Converted Monsters from D&D Official Video Games

Shade

Monster Junkie
All the following monsters were unique to officially-licensed D&D video games. Many of the rules booklets contained statistics for the creatures (particularly those from the "Gold Box" games). Others have been extrapolated from cheat guides, patches, game files, and actually playing the games. :)

If you have any comments or suggestions, or would like to help with the conversions, please visit this thread:

http://www.enworld.org/forums/showthread.php?t=73328
 

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Shade

Monster Junkie
Bit o' Moander
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +15/+32
Attack: Slam +23 melee (2d8+9 plus poison)
Full Attack: 2 slams +23 melee (2d8+9 plus poison)
Space/Reach: 15 ft./15 ft
Special Attacks: Improved grab, constrict 2d8+13, petrifying gaze, poison
Special Qualities: Darkvision 120 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 20
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 29, Dex 10, Con 21, Int 17, Wis 15, Cha 19
Skills: Climb +27, Hide +14*, Intimidate +22, Jump +27, Listen +24, Knowledge (dungeoneering) +21, Knowledge (nature) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Move Silently +22, Spot +20, Survival +2 (+4 aboveground in natural environments, +4 underground, +4 on other planes), Swim +17
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pod (3-8)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment: -

Standing nearly 15 feet tall, this hulking green mass of slime, fungus and rotting vegetation has a vaguely humanoid shape. It reeks of decay.

Originally formed when the imprisoned god Moander attempted to return to the Material Plane via a gate opened by its high priestess Mogion, a bit o' Moander is a severed portion of the Rotting God. Although it contains but a fraction of the Jawed God's power, a bit o' Moander is still a formidable force of destruction.

A bit o' Moander is 15 feet tall and weighs 8,000 pounds.

A bit o' Moander speaks Common and Abyssal in a deep, gurgling voice, but rarely chooses to converse with other creatures.

COMBAT

A bit o' Moander batters or constricts its opponents with two huge, armlike appendages, while attempting to petrify foes with its deadly gaze.

Improved Grab (Ex): To use this ability, a bit o' Moander must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A bit o' Moander deals 2d8+13 points of damage with a successful grapple check.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 21 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Immunity to Electricity (Ex): A bit o' Moander takes no damage from electricity. Instead, any electricity attack used against a A bit o' Moander temporarily grants it 1d4 points of Constitution. The bit o' Moander loses these points at the rate of 1 per hour.

Skills: A bit o' Moander has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A bit o' Moander has a +4 racial bonus on Hide, Listen, and Move Silently checks. *It has a +12 racial bonus on Hide checks when in a swampy or forested area.

The bit o' Moander first appeared in the SSI computer game Curse of the Azure Bonds (1989), and later appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Pet of Kalistes
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 13d8+104 (162 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 20 ft.
AC: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +13/+24
Attack: Bite +19 melee (2d6+7 plus poison)
Full Attack: Bite +19 melee (2d8+7 plus poison) and 2 claws +14 melee (2d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blink, damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, and poison, spell resistance 28, telepathy 100 ft.
Saves: Fort +16, Ref +9, Will +12
Abilities: Str 24, Dex 12, Con 26, Int 14, Wis 14, Cha 18
Skills: Bluff +20, Climb +15, Concentration +18, Diplomacy +20, Hide +17, Intimidate +20, Knowledge (the planes) +18, Listen +18, Move Silently +17, Sense Motive +18, Spellcraft +18, Spot +18
Feats: Ability Focus (poison), Improved Initiative, Improved Grapple, Iron Will, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 14–22 HD (Huge); 23–39 HD (Gargantuan)
Level Adjustment: -

This huge, purple spider's eyes gleam with a fiendish intellect.

These are highly intelligent spiders created by the marilith Kalistes. She uses them as guards and messengers.

A Pet of Kalistes has a legspan of more than 14 feet and weighs over 2,000 pounds.

A Pet of Kalistes speaks Abyssal.

COMBAT

A Pet of Kalistes usually activates its fire shield before entering combat, then relies on its formidable combat prowess to poison as many foes as possible. It saves its spell-like abilities for difficult opponents, targeting spellcasters with feeblemind.

A Pet of Kalistes’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 26, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: 1/day—charm monster (DC 18), disintegrate (DC 20), feeblemind (DC 19), fire shield, scorching ray. Caster level 13th. The save DCs are Charisma-based.

Blink (Su): A Pet of Kalistes can use blink as the spell (caster level 13th), and can evoke or end the effect as a free action.

See Invisibility (Su): A Pet of Kalistes continuously uses this ability, as the spell (caster level 13th).

Skills: A Pet of Kalistes has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +8 racial bonus on Hide checks.

The Pet of Kalistes first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Electric Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4 plus 2d6 electricity)
Full Attack: Bite +7 melee (1d8+4 plus 2d6 electricity)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, shock
Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, vulnerability to acid
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 16, Con 17, Int 5, Wis 13, Cha 10
Skills: Climb +11, Hide -1, Listen +5, Move Silently +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This large blue arachnid has a thick abdomen and pulses with electricity.

Electric spiders can be found throughout Kalistes' domain.

A typical electric spider’s body is 8 feet long. It weighs about 800 pounds.

Electric spiders cannot speak.

COMBAT

Electric spiders favor narrow confines where they can catch multiple victims with their breath weapons.

Breath Weapon (Su): The electric spider has one type of breath weapon, a 60 ft. line of electricity that deals 5d6 points of damage. A reflex save (DC 17) halves the damage. The save DC is Consitution-based.

Shock (Ex): An electric spider's bite attack deals piercing damage plus 2d6 electricity damage from the spider's shocking body. Creatures hitting an electric spider with natural weapons or unarmed attacks take electricity damage as though hit by the spider's attack.

Skills: An electric spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The electric spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Gaze Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+20 (47 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +2 Dex, +5 natural), touch 14, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing gaze
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 17, Dex 14, Con 19, Int 5, Wis 13, Cha 10
Skills: Climb +11, Hide -2, Listen +5, Move Silently +6
Feats: Ability Focus (gaze), Iron Will
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This eight-foot long arachnid has short legs and a bulbous abdomen. Its eight eyes are much larger than normal for a spider of its size.

A common denizen of Kalistes' dimension are the fierce gaze spiders.

A typical gaze spider’s body is 8 feet long. It weighs about 900 pounds.

Gaze spiders cannot speak.

COMBAT

Gaze spiders attempt to paralyze foes with their gaze, then close to finish the others with their bite.

Paralyzing Gaze (Su): Paralysis 1d6 rounds, 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.

Skills: A gaze spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The gaze spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Stone Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4 plus petrifying touch)
Full Attack: Bite +7 melee (1d8+4 plus petrifying touch)
Space/Reach: 10 ft./5 ft.
Special Attacks: Petrifying touch
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +10, Will +2
Abilities: Str 17, Dex 18, Con 15, Int 5, Wis 13, Cha 10
Skills: Climb +11, Listen +5, Move Silently +5
Feats: Ability Focus (petrifying touch), Lightning Reflexes
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This long-legged arachnid has a stony exoskeleton.

Stone spiders are one of the common spiders that exist in Kalistes' dimension. These magical arachnids turn their prey into stone and bring the stoned creatures to their lair for later feeding.

A typical stone spider’s body is 8 feet long. It weighs about 800 pounds.

Stone spiders cannot speak.

COMBAT

Stone spiders attempt to petrify as many foes as possible, feeding on the victims after the battle.

Petrifying Touch (Su): Turn to stone permanently, Fortitude DC 16 negates. The save DC is Constitution-based.

Skills: A stone spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The stone spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Cryo Snake
Large Magical Beast (Cold)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
AC: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+11
Attack: Bite +6 melee (1d4+3)
Full Attack: Bite +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, constrict, improved grab
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +10, Hide +6*, Listen +7, Spot +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: -

This large serpent's scales are as white as snow. Puffs of frost appear around its fanged mouth with each breath..

These fierce snakes prefer to inhabit glaciers and high peaks. Humans will rarely confront these beasts unless they move to higher elevations during exceptionally cold winters.

A typical cryo snake is 12 feet long. It weighs about 200 pounds.

Cryo snakes cannot speak.

COMBAT

A cryo snake uses its natural coloration to its advantage, and will usually attempt to ambush opponents, opening combat with its breath weapon to catch as many foes as possible.

Breath Weapon (Su): Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, a cryo snake deals 1d4+2 points of damage.

Improved Grab (Ex): To use this ability, a cryo snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A cryo snake has a +8 racial bonus on Hide checks in snowy areas.

The cryo snake first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Pyro Snake
Large Magical Beast (Fire)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
AC: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+11
Attack: Bite +6 melee (1d4+3)
Full Attack: Bite +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, constrict, improved grab
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +10, Hide +6, Listen +7, Spot +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: -

This large serpent's scales range from dark red to orange on its underbelly. Shimmering heat radiates from its entire length. Licks of flame appear around its forked tongue, which darts out of a fanged mouth..

This breed of snakes prefers to live in desolate deserts or inside volcanoes. There they form loose family associations. Dealing rarely with humans, they consider people to be another form of prey.

A typical pyro snake is 12 feet long. It weighs about 200 pounds.

Pyro snakes cannot speak.

COMBAT

A pyro snake often swims through magma or races across desert sands, opening combat with its breath weapon to catch as many foes as possible.

Breath Weapon (Su): Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 fire, Reflex DC 16 half. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, a pyro snake deals 1d4+2 points of damage.

Improved Grab (Ex): To use this ability, a pyro snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The pyro snake first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Bane Minion, Black
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 40 ft. (average)
AC: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, fumble, spell-like abilities
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to charms, death effects, fear, and poison
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 16, Cha 15
Skills: Bluff +11, Concentration +12, Diplomacy +6, Hide +8, Intimidate +13, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +12, Move Silently +12, Search +10, Sense Motive +12, Spot +12
Feats: Cleave, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: +6

This creature stands nearly 9 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in black scales. Batlike wings and round out its draconic appearance.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A black bane minion is 9 feet tall and weighs about 600 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A black bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot line of acid, once every 1d4 rounds, damage 6d8 acid, Reflex DC 17 half. The save DC is Constitution-based.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is slowed (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 16), cone of cold (DC 17), hold monster (DC 17), ice storm, slow (DC 15). Caster level 8th. The save DCs are Charisma-based.

See Invisibility (Su): A black bane minion continuously uses this ability, as the spell (caster level 8th).

The black bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Bane Minion, Blue
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 10d8+40 (85 hp)
Initiative: +4
Speed: 60 ft. (10 squares), fly 60 ft. (average)
AC: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d6+6)
Full Attack: 2 claws +15 melee (1d6+6) and bite +10 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, electrical aura, fumble, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 23, Dex 19, Con 19, Int 14, Wis 17, Cha 16
Skills: Bluff +14, Concentration +15, Diplomacy +14, Hide +11, Intimidate +16, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +14, Move Silently +15, Search +13, Sense Motive +14, Spot +14
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11–19 HD (Large); 20–30 HD (Huge)
Level Adjustment: +6

This creature stands nearly 11 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in blue scales. It has batlike wings that it wraps around its body like a cloak when furled. Its serpentine tail ends in a hammerlike mass of bone.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A blue bane minion is 11 feet tall and weighs about 1,000 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A blue bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot line of electricity, once every 1d4 rounds, damage 8d8 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Electrical Aura (Ex): A creature hitting a blue bane minion with a melee attack takes 2d6 points of electricity damage (Reflex DC 19 half). If the creature is using a weapon that is mostly metallic (such as a sword, but not a wood-hafted axe), it is not allowed a saving throw. The save DC is Constitution-based.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 17 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 17 Will save or be affected for the spell's entire duration (10 rounds); success means the creature is slowed (as the spell) for 10 rounds. This is a mind-affecting, enchantment effect. Caster level 10th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 17), cone of cold (DC 18), hold monster (DC 18), ice storm, slow (DC 16). Caster level 10th. The save DCs are Charisma-based.

See Invisibility (Su): A blue bane minion continuously uses this ability, as the spell (caster level 10th).

The blue bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 

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Monster Junkie
Bane Minion, Red
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +8
Speed: 80 ft. (16 squares), fly 80 ft. (average)
AC: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d8+7 plus 2d6 fire)
Full Attack: 2 claws +18 melee (1d8+7 plus 2d6 fire) and bite +13 melee (3d6+3 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, flame touch, fumble, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison
Saves: Fort +13, Ref +12, Will +12
Abilities: Str 25, Dex 19, Con 20, Int 14, Wis 18, Cha 18
Skills: Bluff +17, Concentration +16, Diplomacy +17, Hide +13, Intimidate +17, Knowledge (the planes) +15, Knowledge (religion) +15, Listen +17, Move Silently +17, Search +17, Sense Motive +17, Spot +17
Feats: Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13–23 HD (Large); 24–36 HD (Huge)
Level Adjustment: +6

This creature stands nearly 13 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in red scales. It has huge batlike wings and reeks of sulfur.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A red bane minion is 13 feet tall and weighs about 1,200 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A red bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot cone of fire, once every 1d4 rounds, damage 10d8 fire, Reflex DC 21 half. The save DC is Constitution-based.

Flame Touch (Su): A red bane minion's body gives off intense heat, causing it's melee attacks to deal an additional 2d6 points of fire damage.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 18 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 18 Will save or be affected for the spell's entire duration (12 rounds); success means the creature is slowed (as the spell) for 12 rounds. This is a mind-affecting, enchantment effect. Caster level 12th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 18), cone of cold (DC 19), hold monster (DC 19), ice storm, slow (DC 17). Caster level 12th. The save DCs are Charisma-based.

See Invisibility (Su): A red bane minion continuously uses this ability, as the spell (caster level 12th).

The red bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Giant Cockatrice
Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +1
Speed: 60 ft. (12 squares), fly 60 ft. (poor)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +10/+18
Attack: Bite +14 melee (1d8+6 plus petrification)
Full Attack: Bite +14 melee (1d8+6 plus petrification)
Space/Reach: 10 ft./10 ft.
Special Attacks: Petrification
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 9
Skills: Listen +9, Spot +10
Feats: Ability Focus (petrification), Alertness, Dodge, Weapon Focus (bite)
Environment: Temperate plains
Organization:: Solitary, pair, flight (3–5), or flock (6–13)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Large); 16–20 HD (Huge); 21–24 HD (Gargantuan); 25–30 HD (Colossal)
Level Adjustment: --

This avian creature is about eight feet tall. It has the head and body of a cockerel, bat wings, and the long tail of a lizard. Its eyes glow with a dangerous-looking crimson sheen.

These are rare mutated forms of the cockatrice. They stand eight feet tall and are even more fierce than the cockatrice. Due to their size, their diet consists of small mammals and large lizards. They are incredibly fast and, due to their petrifaction attack, extremely dangerous.

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb.

A giant cockatrice weighs about 300 pounds.

Combat

Like its lesser cousin, a giant cockatrice fiercely attacks anything that it deems a threat to itself or its lair.

Petrification (Su): Creatures hit by a giant cockatrice’s bite attack must succeed on a DC 20 Fortitude save or instantly turn to stone. The save DC is Constitution-based.

Cockatrices (both the giant and lesser variety) have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.

The giant cockatrice first appeared in the SSI computer game Pools of Darkness, (1991).
 
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Shade

Monster Junkie
Beholderkin, Seeker
Small Aberration
Hit Dice: 5d8+10 (33 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/-3
Attack: Eye rays +6 ranged touch and bite -3 melee (1d4-2)
Full Attack: Eye rays +6 ranged touch and bite -3 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, darkvision 60 ft., flight
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 6, Dex 14, Con 14, Int 13, Wis 13, Cha 11
Skills: Hide +14, Knowledge (arcana) +9, Listen +3, Search +9, Spot +11, Survival +1 (+3 following tracks)
Feats: Alertness (B), Improved Initiative, Iron Will
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

The creature is small and spherical, and seems to float effortlessly in the air. It has a bulbous body with a central, unblinking eye, and a large maw filled with needlelike teeth. Four smaller eyes, attached to wriggling stalks, sprout from the top of the orblike body.

Seekers are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because seekers are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

A seeker is a 3-foot wide orb dominated by a central eye. Four smaller eyes on stalks sprout from the top of its body. Unlike many beholderkin, its central eye serves no special function.

Seekers speak the language of Beholders and Common.

Combat

The primary weapon of the seeker is a series of deadly eye rays.

Eye Rays (Su): Each of a seeker's four eye rays resembles a spell cast by a 7th-level caster. Each eye ray has a range of 100 feet and a save DC of 12. The save DCs are Charisma-based. The four eye rays inclue:

Magic Missle: This works like the spell, firing four missles, each causing 1d4+1 points of damage (no save).

Melf's Acid Arrow: This works like the spell, causing 2d4 acid damage for two rounds (no save).

Scorching Ray: This works like the spell, causing 4d6 points of fire damage (no save). The seeker may fire two scorching rays per round.

Searing Light: This works like the spell, dealing 3d8 points of damage to living creatures, 7d6 vs. undead, 7d8 vs. light-sensitive undead, and 3d6 vs. constructs and inanimate objects (no save).

All-Around Vision (Ex): Seekers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): A seeker's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

The seeker first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Vigilant
Tiny Undead
Hit Dice: 7d12 (45 hp)
Initiative: +7
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 22 (+2 size, +3 Dex, +7 natural), touch 15, flat-footed 19
Base Attack/Grapple: +3/-9
Attack: Slam +1 melee (1d2-4)
Full Attack: Slam +1 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., empathic link, flight, spell-like abilities, swift flight
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 3, Dex 17, Con -, Int 7, Wis 12, Cha 11
Skills: Search +8, Listen +3, Spot +13
Feats: Alertness (B), Improved Initiative, Lightning Reflexes, Run
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 8-14 HD (Tiny); 15-21 HD (Small)
Level Adjustment: --

A large eyeball floats before you.

A vigilant is created by extracting the eye of a beholder and granting it unlife. They are used primarily as spies by beholder mages, necromancers, and evil clerics.

While they sometimes arise spontaneously, vigilants can be created by a caster of at least 12th level using the create undead spell.

Vigilants cannot speak.

Combat

Vigilants rarely attack, but when pressed, they can slam into opponents.

Empathic Link (Su): The vigilant has an empathic link with its creator out to a distance of up to 1 mile. The creator cannot see through the vigilant's eye, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the creator has the same connection to an item or place that the vigilant does.

Flight (Ex): A vigilant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Spell-Like Abilities: At will—haste (self only). Caster level 5th.

Swift Flight (Sp): Once per hour, a vigilant may increase its fly speed by 30 feet. This functions exactly like the expeditious retreat spell, except it applies to its fly speed instead of its land speed. Caster level 5th.

The vigilant first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Beholderkin, Gorgon Eye
Large Aberration
Hit Dice: 11d8+55 (104 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 23 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple: +8/+15
Attack: Bite +10 melee (2d4+3)
Full Attack: Bite +10 melee (2d4+3) and snakes +5 melee (2d6+1 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Petrifying gaze, poison
Special Qualities: All-around vision, darkvision 60 ft., flight
Saves: Fort +10, Ref +5, Will +11
Abilities: Str 16, Dex 15, Con 20, Int 13, Wis 14, Cha 15
Skills: Hide +10, Knowledge (arcana) +6, Listen +11, Search +15, Spot +18, Survival +2 (+4 following tracks)
Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: --

The creature is nothing more than an orblike, bulbous body with green chitinous scales, and a large maw filled with viperlike fangs. Writhing, hissing snakes sprout from the top of the orblike body, and its central, unblinking eye is yellow and reptillian.

Gorgon eyes are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. It is rumored that the essence of medusae were mingled with that of a beholder to create this monstrosity. Because gorgon eyes are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

A gorgon eye is an 8-foot-wide orb dominated by a central eye and a large, toothy maw.

Gorgon eyes speak the language of Beholders and Common.

Combat

The gorgon eye uses its petrification gaze to deadly effect, and attempts to poison those who resist.

Petrifying Gaze (Su): Turn to stone permanently, 60 feet, Fortitude DC 17 negates. The save DC is Charisma-based. Once each round, during its turn, the gorgon eye decides whether its petrifying gaze is active or not (it deactivates the gaze by shutting its central eye).

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage turn to stone permanently. The save DC is Constitution-based.

All-Around Vision (Ex): Gorgon eyes are exceptionally alert and circumspect. The many eyes of their snakes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): A gorgon eye's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

The gorgon eye first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Beholderkin, Sentinel
Small Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/-3
Attack: Bite +2 melee (2d4-2)
Full Attack: Bite +2 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Summon creature
Special Qualities: All-around vision, darkvision 60 ft., flight
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 6, Dex 14, Con 16, Int 17, Wis 17, Cha 15
Skills: Concentration +11, Hide +14, Knowledge (arcana) +11, Listen +5, Search +15, Spot +17, Survival +3 (+5 following tracks)
Feats: Alertness (B), Augment Summoning, Spell Focus (Conjuration)
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

A 3-foot wide orb floats in midair. It bears a large central, and numerous smaller eyes dot its body. The smaller eyes vary in apperance, some seem like cats' eyes, others like those of reptiles, some like those of fish, and some of more alien origin.

Sentinels are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because sentinels are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

A sentinel is a 3-foot wide orb dominated by a central eye. Numerous smaller eyes cover its body, each appearing to have come from a different species of creature. Unlike many beholderkin, its central eye serves no special function.

Sentinels speak the language of Beholders, Common, Abyssal and Infernal.

Combat

Sentinels generally prefer to summon creatures to do their fighting for them, staying back and playing the role of commander and tactician. They use their bite attacks only as a last resort.

Summon Creature (Sp): Once per round, a sentinel can summon any creature on the summon monster III or summon nature's ally III lists with automatic success. Alternatively, the sentinel may summon 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind. Summoned creatures may appear anywhere within 60 feet of the sentinel. This ability is the equivalent of a 3rd-level spell.

All-Around Vision (Ex): Sentinels are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): A sentinel's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

The sentinel first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Beholderkin, Eye of the Dead
Large Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
Base Attack/Grapple: +9/+13
Attack: Eye rays +10 ranged touch and bite +3 melee (2d4)
Full Attack: Eye rays +10 ranged touch and bite +3 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, animation cone, darkvision 60 ft., flight, regeneration 5
Saves: Fort +10, Ref +8, Will +13
Abilities: Str 10, Dex 14, Con 18, Int 19, Wis 17, Cha 17
Skills: Hide +13, Knowledge (arcana) +19, Knowledge (religion) +19, Listen +18, Search +23, Spot +22, Survival +3 (+5 following tracks)
Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Cold hills and underground
Organization: Solitary, pair, or dread cluster (1-2 eyes of the dead and 3-12 skeletons or zombies)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 13-16 HD (Large); 17-36 HD (Huge)
Level Adjustment: --

A jet-black bulbous orb floats ominously in midair, starting with its central, unblinking eye. Six smaller eyes, attached to wriggling stalks, sprout from the top of its body, and a vicious maw lined with daggerlike teeth cracks a wicked smile.

Eyes of the dead are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because sentinels are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

An eye of the dead is a jet-black 8-foot-wide orb dominated by a central eye and a large, toothy maw. Six smaller eyes on stalks sprout from the top of the orb.

Eyes of the dead speak the language of Beholders and Common.

Combat

An eye of the dead tries to down as many foes as possible with its finger of death ray, in order to create fresh victims for its ever growing army of the undead.

Eye Rays (Su): Each of an eye of the dead's 6 eye rays resembles a spell cast by a 14th-level caster. Each eye ray has a range of 140 feet and a save DC of 19. The save DCs are Charisma-based. The 6 eye rays inclue:

Eyebite: The target must succeed on a Fortitude save or be affected as though by the spell.

Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+14 points of damage if its saving throw succeeds. Eyes of the dead use this ray to create corpses for their animation cone.

Ghoul Touch: The target must succeed on a Fortitude save or be paralyzed as though by the spell. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except the eye of the dead) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Eyes of the dead use this ray to take spellcasters out of the fight.

Ray of Enbeeblement: The target takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. Eyes of the dead use this ray to neutralize melee combants.

Ray of Exhaustion: The target is immediately fatigued and must succeed on a Fortitude save or be exhausted as though by the spell. Eyes of the dead use this ray to slow adversaries and diminish ranged attackers.

Vampric Touch: This works like the spell, causing 7d6 points of damage, and granting temporary hit points equal to the damage dealt to the eye of the dead.

Animation Cone (Su): An eye of the dead's central eye continually produces a 150-foot cone of animation. This functions just like animate dead (caster level 14th). All bones and corpses of dead creatures in the area arise as undead skeletons or zombies that follow the eye of the dead's spoken commands. Once each round, during its turn, the eye of the dead decides whether the animation cone is active or not (the eye of the dead deactivates the cone by shutting its central eye).

All-Around Vision (Ex): Eyes of the dead are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): An eye of the dead's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Regeneration (Ex): An eye of the dead takes normal damage from fire, good-aligned weapons, and from spells or effects with the good descriptor.

The eye of the dead first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 
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Shade

Monster Junkie
Beholderkin, Eye of the Beholder
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +7
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 24 (-1 size, +3 Dex, +12 natural), touch 12, flat-footed 21
Base Attack/Grapple: +8/+10
Attack: Eye rays +10 ranged touch
Full Attack: Eye rays +10 ranged touch
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 23, telepathy 100 ft.
Saves: Fort +9, Ref +6, Will +11
Abilities: Str 7, Dex 17, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +13, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: --

An 8-foot diameter writhing mass of eyestalks, muscles, and nerves hovers in the air. A large eye and an exposed brain are nestled within the center of this mass.

Eyes of the beholder are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because they are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

The first eye of the beholder was created by removing the chitinous exoskeleton from a standard beholder, and over time magical experimentation has created the monstrosity seen today. Its mouth has evolved into a simple feeding tube, only strong enough to pierce the outer layers of an eyeball. Its exposed nerves and muscles have toughened over time, although are not as tough as the exoskeleton of its original form.

An eye of the beholder gains nourishment by draining the viscious fluids from the eyes of the recently deceased with a long, thin feeding tube.

Eyes of the beholder understand the language of Beholders and Common, but only speak telepathically.

Combat

Like other beholders, an eye of the beholder often attacks without provocation, attempting to use as many of its rays as it can.

Eye Rays (Su): Each of an eye of the beholder's 10 eye rays resembles a spell cast by a 13th-level caster. Each eye ray has a range of 130 feet and a save DC of 17. The save DCs are Charisma-based. The 10 eye rays inclue:

Anti-magic: The target must succeed on a Will save or be affected as though within an antimagic field for 13 rounds. An eye of the beholder uses this ray to neutralize an enemy spellcaster or a particularly threatening magic item.

Charm Monster: The target must succeed on a Will save or be affected as though by the spell. An eye of the beholder uses this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.

Dominate Monster: The target must succeed on a Will save or be affected as though by the spell. An eye of the beholder uses this ray to enslave thralls to do manual labor for it.

Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. An An eye of the beholder likes to use this ray against warriors and other powerful creatures early in a fight to break up the opposition.

Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. An An eye of the beholder uses this ray to eliminate dangerous foes quickly.

Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. An eye of the beholder likes to aim this ray at enemy spellcasters. It also uses it on any creature whose appearance it finds interesting. (After the fight, the eye of the beholder has its thralls carry the statue to its lair as a decoration.)

Inflict Serious Wounds: This works like the spell, causing 3d8+13 points of damage (Will half).

Lightning Ray: This works like the lightning bolt spell, except that it is a ray instead of a line, causing 10d6 points of electricity damage (Reflex half).

Scorching Ray: This works like the spell, firing three simultaneous rays causing 4d6 points of fire damage each.

Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. An eye of the beholder often uses this ray against the same creature targeted by its flesh to stone or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.

Antimagic Cone (Su): An eye of the beholder's central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed--even the eye of the beholder's own eye rays. Once each round, during its turn, the eye of the beholder decides whether the antimagic cone is active or not (the eye of the beholder deactivates the cone by shutting its central eye).

All-Around Vision (Ex): Eyes of the beholder are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): An eye of the beholder's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

The eye of the beholder first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Beholderkin, Eagle Eye
Small Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Bone arrow +7 ranged (1d6/x3) or bite +X melee (1d4-1)
Full Attack: 4 bone arrows +7 ranged (1d6/x3) or bite +X melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bone arrows
Special Qualities: All-around vision, darkvision 60 ft., flight
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 8, Dex 16, Con 14, Int 13, Wis 13, Cha 11
Skills: Listen +9, Search +11, Spot +13, and Survival +7
Feats: Alertness (B), Point Blank Shot, Precise Shot
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

A 3-foot wide azure orb floats before you. Its chitonous body has a large central eye and smaller eyes dot its surface. Its mouth is wide and filled with needle-like teeth. Four hollow stalks move about, seeiming to track your movement.

Eagle eyes are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because eagle eyes are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

An eagle eye is a 3-foot wide orb dominated by a central eye. Four eyestalks sprout from the top of its body. Unlike many beholderkin, its central eye serves no special function.

Eagle eyes speak the language of Beholders and Common.

Combat

Eagle eyes open combat with their bone arrows, and use their flight to stay out of opponents' reach while they continue to fire a volley of these natural projectiles.

All-Around Vision (Ex): Eagle eyes are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Bone Arrows (Ex): An eagle eye continually produces small bone fragments which it can fire from its hollow stalks. It may fire up to four bone arrows per round.

Flight (Ex): An eagle eye's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

The eagle eye first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

Shade

Monster Junkie
Devil, Velithuu
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+128 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 36 (–1 size, +7 Dex, +20 natural) touch 16, flat-footed 29
Base Attack/Grapple: +16/+31
Attack: Longspear +26 melee (2d6+16/x3 plus 1d8 electricity) or +2 shocking burst shortbow +24 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)
Full Attack: Longspear +26/+21/+16/+11 melee (2d6+16/x3 plus 1d8 electricity) and tail slap +21/+16/+11/+6 melee (3d8+5 plus 1d8 electricity) or +2 shocking burst shortbow +24/+24/+19/+14/+9 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)
Space/Reach: 10 ft./10 ft. (15 ft. with longspear)
Special Attacks: Frightful presence, shock, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to electricity, fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 29, telepathy 100 ft.
Saves: Fort +18, Ref +17, Will +15
Abilities: Str 33, Dex 25, Con 27, Int 16, Wis 20, Cha 24
Skills: Balance +9, Bluff +26, Concentration +27, Diplomacy +11, Disguise +7 (+9 acting), Hide +26, Intimidate +28, Jump +17, Listen +24, Knowledge (the planes) +21, Move Silently +26, Search +21, Sense Motive +24, Spot +24, Survival +5 (+7 on other planes), Tumble +26
Feats: Combat Reflexes, Manyshot, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot
Environment: Nine Hells of Baator
Organization: Solitary, team (2–4), or squad (6–10)
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus +2 shocking burst shortbow
Alignment: Always lawful evil
Advancement: 17-24 (Large); 25-48 (Huge)
Level Adjustment: -

This being has a muscular humanoid upper body with a gargoyle face. Its body is serpentine from the waist down, and is covered in greenish-gray scales. Spines sprout from the creature's back and arms. Small antlers jut out of its forehead. Jolts of electricity dance around its body in random intervals.

Velithuus serve as elite assault troops and enforcers in the baatezu ranks.

A velithuu stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Velithuus speak Infernal, Celestial, and Draconic.

Combat

Velithuus open combat at range with a volley of arrows from their shocking burst bows, utilizing the Manyshot feat to fire multiple arrows while moving. Once combatants are within melee range, they use metal spears which conduct their natural electricity and powerful tail slaps.

A velithuu's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Frightful Presence (Ex): When a velithuu charges or attacks, it inspires terror in all creatures within 60 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a DC 25 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that velithuu's frightful presence for 24 hours. Devils ignore the frightful presence of velithuus. The save DC is Charisma-based.

Shock (Ex): A velithuu generates so much electricity that its mere touch deals additional electricity damage. Velithuus' metallic weapons also conduct this electricity.

Spell-Like Abilities: At will—call lightning (DC 20), dispel chaos (DC 22), dispel good (DC 22), greater teleport (self plus 50 pounds of objects only), inflict serious wounds (DC 20), lightning bolt (DC 20), magic circle against good, persistant image (DC 22); 3/day—blasphemy (DC 24), chain lightning (DC 23), dispel magic, unholy aura (DC 25). Caster level 18th. The save DCs are Charisma-based.

Summon Baatezu (Sp): Once per day a velithuu can attempt to summon 2d4 bone devils with a 75% chance of success, 1 ice devil with a 50% chance of success, or another velithuu with a 20% chance of success. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): A velithuu takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

The velithuu first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 

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