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 Beholder Death Tyrant

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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
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Registration date : 2007-02-17

PostSubject: Beholder Death Tyrant   Mon Feb 26, 2007 1:01 am

Was just wondering how much the DDM RPG stats of the Beholder Lich will match up to our Beast!

Large Undead
HD: 11d12 (71 hp)
Init: +0
Speed: Fly 15 feet (average)
AC: 20 (-1 size, +11 natural)
Attacks; Eye Rays +4 range touch, bite -1 melee
Damage: Bite 2d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Eye Rays
Special Qualities: All-around vision, anti-magic cone, Feather fall, Flight, partial actions only, +2 turn resistance, undead traits
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 10, Dex 10, Con-, Int -, Wis 15, Cha 17
Skills: Search +8, Spot +20
Feats: Flyby attack, Iron Will, Shot on the run
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement Range: 12-16 HD (Large); 17-33 HD (Huge)


Special Qualities Descriptions

All around vision (Ex): A Death Tyrants many eyes give it a +4 racial bonus to Search and Spot checks. Opponents gain no flanking bonuses when attacking it.

Feather Fall (Sp): The death tyrants natural buoyancy grants it a permanent feather fall effect with personal range.

Flight (Ex): A death tyrant's body retains its natural buoyancy, allowing it to fly as the spell as a free action, at a speed of 15 feet.

Partial Actions Only (Ex): Death tyrants are slow and unresponsive, so they can perform only partial actions. Thus, they can move or attack, but can do both only if they charge (partial charge).

Undead: Death tyrants are immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, ability damage, energy drain, or death from massive damage ( see the introduction to the Monster Manual,).

[i]Anti magic cone (Su):
Unless it has lost the use of its central eye a death tyrant continually produces a 150-foot anti magic cone extending straight ahead from its front. This cone functions like anti magic fieldcast by a 13th level sorcerer. All magical and supernatural powers and effects within the cone are suppressed--even the death tyrants own rays. Once each round, during its turn, it decides which way it will face, and whether the anti magic cone is active or not. (The creature can deactivate the cone by shutting its central eye.) Note that the death tyrant can only bite those creatures directly in front of it.

Eye Rays (Su): In life a death tyrant had 10 small eyes on stalks atop its body, each with its own supernatural power, plus a large central eye. Typically, a given tyrant has lost the use of 1d4+1 of these eyes, selected randomly.

Each of the surviving small eyes can produce a magical ray once per round, even when the death tyrant is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its body tends to get in the way when it tries to aim the rays in other directions. During a round, it can aim only three eye rays at targets in any one arc other than up. The remaining eyes must aim at targets in other arcs or not at all. A death tyrant can tilt and pan its body each round to change which rays it brings to bear in an arc,

Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray (see Aiming a Spell, in Chapter 10, of the Player's Handbook). All rays have a range of 150 feet and a save DC of 18.


Eye Rays Effects

Charm Monster: The target must succeed at a Will save or be affected as though by the spell.

Charm Person: The target must succeed at a Will save or be affected as though by the spell.

Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell.

Fear: This works like the spell, except that it effects one creature. The target must succeed at a Will save or be affected as though by the spell.

Finger of Death: The target must succeed at a Fortitude save or be affected as though by the spell. A target who makes a successful saving throw still take 3d6+13 points of damage.

Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell.

Inflict Moderate Wounds: This works just like the spell, dealing 2d8+10 points of damage, or half that amount on a successful Will save.

Slow: This works like the spell, except it affects one creature. The target must succeed at a Will save to resist.

Sleep: This works like the spell, except it affects one creature with any number of hit dice. The target must succeed at a Will save to resist.

Telekinesis: The death tyrant can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the spell with a successful Will save.

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