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Immortals Handbook - Godsend
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<blockquote data-quote="Kerrick" data-source="post: 4694408" data-attributes="member: 4722"><p>Hmm... it could go either way. They have oozelike traits, and they resemble a large ooze... elementals generally have a semi-humanoid form (head and two arms).</p><p></p><p></p><p>I agree. There's a pic on d20srd.org, so that's why I wanted to know how big the ELH said they really were. </p><p></p><p>While I'm here, how big is a hecatoncheires? Something with 50 heads and 100 arms has to be bigger than 32 feet long (Huge).</p><p></p><p></p><p>I can, but they'll be converted to my system, which uses slightly different skills and spell save DCs. Actually, I can post a couple of the abominations right now - I just finished them up last night.</p><p></p><p></p><p>I'll have to look at my copy of the Bestiary again. In the meantime, here's the anaxim. It still needs a few tweaks - the ECL is NOT the right one (I'm waiting on v6 for that) and I need to fix the advancement.</p><p></p><p>[sblock]</p><p><strong>Anaxim</strong></p><p>Medium Construct (Abomination, Extraplanar, Lawful)</p><p><strong>Hit Dice:</strong> 38d10+20 (400 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 60 ft. (12 squares), fly 100 ft. (20 squares) (average)</p><p><strong>Armor Class:</strong> 42 (+4 Dex, +28 natural), touch 14, flat-footed 38</p><p><strong>Base Attack/Grapple:</strong> +22/+34</p><p><strong>Attack:</strong> Spinning blade +36 melee (2d6+12/19-20 x3) or electricity ray +26 ranged (10d6 electricity)</p><p><strong>Full Attack:</strong> 2 spinning blades +36 melee (2d6+12/19-20 x3) and 2 slams +34 melee (2d6+6) and shocking touch +34 melee (2d6+6); or electricity ray +26 ranged (10d6 electricity) and 6 spikes +24 ranged (2d6+12) (120 ft. range increment)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem</p><p><strong>Special Qualities:</strong> Blindsight 100 ft., construct traits, DR 20/adamantine and chaotic and magic, fast healing 15, magic immunity, telepathy</p><p><strong>Skills:</strong> Climb +50, Jump +50</p><p><strong>Feats:</strong> Cleave, Great Cleave, Improved Offense, Improved Critical (blade), Improved Initiative, Overwhelming Critical (blade), Power Attack, Power Critical (blade), Precise Strike, Weapon Focus (blade)</p><p><strong>Saves:</strong> Fort +16, Ref +20, Will +21</p><p><strong>Abilities:</strong> Str 35, Dex 19, Con —, Int 10, Wis 20, Cha 20</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary, binary (pair), or command line (2–5 anaxims and 5–12 iron golems)</p><p><strong>ECL:</strong> 22</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always lawful neutral</p><p><strong>Advancement:</strong> 39–48 HD (Large); 49–55 HD (Huge); 56–70 HD (Gargantuan); 71–114 HD (Colossal)</p><p></p><p> An anaxim's natural weapons are treated as magic and lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong>Combat</strong> </p><p></p><p> <strong>Rend (Ex):</strong> If the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals an additional 4d6+18 points of damage. </p><p></p><p> <strong>Sonic Blast (Ex):</strong> As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a DC 29 Reflex save; those that succeed take half damage. The save DC is Constitution-based.</p><p></p><p> <strong>Spell-Like Abilities:</strong> At will — //greater dispel magic, displacement// (DC 24), //greater invisibility// (DC 25), //ethereal jaunt//. Caster level 22nd. The save DCs are Charisma-based.</p><p></p><p> <strong>Summon Iron Golem (Sp):</strong> An anaxim can summon an iron golem up to four times per day.[/sblock]</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4694408, member: 4722"] Hmm... it could go either way. They have oozelike traits, and they resemble a large ooze... elementals generally have a semi-humanoid form (head and two arms). I agree. There's a pic on d20srd.org, so that's why I wanted to know how big the ELH said they really were. While I'm here, how big is a hecatoncheires? Something with 50 heads and 100 arms has to be bigger than 32 feet long (Huge). I can, but they'll be converted to my system, which uses slightly different skills and spell save DCs. Actually, I can post a couple of the abominations right now - I just finished them up last night. I'll have to look at my copy of the Bestiary again. In the meantime, here's the anaxim. It still needs a few tweaks - the ECL is NOT the right one (I'm waiting on v6 for that) and I need to fix the advancement. [sblock] [b]Anaxim[/b] Medium Construct (Abomination, Extraplanar, Lawful) [b]Hit Dice:[/b] 38d10+20 (400 hp) [b]Initiative:[/b] +8 [b]Speed:[/b] 60 ft. (12 squares), fly 100 ft. (20 squares) (average) [b]Armor Class:[/b] 42 (+4 Dex, +28 natural), touch 14, flat-footed 38 [b]Base Attack/Grapple:[/b] +22/+34 [b]Attack:[/b] Spinning blade +36 melee (2d6+12/19-20 x3) or electricity ray +26 ranged (10d6 electricity) [b]Full Attack:[/b] 2 spinning blades +36 melee (2d6+12/19-20 x3) and 2 slams +34 melee (2d6+6) and shocking touch +34 melee (2d6+6); or electricity ray +26 ranged (10d6 electricity) and 6 spikes +24 ranged (2d6+12) (120 ft. range increment) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem [b]Special Qualities:[/b] Blindsight 100 ft., construct traits, DR 20/adamantine and chaotic and magic, fast healing 15, magic immunity, telepathy [b]Skills:[/b] Climb +50, Jump +50 [b]Feats:[/b] Cleave, Great Cleave, Improved Offense, Improved Critical (blade), Improved Initiative, Overwhelming Critical (blade), Power Attack, Power Critical (blade), Precise Strike, Weapon Focus (blade) [b]Saves:[/b] Fort +16, Ref +20, Will +21 [b]Abilities:[/b] Str 35, Dex 19, Con —, Int 10, Wis 20, Cha 20 [b]Environment:[/b] Any [b]Organization:[/b] Solitary, binary (pair), or command line (2–5 anaxims and 5–12 iron golems) [b]ECL:[/b] 22 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always lawful neutral [b]Advancement:[/b] 39–48 HD (Large); 49–55 HD (Huge); 56–70 HD (Gargantuan); 71–114 HD (Colossal) An anaxim's natural weapons are treated as magic and lawful-aligned for the purpose of overcoming damage reduction. [b]Combat[/b] [b]Rend (Ex):[/b] If the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals an additional 4d6+18 points of damage. [b]Sonic Blast (Ex):[/b] As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a DC 29 Reflex save; those that succeed take half damage. The save DC is Constitution-based. [b]Spell-Like Abilities:[/b] At will — //greater dispel magic, displacement// (DC 24), //greater invisibility// (DC 25), //ethereal jaunt//. Caster level 22nd. The save DCs are Charisma-based. [b]Summon Iron Golem (Sp):[/b] An anaxim can summon an iron golem up to four times per day.[/sblock] [/QUOTE]
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