Krishnath
First Post
Now that *that* is out of the way. Here is my second contribution, a Lifeleech beholder. As for the Lifeleech template itself, look here: http://www.enworld.org/showthread.php?t=129017, and then leave some comments on the template dammit, it has been seen 20 times, and not one comment. :\
Anyway, here it is:
----------
Xaar
Lifeleech Advanced Beholder
Huge Aberration
Hit Dice: 36d8+363 (525 hp)
Initiative: +12
Speed: 25’ (1 square); fly 40’ (good)
Armor Class: 37 (-2 size, +4 Dex, +15 natural, +4 deflection, +6 Bracers of Armor), touch 16, flat-footed 33,
Base Attack/Grapple: +26/+46
Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12)
Full Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12) and 2 tentacles +31 melee (2d6+6)
Space/Reach: 15’/10’ (15’ with tentacle)
Special Attacks: Eye rays,
Special Qualities: All-around vision, antimagic cone, darkvision 60’, fast healing 5, flight, lifeleech aura, resistance to acid 10, spell-strengthened hide,
Saves: Fort +25, Ref +16, Will +27,
Abilities: Str 34, Dex 18, Con 32, Int 19, Wis 21, Cha 23,
Skills: Hide +33, Knowledge: Arcana +41, Listen +44, Move Silently (cc) +22, Search +39, Spellcraft (cc) +9, Spot +48, Survival +6 (+8 following tracks),
Feats: Alertness (b), Combat Reflexes, Flyby Attack, Great Fortitude, Improved Critical: Eye Rays, Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Superior Initiative [Epic], Weapon Focus: Eye Ray,
Environment: Cold Hills
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Double standard (see below)
Alignment: Lawful evil
Advancement: -
Level Adjustment: -
“No horror I have ever faced can compare to the abomination that calls itself Xaar. I remember it clearly, my first encounter with the beast, I had fought aberrant horrors before, but that was still no preparation for my encounter with the creature. I met it in the ruins of Dunmoor, a gigantic spherical body some 15’ or more across hovering in midair, a large cyclopean eye staring from the center of the sphere, a mouth filled with rows upon rows of dagger-like teeth below it. The sphere was topped with dozens of small tentacles, some of which ended in eyes, and two larger tentacles hanging below the body of the anomaly. Our group didn’t stand a chance against it. It defeated us with ease, no spell we cast against it would work, and what little damage we managed to inflict disappeared quickly. Although the battle it kept talking, referring to itself as Xaar the magnificent, Xaar the perfect, Xaar the destroyer. Had I not been knocked unconscious with falling rubble, I am sure I would have met the same fate as my comrades. Ending up as food for that foul beast. When I awoke I was alone, the beast was nowhere to be seen. It had turned my wife to stone and knocked of her head, and my what was left of my brothers are best left unsaid. I do not know why it did not kill me; perhaps it was so that I could warn others to approach it means doom.”
- Alain Telbrand.
Xaar is an abomination among the aberrant, how he survived his earliest childhood is a mystery, but survive he did. Xaar spends most of his time hanging out in the ruins of Dunmoor, an ancient and ruined city that he claims as his territory. He spends much of his time brooding and plotting, wanting to slay all other beholders and enslave all other sentient creatures.
Combat:
Xaar is a nasty combatant, using his eye rays as all beholders do, but augmenting them with tentacle attacks against anything that manages to get close enough. His lifeleech status makes him doubly dangerous, as any healing spell cast within 60’ of him heals him of damage. Should the tide of battle turn against him however, he will use his superior speed to flee.
Eye Rays (Su): Each of Xaars 10 eye rays resembles a spell cast by a 21st level caster. Each eye ray has a range of 150’ and a save DC of 34. The save DC’s are Charisma-based. The 10 eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as by the spell.
Charm Person: The target must succeed on a Will save or be affected as by the spell.
Disintegrate: The target must succeed on a Fortitude save or be affected as by the spell.
Fear: This works as the spell except that it targets one creature. The target must succeed on a Will save or be affected as by the spell.
Finger of Death: The target must succeed on a Fortitude save or be affected as by the spell. The target takes 3d6+25 points of damage if the save succeeds.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as by the spell.
Inflict Moderate Wounds: This works like the spell, dealing 2d8+10 points of damage. A will save halves the damage.
Sleep: This works like the spell, except that it affects one creature with any number of hit dice. A will save negates.
Slow: This works like the spell, except that it affects one creature. A will save negates the effect.
Telekinesis: Xaar can move objects or creatures that weigh up to 375 pounds, as though with the telekinesis spell. Creatures can resist the effects with a successful will save.
All-around Vision (Ex): Xaar is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks and it cannot be flanked.
Antimagic Cone (Su): Xaar’s central eye continually produces a 150’ cone of antimagic. This functions just like an antimagic field (caster level 21st). All magical and supernatural powers and effects within the cone are suppressed – even Xaar’s own eye rays. Once each round, during it’s turn, Xaar decides whether the antimagic cone is active or not (Xaar deactivates the cone by shutting its central eye).
Flight (Ex): Xaar’s body us naturally buoyant. This buoyancy allows it to fly at a speed of 20’. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Lifeleech Aura (Su): Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60’ of Xaar, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60’ of the Xaar would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Xaar can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.
This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items.
Spell-strengthened hide (Su): The skin of Xaar has been infused with magical energy, granting it a +4 deflection bonus to its armor class.
Treasure: (Value: 174.000 gp)
Staff of Transmutation [32 charges left] (41.600 gp)
Heavy Steel Shield +4 (16.170 gp)
Elven Bracers of Armor +6 (36.000 gp) [Worn]
Breastplate of Moderate Fortification +3 (36.350 gp)
Elven chain (4.150 gp)
Aberration Bane Adamantine Battleaxe +1 (11.010 gp)
Frost Cold Iron Light Mace +1 (10.010 gp)
Minor ring of acid resistance (12.000 gp) [worn]
3 moonstone gems (50 gp each)
2 emerald gems (1000 gp each)
9 moss agate gems (10 gp each)
9 lapis lazuli gems (10 gp each)
8 jasper gems (50 gp each)
7 bloodstone gems (50 gp each)
101 pp
2457 gp
9616 sp
10140 cp
----------
And it comes complete with treasure!
Comments? Critizism? Anything?
Anyway, here it is:
----------
Xaar
Lifeleech Advanced Beholder
Huge Aberration
Hit Dice: 36d8+363 (525 hp)
Initiative: +12
Speed: 25’ (1 square); fly 40’ (good)
Armor Class: 37 (-2 size, +4 Dex, +15 natural, +4 deflection, +6 Bracers of Armor), touch 16, flat-footed 33,
Base Attack/Grapple: +26/+46
Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12)
Full Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12) and 2 tentacles +31 melee (2d6+6)
Space/Reach: 15’/10’ (15’ with tentacle)
Special Attacks: Eye rays,
Special Qualities: All-around vision, antimagic cone, darkvision 60’, fast healing 5, flight, lifeleech aura, resistance to acid 10, spell-strengthened hide,
Saves: Fort +25, Ref +16, Will +27,
Abilities: Str 34, Dex 18, Con 32, Int 19, Wis 21, Cha 23,
Skills: Hide +33, Knowledge: Arcana +41, Listen +44, Move Silently (cc) +22, Search +39, Spellcraft (cc) +9, Spot +48, Survival +6 (+8 following tracks),
Feats: Alertness (b), Combat Reflexes, Flyby Attack, Great Fortitude, Improved Critical: Eye Rays, Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Superior Initiative [Epic], Weapon Focus: Eye Ray,
Environment: Cold Hills
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Double standard (see below)
Alignment: Lawful evil
Advancement: -
Level Adjustment: -
“No horror I have ever faced can compare to the abomination that calls itself Xaar. I remember it clearly, my first encounter with the beast, I had fought aberrant horrors before, but that was still no preparation for my encounter with the creature. I met it in the ruins of Dunmoor, a gigantic spherical body some 15’ or more across hovering in midair, a large cyclopean eye staring from the center of the sphere, a mouth filled with rows upon rows of dagger-like teeth below it. The sphere was topped with dozens of small tentacles, some of which ended in eyes, and two larger tentacles hanging below the body of the anomaly. Our group didn’t stand a chance against it. It defeated us with ease, no spell we cast against it would work, and what little damage we managed to inflict disappeared quickly. Although the battle it kept talking, referring to itself as Xaar the magnificent, Xaar the perfect, Xaar the destroyer. Had I not been knocked unconscious with falling rubble, I am sure I would have met the same fate as my comrades. Ending up as food for that foul beast. When I awoke I was alone, the beast was nowhere to be seen. It had turned my wife to stone and knocked of her head, and my what was left of my brothers are best left unsaid. I do not know why it did not kill me; perhaps it was so that I could warn others to approach it means doom.”
- Alain Telbrand.
Xaar is an abomination among the aberrant, how he survived his earliest childhood is a mystery, but survive he did. Xaar spends most of his time hanging out in the ruins of Dunmoor, an ancient and ruined city that he claims as his territory. He spends much of his time brooding and plotting, wanting to slay all other beholders and enslave all other sentient creatures.
Combat:
Xaar is a nasty combatant, using his eye rays as all beholders do, but augmenting them with tentacle attacks against anything that manages to get close enough. His lifeleech status makes him doubly dangerous, as any healing spell cast within 60’ of him heals him of damage. Should the tide of battle turn against him however, he will use his superior speed to flee.
Eye Rays (Su): Each of Xaars 10 eye rays resembles a spell cast by a 21st level caster. Each eye ray has a range of 150’ and a save DC of 34. The save DC’s are Charisma-based. The 10 eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as by the spell.
Charm Person: The target must succeed on a Will save or be affected as by the spell.
Disintegrate: The target must succeed on a Fortitude save or be affected as by the spell.
Fear: This works as the spell except that it targets one creature. The target must succeed on a Will save or be affected as by the spell.
Finger of Death: The target must succeed on a Fortitude save or be affected as by the spell. The target takes 3d6+25 points of damage if the save succeeds.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as by the spell.
Inflict Moderate Wounds: This works like the spell, dealing 2d8+10 points of damage. A will save halves the damage.
Sleep: This works like the spell, except that it affects one creature with any number of hit dice. A will save negates.
Slow: This works like the spell, except that it affects one creature. A will save negates the effect.
Telekinesis: Xaar can move objects or creatures that weigh up to 375 pounds, as though with the telekinesis spell. Creatures can resist the effects with a successful will save.
All-around Vision (Ex): Xaar is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks and it cannot be flanked.
Antimagic Cone (Su): Xaar’s central eye continually produces a 150’ cone of antimagic. This functions just like an antimagic field (caster level 21st). All magical and supernatural powers and effects within the cone are suppressed – even Xaar’s own eye rays. Once each round, during it’s turn, Xaar decides whether the antimagic cone is active or not (Xaar deactivates the cone by shutting its central eye).
Flight (Ex): Xaar’s body us naturally buoyant. This buoyancy allows it to fly at a speed of 20’. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Lifeleech Aura (Su): Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60’ of Xaar, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60’ of the Xaar would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Xaar can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.
This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items.
Spell-strengthened hide (Su): The skin of Xaar has been infused with magical energy, granting it a +4 deflection bonus to its armor class.
Treasure: (Value: 174.000 gp)
Staff of Transmutation [32 charges left] (41.600 gp)
Heavy Steel Shield +4 (16.170 gp)
Elven Bracers of Armor +6 (36.000 gp) [Worn]
Breastplate of Moderate Fortification +3 (36.350 gp)
Elven chain (4.150 gp)
Aberration Bane Adamantine Battleaxe +1 (11.010 gp)
Frost Cold Iron Light Mace +1 (10.010 gp)
Minor ring of acid resistance (12.000 gp) [worn]
3 moonstone gems (50 gp each)
2 emerald gems (1000 gp each)
9 moss agate gems (10 gp each)
9 lapis lazuli gems (10 gp each)
8 jasper gems (50 gp each)
7 bloodstone gems (50 gp each)
101 pp
2457 gp
9616 sp
10140 cp
----------
And it comes complete with treasure!
Comments? Critizism? Anything?