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| Zathress12-31-03, 06:32 PM | I made this guy sometime ago but I never got any responces for it when i tried to post it before. He's still a 3.0 monster and he does require the psionics handbook for his powers. "Braxis appears to be a Colossal 12 headed hydra but he is far more cunning and a thousand times more deadly (not literally) His armor is thicker and his hide is shiny and reflective. His 12 heads are of one mind so its no use trying to get the heads to fight with each other. When in his presence Braxis speaks using all 12 of his heads. If he wishs to us his frightful presence he will also speak using telepathy which would amount to the effect of hearing 24 voices. One for each head in your ear and one for each head in your mind. With the execption of Braxis himself know one knows his true motives. He wil often travel under a human gusie most often as a young human wizard or an old man. Braxis has not been active for the past several hundred years some think he may already be dead however a few old sages think he has gone into hiding. The problem is what could be powerful enougth to drive him underground for so long. Braxis Unique Colossal Outsider Hit Dice: 32d8+480 (702 hp) Initiative: +6 Speed: 30 ft, Swim 20ft AC: 24 (-8 size, +20 natural, +2 Dex) (AC 40) with ectoplasmic armor and shield of Prudence active. Attacks: 12 bites +43 melee Damage: Bite 1d10+13 Face/Reach: 40 ft by 40 ft/25 ft Special Attacks: Frightful Presence, Psionic abilities psionic attack modes. Special Qualities: Superior low-light vision, darkvision 60ft, Scent, Reflective Hide, Fast Healing (5), Telepathy (100 ft) SR 26, PR 26 Damage Reduction 15/+5, Tongues. Saves: Fort +33, Ref +20, Will +26 Abilities: Str 37, Dex 14, Con 41, Int 27, Wis 26, Cha 26 Skills: Knowldge (arcana, geography, history, nature, nobility, planes, religion, psionics, undead)+36 Bluff+36, Sense Motive+36 Diplomacy+36, Remote Viewing+36, Search+58, Spot+60, Listen+60, Concentration+51, Spellcraft+36, Psicraft+36, Intimidate+36 Feats: Combat Reflexs, Combat Manifestation, Improved Initiative, Power Penetration, Improved Scent. Greater Power Penetration, Alertness, Sunder, Improved Sunder. ------------------------------------------------------------------------ Climate/Terrain: Native of the Astral Plane but normally lairs on caves on the material plane. Challenge Rating: 26? Treasure: Have yet to decide. Alignment: Lawfull Evil It the mind blank protection prevents any magical way to discern his alignment. Short of hiting him with several alignemnt charged weapons such as chaos and holy weapons to see if it hurts him more. Psionic Abilities: at will/ Ectoplasmic Armor (self only), Shield of Prudence(self only), My Light, Diminisoal Strike, Teleport with out error, Mind Probe, Detect Thoughts, Detect Psionics, Detect Magic, Improved Telekinesis, True Seeing, Improved Fly, , Improved Fly(self only) Ectoplasmic Cocoon. Dismiss Ectoplasm, Greater Dispelling (if under the psionics are different option also has the equivalent psionic power) Polymorpth Self (male human form only) 1/day Plane Shift, Astral Projection, Remote Viewing, Energy Barrier These powers are as if manifested by a 20th level psion. Psionic Attack Modes: All in psionic hand book. Psionic Defence Modes: All in psionics hand book. Darkvision: This creature can see in complete darkness, up to 60. Scent (Ex): The creature can detect opponents within 60 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold). Reflective Hide (Su): Braxis hide reflects any spell or psionic power that is targeted at him and causes it to rebound to the original caster or manifester. Their is no limit as to the level of the power that can be reflected. See spell turning or power turning for full details on what can be reflected. Regrowth: If Braxis loses a limb such as one of his head it will regrow in 1d4 rounds. Mind-Blank: (Su): Braxis’s mind is sealed from intrusion, weather this is from having twelve heads or simply a powerful mind know one but Braxis himself knows. He is continuously protected by the spell mind blank as if cast by a 20th level Sorcerer. Do note this protects from both magical and psionic intrusions. Combat Reflexes: Like his Hydra cousins Braxis can make an attack of opportunity with all his heads. Mulit-Headed Each one of Braxis extra heads gives him a +2 to spot, listen and search checks. For each head that is cut off he takes a -2 Penelty on his spot, listen and search checks. Of course should you manage to cut them all off before any of them regrow he will become blind and deaf. The bonus for his multi-heads are included in the stats above. To sever a head with out using a vorpal sword you must deal 30 points of damage to the neck in one blow. His necks AC is 4 higher due to its smaller then the rest of his body. (Ex) Superior low-light vision: Braxis sees five times as well as humans do in low light condioins and twice as well in normal light, due to his 12 heads. If two heads are missing it drops to x4, If four heads are missing it becomesx3 if six heads are missing it becomesx2 and if 8 heads are missing he loses the low-light vision quaility. (Su:) Telepathy: Braxis can communicate with any creature or any number of creatures with in 100ft that have a language. (Ex:) Braxis can read/write and speak all languages of creatures even many secret languages such as druidic. This is because Braxis had been around for thousands of years and has had a chance to learn them. (Ex) Frightful Presence: Braxis can unsettle foes by speaking with all 12 heads while at the same time speaking to them with telepathy. This affects any creature he choses with in 100ft A potentially affected creature (one with less than 31 HD) that succeeds at a Will save (DC 26) remains immune to Braxis fear effect for one day. On a failure creatures with 4 HD or less become panicked for 4d6 rounds. Creatures with 5 HD or more become shaken for 4d6 rounds. Combat: As he can use Ectoplasmic Armor, and Shield of Prudence at will and both will last for a very long time. It can be assured he wil have them active should anyone encounter him. Braxis prefers to soften up non-psionic foes by using the attack mode mind blast. For easy reference the DC for his mind blasts againts non psionics is 22 and 18 for psionics. The stuning duration is 2d4 rounds. Psionic characters and creatures suffer abilty score damage and can raise psionic defence modes (see psionics-handbook for more details) Braxis will activate true seeing at the start of combat of his keen sense of smell picks up any invisible foes. |
| Ogre4Hire01-01-04, 01:50 AM | I casually reach for my Nuclear Missile of Smiting +1283928740391874 as the monster awakens. |
| Zathress01-01-04, 01:45 PM | which he then uses telekiniss to steal from you and as you are only casually reaching for it he gets it. NOw com on some serious responces. |
| Ogre4Hire01-01-04, 02:17 PM | Okay, sorry about that last post.:D Anyhow, here's some corrections it should probably have. SR & PR should both be boosted by 10 points. Having SR26 when fighting a 26 level spellcaster is pointless because they will automatically overcome it. DR changes to 15/Epic Headlopping becomes a Sunder attempt as defined under the Hydra entry in the MM 3.5 Reflective hide should be a % chance if the caster fails to overcome SR, otherwise your wizards & sorcerers will start to feel left out (and it makes the SR redundant anyway). Psionics: should have access to a specified number (maybe as a 19th level Psionisist), otherwise increase the challenge rating. AC A total of 40 is going to represent a bit of a challenge for your average 26 level fighter, but I don't think that he won't be able to hit after all the power boosts that an epic level party would have become effective. Attacks/Damage: No change needed, as far as I'm concerned, though 1D10 is a bit weak for a Colossal creature's base damage. |
| Zathress01-01-04, 05:43 PM | First of the reflective hide is exactly like the reflective hide in the legendary monster template in the MM 2. Its ment to be 100%. You can still use fireball, lighting bolt and other spells that aren't affected by spellturning. Most of the big damaging spells are area effect anyway. Most high ranking outsiders such as pit-fiends, balors, Solars and the like have a huge list of at will powers. Psionic creatures have there powers at-will not as if they had levels in psion. Secondly an AC of 40 is about that of great wyrm dragons. a 20th level fighter is going to have a +5 weapon, he's going to have near a 30 strength. So that is a +35 to hit. Kidna easy huh? roll a five on the first attack, a ten on the second 3.5 head dropping well i made him under 3.0 I don't have 3.5 I don't plan on geting 3.5 nether do the people I play D&D with. A 26th level party would and should never fight this. Fighing a creature of equall CR is an average battle this is ment to be a tough battle should a party fight it. Yeah his heads only deal a 1d10+strength because of he has 12 the heads with a high base attack. Remember just because the CR is above 20 doesn't mean you need an epic character. A Hell Fire Wyrm has a CR of 26 and so does a great wyrm red or gold dragon. He still can't match all the physical damage one of them can do dispite having more attacks and the nearest thing to a breath weapon is his mind blast. Of which a psionic characer in the party can use defense modes to protect the party. |
| Zathress01-01-04, 05:45 PM | p.s thanks for actually making a real responce. |