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<blockquote data-quote="angelroble" data-source="post: 5158338" data-attributes="member: 89608"><p>...So I am running this Shadowdale campaign as a DM and one of the monsters the PCs face is a Beholder. There's no beholder in PF, as it's not OGC, and though I could use it as it's in the 3.5 MM, I've decided to do my own conversion. Some of the features of the old beholder are not of my taste (too many save or die rolls). So here it is. I'm open to criticism, especially because I'd like some help with the b's balance.</p><p> </p><p><span style="font-size: 18px"><strong><span style="color: red">Beholder</span> <span style="font-size: 12px">CR 13</span></strong></span></p><p><span style="font-size: 18px"></span><em>LE Large aberration</em></p><p><span style="color: cyan">Init +6; Senses</span> <span style="font-size: 9px">darkvision 60 ft.; Perception +21; All-Around Vision</span></p><p> </p><p><strong><span style="font-size: 12px"><span style="color: mediumturquoise">Defense</span></span></strong></p><p><span style="color: cyan">AC 26</span> Touch 13, Flat-footed 22 <span style="font-size: 9px"><em>(+3 Dex, +1 dodge, +13 natural, –1 size )</em></span></p><p><span style="color: cyan">CMD 23</span> <span style="font-size: 9px">Can’t be tripped</span></p><p><span style="color: cyan">HP 124</span> <span style="font-size: 9px"><em>(13d8+65)</em></span></p><p><span style="color: cyan">Saves Fort +11, Ref +9, Will +12</span></p><p><span style="color: cyan">Special.</span> <span style="font-size: 9px"><span style="font-size: 10px">DR</span> <span style="font-size: 10px">5/-; Fortification</span> (25% of avoiding sneak attack / critical hit)</span></p><p> </p><p><strong><span style="font-size: 12px"><span style="color: mediumturquoise">Offense</span></span></strong></p><p><span style="color: cyan">Speed 5 ft., Flight 40 ft (Good)</span></p><p><span style="color: cyan">BAB +9 CMB +11;</span> </p><p><span style="color: cyan">Melee. Bite +9 (1d8+1)</span></p><p><span style="color: cyan">Ranged. Up to 6 Eye Rays +11</span>. <span style="font-size: 9px">Ranged touch attack.</span></p><p><span style="color: cyan">Attack Options:</span></p><p><span style="font-size: 9px">- <strong>Standard Action</strong>. Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite.</span></p><p><span style="font-size: 9px">- <strong>Full-round action</strong>. Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right).</span></p><p><span style="font-size: 9px">- <strong>Immediate action.</strong> Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). This kind of ray attack becomes unavailable for the next round.</span></p><p><span style="color: cyan">Size: Large</span>. Space 10 ft.; Reach 5 ft.</p><p> </p><p><strong><span style="font-size: 12px"><span style="color: cyan">Statistics</span></span></strong></p><p><span style="color: cyan"><span style="color: cyan">Abilities.</span> </span>Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18</p><p><span style="color: mediumturquoise"><span style="color: cyan"><span style="color: cyan">Feats</span>.</span> </span><span style="font-size: 9px">Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance.</span></p><p><span style="color: mediumturquoise"><span style="color: cyan"><span style="color: cyan">Skills</span>.</span> </span><span style="font-size: 9px">Appraise +6; Bluff +7; Diplomacy +7; Escape Artist +14; Fly +19; Intimidate +20; Know. (Arcana) +19; Linguistics +6; Perception +21; Sense Motive +5; Spellcraft +19; Stealth +18; Survival +8</span></p><p><span style="color: cyan">Languages</span> <span style="font-size: 9px">Common, Undercommon</span></p><p><span style="color: cyan">Treasure </span><span style="font-size: 9px">Double standard</span></p><p> </p><p><strong><span style="font-size: 12px"><span style="color: cyan">Special Abilities</span></span></strong></p><p><span style="color: cyan">All-Around Vision </span><span style="font-size: 9px"><span style="color: white">(Ex).</span> Can't be flanked. +4 bonus to Perception [racial]. Additional immediate action (rays)</span></p><p><span style="color: cyan">Flight.</span> <span style="font-size: 9px">(Ex) 20' (Good). Cannot be tripped. +4 circumstance to Stealth.</span></p><p><span style="color: cyan">Weird Body</span>. <span style="font-size: 9px">DR 5/-; Fortification (25%)</span></p><p> </p><p><strong><u><span style="color: mediumturquoise">Eye Rays (Su).</span></u></strong> Caster Level 13th. Range 150'.</p><p><strong>Saves</strong> <strong>DC 17</strong> <span style="font-size: 9px">(Cha based). </span></p><p> </p><p><span style="color: cyan">Mental Ray</span> <span style="font-size: 9px">[Will partial] [Mind-Affecting]</span></p><p><em>Effects:</em> <em>Mental Debilitation (If save sucess) -</em> <em>Confused - Fascinated - Dazed - Charmed</em></p><p><span style="font-size: 9px"><strong>Duration</strong>: 13 rounds (1 round for mental debilitation, 13 h for Charmed).</span></p><p><span style="font-size: 9px"><span style="font-size: 9px">If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). </span></span><span style="font-size: 9px">Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for </span><span style="font-size: 9px">Charmed (but he can make a new save if threatened, etc. as the spell.)</span></p><p><span style="font-size: 9px"><strong>Mental Debilitation.</strong> The target takes a -2 penalty for saves against this ray attack. If he already has mental debilitation, the penalty increases by -2 (max. -10).</span></p><p> </p><p><span style="color: cyan">Fear Ray</span> <span style="font-size: 9px">[Will partial]</span> <span style="font-size: 9px">[Fear, Mind-Affecting]</span></p><p><em>Effects:</em> <em>Shaken (if Save succes) - Frightened - Panicked - Cowering.</em></p><p><span style="font-size: 9px">Target is is affected by one of the above conditions. </span></p><p><span style="font-size: 9px"><strong>Duration</strong>: 13 rounds (1 round for Shaken). </span></p><p><span style="font-size: 9px">If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category.</span></p><p> </p><p><span style="color: cyan">Paralysis Ray</span> <span style="font-size: 9px">[Fortitude partial]</span></p><p><strong>Effects:</strong> <em>Staggered - Paralyzed - Unconscious - Petrified</em></p><p><span style="font-size: 9px">The target also receives <strong>5d6 non-lethal</strong> damage if hitted by the ray (save don't avoid this). <span style="font-size: 9px">The beholder can choose to not apply the petrified condition. </span></span></p><p><span style="font-size: 9px"></span><span style="font-size: 9px"><strong>Duration:</strong> 13 rounds (13 minutes for Unconscious, permanent for Petrified). </span></p><p><span style="font-size: 9px"><span style="font-size: 9px"><span style="font-size: 9px">If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category. If he is unconscious, he can only m</span></span><span style="font-size: 9px">ake a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. If he is petrified, there is no more saves.</span></span></p><p><span style="font-size: 9px"></span></p><p><span style="color: cyan"><span style="color: cyan">Pain Ray</span>.</span> <span style="font-size: 9px">This ray may have 3 different effects (beholder chooses).</span></p><p><em><span style="color: mediumturquoise">1. Disintegration.</span></em> <span style="font-size: 9px"><span style="font-size: 10px">5d6+26</span> damage [Fort 1/2]</span><span style="font-size: 9px">. Can score critical hits (19-20 x2). Affects Structures.</span></p><p><em><span style="color: mediumturquoise">2. Death.</span></em> 5d6 +52 <span style="font-size: 9px">damage [Fort 1/3]</span>. <span style="font-size: 9px">Death effect.</span></p><p><em><span style="color: mediumturquoise">3. Negative Energy.</span></em> 5d6+26 <span style="font-size: 9px">damage [Will 1/2]</span>.</p><p> </p><p><span style="color: cyan">Telekinetic Ray</span>. <span style="font-size: 9px">It can be used two ways:</span></p><p><span style="color: mediumturquoise">1. Combat maneuver</span> (Bull Rush, Trip, Disarm, Grapple). CMB +17 <span style="font-size: 9px">(+2 circumstance bonus if target at 10' or less)</span> <span style="font-size: 9px">(13 [CL]+4[Cha]). The Grappled condition lasts for one round.</span></p><p><span style="color: mediumturquoise">2. Hurl one object.</span> Attack +17. 1d6 dmg per 25 lb (minimum damage 3d6). Up to 150lb.</p><p> </p><p><span style="color: cyan">Antimagic ray</span>. <span style="font-size: 9px">Don't need to make ranged touch attack. It can be used three ways:</span></p><p><span style="color: mediumturquoise">1. Area effect</span> (90º cone). <span style="font-size: 9px">It supresses every Illusion effect in the area for one round as if affected by an antimagic area. </span></p><p><span style="color: mediumturquoise">2. Spell Cancellation.</span> <span style="font-size: 9px">[Targeted].</span> <span style="font-size: 9px">It supresses one magic effect already in place for 1 round as if affected by an antimagic area. It can also spress the magic powers of one item. </span></p><p><span style="color: mediumturquoise">3. Counterspell. </span><span style="font-size: 9px"><span style="color: white">[</span></span><span style="color: white"><span style="font-size: 9px">Targeted]</span><span style="font-size: 9px">.</span></span> <span style="font-size: 9px">It can be used to counterspell (as Dispel Magic) any effect cast if he is one of the targets or if he is in the area of effect. He must make a dispel check (1d20+13 (CL) vs 11+CL as usual), and he must see the spell caster at the moment of the casting.This is an immediate action (see above)</span></p></blockquote><p></p>
[QUOTE="angelroble, post: 5158338, member: 89608"] ...So I am running this Shadowdale campaign as a DM and one of the monsters the PCs face is a Beholder. There's no beholder in PF, as it's not OGC, and though I could use it as it's in the 3.5 MM, I've decided to do my own conversion. Some of the features of the old beholder are not of my taste (too many save or die rolls). So here it is. I'm open to criticism, especially because I'd like some help with the b's balance. [SIZE=5][B][COLOR=red]Beholder[/COLOR] [SIZE=3]CR 13[/SIZE][/B] [/SIZE][I]LE Large aberration[/I] [COLOR=cyan]Init +6; Senses[/COLOR] [SIZE=1]darkvision 60 ft.; Perception +21; All-Around Vision[/SIZE] [B][SIZE=3][COLOR=mediumturquoise]Defense[/COLOR][/SIZE][/B] [COLOR=cyan]AC 26[/COLOR] Touch 13, Flat-footed 22 [SIZE=1][I](+3 Dex, +1 dodge, +13 natural, –1 size )[/I][/SIZE] [COLOR=cyan]CMD 23[/COLOR] [SIZE=1]Can’t be tripped[/SIZE] [COLOR=cyan]HP 124[/COLOR] [SIZE=1][I](13d8+65)[/I][/SIZE] [COLOR=cyan]Saves Fort +11, Ref +9, Will +12[/COLOR] [COLOR=cyan]Special.[/COLOR] [SIZE=1][SIZE=2]DR[/SIZE] [SIZE=2]5/-; Fortification[/SIZE] (25% of avoiding sneak attack / critical hit)[/SIZE] [B][SIZE=3][COLOR=mediumturquoise]Offense[/COLOR][/SIZE][/B] [COLOR=cyan]Speed 5 ft., Flight 40 ft (Good)[/COLOR] [COLOR=cyan]BAB +9 CMB +11;[/COLOR] [COLOR=cyan]Melee. Bite +9 (1d8+1)[/COLOR] [COLOR=cyan]Ranged. Up to 6 Eye Rays +11[/COLOR]. [SIZE=1]Ranged touch attack.[/SIZE] [COLOR=cyan]Attack Options:[/COLOR] [SIZE=1]- [B]Standard Action[/B]. Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite.[/SIZE] [SIZE=1]- [B]Full-round action[/B]. Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right).[/SIZE] [SIZE=1]- [B]Immediate action.[/B] Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). This kind of ray attack becomes unavailable for the next round.[/SIZE] [COLOR=cyan]Size: Large[/COLOR]. Space 10 ft.; Reach 5 ft. [B][SIZE=3][COLOR=cyan]Statistics[/COLOR][/SIZE][/B] [COLOR=cyan][COLOR=cyan]Abilities.[/COLOR] [/COLOR]Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18 [COLOR=mediumturquoise][COLOR=cyan][COLOR=cyan]Feats[/COLOR].[/COLOR] [/COLOR][SIZE=1]Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance.[/SIZE] [COLOR=mediumturquoise][COLOR=cyan][COLOR=cyan]Skills[/COLOR].[/COLOR] [/COLOR][SIZE=1]Appraise +6; Bluff +7; Diplomacy +7; Escape Artist +14; Fly +19; Intimidate +20; Know. (Arcana) +19; Linguistics +6; Perception +21; Sense Motive +5; Spellcraft +19; Stealth +18; Survival +8[/SIZE] [COLOR=cyan]Languages[/COLOR] [SIZE=1]Common, Undercommon[/SIZE] [COLOR=cyan]Treasure [/COLOR][SIZE=1]Double standard[/SIZE] [B][SIZE=3][COLOR=cyan]Special Abilities[/COLOR][/SIZE][/B] [COLOR=cyan]All-Around Vision [/COLOR][SIZE=1][COLOR=white](Ex).[/COLOR] Can't be flanked. +4 bonus to Perception [racial]. Additional immediate action (rays)[/SIZE] [COLOR=cyan]Flight.[/COLOR] [SIZE=1](Ex) 20' (Good). Cannot be tripped. +4 circumstance to Stealth.[/SIZE] [COLOR=cyan]Weird Body[/COLOR]. [SIZE=1]DR 5/-; Fortification (25%)[/SIZE] [B][U][COLOR=mediumturquoise]Eye Rays (Su).[/COLOR][/U][/B] Caster Level 13th. Range 150'. [B]Saves[/B] [B]DC 17[/B] [SIZE=1](Cha based). [/SIZE] [COLOR=cyan]Mental Ray[/COLOR] [SIZE=1][Will partial] [Mind-Affecting][/SIZE] [I]Effects:[/I] [I]Mental Debilitation (If save sucess) -[/I] [I]Confused - Fascinated - Dazed - Charmed[/I] [SIZE=1][B]Duration[/B]: 13 rounds (1 round for mental debilitation, 13 h for Charmed).[/SIZE] [SIZE=1][SIZE=1]If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). [/SIZE][/SIZE][SIZE=1]Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for [/SIZE][SIZE=1]Charmed (but he can make a new save if threatened, etc. as the spell.)[/SIZE] [SIZE=1][B]Mental Debilitation.[/B] The target takes a -2 penalty for saves against this ray attack. If he already has mental debilitation, the penalty increases by -2 (max. -10).[/SIZE] [COLOR=cyan]Fear Ray[/COLOR] [SIZE=1][Will partial][/SIZE] [SIZE=1][Fear, Mind-Affecting][/SIZE] [I]Effects:[/I] [I]Shaken (if Save succes) - Frightened - Panicked - Cowering.[/I] [SIZE=1]Target is is affected by one of the above conditions. [/SIZE] [SIZE=1][B]Duration[/B]: 13 rounds (1 round for Shaken). [/SIZE] [SIZE=1]If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category.[/SIZE] [COLOR=cyan]Paralysis Ray[/COLOR] [SIZE=1][Fortitude partial][/SIZE] [B]Effects:[/B] [I]Staggered - Paralyzed - Unconscious - Petrified[/I] [SIZE=1]The target also receives [B]5d6 non-lethal[/B] damage if hitted by the ray (save don't avoid this). [SIZE=1]The beholder can choose to not apply the petrified condition. [/SIZE] [/SIZE][SIZE=1][B]Duration:[/B] 13 rounds (13 minutes for Unconscious, permanent for Petrified). [/SIZE] [SIZE=1][SIZE=1][SIZE=1]If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category. If he is unconscious, he can only m[/SIZE][/SIZE][SIZE=1]ake a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. If he is petrified, there is no more saves.[/SIZE] [/SIZE] [COLOR=cyan][COLOR=cyan]Pain Ray[/COLOR].[/COLOR] [SIZE=1]This ray may have 3 different effects (beholder chooses).[/SIZE] [I][COLOR=mediumturquoise]1. Disintegration.[/COLOR][/I] [SIZE=1][SIZE=2]5d6+26[/SIZE] damage [Fort 1/2][/SIZE][SIZE=1]. Can score critical hits (19-20 x2). Affects Structures.[/SIZE] [I][COLOR=mediumturquoise]2. Death.[/COLOR][/I] 5d6 +52 [SIZE=1]damage [Fort 1/3][/SIZE]. [SIZE=1]Death effect.[/SIZE] [I][COLOR=mediumturquoise]3. Negative Energy.[/COLOR][/I] 5d6+26 [SIZE=1]damage [Will 1/2][/SIZE]. [COLOR=cyan]Telekinetic Ray[/COLOR]. [SIZE=1]It can be used two ways:[/SIZE] [COLOR=mediumturquoise]1. Combat maneuver[/COLOR] (Bull Rush, Trip, Disarm, Grapple). CMB +17 [SIZE=1](+2 circumstance bonus if target at 10' or less)[/SIZE] [SIZE=1](13 [CL]+4[Cha]). The Grappled condition lasts for one round.[/SIZE] [COLOR=mediumturquoise]2. Hurl one object.[/COLOR] Attack +17. 1d6 dmg per 25 lb (minimum damage 3d6). Up to 150lb. [COLOR=cyan]Antimagic ray[/COLOR]. [SIZE=1]Don't need to make ranged touch attack. It can be used three ways:[/SIZE] [COLOR=mediumturquoise]1. Area effect[/COLOR] (90º cone). [SIZE=1]It supresses every Illusion effect in the area for one round as if affected by an antimagic area. [/SIZE] [COLOR=mediumturquoise]2. Spell Cancellation.[/COLOR] [SIZE=1][Targeted].[/SIZE] [SIZE=1]It supresses one magic effect already in place for 1 round as if affected by an antimagic area. It can also spress the magic powers of one item. [/SIZE] [COLOR=mediumturquoise]3. Counterspell. [/COLOR][SIZE=1][COLOR=white][[/COLOR][/SIZE][COLOR=white][SIZE=1]Targeted][/SIZE][SIZE=1].[/SIZE][/COLOR] [SIZE=1]It can be used to counterspell (as Dispel Magic) any effect cast if he is one of the targets or if he is in the area of effect. He must make a dispel check (1d20+13 (CL) vs 11+CL as usual), and he must see the spell caster at the moment of the casting.This is an immediate action (see above)[/SIZE] [/QUOTE]
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