Author Topic: Beholders  (Read 33706 times)

Offline veekie

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Re: Beholders
« Reply #60 on: December 18, 2011, 03:46:56 PM »
Hmm, insta lose stuff like Death, Transformation, Sleep, Stun etc, would split it and then affect one half?
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 #61 on: December 31, 2011, 02:44:41 AM »
fractal and pirate beholders updated

Offline veekie

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Re: Beholders
« Reply #62 on: December 31, 2011, 04:00:39 AM »
Excellent. I wonder if the Fractal one needs a dimension door or plane shift ability. Probably needs to clarify how many rays can be pointed at a particular creature at once and the action it takes the fire off the rays, but otherwise it looks functional.
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 Drammor

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Re: Beholders
« Reply #63 on: January 25, 2012, 08:48:51 AM »
I just had a half-cocked idea for a beholder variant: the Beholder Invert.

The beholder invert is an 8-foot wide floating orb, dominated by a single many-fanged maw where a beholder's central eye should be. A tripartite eyelid is located where its mouth should be, and when that lid opens, it reveals not one, but seven eyes which have been stuffed into a single socket: one large eye in the center, surrounded by six much smaller eyes which surround it, all sealed together by bands of thick, translucent tissue. Ten smaller, but equally fanged mouths sprout on long stalks from around the beholder's body. A thick, brightly colored slime constantly beads up and sweats from the abomination. The color of this slime, like many of its features, is unique to each beholder invert.

So yeah. It's a beholder... with mouths where its eyes should be, and eyes where its mouth should be. I imagine that it should feature a swallow whole ability, and that anything it swallows could be subject to an antimagic field, as the beholder invert's unique anatomy allows it to look inside its own mouth while it chews its food, and also some kind of toxin or acid on each round that it remains swallowed. A creature wouldn't be able to escape this swallow whole by inflicting damage on the beholder, but they could wrestle themselves free with either an Escape Artist check or by hitting a Break  DC. Also, if it chooses to look inside its mouth, then its smaller eyes (which can still be looking forward) can, at that time, use their magical effects.

Since its eyes are all clustered around each other, though, beholder inverts don't get eye rays. Instead, they get a list of three different cones, and can only use one of them at a time. Each cone has a unique effect that comes from mixing together and diluting the effects of two or three of the normal beholder eye rays.

Ultimately, the real focus of the beholder invert should be its mouths. Eleven bite attacks is no laughing matter, especially since the creature can use a rend-like ability to tear apart creatures that are struck by two or more of the maws (the more bites that strike a single creature, the higher the rend-like damage is). It may be a good idea to give the maws some other ability, too... maybe something magical, similar to an eye ray, but the same for every maw.

Oh yeah, that slime they're covered in. It's both a liquid sensory organ and an extra layer of protection. Even though beholder inverts wouldn't get all-around vision, this slime provides them with blindsense in a 30 foot radius, DR X/piercing, and 25% fortification. The slime and its effects can be temporarily dispersed, however, if sufficient cold or fire damage is dealt to the beholder in a single round.


I just thought I'd mention it here, since you do the beholder thing. :)
« Last Edit: January 25, 2012, 09:09:38 AM by Drammor »
[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 #64 on: February 17, 2012, 11:34:05 PM »
Inverted Beholder  inspired by Drammor
                      Large Aberration
Hit Dice:             11d8+44 (93 hp)
Initiative:           +6
Speed:                5 ft. (1 square), Fly 20 ft. (Good)
Armor Class:          31 (-1 Size, +2 Dex, +15 Natural, +5 Deflection), touch 16, flat-footed 29
Base Attack/Grapple:  +8/+14
Attack:               Bite +9 melee (2d6+2)
Full Attack:          Bite +9 melee (2d6+2) and 11 Mouthstalks +9 melee (1d6+1)
Space/Reach:          10 ft./5 ft. (10 ft. w/Mouthstalks)
Special Attacks:      Improved Grab, Swallow Whole, Eyeblasts, Rend
Special Qualities:    Blindsight 60 ft., Flight, Slime
Saves:                Fort +7, Ref +5, Will +8
Abilities:            Str 14, Dex 14, Con 18, Int 15, Wis 13, Cha 15
Skills:               Hide +8, Knowledge (Arcana) +12, Listen +11, Search +12, Spot +11, Survival +7
Feats:                Flyby Attack, Improved Initiative, Improved Multiattack, Multiattack,
Environment:          Any Hills
Organization:         Solitary
Challenge Rating:     8
Treasure:             Double Standard
Alignment:            Usually Neutral Evil
Advancement:          12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment:     ---

The beholder invert is an 8-foot wide floating orb, dominated by a single many-fanged maw where a beholder's central eye should be. A tripartite eyelid is located where its mouth should be, and when that lid opens, it reveals not one, but seven eyes which have been stuffed into a single socket: one large eye in the center, surrounded by six much smaller eyes which surround it, all sealed together by bands of thick, translucent tissue. Ten smaller, but equally fanged mouths sprout on long stalks from around the beholder's body. A thick, brightly colored slime constantly beads up and sweats from the abomination. The color of this slime, like many of its features, is unique to each beholder invert.

Improved Grab (Ex): To use this ability an Inverted Beholder must either hit a Medium sized or smaller opponent with its bite attack or hit any sized opponent with 2 or more of its mouth stalks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check using its bite, it may swallow the opponent in the following round. If it wins the grapple check using its mouth stalks, it may rend its opponent.

Swallow Whole (Ex): An Inverted Beholder can  try to swallow an opponent at least 1 Size Class smaller than itself with a successful Grapple Check.  The swallowed creature takes 1d6+2 bludgeoning damage along with 2 points of acid damage per round.  While inside the Inverted Beholders gizzard opponents are subject to an Antimagic Field.  A swallowed creature can cut it's way out by doing 25 points of damage with a light slashing or piercing weapon to the Inverted Beholder  gullet (AC 17).  Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out.  The Inverted Beholder’s gullet can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

Eyeblasts (Su): Once every 1d4 rounds as a Standard Action the Inverted Beholder can open its multiple eye and unleash a 60 ft. Cone of energy as a Standard Action.  All opponents in the Area must make a DC 17 (Save DC is Charisma based) Saving Throws against three effects randomly generated from the following list:

1: Hold monster causes creatures to be paralyzed as the spell for 11 rounds.  A successful Will save negates the effect. If this ability is successfully used more than once, the effects overlap.

2: Ravage (see Champions of Ruin pg. 33.) causes every living creature in the area to take 5d6 points of vile damage as per the spell. Unlike normal damage, vile damage can only be healed by magic cast within in area of a consecrate or hallow spell. A successful Fortitude save negates this damage.

3: Vortex: All opponents within the area of effect must make a successful Reflex save or be sucked 30 feet closer to the inverted beholder. If this puts foes in range of the inverted beholder's bite attacks, it may attack them immediately. Flying creatures that are Medium or smaller caught in the vortex are immediately grounded though they take no falling damage.Tiny or smaller creatures are knocked prone. A successful Fortitude save negates this effect.

Rend (Ex): An inverted behold that hits a target with 2 or more mouth stalks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 1d6+1 points of damage for every mouth stalk used in the attack to a maximum of 1d6+2 times the number of mouth stalks that hit.

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.       

Slime (Ex): Inverted Beholders 'sweat' a form of psychoactive slime that both protects them and acts as a sort of sensory organ.  While the slime exists the Beholder has Blindsight 60 ft. and a +5 Deflection Bonus to AC.  While too thick to be washed away by exposure to wind or water it doesn't do well against sudden extremes of temperature.  If the Inverted Beholder takes Fire or Cold damage it must make a Fortitude Save (Save DC is 10 plus damage dealt).  If it fails it loses it's slime and the benefits that go with it for 1d6 rounds.

Combat:  The Inverted Beholders method of combat is to blast opponents with it's eye and then decide on how to progress depending on what comes up. 



Inverted Beholder
"This is Sergeant Xhexh.  He went through a portal of some sort in the Astral Sea."

Other Beholders Find Them Icky
"A lot of your Space Force seems to have suffered many an accident."

"He doesn't seem to be locked away."

"Sergeant Xhexh has kept his mental faculties."

More Victims Of The Far Realm
"Are you sure?"

"The drooling is not a measure of his intellect I assure you."

"Is the Sergeant blind?"

"No he has eyes, they're just hidden."

*opens eyes*

"It's just creepy when he does.  We try not to encourage him."
« Last Edit: August 20, 2023, 06:49:00 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #65 on: February 17, 2012, 11:35:31 PM »
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.

« Last Edit: September 09, 2023, 08:48:00 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #66 on: February 17, 2012, 11:45:05 PM »
cr 14 seem fair for the fractal beholder?

Living Finger of Death
                      Huge Ooze
Hit Dice:             13d10+39 (110 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          17 (-2 Size, +2 Dex, +7 Deflection), touch 17, flat-footed 15
Base Attack/Grapple:  +9/+20
Attack:               Slam +10 melee (1d8+4 plus Death)
Full Attack:          Slam +10 melee (1d8+4 plus Death)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Engulf, Death
Special Qualities:    DR 10/Magic, ooze traits, SR 23
Saves:                Fort +7, Ref +6, Will +6
Abilities:            Str 17, Dex 14, Con 17, Int -, Wis 14, Cha 17
Skills:               ---
Feats:                ---
Environment:         Any
Organization:         Solitary
Challenge Rating:     13
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 20 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.

Death (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 19  Fortitude saving throw or die. If the save is successful, the creature instead takes 3d6+13 points of damage.  The spell may only use this attack every 3 rounds.

Combat: The death spell is the other heavy hitter.  It's secondary to Disintegrate due to it's not being as useful against undead.



Living Flesh to Stone
                     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 Petrification)
Full Attack:          Slam +10 melee (1d8+4 plus Petrification)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Engulf, Petrification
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.

Petrification (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 19 Fortitude Save or the subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this.  The spell may only use this attack every 3 rounds.

Combat: Flesh to Stone is usually out not long after Disintegrate, depending on the foes.



Living Inflict Moderate Wounds
                      Huge Ooze
Hit Dice:             13d10+13 (84 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          9 (-2 Size, -1 Dex, +2 Deflection), touch 9, flat-footed 9
Base Attack/Grapple:  +9/+18
Attack:               Slam +8 melee (1d8+1 plus Wounds)
Full Attack:          Slam +8 melee (1d8+1 plus Wounds)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Engulf, Wounds
Special Qualities:    DR 10/Magic, ooze traits, SR 23
Saves:                Fort +7, Ref +5, Will +5
Abilities:            Str 12, Dex 9, Con 12, Int -, Wis 9, Cha 12
Skills:               ---
Feats:                ---
Environment:         Any
Organization:         Solitary
Challenge Rating:     8
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 13 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.

Wounds (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 13 Willpower Save or take 2d8+10 damage.  Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. The spell may only use this attack every 3 rounds.

Combat: The Inflict spell sees combat a lot.  It's the mainstay of the Goo Beholders offense.



Living Sleep
                      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 Sleep)
Full Attack:          Slam +7 melee (1d8 plus Sleep)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Engulf, Sleep
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.

Sleep (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 11 Willpower Save or fall asleep if it is 4 HD or less.   Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.

Combat: Sleep is let loose on low level opponents only.



Living Slow
                      Huge Ooze
Hit Dice:             13d10+13 (# of HD)> (84 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          11 (-2 Size, +3 Deflection), touch 11, flat-footed 11
Base Attack/Grapple:  +9/+19
Attack:               Slam +8 melee (1d8+1 plus Slow)
Full Attack:          Slam +8 melee (1d8+1 plus Slow)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Engulf, Slow
Special Qualities:    DR 10/Magic, ooze traits, SR 23
Saves:                Fort +8, Ref +7, Will +7
Abilities:            Str 13, Dex 10, Con 13, Int -, Wis 10, Cha 13
Skills:               ---
Feats:                ---
Environment:         Any
Organization:         Solitary
Challenge Rating:     9
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 14 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.

Slow (Su): Targets subjected to the living spells Slam or Engulf attack must make a DC 14 Willpower Save or the creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Multiple slow effects don’t stack. Slow counters and dispels haste.

Combat: Slow is one of the first spells let loose, so it can slow up opponents for the other spells.



Living Telekinesis
                      Huge Ooze
Hit Dice:             13d10+26 (97 hp)
Initiative:           +1
Speed:                60 ft. (12 squares)
Armor Class:          14 (-2 Size, +1 Dex, +5 Deflection), touch 14, flat-footed 13
Base Attack/Grapple:  +9/+19
Attack:               Slam +9 melee (1d8+3 plus Shove)
Full Attack:          Slam +9 melee (1d8+3 plus Shove)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Engulf, Shove
Special Qualities:    DR 10/Magic, ooze traits, SR 23
Saves:                Fort +11, Ref +10, Will +10
Abilities:            Str 15, Dex 12, Con 15, Int -, Wis 12, Cha 15
Skills:               ---
Feats:                ---
Environment:         Any
Organization:         Solitary
Challenge Rating:     11
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 17 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.

Shove (Su): Targets  weighing 325 pounds or less subjected to the living spells Slam or Engulf attack must make a DC 17 Willpower Save or be tossed up to 130 feet in any direction.  If the target strikes a hard surface it takes 1d6 damage per 10 feet traveled.  The spell may only use this attack every 3 rounds.

Combat:  Telekinesis is used to shove opponents into the other spells.




Note: In the case of both editions, I have used a modified version of the Living Spell template.
« Last Edit: August 20, 2023, 07:43:44 PM by bhu »

Offline veekie

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Re: Beholders
« Reply #67 on: February 19, 2012, 05:46:13 AM »
Hmm, raw statistics wise, the Fractal Beholder is closer to CR 10, with low health, saves, DCs and AC. It has high CL of course, which linked to a large number of damaging rays, can be devastating. And its incorporeal, which can seriously screw up unprepared groups trying to hurt it.
Of the rays, you can expect most CR 10 players to save 3/4 of the time, but quantity can still win out, fortunately for PCs, avoiding the Touch or making the save negates the spell effect entirely.

So looking at saves you can't afford to fail, you have:
Sphere of Ultimate Destruction - Enough damage to straight out kill lower level characters, and leaves a big dent regardless on high.
Telekinetic Sphere - Non-teleporting creatures would find it a Ref save or lose. They're in the bubble as long as most fights. Possible application in using it to create cover for the beholder.
Avasculate - Losing half your health and being stunned is a death sentence.
The various orbs hit fairly hard, each of which hits for a 15d6, which in bulk can hurt a good bit.

Hmm, overall analysis. Its squishy for CR 14, sufficiently so that you can kill it in one round, lacking stealth, it won't be bringing ambush predator to the table(barring the classic landshark method), so looking at lower levels. It would need some degree of defense against mundane assaults even with a virtual doubling of health via incorp.

For a CR 11-12 instead, it is offense shifted, with the CL on the abilities turning the raw damage into save or die effects. If CL was lowered, then it'd probably fit right in. At CL 12 for example, it'd probably inflict some fairly horrendous damage to a level 11 party, but can be defeated given some resistances or simply good saves.

The fun factor is triggering the Split, which monstrously raises offense. If they make it split, they're going to be spanked unless they kill it before the splits can act.
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 #68 on: February 19, 2012, 03:45:14 PM »
is the normal beholder over cr'd then? It's a 13

Offline veekie

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Re: Beholders
« Reply #69 on: February 20, 2012, 04:22:01 AM »
The regular Beholder has similar qualities, without surprise it'd probably be curb-stomped, but practically all its rays are Save or Die/Lose, so by targeting weak saves and spraying them out, you just need two of them to catch unlucky party members, especially with two charm rays. Thats the difference anyway, its a glass cannon that might kill half the party in one round, but wouldn't stand up any better(worse in fact, since the Fractal Beholder comes with incorp to take liberal advantage of cover.) in an extended fight.

I do like the Fractal Beholder as it is though, it can be fought more than the regular beholder proper can be.
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 dipolartech

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Re: Beholders
« Reply #70 on: February 20, 2012, 09:12:39 AM »
thoughts on CR??

Eyeball Swarm
                      Tiny Aberration (Swarm)
Hit Dice:             30d8-30 (105 hp)
Initiative:           +7
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +22/-
Attack:               Swarm (5d6) and x Eye Rays +27 Ranged Touch
Full Attack:          Swarm (5d6) and x Eye Rays +27 Ranged Touch
Space/Reach:          10 ft./0 ft.
Special Attacks:      Eye Rays, Distraction
Special Qualities:    Immunities, All-Around Vision, Flight, Swarm traits, Dark Vision 60', Half Damage from Slashing and Piercing
Saves:                Fort +9, Ref +13, Will +19
Abilities:            Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
Skills:               Hide +18, Listen +2, Move Silently +10, Search +12, Spot +14
Feats:                Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover  * See races of the wild
Environment:          Underground
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Eye Rays (Su): Anything inside the swarm is automatically hit with 6 rays per round.  Anything within 35' of the Swarm gets 1d3 ray attacks per round directed against it.  Each rays effect resembles a spell cast by a 4th Level Sorcerer and has a range of 35', and requires a DC 27 Saving Throw (Save DC is Charisma Based).  The 4 effects to choose from are Cause Fear (Will Save), Daze (Will Save), Ray of Frost (no save), or Mage Hand (move any unattended weight of 15 lbs or less up to 15' a round).

Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 24 Fortitude Save or be Nauseated 1 round.  Using skills that involve patience or concentration require a DC 20 Concentration check.  Casting or concentrating on spells requires a Concentration check (DC 20+spell level).  Save DC is Constitution based.

Immunities: Immune to Charms and Compulsions.

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

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

Combat:  Eyeballs are like most swarms despite being intelligent.  They, you know, swarm.






bhu, i'm a little confused on what level your aiming for with this eye swarm? You have casting as a 4th level Sorc, which means level 2 spells from sorc? or level 4 spells from sorc list? Also where is the DC 27 coming from to save against coming from? And I think its because I'm new but I don't get what you mean by "Save DC is charisma based" does that mean you add your charisma mod to a d20 roll and try to beat 27, meaning a charisma of 26 to give a 10% chance (19 and nat 20)?

So what sort of target is going to have low enough miss chance vs rays to be hit by the ray and not just have it to be an auto-confirmed effect?

Just help me out with the math, I'm new at this stuff.

Offline Agita

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Re: Beholders
« Reply #71 on: February 20, 2012, 09:23:05 AM »
bhu, i'm a little confused on what level your aiming for with this eye swarm? You have casting as a 4th level Sorc, which means level 2 spells from sorc? or level 4 spells from sorc list? Also where is the DC 27 coming from to save against coming from? And I think its because I'm new but I don't get what you mean by "Save DC is charisma based" does that mean you add your charisma mod to a d20 roll and try to beat 27, meaning a charisma of 26 to give a 10% chance (19 and nat 20)?

So what sort of target is going to have low enough miss chance vs rays to be hit by the ray and not just have it to be an auto-confirmed effect?

Just help me out with the math, I'm new at this stuff.
"4th level Sorcerer" means just that, it's cast as if it were cast by a character with four levels in Sorcerer. In other words, it has a Caster Level of 4. That's all it means.
That the save DC is Charisma-based means the DC (not the save that the target rolls) is calculated from the creature's Charisma. When not otherwise stated, the save DC of a creature's abilities is calculated as (10 + 1/2 creature's HD + relevant ability modifier). The save DC being Cha-based means the "relevant ability modifier" is Cha, which is +0 for the swarm. It has 30 hit dice, making the save DC 10+15+0=25 base, and the Ability Focus feat for its eye rays, which raises the DC by another +2 to 27.
« Last Edit: February 20, 2012, 02:12:02 PM by Agita »
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Offline bhu

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Re: Beholders
« Reply #72 on: February 20, 2012, 01:36:41 PM »
WHat Agita said!


SO CR 12 for the fractal sounds good.  Any objections?

Offline veekie

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Re: Beholders
« Reply #73 on: February 20, 2012, 02:11:05 PM »
Other than lowering CL to fit(12th?) no objections.
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 dipolartech

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Re: Beholders
« Reply #74 on: February 20, 2012, 06:30:25 PM »
Ok I think I'm following now, maybe. So if its shooting an eyebeam (ray) that requires a fort save its DC 27? And for the swarm has a ranged attack value of ??? +22? So its sounds much more likely to miss with the machine gun style rays but if a ray hits then odds are the target fails the save if it has to try it?

Offline bhu

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Re: Beholders
« Reply #75 on: February 20, 2012, 11:38:50 PM »
Ok I think I'm following now, maybe. So if its shooting an eyebeam (ray) that requires a fort save its DC 27? And for the swarm has a ranged attack value of ??? +22? So its sounds much more likely to miss with the machine gun style rays but if a ray hits then odds are the target fails the save if it has to try it?

The eye rays are +27 to hit ranged touch attacks.  If a target is hit by one or more he makes a saving throw for each ray.

Offline bhu

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Re: Beholders
« Reply #76 on: March 22, 2012, 10:36:52 PM »
pirate beholder now has eye rays

Offline bhu

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Re: Beholders
« Reply #77 on: April 12, 2012, 09:41:44 PM »
CR 12 seem ok for the Pirate Beholder?

Offline veekie

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Re: Beholders
« Reply #78 on: April 16, 2012, 03:34:19 PM »
Hmm, fragile for CR 12. It does however, have a good chance of crippling a party's mundane offense on an opening round with Pain and Power Word Fatigue. And Rapture of the Deep, with Flesh to Salt(presumably after a TK barrage) gives the random chance of just going down outright. Particularly vulnerable to caster types.

So CR is about right, if you can score Pain and Fatigue in the surprise round, hopefully taking out the caster with your TK.
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 #79 on: April 16, 2012, 09:04:58 PM »
kewl!

updated Drammors critters