Dissolution Notes and Glaring Tyrant: Difference between pages

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{{StatBlockPathfinder
== Banewarrens (8-10) ==
  |name=Glaring Tyrant |CR=13
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


See [[Dissolution Notes Banewarrens]]
  |AC=26 |touch=12 |flatfoot=24
  |ACdetail=+2 Dex, -1 size, +15 natural
  |miss=
  |hp=111 |HD=13d8+52
  |fort=+10 |ref=+6 |will=+12
  |weakness=
  |tag2=


== The Malady (10-12) ==
  |spd=5 ft, fly 30ft (good)
  |melee=bite +3 (2d4)
  |ranged=eye ray +10 (as ray)
  |BAB=+9  | CMB=+10 | CMD=23 (can't be tripped)
  |space=10 |reach=5 ft.
  |atkopt=
  |gear=
  |sa=Antimagic Eye, Eye Rays, Sustained Barrage
 
  |spelllikecl=13
  |spelllikeother=''2/round''—''charm person'' (DC 18), ''disintegrate'' (DC 23), ''blast ray'', ''parasitic ray'', ''slow'' (DC 20), ''telekinesis'' (DC 22)


See [[Dissolution Notes Malady]]
  |str=10 (+0)
  |dex=15 (+2)
  |con=18 (+4)
  |int=17 (+3)
  |wis=15 (+2)
  |cha=15 (+2)
  |sq=can't be tripped or flanked
  |feats=Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot
  |skills=Bluff +8, Fly +17, Intimidate +18, Knowledge (Arcana) +19, Perception +26, Sense Motive +16, Spellcraft +16, Stealth +10, Survival +12
  |possessions=
  |spellbook=
  |tag4=


{{ #ifeq: {{CURRENTUSER}} | Wordman |
  |environment=Cold hills
== Goth Gulgamel (12-14) ==
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


=== Aggah-Shan's Journals ===
  |variants=
}}
== Real World History ==


In the final room of the White House catacombs is Aggah-Shan's main living quarters. It is filled with research, concealed as the ledgers of the White House. (This is an elaborate head fake. The idea is that using the ledgers explains why there is tight security around them, but doesn't call attention to their true contents.) Centuries of ledgers are held in a shelf in the final room. In one of them is a bookmark made of lead covered in runes. When placed in one of the books, the pages "turn inside out" and reveal [[Aggah-Shan's journals]]. It is long reading, but contains the following:
The glaring tyrant is a re-imaging of a classic monster for the [[system::Pathfinder]] system, refactored based on [http://www.wizards.com/default.asp?x=dnd/dd/20061028a Mike Mearls' "Monster Makover"] of the same creature. This "makeover" intends to solve the creature's more troubling features, particularly with facing, overuse of save-or-die effects and antimagic, while still keeping the basic flavor of the monster intact. (A Pathfinder version of this creature more true to the original can be found in the netbook [http://www.enworld.org/forum/pathfinder-rpg-discussion/270819-netbook-book-forbidden-lore.html The Book of Forbidden Lore].)


* He knows that Praemal is a prison. Originally a good wizard, he sought ways to break the prison open. His obsession drove him to more and more extreme acts, turning him evil and, ultimately led to his seeking of lichhood. It wasn't until becoming a lich that he learned ''why'' Praemal is a prison.
== Appearance ==
* Details for the design of chaos machine
* References to the Fallen, the Dark Reliquary and Lilith. Mention of the powerful demons on the surface, but fairly lax security underneath. Need to plant seeds for future here.
* A lot of information about Goth Gulgamel, including a plan to penetrate it.
* Details of getting the Banewarrens key from House Vladim.
* Details of the three artifacts he wanted from the Banewarrens. Enough description such that locate object might work on the ''osseous redoubt''.
* Design of his phylactery (enough for locate object, even though that won't work).
* Hints in books leads to Goth Gulgamel, where Aggah-Shan has taken up residence, with the malady case.


=== The Pactlords of the Quaan ===
Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.


Two events related to the return (and later disappearance) of the Vallis moon have jolted the Pactlords of the Quaan into action. The first was the opening of the Banewarrens and subsequent location of (but failure to retrieve) the ''black grail''. The second was failure of the magic powering several potent traps within a section of Ghul's Labyrinth, leading to the Pact's discovery of the mural room allowing teleportation into Goth Gulgamel (see ''Ptolus'', pg. 421).
== Special Abillities ==


The primary backer of the mission into the Banewarrens, a scylla named Iariono, took a massive hit to her credibility and power within the Pact. Further, the death of the behold leading the mission has left a power vacuum which ambitious pactlords are rushing to fill. As this struggle plays out, loyalties are shifting, old scores are being settled and the Pact in general is in turmoil.
'''All Around Vision (Ex)'''  Glaring tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can't be flanked.


Meanwhile, having long sought a way into that particular section of Ghul's Labyrinth, a high ranking pactlord named Dronnmos (an advanced neothelid) discovered the mural room, and has since centered his operations around it. When the reports of the scouts sent into Goth Gulgamel reached Dronnmos, Iariono and several other pactlords, a mad dash erupted to get boots on the ground within the fortress.
'''Baleful Eye (Su)''' The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the glaring tyrant creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 18) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus. This effect does not interfere with the tyrant's eye rays.


Iariono largely won this race, tapping a gug priest of the demon-god Ochremeshk named Quiral to lead blood troll and hellfire giant members of his flock into the fortress to secure it and begin explorations of the Utterdark. At least, that is the story told to the rest of the Pact. Iariono is really hoping to find the ''staff of the magi'' floating in some detached room within the Utterdark. Also part of this mission is Vendarlik, the only survivor of the Banewarrens mission. Knowing the location of where the ''black grail'' was within the Spire relative to the apparent position of Goth Gulgamel, the mind flayer believes that it may be possible to get back to the ''grail'' from within the fortress.
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.


Not willing to be muscled out of his own discovery, Dronnmos has attached a Zavayss, a noble salamander, and his followers to the mission, using the argument that they share the religion and love of fire with Quiral's flock. Zavayss watches Quiral and the exploration, reporting back to Dronnmos regularly. The salamander quite likes the environment within Goth Gulgamel and secretly plots to take Quiral's position.
'''Eye Rays (Su)'''  Each of a glaring tyrant's eye stalks can produce a ray of magical energy with a range of 150 feet. As a standard action, a glaring tyrant can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a glaring tyrant can use the same ability twice per round. Each ray requires a successful ranged touch attack. Glaring tyrants gain a +4 racial bonus to the save DCs for these rays. Rays which duplicate spell effects act as if cast by a 13th level wizard.


Dronnmos also convinced a pair of blue dragon allies (Usieth and Okthun) to donati a dozen [[dvontoi]] to the endeavor. The dragons insisted on entering the fortress themselves to "oversee" the operation. Unbeknownst to Dronnmos or Iariono, the dragons couldn't care less about the mission, instead intent on mating and hatching their brood within the confines of the fortress.
* The ''enthralling ray'' can either Stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
* The ''telekinesis ray'' functions as a ''telekinesis'' spell. The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Intelligence (CMB +16). A telekinetic effect may be sustained over multiple rounds (as per the spell), but this requires that the ray remain focused on the target. In combat, glaring tyrants most often use this ray to bull rush or trip approaching melee fighters.
* The ''slow ray'' works as per the spell if it hits (DC 20).
* The ''disintegrate ray'' works as the spell (DC 23, base damage 26d6).


While Aggah-Shan was none too pleased to see the Pact's intrusion into Goth Gulgamel, the lich has come to an understanding with the Pact presence. They have provided the lich an occasional minon to probe the Ageless Titan for information. Meanwhile, the pact is cheering on the [[Malady]] for removing so many humanoids, but otherwise giving the lich a wide birth.
As an example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. On its turn, it uses three rays against two targets, and two rays against two other targets. It cannot use any specific ray more than twice. It uses its rays in the following manner:


=== The Cult of Ochremeshk ===
* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''enthrall''.
* Cleric: ''enthrall'', ''disintegrate''.
* Rogue: ''slow'', ''blast ray'' (acid).


The cultists being employed by the pact have their own agenda outside the pact. Dedicated to Ochremeshk (see ''Ptolus'', pg. 623), they seek to free him from his prison, then present him with a Goth Gulgamel already prepared for his use. So far, they have converted an alter room within the fortress to the demon prince, but have no real leads on how to free him.
'''Flight (Ex)'''  A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent ''feather fall'' effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.


=== Motivations ===
'''Sustained Barrage (Su)'''  Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A glaring tyrant rolls two dice for initiative and records both results. On a glaring tyrant's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the glaring tyrant may fire its ''telekinesis ray'', or a special ''parasitic ray'', at any target within 60 feet. The ''parasitic ray'' functions as the spell ''vampiric touch'', but requires a ranged touch attack instead of a melee touch. The glaring tyrant fires twice, using either type of ray for each shot. It may fire both rays at the same target, or each at a different targets. The glaring tyrant cannot take any other actions on its barrage turn except to delay.


Summing up the above, here are the movers and shakers in and about Goth Gulgamel:
== Design Choices ==


* Aggah-Shan, lich (CR 16): Wants the ''entropy sphere'', so needs to get past the titan. Also exploring the Utterdark.
All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability. Rather than reuse the blast ray, I changed Mark's version to use a ''vampiric touch''-like effect. The damage is the same (6d6), but provides a bit more staying power to the tyrant.
* Quiral, savant gug cleric (CR 16): Secure Goth Gulgamel and protect the exploration of the Utterdark. Support Iariono's interests. What he really wants, though, is to free Ochremeshk, and is preparing Goth Gulgamel to be the demon's seat of power.
* Zavayss, noble salamander (CR 12): Supervise exploration of the Utterdark. Support Dronnmos's interests. Though intended to act as a check on Quiral, he also worships Ochremeshk, and is helping Quiral prepare the site for him.
* Vendarlik, mind flayer (CR 8): Wants to gain entrance to the Banewarrens to get the ''black grail''. Secondarily, he is ambitious, having already claimed most of the beholder's clout for himself and trying to keep Iariono from falling.
* Dronnmos, advanced neothelid (CR 18): Not present, but looking to exploit Goth Gulgamel and his control of the mural leading to it for all he can. As a Pactlord, ultimately wants to destroy all humanoids. Would like to see Iariono eliminated.
* Iariono, advanced scylla (CR 18): Not present, but looking to use Goth Gulgamel to restore her prestige within the Pact. As a Pactlord, ultimately wants to destroy all humanoids. Would like to see Dronnmos eliminated.
* Ochremeshk, demon prince (CR 20): Unaware any of this is happening.


== Dark Reliquary (15-18) ==
The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD [http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-creation monster creation guidelines] a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:


* Hint somehow leads to dungeons under Dark Reliquary. Probably journal entries about the sleeping gods and how what the Fallen want to do about them doesn't match what Aggah-Shan wants.
* Hit dice: to keep the caster level at 13, I went with 13 hit dice instead of 19. This changes a lot of the other scores, making the tyrant physically weak for its CR, as it should be. At 4.5hp per die, the tyrant's average hp are just over half the standard for the CR.
* AC is lower than normal for the CR.
* WIth the two disintigrates and two blasts each round, the tyrant's damage output is ''much'' higher.
* The save DCs range slightly higher than typical for the CR.
* The lower number of hit dice yields much lower attack ratings and saving throws. Since most of tyrant's abilities used ranged touches, this is probably about right.


== Dreaming Realm (15-18) ==
[[Category:Creature]]
 
* Go with the idea that Harrow Elves are created by severing an Elder Elf's connection to dreaming. Maybe the entropy sphere is involved somehow?.
 
== Jabel Shammar (19-20) ==
 
|}}

Revision as of 05:58, 28 February 2011

Glaring Tyrant CR 13

LE Large Aberration

Init +6, Senses Perception +20; Darkvision (60 ft),

DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, -1 size, +15 natural)

hp 111 (13d8+52 HD)

Fort +10, Ref +6, Will +12

OFFENSE
Spd 5 ft, fly 30ft (good)

Melee bite +3 (2d4)

Ranged eye ray +10 (as ray)

Space 10 ft.;Reach 5 ft.

Special Actions Antimagic Eye, Eye Rays, Sustained Barrage

Spell-Like Abilities (CL 13)

2/roundcharm person (DC 18), disintegrate (DC 23), blast ray, parasitic ray, slow (DC 20), telekinesis (DC 22))

STATISTICS

Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2)

Base Atk +9, CMB +10, CMD 23 (can't be tripped)

SQ can't be tripped or flanked

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot

Skills Bluff +8, Fly +17, Intimidate +18, Knowledge (Arcana) +19, Perception +26, Sense Motive +16, Spellcraft +16, Stealth +10, Survival +12

ECOLOGY

Environment Cold hills

Organization Solitary, pair, or cluster

Treasure Double

Real World History

The glaring tyrant is a re-imaging of a classic monster for the Pathfinder system, refactored based on Mike Mearls' "Monster Makover" of the same creature. This "makeover" intends to solve the creature's more troubling features, particularly with facing, overuse of save-or-die effects and antimagic, while still keeping the basic flavor of the monster intact. (A Pathfinder version of this creature more true to the original can be found in the netbook The Book of Forbidden Lore.)

Appearance

Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.

Special Abillities

All Around Vision (Ex) Glaring tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can't be flanked.

Baleful Eye (Su) The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the glaring tyrant creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 18) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus. This effect does not interfere with the tyrant's eye rays.

Can't Be Tripped (Ex) As creatures who float, glaring tyrants cannot be tripped.

Eye Rays (Su) Each of a glaring tyrant's eye stalks can produce a ray of magical energy with a range of 150 feet. As a standard action, a glaring tyrant can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a glaring tyrant can use the same ability twice per round. Each ray requires a successful ranged touch attack. Glaring tyrants gain a +4 racial bonus to the save DCs for these rays. Rays which duplicate spell effects act as if cast by a 13th level wizard.

  • The enthralling ray can either Stun the target on a failed Will save (DC 18) or be used to cast charm person (DC 18).
  • The blast ray does 6d6 points of damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
  • The telekinesis ray functions as a telekinesis spell. The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Intelligence (CMB +16). A telekinetic effect may be sustained over multiple rounds (as per the spell), but this requires that the ray remain focused on the target. In combat, glaring tyrants most often use this ray to bull rush or trip approaching melee fighters.
  • The slow ray works as per the spell if it hits (DC 20).
  • The disintegrate ray works as the spell (DC 23, base damage 26d6).

As an example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. On its turn, it uses three rays against two targets, and two rays against two other targets. It cannot use any specific ray more than twice. It uses its rays in the following manner:

  • Fighter: telekinesis, slow, disintegrate.
  • Wizard: telekinesis, blast ray (cold), enthrall.
  • Cleric: enthrall, disintegrate.
  • Rogue: slow, blast ray (acid).

Flight (Ex) A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent feather fall effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.

Sustained Barrage (Su) Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A glaring tyrant rolls two dice for initiative and records both results. On a glaring tyrant's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the glaring tyrant may fire its telekinesis ray, or a special parasitic ray, at any target within 60 feet. The parasitic ray functions as the spell vampiric touch, but requires a ranged touch attack instead of a melee touch. The glaring tyrant fires twice, using either type of ray for each shot. It may fire both rays at the same target, or each at a different targets. The glaring tyrant cannot take any other actions on its barrage turn except to delay.

Design Choices

All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability. Rather than reuse the blast ray, I changed Mark's version to use a vampiric touch-like effect. The damage is the same (6d6), but provides a bit more staying power to the tyrant.

The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD monster creation guidelines a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:

  • Hit dice: to keep the caster level at 13, I went with 13 hit dice instead of 19. This changes a lot of the other scores, making the tyrant physically weak for its CR, as it should be. At 4.5hp per die, the tyrant's average hp are just over half the standard for the CR.
  • AC is lower than normal for the CR.
  • WIth the two disintigrates and two blasts each round, the tyrant's damage output is much higher.
  • The save DCs range slightly higher than typical for the CR.
  • The lower number of hit dice yields much lower attack ratings and saving throws. Since most of tyrant's abilities used ranged touches, this is probably about right.