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Beholder Conversion


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The_Gneech

Explorer
In order to make the beholder more viable as a "solo," I gave it an interrupt at the beginning of each enemy's turn; other than that it's a pretty straightforward port. I'd be interested in anyone's thoughts on it ... I'm wondering if it may be overpowered.

Beholder (Eye Tyrant) CR 13 (XP 25,600)
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LE Large aberration
Init +6; Senses all-around vision, darkvision 60'; Perception +27
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AC 29 (-1 Size, +2 Dex, +18 Natural), touch 11, flat-footed 27
hp 162 (17d8 + 68)
Fort +11, Ref +7, Will +14
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Speed fly 20 ft.
Melee bite +12/+8 (2d4)
Ranged eye rays +14/+11 touch (special)
Space 10 ft.; Reach 5 ft.;
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Abilities Str 10/+0, Dex 14/+2, Con 18/+4, Int 17/+3, Wis 15/+2, Cha 15/+2
Base Atk +12; CMB +13; CMD 25 (can’t be tripped)
Feats Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Toughness
Skills Fly +23, Knowledge (Arcana) +24, Knowledge (Dungeoneering) +24, Perception +27, Spellcraft +24, Survival +23, Stealth +23
Languages Common, Draconic, Infernal
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Antimagic Cone The beholder’s central eye creates an antimagic field as if cast by a 13th level sorcerer in a 150' (30-square) cone as a free action. This effect nullifies all magic items, spells, or spell-like abilities, including the beholder’s own eye rays. Once per turn, the beholder may activate or deactivate this effect by opening or closing its central eye.

Eye of the Beholder At the beginning of each enemy’s turn, the beholder may use an eye ray against that enemy if it is within 50' (10 squares) and line of sight, unless the creature is within the antimagic cone of the beholder’s central eye.

Eye Rays Once per round, the beholder may use any of the following eye rays a total of once, either as an attack action or via its Eye of the Beholder ability. (The beholder may use two rays as a full attack action.) Each ray counts as a touch attack unless it provides a saving throw instead. The DC for all saving throws is 20 (Cha-based).

1.) Charm Monster (Will DC 20)
2.) Charm Person (Will DC 20)
3.) Disintegrate (touch + Fort DC 20, 26d6, 5d6 w/ save)
4.) Fear (Will DC 20, panicked, shaken w/ save)
5.) Finger of Death (touch + Fort 20, 130 damage or 3d6+13 w/ save)
6.) Flesh to Stone (Fort 20 or turned to stone)
7.) Inflict Wounds (Will DC 20, 2d8+10, half damage w/ save)
8.) Sleep (Will DC 20 or fall unconscious)
9.) Slow (Will DC 20, per spell)
10.) Telekinesis (Will DC 20 or target shoved 20' or affected by a combat maneuver w/ +13 CMB)

-The Gneech :cool:
 


Set

First Post
If it already hasn't been mentioned, the Beholder as a critter sorely lacks a means of replenishing it's own hit points. I'd want to modify it's Inflict Wounds blasting eye to give it back the hit points inflicted through this attack, functioning more like a Vampiric Touch ray attack, than an Inflict Wounds spell.

Alternately, perhaps it 'drinks' magic that it's central eye negates or counterspells, giving it back 1d6 hit points for each level of the spell negated (or 1d4 / spell level + 1 hit point / CL or something, as even the weaker spells of higher level casters are 'tastier' than those of apprentices).

Another 'beholder' for Golarion, but not at all the typical one.

It's also possible to go a different route, and write up something that is statistically a Beholder, but appears as a cyclopean humanoid, covered in runic tattoos, each of which contains a specific spell-like ability. It's baleful single eye has the anti-magic ray or instant counterspell or whatever, while it's rune-tattoos flare with power to release the other spell effects. Foes can make CMB checks to attempt to strike specific tattoos, and if they succeed and inflict sufficient damage to 'break' the tattoo, it's unusable until the creature has time to heal the injury and re-ink the 'broken' tattoo. It's not really any different than a normal Beholder, to fight, but looks like a one-eyed Ogre-sized humanoid covered with glowing runes, instead of a floating eyeball.
 

Tarondor

First Post
BEHOLDER
Tarondor’s Pathfinder Conversion
based on notes by Mike Mearls and James Jacobs

A beholder is an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Ten smaller eyes on stalks sprout from the top of the orb.

BEHOLDER CR13
LE Large Aberration
Init +6*; Senses all-around vision, darkvision 60 ft.; Perception +26
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Defense
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AC 28, touch 11, flat-footed 27 (-1 size, +1 Dex +18 natural)
hp 180 (19d8+95)
Fort +14, Ref +14, Will +18
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Offense
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Speed 5 ft., fly (20 feet)(good)
Melee Bite +9 (2d4/x2)
Special Attacks eye rays (dc 21), sustained barrage
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Statistics
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Str 10, Dex 14, Con 20, Int 17, Wis 15, Cha 15
Base Atk +14; CMB +14; CMD +26 (cannot be tripped)
Feats Alertness, Blind-Fight, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Intimidate), Skill Focus (Perception)
Skills Intimidate +24, Knowledge (Arcana) +21, Knowledge (GM’s choice) +21, Perception +26, Stealth +21, Survival +21, Use Magic Device +21
Languages Aklo, Common
SQ All-around vision, antimagic eye, sustained barrage, darkvision 60 ft., flight
Other Gear (11,600 gp)
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TRACKED RESOURCES
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-none-
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Special Abilities
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All-Around Vision You can see in all directions and cannot be flanked.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eye Rays (Su): Each of a beholder's eye stalks can produce a ray of magical energy. As a standard action, a beholder can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a beholder can use the same ability twice per round. Each ray has a range of 150 ft. All variable effects as if cast by a 13th-level caster.
Eye Ray Effects:
Stun Ray. (Fort negates, DC 21) In combat, a creature struck with this ray is stunned for 1 round. Out of combat, the ray can be used as a charm monster spell (and the save becomes a Will save)
Blast Ray Any creature struck by this ray suffers 6d6 energy damage. The beholder can select the type of energy at will.
Telekinesis Ray. (Ref negates, DC 21) The beholder can use this ray to manipulate objects of size Large and smaller, including fine manipulation of tools. The beholder can move a creature struck by this ray up to 20 ft.
Slow Ray. (Will negates. DC 21) A creature struck by this ray is affected as by the slow spell.
Disintegrate Ray. (Fort partial. DC 21) You must make a successful ranged touch attack to hit. A creature struck by this ray is affected as by the disintegrate spell.

Antimagic Eye (Su): The beholder can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the beholder creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 22) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus.
Sustained Barrage (Su): Beholders continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A beholder rolls two dice for initiative and records both results. On a beholder's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the beholder may fire its blast ray or telekinesis rays at any target within 60 feet. The beholder fires twice, using either ray for each shot. It may fire at the same or a different target. The beholder cannot take any other actions on its barrage turn except to delay.
 
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