The golem-things are our very own Gidien's
soul Stitched. They were great fun! Thanks again, Gidien; they'll see more use as well.
As for the others, please meet the happy couple...
Klobros & Thulzik, true ghoul Beholders
Large Undead Aberration
Hit Dice: 21d12 +25 temp hp (161 hp)
Initiative: +6 (Dex +2, Improved Initiative)
Speed: 5 ft., fly 20 ft. (clumsy)
AC: 24 (-2 size, +16 natural)
Attacks: Eye rays +12 ranged touch, bite +16/+11/+6 melee
Damage: Bite 2d8+6
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Eye rays, paralysis DC 25, grave rot, 1 pt strength damage
Special Qualities: All-around vision, antimagic cone, fly, resistant to blows, turn resistance +4, summon 1d3 shadows
Saves: Fort +6, Ref +6, Will +15
Abilities: Str 22, Dex 14, Con 12, Int 20, Wis 19, Cha 21
Skills: Hide +13, Knowledge (arcana) +10, Listen +18, Move silently +6, Search +18, Spot +24
Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil
Combat
Eye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by a 17th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 25.
• Enervation: Fort save half, 1d4 negative levels
• Vampiric Touch: Fort save half, 10d6 damage, beholder gets temp hit points (max +10)
• Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures.
• Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters.
• Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell.
• Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors early in a fight.
• Polymorph Other: This works like the spell. The target must make a fortitude save to resist. Beholders often use this ray to neutralize enemies it might want to torture, turning them into cat-sized snails.
• Inflict Critical Wounds: This works just like the spell, causing 4d8+20 points of damage (Will half).
• Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
• Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.
Antimagic Cone (Su): A beholder’s central eye continually produces a 210-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 17th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even the beholder’s own eye rays. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not. A beholder can bite only creatures to its front.
Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.