Beholder | Size & Type (subtype): | Large Aberration | Hit Dice: | 11d8+11 (60) | Initiative: | +4 (Improved Initiative) | Speed: | 5 ft., fly 20 ft. (good) | Armor Class: | 20 (-1 size, +11 natural) | Attacks: | Eye rays +7 ranged touch, bite +2 melee | Damage: | Bite 2d4 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Eye rays | Special Qualities: | All-around vision, antimagic cone, fly | Saving Throws | Fortitude: 4 Reflex: 3 Will: 11
| Abilities: | Str: 10 Dex: 10 Con: 12 Int: 17 Wis: 15 Cha: 15 | Skills: | Hide +7, Knowledge (arcana) +10, Listen +15, Search +18,Spot +20 | Feats: | Alertness, Flyby Attack, Improved Initiative, Iron Will,Shot on the Run | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary, pair, or cluster (3-6) | Challenge Rating: | 13 | Challenge Rating Value: | 13 | Treasure: | Double standard | Alignment: | Usually lawful evil | Advancement: | 12-16 HD (Large); 17-33 HD (Huge) |
| Description: |
Beholders speak their own language and the Common tongue.
Combat
Eye Rays (Su): Each of the ten small eyes can produce a
magical ray once a round, even when the beholder is attacking
physically or moving at full speed. The creature can easily aim
all its eyes upward, but its own body tends to get in the way
when it tries to aim the rays in other directions. During a
round, the creature can aim only three eye rays at targets in any
one arc other than up (forward, backward, left, right, or down).
The remaining eyes must aim at targets in other arcs or not at
all. A beholder can tilt and pan its body each round to change
which rays it can bring to bear in an arc. Each eye's effect
resembles a spell cast by a 13th-level sorcerer but follows the
rules for a ray. All rays have a range of 150 feet and a save DC
of 18.
- Charm Person: The target must succeed at a Will save or
be affected as though by the spell. Beholders use this
ray to confuse the opposition, usually employing it early
in a fight. The beholder generally instructs a charmed
target to either restrain a comrade or stand aside.
- Charm Monster: The target must succeed at a Will save or
be affected as though by the spell. Beholders use this
ray in the same manner as the charm person ray.
- Sleep: This works like the spell, except that it affects
one creature with any number of Hit Dice. The target must
succeed at a Will save to resist. Beholders like to use
this ray against warriors and other physically powerful
creatures. They know their foes can quickly awaken the
sleepers, but they also know that doing so takes time and
can delay an effective counterattack.
- Flesh to Stone: The target must succeed at a Fortitude
save or be affected as though by the spell. Beholders
like to aim this ray at enemy spellcasters. They also use
it on any creature whose appearance they find
interesting. (After the fight, the beholder takes the
statue to its lair as a decoration.)
- Disintegrate: The target must succeed at a Fortitude save
or be affected as though by the spell. The beholder likes
to use this ray on any foe it considers a real threat.
- Fear: This works like the spell, except that it targets
one creature. The target must succeed at a Will save or
be affected as though by the spell. Beholders like to use
this ray against warriors and other powerful creatures
early in a fight, to break up the opposition.
- Slow: This works like the spell, except that it affects
one creature. The target must make a Will save to resist.
Beholders often use this ray against the same creature
targeted by their disintegrate, flesh to stone, or finger
of death rays. If one of the former rays fails to
eliminate the foe, this ray might at least hamper it.
- Inflict Moderate Wounds: This works just like the spell,
causing 2d8+10 points of damage (Will half).
- Finger of Death: The target must succeed at a Fortitude
save or be slain as though by the spell. The target
suffers 3d6+13 damage if his saving throw succeeds.
Beholders use this ray to eliminate dangerous foes
quickly.
- Telekinesis: The beholder can move objects or creatures
that weigh up to 325 pounds, as though with a telekinesis
spell. Creatures can resist the effect with a successful
Will save.
- All-Around Vision (Ex): Beholders are exceptionally alert
and circumspect. Their many eyes give them a +4 racial
bonus to Spot and Search checks, and they can't be
flanked.
Antimagic Cone (Su): A beholder's central eye continually
produces a 150-foot antimagic cone extending straight ahead
from the creature's front. This functions just like
antimagic field cast by a 13th-level sorcerer. All magical and
supernatural powers and effects within the cone are
suppressed-even the beholder's own eye rays. Once each
round, during its turn, the beholder decides which way it will
face, and whether the antimagic cone is active or not (the
beholder deactivates the cone by shutting its central eye). Note
that a beholder can bite only creatures to its front.
Flight (Ex): A beholder's body is naturally buoyant. This
buoyancy allows it to fly as the spell, as a free action, at a
speed of 20 feet. This buoyancy also grants it a permanent
feather fall effect with personal range.
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