Drogorn
2009-03-07, 11:29 PM
I'm planning to send this at my level 7 party next session. I figured I'd throw it up here and see if I did a good job.
Machebis
A machebis appears to be little more than a mass of gleaming black tentacles. Preferring to live in the fetid water of swamps, they taunt their prey and bask in their terror as they become paralyzed.
Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +2
Speed: 10 feet, swim 20
AC: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+14
Attack: tentacle +9 melee (1d4+4 plus poison)
Full attack: 12 tentacles +9 melee (1d4+4 plus poison)
Space/reach: 10 ft./15 ft
Special Attacks: Improved grab, Swallow whole, Poison
Special Qualities: Fast healing 5, Deflection, No skeleton, Telepathy, Thought Detection
Saves: Fort +6, Ref +5, Will +7
Str 19(+4), Dex 15(+2), Con 17(+3), Int 14(+2), Wis 12(+1), Cha 12(+1)
Skills: Intimidate +13, Hide +16, Climb +16, Move Silently +16, Swim +8, Escape artist +16
Feats: Combat Reflexes, Multigrab, Stealthy, Mindsight
Alignment: Neutral Evil
A machebis can only use three tentacles against a single medium target, two against a small opponent, or four against a large target.
An opponent can attack a machebis' tentacles as if they were weapons—see Sunder, in Chapter 8 of the Player's Handbook. A machebis' tentacles have 20 hit points. If the machebis is currently grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a machebis' tentacles deals damage to the creature equal to half the limb's hit points. A machebis regrows severed limbs within a day.
Fast healing 5(Ex): A machebis regains 5 hit points per round
Deflection(Ex): The flailing tentacles of a machebis have a 50% chance of deflecting arrows and thrown weapons. It must have a tentacle free for each arrow it deflects in a round.
Combat Reflexes: A machebis may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Mindsight: A machebis can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. If a machebis cannot read a creature with its Detect Thoughts ability, this ability does not work.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.
Improved grab: A machebis that hits with a melee attack can automatically make a grapple check
Stealthy: A machebis gets a +2 bonus on all Hide checks and Move Silently checks.
Multigrab: When grappling an opponent with the part of its body that made the attack, a machebis takes only a –10 penalty on grapple checks to maintain the hold.
Paralyzing touch(Ex): A machebis that succeeds on a slam attack deals 1d4 dex damage primary and secondary, fortitude dc 15 negates. They also inflict this poison when grappling. machebis are immune to this poison.
Swallow whole(Ex): when a machebis succeeds in paralyzing a target, it draws it into the mass of tentacles as a free action. Once inside, the victim takes 1d8 points of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 10). Once the creature exits, the machebis' fast healing closes the hole; another swallowed opponent must cut its own way out. A machebis' stomach stretches to accommodate additional creatures, and can hold up to 12 medium creatures.
Telepathy(Su): A machebis can speak with any creature that has a mind within a 500 foot radius.
Thought detection(Su): A machebis has a permanent Detect Thoughts effect. It senses within a 1000 foot radius.
No skeleton(Ex): A machebis gets a +16 racial bonus on escape artist checks. It automatically fits through any opening 1 foot wide or larger by taking a full round action, provided it has not swallowed anyone.
Machebis
A machebis appears to be little more than a mass of gleaming black tentacles. Preferring to live in the fetid water of swamps, they taunt their prey and bask in their terror as they become paralyzed.
Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +2
Speed: 10 feet, swim 20
AC: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+14
Attack: tentacle +9 melee (1d4+4 plus poison)
Full attack: 12 tentacles +9 melee (1d4+4 plus poison)
Space/reach: 10 ft./15 ft
Special Attacks: Improved grab, Swallow whole, Poison
Special Qualities: Fast healing 5, Deflection, No skeleton, Telepathy, Thought Detection
Saves: Fort +6, Ref +5, Will +7
Str 19(+4), Dex 15(+2), Con 17(+3), Int 14(+2), Wis 12(+1), Cha 12(+1)
Skills: Intimidate +13, Hide +16, Climb +16, Move Silently +16, Swim +8, Escape artist +16
Feats: Combat Reflexes, Multigrab, Stealthy, Mindsight
Alignment: Neutral Evil
A machebis can only use three tentacles against a single medium target, two against a small opponent, or four against a large target.
An opponent can attack a machebis' tentacles as if they were weapons—see Sunder, in Chapter 8 of the Player's Handbook. A machebis' tentacles have 20 hit points. If the machebis is currently grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a machebis' tentacles deals damage to the creature equal to half the limb's hit points. A machebis regrows severed limbs within a day.
Fast healing 5(Ex): A machebis regains 5 hit points per round
Deflection(Ex): The flailing tentacles of a machebis have a 50% chance of deflecting arrows and thrown weapons. It must have a tentacle free for each arrow it deflects in a round.
Combat Reflexes: A machebis may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Mindsight: A machebis can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. If a machebis cannot read a creature with its Detect Thoughts ability, this ability does not work.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.
Improved grab: A machebis that hits with a melee attack can automatically make a grapple check
Stealthy: A machebis gets a +2 bonus on all Hide checks and Move Silently checks.
Multigrab: When grappling an opponent with the part of its body that made the attack, a machebis takes only a –10 penalty on grapple checks to maintain the hold.
Paralyzing touch(Ex): A machebis that succeeds on a slam attack deals 1d4 dex damage primary and secondary, fortitude dc 15 negates. They also inflict this poison when grappling. machebis are immune to this poison.
Swallow whole(Ex): when a machebis succeeds in paralyzing a target, it draws it into the mass of tentacles as a free action. Once inside, the victim takes 1d8 points of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 10). Once the creature exits, the machebis' fast healing closes the hole; another swallowed opponent must cut its own way out. A machebis' stomach stretches to accommodate additional creatures, and can hold up to 12 medium creatures.
Telepathy(Su): A machebis can speak with any creature that has a mind within a 500 foot radius.
Thought detection(Su): A machebis has a permanent Detect Thoughts effect. It senses within a 1000 foot radius.
No skeleton(Ex): A machebis gets a +16 racial bonus on escape artist checks. It automatically fits through any opening 1 foot wide or larger by taking a full round action, provided it has not swallowed anyone.