Making up an alt.beholder for my game, I came up with the following conversion of the gazer from Ultima. Critiques welcome. In particular, I'd like to get an idea of what CR this thing is.
Gazer
Large Aberration (spirit)
Hit Dice: 12d8+24 (78 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft, fly 30 ft (good)
AC: 22 (-1 size, +2 Dex, +11 natural)
Attacks: Slam +8 melee
Damage: Slam 1d4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Domination gaze, soul feed, eye attacks, telekinesis
Special Qualities: Fire resistance 10, cold resistance 10, electrical resistance 10, fly, all-around vision
Saves: Fort +8, Ref +6, Will +13
Abilities: Str 10, Dex 14, Con 14, Int 15, Wis 16, Cha 17
Skills: Knowledge (arcana) +17, Listen +10, Search +16, Spellcraft +17, Spot +24
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organisation: Solitary, pair or cluster (3-6)
Challenge Rating: 12 (??)
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 13-16 HD (large); 17-35 HD (huge)
Gazers do not speak, but can communicate telepathically with any sentient being. They have no mouths, feeding directly on the life force of those who fall under their spell.
Combat
Where applicable, the save DC for the gazer's attacks is 10 + 1/2 its HD + its Charisma score (default DC 19).
Domination gaze (Su): The gazer's central eye puts forth a continual gaze attack that acts as a dominate person spell, cast by a 12th level sorcerer. This attack has a range of 30 feet.
Soul feed (Su): The gazer derives nourishment from the life force of those that fall victim to its domination gaze. Every round following the round that a creature was dominated, and providing the gazer is within 30 feet, its victim is automatically drained one negative level and the gazer gains 5 temporary hp. Negative energy protection and similar magic negates these effects. The temporary hp disappear after 24 hours.
Eye attacks (Su): Each round, the gazer can activate 1d4+1 of its eyes as a standard action. Its five eyes have the following abilities, as the spells cast by a cleric or sorcerer with levels equal to the gazer’s HD:
- Fireball (10d6 points of damage maximum)
- Lightning bolt (10d6 points of damage maximum)
- Unholy blight
- Magic missile (5d4+5 points of damage)
- Greater dispelling
Telekinesis (Su): The gazer can move objects or creatures weighing up to 350 pounds, as though with a telekinesis spell. Creatures can negate the effects with a successful Will save.
All-around vision (Ex): the gazer's multiple eyes make it an exceptionally alert and vigilant opponent. It gains a +4 racial bonus to Spot and Search checks, and can't be flanked.
Fly (Ex): The gazer is capable of flight with a speed of 30 feet (good maneuverability).
Gazer
Large Aberration (spirit)
Hit Dice: 12d8+24 (78 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft, fly 30 ft (good)
AC: 22 (-1 size, +2 Dex, +11 natural)
Attacks: Slam +8 melee
Damage: Slam 1d4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Domination gaze, soul feed, eye attacks, telekinesis
Special Qualities: Fire resistance 10, cold resistance 10, electrical resistance 10, fly, all-around vision
Saves: Fort +8, Ref +6, Will +13
Abilities: Str 10, Dex 14, Con 14, Int 15, Wis 16, Cha 17
Skills: Knowledge (arcana) +17, Listen +10, Search +16, Spellcraft +17, Spot +24
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organisation: Solitary, pair or cluster (3-6)
Challenge Rating: 12 (??)
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 13-16 HD (large); 17-35 HD (huge)
Gazers do not speak, but can communicate telepathically with any sentient being. They have no mouths, feeding directly on the life force of those who fall under their spell.
Combat
Where applicable, the save DC for the gazer's attacks is 10 + 1/2 its HD + its Charisma score (default DC 19).
Domination gaze (Su): The gazer's central eye puts forth a continual gaze attack that acts as a dominate person spell, cast by a 12th level sorcerer. This attack has a range of 30 feet.
Soul feed (Su): The gazer derives nourishment from the life force of those that fall victim to its domination gaze. Every round following the round that a creature was dominated, and providing the gazer is within 30 feet, its victim is automatically drained one negative level and the gazer gains 5 temporary hp. Negative energy protection and similar magic negates these effects. The temporary hp disappear after 24 hours.
Eye attacks (Su): Each round, the gazer can activate 1d4+1 of its eyes as a standard action. Its five eyes have the following abilities, as the spells cast by a cleric or sorcerer with levels equal to the gazer’s HD:
- Fireball (10d6 points of damage maximum)
- Lightning bolt (10d6 points of damage maximum)
- Unholy blight
- Magic missile (5d4+5 points of damage)
- Greater dispelling
Telekinesis (Su): The gazer can move objects or creatures weighing up to 350 pounds, as though with a telekinesis spell. Creatures can negate the effects with a successful Will save.
All-around vision (Ex): the gazer's multiple eyes make it an exceptionally alert and vigilant opponent. It gains a +4 racial bonus to Spot and Search checks, and can't be flanked.
Fly (Ex): The gazer is capable of flight with a speed of 30 feet (good maneuverability).