you could make that into an extremely disturbing encounter, a look at what they might become should they fail, (*cackle*).

I just had the familiar feeling of dread that I have somehow infringed on the past idea of someonw else (and I don't mean Sagiro, I am crediting him). I think the feeling is just more of a shadow of self-doubt thing, but if I have just repeated someone else, I apologize.
 
Last edited:

Skaros said:
So....since the beholders are undead, and can use all of their eyes every round (with the limitation that there must be targets in that direction)......

That means the beholder should be able to aim a ray of "cause critical wounds" on itself every round and heal itself for that amount, every round.

Did they?

Addendum: the other option, of course, is to say the stalks can't twist around enough to aim at the beholder itself....

-Skaros

But in that case, the beholders could just keep zapping each other with their eyes.
 

Elemental said:


But in that case, the beholders could just keep zapping each other with their eyes.

Very true. We'll have to see how the defenders overcame all the healing ability....between the cure criticals, and the spell-stitcheds' area effect negative energy burst stuff.

I can't wait.

-Skaros
 

Hello Piratecat, just a couple of questions:

First, whatever happened to the Skaven village that T'Cri came from? (Let alone T'Cri himself..)

Second, this is from a letter Nolin wrote to himself while studying with Hagiok:

The White Kingdom was apparently created by mistake when seven worshippers of the Goddess Imbindarla fled the Aeotian/Erisian purge. They went underground through the Axerift to our south, seeking some fabled lost oracle to their goddess. I read in an unnamed scroll that it was someone 'cloaked in endless night, and breathing of death, speaking the truth that lies beyond flesh' (Try to find the diary of Delvin Choss, their guide through the Axerift. This was excerpted from it, but it apparently disappeared with him into the underdark. It looks like he wrote down all sorts of juicy stuff.) Whatever happened to them, it couldn't have been good, because supposedly whatever they learned killed them.


The oracle sounds like fun... have they met it yet? How about Delvin Choss and his diary?

-blarging up bits of the past!
 

Remove ads

Top