| Infamous Jum |
The Beholder: alien, deadly, a classic D&D foe. It is lamentable that the Beholder is not OGL, so that we will never see a Beholder in any adventure or source material that isn't official WOTC or licensed. So then, how about a replacement? I'm not talking about just taking the Beholder and changing the wording to form some cryptic-but-legal copy, like a thesaurus-born slipcover for the real thing, but rather an entirely new (or existing but underutilized) monster that matches the power and alien-ness in a new, open package. Any suggestions or ideas?
| WelbyBumpus |
The Beholder: alien, deadly, a classic D&D foe. It is lamentable that the Beholder is not OGL, so that we will never see a Beholder in any adventure or source material that isn't official WOTC or licensed. So then, how about a replacement? I'm not talking about just taking the Beholder and changing the wording to form some cryptic-but-legal copy, like a thesaurus-born slipcover for the real thing, but rather an entirely new (or existing but underutilized) monster that matches the power and alien-ness in a new, open package. Any suggestions or ideas?
Except that, despite their classic nature, beholders aren't very good monsters in the game. They whip out several save-or-die effects every round, but they are incredibly fragile (poor movement, terrible AC, low HP for such a high-CR creature). They even have a clumsy facing issue that doesn't come up with virtually any other monster. And mid-combat anti-magic is a real time-waster for the levels of play where it's appropriate to encounter a beholder.
I've DM'd or fought them a half-dozen times each, and never been satisfied with the combat any of those times. I don't consider the beholder much of a loss, frankly.
| rugbyman |
| Drawmij's_Heir |
The Beholder: alien, deadly, a classic D&D foe. It is lamentable that the Beholder is not OGL, so that we will never see a Beholder in any adventure or source material that isn't official WOTC or licensed. So then, how about a replacement? I'm not talking about just taking the Beholder and changing the wording to form some cryptic-but-legal copy, like a thesaurus-born slipcover for the real thing, but rather an entirely new (or existing but underutilized) monster that matches the power and alien-ness in a new, open package. Any suggestions or ideas?
It just so happens that I created just such a beast for my homebrew a couple of years ago. I call it a Horloeb (Hor-Lobe). I imagine it to be sort of a large fungal root-like creature with a large central eye (its primary trait tying it to the Beholder it was meant to replace), It has four tentacles, and three large mouths around its base (each of which is attached to a translucent sack filled with digesting prey).
Originally it was conceived to be sort of a monster master-mind that would have a cult of worshippers that kept it "fed" with the memories of captured spellcasters (similar to the Beholder cults that were popular some years ago). I have an illustration of the creature, but it's not scanned in. If anyone is interested, I will get it online somewhere.
Basically I wanted a horrific creature (lovecraftian in nature), that was meant to replace the Beholder for the OGL. I wanted it to be the center of fanatical cult activity, creepy as hell (like that one episode of G.I. Joe, where you go to Destro's ancestral home), AND I wanted it to swallow adventurers whole, digest them, and then barf their remains on the rest of the party. A warning though, I have only ever used the creature once, so it may need some fine tuning.
You are welcome to use it if you want - after all that is what it was meant for...
Horloeb
Large Aberration
Hit Dice: 13d8+104 (162 hp)
Initiative: +3
Speed: 10 ft.
AC: 24 (-1 size, +3 Dex, +12 Natural Armor), touch 12, flat-footed 21
Base Attack/Grapple: +9/ +17
Attack: Tentacle +12 melee (1d6+4 plus paralysis)
Full Attack: 4 Tentacles +12 melee (1d6+4 plus paralysis)
Space / Reach: 10 ft. / 10 ft.
Special Attacks: Acidic jet, energy draining gaze, improved grab, mournful presence, paralyzing tentacles, steal memories, swallow whole
Special Qualities: Damage reduction 10 / magic and slashing, darkvision 60 ft., tremorsense
Saves: Fort +12, Ref +7, Will +12
Abilities: Str 18, Dex 16, Con 26, Int 18, Wis 15, Cha 16
Skills: 96 Skillpoints
Feats: Ability Focus (steal memories), Combat Reflexes, Combat Casting, (2 additional Feats)
Climate/Terrain: Underground
Organization: Solitary or Colony (2-5)
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually Chaotic Evil
Advancement: 14-21 HD (Large), 22-30 HD (Huge), 31-39 HD (Gargantuan)
Combat:
Acid Spray (Su): As a standard action, a horloeb can spray its digestive acids in a 60-foot cone, dealing 4d8 points of damage to everything in the area. Once a horloeb uses this ability, it can’t use it again for 1d4 rounds. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 60 feet. In either case, a DC 24, Reflex save halves the damage. The save DC is Constitution-based.
Energy Draining Gaze (Su): Any living creature, within 30 feet, who meets a horloeb’s energy draining gaze must make a successful Fortitude save (DC 19), or gain two negative levels. A successful save negates the effect. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a horloeb must hit a creature at least one size smaller than itself with one of its paralyzing tentacle 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 drags the opponent kicking and screaming into its feeding orifice as a free action, automatically dealing 4d8 points of acid damage. If the grapple is maintained the following round, the horloeb can attempt to swallow the opponent whole.
Mournful Presence (Su): Any creature within 120 feet of a horloeb must succeed on a DC 19 Will save or take a -2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. The penalties last until the horloeb is destroyed, for only then is the victim’s despair lifted. A good hope spell counters this mind-affecting compulsion. The save DC is Charisma-based.
Paralyzing Tentacles (Ex): Any living creature struck by a horloeb’s tentacle attack must make a successful Fortitude save (DC 24), or be paralyzed for 1d4+1 rounds. The save DC is Constitution-based.
Steal Memories (Su): When a living creature moves within 120 feet of a horloeb, it attacks by attempting to steal that creature’s memories. It can target a single creature each round. A targeted creature must succeed at a Will save (DC 21) or lose all memories from the last 24 hours. This is particularly nasty to spellcasters, who lose all spells memorized within the last 24 hours. The save DC is Charisma-based, and includes a +2 bonus from the creature’s Ability Focus feat. Any creature who loses its memories to the horloeb acts as if affected by a Confusion spell for the next 1d4 hours.
In addition, a horloeb that has stolen a spellcaster’s memories gains the use of any spells that it may have consumed. The horloeb casts these spells as a sorcerer of minimum level necessary to cast the stolen spell (save DC 10 + spell level).
Swallow Whole (Ex): A horloeb that begins its turn with a creature held in its maw, can swallow the opponent whole by making a successful grapple check. Once inside the creature’s digestive sacks, the opponent must succeed on a Fortitude save DC 24, or take 8d8 points of damage from the horloeb’s digestive secretions. A new save is required each round spent inside the creature. The save DC is Constitution-based.
A swallowed creature can climb out of the horloeb’s maw with a successful grapple check. This returns it to the creature’s feeding orifice, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the horloeb’s interior (AC 16). Once the creature exits, the horloeb’s muscular action closes the hole; another swallowed opponent must cut its own way out.
A Large horloeb’s interior can hold 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.
| Kobold Catgirl |
Infamous Jum wrote:The Beholder: alien, deadly, a classic D&D foe. It is lamentable that the Beholder is not OGL, so that we will never see a Beholder in any adventure or source material that isn't official WOTC or licensed. So then, how about a replacement? I'm not talking about just taking the Beholder and changing the wording to form some cryptic-but-legal copy, like a thesaurus-born slipcover for the real thing, but rather an entirely new (or existing but underutilized) monster that matches the power and alien-ness in a new, open package. Any suggestions or ideas?It just so happens that I created just such a beast for my homebrew a couple of years ago. I call it a Horloeb (Hor-Lobe). I imagine it to be sort of a large fungal root-like creature with a large central eye (its primary trait tying it to the Beholder it was meant to replace), It has four tentacles, and three large mouths around its base (each of which is attached to a translucent sack filled with digesting prey).
Originally it was conceived to be sort of a monster master-mind that would have a cult of worshippers that kept it "fed" with the memories of captured spellcasters (similar to the Beholder cults that were popular some years ago). I have an illustration of the creature, but it's not scanned in. If anyone is interested, I will get it online somewhere.
Basically I wanted a horrific creature (lovecraftian in nature), that was meant to replace the Beholder for the OGL. I wanted it to be the center of fanatical cult activity, creepy as hell (like that one episode of G.I. Joe, where you go to Destro's ancestral home), AND I wanted it to swallow adventurers whole, digest them, and then barf their remains on the rest of the party. A warning though, I have only ever used the creature once, so it may need some fine tuning.
You are welcome to use it if you want - after all that is what it was meant for...
Horloeb
Large Aberration
Hit Dice: 13d8+104 (162 hp)
Initiative: +3
Speed: 10 ft.
AC: 24 (-1 size,...
Nice! I'm going to get to work on my Watcheye, as I call it.
| Infamous Jum |
Wow, lots of good stuff here!
Aboleths eh? I like it, if for no other reason than an excuse to buy the Goroloth.
Kobold Cleaver, who watches the Watcheye?
Cosmo, ain't nothing wrong with a little BTILC. After all, you know what Jack Burton always says... what the hell?
WelbyBumpus, I agree in part. I like the Beholder's fluff, but the crunch is a bit off. Facing in 3.5 is a running gag for me and my group. The joking explanation for why a long creature occupies a perfect square is that they are constantly spinning around in place at high speed. The only other time you're gonna run into that is with flying creatures that can't fly backwards. In D&D, I guess physics work as such that you have no backside until you leave the ground. Its MAGIC!
Rugbyman and KnightErrantJR, thanks for that link. While it still feels like a Beholder with the name painted over, its sure to lead me to some weird creatures. Eye King Goblin Werefrog... yes I can see it now...
Drawmij's Heir, I like it! Creepy, hungry, and culty. Delicious!
I guess I could have been more specific as to what I meant originally. When I saw I'm looking for something to replace the Beholder, I don't necessarily mean "big blob of eyes that shoots people", but rather the niche that Beholders fit in my mind. Creepy, alien beings, intelligent and driven to unknown purposes. I like to think of them as freaky alien dragons; intelligent, powerful, kind of in their own world within ours. I like them because I can imagine that there are a lot of them in the world, tucked away as puppet masters of false kings of the surface world or rulers of dwindling subterranean empires. Goblins and giants, undead horrors, dragons, even demons have some foundation in familiar physiology, but creature like the Beholder as so obviously not-of-this-world that they open up all kinds of questions, like where did they come from, what is their purpose here, and what other horrors might follow them here?
| Dungeon Grrrl |
Back in the heady days of the firsdt 3.5 OGL releases, my group thought we were going to write up a shared campagin we had going at the time, Last Legends, turn it into a book,a nd sell it. (We were wrong) As a result, the group decided to use a monster of mine I had just introduced (in a different game) to replace the beholder in our Last Legends Enemies Album. (Wow, that's an even cheesier title than I thought it was at the time)
Not designed for this role originally, the monsters creeped out a few of my players badly, and is still a maintsay in many of my games. Thus I won't give exact game emchanics, just flavor fluff and general rules.
Blasphemer
(Always pronounce "blass-femur")
Appearance
A blasphemer is a 22-foot long Huge tube of flesh that looks like jaundiced skin, yellowish and slightly puckered. It has a slight sheen to it, but is covered in tiny wrinkled texture (like the skin of old fruit) rather than seeming smooth or rubbery. Along this boneless body are 16 pairs of short limbs. Each ends in a foot-hand with 3 thick opposable thumbs. The front of the blasphemer has a horrific "face", while the tail ends in a scorpionlike stinger.
The face of a blasphemer has a vaguely hairless human appearance. Its lips are too thin, its teeth too big and square, it has no ears, its tongue is thick, black, long and pointed and its nose a small verticle slit, but the basic shape is that of a humanoid. However, isntead of eyes it has two smaller mouths, each covered with a single upper lip (resulting in a "blinking" look ever time the two smaller mouths close). At least one of the three mouths is speaking, and all three have different, deep voices.
A blasphemer can crawl along any surface at the same rate as it runs. It can sprint at x10 speed once every minute. It can use its limbs as hands or feet, but needs at least 10 pairs free to run,. If it rears up, lifting the front half of its body, it can use 8 pairs as hands, but then can't move other than a 5 foot step. It can use up to 32 rings or hand-held magi items, but has no other magic item slots.
A blasphemer can speak in any language. One mouth is always whispering foul religious lies and half-truths in a swirling mix of the languages spoken by all present. This can confuse or even enrage or madden listeners. Which mouth does this is constantly shifting. At the same time it can countersong with a pained scream, cast verbal-only spells, and shout with such volume as to deafen all in an eara (making it difficult for casters to complete verbal components). The tail of a blasphemer does considerable damage, but it's bite is what is poisoned. Many blasphemers know a random selection of spells.
Blasphemers are driven to acquire power and followrs. Many are the center of dark cults of humanoids wishing to leaqrn some dread secrets from the blasphemer's constant mutterings. (Listenign to a blasphemer has a 1% chance per hour of acting like a commune spell for one question in your mind.) Blasphemers always have arms-length relationships with these groups, rewarding those that give them more worshippers and treasures, and eating those that displease them, without ever explaining why or even talking to their followers. (A friend of mine called the Skinner Monsters, and that's fair). Blasphemer never accept actual priests or divine servants of any kind in their cults, but love
Blasphemers like to eat licing intelligent creatures, but only do so out of battle. They extend their largest mouth to slowly suck down helpless but living victems. If it is a spellcaster, they absorb one of its spells. Once a year, a blasphemer can regurgitate a swallowed victim as a Medium blasphemer. These lesser heretics always serve their sire until they grow to Huge size themself, which normally take 2-3 years.
Blasphemers love to tear down churches and governments, for no knwn reason. They gather treasure, but value magic rings above all else. Hey are proficient with all weapon but never cary them (byt may use ones laying around or taken from an enemy during a fight).
Notes
The deafening babble was thought by my friends to be a good stahnd-in for the anti-magic cone. I don't know that I disagree, but it does seem to work better mechanically in battle. Blasphemers all have improved disarm, and love taking things from foes. They crawl on walls and ceilings as easily as the floor, which helps give them that alien moving in 3 dimensions feel. The radnom spells have some rules (level of spell cant exceed halfm the blasphemer's HD and so on), and they can only cast a set number of spells per day (regardless of level of spell). They are creatures of chaos and amorality, and are supposed to be found behind bigger plots (the Bishop has actually fallen under the thrall of a he originally sought to find a cure for his daughters curse, and now the Bishop is building a cult to destroy the church and take down the kingdom – that kind of thing).