Divák Průchod
Astera shares that while she was in Alandria she had a vision of the future. Whatever Cyrus had been working on, he had obtained his goal or very close to it. There was a darkness rising in the east. If things progressed as they were, the world would fall to Cyrus... and it would fall soon.
Daksina united as it was, did not have the man power to plow through Xantonian forces and stop Cyrus. It would be too late. A small force on its own would stand little chance of going alone as well, since the armies of Xantonia were so vast that it was only inevitable before they were caught.
That was when Lycan had an idea. Use the Daksinian army as a distraction, so that a smaller group could sneak through Xantonia undetected and unoticed.
Gavin would say that for that plan to work, he may have to be part of the distraction, or else Cyrus may see through the ruse... which he may anyway. Ultimately it would be up to the PC's, as they wield the weapons needed to defeat Cyrus.
The Daksinian army can enter Xantia the way the Xantonian army left. through the Mitte pass to the far south, just before the wall.
There are 3 passes that are well watched and guarded through the Xantia mountains. The only way into Xantonia is through Divák Průchod. This is where the PC's must cross into Xantonia.
HIVE MOTHER
Huge Aberration
Hit Dice: 20d8+120 (210 hp)
Initiative: +6
Speed: 5 ft. (1 square), fl y 20 ft. (good)
Armor Class: 35 (–2 size, +2 Dex, +25 natural), touch 10, flat-footed 33
Base Attack/Grapple: +15/+30
Attack: Eye rays +15 ranged touch and bite +20 melee (2d6+10)
Full Attack: Eye rays +15 ranged touch and bite +20 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Command beholder, eye rays, improved grab, swallow whole
Special Qualities: All-around vision, antimagic cone, darkvision 60ft., flight
Saves: Fort +14, Ref +8, Will +17
Abilities: Str 24, Dex 14, Con 22, Int 21, Wis 17, Cha 25
Skills: Hide +17, Intimidate +30, Knowledge (any two) +28,
Listen +28, Search +32, Spot +32, Survival +3 (+5 following tracks)
Feats: AlertnessB, Disjunction Ray†, Flyby Attack, Focused Antimagic†, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will
† New feats described on page 45.
Environment: Cold hills
Organization: Solitary, hive (1 hive mother plus 3–6 beholders plus 2–4 directors), or city (1 hive mother plus 1–3 overseers plus 10–20 beholders plus 3–10 directors and 20–40 slaves, usually bugbears, gnolls, ogres, or minotaurs)
Challenge Rating: 16
Treasure: Triple standard
Alignment: Usually lawful evil
Advancement: 21–30 HD (Huge); 31–50 HD (Gargantuan);
51–60 HD (Colossal)
Level Adjustment: —
This massive sphere-shaped monstrosity is covered with spiny,
razor-sharp plates of chitin and bone. The creature has a cavernous
maw fi lled with multiple rows of swordlike teeth. A single
huge eye protrudes from above the mouth, and above this eye ten
smaller eyes, each recessed in a bony hood, are scattered across
the upper surface of the sphere in a radial pattern.
The hive mother is an extraordinarily (and thankfully) rare
creature found only in the largest beholder communities.
Called “ultimate tyrants,” or simply “ultimates,” hive mothers
rule beholder communities with tyranny and cruelty, and are
mistakenly worshiped as deities by neighboring creatures of
other races.
A hive mother is larger than a typical beholder, measuring
about 12 feet across. The average hive mother weighs 15,000
pounds. As with other beholders, these creatures are asexual
and genderless. The name “hive mother” was given to these
monsters some time in the past by a misinformed (and now
eaten) adventurer, but the name seems to have stuck.
Hive mothers speak Beholder and Common, and speak
numerous other local languages as well.
Combat
Hive mothers prefer to let their minions do the fighting,
but when drawn into combat, they fight in a manner similar
to beholders. Against smaller opponents that don’t seem to
present a threat, a hive mother approaches to melee range to
eat its foes alive.
Command Beholder (Sp): A hive mother can use dominate
monster at will as a spell-like ability (caster level 20th), but only
against beholders and beholderkin. A beholder can resist this
effect with a successful DC 27 Will saving throw. This is the
equivalent of a 9th-level spell.
Hive mothers are immune to the command beholder ability
of other hive mothers.
If a hive mother loses control of a dominated beholder (as
is the case if a dominated beholder is in the antimagic cone of
another beholder), the hive mother immediately senses the loss
of control, and knows the position and distance to the beholder
at the time control was lost. If control does not return within
a few rounds, the hive mother seeks out the rogue beholder
to investigate and possibly punish it.
Eye Rays (Su): Each of a hive mother’s ten small eyes can
produce a magical ray once per round as a free action. Hive
mothers can rotate and adjust their position with much greater
speed and skill than normal beholders, and they can aim up
to six eye rays at targets in any given 90-degree arc.
Each eye’s effect resembles a spell (caster level 20th). Each
ray has a range of 240 feet and a save DC of 27. The save DCs
are Charisma-based.
The ten eye rays include:
Charm Monster:The target must succeed on a Will save or
be affected as though by the spell.
Charm Person: The target must succeed on a Will save or be
affected as though by the spell.
Disintegrate:The target must succeed on a Fortitude save or
be affected as though by the spell.
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.
Finger of Death:The target must succeed on a Fortitude save
or be slain as though by the spell. The target takes 3d6+20
points of damage if its saving throw succeeds.
Flesh to Stone:The target must succeed on a Fortitude save
or be affected as though by the spell.
Infl ict Critical Wounds: This works like the spell, causing
4d8+20 points of damage (Will save for half).
Sleep: This works like the spell, except that it affects one
creature with any number of Hit Dice (Will negates).
Slow: This works like the spell, except that it affects one
creature (Will negates).
Telekinesis:A hive mother can move objects or creatures
that weigh up to 375 pounds, as though with a telekinesis spell.
Creatures can resist the effect with a successful Will save.
Improved Grab (Ex): To use this ability, a hive mother
must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking attacks of opportunity.
If it wins the grapple check, it establishes a hold.
Swallow Whole (Ex): A hive mother can try to swallow a
grabbed opponent that is at least two size categories smaller
than itself by making a successful grapple check. Once swallowed,
the opponent takes 2d8+7 points of crushing damage
plus 2d8 points of acid damage per round from the hive
mother’s gizzard. A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 15 points of
damage to the gizzard (Armor Class 20). Once the creature
exits, muscular action closes the hole; another swallowed
opponent must cut its own way out. A Huge hive mother’s
gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive
or smaller opponents.
Antimagic Cone (Su): A hive mother’s central eye continually
produces a 240-foot cone of antimagic. This functions
just like antimagic field (caster level 20th). All magical and
supernatural powers and effects within the cone are suppressed—
even the hive mother’s own eye rays. Once each
round, during its turn, the hive mother decides whether the
antimagic cone is active or not (the hive mother deactivates
the cone by shutting its central eye).
Flight (Ex): A hive mother’s body is naturally buoyant. This
buoyancy allows it to fly at a speed of 20 feet. This buoyancy
also grants it a permanent feather fall effect (as the spell) with
personal range.
DISJUNCTION RAY
A beholder with this feat can narrow its antimagic cone down
to an eye ray that disjoins magic.
Prerequisites: Cha 19, Focused Antimagic, beholder with
functional antimagic ability.
Benefi t: As a standard action, the creature can reduce the
cone-shaped area of effect of its central eye’s antimagic cone
down to a razor-thin eye ray. If the creature hits a magical effect
or magic item with this narrowed eye ray, it disjoins the effect
or item as if it had cast Mordenkainen’s disjunction on the effect
or item.
Beholders avoid using this narrowed ray on magic items
since the destruction of a magic item also destroys a potential
source of magic that could be used to charge their dweomerlobes.
FOCUSED ANTIMAGIC
A beholder with this feat can focus the antimagic of its central
eye to target a single person or object.
Prerequisite: Beholder with functional antimagic ability.
Benefit: The creature can reduce the cone-shaped area of
effect of its central eye to target a single creature or object. The
target must be within range of its normal cone-shaped effect
(150 feet).