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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: 2190206" data-attributes="member: 2012"><p><strong>Axiomatic Beholder (True Orb)</strong></p><p><strong>Large Aberration (Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 11d8+44 (93 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> 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24</p><p><strong>Base Attack/Grapple:</strong> +8/+12</p><p><strong>Attack:</strong> +9 ranged touch (special, eye rays) and +7 melee (2d4, bite)</p><p><strong>Full Attack:</strong> +9 ranged touch (special, eye rays) and +7 melee (2d4, bite)</p><p><strong>Space/Reach:</strong> 10 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Eye rays, smite chaos</p><p><strong>Special Qualities:</strong> All-around vision, antimagic cone, darkvision 60 ft., flight, linked minds, spell resistance 16, resistance to cold 5, electricity 5, fire 5, and sonic 5</p><p><strong>Saves:</strong> Fort +9, Ref +5, Will +11</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2)</p><p><strong>Skills:</strong> Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)</p><p><strong>Feats:</strong> Alertness [sup]B[/sup], Flyby Attack, Great Fortitude, Improved Initiative, Iron Will</p><p></p><p><strong>Environment:</strong> Nine Hells of Baator or any other lawful-aligned plane</p><p><strong>Organization:</strong> Solitary, pair, or cluster (3–6)</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always lawful (80% evil; 15% neutral; or 5% good)</p><p><strong>Advancement:</strong> 12–16 HD (Large); 17–33 HD (Huge)</p><p><strong>Level Adjustment:</strong> –</p><p></p><p>Axiomatic beholders are perfect creatures, at least in their own minds. They believe that all other types of beholders are flawed, regardless of their numbers or perceived strengths. They take the “true ideal of beholderhood” to a new level of arrogance. Axiomatic beholders are indeed perfect creatures of law (of that there is no doubt).</p><p></p><p>However, they are still tainted by evil and believe that all other types of beholders must be wiped out in order for order to be achieved amongst the True Orbs, as they call themselves. Axiomatic beholders are native to the Nine Hells of Baator and are only rarely encountered living on one of the other lawfully aligned planes. Those living on Baator consider such “rogue” axiomatic beholders to be fallen members of the True Orbs and work to wipe them out before all other types of beholders.</p><p></p><p>It is rumored that there is a powerful cluster of good-aligned axiomatic beholders living somewhere on the Seven Mounting Heavens of Celestia. They are said to be allies to lawful-aligned angels and other powerful servants of law and good. The True Orbs of Baator become insanely violent at the very mention of this rumor.</p><p></p><p>True Orbs speak the language of beholders, as well as Common. True Orbs in the World of Kulan Cosmology also speak the Axiomatic language.</p><p></p><p><strong>Combat</strong></p><p>True Orbs, regardless, of the other part of their alignment, always follow a strict code of warfare, even against other types of beholders). They allow enemies a chance to parlay and bargain for their freedom and/or lives.</p><p></p><p>However, evil axiomatic beholders are as cunning and treacherous as devils, while neutral-aligned ones take into account every strategy and use parley as an excuse to study opponents’ strengths and weaknesses. Only good-aligned axiomatic beholders don’t try to twist parley into an exercise in deceit. However, good-aligned True Orbs are less likely to offer parley to evil opponents.</p><p></p><p><em>Eye Rays</em> (Su): Each of an axiomatic beholder’s ten eye rays resembles a spell cast by an 13th-level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. The ten eye rays include: <em>Charm Monster</em>, <em>Charm Person</em>, <em>Disintegrate</em>, <em>Fear</em>, <em>Finger of Death</em>, <em>Flesh to Stone</em>, <em>Inflict Moderate Wounds</em>, <em>Sleep</em>, <em>Slow</em>, and <em>Telekinesis</em>. (See pages 25 to 27 of the <em>D&D Monster Manual v.3.5</em> for more details on standard beholder’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>Smite Chaos</em> (Su): Once per day, an axiomatic beholder can make a normal attack to deal 11 extra points of damage against a chaotic opponent.</p><p></p><p><em>All-Around Vision</em> (Ex): Axiomatic beholders 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>Antimagic Cone</em> (Su): An axiomatic beholder’s central eye continually produces a 150-foot cone of antimagic. This functions just like <em>antimagic field</em> (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed – even the axiomatic beholder’s own eye rays. Once each round, during its turn, the axiomatic beholder decides whether the antimagic cone is active or not (the axiomatic beholder deactivates the cone by shutting its central eye).</p><p></p><p><em>Flight</em> (Ex): An axiomatic beholder’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>Linked Minds</em> (Ex): Axiomatic beholders within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. Because beholders can never be flanked, due to their all-around vision, axiomatic beholders don’t gain any additional benefit from this ability.</p><p></p><p><strong>Base Creature:</strong> Beholder</p><p><strong>Template:</strong> Axiomatic Creature (<em>D&D Planar Handbook</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2190206, member: 2012"] [B]Axiomatic Beholder (True Orb)[/B] [B]Large Aberration (Extraplanar)[/B] [B]Hit Dice:[/B] 11d8+44 (93 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 5 ft. (1 square), fly 20 ft. (good) [B]AC:[/B] 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24 [B]Base Attack/Grapple:[/B] +8/+12 [B]Attack:[/B] +9 ranged touch (special, eye rays) and +7 melee (2d4, bite) [B]Full Attack:[/B] +9 ranged touch (special, eye rays) and +7 melee (2d4, bite) [B]Space/Reach:[/B] 10 ft. / 5 ft. [B]Special Attacks:[/B] Eye rays, smite chaos [B]Special Qualities:[/B] All-around vision, antimagic cone, darkvision 60 ft., flight, linked minds, spell resistance 16, resistance to cold 5, electricity 5, fire 5, and sonic 5 [B]Saves:[/B] Fort +9, Ref +5, Will +11 [B]Abilities:[/B] Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2) [B]Skills:[/B] Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks) [B]Feats:[/B] Alertness [sup]B[/sup], Flyby Attack, Great Fortitude, Improved Initiative, Iron Will [B]Environment:[/B] Nine Hells of Baator or any other lawful-aligned plane [B]Organization:[/B] Solitary, pair, or cluster (3–6) [B]Challenge Rating:[/B] 15 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Always lawful (80% evil; 15% neutral; or 5% good) [B]Advancement:[/B] 12–16 HD (Large); 17–33 HD (Huge) [B]Level Adjustment:[/B] – Axiomatic beholders are perfect creatures, at least in their own minds. They believe that all other types of beholders are flawed, regardless of their numbers or perceived strengths. They take the “true ideal of beholderhood” to a new level of arrogance. Axiomatic beholders are indeed perfect creatures of law (of that there is no doubt). However, they are still tainted by evil and believe that all other types of beholders must be wiped out in order for order to be achieved amongst the True Orbs, as they call themselves. Axiomatic beholders are native to the Nine Hells of Baator and are only rarely encountered living on one of the other lawfully aligned planes. Those living on Baator consider such “rogue” axiomatic beholders to be fallen members of the True Orbs and work to wipe them out before all other types of beholders. It is rumored that there is a powerful cluster of good-aligned axiomatic beholders living somewhere on the Seven Mounting Heavens of Celestia. They are said to be allies to lawful-aligned angels and other powerful servants of law and good. The True Orbs of Baator become insanely violent at the very mention of this rumor. True Orbs speak the language of beholders, as well as Common. True Orbs in the World of Kulan Cosmology also speak the Axiomatic language. [B]Combat[/B] True Orbs, regardless, of the other part of their alignment, always follow a strict code of warfare, even against other types of beholders). They allow enemies a chance to parlay and bargain for their freedom and/or lives. However, evil axiomatic beholders are as cunning and treacherous as devils, while neutral-aligned ones take into account every strategy and use parley as an excuse to study opponents’ strengths and weaknesses. Only good-aligned axiomatic beholders don’t try to twist parley into an exercise in deceit. However, good-aligned True Orbs are less likely to offer parley to evil opponents. [I]Eye Rays[/I] (Su): Each of an axiomatic beholder’s ten eye rays resembles a spell cast by an 13th-level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. The ten eye rays include: [I]Charm Monster[/I], [I]Charm Person[/I], [I]Disintegrate[/I], [I]Fear[/I], [I]Finger of Death[/I], [I]Flesh to Stone[/I], [I]Inflict Moderate Wounds[/I], [I]Sleep[/I], [I]Slow[/I], and [I]Telekinesis[/I]. (See pages 25 to 27 of the [I]D&D Monster Manual v.3.5[/I] for more details on standard beholder’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]Smite Chaos[/I] (Su): Once per day, an axiomatic beholder can make a normal attack to deal 11 extra points of damage against a chaotic opponent. [I]All-Around Vision[/I] (Ex): Axiomatic beholders 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]Antimagic Cone[/I] (Su): An axiomatic beholder’s central eye continually produces a 150-foot cone of antimagic. This functions just like [I]antimagic field[/I] (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed – even the axiomatic beholder’s own eye rays. Once each round, during its turn, the axiomatic beholder decides whether the antimagic cone is active or not (the axiomatic beholder deactivates the cone by shutting its central eye). [I]Flight[/I] (Ex): An axiomatic beholder’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]Linked Minds[/I] (Ex): Axiomatic beholders within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. Because beholders can never be flanked, due to their all-around vision, axiomatic beholders don’t gain any additional benefit from this ability. [B]Base Creature:[/B] Beholder [B]Template:[/B] Axiomatic Creature ([I]D&D Planar Handbook[/I]) [/QUOTE]
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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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