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<blockquote data-quote="the Jester" data-source="post: 5027703" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">BEHOLDER OVERSEER--- Level 20 Elite Artillery</span></strong></p><p>An overseer looks more like a fleshy tree dangling with mouths and eyes than a standard beholder. Nonetheless, it is a very formidable opponent, and those who recognize one know that it is a very powerful type of beholder-kin.</p><p></p><p>Large aberrant magical beast--- XP 5,600</p><p>---</p><p><strong>Initiative</strong> +17; <strong>Senses</strong> Perception +21; all-around vision, darkvision</p><p><strong>HP</strong> 296; <strong>Bloodied</strong> 148</p><p><strong>AC</strong> 32; <strong>Fortitude </strong>32; <strong>Reflex</strong> 32; <strong>Will </strong>35</p><p><strong>Saving Throws</strong> +2</p><p><strong>Speed</strong> 4</p><p><strong>Action Points</strong> 1</p><p>---</p><p><strong>[Melee basic] Tentacle</strong> (standard; at will): Reach 2; +27 vs. AC; 1d12+7 damage and the target is grabbed (escape ends).</p><p></p><p><strong>[Ranged] Eyes of the Beholder</strong> (free; when an enemy starts its turn within 5 squares of the beholder overseer; at will): The overseer uses a random eye ray against the triggering enemy.</p><p></p><p><strong>[Ranged] Eye Rays</strong> (standard; at will) <strong>See below:</strong> The overseer can use up to two different eye rays from the list below. Each power must target a different creature. Using eye rays does not provoke opportunity attacks.</p><p></p><p><strong>1- Cold Ray:</strong> Range 20; +25 vs. Reflex; 2d8+7 cold damage, and the target is slowed (save ends).</p><p><strong>2- Dispelling Ray: </strong>Range 10; targets one zone or conjuration; +25 vs. creator’s Will; Hit: the zone or conjuration ends.</p><p><strong>3- Paralyzing Ray:</strong> Range 10; +25 vs. Will; 1d10+7 psychic damage and target is immobilized (save ends).</p><p><strong>4- Lightning Ray: </strong>Range 20; +23 vs. Reflex; Hit: 2d8+7 lightning damage; Effect: make a secondary attack against a target within 5 of the primary target: +23 vs. Reflex; 1d10+5 lightning damage.</p><p><strong>5- Telekinesis Ray:</strong> Range 10; +25 vs. Reflex; 2d8+7 force damage, and the target slides 6.</p><p><strong>6- Mind Shock Ray:</strong> Range 10; +25 vs. Will; 2d10+7 psychic and <strong>lightning damage.</strong></p><p><strong>7- Domination Ray:</strong> Range 10; +25 vs. Will; Hit: target is dominated (save ends); Miss: target is dazed until the end of its next turn.</p><p><strong>8- Stasis Ray:</strong> Range 10; +25 vs. Will; Hit: target is restrained and stunned and gains resist all 20 (save ends all). The overseer’s telekinesis ray can still move the target without breaking the restrained condition.</p><p>---</p><p><strong>Alignment</strong> evil; <strong>Languages</strong> Deep Speech</p><p><strong>Str</strong> 17; <strong>Dex</strong> 24; <strong>Wis</strong> 16</p><p><strong>Con</strong> 22; <strong>Int</strong> 20; <strong>Cha</strong> 28</p></blockquote><p></p>
[QUOTE="the Jester, post: 5027703, member: 1210"] [B][SIZE="4"]BEHOLDER OVERSEER--- Level 20 Elite Artillery[/SIZE][/B] An overseer looks more like a fleshy tree dangling with mouths and eyes than a standard beholder. Nonetheless, it is a very formidable opponent, and those who recognize one know that it is a very powerful type of beholder-kin. Large aberrant magical beast--- XP 5,600 --- [B]Initiative[/B] +17; [B]Senses[/B] Perception +21; all-around vision, darkvision [B]HP[/B] 296; [B]Bloodied[/B] 148 [B]AC[/B] 32; [B]Fortitude [/B]32; [B]Reflex[/B] 32; [B]Will [/B]35 [B]Saving Throws[/B] +2 [B]Speed[/B] 4 [B]Action Points[/B] 1 --- [B][Melee basic] Tentacle[/B] (standard; at will): Reach 2; +27 vs. AC; 1d12+7 damage and the target is grabbed (escape ends). [B][Ranged] Eyes of the Beholder[/B] (free; when an enemy starts its turn within 5 squares of the beholder overseer; at will): The overseer uses a random eye ray against the triggering enemy. [B][Ranged] Eye Rays[/B] (standard; at will) [B]See below:[/B] The overseer can use up to two different eye rays from the list below. Each power must target a different creature. Using eye rays does not provoke opportunity attacks. [B]1- Cold Ray:[/B] Range 20; +25 vs. Reflex; 2d8+7 cold damage, and the target is slowed (save ends). [B]2- Dispelling Ray: [/B]Range 10; targets one zone or conjuration; +25 vs. creator’s Will; Hit: the zone or conjuration ends. [B]3- Paralyzing Ray:[/B] Range 10; +25 vs. Will; 1d10+7 psychic damage and target is immobilized (save ends). [B]4- Lightning Ray: [/B]Range 20; +23 vs. Reflex; Hit: 2d8+7 lightning damage; Effect: make a secondary attack against a target within 5 of the primary target: +23 vs. Reflex; 1d10+5 lightning damage. [B]5- Telekinesis Ray:[/B] Range 10; +25 vs. Reflex; 2d8+7 force damage, and the target slides 6. [B]6- Mind Shock Ray:[/B] Range 10; +25 vs. Will; 2d10+7 psychic and [B]lightning damage. 7- Domination Ray:[/B] Range 10; +25 vs. Will; Hit: target is dominated (save ends); Miss: target is dazed until the end of its next turn. [B]8- Stasis Ray:[/B] Range 10; +25 vs. Will; Hit: target is restrained and stunned and gains resist all 20 (save ends all). The overseer’s telekinesis ray can still move the target without breaking the restrained condition. --- [B]Alignment[/B] evil; [B]Languages[/B] Deep Speech [B]Str[/B] 17; [B]Dex[/B] 24; [B]Wis[/B] 16 [B]Con[/B] 22; [B]Int[/B] 20; [B]Cha[/B] 28 [/QUOTE]
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