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BEHOLDER-KIN, Lensman |
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Medium–Size Aberration |
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Hit Dice: 2d8+2 (11 hp) |
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Initiative: +3 (Dex) |
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Speed: 20 ft |
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AC: 17 (+3 Dex, +4 natural) |
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Attacks: Halberd +1 melee; or tentacle +1 melee |
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Damage: Halberd 1d10; or tentacle 1d6 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Eye ray |
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Saves: Fort +1, Ref +3, Will +4 |
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Abilities: Str 10, Dex 16, Con 13, Int 7, Wis 12, Cha 12 |
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Skills: Hide +7, Listen +5, Move Silently +7, Spot +5 |
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Climate/Terrain: Any land and underground |
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Organization: Solitary or squad (2-10) |
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Challenge Rating: 2 |
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Treasure: Standard |
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Alignment: Always neutral evil |
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Advancement: 3–6 HD (Medium–size) |
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Lensmen are the lackeys of the beholder caste system. Their lack of eyes and humanoid-like body shape relegate them to tasks of menial labor in the structure of beholder society. A lensman has a five-limbed starfish-shaped body with a large central eye set in the middle of the chest. A large, toothy maw is located just below the eye. Four of its five limbs end in prehensile, three-fingered claws. The fifth limb, located at the top of the body and above the eye, is a prehensile whip-like appendage. Its body is covered in short, coarse, bristly hair, tan in color. |
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A lensman wears a garb around its lower torso to hold its tools and weapons. |
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Combat |
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Lensmen are semi-mindless drones and they generally attack with their weapons. |
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Eye Ray (Su): A lensman’s eye can produce a single magical ray once a round. The eye’s effect resembles a spell cast by a 6th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player’s Handbook). All rays have a range of 50 feet and a save DC of 11. |
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A lensman’s single eye ray is determined randomly for each lensman. Roll 1d6 on the table below. |
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1. Emotion (Sp): As the 4th-level arcane spell. Will save negates. |
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2. Heal (Sp): As the 6th-level divine spell. |
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3. Dispel Magic (Sp): As the 3rd-level arcane spell. |
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4. Tongues (Sp): As the 3rd-level arcane spell. |
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5. Silent Image (Sp): As the 1st-level arcane spell. Will save negates. |
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6. Protection from Good/Evil/Law/Chaos (Sp): As 1st-level arcane spell, but the lensman can only use one version of the spell at a time. Will save negates. |