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
