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<blockquote data-quote="CobraCommander" data-source="post: 6074585" data-attributes="member: 6704393"><p>Fixed</p><p></p><p> <strong>EYE TYRANT CR 13 </strong></p><p> <strong>XP 25,600</strong></p><p> <span style="font-family: 'TimesNewRomanPSMT'">LE Large Aberration</span></p><p> <strong>Init </strong><span style="font-family: 'TimesNewRomanPSMT'">+6; </span><strong>Senses </strong><span style="font-family: 'TimesNewRomanPSMT'">All-around vision, darkvision 120 ft, Perception +30</span></p><p> <strong>Defense</strong></p><p> <strong>AC </strong><span style="font-family: 'TimesNewRomanPSMT'">28; touch 12, flat-footed 25 (–1 size, +2 Dex, +16 natural, +1</span><span style="font-family: 'TimesNewRomanPSMT'"> Dodge)</span></p><p> <strong>Hp </strong><span style="font-family: 'TimesNewRomanPSMT'">180 (19d8+76 +19 Toughness)</span></p><p> <strong>Fort </strong><span style="font-family: 'TimesNewRomanPSMT'">+12, </span><strong>Ref </strong><span style="font-family: 'TimesNewRomanPSMT'">+8, </span><strong>Will </strong><span style="font-family: 'TimesNewRomanPSMT'">+15</span></p><p> <strong>Defensive Abilities</strong><span style="font-family: 'TimesNewRomanPSMT'">: antimagic cone</span></p><p> <strong>Spd</strong><span style="font-family: 'TimesNewRomanPSMT'">: 5 ft., fly 20 ft. (good)</span></p><p> <strong>Ranged </strong><span style="font-family: 'TimesNewRomanPSMT'">Eye rays +15 ranged touch</span></p><p> <strong>Melee </strong><span style="font-family: 'TimesNewRomanPSMT'">bite +9 (2d4)</span></p><p> <strong>Space </strong><span style="font-family: 'TimesNewRomanPSMT'">10 ft. <strong><span style="font-family: inherit">Reach</span></strong>: 5 ft.</span></p><p> <strong>Special Atks</strong><span style="font-family: 'TimesNewRomanPSMT'">: Eye rays</span></p><p> <strong>Statistics</strong></p><p> <strong>Str </strong><span style="font-family: 'TimesNewRomanPSMT'">10, </span><strong>Dex </strong><span style="font-family: 'TimesNewRomanPSMT'">14, </span><strong>Con </strong><span style="font-family: 'TimesNewRomanPSMT'">18, </span><strong>Int </strong><span style="font-family: 'TimesNewRomanPSMT'">17, </span><strong>Wis</strong><span style="font-family: 'TimesNewRomanPSMT'">15, </span><strong>Cha </strong><span style="font-family: 'TimesNewRomanPSMT'">19</span></p><p> <strong>Feats </strong><span style="font-family: 'TimesNewRomanPSMT'">Dodge, Flyby Attack, Hover, Great Fortitude, Improved Initiative, </span><span style="font-family: 'TimesNewRomanPSMT'">Iron Will, Skill Focus: Perception, Improved Natural Armor, Deepsight, </span><span style="font-family: 'TimesNewRomanPSMT'">Toughness</span></p><p> <strong>Base Atk </strong><span style="font-family: 'TimesNewRomanPSMT'">+14, </span><strong>CMB </strong><span style="font-family: 'TimesNewRomanPSMT'">+15 </span><strong>CMD </strong><span style="font-family: 'TimesNewRomanPSMT'">28 (cannot be tripped)</span></p><p> <strong>Skills </strong><span style="font-family: 'TimesNewRomanPSMT'">Fly +26, Intimidate +26, Knowledge (arcana) +25,</span></p><p> <span style="font-family: 'TimesNewRomanPSMT'">Perception +30, Spellcraft +25, Stealth +20, Survival +24; Racial</span><span style="font-family: 'TimesNewRomanPSMT'"> Mod +4 Perception</span></p><p> <strong>Languages </strong><span style="font-family: 'TimesNewRomanPSMT'">Aklo</span><strong>, </strong><span style="font-family: 'TimesNewRomanPSMT'">Common, Undercommon, Dwarven, Goblin</span></p><p> <strong>SQ: </strong><span style="font-family: 'TimesNewRomanPSMT'">flight</span></p><p> <strong>Ecology</strong></p><p> <strong>Environment</strong><span style="font-family: 'TimesNewRomanPSMT'">: Cold hills</span></p><p> <strong>Organization</strong><span style="font-family: 'TimesNewRomanPSMT'">: Solitary, pair, or cluster (3–6)</span></p><p> <strong>Treasure</strong><span style="font-family: 'TimesNewRomanPSMT'">: Double</span></p><p> <strong>Special Abilities</strong></p><p> <strong>Eye Rays (Su): </strong><span style="font-family: 'TimesNewRomanPSMT'">Each of an Eye Tyrant’s small eyes can produce a</span><span style="font-family: 'TimesNewRomanPSMT'"> magical ray once per round as a free action. During a single round,</span><span style="font-family: 'TimesNewRomanPSMT'"> a creature can aim only three eye rays (Eye Tyrant) at targets in</span><span style="font-family: 'TimesNewRomanPSMT'"> any one 90-degree arc (up, forward, backward, left, right, or</span><span style="font-family: 'TimesNewRomanPSMT'"> down). The remaining eyes must aim at targets in other arcs, or not</span><span style="font-family: 'TimesNewRomanPSMT'"> at all. An Eye Tyrant can tilt and pan its body each round to</span><span style="font-family: 'TimesNewRomanPSMT'"> change which rays it can bring to bear in any given arc.</span></p><p> <span style="font-family: 'TimesNewRomanPSMT'">Each of an Eye Tyrant’s ten eye rays resembles a spell</span><span style="font-family: 'TimesNewRomanPSMT'"> cast by a 13</span><span style="font-family: 'TimesNewRomanPSMT'">th</span><span style="font-family: 'TimesNewRomanPSMT'">-level caster but follows the rules for a ray. Each eye</span><span style="font-family: 'TimesNewRomanPSMT'"> ray has a range of 150 feet the save DCs are Charisma based.</span><span style="font-family: 'TimesNewRomanPSMT'"> The ten eye rays include:</span></p><p> <strong><em>Charm Monster:</em></strong><em>(DC 18)</em><span style="font-family: 'TimesNewRomanPSMT'">The target must succeed on a Will save</span><span style="font-family: 'TimesNewRomanPSMT'"> or be affected as though by the spell. Eye Tyrants use this ray to</span><span style="font-family: 'TimesNewRomanPSMT'"> confuse the opposition, usually employing it early in a fight. The</span><span style="font-family: 'TimesNewRomanPSMT'"> Eye Tyrant generally instructs a </span><em>charmed </em><span style="font-family: 'TimesNewRomanPSMT'">target to either restrain a</span><span style="font-family: 'TimesNewRomanPSMT'"> comrade or stand aside.</span></p><p> <strong><em>Suggestion, Mass Cone:</em></strong><em>(DC 20)</em> <span style="font-family: 'TimesNewRomanPSMT'">This eye produces a 150- foot cone of</span><span style="font-family: 'TimesNewRomanPSMT'"> Suggestion. This functions just like the spell </span><em>Suggestion, mass </em><span style="font-family: 'TimesNewRomanPSMT'">(caster level 13th). The targets must succeed on a Will save</span><span style="font-family: 'TimesNewRomanPSMT'"> or be affected as though by the spell. Eye Tyrants use this cone in</span><span style="font-family: 'TimesNewRomanPSMT'"> the same manner as the </span><em>charm monster </em><span style="font-family: 'TimesNewRomanPSMT'">ray.</span></p><p> <strong><em>Disintegrate:</em></strong><em>(DC 20)</em><span style="font-family: 'TimesNewRomanPSMT'">The target must succeed on a Fortitude</span><span style="font-family: 'TimesNewRomanPSMT'"> save or be affected as though by the spell (26d6). The Eye Tyrant</span><span style="font-family: 'TimesNewRomanPSMT'"> likes to use this ray on any foe it considers a real threat.</span></p><p> <strong><em>Fear: </em></strong><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-family: inherit"><em>(DC 18) </em></span>This works like the spell, except that it targets one</span><span style="font-family: 'TimesNewRomanPSMT'"> creature. The target must succeed on a Will save or be affected as</span><span style="font-family: 'TimesNewRomanPSMT'"> though by the spell. Eye Tyrants like to use this ray against</span><span style="font-family: 'TimesNewRomanPSMT'"> warriors and other powerful creatures early in a fight, to break up</span><span style="font-family: 'TimesNewRomanPSMT'"> the opposition.</span></p><p> <strong><em>Finger of Death: </em></strong><em>(DC 21)</em><span style="font-family: 'TimesNewRomanPSMT'">The target must succeed on a Fortitude</span><span style="font-family: 'TimesNewRomanPSMT'"> save or be affected as though by the spell (130 hp). The target</span><span style="font-family: 'TimesNewRomanPSMT'"> takes 3d6+13 points of damage if its saving throw succeeds. Eye</span><span style="font-family: 'TimesNewRomanPSMT'"> Tyrants use this ray to eliminate dangerous foes quickly.</span></p><p> <strong><em>Flesh to Stone:</em></strong><em>(DC 20)</em><span style="font-family: 'TimesNewRomanPSMT'">The target must succeed on a Fortitude</span><span style="font-family: 'TimesNewRomanPSMT'"> save or be affected as though by the spell. Eye Tyrants like to aim</span><span style="font-family: 'TimesNewRomanPSMT'"> this ray at enemy spellcasters. They also use it on any creature</span><span style="font-family: 'TimesNewRomanPSMT'"> whose appearance they find interesting. (After the fight, the Eye</span><span style="font-family: 'TimesNewRomanPSMT'"> Tyrant takes the statue to its lair as a decoration.)</span></p><p> <strong><em>Ray of Enfeeblement:</em></strong><em>(DC 15)</em><span style="font-family: 'TimesNewRomanPSMT'">This works like the spell,</span><span style="font-family: 'TimesNewRomanPSMT'"> causing 1d6+5 Strength damage (Fort half).</span></p><p> <strong><em>Sleep:</em></strong><em>(DC 15)</em><span style="font-family: 'TimesNewRomanPSMT'">This works like the spell, except that it affects one</span><span style="font-family: 'TimesNewRomanPSMT'"> creature with any number of Hit Dice (Will negates). Eye Tyrants</span><span style="font-family: 'TimesNewRomanPSMT'"> like to use this ray against warriors and other physically powerful</span><span style="font-family: 'TimesNewRomanPSMT'"> creatures. They know their foes can quickly awaken the sleepers,</span><span style="font-family: 'TimesNewRomanPSMT'"> but they also know that doing so takes time and can delay an</span><span style="font-family: 'TimesNewRomanPSMT'"> effective counterattack.</span></p><p> <strong><em>Slow:</em></strong><em>(DC 17)</em><span style="font-family: 'TimesNewRomanPSMT'">This works like the spell, except that it affects one</span><span style="font-family: 'TimesNewRomanPSMT'"> creature. The target can make a Will save to negate the effect. Eye</span><span style="font-family: 'TimesNewRomanPSMT'"> Tyrants often use this ray against the same creature targeted by</span><span style="font-family: 'TimesNewRomanPSMT'"> their </span><em>disintegrate, flesh to stone, </em><span style="font-family: 'TimesNewRomanPSMT'">or </span><em>finger of death </em><span style="font-family: 'TimesNewRomanPSMT'">ray. If one of</span><span style="font-family: 'TimesNewRomanPSMT'"> the former rays fails to eliminate the foe, this ray might at least</span><span style="font-family: 'TimesNewRomanPSMT'"> hamper it.</span></p><p> <strong><em>Telekinesis:</em></strong><em>(DC 19)</em><span style="font-family: 'TimesNewRomanPSMT'">An Eye Tyrant can move objects or</span></p><p> <span style="font-family: 'TimesNewRomanPSMT'">creatures that weigh up to 325 pounds, as though with a </span><em>telekinesis</em><span style="font-family: 'TimesNewRomanPSMT'"> spell. Creatures can resist the effect with a successful Will save.</span></p><p> <strong>Antimagic Cone (Su):</strong><span style="font-family: 'TimesNewRomanPSMT'">An Eye Tyrant’s central eye continually</span><span style="font-family: 'TimesNewRomanPSMT'"> produces a 150- foot cone of antimagic. This functions just like</span><em> antimagic field </em><span style="font-family: 'TimesNewRomanPSMT'">(caster level 13th). All magical and supernatural</span><span style="font-family: 'TimesNewRomanPSMT'"> powers and effects within the cone are suppressed—even the Eye</span><span style="font-family: 'TimesNewRomanPSMT'"> Tyrant’s own eye rays. Once each round, during its turn, the Eye</span><span style="font-family: 'TimesNewRomanPSMT'"> Tyrant decides whether the antimagic cone is active or not (the</span><span style="font-family: 'TimesNewRomanPSMT'"> Eye Tyrant deactivates the cone by shutting its central eye).</span></p><p> <strong>All-Around Vision (Ex): </strong><span style="font-family: 'TimesNewRomanPSMT'">Eye Tyrants are exceptionally alert and</span><span style="font-family: 'TimesNewRomanPSMT'"> circumspect. Their many eyes give them a +4 racial bonus on</span><span style="font-family: 'TimesNewRomanPSMT'"> Perception checks, and they can’t be flanked.</span></p><p> <strong>Flight (Ex): </strong><span style="font-family: 'TimesNewRomanPSMT'">An Eye Tyrant’s body is naturally buoyant. This</span></p><p> <span style="font-family: 'TimesNewRomanPSMT'">buoyancy allows it to fly at a speed of 20 feet. This buoyancy also</span><span style="font-family: 'TimesNewRomanPSMT'"> grants it a permanent </span><em>feather fall </em><span style="font-family: 'TimesNewRomanPSMT'">effect (as the spell) with personal</span><span style="font-family: 'TimesNewRomanPSMT'"> range.</span></p><p><span style="font-family: 'TimesNewRomanPSMT'"></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"></span></p><p> </p><p> <strong>THULID CR 8 </strong></p><p><strong>XP 4,800</strong></p><p>LE Medium Aberration</p><p><strong>Init </strong>+6; <strong>Senses </strong>darkvision 60 ft, Perception +18</p><p><strong>Defense</strong></p><p><strong>AC </strong>15; touch 12, flat-footed 13 (+2 Dex, +3 natural)</p><p><strong>Hp </strong>78 (12d8+12 +12 Toughness)</p><p><strong>Fort </strong>+5, <strong>Ref </strong>+6, <strong>Will </strong>+13</p><p><strong>SR </strong>25</p><p><strong>Offense</strong></p><p><strong>Speed</strong>: 30 ft.</p><p><strong>Melee</strong>: 4 tentacles +10 (1d4+1 plus grab)</p><p><strong>Special Attacks</strong>: extract</p><p><strong>Spell-Like Abilities </strong>(CL 12th)</p><p>At will— <em>plane shift</em> (DC 21),<em> mind blast</em>, <em>charm monster </em>(DC 18),<em> suggestion </em>(DC 17), <em>detect thoughts, levitate </em>(DC 16)</p><p><strong>Statistics</strong></p><p><strong>Str </strong>12, <strong>Dex </strong>14, <strong>Con </strong>12, <strong>Int </strong>19, <strong>Wis</strong>17, <strong>Cha </strong>18</p><p><strong>Base Atk </strong>+9; <strong>CMB </strong>+11 (+15 grapple); <strong>CMD </strong>22</p><p><strong>Feats </strong>Agile Maneuvers, Combat Casting, Improved Initiative, Weapon Finesse, Toughness, Iron Will, Persuasive</p><p><strong>Skills </strong>Bluff +16, Diplomacy +20, Intimidate +23, Knowledge: dungeoneering +19, Perception +18, Sense Motive +15, Spellcraft+19, Stealth +17</p><p><strong>Languages </strong>Aklo, Undercommon, telepathy 100 ft., Draconic, Infernal, Common, Dwarven</p><p><strong>Ecology</strong></p><p><strong>Environment </strong>Underground</p><p><strong>Organization </strong>Solitary, pair, inquisition (3–5) cult (3–5 plus 6–10 morlocks)</p><p><strong>Treasure </strong>Double standard</p><p><strong>Special Abilities</strong></p><p><strong><em>Mind Blast </em>(Sp): </strong>This attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.</p><p><strong>Grab (Ex)</strong> If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. </p><p>If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. </p><p>If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.</p><p>Format: grab; Location: individual attacks.</p><p><strong>Extract (Ex): </strong>To use this ability, a Thulid must start a grab with a Small, Medium, or Large creature with its tentacle attack. A Thulid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a Thulid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Thulid gets a +2 circumstance bonus to his CMD for every tentacle that was attached at the beginning of the opponent’s turn. A Thulid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.</p><p><strong>Telepathy (Su)</strong> The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.</p><p>Format: telepathy 100 ft.; Location: Languages.</p></blockquote><p></p>
[QUOTE="CobraCommander, post: 6074585, member: 6704393"] Fixed [B]EYE TYRANT CR 13 [/B] [B]XP 25,600[/B] [FONT=TimesNewRomanPSMT]LE Large Aberration[/FONT] [B]Init [/B][FONT=TimesNewRomanPSMT]+6; [/FONT][B]Senses [/B][FONT=TimesNewRomanPSMT]All-around vision, darkvision 120 ft, Perception +30[/FONT] [B]Defense[/B] [B]AC [/B][FONT=TimesNewRomanPSMT]28; touch 12, flat-footed 25 (–1 size, +2 Dex, +16 natural, +1[/FONT][FONT=TimesNewRomanPSMT] Dodge)[/FONT] [B]Hp [/B][FONT=TimesNewRomanPSMT]180 (19d8+76 +19 Toughness)[/FONT] [B]Fort [/B][FONT=TimesNewRomanPSMT]+12, [/FONT][B]Ref [/B][FONT=TimesNewRomanPSMT]+8, [/FONT][B]Will [/B][FONT=TimesNewRomanPSMT]+15[/FONT] [B]Defensive Abilities[/B][FONT=TimesNewRomanPSMT]: antimagic cone[/FONT] [B]Spd[/B][FONT=TimesNewRomanPSMT]: 5 ft., fly 20 ft. (good)[/FONT] [B]Ranged [/B][FONT=TimesNewRomanPSMT]Eye rays +15 ranged touch[/FONT] [B]Melee [/B][FONT=TimesNewRomanPSMT]bite +9 (2d4)[/FONT] [B]Space [/B][FONT=TimesNewRomanPSMT]10 ft. [B][FONT='inherit']Reach[/FONT][/B]: 5 ft.[/FONT] [B]Special Atks[/B][FONT=TimesNewRomanPSMT]: Eye rays[/FONT] [B]Statistics[/B] [B]Str [/B][FONT=TimesNewRomanPSMT]10, [/FONT][B]Dex [/B][FONT=TimesNewRomanPSMT]14, [/FONT][B]Con [/B][FONT=TimesNewRomanPSMT]18, [/FONT][B]Int [/B][FONT=TimesNewRomanPSMT]17, [/FONT][B]Wis[/B][FONT=TimesNewRomanPSMT]15, [/FONT][B]Cha [/B][FONT=TimesNewRomanPSMT]19[/FONT] [B]Feats [/B][FONT=TimesNewRomanPSMT]Dodge, Flyby Attack, Hover, Great Fortitude, Improved Initiative, [/FONT][FONT=TimesNewRomanPSMT]Iron Will, Skill Focus: Perception, Improved Natural Armor, Deepsight, [/FONT][FONT=TimesNewRomanPSMT]Toughness[/FONT] [B]Base Atk [/B][FONT=TimesNewRomanPSMT]+14, [/FONT][B]CMB [/B][FONT=TimesNewRomanPSMT]+15 [/FONT][B]CMD [/B][FONT=TimesNewRomanPSMT]28 (cannot be tripped)[/FONT] [B]Skills [/B][FONT=TimesNewRomanPSMT]Fly +26, Intimidate +26, Knowledge (arcana) +25,[/FONT] [FONT=TimesNewRomanPSMT]Perception +30, Spellcraft +25, Stealth +20, Survival +24; Racial[/FONT][FONT=TimesNewRomanPSMT] Mod +4 Perception[/FONT] [B]Languages [/B][FONT=TimesNewRomanPSMT]Aklo[/FONT][B], [/B][FONT=TimesNewRomanPSMT]Common, Undercommon, Dwarven, Goblin[/FONT] [B]SQ: [/B][FONT=TimesNewRomanPSMT]flight[/FONT] [B]Ecology[/B] [B]Environment[/B][FONT=TimesNewRomanPSMT]: Cold hills[/FONT] [B]Organization[/B][FONT=TimesNewRomanPSMT]: Solitary, pair, or cluster (3–6)[/FONT] [B]Treasure[/B][FONT=TimesNewRomanPSMT]: Double[/FONT] [B]Special Abilities[/B] [B]Eye Rays (Su): [/B][FONT=TimesNewRomanPSMT]Each of an Eye Tyrant’s small eyes can produce a[/FONT][FONT=TimesNewRomanPSMT] magical ray once per round as a free action. During a single round,[/FONT][FONT=TimesNewRomanPSMT] a creature can aim only three eye rays (Eye Tyrant) at targets in[/FONT][FONT=TimesNewRomanPSMT] any one 90-degree arc (up, forward, backward, left, right, or[/FONT][FONT=TimesNewRomanPSMT] down). The remaining eyes must aim at targets in other arcs, or not[/FONT][FONT=TimesNewRomanPSMT] at all. An Eye Tyrant can tilt and pan its body each round to[/FONT][FONT=TimesNewRomanPSMT] change which rays it can bring to bear in any given arc.[/FONT] [FONT=TimesNewRomanPSMT]Each of an Eye Tyrant’s ten eye rays resembles a spell[/FONT][FONT=TimesNewRomanPSMT] cast by a 13[/FONT][FONT=TimesNewRomanPSMT]th[/FONT][FONT=TimesNewRomanPSMT]-level caster but follows the rules for a ray. Each eye[/FONT][FONT=TimesNewRomanPSMT] ray has a range of 150 feet the save DCs are Charisma based.[/FONT][FONT=TimesNewRomanPSMT] The ten eye rays include:[/FONT] [B][I]Charm Monster:[/I][/B][I](DC 18)[/I][FONT=TimesNewRomanPSMT]The target must succeed on a Will save[/FONT][FONT=TimesNewRomanPSMT] or be affected as though by the spell. Eye Tyrants use this ray to[/FONT][FONT=TimesNewRomanPSMT] confuse the opposition, usually employing it early in a fight. The[/FONT][FONT=TimesNewRomanPSMT] Eye Tyrant generally instructs a [/FONT][I]charmed [/I][FONT=TimesNewRomanPSMT]target to either restrain a[/FONT][FONT=TimesNewRomanPSMT] comrade or stand aside.[/FONT] [B][I]Suggestion, Mass Cone:[/I][/B][I](DC 20)[/I] [FONT=TimesNewRomanPSMT]This eye produces a 150- foot cone of[/FONT][FONT=TimesNewRomanPSMT] Suggestion. This functions just like the spell [/FONT][I]Suggestion, mass [/I][FONT=TimesNewRomanPSMT](caster level 13th). The targets must succeed on a Will save[/FONT][FONT=TimesNewRomanPSMT] or be affected as though by the spell. Eye Tyrants use this cone in[/FONT][FONT=TimesNewRomanPSMT] the same manner as the [/FONT][I]charm monster [/I][FONT=TimesNewRomanPSMT]ray.[/FONT] [B][I]Disintegrate:[/I][/B][I](DC 20)[/I][FONT=TimesNewRomanPSMT]The target must succeed on a Fortitude[/FONT][FONT=TimesNewRomanPSMT] save or be affected as though by the spell (26d6). The Eye Tyrant[/FONT][FONT=TimesNewRomanPSMT] likes to use this ray on any foe it considers a real threat.[/FONT] [B][I]Fear: [/I][/B][FONT=TimesNewRomanPSMT][FONT='inherit'][I](DC 18) [/I][/FONT]This works like the spell, except that it targets one[/FONT][FONT=TimesNewRomanPSMT] creature. The target must succeed on a Will save or be affected as[/FONT][FONT=TimesNewRomanPSMT] though by the spell. Eye Tyrants like to use this ray against[/FONT][FONT=TimesNewRomanPSMT] warriors and other powerful creatures early in a fight, to break up[/FONT][FONT=TimesNewRomanPSMT] the opposition.[/FONT] [B][I]Finger of Death: [/I][/B][I](DC 21)[/I][FONT=TimesNewRomanPSMT]The target must succeed on a Fortitude[/FONT][FONT=TimesNewRomanPSMT] save or be affected as though by the spell (130 hp). The target[/FONT][FONT=TimesNewRomanPSMT] takes 3d6+13 points of damage if its saving throw succeeds. Eye[/FONT][FONT=TimesNewRomanPSMT] Tyrants use this ray to eliminate dangerous foes quickly.[/FONT] [B][I]Flesh to Stone:[/I][/B][I](DC 20)[/I][FONT=TimesNewRomanPSMT]The target must succeed on a Fortitude[/FONT][FONT=TimesNewRomanPSMT] save or be affected as though by the spell. Eye Tyrants like to aim[/FONT][FONT=TimesNewRomanPSMT] this ray at enemy spellcasters. They also use it on any creature[/FONT][FONT=TimesNewRomanPSMT] whose appearance they find interesting. (After the fight, the Eye[/FONT][FONT=TimesNewRomanPSMT] Tyrant takes the statue to its lair as a decoration.)[/FONT] [B][I]Ray of Enfeeblement:[/I][/B][I](DC 15)[/I][FONT=TimesNewRomanPSMT]This works like the spell,[/FONT][FONT=TimesNewRomanPSMT] causing 1d6+5 Strength damage (Fort half).[/FONT] [B][I]Sleep:[/I][/B][I](DC 15)[/I][FONT=TimesNewRomanPSMT]This works like the spell, except that it affects one[/FONT][FONT=TimesNewRomanPSMT] creature with any number of Hit Dice (Will negates). Eye Tyrants[/FONT][FONT=TimesNewRomanPSMT] like to use this ray against warriors and other physically powerful[/FONT][FONT=TimesNewRomanPSMT] creatures. They know their foes can quickly awaken the sleepers,[/FONT][FONT=TimesNewRomanPSMT] but they also know that doing so takes time and can delay an[/FONT][FONT=TimesNewRomanPSMT] effective counterattack.[/FONT] [B][I]Slow:[/I][/B][I](DC 17)[/I][FONT=TimesNewRomanPSMT]This works like the spell, except that it affects one[/FONT][FONT=TimesNewRomanPSMT] creature. The target can make a Will save to negate the effect. Eye[/FONT][FONT=TimesNewRomanPSMT] Tyrants often use this ray against the same creature targeted by[/FONT][FONT=TimesNewRomanPSMT] their [/FONT][I]disintegrate, flesh to stone, [/I][FONT=TimesNewRomanPSMT]or [/FONT][I]finger of death [/I][FONT=TimesNewRomanPSMT]ray. If one of[/FONT][FONT=TimesNewRomanPSMT] the former rays fails to eliminate the foe, this ray might at least[/FONT][FONT=TimesNewRomanPSMT] hamper it.[/FONT] [B][I]Telekinesis:[/I][/B][I](DC 19)[/I][FONT=TimesNewRomanPSMT]An Eye Tyrant can move objects or[/FONT] [FONT=TimesNewRomanPSMT]creatures that weigh up to 325 pounds, as though with a [/FONT][I]telekinesis[/I][FONT=TimesNewRomanPSMT] spell. Creatures can resist the effect with a successful Will save.[/FONT] [B]Antimagic Cone (Su):[/B][FONT=TimesNewRomanPSMT]An Eye Tyrant’s central eye continually[/FONT][FONT=TimesNewRomanPSMT] produces a 150- foot cone of antimagic. This functions just like[/FONT][I] antimagic field [/I][FONT=TimesNewRomanPSMT](caster level 13th). All magical and supernatural[/FONT][FONT=TimesNewRomanPSMT] powers and effects within the cone are suppressed—even the Eye[/FONT][FONT=TimesNewRomanPSMT] Tyrant’s own eye rays. Once each round, during its turn, the Eye[/FONT][FONT=TimesNewRomanPSMT] Tyrant decides whether the antimagic cone is active or not (the[/FONT][FONT=TimesNewRomanPSMT] Eye Tyrant deactivates the cone by shutting its central eye).[/FONT] [B]All-Around Vision (Ex): [/B][FONT=TimesNewRomanPSMT]Eye Tyrants are exceptionally alert and[/FONT][FONT=TimesNewRomanPSMT] circumspect. Their many eyes give them a +4 racial bonus on[/FONT][FONT=TimesNewRomanPSMT] Perception checks, and they can’t be flanked.[/FONT] [B]Flight (Ex): [/B][FONT=TimesNewRomanPSMT]An Eye Tyrant’s body is naturally buoyant. This[/FONT] [FONT=TimesNewRomanPSMT]buoyancy allows it to fly at a speed of 20 feet. This buoyancy also[/FONT][FONT=TimesNewRomanPSMT] grants it a permanent [/FONT][I]feather fall [/I][FONT=TimesNewRomanPSMT]effect (as the spell) with personal[/FONT][FONT=TimesNewRomanPSMT] range. [/FONT] [B]THULID CR 8 [/B] [B]XP 4,800[/B] LE Medium Aberration [B]Init [/B]+6; [B]Senses [/B]darkvision 60 ft, Perception +18 [B]Defense[/B] [B]AC [/B]15; touch 12, flat-footed 13 (+2 Dex, +3 natural) [B]Hp [/B]78 (12d8+12 +12 Toughness) [B]Fort [/B]+5, [B]Ref [/B]+6, [B]Will [/B]+13 [B]SR [/B]25 [B]Offense[/B] [B]Speed[/B]: 30 ft. [B]Melee[/B]: 4 tentacles +10 (1d4+1 plus grab) [B]Special Attacks[/B]: extract [B]Spell-Like Abilities [/B](CL 12th) At will— [I]plane shift[/I] (DC 21),[I] mind blast[/I], [I]charm monster [/I](DC 18),[I] suggestion [/I](DC 17), [I]detect thoughts, levitate [/I](DC 16) [B]Statistics[/B] [B]Str [/B]12, [B]Dex [/B]14, [B]Con [/B]12, [B]Int [/B]19, [B]Wis[/B]17, [B]Cha [/B]18 [B]Base Atk [/B]+9; [B]CMB [/B]+11 (+15 grapple); [B]CMD [/B]22 [B]Feats [/B]Agile Maneuvers, Combat Casting, Improved Initiative, Weapon Finesse, Toughness, Iron Will, Persuasive [B]Skills [/B]Bluff +16, Diplomacy +20, Intimidate +23, Knowledge: dungeoneering +19, Perception +18, Sense Motive +15, Spellcraft+19, Stealth +17 [B]Languages [/B]Aklo, Undercommon, telepathy 100 ft., Draconic, Infernal, Common, Dwarven [B]Ecology[/B] [B]Environment [/B]Underground [B]Organization [/B]Solitary, pair, inquisition (3–5) cult (3–5 plus 6–10 morlocks) [B]Treasure [/B]Double standard [B]Special Abilities[/B] [B][I]Mind Blast [/I](Sp): [/B]This attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell. [B]Grab (Ex)[/B] If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Format: grab; Location: individual attacks. [B]Extract (Ex): [/B]To use this ability, a Thulid must start a grab with a Small, Medium, or Large creature with its tentacle attack. A Thulid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a Thulid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Thulid gets a +2 circumstance bonus to his CMD for every tentacle that was attached at the beginning of the opponent’s turn. A Thulid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras. [B]Telepathy (Su)[/B] The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Format: telepathy 100 ft.; Location: Languages. [/QUOTE]
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