Cylovite Overlord
CR 9 (5,000 XP)
CE large humanoid (living construct)
Initiative +1
DEFENSE
AC 17
(crystalline armor)
HP 114
(12D10+48)
Resistance: fire, cold, electricity
Vulnerability: triple damage from bludgeoning attacks that
deal a critical hit
OFFENSE
Speed 30 feet
Ranged Attack – Telekinetic Slam +9 attack (up to three targets within 60
feet) 8D12+4 bludgeoning damage to each target.
Statistics
STR 16 (+3), DEX 12 (+1), CON 18 (+4), INT 18 (+4),
WIS 13 (+1), CHA 20 (+5)
Saves INT +8, WIS +5, CHA +9
Languages: common, cylovite, elvish, and usually 1-2 others
Senses: darkvision 60 feet, Perception +2 (passive 12)
Skills: Deception +9, Persuasion +9
TRAITS
Hybrid Traits: See the hybrid template. Thralls have
crystal skin, structural weakness, and telepathy. Escaped thralls who are no
longer part of the dominated collective gain the mental resistance trait as
well.
Domination: the cylovite overlord can dominate the minds of any creature as
if it were using the spell at will. DC 17 Intelligence Save to resist; once
resisted, the target cannot be targeted by domination again for 24 hours. The
target of this effect may roll a save at the end of each round it is dominated.
Puppeteer: once a target is dominated, the overlord may use its bonus action
to dictate what the target does, using its actions as normally, but chosen by
the overlord. The target is conscious of being controlled but unable to break
free. If an overlord dominates more than one target the others will stand by
immobile while the bonus action controls one at a time.
Parasitic Eggs: Overlords can produce 1D12 crystalline eggs
per month. A dominated target can be
implanted with crystite “eggs” as an action. This deals 2D6 piercing damage. An
unwilling target may make a Constitution Save, DC 17, to resist the implanting
of eggs. Once implanted an egg will “hatch” and convert the target in to a
hybrid within 24 hours. Removal of the egg required difficult surgery (Medicine
check DC 18) and deals 4D6 slashing damage in the process.
Levitation: The overlord is perpetually levitating. This ability
allows the overlord to move both horizontally and vertically at a constant, silent
speed, and makes it immune to trip attacks or knockdowns.
Telekinesis: Overlords move objects of up to 250 lbs. by telekinesis,
with a radius of 180 feet. This effect requires an action.
Crystalline
Armor Bodies: This
armor provides protection across the overlord’s body, and grants resistance to
cold, fire and electricity. Overlords are entirely made of crystal, and are
subject to damage from spells that target inanimate objects. Bludgeoning
weapons that strike an overlord with a critical hit do triple damage.
Induce Fearlessness: When within 120 feet of an
overlord, hybrid thralls and commanders are immune to fear effects.
Overlords look
like large, oddly formed crystalline statues that travel by levitation. It is
speculated that this is the end stage growth of a hybrid after decades of
service, but others think the overlord is a unique entity. They have stubby
head-like growths with glowing gems for eyes (usually a dozen or more). They
seem to have no other appendages, relying entirely on their telekinesis to
manipulate objects around them.
Overlords like to use their thrall minions
and commanders to overwhelm a series of targets. Once restrained, in injects
its crystal eggs in to those targets, to implant the seeds of a new thrall in
to them. Overlords are driven by an obsessive need to acquire and protect
territory and thralls. They rarely get along well with others of their kind,
despite an understanding of their need to cooperate, and so the Cylovites have
not become a dominant force in the world….yet!
Option:
Overlord Spellcasters
Some overlords learn magic, and become quite adept at it.
These tend to be level 9 spellcasters of CR 10 (5,900 XP), with the following
spells ready:
Cantrips: blade ward, chill touch, mending, minor illusion
Level 1 Spells (4/day): charm person, color spray, sleep, Tasha’s Hideous Laughter
Level 2 Spells (3/day): crown of madness, detect thoughts, mirror image
Level 3 Spells (3/day): fear, lightning bolt, nondetection
Level 4 Spells (2/day): confusion, phantasmal killer
Level 5 Spells (1/day): hold monster
Legendary Actions:
The most powerful overlords gain 3 legendary action points
to use during battle and are worth CR 11 (7,200 XP). They may commit to the
following actions:
Greater
Slam (2): As per the Telekinetic Slam, but targets all foes within 120 feet.
Instant
Domination (1): use the domination effect immediately.
Control
Second Dominated Target (1): if more than one target is dominated, the overlord may
spend this point to gain a second bonus action to control the target.
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