Eternal Tyrant Shell Huge Construct (Extraplanar)
Hit Dice: 18d10+40 (139 hp)
Initiative: +7
Speed: 5 ft. (1 square), Fly 40 ft. (Average)
Armor Class: 34 (-2 Size, +3 Dex, +23 Natural), touch 11, flat-footed 31
Base Attack/Grapple: +13/+34
Attack: Bite +25 melee (2d8+19) and Eye Rays +9 ranged touch
Full Attack: Bite +25 melee (2d8+19) and Eye Rays +9 ranged touch
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: Construct traits, DR 10/Adamantine, Darkvision 60 ft., All-Around Vision, Flight, Immunity to Magic, Low-light Vision
Saves: Fort +8, Ref +9, Will +12
Abilities: Str 36, Dex 16, Con -, Int 6, Wis 18, Cha 18
Skills: Disguise +4 (+12 to appear as a statue), Hide +0, Intimidate +8, Listen +10, Search +6, Spot +14
Feats: Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (Bite)
Environment: Far Realm
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: ---
Elder Tyrant Shells are elaborate, modestly intelligent Stone Golems created so the ghosts of Pseudonatural Beholders cdould possess them and still interact with the physical world. Sadly, they have not the tactical abilities of their masters.
Eye Rays (Su): Each of a Tyrant Shell's Eye Rays resembles a spell cast by a 20th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 23. Unlike normal Beholder eye rays these cause an area burst, also affecting anything within 10 ft. of the primary target. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:
Burning: The target of this ray must make a DC 23 Reflex Save or be affected as if by an Firebrand spell (see Spell Compendium). The Eternal Tyrant Shell has 2 of these Eyes.
Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful DC 23 Willpower Save. The Eternal Tyrant Shell has 2 of these Eyes.
Disintegration: The target of this ray must make a DC 23 Fortitude Save or be affected as if by a Disintegration spell. The Eternal Tyrant Shell has 2 of these Eyes.
Acid: The target takes 10d6 Acid damage ((half that if it makes a DC 23 Reflex Save). The Eternal Tyrant Shell has 2 of these Eyes.
Thunderbolt: The target of this ray must make a DC 23 Fortitude Save or be affected as if by a Greater Shout spell (half the damage is Electricity, half is Sonic). The Eternal Tyrant Shell has 2 of these Eyes.
Central Eye (Su): The Central eye is a Targeting Ray (as per the spell, see Spell Compendium with a range of 100 ft. as cast by a 20th Level Sorcerer. It may use this ability as a Standard Action, and if the Ray successfully strikes a target then the Tyrant Shell (and any of it's Ally's who can see the ray) a +6 Insight Bonus on attack rolls against that target for 20 rounds.
All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks and they can't be flanked.
Flight (Su): A Tyrant Shell's body is magically 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 featherfall effect with personal range.
Immunity to Magic (Ex): A Tyrant Shell is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a Tyrant Shell (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the Tyrant Shell’s structure but negates its damage reduction and immunity to magic for 1 full round.
Skills: Gains a +8 Circumstance Bonus to Disguise Checks made to appear as a statue.
Combat: Assuming it's on it's own, the Tyrant Shell blasts the most dangerous looking opponent with it's central eye before opening up the next round.
Eternal TyrantEternal Tyrant is an Acquired Template that can be applied to any Pseudonatural Beholder. An Eternal Tyrant was a Pseudonatural Beholder which went through magical ceremonies designed to return it as a ghost.
Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype. It retains any subtypes.
Hit Dice: All current and future Hit Dice become d12's.
Speed: Unchanged, flight maneuverability changes to Perfect.
Armor Class: Your Natural Armor Bonus to AC becomes a Deflection Bonus instead.
Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Unchanged.
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. It also gains the following:
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Shell Possession (Su): This is identical to the Malevolence ability (see Ghost in the MM), with the exception that the Eternal Tyrant can only possess a prepared Shell (see above). When possessing a Shell the Eternal Tyrant can choose which eye rays/central eye powers to use. Switching out each one is a Swift Action
Eye Rays (Su): The base creature loses the following eye rays: Unraveling, Frost, Petrification, Attraction and Repulsion. Instead it gains the following eye rays: Terror, Sleep, Death, Thunderbolt and Acid
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.
Sleep: The target must make a Willpower Save or be affected as if by a Deep Slumber spell.
Finger of Death The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds.
Acid: The target takes 10d6 Acid damage ((half that if it makes a Reflex Save).
Thunderbolt: The target of this ray must make a Fortitude Save or be affected as if by a Greater Shout spell (half the damage is Electricity, half is Sonic).
Central Eye (Su): Your central eyes Antimagic cone is replaced by one of Necromantic energy. Any target in it's area of effect must make a Willpower Save (Save DC is Cha based) or it can't heal hit points by non-magical means while within the area of effect.
Corrupting Bite (Su): When manifested, the Eternal Tyrants Bite is a melee touch attack doing 2d6 negative energy damage.
Special Qualities: A ghost has all the special qualities of the base creature as well as those described below:
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Dark Power (Ex): The base creature gains a +2 Resistance Bonus on all Saving Throws.
Saves: Must be recalculated due to bonuses.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
Feats: Unchanged.
Environment: Far Realm.
Organization: Solitary.
Challenge Rating: +2
Treasure: Unchanged.
Alignment: Unchanged.
Advancement: Unchanged.
Level Adjustment: ---
Ralakor (PSeudonatural Beholder/Eternal Tyrant)
Huge Undead (Extraplanar, Incorporeal)
Hit Dice: 18d12 (117 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Perfect
Armor Class: 32 (-2 Size, +1 Dex, +23 Deflection), touch 32, flat-footed 31
Base Attack/Grapple: +13/+26
Attack: Eye Rays +12 Ranged Touch and Bite +7 melee touch (2d6 negative energy damage)
Full Attack: Eye Rays +12 Ranged Touch and Bite +11 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye Rays, Central Eye, Manifestation, Shell Possession, Corrupting Bite
Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Spell Resistance 33, Immune to Petrification, Rejuvenation, +4 Turn Resistance, Dark Power
Saves: Fort +19, Ref +9, Will +2
Abilities: Str 20, Dex 12, Con -, Int 29, Wis 25, Cha 34
Skills: Bluff +24, Concentration +21, Hide +22, Intimidate +33, Knowledge (Arcana, The Planes, Religion) +30, Listen +36, Search +42, Spellcraft +34, Spot +40, Survival +28, Use Magic Device +26
Feats: Ability Focus (Central Eye), Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will
Environment: Far Realm
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Any Evil
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: ---
Eternal Tyrant"This looks bad."
"That's Ralakor. Former member of the space force we sent to the Far Realm. Turned ghost not long after coming back."The Ultimate Doomsphere"Turned ghost?""We blasted him down when he tried pulling a coup."Don't Let Them Near Statues"Why are thos Kobolds building him a statue?"
"That's...a good question really. I didn't approve that.""FOOLS! The Kobolds have completed my ultimate weapon!""I don't suppose you two are armed?""It goes with the territory.."later on
"Okay seriously, give us a local zoo or something. We just helped put down a coup."
"Fiiine.""There better be birds and such. No more weirdness."