Vhalantru Variant


Shackled City Adventure Path


Greetings all! After reading many of the threads here and cribbing many of them, I thought I'd try to pay back a little.

I was reading an old ENWorld thread on variant beholders http://www.enworld.org/showthread.php?t=178750 and thought it would be interesting to update Vhalantru. I plan on using the variants, mostly to startle my players who have encountered beholders in other adventures.

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Vhalantru CR 14
Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 60’
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +5 [2d4]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +15

Abilities Str 10, Dex 16, Con 22, Int 20, Wis 12, Cha 19

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

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Vhalantru CR 17
Shator Tarterian Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 120’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Immune Acid, mind-affecting attacks, poison
Resistances Cold 20, Fire 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +8 [2d4+4 plus paralysis]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +18

Abilities Str 16, Dex 16, Con 22, Int 20, Wis 12, Cha 25

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Paralyzing Slime (Ex): Creatures struck in melee by his bite attack must succeed on a Fort save DC 23 or be paralyzed for 3d6 rounds. Vhalantru can also choose to spit a globule of slime as a ranged touch with a range of 30’.

Spell-like Abilities [Caster Level 15]: At will--detect magic, clairaudience/clairvoyance, fear (DC 21), invisibility, spider climb, tongues; 3/day--cloud kill (DC 22), fog cloud, ray of enfeeblement, stinking cloud (DC 20); 2/day--dispel magic; 1/day--mass charm monster (DC 25)

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

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Vhalantru CR 21
Smoking Eye Fiendish Advanced Beholder

Init +6 Senses Listen +38, Spot +40 Darkvision 60’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 18 Touch 10 Flatfooted 28
HP 33d8+198 [346 hp]
SR 25
DR 10/magic
Resistances Cold 10, Fire 10
Fort +19 Ref +15 Will +23

Spd 5’; fly 20’ [good]
Melee bite +27 [2d6+6]

Ranged eye rays +26 ranged touch [various effects]

Base Atk +24 Grp +39

Abilities Str 18, Dex 14, Con 23, Int 17, Wis 15, Cha 18

Eye Rays
Blindness/Deafness: Fort Save DC 34
Charm monster: Will Save DC 34
Disintegrate: 28d6 damage, Fort Save DC 34 for 5d6
Fear: Panicked, Will Save DC 34 to be shaken for 1 round
Feeblemind: Will Save DC 34 or Int and Cha drops to 1 each, arcane casters DC 38
Flesh to stone: Fort Save DC 34 or be petrified
Polar ray: 14d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 34, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Ability Focus [Eye Ray], Alertness, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus [ray]
Skills Hide +30, Knowledge Arcana +39, Search +41

Possessions None
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Like I said, use them, ignore them, have fun with them.

Greg

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