One overseer coming right up...for the mods and ugulu only:
[sblock] This creature resembles a black, rubbery tree of undulant flesh. Thick, matted sheets of wiry fungus grow all over its surface. The tree's thirteen gnarled branches each end in a single large eye. Three fanged maws gurgle lower on the tree's trunk, and it supports itself with a thick, coiling mass of eight long tentacles.
It is 15ft tall and weighs 4,000 pounds. It speaks beholder and common.
large aberration named Spangler
HD 14d8+84 (147 hp)
init +5 like this matters
spd 5ft (ha ha, no 5ft-steps for you)
AC 30 (-1 size, +1 dex, +6 fungus armor, +14 nat) touch 10, FF 29 -- ewww, fungus armor
BAB +10, Grapple +20
Atk eye rays +10 ranged touch and tentacle +15 melee 1d6+6
Full Atk eye rays +10 ranged touch and 8 tentacles +15 melee 1d6+6 and 3 bites +10 melee 1d8+3
Space 10, Reach 10
SA command beholder, constrict 1d6+6, eye rays, improved grab
SQ all-around vision, darkvision 60ft, fungus, spell resistance 23 (darn, no fire resistance)
Fort +12, Ref +5, Will +13
Str 22 Dex 13 Con 22 Int 20 wis 18 Cha 22
Knowledge (any four) +22, Listen +21, Search +22, Spot +21, Survival +4 (+6 following tracks, thank God for that synergy)
Feats: Alertness, enlarge spell*, great fortitude, improved initiative, metaray*, maximize spell*
And, he gets Double standard treasure!
* The metaray feat allows him to apply the metamagic feats to his eye rays. This, however, requires a standard action (normally an eye ray is a free action). Personally, I think that would be a huge disadvantage, but it gets worse. This usages makes that eye stalk unusable for a number of rounds equal to the metamagic spell slot increase. It might not be so bad, though, if the beholder has only a move action it wants to otherwise take.
Command beholder (Sp): affects only beholders so who cares?
Constrict (Ex): 1d6+6, as normal
Improved Grab (Ex): surprisingly, with its bite attack
Fungus (Ex): +6 armor bonus as a thick layer of wiry fungus that changes colors according to the overseer's moods
Eye Rays (Su): oh man, very complicated, so pay attention
Each of a director's (sic) 13 small eyes can produce a magical ray 1/round as a free action (except for major creation). An overseer's long brances allow it to aim up to 5 eye rays at targets in any given 90-degree arc. It typically attacks with only 4 rays in any round, leaving it with the option to use reactive spell turning or reactive spell immunity as needed.
Each ray has a range of 180ft, save DC of 23, and a CL of 14th. The save DCs are Cha-based.
1. chain lightning - as spell but if initial target is missed, the effect is wasted
2. crushing despair - as spell, but single target (will negates)
3. dominate person - as spell but will negates
4. greater dispel magic - as spell but not area dispel. If it wishes, it can prepare an action (I assume they mean ready an action) to use this eye to perform a counterspell, but if it does so, it must successfully hit the spellcaster in question
5. hold monster - as spell, will negates
6. major creation - creates misc. gear and equip. for itself or minions (as spell) as it deems necessary. This has no offensive function This eye ray requires a full round action.
7. polar ray - the target takes 14d6 cold (oh, I can see using this with maximize, vs. a Fire dragon, you do the math)
8. reactive spell immunity - 1/round this eye can be used to negate a single spell that affects the overseer as the spell is being cast. The overseer must successfully hit the creature that cast the spell in question; if successful, it is immune to that casting of that particular spell.
9. reactive spell turning - 1/round reflect a single-target spell that targets the overseer back to its source as an eye ray, which must hit otherwise the spell dissipates harmlessly.
10. stunning - the target must succeed on a Fort save or be stunned for 1d4 rounds
11. suggestion - as spell, will negates
12. telekinesis - can move objects or creatures that weigh up to 350 pounds, as though with a telekinesis spell, will negates
and last, but certainly not least. . .
13. temporal stasis - as spell, fort negates
[/sblock] Enjoy!
