Beholder, Goo inspired by Drammor
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+14
Attack: Bite +9 Melee (2d4+3)
Full Attack: Bite +9 Melee (2d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Living Spells, Improved Grab
Special Qualities: Flight, All-Around Vision, Dark Vision 60 ft.
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 14, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +8, Knowledge (Arcana) +15, Listen +14, Search +20, Spot +23, Survival +12
Feats: Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Alertness (B)
Environment: Any Hills
Organization: Solitary
Challenge Rating: 8 plus summoned critters
Treasure: Double Standard
Alignment: Usually Neutral Evil
Advancement: 12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment: ---
"Awright on my count the archers unleash hell on that flying freak.""I still dont like this. Beholders are twitchy even if it is a solo one.""Go!""FRAAPP!""OMG OMG git it iff meh!"More popularly known as the Amoebic Beholder, instead of having eye rays this Beholder uses it's eyestalks to summon oozes with the Living Spell Template. An odd mutation, and certainly one that is NOT popular with professional adventurers. They appear as fleshy Beholders with only the one central eye.
Living Spells (Su): Once per round one of the Beholders Eyes can cast Summon Monster IX (Caster Level is 13) as a Swift Action, except the creature summoned is one of the following spells with the Living Spell Template (see Eberron Campaign Setting): Antimagic Field, Charm Person, Charm Monster, Disintegrate, Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep, Slow, or Telekinesis. Once an eye has Summoned a Spell it cannot do so again until 1d4 rounds after the spells duration expires or the spell dies. For example if a Beholder summons a Charm Person ooze it has 13 rounds before it disappears, then the Beholder must wait 1d4 rounds before it can Summon another Charm Person ooze (unless it is destroyed then it just needs to wait another 1d4 rounds). Basically the Beholder can only Summon one ooze of each type at any given time. The Beholder is limited in how many times per day it can be used: 1/day: Finger of Death. 2/day: Antimagic Field, Disintegrate, Flesh to Stone. 3/day: Telekinesis, 4/day: Charm Monster, Charm Person, Fear, Inflict Moderate Wounds, Sleep, Slow.
Improved Grab (Ex): To use this ability, a Beholder 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 tries to prevent it's opponents movement.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
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: The Amoebic Beholder prefers to let it's summoned troops weaken parties up, before summoning another round and joining the fray. It then bites people and holds them until it's spells can close in.
Goo Beholder"This is Private Chogus. He volunteered for an experiment designed to give him extra powers.""Howdy!"Used For Summoning Support"Was the experiment successful?""Where is his chitin?"
"It was successful, just not in the way we intended. His chitin sort of...fell off. He doesn't seem to mind though."An Odd Experiment"So what powers did he gain?"
"Instead of his normal eye rays he can summon living representations of their power.""Was that the goal?""We were hoping to increase their power. I suppose we did in a way.""I have things living inside me!""His cheerfulness is terrifying."Living Antimagic Field Huge Ooze
Hit Dice: 13d10+39 (110 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (-2 Size, +1 Dex, +6 Deflection), touch 15, flat-footed 14
Base Attack/Grapple: +9/+20
Attack: Slam +10 melee (1d8+4 plus Antimagic)
Full Attack: Slam +10 melee (1d8+4 plus Antimagic)
Space/Reach: 10 ft./5 ft.
Special Attacks: Engulf, Antimagic
Special Qualities: DR 10/Magic, ooze traits, SR 23
Saves: Fort +13, Ref +11, Will +11
Abilities: Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body.
Antimagic (Su): The living spell is immune to all magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items against it. Magic weapons that strike it are considered normal weapons when attacking it. Defensive items like magic armor are normal equipment against it's attacks.
Combat; The Antimagic Eye is turned loose to fight opponents that rely on magic.
Living Charm Person Huge Ooze
Hit Dice: 13d10 (71 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 7 (-2 Size, -2 Dex, +1 Deflection), touch 7, flat-footed 7
Base Attack/Grapple: +9/+17
Attack: Slam +7 melee (1d8 plus Charm)
Full Attack: Slam +7 melee (1d8 plus Charm)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, Charm
Special Qualities: DR 10/Magic, ooze traits, SR 23
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 11, Dex 8, Con 11, Int -, Wis 8, Cha 11
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 11 Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body.
Charm (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 11 Willpower Save or be affected as if it had failed a Save against a Charm Person spell. This effect ends when the living spell dies or ends.
Combat: The Charm Person spell is usually only let out when there are Humanoid foes.
Living Charm Monster Huge Ooze
Hit Dice: 13d10+26 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (-2 Size, +4 Deflection), touch 12, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Slam +9 melee (1d8+3 plus Charm)
Full Attack: Slam +9 melee (1d8+3 plus Charm)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, Charm
Special Qualities: DR 10/Magic, ooze traits, SR 23
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 14, Dex 11, Con 14, Int -, Wis 11, Cha 14
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body.
Charm (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 16 Willpower Save or be affected as if it had failed a Save against a Charm Monster spell. This effect ends when the living spell dies or ends.
Combat: Charm Monster is usually one of the first spells unleashed, and acts as a distraction.
Living Disintegrate Huge Ooze
Hit Dice: 13d10+39 (110 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (-2 Size, +1 Dex, +6 Deflection), touch 15, flat-footed 14
Base Attack/Grapple: +9/+20
Attack: Slam +10 melee (1d8+4 plus Disintegrate)
Full Attack: Slam +10 melee (1d8+4 plus Disintegrate)
Space/Reach: 10 ft./5 ft.
Special Attacks: Engulf, Disintegrate
Special Qualities: DR 10/Magic, ooze traits, SR 23
Saves: Fort +13, Ref +11, Will +11
Abilities: Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body.
Disintegrate (Su): Targets subjected to the living spells Slam or Engulf attack takes 26d6 points of damage if it fails a DC 19 Fortitude Save. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. The spell may only use this attack every 3 rounds.
Combat: Disintegrate is almost always the second spell summoned. It's one of the heavy hitters.
Living Fear Huge Ooze
Hit Dice: 13d10+26 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (-2 Size, +4 Deflection), touch 12, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Slam +9 melee (1d8+3 plus Fear)
Full Attack: Slam +9 melee (1d8+3 plus Fear)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, Fear
Special Qualities: DR 10/Magic, ooze traits, SR 23
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 14, Dex 11, Con 14, Int -, Wis 11, Cha 14
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body.
Fear (Su): Targets subjected to the living spells Slam or Engulf attack become Panicked for 13 rounds (or until the spell disappears), unless it succeeds on a DC 16 Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Combat: Fear is also used as a spoiler when facing appropriate foes.