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Beholder Eye of Flame and Eye of Frost for 3.5e
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<blockquote data-quote="Shin Okada" data-source="post: 7162920" data-attributes="member: 1956"><p>Ok. Now I made my version of 3.5e Eye of Flame and Eye of Frost. Would you give me opinions how much should the CRs be? Other comments and suggestions are welcomed, too.</p><p></p><p>As I don't want to design new monsters from nothing, I just use most of the stats of the usual Beholder.</p><p></p><p>## Eye of Flame</p><p></p><p>Fly Speed = 30 ft. instead of 20 ft.</p><p></p><p>It has only 3 types of rays and can shoot 1 each of them into any one 90-feet arc.</p><p> Fear Ray ... As per usual beholder.</p><p> Fire Ray ... 13d6 Fire damages.</p><p> Telekinesis ... As per usual beholder.</p><p></p><p>Central Eye (Su)</p><p> Instead of anti-magic cone, it has a gaze attack (40 ft.). A creature failed on a DC 17 Fortitude save gains "vulnerability to fire" for 13 rounds. Also, during this 13 rounds, whenever the creature takes fire damage, it must succeed on a DC17 catches on fire.</p><p></p><p>Fierily Burst (Su)</p><p> As a standard action, an Eye of Flame can burst in flame and cases 13d6 fire damages to anything within 10 ft. from it. Once used, an Eye of Flame must wait 10-minutes to use this ability again.</p><p></p><p>## Eye of Frost</p><p></p><p>Has Resistance to Cold 20.</p><p></p><p>It has only 3 types of rays and can shoot 1 each of them into any one 90-feet arc.</p><p> Freeze Ray ... 13d6 Cold damages.</p><p> Ice Ray ... 8d6 Cold damages. And the target is entangled by ice. If the target is on some surface, it is anchored there. The entangled target must take a standard action and succeed on a DC 17 strength check to break free.</p><p> Telekinesis ... As per usual beholder.</p><p></p><p>Central Eye (Su)</p><p> Instead of anti-magic cone, it has a gaze attack (40 ft.). A creature failed on a DC 17 Fortitude 1) save becomes fatigued. A creature immune to cold never become fatigued by this. 2) for 13 rounds, whenever it takes cold damage, it is entangled by ice. If the target is on some surface, it is anchored there. The entangled target must take a standard action and succeed on a DC 17 strength check to break free.</p><p></p><p></p><p>Ice Armor (Su)</p><p> As a standard action, an Eye of Frost can encase itself in an armor of ice. For 13 rounds, It gains +2 Armor bonus and +2 bonus to it's fortitude save. Once used, an Eye of Frost must wait 10-minutes to use this ability again.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 7162920, member: 1956"] Ok. Now I made my version of 3.5e Eye of Flame and Eye of Frost. Would you give me opinions how much should the CRs be? Other comments and suggestions are welcomed, too. As I don't want to design new monsters from nothing, I just use most of the stats of the usual Beholder. ## Eye of Flame Fly Speed = 30 ft. instead of 20 ft. It has only 3 types of rays and can shoot 1 each of them into any one 90-feet arc. Fear Ray ... As per usual beholder. Fire Ray ... 13d6 Fire damages. Telekinesis ... As per usual beholder. Central Eye (Su) Instead of anti-magic cone, it has a gaze attack (40 ft.). A creature failed on a DC 17 Fortitude save gains "vulnerability to fire" for 13 rounds. Also, during this 13 rounds, whenever the creature takes fire damage, it must succeed on a DC17 catches on fire. Fierily Burst (Su) As a standard action, an Eye of Flame can burst in flame and cases 13d6 fire damages to anything within 10 ft. from it. Once used, an Eye of Flame must wait 10-minutes to use this ability again. ## Eye of Frost Has Resistance to Cold 20. It has only 3 types of rays and can shoot 1 each of them into any one 90-feet arc. Freeze Ray ... 13d6 Cold damages. Ice Ray ... 8d6 Cold damages. And the target is entangled by ice. If the target is on some surface, it is anchored there. The entangled target must take a standard action and succeed on a DC 17 strength check to break free. Telekinesis ... As per usual beholder. Central Eye (Su) Instead of anti-magic cone, it has a gaze attack (40 ft.). A creature failed on a DC 17 Fortitude 1) save becomes fatigued. A creature immune to cold never become fatigued by this. 2) for 13 rounds, whenever it takes cold damage, it is entangled by ice. If the target is on some surface, it is anchored there. The entangled target must take a standard action and succeed on a DC 17 strength check to break free. Ice Armor (Su) As a standard action, an Eye of Frost can encase itself in an armor of ice. For 13 rounds, It gains +2 Armor bonus and +2 bonus to it's fortitude save. Once used, an Eye of Frost must wait 10-minutes to use this ability again. [/QUOTE]
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