Lords of Madness - 3.5e

Page 139

NEW MONSTERS

CHAPTER 8

138

bonded with a vermin, they control their mount and use their EYE OF THE DEEP eye rays to deadly effect. Large Aberration (Aquatic) Eye Rays (Su): During a single round, a director can aim Hit Dice: 12d8+48 (102 hp) only two eye rays at targets in any one 90 degree arc (up, Initiative: +4 forward, backward, left, right, or down). Speed: 5 ft. (1 square), fly 20 ft. (good), swim 30 ft. A director’s eye rays have a range of 120 feet and a save DC Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18 of 18 (caster level 8th). The save DCs are Charisma-based. The Base Attack/Grapple: +9/+18 Attack: Eye rays +8 ranged touch and claw +14 melee six eye rays include: (1d8+5) Burning Ray: The target takes 2d6 points of fire damage. Full Attack: Eye rays +8 ranged touch and 2 claws +14 melee Enervation: The target must succeed on a Fortitude save or gain a negative level. An affected creature regains the lost level (1d8+5) and bite +11 melee (1d8+2) after 8 hours. Space/Reach: 10 ft./5 ft. Force Missile: The target takes 2d6 points of force damage. Special Attacks: Baleful flash, constrict 2d6+5, eye rays, Freezing Ray: The target takes 2d6 points of cold damage. improved grab, persistent image Minor Image: This works like the spell. Directors use this Special Qualities: All-around vision, darkvision 60 ft. effect to create illusory distractions to draw off attacks from Saves: Fort +10, Ref +4, Will +10 their enemies. Abilities: Str 20, Dex 10, Con 18, Int 12, Wis 14, Cha 15 Slow: This works like the spell, except that it affects one creaSkills: Listen +19, Search +20, Spot +23, Survival +2 (+4 folture. The target can make a Will save to negate the effect. lowing tracks) Feats: Ability Focus (baleful flash), AlertnessB, Great Fortitude, Deflection (Su): A director’s central eye emits a strange, Improved Initiative, Multiattack, Weapon Focus (claw) invisible field of force that surrounds the creature’s body and the body of its bonded vermin mount (if it has one). This Environment: Cold aquatic field grants both creatures a deflection bonus to their Armor Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 8 Class and a Reflex saving throw bonus equal to the director’s Treasure: Double standard Charisma bonus. Flight (Ex): A director’s body is naturally buoyant. This Alignment: Usually lawful evil Advancement: 13–20 HD (Large); 21–30 HD (Huge); 31–36 buoyancy allows it to fly at a speed of 20 feet. This buoyancy HD (Gargantuan) also grants it a permanent feather fall effect (as the spell) with personal range. Level Adjustment: — Verminbond (Su): As a full-round action, a director can This spherical creature floats silently in the murky water. Two attempt to dominate a creature of the vermin type that it hits stalked eyes writhe atop the sphere, and two large arms ending with a melee touch attack. The touched vermin can make a DC in crablike claws protrude from the sphere’s underside. Brightly 18 Will save to negate this effect. This save DC is Charismacolored plates armor the sphere. A large eye stares from one side based. Normally, vermin are immune to mind-affecting spells of the sphere, above a mouth filled with sharklike teeth. You can and abilities, but the director’s verminbond ability overcomes see flashes of light roiling deep within the eye. this immunity. This effect is permanent, as long as the director remains in An eye of the deep is an aquatic version of the more infamous physical contact with the vermin. Typically, a director uses land-based beholder. These monsters dwell in the deepest the vermin as a mount, using its tentacles to grip the vermin just behind the head. Monstrous centipedes and scorpions are reaches of the oceans, but rise to the surface to menace those favorite choices, but the director can control any vermin with who dwell above the waves. These hateful and cruel creatures this ability. are fond of creating illusions of shipwreck survivors, small While the verminbond is in effect, the director can control islands, mermaids, or whatever else they think might lure the vermin’s actions by making successful Ride checks; bonded their victims closer. Some eyes of the deep can be found in vermin count as warhorses for the purpose of directing their relatively shallow waterways far underground. actions in combat. Eyes of the deep are about 9 feet in diameter and weigh 6,000 As long as this effect remains, the bonded vermin gains the pounds. They speak Common, Beholder, and Aquan. benefits of the director’s deflection ability. More important, both director and mount take half damage from all wounds Combat and attacks that deal hit point damage. The amount of damage An eye of the deep uses its baleful flash ability and eye rays not taken by one creature is taken by the other. to hinder foes at range so it can swim up close and tear them *Skills: Directors gain a +8 racial bonus on all Handle apart with its massive claws. Animal and Ride checks. Baleful Flash (Su): As a free action, an eye of the deep can generate a flash of terrible white light from its central eye once per round. This flash affects all creatures in a 60-foot cone.


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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