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My take on the beholder
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<blockquote data-quote="Nifft" data-source="post: 3146894" data-attributes="member: 6562"><p>Here's more of my variant Beholders. These are themed for elements and corruption. They get breath weapons (usable every 1d4 rounds), but fewer eye stalks.</p><p></p><p><strong>#2: Great Balls of Elemental Fury!</strong></p><ul> <li data-xf-list-type="ul"> <strong>Earth</strong> -- though this stony brown sphere hovers before you, you get a sense of great weight and mass.<ul> <li data-xf-list-type="ul"> Eye Rays (6): Stun, Paralysis, Slow, Grease, Disintegrate, Telekinesis</li> <li data-xf-list-type="ul"> Central Eye: Enhanced Gravity (60 ft. cone, makes flying impossible)</li> <li data-xf-list-type="ul"> Breath Weapon: 60 ft. cone of Petrification</li> <li data-xf-list-type="ul"> Bite attack deals 3d8+10 damage (magical, cold iron)</li> <li data-xf-list-type="ul"> DR 5/--</li> </ul></li> <li data-xf-list-type="ul"> <strong>Air</strong> -- this pale orb is somehow gaunt and practically hums with magical energy.<ul> <li data-xf-list-type="ul"> Eye Rays (6): Daze, Greater Dispel Magic, Energy Push (sonic), Slow, Disintegrate, Telekinesis</li> <li data-xf-list-type="ul"> Central Eye: Reverse Gravity (60 ft. cone)</li> <li data-xf-list-type="ul"> Breath Weapon: 60 ft. cone (8d8 Sonic damage + deafness for 1 minute, Fort half and negates deafness)</li> <li data-xf-list-type="ul"> Permanent wind wall effect</li> <li data-xf-list-type="ul"> 120 ft. move, Tumble +30</li> </ul></li> <li data-xf-list-type="ul"> <strong>Pestilence</strong> -- a festering, rotting hulk, covered in sores and pustules.<ul> <li data-xf-list-type="ul"> Eye Rays (6): Fear, Contagion, Enfeeblement (1d6 Str), Trembling (1d6 Dex), Disintegrate, Telekinesis</li> <li data-xf-list-type="ul"> Central Eye: Gaze attack: Stun (like a Gauth)</li> <li data-xf-list-type="ul"> Breath Weapon: 60 ft. line of vermin (as summon swarm, each swarm lasts 4 rounds)</li> <li data-xf-list-type="ul"> Stench (30 ft. radius), Fort save or be Nauseated for 1 minute (once you make a save you are immune to Nausea from this source). Success means you are merely Sickened while within 30 ft.</li> <li data-xf-list-type="ul"> DR 10/silver</li> </ul></li> <li data-xf-list-type="ul"> <strong>Death</strong> -- a giant floating cyclops skull with eye stalks like spinal cords.<ul> <li data-xf-list-type="ul"> Eye Rays (6): Enervation, Inflict Critical Wounds, Fear, Blindness/Deafness, Disintegrate, Telekinesis</li> <li data-xf-list-type="ul"> Central Eye: Vitality Drain (60 ft. cone, all living creatures within the cone lose 1 hp every round, and the Beholder gains these hp -- heals or gains as temporary hp), and cure or healing spells have only half normal effect.</li> <li data-xf-list-type="ul"> Breath Weapon: 60 ft. cone (poison, 1d4/1d4 Con)</li> <li data-xf-list-type="ul"> Blood draining tongue attack (10 ft. range, deals 1d8+4 damage + improved grab; each round grappled, automatically deals 1d4 Con damage in addition to normal damage).</li> <li data-xf-list-type="ul"> DR 5/magic, healed by both negative and positive energy</li> </ul></li> </ul><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3146894, member: 6562"] Here's more of my variant Beholders. These are themed for elements and corruption. They get breath weapons (usable every 1d4 rounds), but fewer eye stalks. [b]#2: Great Balls of Elemental Fury![/b] [list] [*] [b]Earth[/b] -- though this stony brown sphere hovers before you, you get a sense of great weight and mass. [list] [*] Eye Rays (6): Stun, Paralysis, Slow, Grease, Disintegrate, Telekinesis [*] Central Eye: Enhanced Gravity (60 ft. cone, makes flying impossible) [*] Breath Weapon: 60 ft. cone of Petrification [*] Bite attack deals 3d8+10 damage (magical, cold iron) [*] DR 5/-- [/list] [*] [b]Air[/b] -- this pale orb is somehow gaunt and practically hums with magical energy. [list] [*] Eye Rays (6): Daze, Greater Dispel Magic, Energy Push (sonic), Slow, Disintegrate, Telekinesis [*] Central Eye: Reverse Gravity (60 ft. cone) [*] Breath Weapon: 60 ft. cone (8d8 Sonic damage + deafness for 1 minute, Fort half and negates deafness) [*] Permanent wind wall effect [*] 120 ft. move, Tumble +30 [/list] [*] [b]Pestilence[/b] -- a festering, rotting hulk, covered in sores and pustules. [list] [*] Eye Rays (6): Fear, Contagion, Enfeeblement (1d6 Str), Trembling (1d6 Dex), Disintegrate, Telekinesis [*] Central Eye: Gaze attack: Stun (like a Gauth) [*] Breath Weapon: 60 ft. line of vermin (as summon swarm, each swarm lasts 4 rounds) [*] Stench (30 ft. radius), Fort save or be Nauseated for 1 minute (once you make a save you are immune to Nausea from this source). Success means you are merely Sickened while within 30 ft. [*] DR 10/silver [/list] [*] [b]Death[/b] -- a giant floating cyclops skull with eye stalks like spinal cords. [list] [*] Eye Rays (6): Enervation, Inflict Critical Wounds, Fear, Blindness/Deafness, Disintegrate, Telekinesis [*] Central Eye: Vitality Drain (60 ft. cone, all living creatures within the cone lose 1 hp every round, and the Beholder gains these hp -- heals or gains as temporary hp), and cure or healing spells have only half normal effect. [*] Breath Weapon: 60 ft. cone (poison, 1d4/1d4 Con) [*] Blood draining tongue attack (10 ft. range, deals 1d8+4 damage + improved grab; each round grappled, automatically deals 1d4 Con damage in addition to normal damage). [*] DR 5/magic, healed by both negative and positive energy [/list] [/list] Cheers, -- N [/QUOTE]
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