| Post/Author/DateTime | Post |
|---|---|
| Callahan01-05-05, 04:20 PM | EYE SWARM Tiny Aberration (Swarm) Hit Dice: 8d8-8 (28hp) Initiative: +3 Speed: 5 ft, fly 40 ft. Armour Class: 16 (+2 size, +3 Dex +1 Natural) Attack: Swarm (2d6) and Rays Space/Reach: 10 ft./0 ft. (15ft. Rays) SA: Rays, Telekinesis, Distraction SQ: Half damage from slashing and piercing, swarm traits Saves: Fort +1, Ref +5, Will +6 Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10 Skills: Hide +16, Search +9, Spot +9 Feats: Alertness Environment: Underground CR: 5 Treasure: None Alignment: Usually neutral evil Strands of multi coloured light illuminates the tunnel and reveals a swarm of eye balls flying and screeching through the air. The swarm is made up of golf ball sized beholders. They are much weaker then their larger kin and live as wild animals. In dark caves they form swarms and constantly hunt for large pray. Rays(Su): Anyone within 15 feet of an Eye Swarm is barraged by eye rays from the swarm. The rays have three effects that all function at the same time on anyone affected by the eye rays. The effects are as follow: Fear: As Cause Fear spell, Will save DC 14 Daze: As spell, Will save DC 14 Frost: 2d4 cold damage, Reflex save DC 14 Telekinesis(Su): once every 2 rounds the eye swarm can use Telekinesis as the spell, at a range of 15ft as though cast by an 8th lvl sorcerer for the purpose of determining maximum weight. Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save DC 13 negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. |
| Callahan01-05-05, 04:49 PM | I'm not sure, but I think I need feats. |