I hope you enjoy the commanding crown, and I'll be back next week with something else. Thanks for reading!
This gem-studded
golden crown glows with an inner light and floats gently at a height roughly
equal to a standing human’s head.
Commanding Crown CR 12
XP 19,200
NE Tiny aberration
Init +4; Senses darkvision 60 ft.; Perception
+23
DEFENSE
AC 27, touch 17,
flat-footed 22 (+4 Dex, +1 dodge, +10 natural, +2 size)
hp 144 (17d8+68)
Fort +9, Ref +11, Will +14
Defensive Abilities
constructed, hardness 10; Immune
cold, electricity; Resist fire 10; SR 20
OFFENSE
Speed 5 ft., fly
60 ft. (perfect)
Melee slam +18
(1d2–4
plus adhesive)
Space 2½ ft.; Reach 0 ft.
Special Attacks
adhesive, mental domination, subjugating shock
Spell-Like Abilities
(CL 17th; concentration +21)
Constant—magic aura (to radiate a strong aura of
enchantment)
3/day—quickened murderous commandUM (DC 17), mass charm person (DC 21), suggestion (DC 19)
1/day—dominate person (DC 21), envious urgeUM (DC 22), feeblemind (DC 21), greater command (DC 21), mass
hold person (DC 22)
STATISTICS
Str 2, Dex 19, Con 18, Int 17, Wis 18, Cha 19
Base Atk +12; CMB +14 (+26 grapple); CMD 21 (can't be tripped)
Feats Combat
Casting, Dodge, Greater Spell Focus (enchantment), Lightning Reflexes,
Mobility, Quicken Spell-Like Ability (murderous
command), Skill Focus (Bluff), Spell Focus (enchantment), Weapon Finesse
Skills Bluff +27,
Fly +20, Knowledge (arcana) +20, Knowledge (local) +13, Knowledge (nobility)
+13, Perception +23, Sense Motive +21, Spellcraft +20, Stealth +19, Use Magic
Device +20
Languages Aklo,
Common, Draconic, Dwarven; telepathy 120 ft.
SQ valuable
corpse
ECOLOGY
Environment any
Organization
solitary
Treasure double
(see valuable corpse)
SPECIAL ABILITIES
Adhesive (Ex) The
inside of a commanding crown is lined with a powerful adhesive. When it
successfully strikes a target, it gains a free attempt to grapple the target
without provoking attacks of opportunity. The adhesive gives it a +12 racial
bonus on grapple checks and allows it to grapple without gaining the grappled
condition. Strong alcohol or universal
solvent dissolves the adhesive for 1d4 rounds as the crown exudes more.
Constructed (Ex) Although
a commanding crown is a living creature, its body functions in many ways as a
construct. For the purposes of effects targeting creatures by type, the crown
counts as both an aberration and a construct. It is immune to death effects,
disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep,
stun, and any effect that requires a Fortitude save (unless the effect also
works on objects, or is harmless). The crown is not subject to nonlethal
damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It
is not at risk of death from massive damage. It has bonus hit points as a
construct of its size. A commanding crown is destroyed when reduced to 0 hp or
less.
Mental Domination
(Su) If a commanding crown begins its turn grappling a humanoid, it can
attempt to bend that creature’s will as a standard action. If the grappled
humanoid fails a DC 22 Will save, it falls under the crown’s influence, as per dominate person. The save DC is
Charisma-based.
A creature under the crown’s control benefits from the
crown’s spell resistance, energy resistances and immunities, and the immunities
provided by the crown’s construction special ability. The crown operates
independently of the controlled creature.
Subjugating Shock
(Su) Once every 1d6 rounds, a commanding crown can unleash a blast of
lightning that deals 8d6 electricity damage to all creatures in a 30-foot
radius (DC 22 Reflex halves). Creatures taking damage must attempt an
additional Reflex save (with a +4 bonus for creatures making the initial save)
to avoid becoming stunned for 1 round.
Valuable Corpse (Ex)
Precious metals and valuable gems comprising a commanding crown are worth twice
the value in treasure for the crown’s CR. Additionally, by placing the crown on
its head, a creature can use the crown’s remaining spell-like abilities.
Imperious relatives to mimics, commanding crowns have locked
themselves into a specific shape, but one they use to likewise fool victims.
Whereas mimics seek to kill for sport, commanding crowns enjoy asserting
control over dupes and using them to kill others. Commanding crowns attempt to
appear like intelligent magic items capable of granting enchantment spells, and
they speak telepathically to their chosen targets with promises of power. If
necessary, they use their suggestion
spell-like ability to encourage victims to place them on their heads. Once the
crowns have claimed their subjects, they gather allies using their spell-like
abilities to build armies and foment war against an imagined enemy. Once their
carefully cultivated wars have begun, they slip off their subjects’ heads and
float away to witness the carnage from afar.
Commanding crowns easily recognize other commanding crowns,
which they throroughly despise. The creatures force their proxies to fight each
other and have the victor destroy the opposing crown before it can claim
another subject.