Beholder, Elder Orb |
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Large Aberration
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| Hit Dice: 17d8+51 (127 hp) |
| Initiative: +4 (Improved Initiative) |
| Speed: 5 ft, fly 20 ft (good) |
| AC: 20 (-1 size, +11 natural) |
| Attacks:Eye rays +10 ranged touch, bite +5 melee |
| Damage: Bite 2d4 |
| Face/Reach: 5 ft by 5 ft/ 5 ft |
| Special Attacks: Eye rays, spells |
| Special Qualities: All-around vision, antimagic cone, SR 21, fly, poison resistance 20 |
| Saves: Fort +10,
Ref +5, Will +18
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| Abilities: Str 10,
Dex 10, Con 16,
Int 24, Wis 22,
Cha 23 |
| Skills: Bluff +11, Hide +9, Intimidate +11, Knowledge (arcane) +13, Knowledge (any two) +10, Listen +14, Search +16, Sense Motive +11, Spellcraft +14, Spot +18 |
| Feats: Alertness, Combat Casting, Empower Spell, Expertise, Extend Spell, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell, Shot on the Run, Still Spell |
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| Climate: Any land and underground |
| Organization: Solitary or troupe (1 plus 2-8 beholders and 1-6 Death Tyrants) |
| Challenge Rating: 19 |
| Treasure: Double Standard |
| Alignment: Usually lawful evil |
| Advancement: 18-34 HD (Large); 35-51 HD (Huge) |
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The Elder Orb is a powerful beholder of advanced age, that has gained the ability to cast arcane spells. These orbs are almost indistinguishable from normal beholders, save that some of their eyestalks will be severed, or withered away into uselessness. These masterminds of the beholder race are the wisest, but the most cunning and ruthless of their kind.
Elder Orbs are sometimes seen as councilors and leaders to beholders and various factions within beholderkind. They see themselves as the pinnacle of their kind, working hard to maintain important positions in the supremacy of beholders. They are always seeking new information, resources, wealth, and magic. Their horde of magic spells, items, and magical knowledge makes them almost as tempting a target to adventurers as dragons.
An important resource common to Elder Orbs is the Death Tyrant, an undead beholder (see Forgotten Realms Campaign Setting, p 309). The Orbs have their own unique spells to create and control them, and use them in various capacities as guards, assassins, and tools for combat.
COMBAT
Elder Orbs fight in the same manner as common beholders, but with much more cunning, experience and strategy. These Orbs have typically lost the powers of some of its eyestalks, though their spellcasting ability usually makes up for this deficiency.
Elder Orbs are capable of learning arcane magic with verbal-only components. They develop their own spells, but are also likely to buy or steal spells from other beings, and guard their knowledge jealously. They can and do use magic items such as potions, scroll, and wizards' spellbooks, as well as any other item that is not worn like clothing (i.e., rings, boots, bracers, robes, etc.)
Eye Rays (Su): An Elder Orb's eye rays function in exactly the same manner as those of standard beholders (see Monster Manual, p 24-25). The only difference between a standard beholder's and an Elder Orb's eye rays is that the Orb will have permanently lost the powers of at least 1d4 eyes, and its remaining eyes do not regenerate.
Spells: Elder Orbs can learn an unlimited number of arcane spells, but may memorize only one spell per spell level at a time. They must study a spell to memorize it, as wizards do.
Spells commonly known among Elder Orbs include: darkness, dispel magic, detect thoughts, minor globe of invulnerability, move earth, power word blind, protection from arrows, see invisibility, and wall of force.
Elder Orbs also always have access to two spells of their own creation, control death tyrant and create death tyrant. These spells are of a unique sort, and the alien nature of the magic makes them unusable to non-beholder minds of less than 18 Intelligence. Elder Orbs usually have both of these spells memorized, to create a steady supply of servants, and as battlefield fodder.
Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature's front. This functions just like the antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed - even the Elder Orb's own eye rays and spells. Once each round, during its turn, the Elder Orb decides which way it will face, and whether the antimagic cone is active or not (the Elder Orb deactivates the cone by shutting its central eye). Note that an Elder Orb can bite only creatures to its front.
All-Around Vision (Ex): Elder Orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.
Flight (Ex): An Elder Orb's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Control Death Tyrant
Necromancy
Level: Sor/Wiz 4
Components: V
Casting Time: 1 round
Range: 1 mile/level
Target: One Death Tyrant per point of Intelligence of caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has.
If there are a larger number of Death Tyrants within the spell's range than the caster's limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds.
Create Death Tyrant
Necromancy [Evil]
Level: Sor/Wiz 8
Components: V
Casting Time: 3 rounds
Range: Close (25 ft + 5 ft/2 levels)
Target: One beholder corpse/level
Duration: 1d12 rounds + 1 round/level
Saving Throw: None
Spell Resistance: No
This spell creates Death Tyrants from the corpses or empty shells of beholders. This spell also provides the caster with control over the undead beholders, but for a limited duration of 1d12 rounds plus one round per level or Hit Die of the caster. After this time, the control Death Tyrant spell is necessary to maintain control over the undead. Casting this spell is an act of inherent evil. |
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1991 Wizards of the Coast, Inc. Originally found in the Ruins of Undermountain boxed set (1991). |
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