Dreadglare the Spellsire

A villain drafted for campaign needs.
Currently in need of development and minions.
Comments here are encouraged.

Dreadglare the Spellsire CR 29 (not including items)
Variable Half-Fiend Hive Mother;
Beholder Mage 1, Mindbender 1, Abjurant Champion 5, Paragnostic Apostle 3;
NE Huge Outsider (Native);
Init +18 Senses Darkvision 120 ft., All-around Vision, Listen +37, Spot +52;
Languages Common plus up to 13 more, Telepathy 100 ft.;

DEFENSE
AC 36, touch 10, flat-footed 34 (-2 size, +2 Dex, +26 natural);
hp 553 (20d8+5d10+5d4+420);
Fort +29, Ref +17, Will +37;
Defensive Abilities Fast Healing 1, Cannot be flanked
SR 35 DR 10/good; Immune poison;
Resist acid 15, cold 15, electricity 15, fire 15;

OFFENSE
Speed 5 ft., fly 20 ft. (good);
Standard Melee Attack
    unarmed strike +35 (4d6+7)
Full Melee Attack
    unarmed strike +35/+30/+25/+20 (4d6+7)
    and bite +30 (2d4+10)
Space 15 ft.; Reach 10 ft.;
Base Atk +27; Grp +42;
Special Attacks command beholder, smite good,
    improved grab, swallow whole
Beholder Mage Spells Per Day (CL 30th, DC 26 + spell level)
    6/10/10/9/9/9/9/8/8/7
Epic Spells Known (3 slots, CL 30th, DC 26 + spell level)
    epic mage armor, peripety;
Spell-like Abilities (CL 30th, DC 17 + spell level)
    3/day—alter fortune, greater spell immunity,
        manifest desire, manifest nightmare, find traps,
        resurgence, spell resistance, surge of fortune;
    1/day—forbiddance, choose destiny;

STATISTICS
Str 24, Dex 14, Con 39, Int 43, Wis 14, Cha 22 (26 point buy)
Feats Keen Intellect, Eschew Materials, Practiced Spellcaster (Beholder Mage),
    Mindsight, Combat Casting, Way of the Scorpion, Divine Denial;
Bonus Feats Alertness, Iron Will;
Epic Feats (2 feats allowed in place of 1 epic feat)
    Ignore Material Components, Epic Spellcasting,
    Craft Wonderous Item, Improved Unamred Strike,
    Knowledge Devotion, Superior Unarmed Strike;
Skill Tricks Collector of Stories
Skills (644 points) Appraise +35, Bluff +35,
    Concentration +47, Decipher Script +25 (+29 w/ scrolls),
    Disable Device +35, Disguise +27 (+31 to act), Diplomacy +27,
    Escape Artist +30, Forgery +30, Heal +26, Hide +27,
    Gather Information +27, Intimidate +30, Knowledge (arcana) +46,
    Knowledge (dungeoneering, local, nature, planes, religion, history) +31,
    Knowledge (prestige, engineering, psionics) +21,
    Listen +37, Move Silently +35, Psicraft +28,
    Search +35, Sense Motive +49, Sleight of Hand +30,
    Spellcraft +53 (+57 w/ scrolls), Spot +52, Survival +20, Swim +20,
    Tumble +25, Use Magic Device +39 (+46 w/ scrolls);
Synergy +3 Balance, +10 Diplomacy, +3 Gather Information, +3 Jump,
    +4 Intimidate, +2 Psicraft, +4 Spellcraft, +4 Sleight of Hand, +3 Survival
SQ Flight, Arcane Hands, Abjurant Armor, Extended Abjuration,
    Swift Abjuration (3rd level), Arcane Boost, Martial Arcanist, Holy Texts, Lore
    Knowledge is Power [manifest ethos, penetrating insight, mortal coil]

ABILITIES
Dreadglare's consitution and intelligence each include a +5 inherent bonus, and his natural weapons are considered magic and evil for the purpose of overcome damage reduction.
Beholder Mage Spellcasting: A beholder mage gains the ability to cast arcane spells. These spells are drawn from the sorcerer/wizard spell list. At 1st level, a beholder mage masters all the cantrips detailed in the Player's Handbook and also knows two 1st-level spells. Each time it gains a level, it automatically learns two more spells of any level it can cast.
To learn or cast a spell, a beholder mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beholder mage's spell is 10 + the spell level + the beholder mage's Intelligence modifier. A beholder mage's spells function at a caster level equal to twice its beholder mage level.
A beholder mage can cast only a certain number of spells of each spell level per day. In addition, it receives bonus spells per day if it has a high Intelligence score.
A beholder mage combines the best of two worlds; it can learn new spells as a wizard can, and there is no upper limit to the number of spells it can learn and know. However, it casts its spells on the fly like a sorcerer. A beholder mage of high level typically knows a huge number of spells and can call upon any one of them at any time, providing it has a spell slot open of the appropriate spell level.
Starting at 1st level, whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks. From then on, that eyestalk casts spells of that level and is referred to as a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.
As with its eye rays, casting a spell from a spell-stalk is a free action (although a single spell-stalk can cast only one spell per round). The spell is technically considered a cast spell (as opposed to the use of a spell-like ability), and thus the act of casting provokes attacks of opportunity normally. A spell cast from a spell-stalk otherwise resolves normally; unlike an eye ray, it does not need to make a ranged touch attack to successfully strike a target (unless the spell itself requires a touch attack). The standard hive mother limitation against turning more than six eyestalks in any particular direction (that is, forward, backward, left, right, up, or down) still applies.
Beholder mages do not require material components to cast their spells. The ruined central eye acts as an arcane focus for all the creature's spells. If a spell normally requires a material component that carries with it a gold-piece cost, the beholder mage instead spends a number of experience points equal to one-fifth of the normal gold-piece cost (minimum of 1 experience point). The somatic components of a beholder mage's spells are supplied by the weaving and waving of its spell-stalks. The verbal component of a beholder mage's spells is the creature's special spellcasting song. The song takes effort; a beholder mage that is casting spells cannot speak or use its mouth to do anything else that round, including making bite attacks.
Arcane Hands (Su): A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate items that must be worn to utilize an effect (such as a helm of brilliance).
A beholder mage's arcane hand has an effective Strength score equal to the creature's beholder mage class level. An arcane hand can be used to perform any attack or defensive action for which a regular hand can be used. Using an arcane hand to make an unarmed strike provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its unarmed attacks.
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
  • Bonus on attack rolls equal to the spell's level.
  • Bonus on weapon damage rolls equal to twice the spell's level.
  • Bonus to AC equal to the spell's level.
  • Bonus on saving throws equal to the spell's level.
  • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.
These benefits apply to warlock invocations as well as spells, where applicable.
Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against one or more creatures with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)
Mortal Coil: Your effective caster level increases by 1 when you cast transmutation spells. (Knowledge [nature] 6 ranks)
Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)
Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.

Plush Sapiens


  • Living Construct Subtype (Ex): Plush sapiens are constructs with the living construct subtype, and assume all the traits that warforged do (ECS 23).
  • -4 Strength, +2 Dexterity: Plush sapiens are nimble, but rather weak.
  • Tiny: As a Tiny creature, a plush sapien gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but he uses smaller weapons than small creatures use, and his lifting and carrying limits are one-half of those of a Medium character.
  • Plush sapien base land speed is 15 feet.
  • Damage reduction 5/slashing or piercing.
  • +2 racial bonus on Escape Artist and Move Silently checks.
  • Vulnerability to Fire (Ex): Plush sapiens take half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Fluffy (Ex): Plush sapiens are well insulated against massive blunt trauma. Weapon damage remains unaffected, but bludgeoning damage that affects all or most of its entire body (such as constriction and falling damage) is halved and rounded down.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a plush sapien, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Climate Tolerant (Ex): Plush sapiens suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a plush sapien had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes.
  • Automatic Language: Common. Bonus Languages: Any (except secret languages, such as druidic).
  • Favored Class: Rogue or Sorcerer. A multiclass plush sapien’s rogue or sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
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Tiny Creatures with Reach Weapons (link)
As noted earlier, using a reach weapon doubles your natural reach. If your natural reach is 0, your reach is still 0 when you wield a reach weapon. As a variant, allow Tiny creatures a reach of 5 feet when they use reach weapons.

Custom Errata
Eberron Campaign Setting, page 23
Warforged gain the following gain the following special quality:
"Climate Tolerant (Ex): Warforged suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a warforged had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes."

Optic Orb

OPTIC ORB CR 6
N Fine Construct
Init +11; Senses blindsight 500 ft., tremorsense 500 ft., darkvision 1,000 ft., ebon eyes,
    arcane sight, see invisibility, superior low-light vision, superior darkvision,
    All-Around Vision, Farsight, Lifesense, Mindsight; Listen +10, Spot +14;
Languages Common, Undercommon, Gnome; telepathy 1,000 ft, magic mouth;

DEFENSE
AC 27, touch 26, flat-footed 27 (+8 size, +7 Dex, +1 natural, +1 deflection)
hp 33 (6d10)
Fort +2, Ref +9, Will +3
DR 5/magic and adamantine; Immune blindness, deafness, construct traits;
Defensive Abilities Improved Evasion, Uncanny Dodge, Fast healing 1;
Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 5 ft, fly 600 ft. (perfect), swim 300 ft.
Melee slam +19 (1d4)
Space 1/2 ft.; Reach 0 ft.
Base Atk +4
Spell-Like Abilities (CL equals HD)
    Constant—arcane sight, ebon eyes, find traps, invisibility,
        lightfoot, remove scent, see invisibility, superior darkvision;
    At will—magic mouth (self only), major image,
        mystic aegis, permeable form, sending;

STATISTICS
Str 11, Dex 24, Con —, Int 13, Wis 13, Cha 13
Feats Distracting Attack, Quick Reconnoiter, Steady Concentration
Bonus Feats Darkstalker, Flyby Attack,
    Improved Initiative, Lifesense, Mindsight, Run,
    Swim-By Attack, Tactile Trapsmith, Track, Weapon Finesse
Skill Ranks Concentration 9 ranks, Escape Artist 5 ranks,
     Knowledge (any ten) 1 rank each, Listen 9 ranks, Psicraft 9 ranks,
     Search 6 ranks, Spellcraft 9 ranks, Spot 9 ranks,
     Tumble 8 ranks, Survival 7 ranks.
Size Modifiers +16 Hide, -16 Intimidate
Racial Modifiers +4 Concentration, +16 Move Silently, +8 Swim
SQ construct traits, Gravity Aura, Mind Link, Sense Link, Planar Body, Skill Bank

SPECIAL ABILITIES
An optic orb's natural weapons overcome magic and adamantine-based damage reduction.
Gravity Aura (Ex): An optic orb moves by producing artificial gravity fields, and receives a +16 racial bonus on Move Silently checks. These gravity fields also offer protection, granting an optic orb a Deflection bonus to AC equal to its Charisma bonus. In addition, an optic orb is considered four size categories larger than it actually is when determining the effect that wind and currents might have on it.
Mind Link (Su): An optic orb maintains a telepathic link with the last creature it contacted using its sending spell-like ability. This telepathic link enables a two-way conversation of indefinite duration. Directing the optic orb to perform specific actions requires a move action.
Sense Link (Su): An optic orb maintains a sensory link with the last creature it contacted using its sending spell-like ability. This creature it contacted can switch from using the orb's senses to using its own, or back again, as a free or immediate action. When using the orb's senses, the other creature's own body is considered blinded and deafened.
All-Around Vision (Ex): An optic orb cannot be flanked, and gains a +4 bonus on Search and Spot checks. However, it suffers a -4 penalty against gaze attacks.
Farsight (Ex): An optic orb has great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Planar Body (Ex): An optic orb's natural armor is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks normally without miss chance.
Skill Bank (Ex): An optic orb gains skill points for its Hit Dice as if it were an outsider.

CONSTRUCTION
An optic orb homunculus is a dull mottled metallic sphere one inch in diameter, covered in a multitude of miniscule recessed mox gems. The materials cost 1000 gp. Creating the body requires a DC 20 Craft (jewelcrafting) check. An optic orb with more than 6 Hit Die can be created, but each additional Hit Die adds 3,000 gp to the cost to create.

CL 11th; Craft Construct, arcane eye, arcane sight, cat's grace, ebon eyes, false gravity, find traps, interplanar telepathic bond, invisibility, major image, mystic aegis, owl's wisdom, permeable form, remove scent, resist energy, see invisibility, sending, superior darkvision; Price — (never sold); Cost 31,000 gp + 2,400 XP.

Promethean

The "promethean" template is an acquired template that can be added to any living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A promethean creature has all the base creature's characteristics except as noted here.
Type: Animals become magical beasts. Humanoids become monstrous humanoids.  Statistics derived from any racial HD it has change accordingly.
Speed: The base creature's movement speeds increase by 50%.
Armor Class: Natural armor improves by +10.
Special Qualities: A promethean retains all the special qualities of the base creature and gains those described below.
  Maximized Hit Points
  Superior Low-light Vision.
  Blindsight 500 ft.
  Darkvision 1,000 ft.
  Damage Reduction 10/epic
  Fast Healing 10
  Spell Resistance 12 + CR
  Mettle (Ex): A promethean can resist magical and unusual attacks with great willpower or fortitude. If one makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he or she instead completely negates the effect.
  Regeneration 1 (Ex): A promethean takes normal damage from fire and negative energy. A promethean may reattach a severed extremity instantly by holding it to the stump, and may regrow a severed limb in 5d6 rounds.
  Resistances (Ex): A promethean's resistances to acid, cold, electricity, fire and sonic energy improve by 20.
  Immunities (Ex): Prometheans are immune to involuntary polymorph effects, petrification, or any form-altering attack. They are not subject to death from massive damage, energy drain, ability drain, or ability damage. They are immune to involuntary mind-affecting effects.
  Telepathy (Su): Prometheans can communicate telepathically with any creature within 1,000 feet that has a language.
Spell-like Abilities: Constant -- nondetection, true seeing (caster level equals CR).
Abilities: +6 Str, +6 Con, +2 Cha. A promethean's intelligence increases to at least 3.
Saves: 
Skills:
Feats: A promethean gains Alertness, Blind-Fight, Endurance, Improved Initiative, Improved Natural Attack for all of its existing natural weapons, Mindsight and Steadfast Determination and as bonus feats.
Challenge Rating: Base creature's CR +3
Level Adjustment: +6

Aearee-Khozo

-30,550 DR
In response to disturbing visions of the future, an aearee diviner known as Khozo Terokk spends the next few decades salvaging batrachi magics in order to construct a large portal terminus deep in the mountains under Phwiukree, capable of transporting an endless procession to any location desired.

-30,500 DR
Khozo Terokk carves out a large concealed rookery and series of vaults in the heart of the Yehimal Mountains that is later called the Dark Nest Deep.

-30,400 DR
When the Aearee-Quor press their attack upon Phwiakree and the rookeries of the Aearee-Syran after the fall of Viakoo and the Aearee-Krocaa, many aearee yet to hatch and those unable to help mount the defense, are ushered into Khozo's caverns and transported to the new refuge of Dark Nest Deep. Oread allies bound to the Star Mountains that these aearee leave behind, help destroy and bury the portal terminus, preventing their enemies from discovering where they had gone.

-28,500 DR
Having taken to a sequestered existence beneath the Yehimal Mountains where they endure the reign of dragonkind, most of the aptly named Aearee-Khozo eventually forfeit their wings altogether.

-28,000 DR
The Aearee-Khozo develop an immunity to petrification as they create the first cockatrices around this time, which they keep as pets, familiars and deterrents against invaders.

-24,700 DR
The first raptorans are created by the Aearee-Khozo around this time, to serve as liaisons with the elves and share in their success against dragonkind. Figuring they'd be more successful as allies and mentors rather than overlords, the Aearee-Khozo soon grant their creations autonomy and encourage them to populate the surface and sky about the Yehimals to fill the vaccum left in the wyrms' wake. The raptorans quickly make pacts with the elemental lords of the air to help guide and protect them.

-23,200 DR
The Aearee-Khozo and their raptoran progeny establish the new capital city of Terraglithian, built beneath the southern face of a large mountain overlooking the expanse of high hills and low mountains presently between the Phantom Pass and the Langra-Sha Glacier.

-17,500 DR
In the wake of the Sundering, a large portion of the Faerie realm becomes tied to the material plane in the form of an annual worldfall deep in the yehimals to the south of Terraglithien. Goblinoids from Faerie, quickly establish the Kingdom of Nix in the area encompassed by the worldfall.  These goblinoids soon spread northward and come into conflict with the Aearee-Khozo and raptorans, who are subsequently forced to abandon their holdings south of Terraglithien in the face of overwhelming numbers.

-15,900 DR
After the first dwarven settlements appear in the Yehimals, the Aearee-Khozo and their raptoran progeny soon form peaceful relations with them, and as the ages progress, they fend off threats against hostile goblinoids and the yak-men of Zakhara.

-14,700 DR
The first mechamancers on Toril appear among the Aearee-Khozo around this time, who create mecha constructs and imbued power suits for their warriors to wear. The methods of these mechamancers are eventually adopted by a few dwarves, who have access to the resources necessary to produce the necessary devices.

-13,500 DR
To better accommodate their growing population and that of their dwarven neighbors, the Aearee-Khozo and raptorans expand their kingdom westward, occupying the various mountain ranges that lie between the present-day Five Kingdoms. Elite units of aearee warriors donned in various mecha constructs prove effective in killing or routing any hostile creatures they encounter, while raptoran clerics and druids manipulate the weather to help conceal their movements.

-6,660 DR
The Aearee-Khozo create the bloodforges, helping them create a defensive force of golems to fend off Imaskari's imperialistic attempts to annex the lands of the Utter East, as well as to push back the goblinoid hordes from the Kingdom of Nix. The indigenous mar tribes once threatened by these forces, are left to populate the valleys and open lowlands once more.

-3,000 DR
The Aearee-Khozo assist the dwarves in building the Gate of Iron.

-339 DR
Following the fall of Mystryl at the hands of Karsus, the golem armies of the Aearee-Khozo go berserk, killing many of the Aearee-Khozo and raptorans and destroying all of their rookeries to the west before turning on one another. The bloodforges are corrupted and lost in the process, and the survivors retreat back to the Yehimals, taking with them what they can.

648 DR to 657 DR
When the nations of the Five Kingdoms of the Utter East discover the bloodforges of old, each kingdom sends legions of enchanted golems against each other, thus beginning the Bloodforge Wars.

657 DR

Scouring of the Utter East: A horde of antediluvian horrors is released upon the Five Kingdoms of the Utter East. Grand Caliph Arash bint Sanjar of Zakhara sends troops to the Five Kingdoms to eradicate the undead plague, leaving a wasteland of razed cities and rotting corpses in their wake.