Dungeons and Dragons Gibbering Orb 3.5 PBP RPG

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Gibbering Orb

Gibbering Orb

Huge Aberration

Hit Dice:

27d8+216 (337 hp)

Initiative:

+20 (+12 Dex, +8 Superior Initiative)

Speed:

5 ft., fly 20 ft. (good)

Armor Class:

48 (+12 Dex, -2 size, +16 natural armor, +12 insight), touch 32, flat-footed 36

Base Attack/Grapple:

+20/+39

Attack:

24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

Full Attack:

24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

Space/Reach:

15 ft./10 ft.

Special Attacks:

Gibbering, improved grab, swallow whole, eye rays, spell-like abilities

Special Qualities:

All-around vision, flight, amorphous, spell resistance 37, damage reduction 10/epic

Saves:

Fort +21, Ref +21, Will +24

Abilities:

Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22

Skills:

Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37

Feats:

Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (eye ray), Weapon Focus (bite)

Epic Feats:

Epic Fortitude, Polyglot, Superior Initiative

Environment:

Any land and underground

Organization:

Solitary

Challenge Rating:

27

Treasure:

Standard

Alignment:

Usually chaotic evil

Advancement:

27-54 HD (Huge); 55-108 HD (Gargantuan)

A gibbering orb can speak all languages.

A gibbering orb's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

The gibbering orb has the ability to bite its foes by extending a pseudopod with one of its mouths protruding from the end. The orb can extend four of these at any one foe, or a total of twelve in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate.

Gibbering (Su): The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet of the creature to succeed at a Will save each round (DC 40) or suffer the effects of an insanity spell.

Improved Grab (Ex): To use this ability, the gibbering orb must hit with a bite attack. If it gets a hold, the orb automatically deals bite Damage and can attempt to swallow whole.

Swallow Whole (Ex): A gibbering orb can attempt to swallow a Large or smaller opponent by making a successful grapple check. Once inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points of acid Damage per round. A swallowed creature can cut its way out by using claws or a light slashing weapon to deal 20 points of Damage in a single blow (AC 16, damage reduction 10/epic still applies). Once the creature exits, the fluidlike body structure of the orb closes the wound; other swallowed opponents must cut their own way out. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature's known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray (see below) that round. Stolen spells and spell-like abilities are lost after 24 hours.

Eye Rays (Su): Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below as if cast by a 27th-level caster. The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 feet. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack. The eye rays are: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finger of death, flesh to stone, greater dispel magic, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, mage's disjunction, irresistible dance, polymorph any object, power word blind, power word kill, power word stun, prismatic spray, slay living, and temporal stasis.

Spell-Like Abilities: At will-Two stolen spells or spell-like abilities per round. Caster level 27th, save DC 16 + spell level.

All-Around Vision (Ex): The gibbering orb's many eyes give it a +4 racial bonus on Spot and Search checks.

Flight (Ex): The gibbering orb's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Amorphous (Ex): A gibbering orb is not subject to critical hits. It has no clear front or back, so it cannot be flanked.


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Bastion looks to the Inn Keeper and replies, making sure his voice is loud enough to carry to everyone. "Yes, this will cause trouble. The easy thing for you to do would be to get rid of us, and claim that you had nothing to do with it. Hope that they believe you."

"The easy thing would be to go back to them and beg them to merely resume raping your daughters, stealing your food, and dragging your people off to a fate worse than death."

The warforged pauses to let that sink in before continuing, even more emphatically,

"But the easy thing will not save you. They will take, and take, until there is nothing left but the last of your lives, and then they will take that too."

"You have other options though. You could flee, pack up and leave. It would save your people, and homes can be rebuilt on other lands."

"Or you could fight to keep your homes. I understand that you are not fighters, but we can help. Six here stood against fifteen. All six remain standing. This village, if prepared, could stand against many more than that."

Bastion picks up a bow dropped by one of the bandits and extends it towards the crowd. "So what will it be? Lie down and die, abandon your homes, or take up arms and fight for what is yours?"

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