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SSoM Eberron Campaign Notes - Meepites stay out!
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<blockquote data-quote="LordVyreth" data-source="post: 2753955" data-attributes="member: 9626"><p>Sigh...Sorry, but I won't be able to finish the template until tomorrow. I had some computer trouble. For now, here's a quick CR 6 evil outsider that could work as a decent boss monster. I should have it adjusted for the 3.5 assumptions about fiend power levels.</p><p></p><p>Lipido</p><p>Large Outsider (Evil, Chaotic)</p><p>Hit Dice: 7d8+28 (59 hp)</p><p>Initiative: -1 (-1 Dex)</p><p>Speed: 30 ft, (6 squares) fly 20 feet (4 squares) (perfect).</p><p>AC: 17 (-1 Size, -1 Dex, +9 Natural,) touch 8, flat-footed 17</p><p>Base Attack/Grapple: +7/+17</p><p>Attack: Tentacle +12 melee (1d8+6)</p><p>Attacks: 4 Tentacles +12 melee (1d8+6)</p><p>Space/Reach: 10 feet/10 feet</p><p>SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities</p><p>SQ: Damage Reduction 5/magic, SR 16, Poison Immunity, Fire Resistance 10</p><p>Saves: Fort +9, Ref +4, Will +6</p><p>Abilities: Str 22, Dex 8, Con 19</p><p>Int 13, Wis 12, Cha 15</p><p>Skills: Climb +16, Jump +16, Hide +5, Move Silently -11*, Spot +11, Listen +11, Search +11, Sense Motive +11, Spellcraft +11, Knowledge (planes) +11</p><p>Feats: Combat Reflexes, Blind Fighting, Ability Focus (Darkness Scatter)</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 8-9 HD (Large,) 10-15 (Huge,) 16-33 (Gargantuan)</p><p></p><p>Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to pierce their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces that want to control and inspire fear in lesser opponents.</p><p></p><p>Combat: </p><p>Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee.</p><p></p><p>Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round.</p><p></p><p>Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body as a standard action that doesn’t provoke an attack of opportunity. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight line areas of effect. The four diagonal lines always fly directly from the four corners of the Lipido, but the Lipido can choose to fire the four straights shots through the more clockwise or the more counterclockwise line, though all four lines must be one or the other. Those caught in a line takes 3d8 of unholy damage (or half the Lipido’s HD, for advanced Lipidos, maximum 20d6) unless they make a Reflex Save (DC 17) to take only half damage. The Save is Charisma-based.</p><p></p><p>Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds.</p><p></p><p>Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (DC 17) (Self and 50 pounds only,) Silence (DC 14,) Detect Good, See Invisibility. 1/day: Confusion (DC 16.) All spells are cast as a 12th level sorcerer. The Save DCs are Charisma-based.</p><p></p><p>Spell Resistance(Su): Lipido Spell Resistance is equal to 10+the Lipido’s CR.</p><p></p><p>Lipido have a –10 racial penalty to Move Silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 2753955, member: 9626"] Sigh...Sorry, but I won't be able to finish the template until tomorrow. I had some computer trouble. For now, here's a quick CR 6 evil outsider that could work as a decent boss monster. I should have it adjusted for the 3.5 assumptions about fiend power levels. Lipido Large Outsider (Evil, Chaotic) Hit Dice: 7d8+28 (59 hp) Initiative: -1 (-1 Dex) Speed: 30 ft, (6 squares) fly 20 feet (4 squares) (perfect). AC: 17 (-1 Size, -1 Dex, +9 Natural,) touch 8, flat-footed 17 Base Attack/Grapple: +7/+17 Attack: Tentacle +12 melee (1d8+6) Attacks: 4 Tentacles +12 melee (1d8+6) Space/Reach: 10 feet/10 feet SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities SQ: Damage Reduction 5/magic, SR 16, Poison Immunity, Fire Resistance 10 Saves: Fort +9, Ref +4, Will +6 Abilities: Str 22, Dex 8, Con 19 Int 13, Wis 12, Cha 15 Skills: Climb +16, Jump +16, Hide +5, Move Silently -11*, Spot +11, Listen +11, Search +11, Sense Motive +11, Spellcraft +11, Knowledge (planes) +11 Feats: Combat Reflexes, Blind Fighting, Ability Focus (Darkness Scatter) Climate/Terrain: Any land or underground Organization: Solitary or gang (2-4) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 8-9 HD (Large,) 10-15 (Huge,) 16-33 (Gargantuan) Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to pierce their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces that want to control and inspire fear in lesser opponents. Combat: Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee. Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round. Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body as a standard action that doesn’t provoke an attack of opportunity. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight line areas of effect. The four diagonal lines always fly directly from the four corners of the Lipido, but the Lipido can choose to fire the four straights shots through the more clockwise or the more counterclockwise line, though all four lines must be one or the other. Those caught in a line takes 3d8 of unholy damage (or half the Lipido’s HD, for advanced Lipidos, maximum 20d6) unless they make a Reflex Save (DC 17) to take only half damage. The Save is Charisma-based. Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds. Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (DC 17) (Self and 50 pounds only,) Silence (DC 14,) Detect Good, See Invisibility. 1/day: Confusion (DC 16.) All spells are cast as a 12th level sorcerer. The Save DCs are Charisma-based. Spell Resistance(Su): Lipido Spell Resistance is equal to 10+the Lipido’s CR. Lipido have a –10 racial penalty to Move Silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies. [/QUOTE]
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