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Carnifex's SH - Updated July 24th, Light and Questions
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<blockquote data-quote="Carnifex" data-source="post: 1366887" data-attributes="member: 227"><p><strong>Crunchy Bits - The Solar Beholderkin</strong></p><p></p><p>Now I was going to take this moment to post up the actual stats of the Crystal Eye (note that in the fight above it was severely damaged already, thus not as tough an encounter as a fully operational one would be), but I'm not entirely sure what I've done with 'em. Whil searching around I <em>did</em> manage to locate the stats for the solar beholderkin, the type of creature that the creator of the Eye was inspired by, as well as being something that the party have already had one very nasty meeting with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So without further ado...</p><p></p><p></p><p><strong>Beholderkin, Solar</strong></p><p>Large Abberation (Fire, Earth)</p><p>Hit Dice: 13d8+39 (98 hp)</p><p>Initiative: +0</p><p>Speed: 5ft, fly 20 ft (good)</p><p>AC: 22 (-1 size, +13 natural)</p><p>Attacks: 10 Searing Eyes +9 ranged touch, bite +12 melee Damage: Bite 2d6+3</p><p>Face/Reach: 5 ft by 5 ft/ 10 ft</p><p>Special Attacks: Solar Orb, Searing Eyes</p><p>Special Qualities: All-around vision, flight, fire subtype</p><p>Saves: Fort +7, Ref +4, Will +9</p><p>Abilities: Str 16, Dex 10, Con 17, Int 16, Wis 13, Cha 14</p><p>Skills: Hide +14, Listen +11, Search +23, Spot +21</p><p>Feats: Alertness, Great Fortitude, Flyby Attack, Improved Initiative, Iron Will, Toughness</p><p>Climate/Terrain: Warm mountains</p><p>Organisation: Solitary</p><p>Challenge Rating: 11</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: 14-24 HD (Large), 24-40 HD (Huge)</p><p></p><p>Solar beholderkin are a mutant strain of beholders that harness the power of heat and fire as weapons. A solar beholderkin is often mistaken for a ten foot wide, roughly spherical piece of orange coloured sandstone, since it spends large amounts of its time stationary as it quietly feeds of stones and rocks. Up close, the small eyestalks can be seen, each with a fiery orange pupil, and the fiersomely large mouth full of large, blunt teeth is visible. The creature's main eye is almost always closed. Solar beholderkin can speak common and beholder, but rarely have reason to do so.</p><p></p><p><em>Combat:</em> Solar beholderkin are physically slow moving but quick to anger at anyone disturbing them They fight with simple tactics, firing with their searing eye rays to take down as many targets as possible and trying to close with the enemy to use their Solar Orb ability and to make use of their powerful bite attack.</p><p></p><p>Searing Eyes (Su): Each of the beholderkin's eye rays pulse out beams of searing hot light, inflicting 5d8 fire damage to the target if struck.</p><p></p><p>Solar Orb (Su): Each round during its turn, a solar beholderkin decides whether to have its main eye open or closed. When opened, the blazing gold main eye blasts out a cone of incinerating heat, inflicting 14d6 fire damage on all within the area (a 60 ft cone) unless they succeed a Reflex save (DC 18) in which case the damage is halved. However, the fiery torrent prevents the beholderkin from using its searing eye rays on any individuals within the cone that round.</p><p></p><p>All-around vision (Ex): Solar beholderkin are exceptionally alert and their many eyes gain them a +4 racial bonus to Spot and Search checks. In additon, they cannot be flanked.</p><p></p><p>Flight (Ex): The beholderkin's body is exceptionally buoyant and can fly as the spell, as a free action, at a speed of 20 feet. It also has a permanent feather fall effect with personal range.</p><p></p><p><em>Solar Beholderkin Society:</em> This breed of beholder spends much of its time quietly eating rock for the mineral nutrients it needs to survive, or else sitting in the sun absorbing heat, which they love. This fairly sedentary lifestyle means that they are less actively evil than other beholders, though they are quick to attack any dangerous or sentient creatures that persistently enter their territory. They find treasure intriguing and often keep a little cache of what they have retrieved from victims, though they have no need for money or goods. If a solar beholderkin is left undisturbed it is usually not much of a threat, but unfortunately its similarity to a large boulder means that often adventurers don't realise they are actively provoking it by approaching close.</p></blockquote><p></p>
[QUOTE="Carnifex, post: 1366887, member: 227"] [b]Crunchy Bits - The Solar Beholderkin[/b] Now I was going to take this moment to post up the actual stats of the Crystal Eye (note that in the fight above it was severely damaged already, thus not as tough an encounter as a fully operational one would be), but I'm not entirely sure what I've done with 'em. Whil searching around I [i]did[/i] manage to locate the stats for the solar beholderkin, the type of creature that the creator of the Eye was inspired by, as well as being something that the party have already had one very nasty meeting with :) So without further ado... [b]Beholderkin, Solar[/b] Large Abberation (Fire, Earth) Hit Dice: 13d8+39 (98 hp) Initiative: +0 Speed: 5ft, fly 20 ft (good) AC: 22 (-1 size, +13 natural) Attacks: 10 Searing Eyes +9 ranged touch, bite +12 melee Damage: Bite 2d6+3 Face/Reach: 5 ft by 5 ft/ 10 ft Special Attacks: Solar Orb, Searing Eyes Special Qualities: All-around vision, flight, fire subtype Saves: Fort +7, Ref +4, Will +9 Abilities: Str 16, Dex 10, Con 17, Int 16, Wis 13, Cha 14 Skills: Hide +14, Listen +11, Search +23, Spot +21 Feats: Alertness, Great Fortitude, Flyby Attack, Improved Initiative, Iron Will, Toughness Climate/Terrain: Warm mountains Organisation: Solitary Challenge Rating: 11 Treasure: Standard Alignment: Usually neutral evil Advancement: 14-24 HD (Large), 24-40 HD (Huge) Solar beholderkin are a mutant strain of beholders that harness the power of heat and fire as weapons. A solar beholderkin is often mistaken for a ten foot wide, roughly spherical piece of orange coloured sandstone, since it spends large amounts of its time stationary as it quietly feeds of stones and rocks. Up close, the small eyestalks can be seen, each with a fiery orange pupil, and the fiersomely large mouth full of large, blunt teeth is visible. The creature's main eye is almost always closed. Solar beholderkin can speak common and beholder, but rarely have reason to do so. [i]Combat:[/i] Solar beholderkin are physically slow moving but quick to anger at anyone disturbing them They fight with simple tactics, firing with their searing eye rays to take down as many targets as possible and trying to close with the enemy to use their Solar Orb ability and to make use of their powerful bite attack. Searing Eyes (Su): Each of the beholderkin's eye rays pulse out beams of searing hot light, inflicting 5d8 fire damage to the target if struck. Solar Orb (Su): Each round during its turn, a solar beholderkin decides whether to have its main eye open or closed. When opened, the blazing gold main eye blasts out a cone of incinerating heat, inflicting 14d6 fire damage on all within the area (a 60 ft cone) unless they succeed a Reflex save (DC 18) in which case the damage is halved. However, the fiery torrent prevents the beholderkin from using its searing eye rays on any individuals within the cone that round. All-around vision (Ex): Solar beholderkin are exceptionally alert and their many eyes gain them a +4 racial bonus to Spot and Search checks. In additon, they cannot be flanked. Flight (Ex): The beholderkin's body is exceptionally buoyant and can fly as the spell, as a free action, at a speed of 20 feet. It also has a permanent feather fall effect with personal range. [i]Solar Beholderkin Society:[/i] This breed of beholder spends much of its time quietly eating rock for the mineral nutrients it needs to survive, or else sitting in the sun absorbing heat, which they love. This fairly sedentary lifestyle means that they are less actively evil than other beholders, though they are quick to attack any dangerous or sentient creatures that persistently enter their territory. They find treasure intriguing and often keep a little cache of what they have retrieved from victims, though they have no need for money or goods. If a solar beholderkin is left undisturbed it is usually not much of a threat, but unfortunately its similarity to a large boulder means that often adventurers don't realise they are actively provoking it by approaching close. [/QUOTE]
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