| Steve Geddes |
They are intellectual property of Wizards of the Coast (like mindflayers and a bunch of others) so no, there arent any pathfinder versions.
(Though from memory James Jacobs wrote the beholder section of Lords of Madness, so the 3.5 version is probably pretty close to what any pathfinder version would have looked like..)
| Tels |
| 3 people marked this as a favorite. |
Ugh, I miss Beholders. Had a Ranger once that could sneak up on Beholders. DM scratched his head how it was possible that a creature that looks in all directions at once doesn't see me. I shrugged, said it happened, and jumped it.
Then that f##%ing wizard hit it with disintegrate and stole my glory. A+!@~##.
| Kobold Catgirl |
Yeah, there's no official version. Good news is conversion isn't too hard. And you can probably find some 'illegal' conversions through Google. Just make sure they look alright and run 'em. Good luck! If there's anything that scares players, it's a dangerous monster they aren't supposed to have to deal with! >;D
| Caedwyr |
Oblivion's Eye is a decent stand-in for a Beholder. I think there's a beholder replacement over at 3.5 private sanctuary as well and I've seen a number of other similar replacements around.
| Purple Duck Games |
| 1 person marked this as a favorite. |
Does anyone have a good stat block for them or, (even better) do you know if Paizo has them but listed under a different name?
Ari Marmell wrote several similar-to-propriety monsters in the Iconic Bestiary from Lions Den Press. His take on a eye ray shooting globe was known as the evil eye.
It was updated in Forgotten Foes by Tricky Owlbear Publishing and appears on the d20pfsrd here
Thalin
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Gelatinous Cubes, Troglodytes, Beholders, and a few other "made up" DND creatures are considered "iconic" and copyrighted by DND. If it seems odd, understand they got sued for wanting to have "hobbits" in their games; thus the birth of halflings.
The beholder was a confusing, facing-based beast anyway. The central eye and where it is pointing to negate magic (includings its own); coupled with far too many "save or dies" on eyes (do you want everything to be just one die or roll a new character), makes me glad they no longer exist.
My favorite eye was the create food eye. I always pictured it as a salad shooter; 1 unlucky PC gets plastered with tomatoes and vinigerette.
| Generic Villain |
IIRC it's also in the tome of horrors
Necromancer Games' Tomes of Horror were a godsend. If I recall they were made before Hasbro bought WotC, and essentially made a huge number of iconic D&D monsters open content. Various demon/devil lords, for example, not the least of which was Orcus.
CBDunkerson
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| 2 people marked this as a favorite. |
Gelatinous Cubes, Troglodytes, Beholders, and a few other "made up" DND creatures are considered "iconic" and copyrighted by DND. If it seems odd, understand they got sued for wanting to have "hobbits" in their games; thus the birth of halflings.
Actually, it is impossible to 'copyright' a fantasy race... as first established in the very Tolkien Enterprises (aka Saul Zaentz) vs TSR suit you refer to. Zaentz, who had acquired the rights to The Hobbit and The Lord of the Rings, sued TSR claiming infringement for 'hobbits', 'ents', 'nazgul', 'balrogs', and various other things. TSR did a quick rewrite to 'halflings', 'treants', 'wraiths', 'balor', and so forth to avoid violating trademark (not copyright) on the specific creature names.
The various 'iconic monsters' are the same issue. They are argued to be representative of the 'D&D brand' and thus use of those monster names by others would be like a new soft drink copying Coca-Cola's logo... improperly trading on the reputation of the other brand to improve their own sales.
However, the solution adopted by D&D all those years ago also applies... just change the names. Problem solved.
| Kydeem de'Morcaine |
... However, the solution adopted by D&D all those years ago also applies... just change the names. Problem solved.
I read somewhere (can't find it now) that more recent cases have shown that just changing the names is no longer sufficient if it still essentially the same. Supposedly if that prior suit was brought to court today, they would still lose with the new names.
However, I was definitely not reading any sort of legal journal or anything even remotely like it. So that info could be way off base.| Alex the Rogue |
link corrected
Thank you wraithstrike for correcting the link. I printed that out will be using it tonight. One of the beholders will be undead and now I have something to work with and it will strike fear in my group! Also, thanks for all the posts as this is the best board on the net!
| zagnabbit |
As cool as the Lords of Madness Beholders are, and as cool as my Beholder minis look
( the ones that stand up any way). I really don't miss the adjudication nightmares this monster caused. As a player, this monster was used on more than one occasion as a "you lose" encounter. Really don't miss that.
| Adamantine Dragon |
It is interesting to me how many of the "iconic" monsters associated directly with D&D rub me the wrong way.
Beholders - too powerful, too hard to run as GM
Rust monsters - the very definition of GM metagaming (in the bad sense)
Gelatinous cubes - another typical metagame GM "gotcha!" Monster.
Etc... I have minis of all of them and have converted them to PF for my own games, but I never really liked them and rarely use them.
| Drejk |
Gelatinous Cubes, Troglodytes, Beholders, and a few other "made up" DND creatures are considered "iconic" and copyrighted by DND.
Gelatinous Cubes and Troglodytes are open content and as such they were updated to Pathfinder in first Bestiary. Of the monsters you listed only Beholder is Product Identity, together with Displacer Beast, Mindflayer, Githyanki/Githzerai, Grell, Neogi, Carrion Crawler (for some strange reason) some others EDITED: I don't ever remember (i.e. Umber Hulk and yuan-ti - serpent folk made me forget they ever existed) and anything appearing in later books.
EDIT: Rust Monster is Bestiary I.
CBDunkerson
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| 2 people marked this as a favorite. |
The complete 'product identity' list from the legal notes:
Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerūn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
EDIT: Hmmm, elsewhere I see the balhannoth listed too, but it wasn't on the v3.5 SRD list above. Apparently they've updated their claim over time.
| Adamantine Dragon |
I remember in 3rd edition taking out a beholder in one round. The mage had case Haste on us and that was when you could get 2 spells off in one round. I had two maximized flame strikes. Bye bye beholder. The mage was so angry because I stole his thunder.
Good thing you were out of its anti-magic gaze, eh?
Fromper
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I think the only time I ever faced a beholder was in first edition AD&D, with my magic-user at around level 11 or 12. IIRC, I think I disintegrated it on the first shot.
That was around the time we realized that our characters were just too powerful to challenge at that level and decided to start a new campaign at level 1. I think that was also just about the last time I was a player instead of the DM, until I quit playing for 20+ years and returned last year.
Matthew Winn
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I had a player's whose character had just died a really cheesy death (roll o' the dice, man!). He came to game late and his brand spanking new monk arrived in the middle of battle against a beholder and was promptly disintegrated.
I actually offered to fudge it, something I never do, but he laughed and pulled out a backup character
"Are you kidding? I missed most of last game building a character! Not letting THAT happen again!"
LazarX
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I think the only time I ever faced a beholder was in first edition AD&D, with my magic-user at around level 11 or 12. IIRC, I think I disintegrated it on the first shot.
That was around the time we realized that our characters were just too powerful to challenge at that level and decided to start a new campaign at level 1. I think that was also just about the last time I was a player instead of the DM, until I quit playing for 20+ years and returned last year.
The first time I faced a beholder was at the end of Living City campaign. For extra fun, it was a ghost beholder and we were stuck in a city wide Silence field. Fortunately I was a sorcerer with the silent metamagic feat, and I pumped that thing full of magic missiles. But that was one beastly combat, that I counted myself surviving only by luck.
Painlord
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| 2 people marked this as a favorite. |
The complete 'product identity' list from the legal notes:
...Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder,....
WTF!?
They trademarked my wife!?!!
They go too far! This means war!
HASBRRROOOO!! It's *on* now!
-Pain
| Tels |
In the post I made above with the wizard stealing my glory after I crept up on the beholder, we actually fought and killed 5 beholders in less than 5 rounds at level 11ish. Myself (ranger barbarian) the rogue/trickster, and the cleric were all 10th level and the two wizards in the party were 11th level.
We started off with creeping down a tunnel (wizards, and cleric under silence and invisibility sphere, I was scouting and rogue was in the rear). I managed to sneak up on the beholder and managed to get a full attack off. I did a lot of damage, then the wizard (one who didn't cast the sphere) cast tossed the silence rock behind him, then cast disintegrate. Turns out the creature would have died even if he made his save because I got my full attack off. This triggered the other beholders in the room to turn and come at us, and stat fighting. That same wizard who stole my glory fired another disintegrate, and killed his second beholder, then the other wizard fired off her disintegrate and got the third beholder. Now there was only two left, and I managed to tag-team it with the Rogue and we both got crits on the thing and dropped it. The rogue cackled with glee because he had a 5d6 sneak attack and a short sword that once per day could deal 10d6 shock as part of an attack. Ended up rolling 17d6 + 10 while I only had 3d8 + 39. So now it was the 5th Beholders turn and he hit the rogue with a flesh to stone, and missed everything else. The Cleric had cast Righteous Might on the surprise round, and jumped up with me on the 5th beholder and we tore it to shreds.
We looked at each other and were all thinking, "Beholders? Cake."
CBDunkerson
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Ok, I tracked down the other list. The v4 'Game System License' has a list of creatures which licensees are not allowed to produce imagery of:
Balhannoth, Beholder, Carrion Crawler, Displacer Beast, Gauth, Githyanki, Githzerai, Kuo-Toa, Mind Flayer, Illithid, Slaad, Umber Hulk, and Yuan-Ti.
The Balhannoth and Kuo-Toa are the only ones not also on the v3.5 SRD list and the tanar'ri and baatezu have fallen off. So apparently you can create images of tanar'ri and baatezu just so long as you don't call them that (which... Paizo has done). Not sure what to make of the Balhannoth and Kuo-Toa discrepancy... you can use the creatures, just not show any pictures of them?
| Odraude |
Cpt_kirstov wrote:Necromancer Games' Tomes of Horror were a godsend. If I recall they were made before Hasbro bought WotC, and essentially made a huge number of iconic D&D monsters open content. Various demon/devil lords, for example, not the least of which was Orcus.IIRC it's also in the tome of horrors
If only they did that with Demogorgon. I really liked him and while Lamashtu is a good replacement, I'll still miss him.
James Jacobs
Creative Director
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| 2 people marked this as a favorite. |
Generic Villain wrote:If only they did that with Demogorgon. I really liked him and while Lamashtu is a good replacement, I'll still miss him.Cpt_kirstov wrote:Necromancer Games' Tomes of Horror were a godsend. If I recall they were made before Hasbro bought WotC, and essentially made a huge number of iconic D&D monsters open content. Various demon/devil lords, for example, not the least of which was Orcus.IIRC it's also in the tome of horrors
Check out the Savage Tide adventure path. That's more or less my attempt to get in everything I wanted or had to say about Demogorgon out of my system before I couldn't talk about him anymore... between that AP and the Demogorgon Demonomicon entry from Dragon Magazine, you pretty much have Demogorgon as he'd exist in Pathfinder anyway.
| Odraude |
Odraude wrote:Check out the Savage Tide adventure path. That's more or less my attempt to get in everything I wanted or had to say about Demogorgon out of my system before I couldn't talk about him anymore... between that AP and the Demogorgon Demonomicon entry from Dragon Magazine, you pretty much have Demogorgon as he'd exist in Pathfinder anyway.Generic Villain wrote:If only they did that with Demogorgon. I really liked him and while Lamashtu is a good replacement, I'll still miss him.Cpt_kirstov wrote:Necromancer Games' Tomes of Horror were a godsend. If I recall they were made before Hasbro bought WotC, and essentially made a huge number of iconic D&D monsters open content. Various demon/devil lords, for example, not the least of which was Orcus.IIRC it's also in the tome of horrors
Fair enough, I'll check him out. I know he is mentioned briefly in the Besitary 1 excerpt about demon lords, but I was sad to see he was missing in the Book of the Damned 2 book. That said, I'm glad you guys got Dagon and I do like how Lamashtu and Pazuzu are just like their Mesopotamian origins. And then there's Abraxas :). Also, what issue is that Dragon Magazine?
FallofCamelot
|
The complete 'product identity' list from the legal notes:
Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerūn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
EDIT: Hmmm, elsewhere I see the balhannoth listed too, but it wasn't on the v3.5 SRD list above. Apparently they've updated their claim over time.
Thank you kindly. Much obliged :)
| Bruunwald |
Gelatinous Cubes, Troglodytes, Beholders, and a few other "made up" DND creatures are considered "iconic" and copyrighted by DND.
Troglodyte is an actual word in English that means "cave dweller." Not only are they not protected Intellectual Property of WoTC, they appear in the first Bestiary.
Gelatinous cubes also appear in the Bestiary.
Illithids (mind flayers) are protected, as are beholders.
| Bruunwald |
BlueAria wrote:Our dm ran 3.5 beholders as cr-1 and it worked fine for us that disintegrate beam was a bit strong though.....?
I think they meant their GM ran a 3.5 beholder in a Pathfinder game as the same creature with a -1 to its original CR.
Kind of threw me for a minute too. At first it looked like they were saying it was a CR 1 creature.
| Starbuck_II |
I made a few conversions:
1) The Artillery Beholder:
Beholder CR 8
Usually LE Large Aberration
Init +4; Senses all-around vision, darkvision 60’, see invisible; Perception 20
Languages Beholder, common
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AC 28, touch 12, flat-footed 26 (+0 Dex, +16 natural, +3 deflection, -1 size); DR 5/-
hp (9 HD)
Resist acid 10, cold 10, electricity 10, fire 10, force 10; SR 20
Fort +10, Ref +6, Will +13
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Speed 5 ft. (1 square), fly 20 ft. (good)
Melee bite +6 (2d6+7 plus poison)
Ranged 10 eye rays +9 ranged touch (special, 17-20/*)
Melee 10 eye rays +9 ranged touch (special, 17-20/*) and bite +6 (2d6+7 plus poison)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +18 (+9 BAB, +5 Str, +4 size)
Atk Options Antimagic beam, eye rays, poison
Special Actions Quick spin
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Abilities Str 21, Dex 14, Con 21, Int 19, Wis 16, Cha 15
Feats (4 feats for 12 Hit Dice)
Alertness (B) (+2 Listen and Spot), Improved Critical (eye rays) (double critical threat range) (B), Improved Initiative (+4 to initiative), Improved Toughness (+1 hp per HD)
Weapon Focus (Ray), Point Blank Shot
Skills
Intimidate +17 (15 ranks, +2 Cha)
Knowledge (arcana) +19 (15 ranks, +4 Int)
Perception +20
Spellcraft +21 (15 ranks, +4 Int, +2 synergy from Knowledge (arcana))
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Greater Critical (Ex): The Beholder has an extra bonus to Critical Threat rate.
Visual Acuity (Ex): A beholder can see invisible and ethereal creatures normally and sees naturally as though it were wearing a ring of X-ray vision.
A beholderkin cannot be blinded, flanked, caught flat-footed, or surprised
Antimagic Eye (Su): The beholder can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the beholder creates a 60 foot cone. Anyone in this area who attempts to cast a spell or spell-like ability must make a caster level check (DC 22) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus.
Sustained Barrage (Su): Beholders continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A beholder rolls two dice for initiative and records both results. On a beholder's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the beholder may fire its fire ray or force rays at any target within 60 feet. The beholder fires twice, using either ray for each shot. It may fire at the same or a different target. The beholder cannot take any other actions on its barrage turn except to delay.
Eye Rays (Su): Each of a beholder’s ten small eyes can produce a magical ray once per round as a free action. Each eye ray deals 6d6 damage of a specific energy type (acid, cold, electricity, fire, or force). A beholder has two eye stalks for each energy type. During a single round, a beholder can aim only two eye rays at any individual target. Each eye ray has a range of 150 feet and damages any target it hits with a ranged touch attack.
he save DCs are Charisma-based. Its ocular power also carries the effect of a targeted Dispel magic spell (caster 10th). Instead of dealing double damage on a critical hit, a critical hit from an eye ray has a special critical effect depending upon the eye ray’s energy type:
• Acid: The target’s physical features melt away from the acid. The target takes 4 points of damage to Strength, Dexterity, and Constitution (Fortitude DC 18 negates the melting, but the target still takes the 6d6 acid damage).
• Cold: The target is slowed for 1 hour (Will DC 18 negates the slow, but the target still takes 6d6 cold damage).
• Electricity: The target is stunned for 1 round and is blinded and deafened for 1d6 rounds (Will DC 18 negates both the stunned effect and the blindness/deafness).
• Fire: On a failed save, the target takes 26d6 points of fire damage (instead of the normal 6d6 fire damage). Any target reduced to 0 or fewer hit points is entirely disintegrated (as per the disintegrate spell) as the target is reduced to smoldering ashes (Fortitude DC 18 negates the disintegration, but the target still takes the normal 6d6 fire damage).
• Force: The target is flung away from the beholder. The target travels up to 1d6 x 10 ft., and takes 1d6 points of damage per 10 feet traveled. (Reflex DC 18 avoids being flung)
Note: If a target takes no damage from an eye ray because of immunities or resistance, it is unaffected by the special critical effect.
The save DCs for all special critical effects are Cha-based.
Charm beam (Su): one/hour, the beholder can fire a ray DC 18 that charm monster effect.
Flight (Ex): A 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.
Powerful Bite: A beholder rarely uses its bite, focusing instead on using its eye rays to bring down prey. Because of this, a beholder’s bite is always treated as a secondary natural weapon, incurring a -5 penalty on all attack rolls. However, almost all of the beholder’s strength is concentrated on its powerful jaws, allowing them to add 1-1/2 the beholder’s strength bonus to damage.
Poison (Ex): Injury, Fortitude DC 21, 1d6 Dex / paralysis (1 minute).
Quick Spin (Su): As an immediate action, a beholder may spin around, focusing the antimagic beam from its central eye upon a different target. Typically, a beholder will use a quick spin to try to catch a spellcaster in the antimagic beam just as the caster tries to cast a spell. However, a quick spin only has a 50% chance of actually interrupting a target’s action. For example, a beholder is focusing his antimagic beam upon the party’s wizard. The cleric begins to cast a destruction spell. The beholder sees the cleric and recognizes the somatic components of the spell. Desperately wanting to avoid being the target of such a spell, the beholder uses Quick Spin to refocus his antimagic beam on the cleric instead of the wizard. The beholder rolls a 17 on a d20 and manages to interrupt the cleric’s destruction spell before it was cast. If the beholder had instead rolled a 7, the cleric would have cast the destruction spell before being targeted by the antimagic beam.
Eye: Effect / Critical Effect {Critical Save}
Central: Antimagic beam (no attack required)
2 Acid: 6d6 acid / Melt (Str, Dex, Con: 4 damage) {Reflex DC 18}
2 Cold: 6d6 cold / Slow (1 hour) {Will DC 18}
2 Electricity: 6d6 electricity / Stun (1 rnd) and blind/deaf (1d6 rnds) {Will DC 18}
2 Fire: 6d6 fire / Disintegrate (26d6 fire) {Fortitude DC 18}
2 Force: 6d6 force / Flung (target thrown backwards 1d6x10 ft.) {Reflex DC 18}
2)Gauth:
Gauth CR 2
Usually LE small Aberration
Init +8; Senses all-around vision, darkvision 60, see invisible; Perception +7
Languages Beholder, common
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AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size);
hp 23 (3d8+9 HD)
Fort +4, Ref +4, Will +5
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Speed 10 ft. (1 square), fly 40 ft. (perfect)
3 Eye ray +7 (DC 14, inflict light wound, Sleep, mage hand)
Abilities: Flight, visual acuity, Evil Eye
Str 10 Dex 18 Con 16 Int 12 Wis 15 Cha 16
Feat: Improved init, Flyby Attack
Evil Eye (su): Anyone who meets the gauth’s central eye is overwhelmed by its malicious intent. Every gauth has gaze attack that forces targets to make a Will save or be stunned for 1 round, and continue to make saving throws as long as they meet the gauth’s gaze.
Visual Acuity (Ex): A gauth can see invisible and ethereal creatures normally and sees naturally as though it were wearing a ring of X-ray vision.
beholderkin cannot be blinded, flanked, caught flat-footed, or surprised
Eye rays:
As a standard action, a beholder can produce one ray from each eyestalk (4 eyestalks). It can target up to two rays at a single target. Each ray aimed at a specific target must have a different effect, but a beholder can use the same ability twice per round.
Each of a gauth’s three eye rays resembles a spell cast by a 5th-level caster. Each eye ray has a range of 150 feet and a save DC of 14. The save DCs are Charisma-based. Its ocular power also carries the effect of a targeted Dispel magic spell.
The three eye rays include :
Inflict Light Wounds: This works like the spell, causing 1d8+5 points of damage (Will half).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Mage Hand: A beholder can move that weigh up to 10 pounds, as though with a Mage hand spell. However, if used against creatures a beholder can use this ray to move a creature up to 10 feet; a Reflex save negates this movement.
3) Eye of Flame CR 6
Usually LE Medium Aberration
Init +8; Senses all-around vision, Darkvision 60, see invisible; Perception +7
Languages Beholder, common
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AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, 0 size);
hp (7d8+ HD)
Fort +4, Ref +4, Will +5
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Speed 10 ft. (1 square), fly 40 ft. (perfect)
3 Eye ray +7 (DC 14, Fire ray)
Abilities: Flight, visual acuity, Vulnerable Eye, Eye Rays,
Feat: Improved init, Flyby Attack
Vulnerable Eye (su): As a swift action, the beholder can focus its large, central eye on a target, disrupting forcing it to be vulnerable to any fire effects. Fort save Negate, DC 22 (+4 racial). This lasts for 1d6 rounds: The target gains the vulnerability trait to fire, loses any fire immunity, and any fire effects on the target cause it to catch on fire.
Visual Acuity (Ex): A Eye of Flame can see invisible and ethereal creatures normally and sees naturally as though it were wearing a ring of X-ray vision.
A beholderkin cannot be blinded, flanked, caught flat-footed, or surprised
Eye rays:
As a standard action, a beholder can produce one ray from each eyestalk (5 stalks). It can target up to two rays at a single target. Each ray aimed at a specific target must have a different effect, but a beholder can use the same ability twice per round.
Each of a Eye of Flame’s four eye rays resembles a spell cast by a 6th-level caster. Each eye ray has a range of 150 feet and a save DC of 18 (+4 racial bonus to the beholder's save DCs). The save DCs are Charisma-based. Its ocular power also carries the effect of a targeted Dispel magic spell.
Scorching Ray: Acts like the spell (no save).
Command: This works like the spell (Will negates)
Mage Hand: A beholder can move that weigh up to 50 pounds, as though with a Mage hand spell. However, if used against creatures a beholder can use this ray to move a creature up to 20 feet; a Reflex save negates this movement.
Slow: Single target, works like spell (Will Negate)
4) Eye of the Deep CR 5
Medium-Size Aberration
Hit Dice: 6d8+20 (65 hp)
Init +6; Senses all-around vision, Darkvision 60, see invisible; Perception +7
Speed: 5 ft, swim 20 ft, fly 20 ft. (Good),
AC: 17 (+5 natural, Dex), touch 17, flat-footed 15
Attacks: Eye rays +6 ranged touch, 2 claws +5 melee, bite +5 melee
Damage: Claw 1d6+1, bite 1d6+1
Saves: Fort +5, Ref +3, Will +8
Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 13, Cha 14
Challenge Rating: 5
Languages Beholder, common
3 Eye ray +7 (DC 15, Cold ray, Hold Monster)
Abilities: Flight, visual acuity, Eye rays, improved grab, tear
Feats: Flyby Attack, Improved Initiative, Weapon Focus: ray, Alertness
Baleful Flash (Su): An eye of the deep’s central eye can, Free action, once per round, produce a 60 ft cone extending straight ahead from the creature’s front. Creatures in the area must succeed at a Fortitude save DC 15 or be Blinds for 2 round and stuns 1 rd. Succeeded saves are dazzled 5 rounds instead.
Visual Acuity (Ex): A gauth can see invisible and ethereal creatures normally and sees naturally as though it were wearing a ring of X-ray vision.
A beholderkin cannot be blinded, flanked, caught flat-footed, or surprised
Eye rays:
As a standard action, a beholder can produce one ray from each eyestalk (2 stalks). It can target up to one rays at a single target. Each ray aimed at a specific target must have a different effect, but a beholder can use the same ability twice per round.
Each of a Eye of the Deep’s two eye rays resembles a spell cast by a 8th-level caster. Each eye ray has a range of 150 feet and a save DC of 15. The save DCs are Charisma-based. Its ocular power also carries the effect of a targeted Dispel magic spell.
The three eye rays include :
Cold Ray: This works like the Scorching ray spell but cold type, causing 4d6 points of damage (No save).
Hold Monster: This works like the spell (Will negates).
Constrict (Ex): Deals 2d6+5 on successful grapple
Improved Grab (Ex): To use this ability, the eye of the deep must hit with a claw attack
| RJGrady |
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I have a guess the Displacer Beast is probably PI for a reason that may be inobvious; it was originally deemed to have infringed the coeurl from Vogt's story "Black Destroyer" and TSR was forced to seek forgiveness, having failed to obtain permission. Wizards is probably using it by agreement and is forbidden to sublicense it lest they provoke legal action.
Ironically, umber hulks are based on a Chinese made plastic toy that ended up at Gygax's gaming table. I used to own one.