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Beholderkin Conversions for 3.5e
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<blockquote data-quote="gooeylouie" data-source="post: 6607939" data-attributes="member: 6762633"><p>Since beholders and beholderkin are some of my favorite monsters, I thought some of the more obscure ones needed converting. Any beholderkin that is in a 3e or 3.5e book is not converted here. The layout of the monster stats aren't perfect, but you should have no trouble understanding them. If you have any questions or want me to add anything (like flavor-text or an explanation of what the monsters look like) just ask. The last twwo monsers here are not beholders, but mounts for beholders.</p><p></p><p><strong>Observer</strong></p><p>Size/Type: Large Aberration</p><p>Hit Dice: 8d8+32 (64 hp)</p><p>Initiative: +6</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 28 (+16 natural, +3 dex, -1 size), tch 12, ff 25</p><p>Base Attack/Grapple: +6/+13</p><p>Attack: bite +8 melee (1d8+4 plus blood drain) and eye rays + 8 ranged</p><p>Full Attack: 3 bites +8 melee (1d8+4 plus blood drain) and eye rays +8 ranged</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: blood drain, gaze, psionics, eye rays, improved grab</p><p>Special Qualities: darkvision 60 ft, true seeing, all-around vision</p><p>Saves: Fort +6, Ref +4, Will +8</p><p>Abilities: Str 16, Dex 16, Con 18, Int 19, Wis 15, Cha 15</p><p>Skills: concentration + 11, decipher script + 11, hide +6, knowledge arcana + 11, knowledge architecture +6, knowledge dungeoneering + 6, geography + 6, history +6, local + 6, nature + 8, nobility + 6, religion + 6, planes + 11, listen + 8, search + 14, spellcraft + 7, spot + 16, survival + 8 (+10 on other planes or following tracks)</p><p>Feats: AlertnessB, Flyby Attack, Improved Initiative, Combat Casting</p><p>Environment: Acheron, Mechanus, Outlands</p><p>Organization: solitary</p><p>Challenge Rating: 11</p><p>Treasure: double standard</p><p>Alignment: Usually lawful neutral</p><p>Advancement: 9–13 HD (Large); 14–30 HD (Huge)</p><p>Level Adjustment:</p><p>Improved grab: To use this ability, an observer must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. On a successful check, it can use it's blood drain</p><p>Blood drain: 1d3 con damage</p><p>Gaze: Each of the creature’s main eyes projects a powerhl ray of telekinetic force that can have one of three effects: First, it can simulate Bigby’s forceful hand, driving back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures between 500 and 1,000 pounds cannot advance closer to the observer while its gaze remains on them. Creatures over 1,000 pounds can advance only at the speed of 10 feet per round. Second, the gaze of the main eyes can be used to strike telekinetic blows inflicting damage equal to 1d12+10 points. Third, it can automatically deflect all physical missiles fired at the creature from the 120 degree arc in front of the eye. The main eyes have a range of 100 yards.</p><p>Psionics: an observer manifests powers as a 10th level wilder with some exceptions. The observer has 230 power points per day and has access to powers whose level is normally too high for a 10th level wilder. These powers are listed under the powers known by the observer. Save DC 12 plus power level</p><p>powers known: telekinesis (as spell, but power level and power points as if telekinetic maneuver), control object, inertial barrier, control body, chameleon, psionic dominate, mindlink, attraction, aversion, detect thoughts (as spell, uses 3 power points, 2nd level power), invisibility (as spell, uses 3 power points, 2nd level power), psionic mind blank, phobia amplification (makes subject act irrationally on worst fear, uses 5 power points, 9th level power), power leech</p><p>Eye Rays: caster level 10, save DC 17, 3 rays each round as free action</p><p> dominate monster 90 ft range</p><p> evervation 90 ft range</p><p> fear 150 ft range</p><p> finger of death 90 ft ran1ge</p><p> magic missile (3 missiles) 150 ft range</p><p> freezing sphere (8d4+16 damage)</p><p>True Seeing: the powerful eyes of observers are the equivalent of a true seeing spell to a range of 100 yards, except that the monster can’t determine alignment by sight</p><p></p><p></p><p><strong>Examiner</strong></p><p>Size/Type: Medium Aberration</p><p>Hit Dice: 8d8+24 (48 hp)</p><p>Initiative: +5</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 20 (+9 natural, +1 dex), tch 11, ff 19</p><p>Base Attack/Grapple: +6/+7</p><p>Attack: bite +7 melee (1d6+1) and eye rays +7 ranged</p><p>Full Attack: bite +7 melee (1d6+1) and eye rays +7 ranged</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: eye rays</p><p>Special Qualities: darkvision 60 ft, spell resistance 20, use magic items, create magic items, regeneration 1, all-around vision</p><p>Saves: Fort +5, Ref +3, Will +8</p><p>Abilities: Str 12, Dex 12, Con 16, Int 19, Wis 15, Cha 15</p><p>Skills: craft (any two) + 5, decipher script + 10, hide +6, knowledge arcana + 10, knowledge architecture +6, knowledge dungeoneering + 6, geography + 6, history +6, local + 6, nature + 8, nobility + 6, religion + 6, planes + 6, listen + 8, search + 14, spellcraft + 7, spot + 16, survival + 8 (+10 following tracks), use magic device + 10</p><p>Feats: AlertnessB, Craft Wonderous Item, Craft Magic Arms and Armor, Forge Ring</p><p>Environment: cold hills</p><p>Organization: solitary, pair, or squad (3-6)</p><p>Challenge Rating: 5</p><p>Treasure: double standard</p><p>Alignment: Usually lawful neutral</p><p>Advancement: 9–13 HD (Medium); 14–30 HD (Large)</p><p>Level Adjustment:</p><p>Eye rays: 2 each round as free action, caster level 8, save DC 17</p><p> enlarge person and reduce person</p><p>identify and legend lore</p><p> transmute form (similar to a Stone Shape spell, but works on all types of nonmagical, </p><p> nonliving material)</p><p> spell turning</p><p>Use magic items: an examiner can use up to four magic items as if it were humanoid in shape, that is, they can use magic items even if they normally would not fit on the examiner's body</p><p>Create magic Items: an examiner can create magic items just as a warlock can with a use magic device check and can take a 10. Different examiners can choose different item creation feats.</p><p></p><p></p><p><strong>Lensman</strong></p><p>Size/Type: Medium Aberration</p><p>Hit Dice: 2d8+4 (12 hp)</p><p>Initiative: +7</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 22 (+9 natural, +3 dex), tch 13, ff 19</p><p>Base Attack/Grapple: +1/+1</p><p>Attack: claw+1 melee (1d8) and eye, or spear + 1 melee (1d8 x3) and eye, or spear +4 ranged (1d8 x3) and eye</p><p>Full Attack: claw -4 melee (1d8) and spear +1 (1d8 x3) and eye, or spear +4 ranged (1d8 x3) and eye</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: eye</p><p>Special Qualities: darkvision 60 ft</p><p>Saves: Fort +2, Ref +3, Will +3</p><p>Abilities: Str 10, Dex 16, Con 14, Int 6, Wis 11, Cha 11</p><p>Skills: hide + 4, listen + 3, search -1, spot + 3, survival + 1</p><p>Feats: AlertnessB, Improved Initiative</p><p>Environment: cold hills</p><p>Organization: solitary, pair, or squad (3-10)</p><p>Challenge Rating: 2</p><p>Treasure: 50% coins, 50% goods, 50% items</p><p>Alignment: Usually neutral evil</p><p>Advancement: 3 HD (Medium)</p><p>Level Adjustment:</p><p>Eye: Caster level 6, DC 15, roll 1d6 to determine eye power</p><p>1 Emotion</p><p>2 Heal</p><p>3 Dispel Magic</p><p>4 Tongues</p><p>5 Silent Image</p><p>6 Protections (any type, but only one at a time)</p><p></p><p><strong></strong></p><p><strong>Watcher</strong></p><p>Size/Type: Medium Aberration</p><p>Hit Dice: 3d8+6 (18 hp)</p><p>Initiative: + 6</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 18 (+6 natural, +2 dex), tch 12, ff 16</p><p>Base Attack/Grapple: +2/+3</p><p>Attack: tentacle + 3 melee (3d6+1) and eyes</p><p>Full Attack: tentacle + 3 melee (3d6+1) and eyes</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: eyes</p><p>Special Qualities: darkvision 60 ft, all-around vision</p><p>Saves: Fort +2, Ref +3, Will +3</p><p>Abilities: Str 12, Dex 14, Con 14, Int 3, Wis 11, Cha 11</p><p>Skills: hide + 4, listen + 3, search + 1, spot + 7, survival + 1</p><p>Feats: AlertnessB, Improved Initiative</p><p>Environment: cold hills</p><p>Organization: solitary or cluster (2-4)</p><p>Challenge Rating: 4</p><p>Treasure: none</p><p>Alignment: Usually neutral</p><p>Advancement: 4-5 HD (Medium)</p><p>Level Adjustment:</p><p>Eyes: Each of a watcher’s main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no special powers. Caster level 3rd.</p><p> True Seeing and Detect Thoughts</p><p> Major Image, Shadow Conjuration, and Shadow Evocation</p><p> Telekinesis 1,000 lb. and Teleport</p><p>Compound Eye: Message, Tongues, and Suggestion</p><p></p><p></p><p><strong>Doomsphere</strong></p><p>Size/Type: Large Undead (Incorporeal)</p><p>Hit Dice: 14d8 (56 hp)</p><p>Initiative: + 6</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 26 (+14 defection, +2 dex), tch 26, ff 24</p><p>Base Attack/Grapple: +7/-</p><p>Attack: eye rays +8 ranged</p><p>Full Attack: eye rays +8 ranged</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: eye rays</p><p>Special Qualities: undead traits, all-around vision</p><p>Saves: Fort +6, Ref +6, Will +13</p><p>Abilities: Str -, Dex 14, Con -, Int 1, Wis 15, Cha 15</p><p>Skills: Hide +11, Listen +4, Search +10, Spot +17</p><p>Feats: AlertnessB, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will</p><p>Environment: any</p><p>Organization: solitary</p><p>Challenge Rating: 15</p><p>Treasure: none</p><p>Alignment: Always lawful evil</p><p>Advancement: 15–16 HD (Large); 17–33 HD (Huge)</p><p>Level Adjustment:</p><p>Antimagic cone 150 ft</p><p>Eye Rays, caster level 8 save DC 17</p><p>invisibility</p><p>solid fog</p><p>sleep</p><p>telekinesis (250 lbs)</p><p>confusion</p><p>disintegrate</p><p>fear</p><p>slow</p><p>cause serious wounds</p><p>finger of death</p><p></p><p></p><p><strong>Kasharin</strong></p><p>Same as death tyrant, but with mummy rot. All beholders and beholderkin touched automatically affected (no save). Only beholders and beholderkin are effected by the disease.</p><p></p><p></p><p><strong>Orbus</strong></p><p>Size/Type: Large Aberration</p><p>Hit Dice: 5d8+10 (30 hp)</p><p>Initiative: +4</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 15 (+6 natural, -1 size), tch 9, ff 15</p><p>Base Attack/Grapple: +2/+1</p><p>Attack: -</p><p>Full Attack: -</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: -</p><p>Special Qualities: darkvision 60 ft, antimagic cone 150 ft, channel magic</p><p>Saves: Fort +3, Ref +1, Will +6</p><p>Abilities: Str 8, Dex 10, Con 14, Int -, Wis 10, Cha 1</p><p>Skills: hide -2, listen + 5, spot + 5</p><p>Feats: AlertnessB, Improved Initiative, Iron Will</p><p>Environment: space</p><p>Organization: ship (1-6)</p><p>Challenge Rating: 2</p><p>Treasure: none</p><p>Alignment: Always neutral</p><p>Advancement: 6-10 HD (Large)</p><p>Level Adjustment:</p><p>Channel Magic: beholders can use orbi to channel their own magic to power spelljamming ships</p><p></p><p></p><p><strong>Astereater</strong></p><p>Size/Type: Large Aberration</p><p>Hit Dice: 8d8+32 (62 hp)</p><p>Initiative: +4</p><p>Speed: fly 20 ft. (4 squares)</p><p>Armor Class: 28 (+18 natural, +1 dex, -1 size), tch 10, ff 28</p><p>Base Attack/Grapple: +6/+12</p><p>Attack: bite +6 melee (2d4+3)</p><p>Full Attack: bite +6 melee (2d4+3)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: swallow whole, improved grab</p><p>Special Qualities: darkvision 60 ft</p><p>Saves: Fort +6, Ref +3, Will +10</p><p>Abilities: Str 14 dex 12, Con 18, Int 8, Wis 15, Cha 11</p><p>Skills: hide -2, listen + 5, spot + 5, disguise +10</p><p>Feats: AlertnessB, Flyby Attack, Improved Initiative, Iron Will</p><p>Environment: space</p><p>Organization: solitary</p><p>Challenge Rating: 6</p><p>Treasure: none</p><p>Alignment: Usually lawful evil</p><p>Advancement: 6-10 HD (Large)</p><p>Level Adjustment:</p><p>Improved Grab: When an astereater hits with it's bite attack, it can then start a grapple without provoking an attack of opportunity and can attempt to swallow whole</p><p>Swallow Whole: On a successful grapple check, an astereater can swallow an opponent at least one size category smaller. Once inside, the victim takes 1d6 points of acid damage each round. A trapped creature can escape by dealing 12 points of damage to the inside of the astereater (AC 17). The asterater cannot attack if it has someone in it's stomach.</p><p></p><p></p><p><strong>Gorbel</strong></p><p>Size/Type: Small Aberration</p><p>Hit Dice: 2d8+4 (12 hp)</p><p>Initiative: +4</p><p>Speed: 5 ft. (1 square), fly 60 ft. (12 squares)</p><p>Armor Class: 19 (+7 natural, +1 dex, +1 size), tch 12, ff 18</p><p>Base Attack/Grapple: +1/-3</p><p>Attack: claw +1 (1d6-1)</p><p>Full Attack: claw +1 (1d6-1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: improved grab, explosion</p><p>Special Qualities: darkvision 60 ft, immune to blunt weapons</p><p>Saves: Fort +3, Ref +1, Will +6</p><p>Abilities: Str 8, Dex 12, Con 14, Int -, Wis 10, Cha 2</p><p>Skills: hide +5, listen +2, spot +4</p><p>Feats: AlertnessB, Improved Initiative</p><p>Environment: tropical land</p><p>Organization: herd (1-20)</p><p>Challenge Rating: 1</p><p>Treasure: none</p><p>Alignment: Always neutral</p><p>Advancement: 6-10 HD (Large)</p><p>Level Adjustment:</p><p>Improved Grab: When a gorbel hits with it's claw attack, it can start a grapple without provoking an attack of opportunity. If successful, the gorbel establishes a hold and automatically deals claw damage.</p><p>Explosion: when struck with an edged weapon, magic, or by another exploding gorbel, the gorbel explodes, dealing 1d4 points of damage to all creatures within 5 feet. This sometimes causes chain reactions of exploding gorbels.</p><p></p><p><strong></strong></p><p><strong>Patroller (Beholder Mount)</strong></p><p>Size/Type: Large Aberration</p><p>Hit Dice: 8d8+48 (72 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft (6 squares)</p><p>Armor Class: 16 (+5 natural, +2 dex, -1 size), tch 11, ff 19</p><p>Base Attack/Grapple: +4/+14</p><p>Attack: claw +9 (1d4+4)</p><p>Full Attack: 2 claws +9 (1d4+4)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: rend (2d4+9)</p><p>Special Qualities: regeneration 5</p><p>Saves: Fort +3, Ref +1, Will +6</p><p>Abilities: Str 23, Dex 14, Con 23, Int -, Wis 10, Cha 1</p><p>Skills: -</p><p>Feats: -</p><p>Environment: any</p><p>Organization: 1 plus beholder mage</p><p>Challenge Rating: 6</p><p>Treasure: none</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Level Adjustment:</p><p></p><p><strong></strong></p><p><strong>Crawler (Director Mount)</strong></p><p>Size/Type: Large Magical Beast</p><p>Hit Dice: 4d10+11 (31 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft (6 squares)</p><p>Armor Class: 17 (+7 natural, +1 dex, -1 size), tch 10, ff 15 (rolled up without rider AC 20)</p><p>Base Attack/Grapple: +4/+11</p><p>Attack: bite +6 (2d4+3 plus poison)</p><p>Full Attack: 2 bites +6 (2d4+3 plus poison)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: poison</p><p>Special Qualities: darkvision 60 ft, low-light vision</p><p>Saves: Fort +6, Ref +5, Will +2</p><p>Abilities: Str 17, Dex 13, Con 14, Int 1, Wis 13, Cha 6</p><p>Skills: Climb +13, Hide +2, Listen +7, Spot +9</p><p>Feats: Alertness, Toughness</p><p>Environment: any</p><p>Organization: solitary or cluster (2-20)</p><p>Challenge Rating: 3</p><p>Treasure: none</p><p>Alignment: Always neutral</p><p>Advancement: 5-6 HD (Large); 7-9 HD (Huge)</p><p>Level Adjustment:</p><p>poison: Fortitude DC 13 paralysis for 1d4 rounds</p></blockquote><p></p>
[QUOTE="gooeylouie, post: 6607939, member: 6762633"] Since beholders and beholderkin are some of my favorite monsters, I thought some of the more obscure ones needed converting. Any beholderkin that is in a 3e or 3.5e book is not converted here. The layout of the monster stats aren't perfect, but you should have no trouble understanding them. If you have any questions or want me to add anything (like flavor-text or an explanation of what the monsters look like) just ask. The last twwo monsers here are not beholders, but mounts for beholders. [B]Observer[/B] Size/Type: Large Aberration Hit Dice: 8d8+32 (64 hp) Initiative: +6 Speed: fly 20 ft. (4 squares) Armor Class: 28 (+16 natural, +3 dex, -1 size), tch 12, ff 25 Base Attack/Grapple: +6/+13 Attack: bite +8 melee (1d8+4 plus blood drain) and eye rays + 8 ranged Full Attack: 3 bites +8 melee (1d8+4 plus blood drain) and eye rays +8 ranged Space/Reach: 10 ft./10 ft. Special Attacks: blood drain, gaze, psionics, eye rays, improved grab Special Qualities: darkvision 60 ft, true seeing, all-around vision Saves: Fort +6, Ref +4, Will +8 Abilities: Str 16, Dex 16, Con 18, Int 19, Wis 15, Cha 15 Skills: concentration + 11, decipher script + 11, hide +6, knowledge arcana + 11, knowledge architecture +6, knowledge dungeoneering + 6, geography + 6, history +6, local + 6, nature + 8, nobility + 6, religion + 6, planes + 11, listen + 8, search + 14, spellcraft + 7, spot + 16, survival + 8 (+10 on other planes or following tracks) Feats: AlertnessB, Flyby Attack, Improved Initiative, Combat Casting Environment: Acheron, Mechanus, Outlands Organization: solitary Challenge Rating: 11 Treasure: double standard Alignment: Usually lawful neutral Advancement: 9–13 HD (Large); 14–30 HD (Huge) Level Adjustment: Improved grab: To use this ability, an observer must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. On a successful check, it can use it's blood drain Blood drain: 1d3 con damage Gaze: Each of the creature’s main eyes projects a powerhl ray of telekinetic force that can have one of three effects: First, it can simulate Bigby’s forceful hand, driving back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures between 500 and 1,000 pounds cannot advance closer to the observer while its gaze remains on them. Creatures over 1,000 pounds can advance only at the speed of 10 feet per round. Second, the gaze of the main eyes can be used to strike telekinetic blows inflicting damage equal to 1d12+10 points. Third, it can automatically deflect all physical missiles fired at the creature from the 120 degree arc in front of the eye. The main eyes have a range of 100 yards. Psionics: an observer manifests powers as a 10th level wilder with some exceptions. The observer has 230 power points per day and has access to powers whose level is normally too high for a 10th level wilder. These powers are listed under the powers known by the observer. Save DC 12 plus power level powers known: telekinesis (as spell, but power level and power points as if telekinetic maneuver), control object, inertial barrier, control body, chameleon, psionic dominate, mindlink, attraction, aversion, detect thoughts (as spell, uses 3 power points, 2nd level power), invisibility (as spell, uses 3 power points, 2nd level power), psionic mind blank, phobia amplification (makes subject act irrationally on worst fear, uses 5 power points, 9th level power), power leech Eye Rays: caster level 10, save DC 17, 3 rays each round as free action dominate monster 90 ft range evervation 90 ft range fear 150 ft range finger of death 90 ft ran1ge magic missile (3 missiles) 150 ft range freezing sphere (8d4+16 damage) True Seeing: the powerful eyes of observers are the equivalent of a true seeing spell to a range of 100 yards, except that the monster can’t determine alignment by sight [B]Examiner[/B] Size/Type: Medium Aberration Hit Dice: 8d8+24 (48 hp) Initiative: +5 Speed: fly 20 ft. (4 squares) Armor Class: 20 (+9 natural, +1 dex), tch 11, ff 19 Base Attack/Grapple: +6/+7 Attack: bite +7 melee (1d6+1) and eye rays +7 ranged Full Attack: bite +7 melee (1d6+1) and eye rays +7 ranged Space/Reach: 5 ft./5 ft. Special Attacks: eye rays Special Qualities: darkvision 60 ft, spell resistance 20, use magic items, create magic items, regeneration 1, all-around vision Saves: Fort +5, Ref +3, Will +8 Abilities: Str 12, Dex 12, Con 16, Int 19, Wis 15, Cha 15 Skills: craft (any two) + 5, decipher script + 10, hide +6, knowledge arcana + 10, knowledge architecture +6, knowledge dungeoneering + 6, geography + 6, history +6, local + 6, nature + 8, nobility + 6, religion + 6, planes + 6, listen + 8, search + 14, spellcraft + 7, spot + 16, survival + 8 (+10 following tracks), use magic device + 10 Feats: AlertnessB, Craft Wonderous Item, Craft Magic Arms and Armor, Forge Ring Environment: cold hills Organization: solitary, pair, or squad (3-6) Challenge Rating: 5 Treasure: double standard Alignment: Usually lawful neutral Advancement: 9–13 HD (Medium); 14–30 HD (Large) Level Adjustment: Eye rays: 2 each round as free action, caster level 8, save DC 17 enlarge person and reduce person identify and legend lore transmute form (similar to a Stone Shape spell, but works on all types of nonmagical, nonliving material) spell turning Use magic items: an examiner can use up to four magic items as if it were humanoid in shape, that is, they can use magic items even if they normally would not fit on the examiner's body Create magic Items: an examiner can create magic items just as a warlock can with a use magic device check and can take a 10. Different examiners can choose different item creation feats. [B]Lensman[/B] Size/Type: Medium Aberration Hit Dice: 2d8+4 (12 hp) Initiative: +7 Speed: 30 ft. (6 squares) Armor Class: 22 (+9 natural, +3 dex), tch 13, ff 19 Base Attack/Grapple: +1/+1 Attack: claw+1 melee (1d8) and eye, or spear + 1 melee (1d8 x3) and eye, or spear +4 ranged (1d8 x3) and eye Full Attack: claw -4 melee (1d8) and spear +1 (1d8 x3) and eye, or spear +4 ranged (1d8 x3) and eye Space/Reach: 5 ft./5 ft. Special Attacks: eye Special Qualities: darkvision 60 ft Saves: Fort +2, Ref +3, Will +3 Abilities: Str 10, Dex 16, Con 14, Int 6, Wis 11, Cha 11 Skills: hide + 4, listen + 3, search -1, spot + 3, survival + 1 Feats: AlertnessB, Improved Initiative Environment: cold hills Organization: solitary, pair, or squad (3-10) Challenge Rating: 2 Treasure: 50% coins, 50% goods, 50% items Alignment: Usually neutral evil Advancement: 3 HD (Medium) Level Adjustment: Eye: Caster level 6, DC 15, roll 1d6 to determine eye power 1 Emotion 2 Heal 3 Dispel Magic 4 Tongues 5 Silent Image 6 Protections (any type, but only one at a time) [B] Watcher[/B] Size/Type: Medium Aberration Hit Dice: 3d8+6 (18 hp) Initiative: + 6 Speed: fly 20 ft. (4 squares) Armor Class: 18 (+6 natural, +2 dex), tch 12, ff 16 Base Attack/Grapple: +2/+3 Attack: tentacle + 3 melee (3d6+1) and eyes Full Attack: tentacle + 3 melee (3d6+1) and eyes Space/Reach: 5 ft./5 ft. Special Attacks: eyes Special Qualities: darkvision 60 ft, all-around vision Saves: Fort +2, Ref +3, Will +3 Abilities: Str 12, Dex 14, Con 14, Int 3, Wis 11, Cha 11 Skills: hide + 4, listen + 3, search + 1, spot + 7, survival + 1 Feats: AlertnessB, Improved Initiative Environment: cold hills Organization: solitary or cluster (2-4) Challenge Rating: 4 Treasure: none Alignment: Usually neutral Advancement: 4-5 HD (Medium) Level Adjustment: Eyes: Each of a watcher’s main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no special powers. Caster level 3rd. True Seeing and Detect Thoughts Major Image, Shadow Conjuration, and Shadow Evocation Telekinesis 1,000 lb. and Teleport Compound Eye: Message, Tongues, and Suggestion [B]Doomsphere[/B] Size/Type: Large Undead (Incorporeal) Hit Dice: 14d8 (56 hp) Initiative: + 6 Speed: fly 20 ft. (4 squares) Armor Class: 26 (+14 defection, +2 dex), tch 26, ff 24 Base Attack/Grapple: +7/- Attack: eye rays +8 ranged Full Attack: eye rays +8 ranged Space/Reach: 10 ft./5 ft. Special Attacks: eye rays Special Qualities: undead traits, all-around vision Saves: Fort +6, Ref +6, Will +13 Abilities: Str -, Dex 14, Con -, Int 1, Wis 15, Cha 15 Skills: Hide +11, Listen +4, Search +10, Spot +17 Feats: AlertnessB, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will Environment: any Organization: solitary Challenge Rating: 15 Treasure: none Alignment: Always lawful evil Advancement: 15–16 HD (Large); 17–33 HD (Huge) Level Adjustment: Antimagic cone 150 ft Eye Rays, caster level 8 save DC 17 invisibility solid fog sleep telekinesis (250 lbs) confusion disintegrate fear slow cause serious wounds finger of death [B]Kasharin[/B] Same as death tyrant, but with mummy rot. All beholders and beholderkin touched automatically affected (no save). Only beholders and beholderkin are effected by the disease. [B]Orbus[/B] Size/Type: Large Aberration Hit Dice: 5d8+10 (30 hp) Initiative: +4 Speed: fly 20 ft. (4 squares) Armor Class: 15 (+6 natural, -1 size), tch 9, ff 15 Base Attack/Grapple: +2/+1 Attack: - Full Attack: - Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: darkvision 60 ft, antimagic cone 150 ft, channel magic Saves: Fort +3, Ref +1, Will +6 Abilities: Str 8, Dex 10, Con 14, Int -, Wis 10, Cha 1 Skills: hide -2, listen + 5, spot + 5 Feats: AlertnessB, Improved Initiative, Iron Will Environment: space Organization: ship (1-6) Challenge Rating: 2 Treasure: none Alignment: Always neutral Advancement: 6-10 HD (Large) Level Adjustment: Channel Magic: beholders can use orbi to channel their own magic to power spelljamming ships [B]Astereater[/B] Size/Type: Large Aberration Hit Dice: 8d8+32 (62 hp) Initiative: +4 Speed: fly 20 ft. (4 squares) Armor Class: 28 (+18 natural, +1 dex, -1 size), tch 10, ff 28 Base Attack/Grapple: +6/+12 Attack: bite +6 melee (2d4+3) Full Attack: bite +6 melee (2d4+3) Space/Reach: 10 ft./5 ft. Special Attacks: swallow whole, improved grab Special Qualities: darkvision 60 ft Saves: Fort +6, Ref +3, Will +10 Abilities: Str 14 dex 12, Con 18, Int 8, Wis 15, Cha 11 Skills: hide -2, listen + 5, spot + 5, disguise +10 Feats: AlertnessB, Flyby Attack, Improved Initiative, Iron Will Environment: space Organization: solitary Challenge Rating: 6 Treasure: none Alignment: Usually lawful evil Advancement: 6-10 HD (Large) Level Adjustment: Improved Grab: When an astereater hits with it's bite attack, it can then start a grapple without provoking an attack of opportunity and can attempt to swallow whole Swallow Whole: On a successful grapple check, an astereater can swallow an opponent at least one size category smaller. Once inside, the victim takes 1d6 points of acid damage each round. A trapped creature can escape by dealing 12 points of damage to the inside of the astereater (AC 17). The asterater cannot attack if it has someone in it's stomach. [B]Gorbel[/B] Size/Type: Small Aberration Hit Dice: 2d8+4 (12 hp) Initiative: +4 Speed: 5 ft. (1 square), fly 60 ft. (12 squares) Armor Class: 19 (+7 natural, +1 dex, +1 size), tch 12, ff 18 Base Attack/Grapple: +1/-3 Attack: claw +1 (1d6-1) Full Attack: claw +1 (1d6-1) Space/Reach: 5 ft./5 ft. Special Attacks: improved grab, explosion Special Qualities: darkvision 60 ft, immune to blunt weapons Saves: Fort +3, Ref +1, Will +6 Abilities: Str 8, Dex 12, Con 14, Int -, Wis 10, Cha 2 Skills: hide +5, listen +2, spot +4 Feats: AlertnessB, Improved Initiative Environment: tropical land Organization: herd (1-20) Challenge Rating: 1 Treasure: none Alignment: Always neutral Advancement: 6-10 HD (Large) Level Adjustment: Improved Grab: When a gorbel hits with it's claw attack, it can start a grapple without provoking an attack of opportunity. If successful, the gorbel establishes a hold and automatically deals claw damage. Explosion: when struck with an edged weapon, magic, or by another exploding gorbel, the gorbel explodes, dealing 1d4 points of damage to all creatures within 5 feet. This sometimes causes chain reactions of exploding gorbels. [B] Patroller (Beholder Mount)[/B] Size/Type: Large Aberration Hit Dice: 8d8+48 (72 hp) Initiative: +2 Speed: 30 ft (6 squares) Armor Class: 16 (+5 natural, +2 dex, -1 size), tch 11, ff 19 Base Attack/Grapple: +4/+14 Attack: claw +9 (1d4+4) Full Attack: 2 claws +9 (1d4+4) Space/Reach: 10 ft./10 ft. Special Attacks: rend (2d4+9) Special Qualities: regeneration 5 Saves: Fort +3, Ref +1, Will +6 Abilities: Str 23, Dex 14, Con 23, Int -, Wis 10, Cha 1 Skills: - Feats: - Environment: any Organization: 1 plus beholder mage Challenge Rating: 6 Treasure: none Alignment: Always neutral Advancement: - Level Adjustment: [B] Crawler (Director Mount)[/B] Size/Type: Large Magical Beast Hit Dice: 4d10+11 (31 hp) Initiative: +1 Speed: 30 ft (6 squares) Armor Class: 17 (+7 natural, +1 dex, -1 size), tch 10, ff 15 (rolled up without rider AC 20) Base Attack/Grapple: +4/+11 Attack: bite +6 (2d4+3 plus poison) Full Attack: 2 bites +6 (2d4+3 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: poison Special Qualities: darkvision 60 ft, low-light vision Saves: Fort +6, Ref +5, Will +2 Abilities: Str 17, Dex 13, Con 14, Int 1, Wis 13, Cha 6 Skills: Climb +13, Hide +2, Listen +7, Spot +9 Feats: Alertness, Toughness Environment: any Organization: solitary or cluster (2-20) Challenge Rating: 3 Treasure: none Alignment: Always neutral Advancement: 5-6 HD (Large); 7-9 HD (Huge) Level Adjustment: poison: Fortitude DC 13 paralysis for 1d4 rounds [/QUOTE]
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