Author Topic: Beholders  (Read 33657 times)

Offline bhu

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Re: Beholders
« Reply #100 on: January 29, 2013, 10:24:16 PM »
Okay peeking at the Living spell template the CR for the Spooge Beholders living spells are 12, 10, 7, 12, 10, 13, 12, 8, 7, 9, and 11.  I think the spells are more powerful than the Beholder...

Offline veekie

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Re: Beholders
« Reply #101 on: January 30, 2013, 05:42:56 AM »
Maybe if you made the Living Spells last only 1 round each?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Beholders
« Reply #102 on: February 06, 2013, 01:59:46 AM »
Wouldn't that defeat the purpose of the beholder being a summoner as opposed to a ray blaster?

Offline veekie

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Re: Beholders
« Reply #103 on: February 06, 2013, 09:59:32 AM »
Slightly different, since it means that the offense moves to the spawned oozes, but defensively it's still anchored by the beholder's durability.

One thing about living spells being so challenging after all, is their sheer meatiness, compared to the beholder's glass cannon attributes. Fusing the two results in a rapidly unwinnable challenge.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Beholders
« Reply #104 on: February 13, 2013, 02:04:49 AM »
The Beholder itself is kind of weak though.  It kind of summons and runs away if it's smart.

Offline veekie

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Re: Beholders
« Reply #105 on: February 13, 2013, 04:56:13 AM »
That's the point, if the beholder needs to re-summon them each round, or concentrate to maintain their existence, then it's a beatable fight, where they try to get past the oozes to the beholder.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Beholders
« Reply #106 on: February 13, 2013, 02:15:27 PM »
If he re-summons them each round they're always at full hp though, and any de-buffs placed on them go away.  Could be nasty.

Offline veekie

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Re: Beholders
« Reply #107 on: February 13, 2013, 04:22:16 PM »
Beatable though, if the PCs get past the oozes and lands a solid hit. Puzzle boss.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Beholders
« Reply #108 on: February 16, 2013, 01:43:51 AM »
What do i make the cr tho?

Offline Drammor

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Re: Beholders
« Reply #109 on: April 10, 2013, 02:16:29 AM »
It seems a little weird that the beholder is effectively defenseless after it summons oozes, right? Maybe it does need something to support itself with.
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.

Offline bhu

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Re: Beholders
« Reply #110 on: April 12, 2013, 09:00:08 PM »
Depending on how long the blobs last for it can summon them and simply run.  But if we go with the one round idea it may need soemthing.  Also I'd need to work soemthing out on the charm blobs  cause they wouldn't be horribly effective.

Offline bhu

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Re: Beholders
« Reply #111 on: November 02, 2013, 12:41:39 AM »
Are there official stats for the following Beholder Kin: Examiner, Orbus, Watcher, Lensman, Gorbel, Astereater, Kasharin, Elder Orb?  Or the Thagar Beholder Eater?
« Last Edit: December 03, 2013, 03:02:31 AM by bhu »

Offline bhu

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Re: Beholders
« Reply #112 on: November 25, 2013, 08:52:26 PM »
                      Examiner
                      Medium Aberration
Hit Dice:             8d8+16 (52 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 20 ft. (Good)
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +6/+6
Attack:               Eye Rays +8 Ranged Touch and Bite +8 melee (1d6) or by Light Mace +8/+3 Melee (1d6) or by Light Mace +6/+1/+1/+1 Melee (1d6)
Full Attack:          Eye Rays +8 Ranged Touch and Bite +8 melee (1d6) or by Light Mace +8/+3 Melee (1d6) or by Light Mace +6/+1/+1/+1 Melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Eye Rays
Special Qualities:    Flight, All-Around Vision, Darkvision 60 ft., Regeneration 1, SR 17, Spell Turning Ray
Saves:                Fort +4, Ref +4, Will +10
Abilities:            Str 10, Dex 14, Con 14, Int 18, Wis 15, Cha 14
Skills:               Craft (any 1) +10, Hide +8, Knowledge (Arcana) +10, Knowledge (any 1) +10, Listen +11, Search +14, Spellcraft +12 (+14 Decipher scrolls), Spot +12, Survival +8 (+10 following tracks), Use Magic Device +11 (+13 w/scrolls)
Feats:                Iron Will, Multiweapon Fighting, Weapon Finesse
Environment:          Cold Hills
Organization:         Solitary or Squad (4-10)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Lawful Neutral
Advancement:          9-16 HD (Medium), 17-24 HD (Large)
Level Adjustment:     ---

The Examiner is a Beholderkin resembling a 4 ft. sphere with only 4 eyestalks, and a mouth on it's underside.  It has 4 insectile limbs with gripper pads that come in handy for it's main profession as the scholars and clerks of the Beholder kingdoms.  They study and attempt to enhance or improve upon magic items, and despite being second class citizens are well thought of by the Beholders due to their usefulness.

Eye Rays (Su): Each of a Examiners Eye Rays resembles a spell cast by an 8th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 16. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

Either Enlarge or Reduce Person: The target must make a Fortitude Save or be affected as though by the spell, unlike normally this effect is not restricted to Humanoids.

Stone Shape: Unlike usual the ray reshapes and non-living, non-magical matter.

Either Identify or Legend Lore: You may only learn about the target of the ray.

Spell Turning (Sp): This isn't so much a ray as a protective ability you can activate at will as a Spell-Like Ability.  This is an Immediate Action to use.

Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range. 

All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Regeneration (Ex): The Examiner's Regeneration does not work against Fire or Acid damage.

Combat: Examiner's aren't meant much for combat,  They rely on weapons or magical items, and hope that more powerful backup arrives quickly.



Examiner
"Blorb!  Stop fiddling with that unknown blob that fell from the sky, and catalogue the new entries."

Prtty Bureacrats and Scrobes of the  Beholders
"Excuse me, we're with Mutual of Gnomeahaw."

"We're here for our first interview."

"Who let these Pinkies in here?"

Voted Most Likely To Destroy The Behoolder Kingdoms

"No slurs please, we're a family show."

"Jim..."

"You the Gnome (beeps)?  Room 12."

"Excuse me?"

"Here we go..."

"Are ya deaf Pinky?  Room 12."

"Corporate owes us big for this..."
« Last Edit: August 06, 2023, 05:09:37 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #113 on: November 25, 2013, 08:58:03 PM »
                      Watcher
                      Large Aberration
Hit Dice:             3d8+9 (22 hp)
Initiative:           +3
Speed:                5 ft. (1 square), Fly 40 ft. (Perfect)
Armor Class:          16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+7
Attack:               Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
Full Attack:          Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Eye Powers, Shocking Tentacle
Special Qualities:    All-Around Vision, Darkvision 60 ft., Flight
Saves:                Fort +4, Ref +4, Will +6
Abilities:            Str 12, Dex 16, Con 16, Int 4, Wis 16, Cha 14
Skills:               Hide +0, Listen +4, Move Silently +4, Search +1, Spot +8, Survival +4
Feats:                Ability Focus (Shocking Tentacle), Weapon Finesse
Environment:          Cold Hills
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          4-9 HD (Large)
Level Adjustment:     ---

Watchers are 6' diameter spheres with 3 eyes spread evenly around it's sides.  Atop the sphere is a huge compound eye and a ring of 6 lesser eyes, and trailing from the bottom is a prehensile tentacle with a barbed pad just in front of the Watchers mouth.   They are among the lowest of Beholder-kin, and are sentries posted on watch.

Eye Powers (Sp): The Watcher may cast the following as Spell-Like Abilities at will: Detect Thoughts, Major Image, Message, Shadow Evocation, Suggestion, Telekinesis, Teleport, True Seeing

Shocking Tentacle (Su): Opponents hit by the Watcher's Tentacle take 1d6 Electricity damage and must make a DC 15 Fortitude Save (Save DC is Charisma based) or be Paralyzed for 1d4+1 rounds.

Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Combat: Watchers are not all that brave and will use their powers to interfere and delay with intruders while one of their number teleports back to give word of trouble.



Watcher
"Oh great, here come the Watchers."

Not The Brightest Of Minions
"Beholders have minions?"

"Indeed."

"What goes on here?  Dammit Wally, haven't we told you no preachin'?  Who are you two?"

Unlike Most Beholders, Best To Keep Your Distance

"We're here on invitation of your government."

"Harlan and Jim."

"Oh, you're the Palantir people!  Please come with me!"

"That went better than I would have supposed."

"At least they had someone watching for us.."

"NO PUNS!"

"The Beholders find Humanoid humor painful."
« Last Edit: August 06, 2023, 04:52:06 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #114 on: November 25, 2013, 09:02:11 PM »
                      Lensman
                      Medium Aberration
Hit Dice:             2d8+4 (13 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +1/+3
Attack:               Bite +3 Melee (1d8+3) or Halberd +3 Melee (1d10+3/x3)
Full Attack:          Bite +3 Melee (1d8+3) or Halberd +3 Melee (1d10+3/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Eye Power
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +2, Ref +2, Will +5
Abilities:            Str 14, Dex 14, Con 14, Int 6, Wis 14, Cha 14
Skills:               Hide +3, Listen +3, Search -1, Spot +3, Survival +3
Feats:                Improved Initiative
Environment:          Cold Hills
Organization:         Solitary or Squad (4-10)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Lensman are great starfish like beings with one great eye and a mouth surrounded by 5 prehensile limbs (4 of which end in primitive hands).  Often armed with polearms or heavy weapons they are the armed mooks of the Beholder kingdoms.  They speak the Beholder language and are proficient with Simple and Martial Weapons.

Eye Power (Sp): The Lensman chooses one of the following to cast 3/day as a Spell-Like Ability (Caster Level 6th): Crushing Despair, Dispel Magic, Fear, Good Hope, Heal, Rage, Tongues, Protection from Chaos/evil/Good/Law (only one at a time), or Shadow Evocation.

Combat: Lensman rely on their sheer numbers backed by the power of their magical eyes to hope to overcome invaders,  In reality they're little more than speed bumps to allow the Beholders time to get prepared.



Lensman
"This tunnel entrance hooks up to the sewer system in Koziol.  Excellent for hiding."

"It appears to be occupied."

Lowly Servants
"What are they?"

"Oh them.  Those are the Lensmen.  They serve us as beasts of burden."

They Look Like Starfish, Despite Not Being Aquatic
"Beasts?"

"They're not very bright.  They can barely comprehend language."

"What the (beep) man, we understand you perfectly."

"See?  Nothing but gibberish."
« Last Edit: September 16, 2023, 08:20:10 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #115 on: November 25, 2013, 09:07:51 PM »
                      Orbus (Spelljammer)
                      Medium Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +1
Speed:                5 ft. (1 square), Fly 20 ft. (Good)
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +3/+2
Attack:               Bite +2 melee (1d4-1)
Full Attack:          Bite +2 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Antimagic Cone, Darkvision 60 ft., Flight, Mindless
Saves:                Fort +3, Ref +2, Will +5
Abilities:            Str 8, Dex 12, Con 14, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:          Wildspace
Organization:         Solitary or Pack (1-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:    ---

The Orbus are pale, stunted Beholders covered in dry skin as opposed to their usual armored hide.  They are chalk white with filmed over eyes (the smaller eyestalks are blind) and an all but toothless mouth.  Somehow the mindless Orbus are living Spelljammer helms able to focus the powers of their brethren into motive force.  It is unclear if they are born this way, or this is some sort of punishment for Beholders who violate the laws of their species.

Antimagic Cone (Su): A Beholder's central eye continually produces a 150 foot cone of antimagic.  This functions like an Antimagic Field cast by a 13th Level caster.  All magical and supernatural effects are suppressed within the cones area of effect.  Once per round the Beholder may decide whether the cone is active or not by shutting it's eye as a Free Action.

Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Orbus rarely fight, or even react to the presence of others.  Usually they will flee if pressed unless starving or angry.



Orbus
"I'm sure you've heard of spelljamming ships.  We've made use of those for exploring too."

Living Spelljammer Helms
"Sweet Jebus, what happened to that guy?."

"Is...is he the pilot?"

"Sadly yes.  Piloting ships is not easy on our kind.  One of the reasons we have decided to 'come out', so to speak, to the humanoids is so that we may hire them as pilots.  It doesn't seem to bother your species as much."

Virtually Blind
"Is he okay?"

"In theory."

"What does he do when he's not piloting the ship?"

"Drool mostly."

"WAAAAAAAAAAAAAAAAAAAAAAAAAAGHHHH!"

"And scream.  Goodness knows we can't forget the screaming.  No matter how hard we try.."
« Last Edit: September 09, 2023, 08:17:24 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #116 on: November 25, 2013, 09:13:48 PM »
                      Gorbel
                      Small Aberration
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 50 ft. (Good)
Armor Class:          19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +1/-3 (+9 Attached)
Attack:               Claw +4 melee (1d6)
Full Attack:          2 Claws +4 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Explosion, Constrict, Swallow Whole
Special Qualities:    Darkvision 60 ft., Flight, All-Around Vision, Mindless, DR 10/Slashing or Piercing
Saves:                Fort +1, Ref +2, Will +4
Abilities:            Str 10, Dex 14, Con 12, Int -, Wis 13, Cha 2
Skills:               -
Feats:                Weapon Finesse (B)
Environment:          Any Warm Land
Organization:         Solitary or Herd (6-30)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Gorbels are red rubbery spheres with 6 eyestalks and a fanged mouth.  They have stubby clawed legs for gripping prey.  It is uncertain how (or if) they are related to other Beholderkin, for they are little more than mindless predators and they inhabit lands far from the usual Beholder haunts.  Gorbels are very territorial and will attack any movement, even by inanimate objects.

Attach (Ex): A Gorbel can Attach itself with a successful Melee Touch Attack, effectively Grappling it's opponent.  While Attached it loses it's Dexterity Bonus to AC, but gains a +12 Racial Bonus to Grappling Checks.  It can be attacked with a weapon, or removed if it's opponent can successfully Pin it in a Grapple.  Once attached it may swallow opponents if they are small enough, or constrict.

Constrict (Ex): The Gorbel does 1d6 damage with a successful Grapple Check.

Swallow Whole (Ex): An Gorbel can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 1d6 points of bludgeoning damage and 1 point of acid damage per round from the Gorbel's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Explosion (Ex): The gas that fills and buoys the Gorbel's body is very explosive.  If the Gorbel takes a point of damage from anything but a bludgeoning weapon it explodes doing 1d6 Fire damage in the square it occupies, and all adjacent squares.

Flight (Ex): A Gorbel's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

All-Around Vision (Ex): The Gorbel's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.



Gorbel
"gorbelgorbelgorbel..."

"What was that?"

Assumed To Be Beholderkin, Despite Not Living Near Them
"Sounds like we'll finally see some of the local Fauna."

"Oh those are Gorbels.  Humanoids consider them beholderkin, despite them not living near us."

They Explode Easily
"Don't live near you?  They're infesting your sewers!"

"That is unusual.  Perhaps the Lensmen are responsible."

"(beep) we were hired to clean them up!"

"It's too bad they can''t speak clearly.."
« Last Edit: September 16, 2023, 08:22:06 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #117 on: November 25, 2013, 09:18:04 PM »
                      Astereater (Spelljamer)
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +6
Speed:                Fly 20 ft. (4 squares, Good)
Armor Class:          24 (-1 Size, +2 Dex, +13 Natural), touch 11, flat-footed 22
Base Attack/Grapple:  +6/+14
Attack:               Bite +9 Melee (2d4+6)
Full Attack:          Bite +9 Melee (2d4+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Darkvision 60 ft., Flight, Camouflage, DR 5/-
Saves:                Fort +6, Ref +4, Will +7
Abilities:            Str 18, Dex 14, Con 18, Int 8, Wis 13, Cha 10
Skills:               Disguise +0 (+8 to pretend to be a rock), Hide +2 (+10 in Asteroid fields), Knowledge (Wildspace) +1, Listen +3, Search +1, Spot +3, Wildspace Survival +3
Feats:                Flyby Attack, Improved Initiative, Skill Focus (Hide)
Environment:          Wildspace
Organization:         Solitary
Challenge Rating:     6
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:          9-16 HD (Large), 17-32 HD (Huge)
Level Adjustment:     ---

Astereaters are primitive Beholder-kin resembling large rocks with large mouths and a single eye.  They have their own language, though they have rarely been observed using it as they spend most of their lives living as simple ambush predators.  True Beholders hate them, and try to wipe them out whenever possible.  The Giff race has often been found working with them for unknown reasons.

Improved Grab (Ex): To use this ability, an Astereater must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex):  An Astereater can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d6+4 points of bludgeoning damage and 4 points of acid damage per round from the Astereater's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

An Astereater's gizzard can hold 1 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Flight (Ex): An Astereaterl's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Camouflage (Ex): This is identical to the Ranger Ability listed in the PHB. 

Skills: The Astereater has a +8 Racial Bonus on Hide Checks when in asteroid fields, and a +8 Racial Bonus to Disguise Checks to pretend to be a rock.

Combat: Astereater lurk near the periphery of asteroid or debris fields, and strike from ambush.

Note: 5E has a creature called the Eye Monger, which is clearly a variant of this, so there are no 5e stats I've done for the Astereater.

Astereater
"And this is Private Stone.  We found him lurking in an Asteroid field in the Astral Sea.  We think his species is distantly related to Beholderkin."

Ambush Predators
"He looks like he's made of rock"

"Are you sure he's not an elemental?"

"Very much so.  One of the former Space Force members you'll meet today dissected several of his people."

Hard To Hurt
"Dissected?"

"The Space Force has had it's share of...odd encounters with forces beyond even our comprehension"

"So what did you find him doing?"

"Ambushing ships and eating the crew.  They're obligate carnivores."

"I was promised a daily ration of ham for my services.  Where is my (beeeep) ham?"

"Servants Ham! Now!"
« Last Edit: September 09, 2023, 08:19:09 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #118 on: December 03, 2013, 03:00:46 AM »
Kasharin (Spelljammer)

Kasharin is an Acquired Template that can be applied to a living Beholder, and perhaps some Beholderkin.  Known as Beholder Mummies, the Kasharin are Beholders who have contracted a disease called the Blinding Rot, and they look like burned, blackened husks.  Not truly dead, but not quite alive they are normally slain on sight but for the few being kept in study.  The other beholders hope to turn them into some sort of weapon before they truly die.  While the most famous colony is on the Spelljammer ship, the plague did not originate there, and rumors are it was designed to eliminate the Beholders xenophobia of their own species by uniting them all in a semi-undead state. 

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus decreases by -4.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains none of the Special Attacks of the Base Creature but gains the following:

Deathcharm Eye (Su): The Kasharin's central eye continually emits a 150 foot Cone of bizarre magic.  Beings within it's area of effect must make a Willpower Save (Save DC is Cha based with a +4 Racial Bonus) or be affected as if by a Charm Monster spell.  Anything immune to a Charm Monster spell is instead affected by a Finger of Death spell.  Caster Level in either case is equal to Hit Dice.

Blinding Rot (Su):   Supernatural Disease—Injury (Bite), Fortitude Save, Incubation Period 1 minute; Initial and Secondary Damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.  If the Beholder fails 3 Saves in a row, it becomes a Kasharin, and has it's temporary ability damage return at the rate of 2 points per day.

Unlike normal diseases, Blinding Rot continues until the victim reaches Constitution 0 (and dies) becomes a Kasharin or is cured as described below.  Blinding Rot only affects Beholders.

Blinding Rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with blinding Rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate Blinding Rot, the curse must first be broken with Break Enchantment or Remove Curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Blinding Rot can be magically cured as any normal disease.

Special Qualities: Retains all Special Qualities of the Base Creature except All-Around Vision and Antimagic Cone.  It also gains the following:

Caught Between Worlds (Ex): Though not Undead the Kasharin are healed by negative energy and harmed by positive energy similar to the Undead, and they are vulnerable to Turn/Rebuke Undead as well.  Spells still detect them as living beings, but Mindless Undead see them as one of their own. 

Saves: Recalculate Saves due to Ability changes.

Abilities: -2 Int, +2 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: The Spelljammer (Beholder tower)

Organization: Community (4-10)

Challenge Rating: -4

Treasure: None.

Alignment: Usually Neutral Evil

Advancement: Unchanged

Level Adjustment:  ---


Old Xaxix (Beholder/Kasharin)
                      Large Aberration
Hit Dice:             11d8+44 (93 hp)
Initiative:           +6
Speed:                5 ft. (1 square), Fly 30 ft. (Good)
Armor Class:          22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +8/+12
Attack:               Bite +7 melee (2d4 plus Blinding Rot)
Full Attack:          Bite +7 melee (2d4 plus Blinding Rot)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Deathcharm Eye, Blinding Rot
Special Qualities:    Darkvision 60 ft., Flight, Caught Between Worlds
Saves:                Fort +9, Ref +5, Will +12
Abilities:            Str 10, Dex 14, Con 18, Int 15, Wis 17, Cha 15
Skills:               Hide +12, Knowledge (Arcana) +16, Listen +19, Search +16, Spot +19, Survival +3 (+5 following tracks)
Feats:                Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Alertness (B)
Environment:          The Spelljammer (Beholder tower), or other 'leper' colonies
Organization:         Community (4-10)
Challenge Rating:     9
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment:     ---

"In my day we didn't get high off the ship exhaust!  We were True Beholders.  You youngbloods wouldn't understand."

Deathcharm Eye (Su): The Kasharin's central eye continually emits a 150 foot Cone of bizarre magic.  Beings within it's area of effect must make a DC 21Willpower Save (Save DC is Cha based with a +4 Racial Bonus) or be affected as if by a Charm Monster spell.  Anything immune to a Charm Monster spell is instead affected by a Finger of Death spell.  Caster Level in either case is equal to Hit Dice.

Blinding Rot (Su):   Supernatural Disease—Injury (Bite), DC 17 Fortitude Save, Incubation Period 1 minute; Initial and Secondary Damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.  If the Beholder fails 3 Saves in a row, it becomes a Kasharin, and has it's temporary ability damage return at the rate of 2 points per day.

Unlike normal diseases, Blinding Rot continues until the victim reaches Constitution 0 (and dies) becomes a Kasharin or is cured as described below.  Blinding Rot only affects Beholders.

Blinding Rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with blinding Rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate Blinding Rot, the curse must first be broken with Break Enchantment or Remove Curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Blinding Rot can be magically cured as any normal disease.

Flight (Ex): A Kasharinl's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Caught Between Worlds (Ex): Though not Undead the Kasharin are healed by negative energy and harmed by positive energy similar to the Undead, and they are vulnerable to Turn/Rebuke Undead as well.  Spells still detect them as living beings, but Mindless Undead see them as one of their own.



Kasharin
"What are those beholderkin over there?"

Living Dead
"And why are they imprisoned?"

"Are they even alive?"

"We call them Kasharin.  They're what happens when one of our species is exposed to a bizarre, space-borne plague.  We aren't sure if they're truly alive or not."

Consider Themselves The Only True Beholders
"So they're quarantined for everyone's safety?"

"Just ours mostly.  The plague doesn't include humanoids, and we aren't sure if you're carriers."

"Good evening sir.  Can you hear us?"

"I wouldn't do that if I were you."

"Hello.  Dave."

"My name is Jim."

"Soon you will all be one with us Dave."

"Peachy isn't he?"
« Last Edit: August 13, 2023, 03:58:40 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #119 on: December 05, 2013, 01:40:20 AM »
ELDER ORB (Epic PrC)  (Faerun)


   
"Why is this person here?  No one is supposed t know I run the Guild.  Dammit, now we have to kill everyone."

"Weren't we doing that already?"

"...fair enough."

 An Elder Orb is a Beholder Mage that somehow managed to achieve old age.  Possibly because they decided to study Arcane spellcasting in order to ensure their survival.  Many run Thieve's Guilds, or cults, or find themselves in positions of power behind the throne.

BECOMING AN ELDER ORB
Older Beholders who are dedicated to developing arcane spellcasting..

 ENTRY REQUIREMENTS
   Race:  Beholder
   Age:  Old or older
   Spellcasting:  Must be able to cast Arcane spells of at least 7th Level.
   Skills:  Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks
   Feats:  Any Metamagic Feat


Class Skills
 The Elder Orb's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6
1.  Control Death Tyrant
2.  Create Death Tyrant
3.   Spell Resistance, +1 Level of Arcane casting class
4.   Control Death Tyrant
5.   Create Death Tyrant
6.   Immunities, +1 Level of Arcane casting class
7.   Control Death Tyrant
8.   Create Death Tyrant
9.   Improved Spell Resistance, +1 Level of Arcane casting class
10. True Sight, +1 Level of Arcane casting class

Weapon Proficiencies: An Elder Orb gains no new Weapon or Armor Proficiencies.

Control Death Tyrant (Sp): At 1st Level you may use this ability at will.  It is identical to the Control Undead spell, with the following exceptions: It can only be used to control Death Tyrants, and the duration is 1/day level.  At 4th Level the number of Hit Dice you can control doubles.  At 7th Level the range increases to Long (400 ft. + 40 ft./level).

Create Death Tyrant (Sp): At 3rd Level you may use this ability at will, so long as you have enough Beholder corpses to raise.  This is identical to the Create Greater Undead spell, but it can only create a Death Tyrant.  At 6th Level you can cast use this ability during the day, and may create 2 Death Tyrants at once if you have the bodies.  At 9th Level you may raise every Beholder corpse within 30 ft. as a Death Tyrant.

Spell Resistance (Ex): You gain Spell Resistance equal to your (CR + 6)

Immunities (Ex): At 6th Level you become effectively immortal.  You are immune to poison, disease and aging effects.  You also get a +2 Resistance Bonus on all Saving Throws.
 
Improved Spell Resistance (Ex): Your Spell Resistance increases to (CR + 11)

True Sight (Su): At 10yh Level you permanently gain the benefits of the True Seeing spell.

PLAYING AN ELDER ORB
 You have acquired more power than most any other mortal being.  With a little luck some day you'll be able to challenge the Gods.  At least, this is what you believe...
 Combat: You prefer to fight using Death Tyrants or other minions as proxies.  People should never know you are the true enemy.
 Advancement: You prefer to gain more use of your magical talents, and try to exceed the limitations of your physical form.
Resources: Pretty much whatever you want.  You're usually the head of a Hive or international organization.

ELDER ORBS IN THE WORLD
"Stop looking into the Guild's business. You don't want it's attention."!
 The world doesn't know you exist, and you intend to keep it that way.
 Daily Life: Magical study and the business of ruing an empire take up most of your time.
 Notables: Xixuxukluth (LE Beholder/Beholder Mage 9/Elder Orb 3) runs the Chichester Fellowship Club (i.e. the head of a massive crime empire).
 Organizations: Generally you are the head of you're own organization.

NPC Reaction
 NPC's react to you pretty much the same as they would any other Beholder.  Screaming mostly.  Loooots of screaming.

ELDER ORBS IN THE GAME
 Elder Orbs are phenomenally Evil, and as such should be NPC's.
 Adaptation: This is pretty much only for Epic Evil campaigns..
 Encounters: PC's are never meant to encounter an Elder Orb.  They aren't even supposed to know such a thing exists.

Sample Encounter
EL 25: The PC's round the bend in the insanely stupid volcano lair they've been exploring, only to find a large Beholder reclining on a throne being washed and fed grapes by Kobold servants.

"You weren't supposed to see this."

The PC's don't answer back.  Non of them are quite sure what the social protocol for this is.

Note: In 3.5 and previous editions the Death Tyrant was a mindless undead controlled by an Elder Orb or Necromancer.  Here after I will be referring to them as Death Tyrant, Zombie.

Xixuxukluth (Beholder/Beholder Mage 9/Elder Orb 3
Lawful Evil Aberration
Init +6, Senses: Darkvision 60 ft., Listen +18, Spot +22
Languages Beholder, Undercommon
------------------------------------------------
AC 26, touch 11, flat-footed 24  (-1 Size, +2 Dex, +15 Natural)
hp 174 (23 HD)
Fort +13, Ref +9, Will +18 
------------------------------------------------
Speed  5 ft. (1 square), Fly 20 ft. (Good)
Melee Bite +7 melee (2d4)
Base Atk +12, Grp +16
Atk Options Spells
Combat Gear
Spells Prepared (CL 21st)
0(6/day): Detect Magic, Mage, Message, Read Magic
1st (6/day): Cause Fear, Charm Person, Shield, Sleep
2nd (6/day): Detect Thoughts, Command Undead, Daze Monster, Invisibility
3rd (6/day): Arcane Sight, Dispel Magic, Haste, Slow
4th (6/day): Arcane Eye, Charm Monster, Enervation, Fear
5th (6/day) Dominate Person, Hold Monster, Prying Eyes, Teleport
6th (6/day): Create Undead, Disintegrate, Flesh to Stone, Greater Dispel Magic
7th (6/day): Control Undead, Finger of Death, Greater Teleport, Plane Shift
8th (5/day): Clone, Create Greater Undead, Dimensional Lock, Mass Charm Monster
9th (3/day): Dominate Monster, Mass Hold Monster, Mage's Disjunction, Wish
Spell-Like Abilities Control Death Tyrant, Create Death Tyrant
-----------------------------------------------
Abilities Str 10, Dex 14, Con 18, Int 20, Wis 15, Cha 15
SQ All-Around Vision, Central Eye, Flight, Summon Familiar
Feats Flyby Attack, Greater Spell Penetration, Great Fortitude, Improved Initiative, Iron Will, Silent Spell, Spell Penetration, Alertness (B)
Skills Bluff +14, Concentration +24, Diplomacy +14, Hide +11, Intimidate +14, Knowledge (Arcana) +20, Listen +18, Search +21, Spellcraft +25, Spot +22, Survival +10, Use Magic Device +22
Bling +1 Everdancing Heavy Crossbow





Elder Orb
"Okay, let's try this again.  We asked for flora and fauna, and thusly far you've shown us your military, and failed experimental quests for power.  So this time, pretty please, with cherries on top.  Show us some animals."

"Very well, try this address."

Just Get Moe Powerful With Age
"If we actually get fauna native to the area, next vacation is on me."

later

"Can I help you?"

Masters of the Death Tyrants
"We're a  palantir documentary crew filming the local wildlife,  One of your petty bureaucrats sent us here."

"She must be very petty.  This is the Old Ghosts home."

"The what?"

"It's an undead retirement home.  Xixuxukluth!  Follow Xix, he's our security guard and staff."
« Last Edit: September 10, 2023, 06:02:56 PM by bhu »