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| R.M.G.C.L.F.05-30-06, 10:02 PM | Aeldrock Large Aberration HD:8d8+18(45hp) Init:+1 Speed: 50ft, swim 60ft AC:17(+7 natural, +1dex, -1size) BAB/Grapple:+6/+14 Attacks: 2 tentacles+9 melee, bite+4 melee Damage: Tentacle 1d4+4, bite 2d6+2 Face/Reach: 5ft by 5ft/10ft Special Attacks: Spell-like abilities, Frightful Presence Special Qualities: DR5/+2, Light Sensitivity, Darkvision 90ft, Eldritch Continuance, SR18, Eldritch Shield, amphibious, magic aura, cloaking Saves: Fort+5, Ref+3, Will+7 Abilities:Str18,Dex13,Con17,Int12,Wis8,C ha17 Skills: Spot+12, Listen+12, Knowledge(arcana)+17 (+6 racial bonus to move silently and knowledge(arcana) checks) Feats: Iron Will, Alertness, ability focus(Frightful presence) __________________________________ Climate/terrain: swamps, ruins, aquatic, and underground Organization: Solitary, pair, or cult (4-8) CR:7 Alignment: Any Treasure: No coins, no gems, standard art, double magic items Advancement: 9-16HD(large), 17-20HD(huge) An aeldrock is a figure shrouded in darkness, its skittering irregular bulk draped in hoods and cloaks of natural tarp. Three luminous sea-green eyes glare out from its dark hood. Its tentacles are lined with smaller finger-like tendrils and end with a three-pronged webbed tip, hooked with claws. Aeldrocks are enigmatic beings of the unseen and forgotten corners of the world. Through ancient ruins, mephidious swamps, and dark caverns, they crawl in search of gods only know what. They are store-houses of ancient secrets and forgotten powers, and seem to have some unfocused myriad of arcane powers within their alien souls. Aeldrocks skitter about in ancient or deep places working their ways. They usually have little contact with races other than beholders, dragons, and a few other chosen they consider to be “learned” in matters of their concern. Some Aeldrocks take up a behavior similar to highwaymen, attacking with a “Your valuables or your life”. Interestingly these usually rob the victims of jewels and coins, but abandon them a short ways away. Some aeldrocks develop a taste for certain small but vital body portions of sentient beings, like the left heart valves of elves or human pineal glands. Others may become somewhat callous or bestial in their treatment of humanoids and monstrous humanoids, regarding them as sub-sentient or becoming violently territorial. Aeldrocks speak Draconic, Undercommon, and Beholder. Combat: Aeldrocks make optimum use of their spell-like abilities in battle, warding themselves with Mirror Image or Fire Shield before executing a surprise attack and lashing out with lightning bolt and hold monster, and demoralizing parties with Emotion while they track them. Despite all of this, they are somewhat physically formidable and do not fear engaging in direct contact. Frightful Presence(Ex): creatures within 60ft of an aeldrock must make a will save dc:21 (+2 racial bonus to DC) or be shaken for the duration of the encounter. Those with 4HD or less must save or be frightened, those with 2HD or less panicked, and those with 1HD or less must save or be rendered cowering helpless and make a fort save at the same DC or die of fear. Spell-like Abilities(sp): Once Per Day: Lightning Bolt, Dispel Magic, Continual Flame, Fire Shield, Mirror Image, Hold Monster, Daylight, Deeper Darkness, Teleport, Emotion; At will: Detect Magic, Color Spray, dancing lights. As cast by an 8th level sorcerer. Eldritch Continuance(su): when slain, an aeldrock has a 25% chance (chance equal to HD plus charisma score) to rise the following night as an undead incorporeal version of itself. It retains natural weapons, but they only deal damage against incorporeal creatures, and it gains an incorporeal touch attack dealing 1d8 subdual damage. This form cannot cross running water and becomes paralyzed and powerless in natural sunlight, like a wraith. Eldritch Shield(su): An aeldrock is completely immune to all forms of enchantment, and applies its spell resistance to all form of eye-beam/eye-ray attacks, gaze attacks, and breath weapons. Magic Aura(su): an aeldrock is inherently magical, and gives off a magical aura equal to a universal-school magic item of caster level equal to its hit dice. Cloaking: an aeldrock’s abberant physiology and arcane abnormalities allow it to wear and benefit from up to three cloaks and two amulets. They usually have at least one such item in addition to their treasures. (cloaks of charisma, hands of the mage, and cloaks of resistance are the most common). Aeldrock Society Aeldrocks have their own furtive ways. The general impression is that they are some of the many creatures obsessed with sorcery and magic items, but in fact they have merely a general fondness and preference for the arcane, aided by the innate ability to detect things of power. They understand the concept of coinage, but view value in gems and precious metals as a racial eccentricity and have no care for such things. On the odd times when they do trade with settlements, they do so only through a direct exchange of useful or aesthetically pleasing items. Aeldrocks have a curious semi-mystic attraction to old things, drenched in forgotten history. They tend to spend long amounts of time at ancient landmarks, hidden caverns, and on the edges of deep tarpits or ancient carcasses in curious poses, silently observing. They have a particular affinity for the remains of ancient reptiles, sulphur geysers, and the ruins of the Kopru. Whether this is some form of study, meditation, or worship is unclear, and the Aeldrocks are unwilling to talk about it, suggesting that it is a sacred or taboo subject. |
| Talisman05-31-06, 12:27 PM | Cool. I shall definitely have to swipe this guy for my own campaign, as a minion of the Elder God Naalgon, master of dark magic. Spell-like Abilities(sp): Once Per Day: Lightning Bolt, Dispel Magic, Continual Flame, Fire Shield, Mirror Image, Hold Monster, Daylight, Deeper Darkness, Teleport, Emotion; At will: Detect Magic, Color Spray, dancing lights. Caster level? (I assume 8th, equal to HD). Saves should be Charisma-based. Immunities: An aeldrock is completely immune to all forms of enchantment, direct mind-control, and any eye-ray attacks or breath weapons. Why is it immune to eye-ray attacks and breath weapons? This makes little sense to me. Cloaking: an aeldrock’s abberant physiology and arcane abnormalities allow it to wear and benefit from up to three cloaks and two amulets. They usually have at least one such item in addition to their treasures. (cloaks of charisma, hands of the mage, and cloaks of resistance are the most common). Technically, I suppose this should be (Ex). CR looks like a 7 (compare to mind flayer at 8). Why does it have a low Wisdom? Just curious. |
| R.M.G.C.L.F.05-31-06, 04:33 PM | I don't as of yet have a good reason/explanation for the breath weapon and eye ray immunity. The best I can say is they more or less fall under the general "magical badass powers" category. As for the low wisdom, I wanted it for a bit of an alien-mind, eccentric, possibly a bit crazy-feel. |
| nightmaredragon05-31-06, 06:48 PM | Makes sense to me. looks good.... |
| Talisman06-01-06, 11:04 AM | I don't as of yet have a good reason/explanation for the breath weapon and eye ray immunity. The best I can say is they more or less fall under the general "magical badass powers" category. Give 'em SR (I suggest 11 + CR, or about 18). This provides protection from spells and SLAs. Then give 'em "eldritch shield" or some such, which allows them to apply their SR to supernatural effects (such as breath weapons). Just an idea. |
| R.M.G.C.L.F.06-01-06, 10:11 PM | Done! |