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The Dsyderians - New race of monsters
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<blockquote data-quote="Interested2" data-source="post: 1633787" data-attributes="member: 20930"><p><strong>Commander</strong></p><p></p><p><span style="font-size: 15px"><strong>Commander</strong></span><em></em></p><p><em>This large creature sports an extra set of arms (beyond the normal for an arachnoid), each of which bears two viciously sharp claws.  It towers at 9 feet tall, and has what appear to be hard, clear armor plates on its body.</em></p><p></p><p>The Dysderian Commander is a fearsome foe, using a combination of powerful psionics and impressive physical attacks to dominate the battlefield.  Leading platoons in the Dysderian armies, these mighty arachnoids cleave through masses of enemy combatants, leaving few alive to tell the tale.  They are fourteen feet long and nine feet tall at the shoulder.  They weigh 2530 pounds.</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>Dysderian Commanders fight aggressively with all four arms at once, generally wielding either axes (+2 balanced greataxe) or fighting unarmed.  They are extremely difficult to kill, and attempt to rip off the heads of those they are fighting.</p><p></p><p><strong>Unarmed Vorpal(Ex)</strong>: The Dysderian Commander is able to make an unarmed vorpal attempt if it has successfully grappled the target and is using its claws.  To make this attempt, roll a 1d20.  On a 20, the Dysderian Commander successfully removes the head of the target creature, killing it instantly (unless it does not need the head to function).</p><p></p><p><strong>Psi-Like Abilities</strong>: At will – brain lock (any non-mindless, DC 14), ego whip (2d4, DC 16), mind thrust (4d10, DC 15), telekinetic thrust (500 lbs, DC 22).</p><p></p><p></p><p></p><p>    Dysderian Commander</p><p>    Huge Aberration</p><p>    </p><p>Hit Dice:    12d12+80 (152)</p><p>Intitiative:    +3</p><p>Speed:    Land 30ft, Burrow 20ft</p><p>Armor Class:    27 (-1 Dex, +20 Natural, -2 Size)</p><p>Base Attack/Grapple:    +12/+16</p><p>Attack:    Axe +12 Melee (1d12+4) OR Claw +12 Melee (1d4+4)</p><p>Full Attack:    Four Axes +12 Melee (1d12+4)</p><p>Full Attack:    OR</p><p>Full Attack:    Four Claws +12 Melee (1d4+4)</p><p>Space/Reach:    15ft/10ft</p><p>Special Attacks:    Unarmed Vorpal, Psionics</p><p>Special Qualities:    Hive Mind</p><p>Special Qualities:    Damage Reduction 10/Cold Iron</p><p>Special Qualities:    Immunity to cold, Electricity, Sonic</p><p>Special Qualities:    Resistance 20 to fire, acid</p><p>Special Qualities:    Spell Resistance 28</p><p>Special Qualities:    Power Resistance 28</p><p>Special Qualities:    All Around Vision</p><p>Saves:    +10,+10,+10</p><p>Abilities:    Str 18, Dex 8, Con 18</p><p>Abilities Continued:    Int 10, Wis 18, Cha 4</p><p>Skills:    Autohypnosis +12</p><p>Skills:    Climb +12</p><p>Skills:    Jump +12</p><p>Skills:    Survival +12</p><p>Skills:    Search +12</p><p>Skills:    Spot +12</p><p>Feats:    Improved Intitiative, Spring Attack, Diehard</p><p>Feats:    Improved Critical (Greataxe), Superior Multiattack</p><p>Feats:    Superior Multi-Weapon Fighting.</p><p>Environment:    Any except arctic</p><p>Organization:    Lone (1), Squad of 2-4 Shock Troopers and 1 Commander, or in a pair (2)</p><p>Challenge Rating:    14</p><p>Treasure:    15% magic items, 30% gems, 55% gold</p><p>Alignment:    True Neutral</p><p>Advancement:    Abberation Standard</p><p>Level Adjustment:    ----</p></blockquote><p></p>
[QUOTE="Interested2, post: 1633787, member: 20930"] [b]Commander[/b] [SIZE=4][B]Commander[/B][/SIZE][I] This large creature sports an extra set of arms (beyond the normal for an arachnoid), each of which bears two viciously sharp claws. It towers at 9 feet tall, and has what appear to be hard, clear armor plates on its body.[/I] The Dysderian Commander is a fearsome foe, using a combination of powerful psionics and impressive physical attacks to dominate the battlefield. Leading platoons in the Dysderian armies, these mighty arachnoids cleave through masses of enemy combatants, leaving few alive to tell the tale. They are fourteen feet long and nine feet tall at the shoulder. They weigh 2530 pounds. [B][SIZE=3] Combat[/SIZE][/B][SIZE=3][/SIZE] Dysderian Commanders fight aggressively with all four arms at once, generally wielding either axes (+2 balanced greataxe) or fighting unarmed. They are extremely difficult to kill, and attempt to rip off the heads of those they are fighting. [B]Unarmed Vorpal(Ex)[/B]: The Dysderian Commander is able to make an unarmed vorpal attempt if it has successfully grappled the target and is using its claws. To make this attempt, roll a 1d20. On a 20, the Dysderian Commander successfully removes the head of the target creature, killing it instantly (unless it does not need the head to function). [B]Psi-Like Abilities[/B]: At will – brain lock (any non-mindless, DC 14), ego whip (2d4, DC 16), mind thrust (4d10, DC 15), telekinetic thrust (500 lbs, DC 22). Dysderian Commander Huge Aberration Hit Dice: 12d12+80 (152) Intitiative: +3 Speed: Land 30ft, Burrow 20ft Armor Class: 27 (-1 Dex, +20 Natural, -2 Size) Base Attack/Grapple: +12/+16 Attack: Axe +12 Melee (1d12+4) OR Claw +12 Melee (1d4+4) Full Attack: Four Axes +12 Melee (1d12+4) Full Attack: OR Full Attack: Four Claws +12 Melee (1d4+4) Space/Reach: 15ft/10ft Special Attacks: Unarmed Vorpal, Psionics Special Qualities: Hive Mind Special Qualities: Damage Reduction 10/Cold Iron Special Qualities: Immunity to cold, Electricity, Sonic Special Qualities: Resistance 20 to fire, acid Special Qualities: Spell Resistance 28 Special Qualities: Power Resistance 28 Special Qualities: All Around Vision Saves: +10,+10,+10 Abilities: Str 18, Dex 8, Con 18 Abilities Continued: Int 10, Wis 18, Cha 4 Skills: Autohypnosis +12 Skills: Climb +12 Skills: Jump +12 Skills: Survival +12 Skills: Search +12 Skills: Spot +12 Feats: Improved Intitiative, Spring Attack, Diehard Feats: Improved Critical (Greataxe), Superior Multiattack Feats: Superior Multi-Weapon Fighting. Environment: Any except arctic Organization: Lone (1), Squad of 2-4 Shock Troopers and 1 Commander, or in a pair (2) Challenge Rating: 14 Treasure: 15% magic items, 30% gems, 55% gold Alignment: True Neutral Advancement: Abberation Standard Level Adjustment: ---- [/QUOTE]
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