The Vorpal Tribble
2007-05-03, 10:24 AM
Here is a request given me, to make a swarm out of the eyeball beholderkin from Faerun.
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Beholderkin, Eyeball Swarm
Tiny Aberration (swarm)
Hit Dice: 13d8 HD (58 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 40 ft. (Good)
Armor Class: 18 (+3 dex, +1 natural, +4 size), touch 17, flat-footed 15
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, storm of rays
Special Qualities: All-around vision, flight, half damage from slashing and piercing, immunity to charm and command, swarm traits
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 10, Cha 10
Skills: Hide +17, Search +9, Spot +9
Feats: Ability Focus (cause fear), Ability focus (daze), Ability Focus (mage hand), Ability Focus (ray of frost), Lightening Reflexes
Environment: Underground
Organization: Swarm
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -
This appears as a great cloud of small, round objects that bounce and hover and squeak in a chaotic tumble. Chill breezes whip up from around them and dust and rocks and plants and other debris lift up and spin about them before flinging away.
Combat
Beholderkin consider all things that move both a threat and potential prey and come up to them quickly, using their storm of rays before they envelope the being.
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 16) 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.
Storm of Rays (Su): Each round an eyeball swarm automatically strikes all within 35 feet with the effects below simultaneously 1d6 times. A new save must be made each round for each effect.
Those within the swarm's space take must make a save against these effects in addition to the swarm damage. Caster level 4th. Save DC's are Charisma-based.
Cause Fear: As the spell, will save DC 18.
Daze: As the spell, will save DC 18.
Mage Hand: As the spell.
Ray of Frost: As the spell.
Flight (Ex): An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
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Beholderkin, Eyeball Swarm
Tiny Aberration (swarm)
Hit Dice: 13d8 HD (58 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 40 ft. (Good)
Armor Class: 18 (+3 dex, +1 natural, +4 size), touch 17, flat-footed 15
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, storm of rays
Special Qualities: All-around vision, flight, half damage from slashing and piercing, immunity to charm and command, swarm traits
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 10, Cha 10
Skills: Hide +17, Search +9, Spot +9
Feats: Ability Focus (cause fear), Ability focus (daze), Ability Focus (mage hand), Ability Focus (ray of frost), Lightening Reflexes
Environment: Underground
Organization: Swarm
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -
This appears as a great cloud of small, round objects that bounce and hover and squeak in a chaotic tumble. Chill breezes whip up from around them and dust and rocks and plants and other debris lift up and spin about them before flinging away.
Combat
Beholderkin consider all things that move both a threat and potential prey and come up to them quickly, using their storm of rays before they envelope the being.
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 16) 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.
Storm of Rays (Su): Each round an eyeball swarm automatically strikes all within 35 feet with the effects below simultaneously 1d6 times. A new save must be made each round for each effect.
Those within the swarm's space take must make a save against these effects in addition to the swarm damage. Caster level 4th. Save DC's are Charisma-based.
Cause Fear: As the spell, will save DC 18.
Daze: As the spell, will save DC 18.
Mage Hand: As the spell.
Ray of Frost: As the spell.
Flight (Ex): An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.