angelroble
First Post
...So I am running this Shadowdale campaign as a DM and one of the monsters the PCs face is a Beholder. There's no beholder in PF, as it's not OGC, and though I could use it as it's in the 3.5 MM, I've decided to do my own conversion. Some of the features of the old beholder are not of my taste (too many save or die rolls). So here it is. I'm open to criticism, especially because I'd like some help with the b's balance.
Beholder CR 13
LE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +21; All-Around Vision
Defense
AC 26 Touch 13, Flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size )
CMD 23 Can’t be tripped
HP 124 (13d8+65)
Saves Fort +11, Ref +9, Will +12
Special. DR 5/-; Fortification (25% of avoiding sneak attack / critical hit)
Offense
Speed 5 ft., Flight 40 ft (Good)
BAB +9 CMB +11;
Melee. Bite +9 (1d8+1)
Ranged. Up to 6 Eye Rays +11. Ranged touch attack.
Attack Options:
- Standard Action. Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite.
- Full-round action. Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right).
- Immediate action. Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). This kind of ray attack becomes unavailable for the next round.
Size: Large. Space 10 ft.; Reach 5 ft.
Statistics
Abilities. Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18
Feats. Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance.
Skills. Appraise +6; Bluff +7; Diplomacy +7; Escape Artist +14; Fly +19; Intimidate +20; Know. (Arcana) +19; Linguistics +6; Perception +21; Sense Motive +5; Spellcraft +19; Stealth +18; Survival +8
Languages Common, Undercommon
Treasure Double standard
Special Abilities
All-Around Vision (Ex). Can't be flanked. +4 bonus to Perception [racial]. Additional immediate action (rays)
Flight. (Ex) 20' (Good). Cannot be tripped. +4 circumstance to Stealth.
Weird Body. DR 5/-; Fortification (25%)
Eye Rays (Su). Caster Level 13th. Range 150'.
Saves DC 17 (Cha based).
Mental Ray [Will partial] [Mind-Affecting]
Effects: Mental Debilitation (If save sucess) - Confused - Fascinated - Dazed - Charmed
Duration: 13 rounds (1 round for mental debilitation, 13 h for Charmed).
If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for Charmed (but he can make a new save if threatened, etc. as the spell.)
Mental Debilitation. The target takes a -2 penalty for saves against this ray attack. If he already has mental debilitation, the penalty increases by -2 (max. -10).
Fear Ray [Will partial] [Fear, Mind-Affecting]
Effects: Shaken (if Save succes) - Frightened - Panicked - Cowering.
Target is is affected by one of the above conditions.
Duration: 13 rounds (1 round for Shaken).
If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category.
Paralysis Ray [Fortitude partial]
Effects: Staggered - Paralyzed - Unconscious - Petrified
The target also receives 5d6 non-lethal damage if hitted by the ray (save don't avoid this). The beholder can choose to not apply the petrified condition.
Duration: 13 rounds (13 minutes for Unconscious, permanent for Petrified).
If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category. If he is unconscious, he can only make a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. If he is petrified, there is no more saves.
Pain Ray. This ray may have 3 different effects (beholder chooses).
1. Disintegration. 5d6+26 damage [Fort 1/2]. Can score critical hits (19-20 x2). Affects Structures.
2. Death. 5d6 +52 damage [Fort 1/3]. Death effect.
3. Negative Energy. 5d6+26 damage [Will 1/2].
Telekinetic Ray. It can be used two ways:
1. Combat maneuver (Bull Rush, Trip, Disarm, Grapple). CMB +17 (+2 circumstance bonus if target at 10' or less) (13 [CL]+4[Cha]). The Grappled condition lasts for one round.
2. Hurl one object. Attack +17. 1d6 dmg per 25 lb (minimum damage 3d6). Up to 150lb.
Antimagic ray. Don't need to make ranged touch attack. It can be used three ways:
1. Area effect (90º cone). It supresses every Illusion effect in the area for one round as if affected by an antimagic area.
2. Spell Cancellation. [Targeted]. It supresses one magic effect already in place for 1 round as if affected by an antimagic area. It can also spress the magic powers of one item.
3. Counterspell. [Targeted]. It can be used to counterspell (as Dispel Magic) any effect cast if he is one of the targets or if he is in the area of effect. He must make a dispel check (1d20+13 (CL) vs 11+CL as usual), and he must see the spell caster at the moment of the casting.This is an immediate action (see above)
Beholder CR 13
LE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +21; All-Around Vision
Defense
AC 26 Touch 13, Flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size )
CMD 23 Can’t be tripped
HP 124 (13d8+65)
Saves Fort +11, Ref +9, Will +12
Special. DR 5/-; Fortification (25% of avoiding sneak attack / critical hit)
Offense
Speed 5 ft., Flight 40 ft (Good)
BAB +9 CMB +11;
Melee. Bite +9 (1d8+1)
Ranged. Up to 6 Eye Rays +11. Ranged touch attack.
Attack Options:
- Standard Action. Fire three Eye Rays into a 90º cone area (target may be the same for the three rays), plus Bite.
- Full-round action. Fire all the Eye Rays, each one in a different 90º cone area (up, down, front, rear, left, right).
- Immediate action. Make a Telekinetic Ray attack (max 40'), a Paralysis Ray Attack (max 20') or Antimagic Ray attack (only to counterspell). This kind of ray attack becomes unavailable for the next round.
Size: Large. Space 10 ft.; Reach 5 ft.
Statistics
Abilities. Str 12, Dex 16, Con 20, Int 16, Wis 15, Cha 18
Feats. Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Wind Stance.
Skills. Appraise +6; Bluff +7; Diplomacy +7; Escape Artist +14; Fly +19; Intimidate +20; Know. (Arcana) +19; Linguistics +6; Perception +21; Sense Motive +5; Spellcraft +19; Stealth +18; Survival +8
Languages Common, Undercommon
Treasure Double standard
Special Abilities
All-Around Vision (Ex). Can't be flanked. +4 bonus to Perception [racial]. Additional immediate action (rays)
Flight. (Ex) 20' (Good). Cannot be tripped. +4 circumstance to Stealth.
Weird Body. DR 5/-; Fortification (25%)
Eye Rays (Su). Caster Level 13th. Range 150'.
Saves DC 17 (Cha based).
Mental Ray [Will partial] [Mind-Affecting]
Effects: Mental Debilitation (If save sucess) - Confused - Fascinated - Dazed - Charmed
Duration: 13 rounds (1 round for mental debilitation, 13 h for Charmed).
If the target fails his save and was already Confused (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category, except for Charmed (but he can make a new save if threatened, etc. as the spell.)
Mental Debilitation. The target takes a -2 penalty for saves against this ray attack. If he already has mental debilitation, the penalty increases by -2 (max. -10).
Fear Ray [Will partial] [Fear, Mind-Affecting]
Effects: Shaken (if Save succes) - Frightened - Panicked - Cowering.
Target is is affected by one of the above conditions.
Duration: 13 rounds (1 round for Shaken).
If the target fails his save and was already Frightened (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category.
Paralysis Ray [Fortitude partial]
Effects: Staggered - Paralyzed - Unconscious - Petrified
The target also receives 5d6 non-lethal damage if hitted by the ray (save don't avoid this). The beholder can choose to not apply the petrified condition.
Duration: 13 rounds (13 minutes for Unconscious, permanent for Petrified).
If the target fails his save and was already Staggered (or worse), he gets the next worse condition, in the order given (advance 2 conditions in that order if the save fails by 5 or more, or three conditions if it fails by 10 or more). Every round at the end of his turn, the target may make another save to reduce his condition by one category. If he is unconscious, he can only make a check every minute, or every round if someone else spends an standard action trying to awaken him or if damaged. If he is petrified, there is no more saves.
Pain Ray. This ray may have 3 different effects (beholder chooses).
1. Disintegration. 5d6+26 damage [Fort 1/2]. Can score critical hits (19-20 x2). Affects Structures.
2. Death. 5d6 +52 damage [Fort 1/3]. Death effect.
3. Negative Energy. 5d6+26 damage [Will 1/2].
Telekinetic Ray. It can be used two ways:
1. Combat maneuver (Bull Rush, Trip, Disarm, Grapple). CMB +17 (+2 circumstance bonus if target at 10' or less) (13 [CL]+4[Cha]). The Grappled condition lasts for one round.
2. Hurl one object. Attack +17. 1d6 dmg per 25 lb (minimum damage 3d6). Up to 150lb.
Antimagic ray. Don't need to make ranged touch attack. It can be used three ways:
1. Area effect (90º cone). It supresses every Illusion effect in the area for one round as if affected by an antimagic area.
2. Spell Cancellation. [Targeted]. It supresses one magic effect already in place for 1 round as if affected by an antimagic area. It can also spress the magic powers of one item.
3. Counterspell. [Targeted]. It can be used to counterspell (as Dispel Magic) any effect cast if he is one of the targets or if he is in the area of effect. He must make a dispel check (1d20+13 (CL) vs 11+CL as usual), and he must see the spell caster at the moment of the casting.This is an immediate action (see above)
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