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Conjunctivus Eye Beast
XP 4,800
CN Medium aberration (magical) technomancer
Init +4; Senses darkvision 60 ft., blindsense (emotion) 75 ft.;
Perception +16
EAC 19; KAC 20
Fort +9; Ref +9; Will +13
An alien beast similar to a Beholder. If floats and shoots rays from its eye,
however it ajso has tentacles and tusks, and horns.
DEFENCE
CR 8
HP 105
OFFENCE
Speed 30 ft., fly 45 ft. (clumsy)
Melee 3 slams +14 (1d12+8 B; critical trip)
Ranged laser like eye beam +16 (1d10+8 E & F; critical burn) (1x / minute)
Offensive abilities gaze
Technomancer Spells Known (CL 8th; ranged +16)
3rd (3/day) - Dispel Magic, Holographic Image (Level 3) (DC 20)
2nd (6/day) - Daze Monster (DC 19), Logic Bomb (DC 19)
1st (at will) - Erase, Jolting Surge
TACTICS
Hovers at a distance, picking off targets with ranged attacks first.
STATISTICS
Str +4; Dex +4; Con +0; Int +6; Wis +2; Cha +0
Skills Computers +21, Life Science +16, Mysticism +21, Sleight of Hand +21
Languages Draconic, Infernal, Limited telepathy, limited telepathy
Gear might have wrist mounted units, such as communicators, body shields, computers, worn on its tentacles.
ECOLOGY
Solitary Hunter, or might have a family unit of 2 parents and D4 juveniles.
Apparently summoned from a nether plane during some Gap conflict, there is no record
of how these monsters came to plague the sectors around the pact world.
TECHNOMANCER ABILITIES
Resolve points 5
Technomancer abilities Knows 3-5 other spells, either techno or mystic. See Below
Spell cache, cache capacitor 1, Countertech as an eyebeam defense, always available, but takes a reaction.
Technomancer special rules SPATIAL SKILLS: Range factors of all it's spells are doubled. "Self" becomes "Touch", "Touch" becomes 10'.
Technomancer gear Aeon Stone (Clear Spindle)
Left Wrist: Zero Pistol - Frostbite-Class 5 L 3060 p.168
Right Wrist: Poison Dart Shooter, D4 damage. (Id Moss) 2 - 175 p.419
SPECIAL ABILITIES
Gaze (Su) Spells listed above and below may be shot as a beam. Even if all other magic is expended, the Beast may Cause Fatigue, Token Magic, PK Hand, or TK Projectile at will.
Opponents that look at a creature with a gaze ability are in danger of being charmed, being paralyzed, being turned to stone, or suffering another negative effect. Each opponent within the gaze's listed range must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways. Looking Obliquely: An opponent that avoids looking directly at the creature's face (either by following the creature's shadow or by tracking it in a reflective surface) or that looks at the creature through a camera or heads-up display gains a +4 circumstance bonus to the saving throw. However, the creature with the gaze ability gains concealment against that opponent. Blocking Its Vision: By completely blocking or covering its own visual sensors, an opponent doesn't need to attempt a save against the gaze. However, the creature with the gaze ability gains total concealment against that opponent. Gaze abilities can affect ethereal opponents but not opponents without visual sensors. A creature is immune to the gaze abilities of others of its kind unless otherwise noted. Allies of a creature with a gaze ability can still be affected, but they are always considered to be looking obliquely at the creature. The creature can also veil its eyes, thus negating its gaze ability.
SAMPLE SPELLS: Bear's Endurance, Brow Gasher, Glitterdust, Minor Image, Pyrotechnics, Reinforce Armaments (Communal), Reloading Hands, Spiritual Weapon
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