Tuesday, April 19, 2011

Personae Malevolent 2; Looksee (a belated April Fool's entry)

Name: Looksee {/b/holder}
Race: Beholder
Classes: Aberration 11
Alignment: CN
Appearance: Looksee is an unusually oblong example of beholderkind. A strange black stubble grows across his underside, his mouth is usually caked with a strong smelling orange grime.

Stats
STR 10
DEX 16
CON 16
INT 14
WIS 11
CHA 16

Speed 5 ft/Fly 20 ft (good maneuverability)
Initiative 6
BAB 8
Grapple 12
Space/Reach 10 ft/5 ft
AC 27 [Dex 3,  Natural 15, Size -1]
Touch 11, Flat Footed  24

HP 88

Saves
Fort 9
Ref 6
Will 9

Attacks
Eye rays +10 ranged touch, Bite melee, +2, 2d4

Class/Racial Abilities
All-around vision (+4 on Spot and Search. Cannot be flanked.)
Antimagic cone (Central eye continually produces a 150 foot cone of antimagic. Functions exactly as an anti-magic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed - including Rupert's
Darkvison 60 feet
Flight

Eye rays (Su): Each of Looksee's smaller eyes can produce a ray once per round as a free action. During a single round, he can focus only three of these rays in any single 90 degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, if at all. He can tilt and rotate his body each round to change which rays may be brought to bear in any given arc.
10 eye rays

>Confusion {omgwtf}
Duration: 11 rounds. Will DC 18 negates
This spell causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d%     Behavior
01–10     Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20     Act normally.
21–50     Do nothing but babble incoherently.
51–70     Flee away from caster at top possible speed.
71–100  Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).


>Suggestion  {Put shoe on head!}
Will DC 18 negates
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).


>Irresistible Dance {When it's time to party we will party hard.}
Duration 1d4+1 rounds, Fort DC 18 negates
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.


>Tasha's Hideous Laughter {Epic lulz}
Duration: 11 rounds. Will DC 18 negates
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.


>Crushing Despair {Forever alone}
Duration: 11 min. Will DC 18 negates
An sense of despair causes great sadness in the subject. The affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing Despair counters and dispels Good Hope.


>Prismatic Ray {lolrandom}
Saves are DC 18
A brilliant multihued beam streaks toward the target.
1  Red      20 points fire damage (Reflex half)
2  Orange     40 points acid damage (Reflex half)
3  Yellow     80 points electricity damage (Reflex half)
4  Green     Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5  Blue     Turned to stone (Fortitude negates)
6  Indigo     Insane, as insanity spell (Will negates)


>Transfix {wat do?}
Duration: 11 hours. Will DC 18 negates
Any small or smaller humanoid becomes paralyzed. When shooting the ray, Retinal Reject must specify a condition that will end it ("Don't move until I say so!"), even if that condition can never feasibly be met ("Stay put until the sun sets in the east!"). Subjects become immediatly aware of the condition, though they cannot communicate it due to their paralyzed state (although someone could use a spell such as Detect Thoughts to ascertain the condition). For each hour they are transfixed, they are allowed a new will saving throw to break free of the spell's effect.

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.


>Fear {Look out for Candleja-}
Duration: 11 rounds. Will DC 18 to reduce effect.
A deep sense of terror causes a living target to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.


>Berserk Frenzy {u mad?}
Duration: 3 rounds+ the target's Constitution modifier.Will DC 18 negates
The target enters a berserking frenzy during combat, which also forces activation of her Rage ability, if applicable. While berserking in this frenzied manner, she must attack the nearest living thing, be it friend, foe, or otherwise. She gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round.
To end the frenzy before its duration expires, the target may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues.

When a berserk frenzy ends, the target is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter.

If the same target is struck by this ray a second time, they enter the berserk frenzy yet again, and at it's conclusion they are instead exhausted (move at half speed and cannot run or charge, take a –6 penalty to Strength and Dexterity).

A third application results in the target falling unconscious after their rampage. (The target is unable to defend him or herself, is considered helpless and typically falls prone) until a party member expends a full round action to revive them, in which case they awake still exhausted.


>Reverse Gravity {GTFO}
Duration: 11 rounds. Will DC 18 negates.
This beam reverses gravity, causing the target to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling
  
Feats
Alertness [+2 bonus on all Listen checks and Spot checks. ]
Flyby Attack [When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.]
Great Fortitude [+2 bonus on all Fortitude saving throws.]
Improved Initiative [+4 on initiative rolls]
Iron Will [+2 bonus on all Will saving throws.]

Skills

Bluff - 13
Craft: Cooking - 6
Knowledge
[the planes]- 15
Listen - 15
Search - 15
Spot - 16


Fluff and tactics:
Looksee was always a little bit peculiar. Since the day he emerged from beneath his mother's tongue, he'd had to keep his eyes peeled for the stronger, smarter, more shapely beholders. They'd always do mean things to him, like call him misshapen, or stupid, or make fun of his unusual eye rays, and then fire rays of disintegration at him to prove why they were better. It didn't take long for Looksee to decide that other beholders were pretty much jerks, and he'd had quite enough of their guff. He took the first opportunity to flee the hive.

He was immediately kidnapped.

The crew of the Spelljamming Shrikeship Glorian was all too happy to have shanghaied a beholder, even if it's arrival brought more hysterical screaming and begging for mercy than they'd ever imagined. Once Looksee finally calmed down, they found out that they didn't have quite the weapon of ultimate destruction they thought. However, as a sub-par beholder is still quite a lot better than no beholder at all, they decided to let him stay aboard, especially when he told them what an incredible chef he was.

Looksee was a very good liar.

Despite his eventual improvement in the area of culinary expertise (he even developed a new kind of crunchy, orange [the color, not the fruit] flavored ration made from the insides of carrion crawlers!), the sad day came when Captain Kernal had to decide between keeping Looksee aboard or turning his quarters into a pottery studio.

It was a very nice studio.

Looksee is back on the prime material once again, and now spends most of his time eating the rations he invented and blaming the multiverse for his problems. He tried to cut it as a wizard for awhile, but the academy was way too conformist for him. His new hobby is picking on villagers and even some of the weaker monsters when he can get away with it. He'd probably move back in with mom if he could.

His tactics always lead with him targeting the biggest and strongest looking foes with this Transfix ray, then setting the condition to something that he thinks would make them uncomfortable. ("Don't move until the elf kisses the dwarf like he MEANS it!"), and then just doing all he can to keep the party unbalanced. If reduced to less than half hit points and unable to retreat, there is at least a 50% chance per round that Looksee will break down into pitiful whimpering sobs, begging for mercy and swearing up and down that he'll never (do whatever it was that brought on the conflict) again.

Though not exactly evil per se, Looksee hasn't had the opportunity to master the finer points of morality. With the right stimuli, he could either join the party and learn to be goodly or go on bullying weaker creatures as he was bullied until he falls to evil.

If your players have fought beholders before and think they've seen it all, throw Looksee at them. Maybe Looksee isn't even an individual; maybe there are dozens or hundreds of Looksees, a new sub-species of beholderkind!

By all means, feel welcome (even encouraged) to drop all of the lame meme tie-ins from the description of the rays. However, if your group isn't very immersive, or you're just having a silly night, try having him phonetically scream out the mememisms as they're activated. Make sure to tailor the terms of his Transfix demands to your own group, and have fun with it.

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