Author Topic: Beholders  (Read 33685 times)

Offline bhu

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Re: Beholders
« Reply #20 on: November 11, 2011, 11:03:30 PM »
Beholder, Pirate
                      Large Aberration
Hit Dice:             11d8+44 (93 hp)
Initiative:           +6
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          27 (-1 Size, +2 Dex, +16 Natural), touch 11, flat-footed 25
Base Attack/Grapple:  +8/+16
Attack:               Eye Rays +9 Ranged Touch (varies) and 1 Bite +6 melee (2d4+2)
Full Attack:          Eye Rays +9 Ranged Touch (varies) and 1 Bite +6 melee (2d4+2) and 1 Hook +6 melee (1d8+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Eye Rays, Pirate
Special Qualities:    All-Around Vision, Darkvision 120 ft., Flight
Saves:                Fort +7, Ref +5, Will +11
Abilities:            Str 18, Dex 15, Con 18, Int 16, Wis 14, Cha 14
Skills:               Intimidate +13, Knowledge (Arcana, Geography) +14, Listen +12, Profession (Pirate) +5, Search +14, Spot +13, Survival +12
Feats:                Flyby Attack, Great Flyby Attack, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary or Party (5-10)
Challenge Rating:     12
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment:     ---


Beholder Pirates are odd mutations, descendants of outcasts from the Beholder Kingdoms that have taken to robbery to survive.  Born blind in their Antimagic central eye, and with a withered extra eyestalk to which a prosthesis is usually attached, they do not have some of the raw power their other cousins do.  Most have been reduced to raiding passers by in lonely areas to eke out an existence, while avoiding the gaze of their more numerous cousins.  On the weird side, they have become fans of humanoid pirate culture (or at least their Beholderized version of it).  A Beholder being chastised by a war criminal for cultural misappropriation is a sight few forget.

Eye Rays (Su): Each of a Beholder Pirates 10 eye rays resembles a spell cast by a 13th Level caster with a range of 150 ft., and a Save DC of 17 (Save DC is Charisma based).  Most are ranged touch attacks with the following effects:

Eye 1: Distract Assailant (see Spell Compendium). The target must make a DC 17 Willpower Save, or be flat-footed until the beginning of it's next turn.

Eye 2: Power Word Fatigue (see Races of the Dragon). The target is Fatigued for a certain number of rounds, depending on it's hit points (or Exhausted if it was already Fatigued): 25 hp or less (1d4+1 hours), 26-50 hp (1d4+1 Minutes), 51-100 hp (1d4+1 rounds), 101+ hp is unaffected.

Eye 3: Curse of Impending Blades (see Miniatures Handbook). The target takes a -2 Penalty to AC for 13 Minutes, or until it receives a Remove Curse or similar spell.

Eye 4: Pain (see Complete Arcane). The target must make a DC 17 Fortitude Saving Throw or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 6 rounds (the Penalty is reduced to -2 if the Save is successful).

Eye 5: Rapture of the Deep (see Stormwrack). The target must make a DC 17 Willpower Save, of become unconscious until it receives a Limited Wish, Miracle or Wish spell.  This is not a sleep effect.

Eye 6: Phantasmal Killer.  The target must make a DC 17 Fortitude Save or die.  If the Save succeeds, the target still takes 3d6 damage.

Eye 7: Telekinesis.  A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful DC 17 Willpower Save.

Eye 8: Disintegrate.  The target must succeed on a DC 17 Fortitude save or be affected as though by the spell.

Eye 9: Flesh to Salt (see Sandstorm).  The target takes 6d6 damage, and if this reduces it to half or less of it's current hp, it must make a DC 17 Fortitude Save, or be turned to salt.

Eye 10: Greater Harm (see Heroes of Horror).  The target must succeed on a DC 17 Willpower save or take 13d12 damage.  If it makes the Save, it takes half damage, and can't be reduced below 1 hit point.

Pirate: If an opponent is denied his Dexterity Bonus to AC or is Flat-footed, the Beholder Pirates Eye Rays increases their Save DC by +1 (this stacks with Feats like Ability Focus), and it's physical attacks do +1d6 damage (this second part is identical to the Sneak Attack ability on page 50 of the PHB).

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: Pirate Beholders blast away from ambush, hiding and sniping away till their rays work before moving in for the kill.




Beholder Pirate
"These...persons...are our privateer force.  Such as they are.  Most were born mutants, so a use had  to be found for them."

Fans of Humanoid Culture
"They look like stereotypes of pirates.  That one even has a parrot."

"Do they have knowledge of Humanoid subcultures?"

"They are mindless fans of that rubbish.  Pirates in particular.  I've no idea why seeing as our own culture is so superior."

Professional Brigands
"Can we chat with them?"

"Be my guest."

"YO HO HO!"

"Why do your people say 'arr' in a raspy voice all the time?"

"What the (beep) is a swash, and how do I buckle one?"

"Whats up with the parrots?"

"Any tips on killing ninjas?"

"Might you have the secret of gunpowder with you?"

Later, back at the government building

"I don't understand, what are you looking for?"

"Our show is primarily about flora and fauna, not militaries"

"You can interview beasts."

"No sir, but wee can talk about the wonders of nature."

"Well who the hell cares about that?  Here, try Lolthdrics over at the Observatory.  If anyone can understand this he will."
« Last Edit: September 09, 2023, 09:06:57 PM by bhu »

Offline bhu

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Re: Beholders
« Reply #21 on: November 14, 2011, 02:56:56 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 Eye Rays +28 Ranged Touch (see below)
Full Attack:          Swarm (5d6) and Eye Rays +28 Ranged Touch (see below)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Eye Rays, Distraction
Special Qualities:    Immunities, All-Around Vision, Flight, Swarm traits, Dark Vision 60 ft., 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 +13
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:     ---

Eyeballs tend to travel in packs till fully grown.

Eye Rays (Su): Anything inside the swarm is automatically hit with 6 rays per round.  Anything within 35 ft. 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 ft., 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 ft. 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 slightly more intelligent.  They, you know, swarm.

Gazer Swarm
"Welcome to the Kozial zoo.  Mind the children."

"WEEEEEEEEEEEEEEEEEEEEEEEEEEE!!"

Beholders, if Beholders Were Cats
"What the?"

"Mind the children's minders."

"Dammit, you kids come back here!"

There Are Many Crap Jobs Handed To The Gauths
"So...we're a documentary crew looking into the local wildlife..."

"And you'e looking for a tour?"

"WEEEEEEEEEEEEEEEEEEE!"

"Assuming the children don't run us down..."

"Ah, you'd be Jim and the Gnome."

"Harlan.  I have a name."

"And here I was told Jim was the touchy one."



Gauth Mob
                      Medium Aberration
Hit Dice:             30d8+90 (225 HP)
Initiative:           +6
Speed:                5 ft. (1 square), Flying 20 ft. (Good)
Armor Class:          19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
Base Attack/Grapple:  +22/-
Attack:               Mob (5d6) and x Eye Rays +27 Ranged Touch
Full Attack:          Mob (5d6) and x Eye Rays +27 Ranged Touch
Space/Reach:          20 ft./0 ft.
Special Attacks:      Eye Rays, Stunning Gaze
Special Qualities:    Dark Vision 60 ft., All-Around Vision, Flight, Mob Anatomy, Swarm traits
Saves:                Fort +13, Ref +12, Will +21
Abilities:            Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Skills:               Hide +24, Knowledge (Arcana) +22, Listen +26, Search +26, Spot +30, Survival +24
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:     Cold Hills     
Organization:        Solitary
Challenge Rating:     15
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          ---
Level Adjustment:     ---

Gauths sometimes travel in packs to keep the larger Beholderkin at bay.

Eye Rays (Su): Anything inside the swarm is automatically hit with 8 rays per round.  Anything within 100 ft. of the Swarm gets 1d4 ray attacks per round directed against it.  Each rays effect resembles a spell cast by a 8th Level Sorcerer and has a range of 100 ft, and requires a DC 28 Saving Throw (Save DC is Charisma Based).  Ray effects to choose from are: Sleep (Will Save, affects any one creature regardless of HD), Inflict Moderate Wounds (2d8+8 damage, Will Save for half), Dispel Magic (targeted dispel version, level check is 1d20+8), Scorching Ray (one ray doing 4d6 fire damage, no save), Ray of exhaustion (no Save), and Paralysis (Fort Save or be Paralyzed 2d10 minutes).

Stunning Gaze (Su): Gaze Attack 30 ft., Stun for 1 round, DC 26 Will Save Negates. Save DC is Charisma Based.

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.

Mob Anatomy (Ex): Immune to critical hits, cannot be flanked, tripped, grappled, or bull rushed.

Combat: Slightly more tactical than the Eyeballs, but not by much given their preponderance of eye rays.

« Last Edit: September 24, 2023, 01:36:29 AM by bhu »

Offline veekie

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Re: Beholders
« Reply #22 on: November 15, 2011, 09:31:38 AM »
Hmm, hard to make a call until you have some fixed list of possible Eye Rays, it wholly depends on that after all.
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 Agita

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Re: Beholders
« Reply #23 on: November 15, 2011, 10:50:08 AM »
Attack:               Swarm (5d6) and 18 Eye Rays +27 Ranged Touch
Full Attack:          Swarm (5d6) and 18 Eye Rays +27 Ranged Touch
Space/Reach:          10 ft./0 ft.
Eye Rays (Su): Each Eyeball in the swarm can produce an Eye Ray each round, working out to 3 Eye Rays per side of each square the Swarm inhabits.  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).

As written, the swarm would produce significantly more than 18 rays per round. With a space of 10 feet, the swarm occupies a total of 4 squares, each of which has 4 sides, for 16 sides total. Three rays per side then means 16*3=48 rays per round. If you mean to say three per side of the 10x10 square the swarm occupies, it would be 4*3=12 rays per round.
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Offline bhu

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Re: Beholders
« Reply #24 on: November 16, 2011, 01:53:42 AM »
I meant three rays per each square side facing outward, which would make it 24 rays i guess.  There are 4 squares each with 2 sides facing outwards for 8 sides, leaving me with 24 rays. 

The person requesting these would like me to keep it CR 18 or below.   Might be out of luck on that one.

Offline veekie

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Re: Beholders
« Reply #25 on: November 16, 2011, 03:59:01 AM »
What about giving them a smaller number of targeted rays, and resolve the rest as a large radius Reflex save? Success means only 1 of the random rays, failure means three.

EDIT:
Centered on the swarm of course.
« Last Edit: November 16, 2011, 04:03:54 AM by veekie »
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 #26 on: November 16, 2011, 04:08:47 AM »
Me likee...

Offline veekie

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Re: Beholders
« Reply #27 on: November 16, 2011, 04:38:14 AM »
Well, its basically a swarm attack.


With lasers.
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 Agita

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Re: Beholders
« Reply #28 on: November 16, 2011, 06:42:57 AM »
Well, its basically a swarm attack.


With lasers.
But swarm attacks don't allow Reflex saves...

Gives me a different thought, though. What if the swarm's swarm attack literally was X eye rays at random that automatically hit you?
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Offline bhu

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Re: Beholders
« Reply #29 on: November 17, 2011, 04:26:16 AM »
Regarding the Dire Beholder:

Am I progressing past the bounds of sanity with this one?

Offline veekie

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Re: Beholders
« Reply #30 on: November 17, 2011, 05:01:41 PM »
Hard to tell...it looks like rape on floating wheels.

« Last Edit: November 17, 2011, 05:34:14 PM by bhu »
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 #31 on: November 17, 2011, 05:34:22 PM »
Hard to tell...it looks like rape on floating wheels.

so thats a yes then  :smirk

Offline radmelon

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Re: Beholders
« Reply #32 on: November 17, 2011, 07:31:31 PM »
That's absurd. Wheels don't float.  :psyduck

Offline bhu

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Re: Beholders
« Reply #33 on: November 18, 2011, 03:17:17 AM »
howzis sound

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).

Offline veekie

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Re: Beholders
« Reply #34 on: November 18, 2011, 04:15:39 AM »
Hmm...Mage Hand might be tricksy applied to a target(since it does nothing), what about a dialed down(mass reduced) Telekinetic Thrust instead?
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 Agita

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Re: Beholders
« Reply #35 on: November 18, 2011, 05:57:26 AM »
Hmm...Mage Hand might be tricksy applied to a target(since it does nothing), what about a dialed down(mass reduced) Telekinetic Thrust instead?
It does do funny things to halflings when you aim two or more rays at them.
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Offline bhu

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Re: Beholders
« Reply #36 on: November 20, 2011, 02:57:17 AM »
CR 13 for the eyeball swarm, cr 15 for the gauth mob sound ok for a guess?

Offline radmelon

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Re: Beholders
« Reply #37 on: November 20, 2011, 03:08:19 AM »
I really can't tell. I guess you'll just have to... eyeball it!  :lmao

Offline veekie

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Re: Beholders
« Reply #38 on: November 20, 2011, 05:47:34 AM »
Hmm, very difficult to call. If it gets you into beamspam range you're kinda screwed, but at a distance, the eyes are kinda easy to annihilate.
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 #39 on: November 25, 2011, 02:29:08 AM »
Dire beholder done except for cr