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View Full Version : D&D 3.x Other Gazer [3.5 Monster/Beholder Relative]



gooddragon1
2019-06-03, 07:05 PM
Gazer

Size/Type: Medium Aberration
Hit Dice: 14d8 + 90 (153 hp)
Initiative: +9
Speed: fly 30 ft. (6 squares) (perfect)
Armor Class: 29 (+5 Dex, +14 natural), touch 15, flat-footed 24
Base Attack/Grapple: +10/+15
Attack: Bite +15 melee (2d6+10/15-20/2)
Full Attack: Bite +15 melee (2d6+10/15-20/2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disintegration, Gaze
Special Qualities: Darkvision 60 ft., Magic Mist
Saves: Fort +11, Ref +11, Will +16
Abilities: Str 21, Dex 20, Con 20, Int 21, Wis 20, Cha 21
Skills: Escape Artist +22, Hide +22, Listen +24, Move Silently +22, Sense Motive +22, Spot +24, Tumble +22
Feats: Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15-21 HD (Medium); 22-28 HD (Large)
Level Adjustment: -

A gazer is a relative of a beholder that uses gaze attacks rather than eye rays. Most gazers are 4 to 5 feet in diameter and weigh about 300 pounds.

Gazers speak Undercommon.

Combat

Gazers use their gaze attacks in combat, but may choose not to use certain attacks depending on their intentions.

Disintegration (Su)

The central eye of a gazer can cause some effects similar to a disintegrate spell in some ways (though it doesn't allow spell resistance and it has a fixed range of 100 feet). The fortitude saving throw DC for this ability is 22 (Con Based) and it deals no damage, but it can affect only non-sentient material and objects. Instead, the affected material or target is converted into a metallic sphere the size of a pea and stored inside the body of the gazer. The gazer can then choose to reverse the change at some location within the range of a disintegrate effect and convert the sphere back to its normal state or put it inside of its digestive tract. A gazer usually digests such a sphere over the course of 2d6 hours. For every hour the sphere is digested, it is dealt 20 damage.

While the gazer has a sphere stored in its body (not its digestive tract), it cannot use this ability to store another sphere.

A sphere can be reverted back to its normal state after 10 minutes of continuous exposure to an antimagic field (If the duration lapses for even 1 round, the process must be started again). While so exposed, the sphere produces a barely visible mist (while it behaves like a mist in the way it spreads outwards, it is not actually mist or even a physical object) out to 10 feet that suppresses the effects of the antimagic field in that area.

This ability can also be used by the gazer to remove the effects of any of its gaze attacks except compulsion and death.

Gaze (Su)

Each of a Gazer's 8 eye stalks has a different gaze attack.

All of the Gazer's gaze attacks have a range of 60 feet, Save DC 22. Each save DC is Charisma-based.

Blindness: Causes permanently blindness, but can still be affected by gaze attacks. Fortitude negates.
Compulsion (Mind Affecting): Causes subjects to follow any command of the Gazer by mental link for 2d6 weeks, break enchantment removes this effect. Subjects are immune to the gazer's other gaze attacks while following the commands of the gazer. Will negates.
Death: Causes death. Fortitude negates.
Fear (Mind Affecting): Causes subjects to be panicked for 2d6 hours, but cannot take any actions other than movement. A Heal spell removes this effect. Will negates.
Memory Loss (Mind Affecting): Causes permanent total amnesia until a Heal spell is used to remove the effect. Will negates.
Paralysis: Causes permanent paralysis. Fortitude negates.
Petrification: Causes subjects to be turned to stone permanently. Fortitude negates.
Sleep: Causes permanent sleep until a Heal spell is cast on the subject. Will negates.

Magic Mist (Ex)

A gazer continually produces a barely visible mist (while it behaves like a mist in the way it spreads outwards, it is not actually mist or even a physical object) out to a distance of 30 feet that suppresses the effects of antimagic within it. It can choose to suppress or resume this ability as a free action.

===

Not sure about any of the numbers, took a Mohrg (http://www.d20srd.org/srd/monsters/mohrg.htm) and altered numbers.

Just for fun. The name comes from exile 2 crystal souls (also known as avernum 2).

The disintegration effect should simulate minecraft nicely...

Might make a humanoid monster of some sort that bestows curses with a gaze attack (maybe even rays as well)... not now though I guess.

Great Dragon
2019-06-04, 06:54 AM
(I'm out of practice for 3x)

Just a couple of things:

I note that the Disintegration save is 1.
I'm figuring about 17.

CR might be around 12.
The Anti-magic suppressing Mist is throwing me off.

gooddragon1
2019-06-05, 02:18 AM
(I'm out of practice for 3x)

Just a couple of things:

I note that the Disintegration save is 1.
I'm figuring about 17.

CR might be around 12.
The Anti-magic suppressing Mist is throwing me off.


The disintegration DC is an easy way of saying that you will likely only be on a willing target.

I have no idea on CR, so I'll go with 12.

Great Dragon
2019-06-05, 05:41 AM
The disintegration DC is an easy way of saying that you will likely only be on a willing target.

I have no idea on CR, so I'll go with 12.

Perhaps giving the DC 17, but only affects objects? So, if the PCs fail, they lose some equipment?

Like:
shields first.
Armor next.
Weapons next.
And anything else last?

Magical Items without bonuses have Advantage at least +1 to saves?

Doing this could drop the CR to 9 or 10.

inuyasha
2019-06-05, 07:00 PM
I like this creature!

It's been a bit since I've done some PEACHing, but between the high armor class, the 8 gaze attacks, and that nasty disintegrate (which is awesome), a CR calculator that I use says that it'd probably be closer to 13 for CR.

I do have two questions though:
1: How many gaze attacks can it use in one turn? A limited number, like a beholder? Or all of them?
2: Why does its bite attack crit on a 15 or higher? If I were one of these I'd be likely to invest in some mage armor or some floating-head-barding and wade into melee to bite everything while staring at things like starving people do in cartoons. :smalltongue:

gooddragon1
2019-06-08, 01:32 AM
The disintegrate DC would have to be 22 (10 + 7 from HD + 5 from ability score modifier). Made it affect only nonsentient objects and materials.

Gaze attacks can actively be used one at a time, but passively all are active.
Since it only had one natural attack I wanted it to be really something. So I decided on a really high crit chance.

noob
2019-06-08, 05:36 AM
It is extremely odd that there is that many effects specifically countered by heal.
Like why would you not allow people to use cure blindness/deafness on the blindness effect?
or if the intent was to force to take high level spell slots say something like "can only be cured by a spell in a slot of level X or more"

gooddragon1
2019-06-09, 07:16 PM
It is extremely odd that there is that many effects specifically countered by heal.
Like why would you not allow people to use cure blindness/deafness on the blindness effect?
or if the intent was to force to take high level spell slots say something like "can only be cured by a spell in a slot of level X or more"

I think you can use cure blindness/deafness on that effect. Did you mean another effect?

It was to make heal potentially more effective if fighting this creature.

noob
2019-06-10, 06:49 AM
I think you can use cure blindness/deafness on that effect. Did you mean another effect?

It was to make heal potentially more effective if fighting this creature.
heal already includes blindness:



Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
so in the old version before your fix it suggested it inflicted a blindness heal-able by heal only.
just like " Sleep: Causes permanent sleep until a Heal spell is cast on the subject. Will negates." suggests nothing else will ever wake up the subject not even wish or miracle.
But you changed the blindness effect to make it easier to cure.