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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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<blockquote data-quote="Knightfall" data-source="post: 2190076" data-attributes="member: 2012"><p><strong>Heh! Heh!</strong></p><p></p><p><strong>Frozen Orb</strong></p><p><strong>Medium Elemental (Cold, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 5 ft. (1 square), fly 20 ft. (good)</p><p><strong>AC:</strong> 22 (+2 Dex, +10 natural), touch 12, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +4/+3</p><p><strong>Attack:</strong> Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold)</p><p><strong>Full Attack:</strong> Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Eye rays, chill, stunning gaze</p><p><strong>Special Qualities:</strong> All-around vision, cold immunity, darkvision 60 ft., elemental traits, flight, icewalking</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +9</p><p><strong>Abilities:</strong> Str 8 (-1), Dex 14 (+2), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 13 (+1)</p><p><strong>Skills:</strong> Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks)</p><p><strong>Feats:</strong> Alertness [sup]B[/sup], Flyby Attack, Improved Initiative, Iron Will</p><p></p><p><strong>Environment:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary, pair, or cluster (3–6)</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 7–12 HD (Medium); 13–18 HD (Large)</p><p><strong>Level Adjustment:</strong> –</p><p></p><p>Frozen orbs are elemental creatures, similar in form and shape to beholders, which are native to either the Elemental Plane of Cold or the Paraelemental Plane of Ice, depending on the DM’s individual cosmology.</p><p></p><p>However, the frozen orb is obviously an elemental, as its body is made up of snow, rime, and ice. Its central eye, as well as the eyes on its six eyestalks, is made of glittering reddish slabs of ice, and their large mouth is lined with steel-like, icicle-like teeth.</p><p></p><p>Frozen orbs do have all the powers of beholders and are thought to have evolved from a cluster of gauths that become trapped on the Inner Planes and were then changed by one of the Elemental Princes. The truth is not known, however.</p><p></p><p>Frozen orbs speak their own language, as well as Auran and Common.</p><p></p><p><strong>Combat</strong></p><p>Frozen orbs fight like beholders but aren’t evil, thus, they will only attack if they feel provoked. Frozen orbs are immune to cold-based attacks but take 1-1/2 as much damage from fire-based attacks. They are very careful when using their <em>Scorching Ray</em> eye ray attack, as it can be deadly to other frozen orbs, as well as to their enemies.</p><p></p><p>Frozen orb clusters often band together to fight off attacks from gauths and other beholders who find them to be a perversion of the beholder race. Since different clusters of beholders hate each other based on visual differences they never work together, which gives the frozen orbs an advantage of solidarity, in any fight.</p><p></p><p><em>Eye Rays</em> (Su): Each of a frozen orb’s six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 14. The save DCs are Charisma-based. The six eye rays include: <em>Sleep</em>, <em>Inflict Moderate Wounds</em>, <em>Dispel Magic</em>, <em>Scorching Ray</em>, <em>Paralysis</em>, and <em>Exhaustion</em>. (See pages 25 & 26 of the <em>D&D Monster Manual v.3.5</em> for more details on standard gauth’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file.</p><p></p><p><em>Chill</em> (Ex): In addition to the damage from their attacks, frozen orbs deal additional 1d4 points of cold damage with their bite attack.</p><p></p><p><em>Stunning Gaze</em> (Su): Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the frozen orb’s central eye is subject to its stunning gaze attack. Since the frozen orb can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.</p><p></p><p><em>All-Around Vision</em> (Ex): Frozen orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.</p><p></p><p><em>Flight</em> (Ex): A frozen orb’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent <em>feather fall</em> effect (as the spell) with personal range.</p><p></p><p><em>Icewalking</em> (Ex): This ability works like the <em>spider climb</em> spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the frozen orb may move normally.</p><p></p><p><strong>Base Creature:</strong> Beholder, Gauth</p><p><strong>Template:</strong> Cold Element Creature (<em>D&D Manual of the Planes</em>), updated to v.3.5</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2190076, member: 2012"] [b]Heh! Heh![/b] [B]Frozen Orb[/B] [B]Medium Elemental (Cold, Extraplanar)[/B] [B]Hit Dice:[/B] 6d8+18 (45 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 5 ft. (1 square), fly 20 ft. (good) [B]AC:[/B] 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 [B]Base Attack/Grapple:[/B] +4/+3 [B]Attack:[/B] Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold) [B]Full Attack:[/B] Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Eye rays, chill, stunning gaze [B]Special Qualities:[/B] All-around vision, cold immunity, darkvision 60 ft., elemental traits, flight, icewalking [B]Saves:[/B] Fort +5, Ref +4, Will +9 [B]Abilities:[/B] Str 8 (-1), Dex 14 (+2), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 13 (+1) [B]Skills:[/B] Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks) [B]Feats:[/B] Alertness [sup]B[/sup], Flyby Attack, Improved Initiative, Iron Will [B]Environment:[/B] Any land and underground [B]Organization:[/B] Solitary, pair, or cluster (3–6) [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] 7–12 HD (Medium); 13–18 HD (Large) [B]Level Adjustment:[/B] – Frozen orbs are elemental creatures, similar in form and shape to beholders, which are native to either the Elemental Plane of Cold or the Paraelemental Plane of Ice, depending on the DM’s individual cosmology. However, the frozen orb is obviously an elemental, as its body is made up of snow, rime, and ice. Its central eye, as well as the eyes on its six eyestalks, is made of glittering reddish slabs of ice, and their large mouth is lined with steel-like, icicle-like teeth. Frozen orbs do have all the powers of beholders and are thought to have evolved from a cluster of gauths that become trapped on the Inner Planes and were then changed by one of the Elemental Princes. The truth is not known, however. Frozen orbs speak their own language, as well as Auran and Common. [B]Combat[/B] Frozen orbs fight like beholders but aren’t evil, thus, they will only attack if they feel provoked. Frozen orbs are immune to cold-based attacks but take 1-1/2 as much damage from fire-based attacks. They are very careful when using their [I]Scorching Ray[/I] eye ray attack, as it can be deadly to other frozen orbs, as well as to their enemies. Frozen orb clusters often band together to fight off attacks from gauths and other beholders who find them to be a perversion of the beholder race. Since different clusters of beholders hate each other based on visual differences they never work together, which gives the frozen orbs an advantage of solidarity, in any fight. [I]Eye Rays[/I] (Su): Each of a frozen orb’s six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 14. The save DCs are Charisma-based. The six eye rays include: [I]Sleep[/I], [I]Inflict Moderate Wounds[/I], [I]Dispel Magic[/I], [I]Scorching Ray[/I], [I]Paralysis[/I], and [I]Exhaustion[/I]. (See pages 25 & 26 of the [i]D&D Monster Manual v.3.5[/i] for more details on standard gauth’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file. [I]Chill[/I] (Ex): In addition to the damage from their attacks, frozen orbs deal additional 1d4 points of cold damage with their bite attack. [I]Stunning Gaze[/I] (Su): Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the frozen orb’s central eye is subject to its stunning gaze attack. Since the frozen orb can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time. [I]All-Around Vision[/I] (Ex): Frozen orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked. [I]Flight[/I] (Ex): A frozen orb’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent [I]feather fall[/I] effect (as the spell) with personal range. [I]Icewalking[/I] (Ex): This ability works like the [I]spider climb[/I] spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the frozen orb may move normally. [B]Base Creature:[/B] Beholder, Gauth [B]Template:[/B] Cold Element Creature ([I]D&D Manual of the Planes[/I]), updated to v.3.5 [/QUOTE]
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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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