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<blockquote data-quote="Tarondor" data-source="post: 6153553" data-attributes="member: 15529"><p><span style="font-size: 12px"><strong>BEHOLDER</strong></span></p><p>Tarondor’s Pathfinder Conversion</p><p>based on notes by Mike Mearls and James Jacobs</p><p></p><p>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.</p><p></p><p><strong>BEHOLDER CR13</strong></p><p>LE Large Aberration</p><p>Init +6*; Senses all-around vision, darkvision 60 ft.; Perception +26</p><p>--------------------</p><p>Defense</p><p>--------------------</p><p>AC 28, touch 11, flat-footed 27 (-1 size, +1 Dex +18 natural)</p><p>hp 180 (19d8+95)</p><p>Fort +14, Ref +14, Will +18</p><p>--------------------</p><p>Offense</p><p>--------------------</p><p>Speed 5 ft., fly (20 feet)(good)</p><p>Melee Bite +9 (2d4/x2)</p><p>Special Attacks eye rays (dc 21), sustained barrage</p><p>--------------------</p><p>Statistics</p><p>--------------------</p><p>Str 10, Dex 14, Con 20, Int 17, Wis 15, Cha 15</p><p>Base Atk +14; CMB +14; CMD +26 (cannot be tripped)</p><p>Feats Alertness, Blind-Fight, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Intimidate), Skill Focus (Perception)</p><p>Skills Intimidate +24, Knowledge (Arcana) +21, Knowledge (GM’s choice) +21, Perception +26, Stealth +21, Survival +21, Use Magic Device +21</p><p>Languages Aklo, Common</p><p>SQ All-around vision, antimagic eye, sustained barrage, darkvision 60 ft., flight</p><p>Other Gear (11,600 gp)</p><p>--------------------</p><p>TRACKED RESOURCES</p><p>--------------------</p><p> -none-</p><p>--------------------</p><p>Special Abilities</p><p>--------------------</p><p><strong>All-Around Vision</strong> You can see in all directions and cannot be flanked.</p><p><strong>Darkvision</strong> (60 feet) You can see in the dark (black and white vision only).</p><p><strong>Eye Rays (Su)</strong>: 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.</p><p> Eye Ray Effects:</p><p>• <u>Stun Ray</u>. (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 <em>charm monster</em> spell (and the save becomes a Will save)</p><p>• <u>Blast Ray</u> Any creature struck by this ray suffers 6d6 energy damage. The beholder can select the type of energy at will.</p><p>• <u>Telekinesis Ray</u>. (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.</p><p>• <u>Slow Ray</u>. (Will negates. DC 21) A creature struck by this ray is affected as by the <em>slow </em>spell.</p><p>• <u>Disintegrate Ray</u>. (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 <em>disintegrate </em>spell.</p><p></p><p><strong>Antimagic Eye (Su)</strong>: 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.</p><p><strong>Sustained Barrage (Su)</strong>: 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.</p></blockquote><p></p>
[QUOTE="Tarondor, post: 6153553, member: 15529"] [SIZE=3][B]BEHOLDER[/B][/SIZE] 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. [B]BEHOLDER CR13[/B] LE Large Aberration Init +6*; Senses all-around vision, darkvision 60 ft.; Perception +26 -------------------- Defense -------------------- AC 28, touch 11, flat-footed 27 (-1 size, +1 Dex +18 natural) hp 180 (19d8+95) Fort +14, Ref +14, Will +18 -------------------- Offense -------------------- Speed 5 ft., fly (20 feet)(good) Melee Bite +9 (2d4/x2) Special Attacks eye rays (dc 21), sustained barrage -------------------- Statistics -------------------- 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) -------------------- TRACKED RESOURCES -------------------- -none- -------------------- Special Abilities -------------------- [B]All-Around Vision[/B] You can see in all directions and cannot be flanked. [B]Darkvision[/B] (60 feet) You can see in the dark (black and white vision only). [B]Eye Rays (Su)[/B]: 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: • [U]Stun Ray[/U]. (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 [I]charm monster[/I] spell (and the save becomes a Will save) • [U]Blast Ray[/U] Any creature struck by this ray suffers 6d6 energy damage. The beholder can select the type of energy at will. • [U]Telekinesis Ray[/U]. (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. • [U]Slow Ray[/U]. (Will negates. DC 21) A creature struck by this ray is affected as by the [I]slow [/I]spell. • [U]Disintegrate Ray[/U]. (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 [I]disintegrate [/I]spell. [B]Antimagic Eye (Su)[/B]: 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. [B]Sustained Barrage (Su)[/B]: 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. [/QUOTE]
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